Very good.
All this "Space crusade" goodies makes me curse the day I chucked mine. Excellent stuff as always.
http://quests-of-legend.weebly.com
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In reply to this post by MortiS-the-Lost
Print fuckloads of the Dalek blips and we can have a fucking Dalek ship battle. :D
Mankinds first mistake; Questioning why those around him, are dying.
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In reply to this post by MortiS-the-Lost
P.S those of you wanting Dalek miniatures will want to read This Thread
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~The ravings of a single mad Goblin is bad enough, but such a power-hungry, malice-filled creature as Mortis can never hope to be understood~ |
In reply to this post by MortiS-the-Lost
Hi Mortis,
I discovered Doctor Who series only a few months ago. I've seen only the last two seasons but I think that the Dalek's laser weapon is very powerful, so why do you have considered only white dice instead of red ones? Thanks
My work:
http://www.boardgamegeek.com/filepage/39683/the-basical-logic-of-space-crusade (The basical logic of Space Crusade - ENG) http://www.mediafire.com/?ui42yfyadpmgtn3 (An analysis of boarding squads - ITA) http://www.mediafire.com/?uzprfbxl9nx6mmt ("A new hope" - Dinamic missions - ITA) |
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So far, we've had one game of them.
4 whites is EASILY capable of killing a Space Marine with little to no effort. D:
Mankinds first mistake; Questioning why those around him, are dying.
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In reply to this post by Tony1978
As Messy said, 4W is easily enough to kill most things in Space Crusade
The maximum possible roll for 4W is of course 8, meaning a Dalek could kill a Dreadnought out right with a good roll - yes I could have got the same maximum roll with 2R 1W, but I went for all white dice because I wanted a lower chance of hitting/killing (Daleks tend to be bad shots, but when they do hit they kill). if I stat up a Special Weapon Dalek in future that will get Red Dice
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~The ravings of a single mad Goblin is bad enough, but such a power-hungry, malice-filled creature as Mortis can never hope to be understood~ |
This post was updated on .
Yesterday I watched episode 2x13 (2006) in which Cybermen attacked Daleks.
It is interesting the fact that Daleks are able to adjust their energy protection to the enemies' weapons. So, do you think it's usful an Event Card that increase the Armour Value by one, for the rest of the mission? For example: "The Daleks have adapted their energy protections against your (or marines) weapons. From this turn forward their Armour Value is increased by one point."
My work:
http://www.boardgamegeek.com/filepage/39683/the-basical-logic-of-space-crusade (The basical logic of Space Crusade - ENG) http://www.mediafire.com/?ui42yfyadpmgtn3 (An analysis of boarding squads - ITA) http://www.mediafire.com/?uzprfbxl9nx6mmt ("A new hope" - Dinamic missions - ITA) |
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that's not a bad idea, but it would make the Daleks pretty much un-killable for the rest of the game - however with a small change I think it would work rather nicely - what I'd suggest is making the Daleks gain the +1 AV against 1 weapon type chosen by the Alien Player. This not only stops the Daleks becoming instantly over powered but also fit in nicely with the idea of them adapting their force-shields to the weapons being used against them (Borg style!)
nope, he referring to the 2006 episode "Doomsday" featuring the gold/bronze Eccleston-Tennant era Daleks, fighting Cybermen in Canary Wharf Well I've got a force of about 20 plastic iDalek models (admittedly only one of which is painted) and I am often rather tempted to buy the various Dr Who character like models from Heresy, Hasslefree and others - but the thing is this: Dr Who doesn't make for a very good wargame (at least not in the idiom of Space Crusade) Let me explain ... While Daleks are the most war-like race the galaxy has ever seen (making them ideal combatants for a battle game), The Doctor and Friends are not a fighting force - while Ace, River, Leela and a few other companions may have resorted to violence from time to time, The Doctor himself doesn't like violence (and besides no one would face an army of Daleks on their own terms). A Dr Who game would be better suited to a more RPG style games with an emphasis on puzzle-solving and non-combat encounters - as it happens I do own the Dr Who RPG game published by Cubicle 7, which is what I plan to use the Dalek miniatures for in the long run
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~The ravings of a single mad Goblin is bad enough, but such a power-hungry, malice-filled creature as Mortis can never hope to be understood~ |
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In reply to this post by MortiS-the-Lost
I love it!!! Shame I don't have SpaceCrusade anymore. I've recently got a copy of WH40K Rogue Trader - which gives you good pointers on creating aliens from scratch. I may try that out. In other 40K editions I tried to make Daleks using the vehicle design rules.
Remember, sometimes you roll a one...
http://dungeon-gamer.blogspot.co.uk
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Reminds me of the picture I saw of a dalek on a heroquest board. :)
I agree that they should probably be better at shooting, 4W is exact;y equivalent (on average) to 2R. Although they do tend to be crap shots (maybe all the anger they they're carrying) so maybe it's right. I've got really good rules for the Silence. At the end of the mission say 'Well done for killing all the Silences. Have some more points.' |
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