The Daleks
They are a
perfect villain species to appear in your Dungeon Crawl Classics game. They
are even better suited to Mutant Crawl Classics, Crawling
Under a Broken Moon, or Crawljammer games.
Original Dalek: Init +0; Atk plunger
arm +2 melee (1d3) or energy weapon +3 ranged (1d6+3 or paralysis); AC 17; HD 1d12;
MV 30’; Act 1d20; SP paralysis, long-range communication, reliance on
radiation, reliance on static; SV Fort +12, Ref +0, Will +7; AL L.
Original Daleks
are able to partially paralyze those struck by their energy weapons (2d3
Agility damage, recovered at a rate of 1 point per hour, movement speed reduced
by 5’ per 2 points remaining). A second paralysis blast while this temporary
damage is in effect requires a DC 20 Fort save, or the new damage is permanent.
Original
Daleks are reliant on radiation, taking 1d4 damage each turn their environment
has insufficient radiation content. Their travel cases are powered through
static electricity conducted through the floor of the Dalek city. If this
connection is broken, the Dalek is helpless.
Original
Daleks cannot climb stairs.
Original Dalek Creature: Init –4; Atk claw
+0 melee (1d3); AC 7; HD 1d3; MV 5’; Act 1d12; SP reliance on radiation; SV
Fort +0, Ref +0, Will +5; AL C.
The original
Dalek creature, bereft of its cybernetic casing, is fairly defenseless. It has
the same reliance on radiation that the original Daleks do. The difference in
alignment between a Dalek in its casing and outside is based upon later lore.
Daleks are quivering lumps of hate, but the Dalek casing actually programs much
of the creature’s behaviour. As we will eventually see, uncased Daleks don’t
like their cased brethren very much.
Original Thal: Init +2; Atk by weapon +0
melee or ranged (by weapon); AC 10; HD 1d4; MV 30’; Act 1d20; SV Fort +0, Ref +0,
Will +0; AL L.
The original
Thals were agrarian pacifists, who hoped to come to terms with the Daleks.
Their attempt to bypass the Lake of Mutations on Skaro, and then find a way
into the Dalek city through caves in the mountains, would make a great DCC
funnel adventure.
The Dalek
Invasion of Earth
Invasion Dalek: Init +1; Atk plunger
arm +2 melee (1d3) or energy weapon +4 ranged (1d6+3); AC 17; HD 1d12; MV 30’;
Act 1d20; SP long-range communication, reliance on broadcast power; SV Fort +12,
Ref +0, Will +7; AL L.
Black Dalek: Init +3; Atk plunger arm +3
melee (1d4) or energy weapon +6 ranged (1d7+4); AC 19; HD 4d12; MV 30’; Act 1d20;
SP long-range communication, reliance on broadcast power; SV Fort +14, Ref +0,
Will +9; AL L.
By the time
the Daleks invaded the Earth, they had overcome their reliance on radiation and
static electricity. These Daleks each had a receiver dish with which they could
obtain broadcast power from several Dalek compounds or saucer ships. They no
longer sought to paralyze enemies – enemies were to be exterminated
By the time
the Daleks invaded the Earth, they had overcome their reliance on radiation and
static electricity. These Daleks each had a receiver dish with which they could
obtain broadcast power from several Dalek compounds or saucer ships. They no
longer sought to paralyze enemies – enemies were to be exterminated.
In the
serial, Earth’s magnetic core draws the Daleks to it, destroying them. A similar
device could be used in a DCC or MCC Dalek adventure.
Travelling across invaded Britain was a big part of the Doctor Who story, and
could be used as a funnel adventure. Exploring a crashed Dalek saucer might
also make for interesting game play…especially if some of the occupants are
still active!
A Dalek can
be disabled if its receiver disc is damaged (Mighty Deed 4+), but these Daleks
are far more efficient in their long-range communications, and instantly know
that the Dalek unit is disabled.
Slyther: Init +4; Atk claw +3 melee (1d3);
AC 12; HD 4d6; hp 14; MV 40’; Act 4d20; SP enhanced senses, stealthy, fear
attack; SV Fort +4, Ref +1, Will +3; AL C.
The Slyther
was a “pet” of the Black Dalek, unleashed to control the human worker
population, and allowed to eat anyone it could catch. It is likely that the
Slyther is a Dalek mutant of some sort, larger than a man, and able to attack
with multiple claws. It has enhanced sense, able to sense living beings within
100’ without needing to see them. It has a 1 in 3 chance of attacking by
surprise, in addition to whatever normal chance the judge uses for other
creatures. Finally, it induces fear in its prey – a creature targeted by the
Slyther on its first round must succeed in a DC 10 Will save or lose its next
action due to sheer terror.
Roboman: Init -2; Atk by weapon +0
melee (by weapon); AC 8; HD 2d6; MV 20’; Act 1d16; SP long-range communication,
insanity; SV Fort +3, Ref –2, Will +0; AL L.
Robomen are
normal humans, operated on and controlled by the Daleks. They are controlled by
a headset reminiscent of the head cowling of a Cyberman; if this is damaged
(Mighty Deed 3+), the Roboman is no longer controlled by the Daleks. The Daleks
always know when a Roboman asset is lost, and usually investigate.
If the
Daleks lose control of a Roboman, or on a 1 in 7 chance each time a Roboman is
hit, it will go insane, seeking to destroy itself. Under normal circumstances,
nothing can restore the humanity of a Roboman. With the strange powers
available to Clerics, Wizards, and Mutants, the judge may allow a Roboman to
remember who he once was. To this end, it is worth noting that the Daleks tend
to choose only intelligent specimens for Robotization.
If these
versions of the Daleks seem surprisingly easy to defeat, the author recommends
that the reader view the original programs and makes any adjustments he or she
sees fit to make. There are several stories, including the original (The Daleks),
in which the Daleks are defeated by primitive weapons.
~brain explodes~
ReplyDelete~Dalek War/Time War concepts race through what's left of brain~
Yup, at one point the Doctor throws a Dalek armor in the older series. But when they were modernized they became a serious force to be dealt with.
ReplyDelete