Skaro, in a galaxy far, far away.
To the Emperor Dalek
A brief of
A Dalek is
composed of two parts. The Dalek Armour, and the Kaled creature that sits
inside. Kaleds used to be human but evolved, or mutated, into this
blob-like state. Kaleks are highly intelligent, even capable of Time
Travel and building their own TARDIS. Even when outside their Dalek
machines they can be very dangerous. During their evolution into Daleks
their emotions of remorse, compassion and love were eradicated, and their
information on Dalek history go to
appearance: The Daleks, The Dalek Invasion of Earth, The Chase,
Mission to the Unknown, The Daleks Master Plan, The Power of the Daleks,
The Evil of the Daleks, Day of the Daleks, Frontier in Space (minor
appearance), Planet of the Daleks, Death to the Daleks, Genesis of the
Daleks, Destiny of the Daleks, Revelation of the Daleks, Resurrection of
the Daleks, Remembrance of the Daleks, Dalek (not yet broadcast)
Doctor Who and the Daleks, Doctor Who: Invasion Earth 2150
Daleks are logic in their thought, but
ruthlessly aggressive. A Dalek will not think twice before killing
in cold blood. To a Dalek the only thing of importance is the
preservation and growth of the Dalek Empire.
Daleks in the Warriors
of Gar Star Wars Universe
rule several sectors of the galaxy beyond Wild space, bordering the Blood
Drift and Draconian Space. The Daleks have only made a single attempt to
conquer the Star Wars galaxy where they were in fact being
manipulated by the Dark Lord of the Sith, Darth Vader. Vaders plan
to use the Daleks failed due to the interference of the Warriors of Gar.
Species Traits D20
-4 Str, -4 Dex, +6 Int, +2 Wis, -2 cha
Dalek is a tiny creature giving it +2 to attack & defense; however, a
Dalek is very rarely encounter outside it's armoured travel machine which
is considered Medium sized. When inside it's armour a Dalek cannot
make a Melee attack, though it can grapple. Strength check for
grapple is with a +5 mod.
All Daleks start with Armour Proficiency (Powered), Weapon Proficiency (Dalek
Dalek bite inflicts 1D3+1. A Fort save DC 15 is needed to prevent the
wound becoming infection.
Most Daleks are Thugs or Experts, though Scouts and Officer (Prestige
Class) are available.
Daleks may not take Force Classes, or the the Force Sensitive Feat.
toughness & Survival:
Unless a Dalek is reduced to 0 wounds (20 wounds caused in a single
attack) ignore all damage as if the armour had absorbed the blast. A
destroyed Dalek may make a Fort save to climb clear of the wreck
The Dalek eye-stork can be targeted at -8 to attack. The eye-stork
has 5 Wounds. If destroyed the Dalek is treated as blind. A
Blind Dalek however must pass a Will save DC18 or go into a frenzied
panic. The Dalek gains an additional attack per round at Full Attack
bonus minus blindness penalties (-4 to Defense & Attack with 50%
chance of missing).
vis-on is imp-paired, I can-not see, my vis-on is imp-paired, I can-not
Type: Powered armor
Gun: Damage 4D10 Crit. 20, or Stun Gas (up to 10 meters) DC 20
is the standard design of the Imperial Daleks, and most common
Type: Powered armor
Gun: Damage 10D10
This is one of the few
specialty Daleks. the use of it's excessive firepower is
rarely required, hence these Daleks are rarely encountered.
Type: Powered armor
20 (includes Shields)
Gun: Damage 4D10
Crit. 20, or Stun Gas (up to 10 meters) DC 20
is the designs used by the final Daleks during the last great Time
War against the time Lords. This Dalek travel machine is
highly advanced and includes full flight ability, shields, DNA
sampling and regenerative abilities.
Thug 2; Init -1 (-1 Dex); Def 14 ( -1 Dex, +0 Class, +5
Armour); Spd 10m; VP/WP -/10; Atk +1 melee (1d3+1,
bite), +1 ranged (Dalek Gun 4D10); SV Fort +3, Ref -1, Will +2;
SZ M; FP: 0; Rep: +0; Str 8, Dex 8, Con
10, Int 18, Wis 14, Cha 10.
Computer Use +6, Craft (Weapons) +6, Disable Device +6, Intimidate +5,
Knowledge (Technology) +6, Pilot +1, Read/Write Basic, Repair +6, Search
+6, Speak Basic, Survival +4
Armor Proficiency (Powered), Weapons Group Proficiency (Dalek Gun)
Thug 4; Init -1 (-1 Dex); Def 15 ( -1 Dex, +1 Class, +5
Armour); Spd 10m; VP/WP -/10; Atk +3 melee (1d3+1,
bite), +3 ranged (Dalek Gun 4D10); SV Fort +4, Ref +0, Will +3;
SZ M; FP: 0; Rep: +1; Str 8, Dex 8, Con
10, Int 19, Wis 14, Cha 10.
Astrogate +5, Computer Use +7, Craft (Weapons) +7, Disable Device +6,
Intimidate +7, Knowledge (Technology) +10, Pilot +1, Read/Write Basic,
Repair +7, Search +6, Speak Basic, Survival +4
Armor Proficiency (Powered), Starship Operation (capital ship), Weapons
Group Proficiency (Dalek Gun)
Thug 4/Expert 2/Officer 4; Init -1 (-1 Dex); Def 15 ( -1 Dex,
+1 Class, +5 Armour); Spd 10m; VP/WP -/10; Atk +7/+2
melee (1d3+1, bite), +7/+2 ranged (Dalek Gun 4D10); SQ +2 to
Computer Use checks when attempting to retrieve news via electronic
mediums, +2 to Demolitions checks in when using explosives with
computerized elements, +2 to Disable Device checks when attempting to
disable electronic security systems, +2 to Repair checks when attempting
to repair Computerized devices, Dark Side, Leadership, Requisition
Supplies; SV Fort +6, Ref +2, Will +10; SZ M; FP: 0;
DSPs: 36; Rep: +7; Str 8, Dex 8, Con 10,
Int 20, Wis 14, Cha 10.
Astrogate +9, Bluff +5, Computer Use +18, Craft (Weapons) +8, Demolitions
+8, Diplomacy +8, Disable Device +7, Gather Information +6, Intimidate
+12, Knowledge (Technology) +17, Pilot +1, Read/Write Basic, Repair +12,
Search +7, Sense Motive +5, Speak Basic, Survival +4
Armor Proficiency (Powered), Infamy, Iron Will, Starship Operation
(capital ship), Weapons Group Proficiency (Dalek Gun)