- Make attribute checks - if appropriate - for access to the ambush turn. This is usually an AGI Stealth or CHA Bluffing opposed check against the target. Those who succeed take one action. All actions in the ambush turn occur simultaneously.
- Everyone rolls INITIATIVE. On a tie, compare AGILITY, and if still tied, have each roll LUCK and the highest wins.
- All combatants then act in order from highest INITIATIVE to lowest. Each character may take two actions unless otherwise noted. An action is a move, an attack or a regular action. You can move twice, attack twice or move and attack or any other combination.
- Once everyone has acted, return to step 3 and repeat until the combat ends.
Both sides were aware of each other so the ambush turn was ignored. Rolling for INITIATIVE the results were -
- Dalek Leader on 29
- Cyber Leader on 22
- Cyber Patrol A on 21
- Dalek Patrol A on 20
- Cyber Patrol B on 19
- Dalek Patrol B on 17
- Cyber Patrol C on 16
Dalek 03 fires his Disintegrator Rifle on electricity setting at Cyberman 06 from the same group but he only rolls an 8 to hit, which does not beat or equal the Cyberman's Ranged Defence score of 10, so he misses.
Cyberman 06 does exactly the same. He rolls a 12 to hit and rolls 18 for damage, which cause a further 6 points of HEALTH damage.
Cyberman 07 goes through the same process and rolls a 17 to hit and a 17 for damage. Dalek 01 takes a further 5 points of damage to his Health, bringing it down from a starting total of 30 to 15.
Dalek 06 has no viable target so does nothing for his second action.
For his second action, Dalek 01 shifts his attack to Cyberman 06. Remember, after being damaged once by an energy attack, Cybermen become immune to that damage type for the rest of the game, as per their Adaptive Force-field exploit. That is why it was pointless Dalek 01 firing on ion setting at Cyberman 04 again. However, he only rolls a 9 to hit, so his shot misses.
Dalek 02 also fires twice at Cyber Patrol B with his Disintegrator Rifle still on disintegrate setting. He first targets the badly wounded Cyberman 04. He trades 2d6 from his 6d6 attack dice to gain a +1d6 damage bonus. His 4d6 attack roll results in a 13, a hit. Rolling 5d6+3 for damage, he scores a 22, which after the 10 for the Cyberman's SOAK is subtracted, is a 12, which is more than enough to reduce Cyberman 04 to 0 HEALTH. Three Cybermen have been killed so far.
He switches his second attack to Cyberman 06, who Dalek 01 had failed to hit. Using the same tactics and modifiers as his first shot, he rolls an 11 to hit, followed by 22 points of damage, of which 12 are removed from Cyberman 06's HEALTH of 28, with the other 10 points being SOAKED.
Cyberman 07 realises if he can repeat that attack, he can kill Dalek 01. And sure enough he does. He rolls an 11 to hit (only just hits) and another 20 for damage which takes the Dalek's HEALTH score down to -1.
Dalek 06 decides to finish off Cyberman 06 and fires his Disintegrator Rifle on electricity setting at the wounded Cyberman. He also trades 2d6 attack dice for an extra die of damage. He rolls a 15 to hit and does 6d6+3 damage. I roll a total of 27, which is more than enough to kill Cyberman 06. The Cybermen are taking quite a beating.
Dalek 06 realised he could kill both remaining Cybermen with one successful attack on each of them. With his Disintegrator rifle still on electricity setting he traded 2d6 from his 6d6 attack dice to increase his damage die by +1d6. He fired at Cyberman 10 and rolled a 14 to hit, which only just succeeded against the Cyberman's Melee Defence score of 14. He rolled 6d6+3 for damage and scored a 28, which very easily killed the Cyberman. For his second action, he fires his Disintegrator Rifle at Cyberman 11 and repeats the same tactics as before. A 4d6 roll of 14 hits and his damage score is 25. After 10 points are SOAKED, the remaining 15 damage points kills Cyberman 11.
CONCLUSION. That did appear to be an easy victory for the Daleks who, it has to be said, are far tougher opponents than the Cybermen in N.E.W. One on one, a Dalek is far superior to a Cyberman. However, the Cybermen's greatest strength lies in their numbers. When the Cyber Leader launched his melee attack against Dalek 03, with four other Cybermen within 6" of him, he was devastating. What really hampered the Cybermen was not being able to close in for melee combat quickly enough. Their Laser Implants lacked the hitting power of the Dalek's Disintegrator Rifles in range, damage and type of damage. The variable settings of the Daleks' Disintegrator made a big difference to the outcome. For the most part, the Daleks were happy to allow the Cybermen to come to them whilst they hardly moved at all. I wonder what would have happened if the Cybermen held their ground whilst the Daleks advanced? I suspect it might have been a lot closer. I also reckon that if I'd added three more Cybermen, one to each Patrol, the outcome would have been a lot closer.
I feel that in N.E.W. the Cybermen ought to outnumber the Daleks by at least two to one to stand a fighting chance of victory. With 12 Cybermen against 7 Daleks, the odds favoured the Daleks. Still, it was an interesting and worthwhile exercise and I learned a lot from it. Would I do things differently if I played it again? Absolutely! I would certainly increase the number of Cybermen so that they have a minimum two to one advantage in numbers. I learned that the hard way from this encounter.
Incidentally, the five Daleks who survived all sustained damage. The Dalek Leader was down to 17 HEALTH from 34. Dalek 02 was down to 13 HEALTH from 30 and Daleks 04, 05 and 06 were all down to 21 HEALTH from 30. Another round of combat would most likely have seen off the Dalek Leader and Dalek 02.
The prime purpose of this batrep was to show you how combat works using the WOIN rules for the N.E.W. role-playing game. In that respect, I feel it worked very well. I certainly covered the basics of combat but there was stuff that I left out. For example, I didn't cover critical hits at all because anyone who received a critical hit was usually killed that turn anyway, so they had no effect on the outcome. Also, and this is an important point, neither race had any LUCK stats and LUCK can have a huge impact in any combat situation. It can be used to improve a character's chance to hit, to do more damage, to reduce an opponent's chance to hit, to absorb damage, to give a character an extra action per turn plus other options.
Finally, I was asked how did this game compare to to the official Exterminate! rules it was based on? Well, when I played it first time round with the Exterminate! rules by Warlord Games, the Daleks still won but by a much narrower margin. The two card decks used by opposing players in Exterminate! offer a greater set of randomness to the game than mere dice rolling, which both games do share in common. Of the two, I'd say N.E.W. feels more realistic and relies a lot more on tactics. Because of the card decks, Exterminate! is more unpredictable. Both games were great fun to play but they offer very different experiences. However, I can say that Exterminate! will not get played nearly as much as N.E.W., which has whetted my appetite for many more games.