Before I begin my The Ace of Spades campaign I wanted to show an introductory batrep to explain how the combat rules work in N.E.W. This will be a very rules heavy post, which is deliberate. Future batreps will barely mention the rules unless appropriate.
So for this batrep I have taken the introductory scenario, A Meeting of Metal from the Warlord Games Doctor Who skirmish game, Exterminate! This involves a small force of Cybermen taking on a smaller force of Daleks as they search a derelict starship for Vortex Nodes. I converted the stats for the Cybermen and Daleks to the N.E.W. rules by basing them on the Assimilator and Exterminator races respectively found in the sci-fi bestiary that is free to download from the EN Publishing website. I made a few slight modifications to their stats to make them more closely resemble Cybermen and Daleks. I also came up with separate stats for a Cyberman Leader and a Dalek Leader. Here are their stats.
CYBERMAN
Medium very rare sentient mechanoids (5d6)
ATTRIBUTES
STR: 10 (4d6), AGI: 4 (2d6), END: 10 (4d6), INT: 4 (2d6), LOG: 4 (2d6), WIL: 4 (2d6), CHA: 2 (1d6), LUC: 0 (0d6), REP: 7 (3d6)
DEFENCES
MELEE DEFENCE: 14, RANGED DEFENCE: 10, MENTAL DEFENCE: Immune
HEALTH: 28, SOAK: 10 (Durasteel),
VULNERABLE: Electricity 1d6, Ion 2d6
IMMUNE to Charm, Cheer, Fear, Pain and Poison
MOVEMENT
INITIATIVE: 5d6, PERCEPTION: 2d6 (Scanning 5d6)
SPEED: 6, CLIMB: 3, JUMP: 8'/10', CARRY: 200lb (Max lift 500lb)
ACTIONS: 2, NATURAL DAMAGE: 1d6+4, REACH: 5'
ATTACKS
Brawling: 5d6 (1d6+7 Piercing damage; Nanite Injection)
Laser Implant 5d6 (2d6+3 Heat damage; Range: 10)
GEAR
Integrated Scanner and Laser Implant
SKILLS
Brawling: 6 (3d6), Computers: 8 (3d6), Engineering: 8 (3d6), Pistols: 6 (3d6), Scanning: 6 (3d6), Tactics: 6 (3d6)
EXPLOITS
Adaptive Force-field. A Cyberman can only be damaged by each energy type once. Once it has been damaged by a particular energy type (cold, electricity, heat, etc.) its force-field adapts, rendering it immune to that damage type. This applies on a "per encounter" basis; the immunity is not permanent.
Assimilate. Every time a Cyberman damages a target with an unarmed attack, it injects nanites, which makes the victim Agreeable [14]. When the victim reaches the final stage of the Autonomy track, the condition becomes permanent, and the victim becomes a Cyberman. It takes major medical science to cure somebody of this.
Feint. Gain +1d6 bonus for a melee attack roll made in the same turn.
Hive Mind. Cybermen operate more efficiently when in groups. Every additional Cyberman beyond the first within 30' grants +1d6 to all attribute checks, to a maximum of +3d6.
Integrated Scanner. Cybermen have scanners integrated into their circuitry.
CYBERMAN LEADER
Medium very rare sentient mechanoids (6d6)
ATTRIBUTES
STR: 10 (4d6), AGI: 6 (3d6), END: 10 (4d6), INT: 6 (3d6), LOG: 6 (3d6), WIL: 6 (3d6), CHA: 3 (2d6), LUC: 0 (0d6), REP: 7 (3d6)
DEFENCES
MELEE DEFENCE: 18, RANGED DEFENCE: 14, MENTAL DEFENCE: Immune
HEALTH: 28, SOAK: 10 (Durasteel),
VULNERABLE: Electricity 1d6, Ion 2d6
IMMUNE to Charm, Cheer, Fear, Pain and Poison
MOVEMENT
INITIATIVE: 6d6, PERCEPTION: 3d6 (Scanning 6d6)
SPEED: 7, CLIMB: 4, JUMP: 12'/10', CARRY: 200lb (Max lift 500lb)
ACTIONS: 2, NATURAL DAMAGE: 1d6+4, REACH: 5'
ATTACKS
Brawling: 6d6 (1d6+7 Piercing damage, Nanite Injection)
Laser Implant 6d6 (2d6+3 Heat damage; Range: 10)
GEAR
Integrated Scanner and Laser Implant
SKILLS
Brawling: 8 (3d6), Computers: 10 (4d6), Engineering: 10 (4d6), Pistols: 8 (3d6), Scanning: 8 (3d6), Tactics: 10 (4d6)
EXPLOITS
As above for Cybermen, plus Transfer Data. Whenever the Cyber Leader is reduced to 0 or negative HEALTH, it automatically transfers its attributes, skills and other stats to the closest Cyberman within 30' of it and that Cyberman then becomes the new Cyber Leader.
DALEK
Medium rare sentient mechanoids (6d6)
ATTRIBUTES
STR: 6 (3d6), AGI: 6 (3d6), END: 20 (5d6), INT: 8 (3d6), LOG: 8 (3d6), WIL: 8 (3d6), CHA: 3 (2d6),
LUC: 0 (0d6), REP: 10 (4d6)
DEFENCES
MELEE DEFENCE: 11, RANGED DEFENCE: 11, MENTAL DEFENCE: Immune
HEALTH: 30, SOAK: 12 (Dalekenium), VULNERABLE: Electricity 1d6, Ion 2d6
IMMUNE to Charm, Cheer, Fear and Poison
MOVEMENT
INITIATIVE: 5d6, PERCEPTION: 3d6 (Scanning 6d6)
SPEED: 6 (Hover), CARRY: 260lb (Max lift 300lb)
ACTIONS: 2, NATURAL DAMAGE: 1d6+3, REACH: 5'
ATTACKS
Brawling: 3d6 (1d6+3 Blunt damage)
Disintegrator Rifle 6d6 (4d6+3 Disintegration damage; Range: 15)
GEAR
Disintegrator Rifle and Integrated Scanner
SKILLS
Computers: 8 (3d6), Intimidation: 8 (3d6), Rifles: 6 (3d6), Scanning: 8 (3d6), Tactics: 3 (2d6)
EXPLOITS
Aim. Gain +1d6 bonus for a ranged attack roll made in the same turn.
Damage Modes. A Dalek can spend one action to change its attack from disintegration to any one of cryo, electricity, heat or ion damage. It can change to another damage type or back to disintegration with a further action.
Disintegrate. A target reduced to 0 HEALTH by a Dalek's disintegration attack is completely and permanently destroyed. No trace of the target remains.
Disintegration Ecstasy. When a Dalek disintegrates a living creature, it heals 2d6 HEALTH immediately.
Integrated Scanner. Daleks have scanners integrated into their audio/visual sensors. This means that they are always considered to be using a scanner.
Self-destruct. A Dalek reduced to 0 HEALTH explodes, doing 6d6 Heat damage to all within 30'.
DALEK LEADER
Medium rare sentient mechanoids (7d6)
ATTRIBUTES
STR: 7 (3d6), AGI: 7 (3d6), END: 20 (5d6), INT: 10 (4d6), LOG: 10 (4d6), WIL: 10 (4d6), CHA: 4 (2d6), LUC: 0 (0d6), REP: 10 (4d6)
DEFENCES
MELEE DEFENCE: 14, RANGED DEFENCE: 14, MENTAL DEFENCE: Immune
HEALTH: 34, SOAK: 12 (Dalekenium), VULNERABLE: Electricity 1d6, Ion 2d6
IMMUNE to Charm, Cheer, Fear and Poison
MOVEMENT
INITIATIVE: 7d6, PERCEPTION: 4d6 (Scanning 7d6)
SPEED: 6 (Hover), CARRY: 290lb (Max lift 330lb)
ACTIONS: 2, NATURAL DAMAGE: 1d6+3, REACH: 5'
ATTACKS
Brawling: 3d6 (1d6+3 Blunt damage)
Disintegrator Rifle 6d6 (4d6+3 Disintegration damage; Range: 15)
GEAR
Disintegrator Rifle and Integrated Scanner
SKILLS
Computers: 10 (4d6), Foresight: 2 (1d6), Intimidation: 10 (4d6), Rifles: 8 (3d6), Scanning: 9 (3d6), Tactics: 10 (4d6)
EXPLOITS
As above for Daleks.
For those of you unfamiliar with N.E.W. the stats shown above will mean little to you. To simplify matters for you I'll go through the main strengths and weaknesses of the two forces.
Cybermen Strengths. In a word, numbers. Their Hive Mind exploit gives them a huge advantage, providing they stick together. Also, they are much better than Daleks in melee combat. The Cyber Leader's Transfer Data exploit means he can potentially outlast all of the other Cybermen in a game.
Cybermen Weaknesses. A very poor Ranged Defence score and a lower SOAK value than the Daleks means they'll take a lot of hits and a lot of damage from Daleks' ranged attacks. They need to get in close as quickly as possible. Also, their Laser Implants do a lot less damage than a Dalek Disintegrator Rifle.
Dalek Strengths. Ranged attacks. Against low defences they'll hit more than they'll miss and Disintegrator Rifles do a fearsome amount of damage, especially on electricity or ion settings due to the Cybermen being vulnerable to these types of damage.
Dalek Weaknesses. Very poor in melee combat. They have low Melee Defence scores and can't do enough brawling damage to penetrate a Cyberman's SOAK value unless they can increase their base damage score. They'll want to avoid melee combat at all costs. Their Self-destruct exploit can be as damaging to them as to their enemies, depending on how closely grouped they are.
A MEETING OF METAL
A derelict space freighter carrying a valuable cargo has been infiltrated by small raiding parties of Cybermen and Daleks. The cargo consists of four rare crystals imbued with Vortex Energy, enabling their possessors to bend the very power of the Time Vortex to their own ends. The Cybermen want them to advance their experiments in time travel. The Daleks need the crystals to perfect their ultimate temporal weapon.
OBJECTIVE
Capture the most Vortex Nodes. A figure only has to move over a Vortex Node counter to collect it but a figure may only hold one Vortex Node at a time. Note that it normally costs one action to pick up an object but to keep things simple for this introductory game, I'm classing it as a free action. The game lasts for six turns or until one side is wiped out if this occurs sooner.
THE SET UP
The game was played on a 3' square gaming mat provided with the Exterminate! boxed set, with the two forces lined up 6" from opposite edges. Four Vortex Node counters were placed no closer than 8" to each other in the centre of the board.
The Cybermen force consisted of a Cyber Leader and 11 Cybermen split into three groups of four. On the left flank was Patrol C made up of Cybermen 08 to 11. In the centre was Patrol A made up of the Cyber Leader and Cybermen 01 to 03. On the right flank was Patrol B made up of Cybermen 04 to 07.
The Dalek force consisted of a Dalek Leader and two Dalek Patrols (A and B) made up of three Daleks each. The Dalek Leader took the left flank. Dalek Patrol A is in the centre with Daleks 01 to 03 and Dalek Patrol B is off to the right with Daleks 04 to 06.
The batrep will take place in part 2, which I'll post very soon.
A fantastic tease, Bryan, with everything nicely explained and your audience doubtless eager for the antics to begin :-)
ReplyDeleteThank you kindly, Simon. I felt it was important to fully explain how the WOIN RPG rules work before starting my "The Ace of Spades Campaign". Hopefully you won't have too long to wait for part 2.
DeleteA nice post. Go team Daelek, especially the leader with his Knight Rider fanboy paint job !
ReplyDeleteCheers, Phil. I have to admit that whilst I like both races, the Daleks are my favourite.
DeleteI'll keep a look out for part two, Bryan, as it should prove of use to my own hobby - and make reading your Ace of Spades post more enjoyable. Cheers for the hard work you've done/will do in explaining the rules for N.E.W., very useful and much appreciated.
ReplyDeleteThank you, Roy. Being able to help others is the part of blogging I enjoy the most. The actual batrep will be very rules heavy but it will pay dividends in future batreps where I can concentrate more on the storytelling and less on the game mechanics.
DeleteShall be very interesting to see how this plays out compared to the Exterminate rules, and provide an insight into the upcoming Ace of Spades campaign
ReplyDeleteThanks, Dave. I don't want to say how this compares to the "Exterminate!" rules until after I've posted part 2. What I can say, is that both rule systems were very enjoyable to play.
DeleteExcellent idea to present the game mechanics as a prelim to the "main event" Bryan.
ReplyDeleteFor an RPG, the stats look very comprehensive without being over complicated and I'm really looking forward to seeing how the game plays out, and I'd be interested to hear a comparison of the same scenario played out with both sets of rules.
As for taking sides, I'm shouting for team Dalek ;-)
Much appreciated, Greg. What I like about N.E.W. is that the rules are fairly simple to learn but have a lot of depth.
DeleteTeam Dalek is the only way to go, in my opinion.
I can't believe I missed this post! All I can think is that I'm doing a lot of late and night shifts at the mo..... can't wait to get stuck into part two, during my break in my night shift if course...
ReplyDeleteHey, Andy, you made it and that's the main thing. Those late night shifts can play havoc, can't they? I hope you enjoy reading part two as much as I did playing it.
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