Return to VandV Doctor Who Page DALEK SUPREME

Side: Evil
Level: 8th
Experience: 35, 000
Training: +1 Power Blast Damage
Powers:
1. Armour (Type B): Dalek Protective Shell (ADR 100). The Dalek armour has the following powers:
        a. Heightened Attack (Dalek Combat Computer): +1 Damage per level.
        b. Heightened Endurance A +12
        c. Heightened Expertise (Dalek Battle Computer): +4 to hit with Dalek Gun Stick/Special Weapon.
        d. Heightened Senses (Eye Stalk): Infra-red Vision -- Daleks can see as well in darkness as in daylight.
        e. Heightened Senses (52 Sensor Globes): Each globe has a thermometer probe, a relative moisture sensor, and an ultrasonic sensor inside. These globes make the Dalek sensitive to movement within a 4" radius (acts as Heightened Defense: -4 to be hit in combat).
        f. Heightened Speed: +280" ground movement, +9 Initiative Bonus.
        g. Heightened Strength A +12
        h. Life Support
        i. Special Weapon (Gun Stick): The dalek Gun Stick has two settings. The first setting (kill) acts as a Power Blast (Range 36", 1d20 Damage, PR 1/shot) and the second setting (stun) acts as Devitalization Ray (Range 36", 3d10 Damage (to Power only), PR 3/shot).
        j. Weakness Detection (Dalek Battle Computer): Range 1", +6 Combat Bonus.
        k. Weakness (Physical Handicap -- Sucker Arm): While the Daleks don't consider this a disadvantage, their sucker arm lacks the capability for fine manipulation. Naturally Dalek hardware is designed around this flaw, and if the Daleks do need such fine manipulation they can always use one of their slave humanoid races to do the work for them.
2. Weakness (Physical Handicap): The Dalek organism is dependant on the life support capabilities of its protective shell. The Dalek organism can only survive for 6 turns (original Dalek Mutant Endurance in turns) outside of its life support environment.
 
Weight: 312 lbs. Basic Hits: 7 Agility Mod: -2
Strength: 18 Endurance: 18
Agility: 12 Intelligence: 18
Charisma: 10 Reactions from: Good: --     Evil: --
Hit Mod. (1.6) (2.2) (1.3) (1.1) = 5.9488 Hit Points: 42
Damage Mod.: +2 Healing Rate: 3.5
Accuracy: +1 Power: 66
Carrying Capacity: 1191 lbs. Basic HTH Damage: 1d10
Movement Rates: 328" ground.
Det. Hidden: 14% Det. Danger: 18%
Inventing Points: 14.4 Inventing (54%):
Origin and Background:
Notes: Dalek equipment tends to be modular in design. Daleks may substitute their sucker arm for other types of appendages. The following are just a few examples of what is possible:

1. Claw Arm: For manipulating objects too small for the Sucker Arm to handle. In combat, the Claw does HTH +1d6 Damage.
2. Cutting Torch (Attack as Flame Power): Range 1", 1d12 Damage, PR 1/turn.
3. Electrode Unit: This unit allows the Dalek to control and/or short out electrical current (attacks as Lightning Powers). Range 18", Intelligence x2% chance of success, PR 2/attempt.
4. Pyroflame Arm (Attack as Flame Power): Range 18", 1d12 Damage, PR 2/attack.
5. TARDIS Perceptor/Seismic Detector: This device can trace the signature energies of a TARDIS and/or detect the seismic vibrations of a geographic area. Range I in inches. Intelligence x3% chance of success. To use this appendage costs an action only (no power cost).

Dalek Technology:

1. Anti-Gravity Disk:
Weight: 500 Passengers: 1+1 Cargo Capacity: 500 Speed: 200mph air HPs Disable: 5 HPs Demolish: 10


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