2nd edition by Graeme Dawson CONTENTS Welcome Time Lord! Contents . . . . . . . . . . . . . . . . . . . . . . . . 1–2 Dull But Essential Copyright Bit . . . . . . 1 What is the Doctor Who Miniatures Game? . . . . . . . . . . . . . . . . . . . . . . . . . 3 What’s New in the 2nd Edition? . . . . 3 What’s Not in this Book? . . . . . . . . . 3 What Do I Need to play? . . . . . . . . . . . 4 More Items of Use . . . . . . . . . . . . . . . 4 Models, Time and Distance . . . . . . . . . 4 Measuring and Rolling Dice . . . . . . . . . 4 Basic Rules The Profile . . . . . . . . . . . . . . . . . . . . . 5 Movement . . . . . . . . . . . . . . . . . . . . . . 5 Defence (Def) . . . . . . . . . . . . . . . . . . . 5 Hits . . . . . . . . . . . . . . . . . . . . . 5 Strength (Str) . . . . . . . . . . . . . . . . . . 5 Agility (Agi) . . . . . . . . . . . . . . . . . . . . . 5 Intelligence (Int) . . . . . . . . . . . . . . . . . . 5 Morale . . . . . . . . . . . . . . . . . . . . . . . . 5 Special Rules . . . . . . . . . . . . . . . . . . . . . 5 Information . . . . . . . . . . . . . . . . . . . . . 5 Noteable Appearances . . . . . . . . . . . . 5 Weapons . . . . . . . . . . . . . . . . . . . . . . . . 5 The Game Turn . . . . . . . . . . . . . . . . . . 6 Initiative . . . . . . . . . . . . . . . . . . . . . 6 Activations . . . . . . . . . . . . . . . . . . . . . 6 The Doctor Who Miniatures Game Leadership . . . . . . . . . . . . . . . . . . 6 Actions . . . . . . . . . . . . . . . . . . . . . . . . 6 Movement . . . . . . . . . . . . . . . . . . . . . 7 Facing . . . . . . . . . . . . . . . . . . . . . 7 Going Up & Down . . . . . . . . . . . . . . . 7 Rough Ground & Obstacles . . . . . . 7 Going Prone . . . . . . . . . . . . . . . . . . 7 Falls . . . . . . . . . . . . . . . . . . . . . . . . 7 Shooting . . . . . . . . . . . . . . . . . . . . . . . . 8 Targeting Models . . . . . . . . . . . . . . . 8 Roll to Hit . . . . . . . . . . . . . . . . . . 8 Roll to Wound . . . . . . . . . . . . . . . . . . 8 Aiming . . . . . . . . . . . . . . . . . . . . . 8 Multiple Shots . . . . . . . . . . . . . . . 8 Melee . . . . . . . . . . . . . . . . . . . . . 9 Number of Attacks . . . . . . . . . . . . 9 Who Gets to Fight? . . . . . . . . . . . . 9 Order of Combat . . . . . . . . . . . . 9 Roll to Hit . . . . . . . . . . . . . . . . . . 9 No Weapons . . . . . . . . . . . . . . . 9 Multiple Attackers . . . . . . . . . . . . 9 All or Nothing . . . . . . . . . . . . . . . 9 Killing Blow . . . . . . . . . . . . . . . . . . 9 Defending . . . . . . . . . . . . . . . . . . 10 Rear Attack . . . . . . . . . . . . . . . . . . . . . 10 Breaking from Melee . . . . . . . . . . . . 10 Taking a Hit . . . . . . . . . . . . . . . . . . 10 Multiple Damage . . . . . . . . . . . . . . . 10 Models & Hits . . . . . . . . . . . . . . . 10 Special Actions . . . . . . . . . . . . . . . 11 Standard Actions . . . . . . . . . . . . 11 Free Actions . . . . . . . . . . . . . . . 11 What About Inventing? . . . . . . . . . 11 Stat Tests . . . . . . . . . . . . . . . . . . 11 Strength & Agility Tests . . . . . . 11 Standard or Free Action? . . . . . . 11 Intelligence & Morale Tests . . . . . . 12 Standard or Free Action? . . . . . . . . 12 Opposed Tests . . . . . . . . . . . . . . . 12 Morale . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 Making Morale Tests . . . . . . . . . . . . 12 Fear . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 Invulnerable . . . . . . . . . . . . . . . . . . 12 Alone . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 Wiped Out . . . . . . . . . . . . . . . . . . . . . 12 Decimated . . . . . . . . . . . . . . . . . . . . . 13 Success . . . . . . . . . . . . . . . . . . . . . . . . . . 13 Failure and the Retreat Move . . . . 13 This version release date 06.09.09 Doctor Who, its logo and all associated trademarks are © BBC Worldwide Ltd. All images from episodes are © BBC Worldwide Ltd, other images are credited on page 64. All game text, page layout, design © Graeme Dawson. No copyright infringement is intended.The Doctor Who Miniatures Game is a free product and is not to be sold for profit. Give it away… cr G A M E Leaving the Battlefield . . . . . . . . . . . . 13 Morale Tests in Melee . . . . . . . . . . . . 13 Weapons . . . . . . . . . . . . . . . . . . . . . 13 Weapon Technology . . . . . . . . . 13 Blast Templates . . . . . . . . . . . . . . . . . . 13 The Weapons Table . . . . . . . . . . . . . . . . . . 14 Advanced Rules Inventions . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 Invention Breakthrough . . . . . . . . . 15 Invention Progress . . . . . . . . . . . . . . . 15 Invention Result . . . . . . . . . . . . . . . 15 Achilles’ Heel . . . . . . . . . . . . . . . . . . 16 Jammer [2+ effect] . . . . . . . . . . . . . . . 16 Jammer [Variable effect] . . . . . . . . . 16 Weakness . . . . . . . . . . . . . . . . . . . . . . 16 Weapon . . . . . . . . . . . . . . . . . . . . . . . . 16 Invention Counters . . . . . . . . . . . . 16 Artifacts . . . . . . . . . . . . . . . . . . . . . 16 Special Abilities . . . . . . . . . . . . . . . . . . . . . 17 Alien . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 Aquatic . . . . . . . . . . . . . . . . . . . . . . . . 17 Body Armour . . . . . . . . . . . . . . . . . . 17 Blocker . . . . . . . . . . . . . . . . . . . . . . . . 17 Companion . . . . . . . . . . . . . . . . . . . . . 17 Controlled . . . . . . . . . . . . . . . . . . . . . 17 Flyer . . . . . . . . . . . . . . . . . . . . . . . . 17 Force Field (x+) . . . . . . . . . . . . . . . . . 17 Hover . . . . . . . . . . . . . . . . . . . . . 17 Hypnotise . . . . . . . . . . . . . . . . . . 17 Infiltrator . . . . . . . . . . . . . . . . . . 17 Invent . . . . . . . . . . . . . . . . . . . . . 17 Invulnerable (x) . . . . . . . . . . . . . . . 17 Large . . . . . . . . . . . . . . . . . . . . . . . . 17 Leader (x) . . . . . . . . . . . . . . . . . . 17 Luck (x) . . . . . . . . . . . . . . .18 Mechanoid . . . . . . . . . . . . . . . . . . 18 Medic . . . . . . . . . . . . . . . . . . . . . 18 Monster Magnet . . . . . . . . . . . . 18 Psychic . . . . . . . . . . . . . . . . . . . . . 18 Repair . . . . . . . . . . . . . . . . . . 18 Resist Vacuum . . . . . . . . . . . . . . . 18 Sabotage . . . . . . . . . . . . . . . . . . 18 Screamer . . . . . . . . . . . . . . . . . . 18 Slow . . . . . . . . . . . . . . . . . . . . . 18 Small . . . . . . . . . . . . . . . . . . 18 Spacer . . . . . . . . . . . . . . . . . . 18 TARDIS . . . . . . . . . . . . . . . . . . 18 ked dice D E S I G N S T U D I O 01 Contents Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale. Contents Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale. Time Lord . . . . . . . . . . . . . . . 18 Vehicles . . . . . . . . . . . . . . . . . . . . . 19 Movement . . . . . . . . . . . . . . . 19 Vehicles & Terrain Table . . . . . . 19 Vehicle Hit & Run Attacks . . . 19 Rams . . . . . . . . . . . . . . . . . . . . . 20 Entering/Exiting Vehicles . . . . . . . . . 20 Shooting from Vehicles . . . . . . 20 Damage to Vehicles . . . . . . . . . 20 Out of Control Vehicles . . . . . . 20 Aerial Vehicle Movement . . . . . . . 20 Vehicle Statistics . . . . . . . . . . . . . 20 Type . . . . . . . . . . . . . . . . . . 20 Capacity . . . . . . . . . . . . . . . 20 Defence . . . . . . . . . . . . . . 20 Armour . . . . . . . . . . . . . . . 20 Hits . . . . . . . . . . . . . . . . . . 20 Speed . . . . . . . . . . . . . . . . . 20 Sample Vehicles . . . . . . . . . . . . . . . 21 Bessie . . . . . . . . . . . . . . . . 21 Helicopter . . . . . . . . . . . . . . 21 Motorcycle . . . . . . . . . . . . . 21 Tank . . . . . . . . . . . . . . . . . . . 21 UNIT Land Rover . . . . . . . . 21 Whomobile . . . . . . . . . . . . . 21 Additional Rules Blocking . . . . . . . . . . . . . . . . . . . . . . . . 22 Blocking Zone . . . . . . . . . . . . . . . 22 Losing the Blocking Zone . . . . . . 22 Buildings . . . . . . . . . . . . . . . . . . 22 Building Sizes & Sections . . . . . . 22 Attacking Buildings . . . . . . . . . . . . 22 Damaging Buildings . . . . . . . . . . . . 22 Doors & Windows . . . . . . . . . . . . 22 Running in Buildings . . . . . . . . . 22 Capturing Models . . . . . . . . . . . . 23 Not Resisting . . . . . . . . . . . . . . . 23 Resisting Capture by Strength . . . 23 Resisting Capture by Weapon . . . 23 Breaking Free . . . . . . . . . . . . . . . 23 Fire . . . . . . . . . . . . . . . . . . 23 Fire Damage . . . . . . . . . . . . 23 Spreading Fires . . . . . . . . . . . . 23 Movement on Fire . . . . . . . . . 23 Heroes & Monsters . . . . . . . . . 24 Unique Models . . . . . . . . . . . . 24 The Two (or more) Doctors . . . 24 Points Values . . . . . . . . . . . . 24 Altering Profiles . . . . . . . . . . . . 24 Scenarios . . . . . . . . . . . . . . . . . . 24 Status Effects . . . . . . . . . . . . 25 Confused . . . . . . . . . . . . . . . 25 Stunned . . . . . . . . . . . . . . . 25 Victory Points . . . . . . . . . . . . 25 Levels of Victory . . . . . . . . . 25 Model Profiles The Doctor . . . . . . . . . . . . . . . 26 Companion, Scientist . . . . . . . . . 27 02 Companion, Screamer . . . . . . . . . . . 27 Companion, Strongarm . . . . . . . . . . 27 Specific Companions . . . . . . . . . 28 Ace . . . . . . . . . . . . . . . . . . 28 Grace . . . . . . . . . . . . . . . 28 Harry . . . . . . . . . . . . . . . 28 Leela . . . . . . . . . . . . . . . 28 Romana (both versions) . . . 28 Steven . . . . . . . . . . . . . . . 28 Susan . . . . . . . . . . . . . . . 28 Turlough . . . . . . . . . . . . . . . 28 Zoe . . . . . . . . . . . . . . . 28 Companion, K9 . . . . . . . . . . . . 28 Gallifrey and the Time Lords . . . 29 Time Lord President . . . . . . . . . 29 Time Lord Artifacts . . . . . . 29 Time Lord . . . . . . . . . . . . . . . 30 Chancellery Guard . . . . . . . . . . . . 30 Outsider . . . . . . . . . . . . . . . 30 The Master . . . . . . . . . . . . . . . 31 Omega . . . . . . . . . . . . . . . . . . 31 Arc of Infinity Omega . . . . . 31 UNIT . . . . . . . . . . . . . . . . . . 32 The Brigadier . . . . . . . . . . . . . . . 32 Captain Yates . . . . . . . . . . . . . . . 32 Sergeant Benton . . . . . . . . . . . . 33 UNIT Soldier . . . . . . . . . . . . . . . 33 UNIT Leaders . . . . . . . . . . 33 UNIT Heavy Weapon Team . . . . . 34 UNIT Heavy Weapons . . . . . 34 UNIT Sniper . . . . . . . . . . . . . . . 34 Other Models . . . . . . . . . . . . . . . 35 Administrator . . . . . . . . . . . . . . . 35 Civilian . . . . . . . . . . . . . . . . . . . . . 35 Scientist . . . . . . . . . . . . . . . . . . 36 Security Guard . . . . . . . . . . . . . . . 36 Warrior . . . . . . . . . . . . . . . . . . 36 Monster & Villain Profiles Alien Lackey . . . . . . . . . . . . . . . 37 Ambassador of Death . . . . . . . . . 37 Autons . . . . . . . . . . . . . . . . . . 38 Auton Special Rules . . . . . . . . . 38 Nestene Intelligence . . . . . . . . . 38 Auton . . . . . . . . . . . . . . . . . . 38 Auton Copy . . . . . . . . . . . . . . . 39 Animated Plastic . . . . . . . . . . . . . . . 39 Nestene Energy Unit . . . . . . 39 Axons . . . . . . . . . . . . . . . . . . . . . 40 Axon Special Rules . . . . . . . . . 40 Axon (humanoid) . . . . . . . . . . . . 40 Axon (tentacled) . . . . . . . . . . . . . . 40 Axon Copy . . . . . . . . . . . . . . . 41 The Celestial Toymaker . . . . . . 41 The Toys of the Toymaker . . . 41 Cybermen . . . . . . . . . . . . . . . 42 Cybermen Special Rules . . . . . . 42 Cyberman (CyberMondasian) . . . . 42 Cyberman (Early Cyberfaction) . . . 42 Cyberman (Cyber Neomorph) . . . 43 Cyber Leaders & Lieutenants . . . . 43 Cyber Controller . . . . . . . . . 43 Cyber Slaves . . . . . . . . . . . . 43 Cybermat . . . . . . . . . . . . . . . 44 Tobias Vaughn . . . . . . . . . . . . . . 44 Packer . . . . . . . . . . . . . . . 44 Daleks . . . . . . . . . . . . . . . . . . 45 Dalek Special Rules . . . . . . . . . 45 Dalek . . . . . . . . . . . . . . . . . . 45 Dalek Engineers . . . . . . . . . . 45 Dalek Emperor . . . . . . . . . . . . . . 46 The Emperors Guard . . . . . 46 Dalek Supreme . . . . . . . . . . . . . . . 46 Davros . . . . . . . . . . . . . . . . . . 47 Special Weapon Dalek . . . . . . . . . 47 Dalek Trooper . . . . . . . . . . . . . . . 47 Draconian . . . . . . . . . . . . . . . . . . 48 New Ability: Rival Empire . . . . . . 48 Gel Guard . . . . . . . . . . . . . . . 48 Ice Warrior . . . . . . . . . . . . . . . . . . 49 Ice Warrior Sonic Rifle . . . . . . 49 Ice Lord . . . . . . . . . . . . . . . . . 49 K1 Robot . . . . . . . . . . . . . . . . . . 50 Metal-eating Virus . . . . . . . . . . . . 50 Morbius . . . . . . . . . . . . . . . . . . 50 Kettlewell & Solon . . . . . . . . . 50 Movellan . . . . . . . . . . . . . . . 51 Movellan Virus . . . . . . . . . . . . 51 Ogron . . . . . . . . . . . . . . . . . . 51 Robot of Death . . . . . . . . . . . . . . . . . . 52 Robot, Servitor . . . . . . . . . . . . . . . 52 Robot Programs . . . . . . . . . . . . 52 Sea Devils & Silurians . . . . . . . . . 53 Sea Devil . . . . . . . . . . . . . . . . . . 53 Silurian . . . . . . . . . . . . . . . . . . 53 The Myrka . . . . . . . . . . . . . . . . . . 54 Sontaran . . . . . . . . . . . . . . . . . . 54 Sontaran Battle Rifle . . . . . . . . . 54 Thal . . . . . . . . . . . . . . . . . . . . . 55 Varga Plant . . . . . . . . . . . . . . . . . . 55 Yeti . . . . . . . . . . . . . . . . . . . . . 56 Yeti Control Sphere . . . . . . . . . 56 Zygon . . . . . . . . . . . . . . . . . . . . . 56 Zygon Body Print . . . . . . . . . . . . 56 Scenarios Defend Snowcap Base . . . . . . . . . A Tangled Web . . . . . . . . . . . . . . . Locate Swarm Leader . . . . . . . . . The Sontaran Experiment . . . . . . . . . Mission: Expendable . . . . . . . . . . . . For Whom the Diving Bell Tolls . . . . Appendix Useful Websites . . . . . . . . . . 63 2nd Edition Designers Notes . . . . . . . . . . . . . 64 Credits . . . . . . . . . . . . . . . . . . 64 Image Credits . . . . . . . 64 Dedication . . . . . . . . . . . . 64 57 58 59 60 61 62 Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale. What is the Doctor Who Miniatures Game? What’s Not in this Book? The Doctor Who Miniatures Game 2nd Edition (DWMG:2) is a tabletop wargame set in the universe of Doctor Who.Two or more players face off across a tabletop covered in scenery, depicting the surface of some planet or other, maybe Earth, Skaro, Gallifrey or one of the countless places the Doctor has visited. As the official DWMG website has lots of ‘new series’ stuff available, I have decided to concentrate the core rules on the ‘classic’ episodes, from 1963 to 1998. Rules for characters exclusive to the recent series (like Rose, and the Slitheen) have been removed. Fear not – point your web browser towards the DWMG site for more from both the classic and new series – there are dozens of pages of PDFs available to suit your particular Doctor Who taste! ! A deadly game of hide and seek Each player has a force of figures – usually one side is good, and their forces might include the Doctor, his companion(s), and other allied forces such as UNIT soldiers or security guards.The opposition are the bad guys.Take your pick – Daleks, Cybermen, the Yeti, the Master, Sea Devils and more – Doctor Who is stuffed full of monstrous opponents, many of which are available as metal miniatures, which should be painted to add to the effect before play. Each model has varying abilities as well as strengths and weaknesses which are detailed later. Each side will usually have one or more objectives depending on which scenario you are playing.This will determine which models get to play, and where they start. Some scenarios are played using a scale of points, the side with the highest points at the end wins, others are full on ‘one side wins or nothing’ affairs.There are several scenarios at the back of this book, but feel free to come up with more – there’s plenty of stories for inspiration! What’s New in the 2nd Edition? This edition has over 50% more pages which have been used to squeeze in more rules, heroes, villains NEW! and monsters. Most of the rules have stayed the same, but new rules and changes are marked with the Seal of Rassilon (that’s it in the corner there!) Introduction Welcome Time Lord! The DWMG Yahoo! site has exclusive members only content, as well as messages, files and pictures from players. Check it out! EXAMPLES The rules are full of examples to show you how things should work. All examples are in dark blue like this paragraph, and lots of them will include photos as well. www.drwhominiatures.co.uk 03 Getting Started Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale. What Do I Need to Play? More Items of Use To get started you will need the following: More useful items for use during play include: "These rules "A table or other flat surface, 4ft (120cm) square "Items of scenery (hills, trees etc. for Earth, the sky is the limit for the terrain of other worlds!) "Some Doctor Who miniatures "6-sided dice (at least 3) "One or more tape measures marked in inches If you are reading these rules then you have obviously found them.The flat surface, dice and tape measure should also present no obstacle to the average galactic traveller. Items of scenery can either be improvised, made, or bought in such places as hobby or model railway shops. See page 63 for details of where to get suitable miniatures. "Stat Cards for your models "An Initiative marker (I use a TARDIS model) "Status markers to represent Hits, Luck points etc. "Quick reference sheet for speed of play The Initiative marker can be anything you have to hand – it goes to the person who wins the initiative each turn as a reminder when to start the next turn. My Status markers were made from modelling clay, hardened and painted in varying colours.The Stat cards and event cards are downloadable from the DWMG website (see pages 3 and 63).The 2nd edition stat cards and a quick reference sheet will be available in the Secondary Control Room supplement, due August 2008. ! Essential DWMG equipment: rules, miniatures, status markers, tape measure, dice, stat & event cards Models, Time and Distance Measuring and Rolling Dice Each figure in the game is represented by one single model, usually around 28mm (just over 1”) high. Each inch on the ground equals about 2 metres and each turn is between 1 and 5 minutes of real time, depending on what exactly is going on.The ranges of weapons have been dramatically reduced from their ‘real life’ counterparts to make for a better (and less lethal) playing experience. You will have to decide whether players can measure the range from their UNIT soldiers to the invading alien menace etc. before declaring any shooting (personally I don’t, but I leave it up to you). If shots are declared but the range is too great, then they will automatically miss. Thrown weapons like Grenades will land at their maximum distance before going off. Being terribly British, the game uses inches as its unit of measurement, although if you want to use centimetres or any other galactic standard, you are free to convert as you see fit. Refreshments served during the game, should of course be tea. The six-sided dice rolls in the game are referred to as D6; 1D6 means roll one die, 2D6 means roll 2 dice and add the scores together. 1D6+2 means one die, adding 2 to the result. A roll of 1D3 is half the result of 1D6, rounding any fractions up. 04 Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale. Most models in the game are different – you would expect a Yeti to handle differently to a Thal, and the rules reflect this. Each model has a profile – a set of statistics which let us see how fast, strong or intelligent they are, etc. Each stat can go from 0 (not applicable) up to, in most cases 10, although higher values are possible in extreme cases. Move Def Hits Str Agi Int Morale Sontaran 6 Sp 4 + 1 4 – 3 8 8 ! Sontarans just live for a good fight Alien Resourceful Robot Servitors Tires Easily Probic Vent The stats used in the game are: Movement (Move) A model can move this distance in inches each time they take a Move action, in good terrain. Models with a Move of 0 cannot move at all.There is no maximum Move value. Defence (Def) The higher a model’s Defence the less likely they are to come to harm. Factors include their native race’s natural toughness, armour and thick skin or hide. Models with a Def of 0 cannot be harmed by physical attacks. Hits A model can only be wounded a number of times equal to this number before they are removed from play.There is theoretically no maximum value for this stat. “ Agility (Agi) A high Agility allows a model to avoid falls and other perilous situations where more clumsy types would suffer. Intelligence (Int) Possessed by the finest minds in the galaxy, Intelligence has often stood between civilisation and alien subjugation. An average Int score for a human model would be 7, while a model with 0 Intelligence is considered mindless. Morale High Morale indicates bravery or sheer recklessness. An average Morale score is also 7. Models with a Morale score of 0 never need to take Morale tests. Move Def Hits Str Agi Int Morale 6 Sp Companion, Luck (3) 3 2 + Piercing Scream 2 – Poor Combatant 3 Monster Magnet 6 7 ! Tegan certainly let you know what she was thinking Tegan The Profile The Profile Basic Rules Special Rules Any special rules the model might use are listed here. Rules headed in blue are specific to a model, and are fully explained in this section, the rest are given in the Special Abilities section (see pages 17–18). Information This section gives some background details on the model in question, based on its appearances on screen. Notable Appearances Look, try and use your intelligence, man, even if you are a politician. Stories this model has appeared in; if these are too numerous then key stories are given. The Doctor, Day of the Daleks This section lists any weapons (close combat or ranged) the model might possess, and gives the following information: Strength (Str) ” This is used in melee (physical combat) or when performing other feats of brute force. Models with a Str of 0 are non corporeal (i.e. they don’t have a physical form). Weapons Range: Hit: Str: Notes: The The The Any maximum distance the weapon can be used. basic number required to score a hit. Strength of any hit caused. special rules the weapon may have. 05 The Game Turn Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale. The Game Turn The game is played as a series of turns, continuing until the end of the game. Each turn is divided into 4 phases, which are played through in order. Once the end phase has been completed, begin a new turn if neither side has achieved their victory conditions. 1. Determine Initiative 2. First Player Actions 3. Second Player Actions 4. End Phase Initiative Each side rolls 1D6, with the highest roll determining the first player. On a tie, the last turn’s second player gets to act first this turn. Leadership The Leader special ability is one of the most important abilities in the game. Models with this ability can activate a number of models free when they themselves activate, according to the number in parenthesis. Models which activate free usually have to be within 6” of the model with the Leader ability prior to their activation. EXAMPLE: LEADERSHIP The Brigadier is leading 3 UNIT soldiers against a force of Sontarans.With 4 models the UNIT player can activate 2 of them. All models are within 6” of the Brig.The player activates the Brigadier with his first activation, allowing the Brigadier to activate 2 UNIT models for free as he has the Leader (2) ability.With the player’s second activation he activates the remaining UNIT soldier. Activations At the start of their Action phase, each player should total the amount of models they currently have in play.They will get to activate half that number of models during their turn (round up if required).The exact models activated each turn can be changed as their players see fit. Models who are captured, stunned or otherwise not at full liberty do not count as being in play for the purposes of determining the number of models. If the number of models a player controls changes during their turn (i.e. one falls off a cliff and dies, or one is freed and can then activate) that player still activates models based on the count at the start of their Action phase. EXAMPLE: ACTIVATIONS The Dalek player has 4 Daleks and 6 Dalek Troopers.They can activate a total of 5 models. Now it’s the turn of Dortmund’s resistance fighters.The Daleks have just exterminated 2 of their models, leaving 13.The heroic player can activate 7 models. Actions Models are activated one at a time, using each of their actions in turn. Most models get 2 actions per turn although this may vary (note that models don’t need to use all of their actions). Each model may only be activated once per turn. An action can be spent in the following ways: "Movement up to the model’s Move value "Shoot with a weapon "Aim prior to firing a weapon "Perform a Special action Models can take multiple Movement or Special actions in the same turn, but cannot Shoot or Aim twice in one turn. ! The Ice Warriors turn on their human ally 06 EXAMPLE: ACTIONS The Master needs to eliminate a civilian who is getting too close to one of his schemes. He fires his Tissue Compression Eliminator with his first action, but misses. He could move and enter melee combat, but that taking that level of risk isn’t his style.With the Doctor not far away he elects to spend his second action moving away (to fight another day). Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale. Movement Movement A model with a Move value can move this amount, in inches, each time they take a Move action. Models may run if they spend both of their actions moving – they will normally move twice as far. Facing Models do not have a ‘facing’ for movement purposes and can move all round, and pay no penalty for changing direction etc. while moving.The final facing the model assumes can prove important if they intend to shoot later in the turn however. Going Up & Down Models may ascend or descend one level of elevation (2–4”) using stairs, elevators or ladders per movement action.They cannot combine this with horizontal movement.They may move up to all their movement and drop a level (i.e. off a ledge or down a hatch) but this will count as a fall and they can do nothing else this turn. Rough Ground & Obstacles If a model’s movement takes it over rough ground, or across a wall or ditch, then roll 1D6 to determine how far the model moves that turn in inches. If the distance rolled is not enough to clear a linear obstacle the model must halt before it. If the model’s Move is less than 6” count the roll as –1, and if it is more count it at +1. Roll the dice and apply the modifier for each Move action spent. EXAMPLE: OBSTACLES Sergeant Benton must get over a hedge to stop some giant maggots from menacing Jo Grant.The other side of the hedge is 3” away. Benton activates and takes a Move action. As his Move is 6, his player rolls 1D6, and gets a 4, so he manages to get over the hedge, and end his first action 4” away from where he started. His second action can be spent as his player wishes, although those maggots are now quite close! ! Running is sometimes the best option Going Prone Models may go prone and drop to the ground at any point during their move for free, but movement on the ground is now at half pace – each 1” moved counts as 2”. A Move action can be spent to stand up, the model can then move up to half their Move distance in the same action. Falls If a model takes a hit in melee while within 1” of a drop, or otherwise might lose their footing over a dangerous drop, the model must make an immediate Agi test. If unsuccessful they will fall off the edge, and may suffer hits from the effects of the fall. A fall will cause a number of hits with a Str according to the table below. Levels Fallen Hits Taken 1 2 3 per +1 1 2 3 +1 Falls Strength 3 4 5 +1 If the model can make a successful Agi test they may count the fall as being from 1 elevation level less than it actually is – falls reduced to 0 levels count as causing no damage, but the model will be unable to perform any actions until their next activation. Models who fall more than one level are automatically knocked to the ground, and must spend one action to stand up if they wish to move normally. “A risk shared is a risk doubled.” The Doctor, Frontios 07 Shooting Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale. Shooting Some models are armed with guns or other similar weapons, which can cause damage to a target model at a distance. A model may use an action to fire a ranged weapon at a target if the following conditions are met: "The firer has not suffered a fall or already fired a weapon this turn. "The firer has a ranged weapon and the distance is equal to or less than its range. "The target is not hidden or blocked by another model, or in melee (see below). "The target is in the front half of the models base (no 360º shooting). Roll To Hit Roll 1D6 – a hit will be scored if the result equals or exceeds the “Hit” value of the weapon being fired. In addition there are modifiers to this die roll – see below. Situation Ranged Weapon Modifiers Modifier Weapon is fired at more than half range Target is airborne Target is partially hidden Target is prone Target is small Target is immobile Target is large Firer has Aimed this turn –1 –1 –1 –1 –1 +1 +1 +1 Roll To Wound On a successful hit, the target may be wounded – use the Str value of the weapon to determine the strength of the attack. See the section Taking a Hit, on page 10. Aiming Models can only shoot if their target is in the front 180º arc of their base. Targeting Models The forces of good live by codes of honour that other less discerning creatures see as a sign of weakness. Heroic models will not shoot at other models engaged in melee (in base to base contact with one or more enemy models), but monsters and other villainous types have no such restrictions. In this case randomly determine who is actually struck by the shot if a hit is scored. EXAMPLE: TARGETING 2 UNIT soldiers are in melee – fighting for their lives against an Ogron, when a Dalek closes in.The Monster player elects to take a shot at the group, and scores a hit. A further 1D6 is rolled to see who takes the hit; on a 1–2 it’s the first UNIT soldier, on a 3–4 the second, and on a 5–6 the Dalek has hit the Ogron. 6! The Ogron must see if it takes a wound from the Dalek’s blaster. Luckily there’s plenty more Ogrons where that one came from. 08 A model which spends an action Aiming may not move, being focused on their target through the sights of their weapon. If they spend another action in the same turn to shoot, that shot will gain a +1 bonus to hit, and does not suffer any penalty if the target is at half range or greater. EXAMPLE: SHOOTING 2 UNIT Soldiers face an advancing Dalek, 10” away, there is no cover; one is armed with a Rifle, the other an SMG.The first soldier takes an aimed rifle shot – he will get +1 to his roll for aiming.The second soldier fires a burst from his SMG – 3 shots for one Shooting action – but gets a –1 penalty to each roll as 10” is greater than half of the maximum range of the SMG. “Perhaps you should see a Doctor?” Peri to the Doctor, The Two Doctors Multiple Shots Most models may only shoot once per turn – they cannot take 2 or more Shoot actions.There are some exceptions to this rule, as will be noted in a model's profile. Burst fire, from a SMG for example, counts as one shooting action, even though 3 hit rolls are made. Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale. Melee Melee Melee occurs when 2 or more models from opposing sides get into base to base contact, and intend to strike blows at each other with fists, weapons, tentacles etc. Taking part in melee is 'free' and does not take any actions. Once a model enters melee you can either resolve the combat there and then or wait and conduct all melee combats at the end of your Action Phase. By the end of this phase, all models in base to base contact will have had a chance to make a melee attack against their opponent(s). Number of Attacks Most models get only a single attack – in this case choose one target if you have multiple opponents, but some have more, as indicated on their profile. Multiple attacks may be divided up between any eligible targets. Who Gets to Fight? Whenever you decide to resolve melee, note that all models, including those of the other side, get to fight. Models in base contact with one or more enemy still engage in melee, even if they have not activated this turn. These models in effect are activated for free, solely for the purpose of fighting their foe – they can do nothing else in this turn. Once a model has fought in melee, it can take no further actions in the same phase. Order of Combat Each melee is resolved one at a time, in any order the player taking his actions decides. Models act in melee in strict order: 1. Models who moved into base contact with an opponent this turn. 2. Other models in order of Agility (Agi). Models with the same Agi score attack simultaneously. As rolls are made first to hit, and then to wound in this order, it is possible combatants may be removed as casualties before they get a chance to strike back. Roll to Hit One at a time, each participant rolls 1D6. A hit is scored if this roll equals or exceeds the ‘Hit’ value of their melee attack. On a successful hit, the target may be wounded – use the Str value of the attack as listed on the models profile. See the section Taking a Hit on page 10. No Weapons Models without specified melee weapons may still attack – they will need to roll 5+ to cause a hit, and use their own Str to see if it causes a wound. ! Jurassic bite! Dinosaurs invade London Multiple Attackers A maximum of 4 models may attack a model on a NEW! standard 1” base, and models with larger bases may be attacked by a maximum of 6 attackers. Models on large bases count as 2 normal models, so only 2 models on a large base could attack a UNIT trooper, for example. All Or Nothing Models entering melee combat this turn, and who NEW! are facing a foe whose Def is greater than their own Str (or the Str of the weapon they intend to use) can make an All Or Nothing attack.The model trades an efficient defence for a greater chance to cause their opponent a wounding blow.They roll an extra D6 to see if their attack succeeds, and roll to wound with any dice that get the required score.They cannot cause more wounds than they could originally cause by a normal attack. In this instance any extra wounds are ignored. The downside of an All Or Nothing attack is that you leave yourself wide open if you fail to take out your opponent. Models who strike back in the same melee phase also get an additional D6 to hit the original attacker. EXAMPLE: ALL OR NOTHING ATTACK Mel is being menaced by a Yeti. Her player decides on an ‘All or Nothing’ attack. She gets to roll 2D6, and will hit on 5+. She rolls 3 and 5, but her successful attack fails even to dent the robot. Now the Yeti gets to strike – being far more capable in melee the extra D6 could spell serious trouble for Mel. Hopefully she hasn’t used up all her points of Luck. Killing Blow Successful unarmed combat attacks (fists,Venusian NEW! Aikido etc.) normally cause the affected model to be Stunned, but if the attacker's Str is greater than the Def of his opponent then they can elect to inflict 1 Hit instead. 09 Melee / Taking A Hit Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale. Breaking from Melee Defending Models engaged in melee combat which activate can choose to try to break free.The attempt takes one action, and their opponent(s) get a free melee attack, which succeeds on 2+. If the activating model survives this they can continue their activation as normal. A model behind a wall or other solid barrier can be NEW! attacked in melee if another model can get to the other side of the obstacle.The defender (behind the wall) gets to add +1 Def, while the attacker suffers –1 to ‘hit’. After the first turn of melee both models get +1 Def and –1 hit modifiers – combat across an obstacle isn’t easy! Rear Attack Melee Attack Modifiers Modifier Situation An attacker striking a model from the rear gains NEW! several important advantages. First they get a +1 ‘hit’ bonus, and the defender has to count their Def at –1.The defender is also unable to strike back at the model unless it has an all round melee attack (most models can only strike at other models in their front 180º). After the first turn of melee, surviving models who were attacked from the rear may turn around to face their opponent(s) if they wish. All or Nothing attack Attacked from rear Defending obstacle Attacking over obstacle Attacking model in rear extra D6 –1 Def +1 Def –1 +1 ! The invasion gets underway Damage Table Taking a Hit Strength Higher 2 or more 1 Whenever a model is hit, either from a fall or any kind of weapon, the possibility of damage needs to be determined. Compare the attacking Strength with the model's Defence on the Damage table to find the number that needs to be equalled or exceeded on 1D6 to cause damage. 2+ An X on the table indicates that the Attack Strength is incapable of causing a hit to that Defence. Multiple Damage Normally only 1 point of damage is caused but some weapons or circumstances may cause more. Roll on the Damage table for each potential point of damage. NEW! EXAMPLE: MULTIPLE DAMAGE An advancing Yeti is struck by a UNIT Bazooka, which inflicts 1D6 Hits – in this case 3.The Str of the Bazooka is 6 vs the Yeti’s Def of 5, so 3+ will cause damage. 3D6 are rolled, and score 1, 3 and 6. 2 damage! The Yeti has 2 Hits, and is blown apart in a spectacular explosion. 10 3+ Equal 4+ 1 Defence Higher 2 3 or more 5+ 6 Models & Hits X Models with more than 1 Hit can keep functioning normally until they lose their last point. Once a model sustains a number of wounds equal to their Hit rating they are removed as a casualty.They are not necessarily dead, but may be incapacitated and count as being out of the game.They are normally removed from the table at the end of the turn (see the Medic special ability, page 18). Models who have taken hits but are still in play should have either their remaining Hits or the damage taken recorded somehow. Damage markers" Special Actions Stat Tests Special actions cover all the other things that happen in Doctor Who, such as operating machinery and gadgets, using abilities and any other oddities. It is not uncommon for models in games to be faced with all sorts of unpleasant circumstances, which fighting cannot resolve.Think of Jamie when he is tested in Waterfield’s house in Evil of the Daleks, or the Doctor trying to solve the Trilogic Game in The Celestial Toymaker. Standard Actions Standard actions will use up one of the 2 actions most models have available. Standard actions include: "Operating a complex machine or gadget (i.e. using the Sonic Screwdriver to open a door) "Picking a lock or using the model’s Str to lift / move something "Attempting to Repair something "Relaying orders "Some special abilities will count as Standard Actions – see the description of the ability Obviously some models might be better at physical trials, and some at mental ones, so these and other similar situations are determined using Stat tests, which involve rolling the dice and checking the result against the models most relevant Statistic. Strength & Agility Tests These tests occur when a model is trying to do something based on his physical attributes.Typical examples and the stats used to determine success include: "Breaking free from an enemy (Str) "Lifting a heavy object or trapdoor (Str) "Holding a door closed (Str) "Landing safely after a fall (Agi) "Crossing a narrow ledge or beam (Agi) "Dodging a falling boulder (Agi) In such cases, roll 1D6.The test succeeds if the roll is less than or equal to the model’s statistic, otherwise it fails.The outcome of success or failure should be quite obvious, depending on the exact circumstances involved. ! The Mona Lisa had become highly sought after Free Actions Some actions are so simple they are considered Free, and the model will still get its full complement of actions for use in the turn. Free actions include: "Opening / closing / locking / unlocking a door (includes the TARDIS!) "Finding and operating a simple mechanism (a lever or button) "Picking up or dropping an item, or handing it to an adjacent model Obviously these lists are not exhaustive – many other situations can arise, and these will need to be catagorised as either standard or free actions. What about Inventing? Getting on with inventions is an incredibly time consuming process, so models engaged in Inventing do not get any other actions at all.The process of Inventing is discussed in much more detail on pages 15–16. ! A Cyberman kills another crewman on the Wheel Standard or Free Action? Strength tests usually involve a few seconds or NEW! minutes of time, so if they are performed during a model’s activation they will probably count as standard actions. Agility tests tend to be more reflex based, so can usually be considered free actions. 11 Morale Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale. Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale. Special Actions & Stat Tests Morale Your models will not always obey your every command during a game and the rules reflect this using Morale. At some point even the hardest veteran will run from some dread alien menace. Players should take the effects of morale into consideration before making any plans. Making Morale Tests Models should make a Morale test if affected by any NEW! of the conditions below. Note that a model only ever needs to make one Morale test per turn – as soon as it passes its first Morale test it is considered to pass any others it may have been required to take in the same turn. ! The oddly familiar Salamander hatches another plot Intelligence & Morale Tests These are more mental tests, and are made in the same way as Str and Agi tests, except 2D6 are rolled against the relevant characteristic. Intelligence tests are usually made to understand a complex machine or while inventing, and Morale tests are covered on the right. Standard or Free Action? Intelligence tests need the model to think things NEW! over for several seconds, so will usually count as a standard action. Morale tests are snap judgements, and can be considered free actions. Opposed tests In some cases only one roll is needed, e.g. pushing open a stuck door – it either opens or it doesn’t, or balancing on a ledge – you stay on or fall off. Sometimes 2 or more models are trying to achieve the same but opposite effect – then an Opposed test must be made. If 2 or more models are opposing each other in some way 1D6 should be rolled for each. Add the highest die roll on each side to the highest relevant characteristic on each side.The side with the most models adds +1 for each extra model they have over the other side.The side with the highest result wins and on a tie nothing happens. EXAMPLE: OPPOSED TESTS Jamie is trying to stop a Cyberman coming through a hatch in the floor, and is being aided by Victoria.This will be an opposed Str test. Jamie’s Str is higher than Victoria’s, so they both roll 1D6 and get 2 and 5. Jamie adds his Str of 3 to the best die roll (5), +1 for Victoria’s help for a total of 9.The Cyberman rolls 6 and adds its Str of 5 for a total of 11.The hatch is flung open, and the first of the Cybermen emerge from their tombs! With any luck the Doctor might have a plan B… 12 Morale tests should be taken as soon as they are required – the entries below specify when a model should check for Morale. See left for how to make a Morale test. Fear If a model moves to within 6” or attempts to enter NEW! melee with a model that is feared it must pass an immediate Morale test. An enemy model that causes fear will force opposing models to pass a Morale test when the fear causing model gets to within 6” or attempts to enter melee. Models which cause fear are not affected by it. Invulnerable A model within 6” of an enemy it is unable to harm must make an immediate Morale test. (A model is unable to harm another if the best result its own Str or the Str of its most effective weapon it carries is an 'X' result on the Damage table). Alone Most models do not operate well far from help. If 3 or more enemy models are within 6” and there are no friendly models within 12” that model must make a Morale test.Take all such tests after all your activations have been carried out. Monster models are generally tougher – they are only required to make Morale tests for being alone if surrounded by 5 enemy models, not 3. Wiped Out If casualties in a single turn reduce a side to half its NEW! starting numbers or less then all remaining models on that side must each make a Morale test, counting their Morale at –1 at the end of each of your Action phases. Models who pass will continue to battle on. Unique models (see page 24) which fail this test must make an immediate retreat move as described on the right, other models are immediately removed from play. Sides reduced to 50% or less models will be forced to take this test in any turn they lose one or more models. Decimated Weapons If your side has lost three quarters or more of its NEW! starting models, each model must make a Morale test in exactly the same way as a Wiped Out result, counting their Morale at –2. Any models which fail this test are removed from the table immediately. Models making a Decimated Morale test are not required to make a Wiped Out test. Doctor Who is full of weapons, although it is rare they are in the hands of the Doctor or his companions.The weapons given on page 14 are common types that could be found on a thousand different planets, including Earth. Weapons used by specific alien races have their details as part of their profiles, later in the rules. Success Each weapon has each been allocated an ‘era’ based on their technological level; models native to a lesser technology level will need to pass an Int test to figure out how to work it. Apply a –1 modifier for each step up in technology the weapon is to the model trying to work it out. A failed roll results in the weapon discharging or otherwise injuring someone – roll 1D6: On a 1–3 the holder of the weapon suffers a point of damage, on 4–6 the next closest model is hit.The technology levels in the game (and their Earth equivalents) are: On a successful Morale test the model has decided things are not as bad as they seem – they will keep acting as normal, bravery having won through. Failure and the Retreat Move On a failed Morale roll, the model will immediately move its normal Move distance away from the closest enemy model(s).The model may move less than this distance if its move would take it into or behind cover, like a wood, or behind a wall. If a retreating model cannot get behind cover, and there are still enemy models within 6” after their retreat move, the model is removed from the game. EXAMPLE: RETREAT MOVE UNIT Soldier Jones has failed his Morale test, for being Alone against 3 Ice Warriors. He must move 6” away from the creatures, but is allowed to stop behind a handy outcrop of rock, 4” behind him, while he tries to compose himself. Weapon Technology "Primitive (Stone age / Medieval) "Antique (Renaissance / Napoleonic) "Modern (Victorian / 20th / early 21st Century) "Advanced (late 21st Century & beyond, Alien) EXAMPLE: WEAPON TECHNOLOGY The Aztecs have managed to get hold of a Disintegrator Gun (typical!) They are Primitive, and the Gun is Advanced, so applying a –3 modifier to the Int test is going to mean a lot of mishaps before they learn to work it properly. ! Draconians search for the secret Ogron base Leaving the Battlefield Models which leave the battlefield having retreated after failing a Morale test will not return. Having escaped the rigours of Alien attack (or been forced to be part of the Alien attack), they have discovered a preference for leaving the area immediately. Morale Tests in Melee Models in melee still have to take Morale tests – if they fail they break from combat, this counts as Breaking From Melee, and is described on page 10. Blast Templates Some weapons use a Blast Template – their effects NEW! spread out over a larger area than most other weapons.You will need a 2” (5cm) and a 4” (10cm) diameter template. Simply cut out circles from card to the required size.The template gets centred on the target of the shot (or where the shot scatters). All models whose bases are more than half under the template must roll for damage, models whose bases are less than half under the template are only affected on the 1D6 roll of 4+. 13 Stat Tests & Weapons Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale. Weapons Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale. The Weapons Table Weapons carried by specific races or individuals (i.e. the Ice Warriors Sonic Blaster or the Myrka’s electrical charge attack) are covered in that model’s profile. The table below lists weaponry which can commonly be found on planets throughout the known galaxies, as described in the latest edition of Jane’s Galactic Weapons. Weapons Table Weapon Technology Range Str Melee Weapons Brawl Hand Weapon Two Handed Weapon Spear Stun Stick Any Any Any Any Advanced Melee Melee Melee Melee Melee User User User +1 User 4 Missile Weapons Blaster Pistol Blaster Rifle Bow Crossbow Disintegrator Gun Grenade Laser Pistol Laser Rifle Matchlock Pistol Musket Pistol Rifle Shotgun Sling Stun Pistol Submachine Gun (SMG) Advanced Advanced Primitive Primitive Advanced Modern Advanced Advanced Antique Antique Modern Modern Modern Primitive Advanced Modern 12” 24” 24” 24” 12” Thrown 12” 24” 8” 16” 12” 24” 8” 12” 8” 16” 4 4 3 4 n/a 4 4 4 3 3 3 3 3 3 4 3 Modern Placed Only 6 Other Weapons High Explosive Special Stuns Strikes last Can also be Thrown Stuns Disruptor, Pistol Disruptor Primitive Move or Fire, Primitive Automatically inflicts 1D6 hits Blast 2”, Scatter,Thrown Laser, Pistol Laser Gunpowder, Move or Fire, Pistol Gunpowder, Move or Fire Pistol Blast 2”, +1 to hit Primitive Stuns Burst, cannot Aim Blast 4”, 1D6 hits within 2” 1D3 hits within 4” Weapon Effects Table Weapon Rule Effects Blast Burst The weapon uses a blast template of the size indicated – see page 13 for details. Roll 3D6 when rolling to hit, counting all rolls which equal or exceed the required Hit number as successes. Extra hits may either be allocated to the original model or models within 2”. Roll 2D6 per hit inflicted when rolling to wound. Count the highest D6 as the wound roll. On the hit roll of 1 the weapon explodes, causing a Str 3 hit to the user.The weapon is now useless. The weapon does not suffer the usual –1 hit penalty for long range shots. The weapon is slow or clumsy to use. It cannot be fired in the same turn the model using it moves. The weapon gains a +1 hit bonus at short range. Shots against Mechanoids or models with Body Armour count at –1 Str. A missed shot will land 1D6” away from its target point in a random direction. The affected target model is Stunned – see page 25. This weapon has a range of the wielders Str +1, doubled.Thrown weapons do not suffer the –1 hit penalty for long range shots. Disruptor Gunpowder Laser Move or Fire Pistol Primitive Scatter Stuns Thrown 14 Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale. Inventions Models with the Invent ability can create items during the game to help them defeat their enemies. Using the Invent ability takes a full activation and, in many cases, will take more than one turn to accomplish.The model must have access to either a laboratory or some other source of equipment (i.e. a power plant, engine room or similar) – these locations should be made clear before play. Inventions Advanced Rules EXAMPLE: INVENTION BREAKTHROUGH The Doctor, Adric and Nyssa are trying to invent something to stop the Autons.The Doctor has the highest Int (10) so he counts as heading the attempt. In the first turn all 3 models activate, and the player rolls 3D6, getting 12.This is less than 14 (the Doctor’s Int + 4 for 2 additional inventors) so next turn the process can really get going. Invention Progress For each additional turn the inventing model NEW! activates after successful breakthrough, roll 1D6. Each additional team member activating (a maximum of 3 models with the Invent ability) entitles an additional D6 to be rolled, or +1 to be added to the total. Count the Invention Progress score as being the total of the highest D6, plus any bonuses.When this cumulative total reaches 15 or greater the invention will be ready at the start of the next turn. Invention Progress scores always start at 0. ! Eureka! The Doctor had just glued his fingers together First the player must decide who or what the device he is trying to invent will affect. A race or specific creature must be specified, e.g. Daleks (this will not affect Robomen or Ogrons, for example). If more than one model is involved in the invention process, count the model with the highest Int as heading the attempt. All other models with the Invent ability add bonuses to the Invention Breakthrough attempt, as described next. Invention Breakthrough When the model heading the invention attempt is NEW! activated roll 3D6, the breakthrough is achieved and the process can begin if the result is equal or less than this models Int score.You can count this score as being +2 for each other model with the Invent ability within 3”, to a maximum of +6. If the roll is unsuccessful, then it may be attempted on future turns. Note that all models involved in the invention attempt count as being activated, and can take no other actions during the turn they are inventing. EXAMPLE: INVENTION PROGRESS Following on from the example above, all 3 models activate in the following turn.The heroic player decides to use Nyssa to get an extra D6, and for Adric to contribute +1. 2D6 are rolled: 3 and 6 are rolled. Adding +1 for Adric to the highest roll the total result this turn is 7. Invention rolls will have to be made in further turns until the cumulative total reaches 15 or more. Invention Result Once the invention total has been reached, roll on the table below to see exactly what has been invented. The effects of results 1, 2 and 3 can be had by all friendly models immediately (although the Achilles’ Heel result may need further tabletop exertions to be carried out before it fully takes effect). 1D6 Invention Result Table Invention Result 1 2 3 4 5 6 Achilles’ Heel Weakness (Shooting) Weakness (Melee) Jammer (2+ effect) Jammer (variable effect) Weapon Results 4, 5 and 6 are physical creations, and are assumed to be in the possession of the model who has just activated. 15 Inventions Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale. Achilles’ Heel You have discovered a weak point in the enemy’s strategy. This might be a transmitter, beacon, or other such device. If your side can reach it then you would gain a definite advantage in this battle. You determine a point on the table, more than 12” away from one of your models.The opposing player must place a token representing the objective anywhere within 2D6” of this point. If one of your models can reach it the enemy suffer the following effects for the rest of the game: " All enemy models suffer –1 Morale " Enemy counts as Wiped Out (see Morale, page 11) Jammer (2+ effect) The device either blocks the control signal of Controlled models, or otherwise interferes with the circuits or nervous systems of the enemy. Roll 3D6 immediately – this is the maximum range of the Jammer, in inches.The Jammer affects a single model on 2+, and does not suffer a penalty for long range. It can affect a target so long as it is in range – a clear line of sight is not needed. Operating a Jammer takes a Shoot action, so a model using one may move but not run (the Jammer does not need to be aimed).The effects of the Jammer are resolved during the affected model’s next Action phase, before the player chooses which models to activate. Controlled models suffer the effects as listed in their special rules, and all other affected models are moved 1D6” in a random direction.The models being jammed can take no further actions this turn.The opposing player counts as having activated half (round up) the jammed models. Models will have to roll each turn the Jammer affects them, and random chance will dictate whether they fall under its power or not. Jammer (variable effect) This device is almost identical to the one described above, except for its range and effectiveness. Roll 1D6 as soon as the Variable Jammer has been invented.The number rolled will have to be equalled or exceeded on 1D6 every time the Jammer is used against a model. If a 1 is rolled, the Jammer automatically affects models in range. Multiply the same roll by 5 to get the maximum range of the Variable Jammer in inches.The Jammer will potentially affect all enemy models within this range. EXAMPLE: VARIABLE EFFECT JAMMER A 3 is rolled, so the Variable Jammer will affect all enemy models within 15” on the D6 roll of 3+. 16 Weakness Weakness Table This is a discovery about where the 1D6 Weakness Def enemy’s defences 1–3 Minor –1 are lacking. Examples include 4–6 Major –2 the Daleks’ vulnerable eye stalks or the Cybermen weakness against gold. Roll 1D6 and consult the table above. Note this roll is made once and will affect all rolls to damage this enemy for the rest of the game.Whenever an attack of the relevant type is made against this enemy, the defender must count their Def as being either 1 or 2 points lower. Weapon This is a device like any other ranged weapon, which can only affect the specified enemy. Roll 3D6 for the weapon’s range in inches.The Weapon hits on a 4+ and automatically inflicts 1 Hit on the target – do not roll to wound. On a hit roll of a 1, the weapon has malfunctioned and a successful Repair roll or Int test at –2 is needed to get it working again. Invention Counters Some games take place on NEW! ground where scattered bits of alien technology are hidden, allowing whoever can get hold of them an advantage in creating inventions. If you decide to use this rule, then roll 1D3 and double it after each player has ! Invention Counters deployed their models but before the game begins. Each player should then take turns placing a counter on the table. Counters should be placed at least 12” from a players own models, and 12” away from other counters. Counters can be collected by getting a model adjacent to them and expending an action. A single Invention Counter may be used by each inventing team per turn, for one of the following results: "Add +1 to the Invention Breakthrough roll "Add +1 to the Invention Progress score "Reroll the Invention Result Artifacts Artifacts are powerful items usually related to the NEW! scenario being played. An artifact allows a once only +2 bonus to either the Invention Breakthrough roll or Invention Progress score. In addition, an artifact gives the side holding it 2 VP (see page 25), whether or not it has been used to aid inventing. Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale. Special Abilities Special Abilities Special abilities allow models to gain some special game effect.The following pages list abilities common to several models in the game. Other, model specific abilities are given in that models description. Alien The model is not of this world.This can have certain effects in the game e.g. Aliens cause fear in civilians. Aquatic ! The Sontarans sweep through Gallifrey’s Capitol The model can breathe underwater, and can move through water with no penalty. Blocker The model has a 2” radius around it which NEW! unfriendly models cannot pass through. See the Blocking rules on page 22. Body Armour The model wears protective armour which will NEW! negate a hit of Str 3 or less on the 1D6 roll of 5+, or a Str 4 hit on a 6. Hits of higher Str cannot be negated. Companion Hypnotise This model can attempt to hypnotise any non-unique model within 2” as a standard action.The victim must pass an Int test to resist. Failure results in the model being Controlled by the player doing the hypnotising. An Int check can be attempted at the end of any turn the controlled model is forced to attack his own side, or if the hypnotising model is more than 12” away or out of line of sight.The hypnosis will be broken if this check is successful. Models can only hypnotise one model at a time. This model has travelled in the TARDIS, and counts NEW! as a companion of the Doctor. Controlled The model is subject to some kind of control, either mental, psychic or electronic. If this control can be broken (by removing the controller from play, or blocking the signal with an invention, etc.) the model will suffer the effects listed in its special rules. Flyer The model can take to the air.While airborne it can NEW! ignore all terrain penalties and cannot be engaged in melee combat. Shots to or from an airborne model suffer a –1 penalty to hit, and the range is increased by 8” to account for the model’s extra height. Flyers fly using their normal Move rating, unless there is a number in brackets after the ability, in which case use this as their aerial movement rate. Force Field (x+) The model can ignore any shooting against it if it can roll this number or more on 1D6. Hover The model may traverse difficult ground or ascend NEW! or descend levels of elevation at normal rate using some kind of anti-gravity device or similar gadget. Infiltrator The model is working for the opposition in secret – NEW! it may set up with the other side’s forces, and cannot be targeted by them until their intentions become clear and the alarm is raised against them. Invent The model may try to invent a useful device to help defeat his or her enemies. See page 15 for full details of inventing and inventions. Invulnerable (x) The model reduces the Str of any attacks against it by the number indicated. Attacks with a modified Str of 0 or less are ignored. Large The model is so big any attacks (melee or shooting) against it get a +1 bonus to hit.The model should be at least 3” tall or long to count as Large. Leader (x) When this model is activated, a number of friendly models equal to the number in brackets may be activated this turn for free.These models must be within 6” of the leader. Models may use a leader’s Morale value if they are on the same side and within 6”. See page 6. 17 Special Abilities Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale. Luck (x) This model may reroll any single D6 once per turn that directly affects them or a friendly model within 6”. For example this could be an attack or wound roll (either for or against the character), or one die of an Int or Morale test.The model may do this a number of times each game equal to the number in brackets. Mechanoid The model is either fully or partially robotic or cybernetic. Mechanoids may not run, and are immune to the effects of vacuum, gas and drowning. Medic The model can return a single lost wound to an NEW! adjacent model by using a standard action, and rolling 4+ on 1D6, or 5+ if the recipient is another race entirely (this ability cannot be used on Mechanoids). Models brought back to 1 Hit from 0 Hits count as being Stunned. Monster Magnet Enemies within 12” will have to roll 5+ on 1D6 to shoot at or engage this model in melee. Instead they are oddly compelled to capture him or her to use as bait in their plans. If this model is held captive at the end of the game, they are worth 2 VP (see page 25). Psychic Psychic models are ‘touched’ by a power that is unseen and unfathomable to most. Models with this NEW! ability get 1 point of Luck to spend each turn. It can only be used on themselves, and if not spent in a turn it is considered lost.The opposing player can force them to reroll one die of any Int test when the model is resisting being controlled or otherwise taken over. Repair The model may attempt to fix a broken component or other such part. Attempting a repair takes a standard action, and a successful Int check. Further attempts may be made on future turns unless a 12 has been rolled, when the part is deemed irreparable. Models with this ability are also assumed to be able to use Sabotage. A successful Repair roll will cause a Mechanoid model to regain a single lost Hit. 18 Resist Vacuum The model will suffer no ill effects due to gas or lack of oxygen. If this ability has a numerical rating (i.e. 3+) then no effect will be suffered provided this number is equalled or exceeded on 1D6 each turn. Sabotage The model may put out of action any piece of equipment (usually vital to the other side’s cause) by expending a standard action and passing an Int test. On a roll of 2 the item is so badly sabotaged it cannot be repaired. Screamer If a Screamer model is activated and is within 6” of NEW! an enemy model roll 1D6. On the roll of 4+ any single friendly model within 6” can immediately take one action, regardless of whether it has already been activated in this turn. ! It was important to give your Mechanoid clear instructions Slow The model is so slow, clumsy or shambling it cannot NEW! run. Small Shooting at this model incurs a –1 hit penalty due to its small size. Spacer This ability can be given to models who have spent a NEW! lot of time in space. Complex equipment such as Spacecraft and Spacesuits cannot be operated without this ability. It will also give a +1 bonus to any rolls related to operating such equipment while in space. TARDIS The model has a TARDIS, which may or may not be NEW! on the tabletop depending on the scenario. See the entry for The Doctor, on page 26. Time Lord In some scenarios being a Time Lord may be a bonus (or a penalty!) Time Lords count their Technology level as Advanced (see page 13). Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale. Vehicles Vehicles Vehicles may be used to transport models quickly across the battlefield, can carry weapons, and offer a degree of protection to those inside.The Doctor in his third incarnation was particularly fond of cars, and UNIT troops often use jeeps and helicopters to get troops and equipment to assorted alien menaces, or to get the Doctor and his companions out of trouble. Movement Vehicles require one model to be allocated as its driver (flying vehicles like helicopters have a pilot).When that model is activated, the vehicle gets 2 Move actions, and can move up to the vehicle’s Speed in inches with each action.The driver can do nothing else in that turn, but all passengers carried by the vehicle are moved with the vehicle ‘free’ when it moves. Vehicles cannot cross linear obstacles like walls, enter into buildings or terrain prohibited by their type (see the vehicle move table). ! Car and a reasonably priced star EXAMPLE: VEHICLE MOVEMENT The UNIT jeep (starting at point 1) can move anywhere in the shaded area as its first action. It moves to point 2, then spends its next action moving off at its top speed of 12”, making a speedy getaway from the advancing Daleks. If a vehicle spends its entire action on a road it gains a free Road Bonus which can be spent to move the vehicle further along the road after the rest of its movement. Vehicles must end each action in a position anywhere in the front 180º of its starting position (i.e. not behind where it started), and can face any direction the player wants. See the diagram on the right. Vehicles & Terrain Table The following describe the results given in the last 4 columns of the table below: Yes: No: x 1/2 etc.: Vehicle may move at full speed Vehicle may not enter that terrain type Vehicle may move at the given multiplier EXAMPLE: VEHICLES & TERRAIN The Doctor is taking Bessie for a spin when he encounters a group of Sea Devils. He veers off onto a patch of very rough ground. His movement will now be 6” per turn (12” Speed x 1/2 multiplier for the terrain). Move Type Road Bonus Open Rough Wheeled Tracked Hover Water +4” +2” None n/a Yes Yes Yes No x 1/2 x 3/4 Yes No Vehicle Hit and Run Attacks While a vehicle moves any models on foot directly in its path will be subject to a Hit and Run attack. Make an Agi test for each model in turn. Success indicates the model has dodged the moving vehicle – place it to one side of the vehicles path. Vehicle & Terrain Table Woods Water No x 1/4 No No No No Yes Yes Failure indicates the vehicle has rammed the model, which will take a single hit at a Strength equal to the vehicles Defence. In this instance the vehicle is undamaged. 19 Vehicles Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale. Rams If a moving vehicle strikes another vehicle, building or obstacle each causes the other an amount of damage equal to its current Hits.This damage can be halved if the moving vehicle has only used a single Move action.The Str of these hits will be equal to half the distance the vehicle has moved this turn (to a maximum Str of 8).Walls and similar obstacles cause 1D6 hits if struck. Entering/Exiting Vehicles Getting into or out of a vehicle requires a Move action – the model can combine getting in or out of the vehicle with up to half its normal movement.The model may take its normal amount of actions less any the vehicle has already expended this turn. Aerial Vehicle Movement At the end of each Move action each aerial vehicle must either be on the ground or airborne. Only if it is on the ground can models embark or disembark or engage it or its crew in melee combat.When it activates it can combine movement with taking off or landing but not both in the same action. Once airborne, terrain does not affect aerial vehicles.When shooting from or at aerial targets count the range as being 8” more than the horizontal distance, to allow for the height of the vehicle. Vehicles which lose their last Hit while airborne must roll once on the Out of Control table to determine where they strike the ground. All occupants, models, buildings and vehicles within 4” take 1D6 Str 6 hits. The maximum number of models which can enter or exit a vehicle in one turn is equal to the vehicle’s Capacity. Models cannot exit one vehicle and enter another in the same turn. Shooting from Vehicles Models shooting while riding in a vehicle suffer a –1 penalty to hit in addition to any other modifiers, unless the weapon is specially mounted onto the vehicle. Damage to Vehicles Every time a vehicle takes damage, roll 1D6 to determine if the hit affects an occupant or 1D6 the vehicle itself. Blast 1–2 weapons affect all models 3–6 underneath the template. ! Optera rarely ventured onto the surface of Vortis Vehicle Hit Table Hit against Random occupant Vehicle Out of Control Vehicles Vehicles will go Out of Control if their driver is removed from the game, is engaged in melee combat, or if any other unforseen things occur.Vehicles which are out of control at the start of their players Action phase activate immediately for free. Roll 1D6 twice for each out of control vehicle – once to determine steering and once to determine speed – and consult the chart below. Vehicle Statistics A vehicle has statistics like any other model, although some of these are unique to vehicles: Type A vehicle’s Type determines what terrain the vehicle may cross – see the Vehicle and Terrain table on page 19. Capacity The maximum number of models the vehicle may carry. Only models on a normal sized base may use vehicles. Defence This is exactly the same as a model’s Defence value. If the vehicle is still moving 1D6 Steering Speed after its first Move action, 1–2 Veer 45º left Stops then roll 1D6 3–4 Straight ahead Half twice on the 5–6 Veer 45º right Full table again. Luck points can be expended to affect these rolls by models nominally at the wheel of out of control vehicles.Vehicles which leave the table are considered to be out of the game, as are their occupants. Out of Control Table 20 Armour Vehicles offer more protection than simply being on foot. For each hit suffered, the vehicle or occupant may ignore that hit on a 1D6 roll of this number or more. Hits This is exactly the same as a model’s Hits value. Occupants of destroyed ground vehicles take an automatic Str 4 hit. Speed This is the vehicle’s ground speed, and is the same as a model’s Move value. Tank Sample Vehicles Primitive Earth weapon of war Getting out this kind of gear is never going to win the Brigadier the Intergalactic Peace prize, but if the foe is just too tough for normal weapons then get one of these (not a toy tank, though!). The following vehicle profiles allow many types of vehicle to be added to games.Vehicles can be used as scenario objectives, or can simply be a tactical aid, useful in getting troops across the table quickly. Bessie The third Doctor’s car Perfectly suited to the Doctor’s third incarnation, this Edwardian roadster has enabled him to travel to numerous sites of alien invasion and wrongdoing during his time exiled on Earth. The statistics for Bessie could also be used for most Earth cars of the late 20th Century. Larger vans would have a greater Capacity and an extra 1 or 2 Hits. Helicopter Aerial asset – special missions only Both UNIT and the regular army have used helicopters to aid the Doctor in surveillance, attack, and rescue missions.They are vulnerable to weapons fire – alien weapons more so – so they must be used carefully. Perfect for a great escape When you need to get somewhere in a hurry, take a motorcycle. Lightweight and affording little protection, it nevertheless offers its rider high speed and the vital cool factor needed when saving the world. Type Bessie Wheeled Helicopter Aerial Motorcycle Wheeled Tank Tracked UNIT Land Rover Wheeled Whomobile Hover Range Tank Gun Machine Gun 48” 24” 8 4 Blast 4”, 1D6 Hits Burst UNIT Land Rover Military runabout UNIT Land Rovers are used to get small detachments of men to alien hot spots. Having no weapons capacity of its own, the troops use their own weapons against any alien menace they might encounter. Whomobile Motorcycle Vehicle Weapon Tank Weaponry Table Str Special Cap 4 4 2 4 6 2 The third Doctor’s other car The Doctor built this silver hovercraft late in his period exiled on Earth. Futuristic in appearance,it could fly, but other abilities built into it by its creator were not seen. It does not appear that he took it with him after his regeneration, but presumably he could build another if he wished. Sample Vehicle Profiles Def Armour Hits Speed Special 5 4 4 7 5 5 5+ 5+ 6+ 4+ 5+ 5+ 3 3 2 6 4 4 12 0 16 8 12 12 Large Flyer (16”), Large Large Large Flyer, Large 21 Sample Vehicles Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale. Additional Rules Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale. Additional Rules Blocking Buildings Certain models are particularly good at stopping others, for example a Security Guard who will on no account let the Doctor into the International Electromatics building without a signed pass from Tobias Vaughn. Indeed, if their name isn’t on the list there’s no way they’re going to spoil this invasion party... Buildings are useful in the DWMG – they can contain laboratories full of stuff to invent with, they can provide transport to and from Omega’s Black Hole realm of antimatter and if push comes to shove you can hide behind them when the Sontarans invade. These models have the Blocker special ability (see page 17) – they may not be overtly hostile, but it’s certainly more than their job is worth to let anyone through. Buildings can come in all shapes and sizes, but for gaming purposes they should be considered as sections, each up to 4–6” square. Large buildings can be built from multiple sections, as can long stretches of wall. Each section has between 2 and 6 Hits depending on its sturdiness. Blocking Zone These models have a 2” Blocking Zone around them (use your 4” Blast template) which moves with them – models entering this area can move into base contact with the blocking model, but cannot move past them.The only possible move they may make is back the way they came. Losing the Blocking Zone Models lose their blocking zone if they become stunned, controlled, go prone, or if they become subject to any other special state not otherwise covered here. Models who have fought in melee or fired a weapon are also considered to have lost their blocking zone, being far too busy with whatever else they are doing. EXAMPLE: BLOCKING ZONE The Dominators are about to turn the core of the planet Dulkis into radioactive fuel for their war fleet. Jamie is trying to get past a Quark, which has the Blocker ability. He has moved to within 2” of the robot, and is now in its blocking zone. Unless he can somehow cause the Quark to lose its blocking zone, he will be unable to go any further. Building Sizes & Sections a hard day in the catacombs, “haveHadwe? ” The Doctor, The Masque of Mandragora Attacking Buildings Buildings are automatically struck in melee combat, and by models using their ranged weapons at half the weapon’s maximum range or less. Over half range the shot still gets a +2 bonus to hit as buildings are usually very large (unless they’re inside a Miniscope!) Damaging Buildings Only hits of Str 6 or more can damage buildings. Simply figure out the damage caused and reduce the Hits of the section by that amount. Do not use the Damage table. Buildings are destroyed when they are reduced to 0 Hits, and will collapse. All models inside will take a Str 6 hit, and models within 2” will take a Str 4 hit if they fail an Agi test. Doors & Windows Up to 4 models can pass through a door in a single turn, but only 1 can get through a window. 2 models can shoot through either a door or window if they are immediately adjacent to it and they themselves will get a –1 penalty to be fired upon. Doors and windows should always be modelled on buildings. Running In Buildings Buildings are usually cluttered with furniture, dead bodies and hiding aliens, so the interiors of buildings NEW! count as obstacles (see page 7) if models run while inside them. 22 Capturing Models Fire Entering base to base contact with another model does not have to result in a fight - Doctor Who is full of examples of characters being captured at gunpoint / tentacle point by their foes.When a model enters base contact with an enemy they have the option of attacking as described earlier, but they can also attempt to capture their opponent using their sheer strength, or a weapon they might possess. First of all the opposing model must decide if they are going to resist or not. Fire is nasty and no-one likes being on fire or being too close to it.To represent fires, you will need a number of Fire markers, either modelled from bits of cotton wool, or a counter, or something. Certain weapons or other effects will cause fire damage which is ! Fire markers represented by placing a Fire marker on the target. Note that the target can be anything flammable, like a forest or a building, as well as a model. Not Resisting If the opposing model does not resist then they are considered Captured and are moved when their captor moves. Both models must maintain base to base contact, and the capturing model cannot run.The captured model can only activate if they intend to attempt to break free. Fire Damage In the end phase of each turn, any NEW! fires can potentially cause damage to models within 1” per Fire marker of the fire’s centre.The chart below indicates the number of hits and relevant Str of fire damage according to the amount of fire markers; numbers after the slash marked ‘*’ are the amount of hits Buildings take from fires. EXAMPLE: NOT RESISTING Turlough is facing a Zygon which intends to capture him. Not being the bravest of chaps he decides not to resist.When the Zygon next activates,Turlough will be moved with it. Resisting Capture by Strength If the opponent resists, then the captor(s) must succeed at an opposed Str test. If this succeeds then they will capture their opponent as above. Resisting Capture by Weapon Resistance against a model with a weapon results in melee combat as described on page 9. If the capturing model survives and scores a hit then the hit can be ignored and their opponent is now considered to be at knife / gunpoint and is captured. Breaking Free “Without fire we die!” ! Omega and his Gel Guard servants To break free in a later turn, the captive must NEW! activate and succeed at an opposed Str test against their captors.Their captor can choose to make a single immediate melee or ranged weapon attack at 4+ to hit. If the captive escapes this point blank attack, they can then attack back or move up to half their movement immediately. Breaking free takes one action. Za, An Unearthly Child Fire Markers Hits 1 2 3 4 per +1 1 2 3 4 / 1* +1 /+1* Fire Table Strength 3 4 5 6 +1 Spreading Fires After fire damage has been assigned, roll 1D6 for each seperate fire. Add another Fire marker on the roll of 1–2, and remove one on the roll of 6+. Add +1 per additional model within 2” of the edge of the fire radius who is helping to combat the fire (to a maximum of +2) and a further +1 if water is being used. Movement on Fire Models with 2 or more Fire markers must make a single move action in a random direction if they are not within base contact of another friendly model at the start of their turn.This forced movement does not count as one of the player’s activations for the turn. 23 Additional Rules Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale. Additional Rules Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale. Heroes & Monsters Models can be categorised as belonging to one of two factions: heroes or monsters. Generally the game will have two sides each composed of models of opposing factions. Games can also have more sides, for example 2 rival Dalek factions and a UNIT force.The side with heroic models cannot include any monsters and vice versa, although certain models (e.g. the Alien Lackey) are allowed to set up with the other side until their evil agenda is discovered. Unique Models Most models represent typical troops of one side or another, and multiples of these models can be chosen, for example 12 Daleks or 8 Ice Warriors. Some named models are Unique – only one model can be chosen because there is only one such individual in the DW universe. Examples include the Doctor himself, Davros and the Brigadier. Unique models have a ! symbol next to their name. The Two (or more) Doctors On exceptional occasions the Doctor has been joined by one or more of his previous incarnations. In the game we recommend this is only used sparingly, and with the consent of all players. Use of multiple Doctors is however one great way to get a participation game going. Points Values Points values are not given for models in the DWMG. NEW! This has been a subject of much debate, but my final word is that I think that balancing games with a fixed points limit on models limits creativity and encourages tournament style play. Most scenarios for the game involve mismatched forces – true to the episodes themselves – with victory usually obtainable by achieving specific conditions in each game. Note that as is this Doctor Who, almost any possible combination of models may theoretically be used in games, so don’t feel restricted – the game is at its best when playing narrative style games rather than set piece battles. Altering Profiles The profiles given on pages 26–56 have been carefully worked out to ensure each model plays as closely as possible in the game to what’s seen on screen. However, feel free to alter profiles to suit – Toberman from Tomb of the Cybermen could be a Security Guard with +1 Str or all your Zygon scientists gain +1 Int and the Invent ability. Another way to alter profiles is to give models new special abilities including Leader or Luck, although you can be creative with who gets what. Most of these alterations will create unique models, so give them a name, and be prepared to cry as they get gobbled up by monsters. 24 ! “You first, Adric.” Scenarios Games are always more interesting when they don’t simply involve wiping out the other side. Even the Daleks, as xenophobic and obsessed with exterminating everything in sight as they are, usually had some goal in mind. Some scenario ideas include: Take & Hold / Defend One side must reach a designated point and defend their new position.The other side must prevent this. Obtain Item / Capture / Rescue An object or person is vitally important to one side. If it or they can be taken off a friendly table edge future battles will be made easier. Holding Action One side must hold out against impossible odds until reinforcements arrive, or simply fight to the last man and take as many enemy out as possible. Ambush / Escape One side has been surprised but must escape quickly before more attackers arrive. It’s always fun to give each side different objectives, or secret objectives so that the other doesn’t know what’s going on – the fog of war and all that! And as noted above, throw in some complications like difficult conditions, carnivorous plants, something big and invisible, and screaming scientists and monsters. Have the heroes captured, or required to find some vital equipment. Feel free to add / remove the Doctor, the Master or any other of the model types listed in these rules. Add a third party, or rules for special conditions, like weather, night, reversing the polarity of the neutron flow, etc. Status Effects Victory Points Models can be affected by conditions which carry over from turn to turn – Status Effects.The most NEW! common status effect is Stunned – but there are others and the list will be added to as required. Victory Points (VPs) are used to determine who has won the game in certain scenarios. At the end of the game each side should total up the VPs they have gained to see who has won.Victory Points are awarded in the following circumstances: If a model is affected by any status effect, then in the end phase of each turn their player must roll 1D6 for each Hit that model has remaining.The status effect will be removed if any die roll comes up 6, otherwise the effect will continue until the next turn. Note you can’t roll to remove a status effect in the same turn you were affected by it.Two status effects are given below. Confused Confused models are unable to use their mental faculties effectively and often forget who they are or what they are supposed to be doing. A confused model may not run, and must roll 1D6 when they intend to move. On a roll of 1–2 they are moved by the other player, on 3–4 they move 1D6” in a random direction, and on a 5–6 they can move as normal. Confused models suffer a –2 penalty to all shooting and melee attacks, and must count their Def at –1, being far too befuddled to defend themselves properly.They also count their Int as half normal while confused (round up). Stunned Stunned models are basically unconscious or otherwise not capable of any meaningful activity. As soon as they are stunned the model will fall prone, and may not be activated. Stunned models attacked in melee are hit on a roll of 2+, and count their Def at –1. Another single model may drag or carry the stunned model across the table at half their Move rate, and 2 or models may drag or carry the stunned model between them at their normal Movement rate. If the stunned model has more than 1 Hit and is larger than human sized, increase the number of models required to move them as above by +1 model per additional Hit. "Enemy Unique Models Eliminated + 1 VP per Hit "For each Unique enemy model eliminated, "gain VP equal to that models initial Hits "Table Quarter Controlled + 1 VP "You have at least 1 model on that quarter, and "enemy has none "Enemy Wiped Out + 2 VP "Opponents force reduced to 50% models or less "Scenario Objective Achieved + varies "Some scenarios will offer VP if certain conditions "are met "Model-Specific VP + varies "Some models have VP rules which may apply Levels of Victory As any winning commander will tell you, there is a difference between defeating the enemy at massive cost, and causing a rout with almost no casualties to your own side. Work out the difference in VP 0 Draw and consult the 1–2 Minor Victory table on the right to 3–4 Sound Victory determine the 5–6 Major Victory level of victory achieved. 7+ Colossal Victory Victory Level Table VP Difference Victory Level Models may be stunned by certain weapon effects as given in the weapon’s description, or by blunt melee weapons like clubs (or in unarmed combat).The attacker must state before the attack is made that the attack will try and stun the defendant. A successful hit does no damage but will stun the model as described in the previous paragraph. Mechanoids can only be stunned using a weapon which specifically states ‘Stun’ as part of its effects – simply attacking one with your fists isn’t good enough! ! The Doctor, Ian and Vicki take a Roman holiday 25 Additional Rules Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale. Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale. The Doctor Model Profiles The Doctor UNIT File: 281274/12/01 The Doctor, Renegade Time Lord ! Faction: Hero MOVE DEF HITS STR AGI INT MORALE 6 4 3 3 4 10 9 Weapon Sonic Screwdriver Range 6” Information: The Doctor is a Time Lord from the planet Gallifrey, currently travelling through time and space in his TARDIS, which is stuck in the form of an Earth Police box. Usually accompanied by a number of companions, he is often drawn into dangerous and challenging situations. He has saved the Earth and the Galaxy from destruction or subjugation on more than one occasion. The Doctor has the ability to regenerate his physical form when severely injured, and has done so nine times. His initial 8 different incarnations are treated the same for game purposes. Hit 4+ Str Notes n/a Stuns Controlled / Mechanoid models. Models get +1 to lose this status effect. Special Rules: Invent, Leader (2), Luck (6), Repair, Resist Vacuum (3+), Spacer,TARDIS,Time Lord If the Doctor uses his Leader ability on any model other than his companion(s), then it only counts as Leader (1). Sonic Screwdriver: The Doctor may use a special action to use his Sonic Screwdriver to open any door or lock within 2” on a 1D6 roll of 4+. Surprise/Confuse: The Doctor may take an immediate free activation, once per game.This can be done at any point in the turn, even if the Doctor has activated this turn already. ! The ideal way to travel to primordial times The TARDIS The TARDIS may begin games on the table if the Doctor is also present. It may not move except to dematerialise (or rematerialise), and is indestructable. Any number of models may enter the TARDIS; a maximum of 4 models may enter or exit in one turn. Only the Doctor or his companions have keys to the TARDIS. Fellow Time Lords such as the Master and the Monk each have a TARDIS of their own. The TARDIS can dematerialise if a Time Lord activates while at the controls. It can return at the start of any of that controlling models future turns if a 5+ can be rolled on 1D6.The TARDIS will rematerialise at a random point on the table, its controller counted as having activated. 26 Companions The Doctor may begin the game with up to 3 Companion models who travel with him in the TARDIS. Unless otherwise specified they begin the game within 6” of the Doctor, but can move freely once the game begins. Each companion must either be a named model belonging to one of the generic types on the next page, or be a specific companion, i.e. K9. Although multiple generic companion types can be chosen (i.e. you can have 2 Scientists – perhaps representing Nyssa and Adric), each companion is considered to be a unique model. UNIT File: 310181/18/06 Companion, Scientist Companion, Scientist, Thinker not a fighter ! Faction: Hero MOVE DEF HITS STR AGI INT MORALE 6 3 2 3 3 9 8 Weapon Range None Hit Information: Str Notes Special Rules: Scientist companions aren’t great in a fight, but are better used to out-think enemies and create inventions. Companion, Invent, Luck (3), Repair Scientist Companions: Barbara, Zoe, Liz, Romana, Nyssa, Adric and Grace. UNIT File: 230284/21/05 Companion, Screamer Companion, Screamer, Very highly strung ! Faction: Hero MOVE DEF HITS STR AGI INT MORALE 6 3 2 2 3 6 7 Weapon Range None Hit Information: Str Notes Special Rules: Screamer companions usually ask the stupid questions and end up frequently getting captured by aliens. Despite this they are occasionally able to save the day through sheer serendipity. Companion, Luck (3), Monster Magnet, Scream Screamer Companions: Susan,Vicki, Katarina, Dodo, Polly,Victoria, Jo, Sarah Jane, Tegan, Peri and Mel. UNIT File: 010177/14/04 Companion, Strongarm Companion, Strongarm, First into the fight ! MOVE DEF HITS STR AGI INT MORALE 6 3 2 3 3 7 8 Weapon Brawl Information: Strongarm companions love getting stuck in to alien menaces, even if their plans can be dangerously direct. Strongarm Companions: Faction: Hero Range melee Hit 4+ Str 3 Notes Stuns Special Rules: Companion, Luck (3) A Good Offense: One hit or damage roll made by the model each turn may be rerolled. Luck cannot be used to further reroll this dice. Ian, Steven, Ben, Jamie, Harry, Leela,Turlough and Ace. 27 Companions Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale. Romana (both versions) Specific Companions Romana is a Time Lord, and has Int 10, being just as clever as the Doctor. She also has a Sonic Screwdriver identical to the Doctor’s. If you take Romana as a companion, the opposing player gains 1 VP automatically.The Doctor may only take one Romana as a companion. Romana’s first incarnation has the Monster Magnet and Academy Trained abilities: Although the three generic companion types on page 27 represent good starting points, several companions need some modifications to better represent their characters in the game: Ace Ace begins the game with 1D6 Grenades. If Ace is chosen the Doctor may not take any other companions. Grace Academy Trained: Once per game Romana can reroll any Intelligence test. Grace is an ER Doctor from late 20th century Earth, and has the Medic special ability. Steven Steven counts as Advanced, and has the Spacer ability. Harry Harry has the Medic special ability.The Doctor once joked that Harry was “only qualified to work on sailors.” Susan Susan is the Doctor’s grand-daughter, and counts as a Time Lord. Leela Leela counts as Primitive. She has the following weapons: Weapon Knife Blowpipe Range melee 8” Hit 4+ 3+ Str 3 special Turlough Cowardly, and with suspect loyalties, Turlough’s Morale is only 6.The opposing player gains no VP if he is eliminated. Notes Cannot Stun Janus Thorns Zoe Janus Thorns: These are highly poisonous and will inflict 1 damage on any non-Mechanoid model on the roll of 3+ on 1D6, regardless of that models Def. Her Blowpipe suffers no hit penalty for long range, but cannot be used if the Doctor is within 8”. Zoe counts as Advanced, and has the Monster Magnet and Spacer abilities. Companion, K9 Companion, K9, Robotic dog ! UNIT File: 011077/15/02 Companions Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale. Faction: Hero MOVE DEF HITS STR AGI INT MORALE 6 3 2 1 2 7 8 Weapon Nose Laser Information: Range Hit Str 6” 4+ 3 K9 accompanied the Doctor on a number of occasions, until being sent to Earth as a present for Sarah Jane Smith. Special Rules: Companion, Luck (3), Mechanoid, Repair 28 Notes 1 Hit or Stuns. “dog.It’s a perfectly ordinary electric ” The Doctor, Nightmare of Eden Gallifrey and the Time Lords Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale. Gallifrey and the Time Lords While viewed as both meddling gods and dusty senators, the achievements of the Gallifreyans cannot be denied. An ancient race who mastered time travel when the universe was still young, these ‘Time Lords’ were a technologically advanced race of near immortals whose legend and influence touched the farthest corners of the universe. However, such power also attracted enemies such as the Great Vampires, the Fendahl, the Sontarans, the Racnoss and the Daleks, with whom the Time Lords finally met their match in the cataclysmic Last Great Time War. While bound by a strict law of non-interference, some Gallifreyans such as the Doctor, the Master, the Rani and the Meddling Monk have sought adventures beyond the Capitol. ! The Time Lord President and his elite guards UNIT File: 301076/14/03 Time Lord President Time Lord President, Big time cheese ! Faction: Hero MOVE DEF HITS STR AGI INT MORALE 6 3 2 2 3 10 9 Weapon None Range Information: The political leadership of Gallifrey is split between the Chancellor and the President.The Presidency has varied between a ceremonial position and an authoratitive one. Succession into the position is usually by being named by the outgoing President himself. Notable Appearances: The Deadly Assassin,The Invasion of Time,The Five Doctors Special Rules: Invent, Leader (2),Time Lord The President’s Leader ability can only affect Gallifreyans (other than the Doctor, the Master or Omega). Artifacts of Rassilon: The Time Lord President has access to several ancient Gallifreyan artifacts. In many cases the actual function of these devices has been lost in time. Each counts as an Artifact (see page 16) and see right. President: All Gallifreyan models (except the Doctor, the Master or Omega) can reroll one failed Morale check per turn if the President is within 12”. Hit Str Notes Time Lord Artifacts Each of the following Time Lord artifacts could be the subject of a game or series of games involving the Doctor, the Time Lords or any of his enemies. Future releases will detail some of these items in more detail. "The Coronet of Rassilon allows the wearer to "Control other beings by force of will. "The Crown and the Key of Rassilon both allow "access to the Matrix, the virtual depository of all "Time Lord knowledge. "The Great Key of Rassilon is part of the Demat "Gun, a powerful weapon of mass destruction. "The Harp of Rassilon unlocks a secret chamber in "the chambers of the Gallifreyan High Council. "The Rod of Rassilon allows the user to drain and "control the forces within the Eye of Harmony. "The Ring of Rassilon grants the wearer immortality " "– but see The Five Doctors! "The Sash of Rassilon protects the wearer from "the terrible forces of the Eye of Harmony. 29 Time Lord UNIT File: 030569/06/07 Time Lord, Master of the universe? Faction: Hero MOVE DEF HITS STR AGI INT MORALE 6 3 2 2 3 9 6 Weapon Range None Hit Information: Str Notes Notable Appearances: Time Lords have far greater physical capabilities than the average human. Although posessing great knowledge and the power of time travel, they do not interfere in the affairs of other races, perhaps due to the moral complexities of meddling with the flow of time. The War Games,The Three Doctors,The Deadly Assassin, The Invasion of Time, Arc of Infinity,Trial of a Time Lord Special Rules: Invent, Repair,Time Lord UNIT File: 041278/15/06 Chancellery Guard Chancellery Guard, Capitol fellow Faction: Hero MOVE DEF HITS STR AGI INT MORALE 6 3 1 3 3 7 7 Weapon Range Brawl Staser Pistol Hit melee 12” 4+ 4+ Information: Str 3 4 Notes Stuns Laser, Pistol Notable Appearances: Appointed by the Castellan, the Chancellery Guard are the elite troops tasked with protecting the High Council and the Capitol. The Invasion of Time, Arc of Infinity Special Rules: Body Armour. Guard Commanders have Leader (2). Outsider, Gallifreyan gone native Outsider UNIT File: 180278/15/06 Gallifrey and the Time Lords Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale. Information: Faction: Hero MOVE DEF HITS STR AGI INT MORALE 6 3 1 3 3 7 7 Weapon Range Hit Str Notes Brawl melee 4+ 3 Stuns Outsiders may use any Primitive weapons, requiring 3+ to hit. Outside the Capitol lie wastelands where Gallifreyans who have become disenchanted with their race’s lifestyle and morals live a more primitive life. Notable Appearances: The Invasion of Time Special Rules: Outsider Leaders have +1 Morale and the Leader (3) ability, which can only be used on other Outsiders. 30 The Master UNIT File: 020171/08/01 The Master, Villainous Time Lord ! Faction: Monster MOVE DEF HITS STR AGI INT MORALE 6 3 3 3 4 10 6 Weapon Tissue Compression Eliminator Range Hit 6” 3+ Information: Str 4 Notes Notable Appearances: The Master is a Time Lord like the Doctor, although he is scheming, evil and cunning. He has given himself over to various plots to destroy the Earth, the Galaxy, the Time Lords etc. and also to steal the Doctor’s remaining regenerations. The Daemons, Frontier in Space,The Deadly Assassin, The Keeper of Traken “me!I am the Master, and you will obey ” Special Rules: The Master, said on numerous occasions. Hypnotise, Invent, Luck (3), Repair,TARDIS,Time Lord. Obey Me!: The Master may activate any Monster model within 6” that has not yet activated this turn the moment an enemy model gets within 6”of him. Safer Behind Bars: The Master is worth 2 VP to the Heroic side if he can be captured. You Have Tricked Us!: Once the Monster player’s forces become wiped out (see page 12), they gain 1 VP for eliminating the Master. At this point the Master will attempt to leave the table by the shortest route. Omega UNIT File: 130173/10/01 Omega, Anti-matter megalomaniac ! Faction: Monster MOVE DEF HITS STR AGI INT MORALE 6 4 3 4 3 10 9 Weapon Anti-matter Touch Force of Will Range melee 12” Information: Omega was the solar engineer who created the supernova which gave the Time Lords the source of their power. Transported to a realm of anti-matter he has vowed revenge on the Time Lords. Special Rules: Invulnerable (3), Leader (1), Invent, Repair Force of Will: Models affected by Omega’s Force of Will attack must roll half their Int or less on 2D6 or lose 1 Hit. Survivors cannot activate in their next action phase. Hit 2+ 2+ Str 3 n/a Notes Disruptor See Below Notable Appearances: The Three Doctors ‘Arc of Infinity’ Omega The profile above is for Omega as seen in his anti-matter realm in The Three Doctors.When he later returns to threaten Gallifrey his profile is quite different, and will be covered in a future release. 31 Time Lord Personalities Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale. UNIT UNIT stands for United Nations Intelligence Taskforce, and its main purpose is to tackle the growing threat to Earth from hostile alien forces. Following an attack on London by the Great Intelligence, the United Nations formed UNIT to monitor extraterrestrial activity – mankind had begun to attract attention to the Earth through launching space probes. UNIT has scientific personnel as well as its military force, but the greatest asset it possesses is the Doctor, who for a time was UNIT’s unofficial scientific advisor. ! The Brigadier leads the UNIT assault The Brigadier UNIT File: 260573/10/05 The Brigadier, UNIT commander ! Faction: Hero MOVE DEF HITS STR AGI INT MORALE 6 3 2 3 3 7 8 Weapon Range Brawl Pistol Hit melee 12” 3+ 4+ Str 3 3 Notes Stuns Pistol Special Rules: Information: Leader (2), Luck (2) Inspirational: UNIT models and Companions within 12” of the Brigadier may use his Morale for tests if required. The Brigadier has seen too many alien threats to remain sceptical about the menace to Earth. He is a staunch ally of the Doctor, although their methods sometimes clash. Notable Appearances: The Invasion,The Daemons, Mawdryn Undead Captain Yates, UNIT officer ! Captain Yates UNIT File: 020171/08/01 UNIT Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale. Faction: Hero MOVE DEF HITS STR AGI INT MORALE 6 3 2 3 3 7 8 Weapon Brawl Pistol Grenade Information: Captain Yates can take control of UNIT investigations, although he has proved susceptible to brainwashing. Notable Appearances: The Green Death, Invasion of the Dinosaurs 32 Range melee 12” 8” Hit 4+ 4+ 4+ Str 3 3 4 Special Rules: Notes Stuns Pistol 2” Blast, Scatter Leader (2), Luck (1) Easily Convinced: Any opposing model trying to gain control of Captain Yates may reroll the dice if the first attempt does not succeed. UNIT File: 021168/06/03 Sergeant Benton Sergeant Benton, UNIT officer ! Faction: Hero MOVE DEF HITS STR AGI INT MORALE 6 3 2 3 3 7 8 Weapon Range Brawl SMG Grenade Hit melee 16” 8” 4+ 4+ 4+ Information: Str 3 3 4 Notes Stuns Burst, Cannot Aim 2” Blast, Scatter Special Rules: A committed soldier, Benton often takes charge of UNIT soldiers during investigations. His down to earth nature is often at odds with the foes he faces doing his duty. Leader (1), Luck (1) UNIT Sergeants: Other UNIT Sergeants can use this profile – they lose the Luck ability, have only 1 Hit and don’t count as unique. Notable Appearances: The Three Doctors,The Green Death UNIT Soldier UNIT File: 4811279/306 UNIT Soldier, First line of defence Faction: Hero MOVE DEF HITS STR AGI INT MORALE 6 3 1 3 3 7 7 Weapon Range Hit Str Brawl Rifle SMG Grenade melee 24” 16” 8” 4+ 4+ 4+ 4+ 3 3 3 4 Notes Stuns May substitute Rifle for SMG Burst, Cannot Aim 2” Blast, Scatter Information: UNIT Soldiers have faced a variety of alien menaces, but often prove ineffective against their technologies. Special Rules: A maximum of 1 in 3 UNIT Soldiers may carry grenades, and this must either be shown on the model, or otherwise be clearly indicated. UNIT Leaders UNIT models can only use their Leader ability on other UNIT models of lower rank, civilians (including scientists) and the like.The typical UNIT chain of command as seen on screen looks like this: General > Brigadier > Captain > Sergeant > Soldier Unique models are always counted as being of a higher rank than generic models of the same rank. ! UNIT defend their HQ from alien attack 33 UNIT Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale. UNIT Heavy Weapon Team, Hard hitters Faction: Hero MOVE DEF HITS STR AGI INT MORALE 6 3 2 3 3 7 7 Weapon Range Hit Str Brawl Heavy Weapon melee varies 4+ 4+ 3 varies Notes Stuns Cannot Aim UNIT File: 793/24843 UNIT Heavy Weapon Team UNIT Heavy Weapons Information: Each Heavy Weapon Team carries one of the following weapons between the two men: UNIT Heavy Weapon Teams are limited in numbers but are more effective than standard UNIT soldiers.Their use can sometimes slow down or even repel an alien attack. Each team is allocated one of the weapons on the right. Bazooka Range: 24” Str 6 Damage 1D6 A Bazooka is a short ranged anti-tank weapon, more than capable of taking out a Dalek. Special Rules: 2 Man Team: The UNIT Heavy Weapon Team consists of 2 men and 1 weapon mounted on a single large base – the profile above is for the entire team.The team can fire at full effectiveness until it loses its last Hit. Restricted Use: One UNIT Heavy Weapons Team or Sniper may be fielded per 8 standard UNIT Soldiers. Heavy Machine Gun Range: 40” Str 4 Burst The HMG can lay down an impressive amount of fire. It is mostly used in an anti-personnel role. Mortar “ Range: 18-36” Str 4 4” Blast, 2D6” Scatter The Mortar fires indirect (i.e. in an overhead arc) so it can target anywhere within its range, not just within line of sight. Mortars suffer an automatic –1 hit penalty due to their indirect fire unless a friendly model (who acts as a spotter) has line of sight to the target point. Jenkins! Chap with the wings there – five rounds rapid. ” The Brigadier, The Daemons UNIT Sniper, Crack shot UNIT Soldier UNIT File: 129471/406 UNIT Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale. Information: Faction: Hero MOVE DEF HITS STR AGI INT MORALE 6 3 1 3 3 7 7 Weapon Brawl Sniper Rifle Range melee 24” UNIT Snipers are rare but are brought into play when precision firepower is necessary.Their sniper rifles are more powerful versions of the UNIT rifle, and the snipers have been trained to ascertain and strike at weak points in their targets. 34 Hit 4+ 4+ Str 3 3 Special Rules: Notes Stuns Restricted Use: See above. Sniper Scope: Aimed shots using the sniper rifle can be fired at up to 30”, do not suffer the –1 hit penalty for long range shots, and count as Str 4 hits. Well Concealed: If the UNIT Sniper is in cover, he cannot be targeted until the firer is within 12”. Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale. Other Models Other Models A whole host of other types of model can make an appearance during games. Some are useful, (Scientists), some are a hindrance, (Civilians), and some can be both (Administrators, Security Guards or Primitive Warriors). These other models can appear in play on either side, or can be randomly controlled using the humble D6.Time Scoops can also be utilised if you need an extra player to take control of all these models – see The Five Doctors. Most games are considerably improved by the liberal addition of several of these models – perhaps the Daleks have captured a cache of Scientists, or some vital artifact is in the hands of hostile Primitive Warriors. It’s a big universe – anything is possible. ! Science is your friend Administrator UNIT File: 110267/04/04 Administrator, Bureaucratic leader ! Faction: Hero MOVE DEF HITS STR AGI INT MORALE 6 3 1 2 3 7 7 Weapon Range None Hit Information: Str Notes Special Rules: Administrators might be in charge of anything from a factory to a Space Station.They take a bit of persuading to help the Doctor’s cause, but can be useful allies. Leader (2), Fears Aliens. The Administrator’s Leader ability may only be used on models under his command. Sceptical: Roll 1D6 when the Administrator is activated. On a 5+ both the Administrator and another friendly model within 6” (opponent’s choice) count as having been activated this turn, and can take no actions.This rule ceases to have any effect once a monster gets within 12”. Civilian UNIT File: 011175/13/03 Civilian, Helpless monster bait Information: Faction: Hero MOVE DEF HITS STR AGI INT MORALE 6 3 1 2 3 7 6 Weapon Range Hit Str Notes None Civilians seem to be everywhere and frequently fall prey to alien beings of all descriptions. Special Rules: Fears Aliens. 35 Scientist UNIT File: 221273/11/01 Scientist, White coated monster food Faction: Hero MOVE DEF HITS STR AGI INT MORALE 6 3 1 2 3 8 6 Weapon Range Hit Str Notes None Information: Special Rules: Scientists can be put to good use by forces trying to stop aliens – which is why they are often targeted by them. Fears Aliens, Invent, Repair Security Guard UNIT File: 021168/06/03 Security Guard, Friend or foe? Faction: Hero MOVE DEF HITS STR AGI INT MORALE 6 3 1 3 3 7 7 Weapon Range Hit Str Notes Brawl melee 3+ 3 Stuns Security Guards may use suitable modern or advanced weapons, depending on their historical era, needing a 4+ to hit. Information: Special Rules: Security Guards are employed for duties guarding everything from Oil Rigs to Moonbases.Their equipment varies depending on their culture and technological era. Fears Aliens until a Fear based Morale test is passed. Body Armour (optional). Warrior, Historical fighter Warrior UNIT File: 230564/01/06 Other Models Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale. Faction: Varies MOVE DEF HITS STR AGI INT MORALE 6 3 1 3 3 6 7 Weapon Range Information: Warriors either represent fighters from Earth’s past, or from undeveloped cutures from another planet (e.g. the Sevateem). Warrior Leaders: Warrior Leaders have +1 Morale and Leader (1–3), either from natural bravery or from some artifact or totem they carry.Their Leader ability can only be used on other Warriors. 36 Hit Str Notes Melee attack melee 4+ 3 1 Hit or Stuns if unarmed Warriors may use suitable weapons from their technological era, needing 4+ to hit. Notable Appearances: An Unearthly Child,The Savages,The Highlanders, The Face of Evil,The Visitation Special Rules: Fears Aliens not native to their own world. Low-tech: Warriors fighting technological enemies count their Def and Str at –1.They may add +1 Def if they carry shields, and some Warriors can be equipped with the equivalent of Body Armour (see page 17). Monster & Villain Profiles Alien Lackey UNIT File: 051088/25/01 Alien Lackey, Foolish manipulator Faction: Monster MOVE DEF HITS STR AGI INT MORALE 6 3 1 2 3 7 6 Weapon Range Hit Str Notes None Special Rules: Information: Infiltrator, Leader (1), Sabotage Bad Influence: The Alien Lackey’s constant wheedling causes any single model within 6” to shoot at –1. In The Way: The monster player gains +1 VP if they manage to kill their lackey. Alien invasion plans are frequently made easier by the presence of greedy individuals hoping to ally themselves with the alien cause for their own ends.These lackeys invariably fall at the ‘hands’ of their ‘allies’. ! A patrol of suicide Daleks turn up to ruin the party UNIT File: 040470/07/03 Ambassador of Death Ambassador of Death, Radioactive alien Faction: Monster MOVE DEF HITS STR AGI INT MORALE 4 3 1 3 3 8 7 Weapon Range Hit Str Radioactive Touch Radioactive Blast melee 6” 3+ 3+ 4 4 Information: The Ambassadors of Death were brought to Earth to intiate conflict between Earth and the aliens.The Ambassadors themselves were not hostile to humanity. don’t know what came down “inIRecovery 7, but it isn’t human. ” The Doctor, The Ambassadors of Death. Notes Disruptor Disruptor Special Rules: Alien (when unhelmeted), Infiltrator (while helmeted), Invulnerable (3) Radioactive: During the end phase, all non Mechanoid, nonAmbassador models within 6” of any Ambassadors will take an automatic Str 2 hit from the alien’s radioactive bodies. Notable Appearances: The Ambassadors of Death 37 Alien Lackey & Ambassadors of Death Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale. Autons Autons colonise worlds by landing their spherical energy units, which each contain part of the Nestene Intelligence. The first physical Autons take over manufacturing facilities to create more plastic forms for the Nestene to control. Auton Special Rules It Just Came Off In My Hand: Uncontrolled Autons cannot activate, are hit automatically in melee and count their Def as 2. Plastic: Any hit caused by bullets or other blunt weapons can be disregarded by rolling 2+ on 1D6. Steady: This model counts as using up 2 of the player’s activations for the turn if it runs. ! The Autons activate to take over the planet UNIT File: 240170/07/01 Nestene Intelligence Nestene Intelligence, Tentacled terror ! Faction: Monster MOVE DEF HITS STR AGI INT MORALE 0 4 3 4 0 9 9 Weapon Range Hit Str Tentacle Crush melee 4+ 4 Information: Notes 1D6 attacks, roll each turn Special Rules: The Nestene Intelligence is an alien life form with an affinity for plastic. It is comprised of many individual intelligences. Alien, Leader (3), Resist Vacuum The Nestene Intelligence’s Leader ability only affects Autons and Auton Copies, but it can use its Leader ability on any Auton model on the table. Controller: The Nestene Intelligence controls all Autons (including Copies) on the table. If it is destroyed all Autons will count as uncontrolled. Plastic: See above. Notable Appearances: Spearhead from Space Auton, Living plastic automaton Auton UNIT File: 030170/07/01 Autons Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale. Information: Faction: Monster MOVE DEF HITS STR AGI INT MORALE 6 3 1 3 2 7 8 Weapon Range Hit Str Crushing Blow Blaster melee 12” 4+ 4+ 4 4 Autons are constructs of the Nestene consciousness.They often take the form of shop dummies and can “come alive” seemingly at the will of their controller. Notes Special Rules: Alien, Controlled, Resist Vacuum Uncontrolled Autons may take no actions. It Just Came Off In My Hand, Plastic, Steady: See above. Notable Appearances: Spearhead from Space,Terror of the Autons 38 Auton Copy UNIT File: 170170/07/01 Auton Copy, Living plastic duplicate Faction: Monster MOVE DEF HITS STR AGI INT MORALE 6 3 1 3 3 8 8 Weapon Range Hit Str Crushing Blow Blaster melee 12” 4+ 4+ 4 4 Information: Notes Special Rules: Auton Copies are nearly identical plastic copies of humans, able to take their place in order to subvert authority and to help further the Auton cause. Controlled, Infiltrator, Leader (1), Resist Vacuum. Uncontrolled Auton Copies may take no actions. It Just Came Off In My Hand, Plastic, Steady: See page 38. Wax Copy: Auton Copies may replace any non unique enemy model with no more than 2 Hits at any point during the game, the original model having been destroyed by the Autons previously.The copy will not need to use any weapons or equipment possessed by the original model – its own strength and inbuilt hand blaster along with the element of surprise are usually enough.The opposing player immediately gains a number of VP equal to the replaced model’s original Hits. Notable Appearances: Spearhead from Space,Terror of the Autons people I represent, Mr Farrell, “canThenever have too much plastic. ” The Master, Terror of the Autons UNIT File: 160171/08/01 Animated Plastic Animated Plastic, Auton consumer object Faction: Monster MOVE DEF HITS STR AGI INT MORALE 2 3 1 3 3 0 0 Weapon Range Hit Str Plastic Attack melee 4+ 3 Special Rules: Controlled, Resist Vacuum. Uncontrolled Animated Plastic models are removed from play as they are normally harmless. Plastic: See page 38. Temporary Control: The Auton player can expend one activation if the Nestene Intelligence is in play. If 4+ can be rolled on 1D6 then a suitable plastic object within 1D6” of an enemy model can be animated by the Intelligence.The object becomes an Animated Plastic model with the profile above. Information: Animated Plastic objects come in different forms – examples include the doll which kills Farrel, the inflatable chair which suffocates McDermott, or even the lethal telephone cord installed in the UNIT HQ by the Master. Notes Models in melee may not break free. Notable Appearances: Terror of the Autons Nestene Energy Units These are plastic spheres around a foot in diameter.They contain part of the Nestene Intelligence. Each Energy Unit counts as a Minor Artifact – it allows a +1 bonus to Invention Breakthrough or Progress rolls and is worth 1 VP to the side which holds one. 39 Autons Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale. Axons Golden skinned beings called Axons offer humanity a miraculous substance – Axonite – which has the ability to replicate substances. In reality they intend to drain the life force of the planet, leaving it lifeless while they continue through space to other unsuspecting worlds. Axon Special Rules Change Form: Axons can change between humanoid and tentacled forms at will when they are activated. Group Mind: For each 25% of their force removed as casualties, each Axon loses 1 point of Int and Morale. ! The tentacles of Axos prepared to bury deep UNIT File: 130371/08/03 Axon (humanoid) Axon (humanoid), Golden benefactor Faction: Monster MOVE DEF HITS STR AGI INT MORALE 6 3 1 3 3 9 9 Weapon Range Hit Str Notes None Information: Special Rules: Axons travel through space and use their humanoid form when they first make contact with a species. In this form they appear harmless and benevolent. Alien, Invulnerable (2) to Primitive and Modern weapons. Change Form: See above. Fair Form: Whilst in their humanoid forms, Axons do not cause fear as other Aliens do to some models. Group Mind: See above. Notable Appearances: The Claws of Axos Axon (tentacled) Axon (tentacled), True form of Axos UNIT File: 130371/08/03 Axons Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale. Faction: Monster MOVE DEF HITS STR AGI INT MORALE 6 3 1 4 2 9 9 Weapon Range Hit Str 6” 2+ 5 Explosive Tentacle Notes Target may roll Agi test to avoid. May also be used in melee. Information: Special Rules: The Axon’s true forms are shambling masses whose evil nature is only too clear.They have tentacles which deliver a fatal explosive charge to those who get too close. Alien, Invulnerable (2) – see above, Slow Change Form, Group Mind: See above. Natural Form: After activating a Tentacled Axon, it’s player may immediately activate another by rolling a 6 on 1D6. This free activation can also activate further Axons. Notable Appearances: The Claws of Axos 40 Axon Copy UNIT File: 3/07/130371/3 Axon Copy, Servant of Axos ! Faction: Monster MOVE DEF HITS STR AGI INT MORALE 6 3 1 3 3 9 9 Weapon Range Hit Str Notes As original model Information: Group Mind: See page 40. Replacement: If the Axon player can roll 5+ on 1D6 when they activate an Axon model, that model can take on the appearance of any enemy model within 6” of any Axon model on the table, becoming an Axon Copy. Jamming the Axon Copy will cause it to revert to a Tentacled Axon form. Axon copies are created to infiltrate the enemy. Despite their appearance, they are identical to forms of Axos. Notable Appearances: The Claws of Axos Special Rules: Axon Copies can either be represented by a humanoid Axon model or a model identical to the one being copied, if you have a spare. Infiltrator, Invulnerable (2) – see Axon (humanoid). Change Form: See page 40. Axon Copies which revert to either alternative Axon form may not change back into an Axon Copy. UNIT File: 020466/03/07 The Celestial Toymaker The Celestial Toymaker, Shall we play a game? ! Faction: Monster MOVE DEF HITS STR AGI INT MORALE 6 3 2 3 3 9 9 Weapon Range Hit Str Notes None Information: The Celestial Toymaker is a manipulative immortal who posesses nearly unlimited power. He seeks to play games with worthy opponents – win or lose they are destined to join him for eternity. Notable Appearances: The Celestial Toymaker Special Rules: Invulnerable (4), Luck (4) Create Toy: The Toymaker may expend one action per turn to roll 1D6. On the roll of 5+ he can create a Toy. Plaything: The Toymaker can force one enemy model with the highest Int to play against him in a game.That model is removed from the board, and must make an Int test against the Toymaker each turn. 6 Successful tests and the Toymaker and his Toys are defeated. The Toys of the Toymaker Toys have the same profile as Civilians, with the Blocker, Controlled and Invulnerable (2) abilities. To defeat a Toy, a model within 4” must either beat it at 2 opposed Int tests on consecutive turns, or simply trust to their luck – roll 1D6 once for the model and the Toy.The highest roll will succeed.The Toys are natural cheats and so can add +1 to either of these rolls, and the Toymaker can also use his Luck to influence the outcome. Defeated Toys are removed from play. Roll 1D6 when a Toy is defeated – on the roll of 5+ no more Toys can be brought into play. 41 Axons & The Celestial Toymaker Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale. Cybermen Cybermen are 7 foot tall cybernetic humanoids. Originally flesh and blood, they seek to convert suitable races to create more Cybermen.They are possessed of great strength, and are contantly upgrading their appearance as new technology is developed. Cybermen Special Rules Cyber Director: Certain Cybermen were led by remote individuals – these Cybermen can activate an extra model during each of their turns. Mind Control: Some Cybermen utilise sonic waves to control other models. If such a Cyberman expends an action, an enemy model within 4” will now count as Controlled unless it can resist an opposed Int test. ! This time the Cyber assault would not be thwarted UNIT File: 081066/04/02 Cyberman, CyberMondasian Cyberman (CyberMondasian), Balaclavas on Faction: Monster MOVE DEF HITS STR AGI INT MORALE 6 4 1 5 2 8 8 Weapon Range Hit Str Crushing Blow Heat Lamp melee 12” 3+ 3+ 5 4 Notes Information: Notable Appearances: These are the earliest known Cybermen.They invaded the Earth when their home planet Mondas entered our Solar System in 1986.These Cybermen were less advanced than their later brethren, and still displayed remnants of their former humanity. The Tenth Planet Special Rules: Alien, Mechanoid Cyber Director, Mind Control: See above. Cyberman, Early Cyberfaction Cyberman (Early Cyberfaction), Fans of radio UNIT File: 231168/06/03 Cybermen Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale. Faction: Monster MOVE DEF HITS STR AGI INT MORALE 6 5 1 5 3 8 8 Weapon Range Hit Str Crushing Blow Sonic Blaster Energy Rifle melee 8” 12” 3+ 3+ 3+ 5 3 4 Notes Disruptor Information: Notable Appearances: Aided by industrialist Tobias Vaughn, this group of Cybermen attempted a world wide invasion. More advanced than the CyberMondasians, they were defeated by the newly formed forces of UNIT led by the Doctor. The Invasion 42 Special Rules: Alien, Mechanoid Cyber Director, Mind Control: See above. UNIT File: 090382/19/06 Cyberman, CyberNeomorph Cyberman (CyberNeomorph), Upgraded model Faction: Monster MOVE DEF HITS STR AGI INT MORALE 6 5 1 5 3 8 8 Weapon Range Hit Str Crushing Blow Cyber-Gun Cyber Grenade melee 16” 12” 3+ 3+ 4+ 5 4 4 Notes Disruptor Blast 2”, Scatter, Leader/Lieutenant only Information: Cyber Leaders & Lieutenants CyberNeomorphs represent the pinnacle of Cyberman development as seen on Earth in the twentieth century. They have access to time travel technology and have attempted to alter their history on numerous occasions. Cyber Leaders are field commanders who normally control an entire Cyber force. Lieutenants are often found in command of squads of Cybermen. Special Rules: Cyber Leaders have the same profile as standard CyberNeomorphs, except with 2 Hits and the Leader (2) ability.They are classed as unique. Alien, Mechanoid Notable Appearances: Cyber Lieutenants have the same profile as standard CyberNeomorphs, with the Leader (1) ability. Earthshock, Attack of the Cybermen, Silver Nemesis UNIT File: 050185/22/01 Cyber Controller, C-Neomorph Cyber Controller (CyberNeomorph), Big head ! Faction: Monster MOVE DEF HITS STR AGI INT MORALE 6 5 2 6 3 9 9 Weapon Range Hit Str Crushing Blow Cyber-Gun melee 16” 3+ 3+ 6 4 Notes Disruptor Information: Special Rules: Rescued from its tomb on Telos, the Cyber Controller was rebuilt into the form of a CyberNeomorph but retains all of its former capabilities. It either leads the armies of the Cybermen from a communications centre on Telos, or will occasionally enter the field of battle to lead its army. Alien, Leader (2), Mechanoid Communicator: The Cyber Controller’s Leader ability has an unlimited range. Notable Appearances: Attack of the Cybermen Cyber Slaves Some organic subjects are found to be unsuitable for full conversion into Cybermen, or have the process interrupted before it can be completed.They remain in a partly cybernised state – gaining +1 Str and Def but losing –1 Morale and counting as Controlled by the Cyberman player. In addition they gain the following ability: Unwilling Conscript: If at the end of any turn a Cyber Slave is not within 6” of a Cyberman, the Cyber Slave must take a Morale test. A failed result will result in an immediate Move towards the nearest table edge. 43 Cybermen Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale. Cybermat UNIT File: 110568/05/07 Cybermat, Cybernetic pest Faction: Monster MOVE DEF HITS STR AGI INT MORALE 4 2 1 1 3 6 10 Weapon Range Hit Str Poisonous ‘Bite’ melee 4+ 4 Notes Cannot affect Mechanoids Information: The tiny metal rat-like Cybermats are used by the Cybermen to infiltrate and weaken enemy defences by preying on the defenders before an all out attack. Special Rules: Alien, Mechanoid, Sabotage, Small Hardly Noticed: 2 Cybermats can be activated using a single activation. Alternatively a single Cybermat may be relocated in cover no closer than 6” to an enemy model. Surprise: On the turn Cybermats move into melee, their opponent must count their Def at –1. Notable Appearances: ! Cybermen guard their slaves on Telos The Wheel In Space,Tomb of the Cybermen Tobias Vaughn, Electronics genius ! Tobias Vaughn UNIT File: 021168/06/03 Cybermen Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale. Faction: Monster MOVE DEF HITS STR AGI INT MORALE 6 4 2 4 3 9 6 Weapon Packer Packer is Vaughn’s head of Security, and combines brutal sadism with almost laughable incompetence. He counts as a unique Security Guard (see page 36) armed with a Pistol. He has the Leader (2) and Bungling abilities. His Leader ability can only be used on IE security personnel. Bungling: If a heroic model expends a Luck point within 6” of Packer roll 1D6. On 5+ that point takes effect but is not considered spent. 44 Range Hit Str Notes None Information: Tobias Vaughn is the head of International Electromatics (IE), a worldwide company developing technology for the benefit of humanity – or so it seems. He plans to bring an invasion force of Cybermen to Earth, and destroy them once they have outlived their usefulness. His body has also been partially cybernised. Notable Appearances: The Invasion Special Rules: Hypnotise, Leader (1) Vaughn’s Leader ability only affects IE personnel. Commanding: Models activated using Vaughn’s Leader ability may reroll failed Morale tests. Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale. Daleks Daleks Daleks originated on the planet Skaro, where the Kaled race pursued a relentless war with the Thal people. In the end genetic mutation caused by radiation threatened to wipe out the Kaleds until Davros created the Dalek – a form in which the mutated Kaleds could survive. Dalek Special Rules Armoured Shell: Daleks are automatically destroyed if they fall from any height, and cannot go prone.They can break free from melee combat with no penalty. Dalekinium Armour: Dalek casings are made from super hard metal – a Dalek may ignore any hit it receives if it can roll more than the attacking weapon’s Str on 1D6. ! Imperial Daleks patrol the planet Kembel Dalek UNIT File: 281263/01/02 Dalek, Mutant xenophobic exterminator Faction: Monster MOVE DEF HITS STR AGI INT MORALE 6 5 1 2 2 8 8 Weapon Range Hit Str Dalek Blaster Manipulator Arm 16” melee 4+ 4+ 4 2 Notes Cannot Aim, Disruptor, Laser, 2 Shots Engineer only – see below Information: The Daleks are the Doctor’s ultimate adversaries.They have an insatiable desire to wipe out all non-Dalek forms of life – unless they want to use it as slave labour.They are feared throughout the galaxy as merciless and emotionless conquerors and killers. Special Rules: Alien, Hover, Mechanoid Armoured Shell, Dalekinium Armour: See above. Notable Appearances: The Daleks Dalek Engineers Dalek Engineers are used when fine control of objects is required, such as manipulating hazardous or volatile material, or for repairs of sensitive equipment. Dalek Engineers have the same profile as a standard Dalek, with the addition of a Manipulator Arm, and the Invent and Repair abilities.You may field 1 Dalek Engineer for every 6 standard Daleks in your force. Dalek Patrol Leaders Patrol Leaders typically command Dalek patrols of 2–4 Daleks.They have the same profile as the standard Dalek, above, with the Leader (1) ability. You make your incompetence “sound like an achievement. ” Dalek, The Daleks’ Master Plan The Daleks yet again get hold of the TARDIS# 45 Dalek Emperor UNIT File: 010767/04/09 Dalek Emperor, Ultimate commander ! Faction: Monster MOVE DEF HITS STR AGI INT MORALE 0 6 3 0 0 9 0 Weapon Range Hit Str Notes Cannot attack Information: Notable Appearances: The Dalek Emperor is a huge immobile Dalek-like form hard-wired into the systems of the Dalek city on Skaro. The mere presence of the Emperor induces fanatic loyalty in all Dalek forces, making them almost unstoppable. Evil of the Daleks Special Rules: Alien, Force Field (4+), Leader (2), Mechanoid Absolute Command: Friendly Dalek forces automatically pass all Morale tests while this model is on the table. If destroyed, Dalek forces count as being Wiped Out. Communicator: The Emperor’s Leader ability can be used by any friendly Dalek models of the table. Dalekinium Armour: See page 45. Immobile: The Emperor is hit automatically in melee combat – do not roll. Unstoppable Destiny: The Emperor grants the Dalek player 2 points of Luck per turn.These points cannot be saved from turn to turn – use them or lose them. The Emperor’s Guard In its imposing Dalek city on Skaro, the Emperor still fears attack, so has created an elite Dalek Guard to protect itself.These blackdomed Daleks have a standard Dalek profile and are armed with a Disintegrator and a Blaster.They can reroll one miss each turn, and can shoot once with each weapon using their shoot action. Weapon Range Hit Str Special Disintegrator 12” *Str 5 vs Mechanoids 4+ 4/5* 1D3 Hits We meet at last. “I wondered if we ever would. ” The Doctor to the Dalek Emperor, Evil of the Daleks Dalek Supreme, Force commander ! Dalek Supreme UNIT File: 281164/02/02 Daleks Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale. Faction: Monster MOVE DEF HITS STR AGI INT MORALE 6 5 3 2 2 8 9 Weapon Range Hit Str 16” 4+ 4 Dalek Blaster Notes Cannot Aim, Disruptor, Laser, 2 Shots Information: Special Rules: On several occasions Dalek forces have been led by the Dalek Supreme.This Dalek is usually of a slightly different design to other Daleks, and carries the authority of the Emperor into the field to ensure Dalek victory. Alien, Hover, Leader (2), Mechanoid Absolute Command: See above. Armoured Shell: See page 45. Communicator: See above. Dalekinium Armour: See page 45. 46 Davros UNIT File: 080375/12/04 Davros, Kaled scientist ! Faction: Monster MOVE DEF HITS STR AGI INT MORALE 6 3 2 1 2 9 6 Weapon Range Hit Str 6” 4+ 3 Personal Blaster Notes Information: Special Rules: Davros’ twisted appearance retains a semblance of the original Kaled form, although with Dalek design elements. He is uttery evil and without remorse or compassion – like his creations. Alien, Hover, Invent, Leader (2), Mechanoid Armoured Shell: See page 45. Crippled: Davros is hit automatically in melee combat – there is no need to roll. Fanatic Leadership: Friendly Daleks within 12” of Davros can reroll failed Morale tests. Notable Appearances: Genesis of the Daleks UNIT File: 191088/25/01 Special Weapon Dalek Special Weapon Dalek, Mobile tank ! Faction: Monster MOVE DEF HITS STR AGI INT MORALE 6 6 2 2 2 8 8 Weapon Dalek Destructor Range Hit Str 12” 4+ 6 Notes No hit modifier for firing at over half range The Special Weapon Dalek may not make melee attacks Information: Special Rules: The Special Weapon Dalek is a rare variant mounting a short range Destructor instead of the usual Blaster. Alien, Mechanoid Armoured Shell, Dalekinium Armour: See page 45. Targeting Computer: The Special Weapon Dalek can use both its actions to shoot in one turn. Notable Appearances: Remembrance of the Daleks Dalek Trooper UNIT File: 080284/21/04 Dalek Trooper, Human collaborator Faction: Monster MOVE DEF HITS STR AGI INT MORALE 6 3 1 3 3 7 7 Weapon Range Hit Str Brawl Dalek Blaster melee 16” 4+ 4+ 3 4 Notes Stuns Disruptor, Laser Special Rules: Notable Appearances: Body Armour Resurrection of the Daleks 47 Daleks Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale. Draconian UNIT File: 240273/10/03 Draconian, Reptilian conqueror Faction: Monster MOVE DEF HITS STR AGI INT MORALE 6 3 1 3 3 7 8 Weapon Range Hit Str Notes Brawl Laser Rifle melee 24” 3+ 4+ 3 4 Stuns Laser Information: Draconians are a proud race of reptilian humanoids who were first encountered by humans in the 26th Century – both races heavily engaged in empire building. Relations with the Draconians have varied between hostility and an uneasy standoff. New Ability: Rival Empire The centuries of enmity between the rival empires of Earth and Draconia has led to suspicion, conflict and fierce entrenchment of beliefs between both races. Special Rules: Alien Honour Bound: Draconians have a strict code of honour. They will not attack prone models nor do they gain the usual +1 bonus when making rear attacks. Rival Empire: See right. Games set during this era with Draconians and humans on opposite sides can be bloody affairs. Both sides may count their Morale as being +1 if they are on opposite sides during a game. Notable Appearances: Frontier in Space Gel Guard, Protoplasmic servant Gel Guard UNIT File: 301272/10/01 Draconians & Gel Guards Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale. Faction: Monster MOVE DEF HITS STR AGI INT MORALE 4 4 1 4 1 5 9 Weapon Range Hit Str Anti-matter Claw Anti-matter Blast melee 12” 3+ 3+ 4 4 Notes Disruptor Disruptor Information: Special Rules: Gel Guards are created from pure thought by Omega. Appearing as roughly humanoid masses of bubbly protoplasm, they can materialise in the positive universe and are able to obey simple commands. Alien, Controlled, Slow Uncontrolled Gel Guards are removed from play. Anti-matter Creature: Gel Guards in the positive matter universe gain the Invulnerable (2) ability. Creation of Will: While in the anti-matter universe, a successful hit on a Gel Guard can be negated if Omega forfeits his next action. Created from the raw stuff of “matter. An organism that can exist in your world and in mine. ” 48 Omega, The Three Doctors Notable Appearances: The Three Doctors Ice Warrior UNIT File: 251167/05/03 Ice Warrior, Martian conqueror Faction: Monster MOVE DEF HITS STR AGI INT MORALE 5 5 1 4 2 8 8 Weapon Range Hit Str Martian Claw Sonic Blaster melee 20” 4+ 4+ 4 4 Notes Compare Blaster’s Str against target’s Def or Str, whichever is lower Information: Ice Warriors are reptilian humanoids, covered in scaly armour. Although slow and seemingly hesitant in an oxygen atmosphere they are fearsome opponents to face. Luckily, later in their history they join the Galactic Federation and become a force for peace. we shall decide… Whether to “goThen back to our own world, or conquer this. ” Varga, The Ice Warriors Special Rules: Alien, Slow Heat Intolerant: See below. Notable Appearances: Ice Warrior Sonic Rifle The Ice Warriors,The Curse of Peladon The Sonic Rifle is a more powerful version of the Sonic Blaster carried by most Ice Warriors. Only 1 Ice Warrior in every 2 Ice Warrior squads may carry a Sonic Rifle, as it is a great honour to do so. Ice Warrior Squad Leader Squad Leaders have the Leader (1) ability, and lead units of 3–5 Ice Warriors into battle. Weapon Sonic Rifle Range Hit Str Special 24” 4+ 5 Ice Lord UNIT File: 251167/05/03 Ice Lord, Noble Martian leader ! As Sonic Blaster Faction: Monster MOVE DEF HITS STR AGI INT MORALE 6 4 2 4 3 8 8 Weapon Range Hit Str Martian Claw Sonic Blaster melee 20” 4+ 4+ 4 4 Notes Compare Blaster’s Str against target’s Def or Str, whichever is lower Information: Special Rules: Ice Lords are rarely encountered off Mars, and are the ultimate leaders of their warrior classes.They are afforded the utmost respect by their race, and expect the same from other aliens. Slaar, Izlyr and Azaxyr are typical examples of Ice Lords. Alien, Leader (2), Slow Heat Intolerant: An Ice Lord in very warm conditions must roll 3+ on 1D6 when activated or be unable to take any actions.The model still counts as having been activated. Notable Appearances: The Ice Warriors,The Curse of Peladon 49 Ice Warriors Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale. K1 Robot UNIT File: 281274/12/01 K1 Robot, Abused electronic creation ! Faction: Monster MOVE DEF HITS STR AGI INT MORALE 6 6 4 6 1 6 8 Weapon Range Hit Str Giant Pincers melee 4+ 6 Information: Notes Metal-eating Virus The K1 Robot was created by Professor Kettlewell and was used to further the ends of the fringe group of which he was a member.The Robot suffered mental breakdowns due to being forced to act against its programming not to harm human beings. Kettlewell developed a virus which was capable of attacking the living metal used to build the Robot. Special Rules: If the metal-eating virus comes into contact with the Robot, roll 1D6 in the end phase of each subsequent turn.The Robot will lose 1 Hit on the roll of 3+. Mechanoid Compassion: The K1 Robot will not harm Screamer companions, unless they attack it first. Living Metal: The first time the K1 Robot is hit by advanced or invented weaponry, roll 1D6. On the roll of 3+ it will gain 1D6 Hits and now counts as Large. Notable Appearances: Robot Morbius, Reanimated Time Lord criminal ! Morbius UNIT File: 170176/13/05 K1 Robot & Morbius Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale. Faction: Monster MOVE DEF HITS STR AGI INT MORALE 6 4 3 4 2 10 0 Weapon Range Hit Str Massive Pincer melee 4+ 5 Notes Information: Kettlewell & Solon Both men were flawed geniuses whose creative abilities might have been a force for good. Instead their respective creations ultimately kill them. Count Kettlewell and Solon as unique Scientists with an Int of 9.They have the Leader (1) ability, which will only work on their creations, and only on the 1D6 roll of 4+. They also count as having the In The Way ability – see the Alien Lackey profile on page 37. In addition Solon has the Medic ability, and Kettlewell gains Infiltrator. 50 Morbius was a Gallifreyan High Council leader, who rebelled and committed terrible war crimes. Defeated and believed killed, the scientist Solon has found Morbius’ still living brain on the planet Karn. It has been grafted onto a body built from the parts of others.The resulting trauma has driven Morbius insane. Special Rules: Alien Rage: If Morbius defeats all his opponents in melee, he can immediately move 1D6” towards his nearest opponent. Notable Appearances: The Brain of Morbius Movellan UNIT File: 010979/17/01 Movellan, Disco android Faction: Monster MOVE DEF HITS STR AGI INT MORALE 6 5 1 4 4 8 9 Weapon Range Hit Str Brawl Movellan Blaster melee 20” 3+ 4+ 4 4 Notes Disruptor. Can be set to Stun. Information: Special Rules: Movellans are a race of striking humanoids – which hides the fact they are an android race.They have been locked in logical stalemate with their enemies the Daleks and are looking for a way to break the deadlock. Mechanoid, Repair Unlike other Mechanoids, Movellans may run. Great Strength: If this model expends a special action it will gain +1 Str for this turn only. Power Pack: Movellans wear their small cylindrical power packs on their belts. A model may choose to forgo its melee attack with a Movellan to attempt to grab it. Each model must make an opposed roll using the higher of their Str or Agi stats, with the Movellan gaining a +1 bonus to this roll. If the power pack can be removed the Movellan cannot activate and counts as a casualty.The Invent ability can be used on power packs – after a success any such pack reinserted into a Movellan will cause it to become controlled by the inventing player. Movellan Virus The Movellans invented this deadly gas to use in their war against the Daleks. It has a 2” radius of effect – Daleks (including Davros) within this area are infected on the 1D6 roll of 3+. At the end of each of their turns infected models will lose 1 Hit on the 1D6 roll of 3+. Notable Appearances: Destiny of the Daleks Ogron UNIT File: 240273/10/03 Ogron, Brutal hireling Faction: Monster MOVE DEF HITS STR AGI INT MORALE 6 4 2 4 2 5 7 Weapon Range Hit Str Crushing Blow Blaster melee 16” 4+ 4+ 4 3 Notes Disruptor Information: Ogrons possess great strength and imposing physical presence.This combined with their limited intellect, has led them to be used as shock troops by many races in the universe – including the Daleks. Special Rules: Alien Great Strength: See the rules for Movellans, above. Notable Appearances: Day of the Daleks, Frontier in Space ! The Master about to cut someone down to size 51 Movellans & Ogrons Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale. Robot of Death UNIT File: 290177/14/05 Robot of Death, Perfect crewmember Faction: Varies MOVE DEF HITS STR AGI INT MORALE 6 4 2 4 3 7 8 Weapon Range Hit Str Crushing Grip melee 3+ 4 Notes Information: Special Rules: The Robots aboard the Sandminer aid the small human crew in all aspects of its day-to-day functioning.They come in three models – mute Dums, more intelligent Vocs and a single controlling Super Voc.The profile above is for a Voc. Mechanoid First Principle: A Robot may not cause harm to a living model.This may be disregarded if the Robot is reprogrammed with a Repair roll at a –2 penalty. Not Created Equal: Dums use the above profile, with Int 6. Super Vocs are unique, have Int 8 and the Leader (2) ability, which can only be used on other Robots. Notable Appearances: The Robots of Death Robot, Servitor, Metal servant Robot, Servitor UNIT File: 220275/12/03 Robots of Death & Servitor Robot Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale. Faction: Varies MOVE DEF HITS STR AGI INT MORALE 6 5 2 5 1 5 10 Weapon Range Hit Str Notes Grapple Capture Cables Blaster melee 4” 12” 4+ 4+ 4+ 5 n/a 3 Target automatically captured Disruptor Information: Special Rules: Robots of all sizes and descriptions have been used to perform unpleasant, dangerous or repetitive jobs by the more technological races of the galaxy. Mechanoid Autonomous: Servitor Robots activate every turn for free. Change Program: Robots can alter their current program by expending an action and rolling 4+ on 1D6.They can also be reprogrammed using the Repair ability, or shut down completely using Repair or Sabotage. Programmed: Servitor Robots must obey one of the programs listed below at all times. The profile above can be extensively modified as every type of robot is designed for a specific purpose. Robots can have up to 2 inbuilt weapons from the list above. Robot Programs "Capture/Destroy: The Robot will attempt to capture or destroy either a single model or a group of models. Captives must be returned to a chosen location. "Guard: The Robot must remain within 6” of a designated spot, and can attack any unfriendly models which enter this area. 52 "Protect: The Robot will protect a person or item. It must remain within 2”, and can attack models at its players discretion. "Patrol: The Robot will either patrol an indicated perimeter, or proceed to a predetermined series of waypoints. It may attack unfriendly models which come within range of its weapons. Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale. Sea Devils & Silurians Sea Devils & Silurians Sea Devils and Silurians are two distantly related reptilian species.They occupied the Earth millions of years ago before an impending catastrophe forced them underground into hibernation.Their awakening did not come until the latter half of the twentieth century, and misunderstandings between humanity and the reptiles has brought all three species into conflict on several occasions. Silurians are land based and are more intelligent than Sea Devils, who live underwater.The Silurians use their cousins as warriors, as well as related creatures such as the Myrka. ! ‘Man mussst be desstroyed’ Sea Devil UNIT File: 260272/09/03 Sea Devil, Amphibian menace Faction: Monster MOVE DEF HITS STR AGI INT MORALE 6 4 1 4 3 7 8 Weapon Range Hit Str Slimy Arm Sea Devil Ray Disc melee 16” 4+ 4+ 4 4 Notes Can also fire with Str 3 and Blast 2” Information: Special Rules: Sea Devils usually strike from deep water, attacking ships, floating platforms and underwater and coastal bases.To most humans they seem cold and detached. Alien, Aquatic Some Sea Devil detachments, i.e. Elite Group One – as seen in Warriors of the Deep – wear heavy armour.This counts as Body Armour, but its bulkiness will reduce the Sea Devils Move to 5. Notable Appearances: The Sea Devils,Warriors of the Deep Silurian UNIT File: 070270/07/02 Silurian, Ancient reptilian race Faction: Monster MOVE DEF HITS STR AGI INT MORALE 5 4 1 4 2 8 8 Weapon Range Hit Str Reptilian Grip Third Eye melee 12” 4+ 3+ 4 4 Notes 1 Hit or Stuns Information: Notable Appearances: Silurians are not inherently violent, and have engaged in discussions with the Doctor.They are, however, firm in the belief that it is they who have claim to the Earth. Doctor Who and the Silurians,Warriors of the Deep Special Rules: Alien Some Silurians have also been noted with heavier armour – if worn this will grant them the Body Armour ability. He talks of sharing our planet with “apes. I shall wipe them out. ” Silurian, Doctor Who and the Silurians 53 The Myrka UNIT File: 060184/21/01 The Myrka, Lethal Sea Devil pet ! Faction: Monster MOVE DEF HITS STR AGI INT MORALE 6 5 3 4 2 5 8 Weapon Range Hit Str Electrical Charge melee 2+ 6 Notes Any model in base contact with the Myrka will suffer this attack Information: Special Rules: The Myrka is a bio-engineered ocean dwelling hexapod used by the Sea Devils as a shock weapon. Its lethal electrical attack can repel most attackers. Aquatic, Alien, Slow Deep Ocean Dweller: Myrka hate bright light, so operating in this environment lowers their Morale to 5, and requires 2 activations to be spent in order to activate the Myrka. Notable Appearances: Warriors of the Deep Sontaran, Cloned warrior Sontaran UNIT File: 151273/11/01 The Myrka & Sontarans Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale. Faction: Monster MOVE DEF HITS STR AGI INT MORALE 6 4 1 4 3 8 8 Weapon Range Hit Str Grapple Sontaran Blaster melee 18” 4+ 4+ 5 4 Information: Sontarans are a short, stocky race of cloned humanoids whose culture is devoted to their war with the Rutan. Although powerful, their unfamiliarity with Earth’s gravity and exposed probic vent are two of their weaknesses. Notes Disruptor Sontaran Commanders Sontaran Commanders lead battle groups of 8–12 Sontarans.They have 2 Hits and the Leader (1–2) ability. Special Rules: Alien, Body Armour High Gravity Homeworld: Sontarans frequently operate on worlds with a much higher gravity than Earth. Roll 1D6 in the end phase for each Sontaran who ran or engaged in melee combat during the turn. On the roll of 6, the model will suffer –1 Str. Lost points can be recovered by spending a full turn in a Sontaran spacecraft. Sontarans reduced to 0 Str are removed from play. Probic Vent: A Sontaran struck in the rear with a natural hit roll of 6 has been struck in the vulnerable probic vent – they must count their Def as 2 against this attack. Notable Appearances: The Time Warrior,The Sontaran Experiment, The Invasion of Time,The Two Doctors 54 Sontaran Battle Rifle 1 in 4 Sontarans can be armed with the more powerful Battle Rifle instead of the standard Blaster. Weapon Range Hit Str Special 24” 4+ 5 Battle Rifle Sontaran Field Agent Disruptor Field Agents like Linx (The Time Warrior) or Styre (The Sontaran Experiment) usually work alone and are required to be more self sufficient.They have 2 Hits, Invent and Repair, 9 Morale and count as unique. Faction: Hero MOVE DEF HITS STR AGI INT MORALE 6 3 1 3 3 7 7 Weapon Range Hit Str Notes None Thal UNIT File: 040164/01/02 Thal, Blonde survivor Information: Special Rules: The Thals encountered by the first Doctor on Skaro are the descendants of the people who went to war with the Kaleds, which ruined the surface of the planet.They are now opposed to violence – unlike the mutated and xenophobic creatures the Kaleds have become – Daleks. Pacifist: Thal rolls to hit can never be better than 5+. Thals who cause an opponent to lose their last Hit must make an immediate Morale test. Notable Appearances: The Daleks Varga Plant UNIT File: 091065/03/02 Varga Plant, Unfriendly flora Faction: Monster MOVE DEF HITS STR AGI INT MORALE 2 3 1 0 1 0 0 Weapon Range Hit Str Notes 4” 4+ n/a See below Poisonous Spine Information: Varga Plants were developed by the Daleks to guard sensitive areas from unwelcome intruders.They are able to move and fire poisonous darts which drive victims insane – eventually turning them into another Varga Plant. Special Rules: Slow Varga Thorns: Models struck by a Varga Plant’s poisonous spine attack are affected by the status effect Varga Poison, as detailed below. Models in base contact with a Varga Plant in the end phase of any turn must make an Agi test or also be affected.Varga spines do not affect Mechanoids. Making Varga Plants Images of Varga Plants in Doctor Who have mostly been lost in the mists of time – this does have one advantage in that you can make them look like nearly anything. Here’s how I made mine: Ingredients: Miniature bases, cocktail sticks, foam sponge, wool, white glue, paint. New Status Effect: Varga Poison Method: Cut a cocktail stick shorter than a model and stick onto the centre of a base. Cut chips from the sponge about 10-15 mm across and about 5-10mm thick and push onto the cocktail stick. Glue short sections of cocktail stick horizontally round the plant to resemble spines. Add bits of wool to the top. If an affected model rolls a 6 in any end phase they will be controlled by the monster player next turn. 3 such rolls and the model will turn into a new Varga Plant. Finish: I painted my plants green with red spines, and based them to match my other models. Notable Appearances: Mission to the Unknown 55 Thals & Varga Plants Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale. Yeti, Shaggy robot Yeti UNIT File: 300967/05/02 Faction: Monster MOVE DEF HITS STR AGI INT MORALE 6 5 2 5 2 4 8 Weapon Range Hit Str Yeti Claws Web Gun melee 6” 4+ 4+ 5 5 Notes Blast 2”, Stays on table Information: Notable Appearances: Yeti were created by the Great Intelligence, a formless evil existing in space. Appearing to be the mysterious creatures of the Himalayas, they were in fact powerful androids. On the second occasion the Yeti were encountered they used advanced weaponry which could create a lethal web. The Abominable Snowmen,The Web of Fear Yeti Control Sphere Special Rules: These small metal spheres fit into a cavity in the chest of a Yeti.Without a sphere, a Yeti cannot be activated. Control Spheres count as Minor Artifacts – they allow a +1 bonus to Invention Breakthrough or Progress rolls and are worth 1 VP if the heroic side holds one or more. Alien, Controlled, Mechanoid, Slow Roar: A Yeti can expend both actions and roar. All Yeti now cause fear for the remainder of the turn. Web Fungus: The web fungus produced by the Yeti’s weaponry stays on the table.The web counts as difficult ground and causes a Str 5 hit to models moving through it. Zygon, Aquatic refugee Faction: Monster MOVE DEF HITS STR AGI INT MORALE 6 4 special 3 2 8 8 Weapon Range Hit Str Stinging Arms melee 4+ 3 Notes Sting – see below Zygon UNIT File: 300875/13/01 Yeti & Zygons Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale. Information: Notable Appearances: The Zygon homeworld was destroyed in a stellar explosion and some members of their race have taken refuge under Loch Ness.They intend to alter the Earth’s atmosphere to make it more suitable for their species. Terror of the Zygons Special Rules: Alien, Aquatic Body Print: Zygons can take over the appearance of anyone they have captured, either during the game or previously. See right for full details of body prints. Sting: Zygons making a successful melee attack against a non Mechanoid model may roll 2D6 and count the highest result when rolling to wound their opponent. 56 Zygon Body Prints Appearing identical to the original, Zygons use these copies to further their plans. Body Prints use the Zygon profile but lose the Sting and Alien abilities, and gain Bad Influence – see the Alien Lackey on page 37, Infiltrator, Leader (1) and Sabotage. A Body Print can use its Leader ability on any model which has not activated this turn. Body Prints which are hit revert to the normal Zygon profile. Scenarios Map Key Defend Snowcap Base! Antarctica, 1984 Initiative Determine initiative as normal for all turns Special Rules The Antarctic surface is undergoing a ferocious blizzard. At the start of each turn roll 3D6 – no model may shoot further than this distance this turn. ” 12 24 ” a re 6 Base Soldiers set up in the Snowcap Base setup area on the surface, the remaining heroic models can begin anywhere inside the base. 12 Cybermen begin in their setup area on the surface. A Set Up p tu Se Divide the table into 2 24x48” sections. One represents the surface above the base, and should have scattered snow mounds and perhaps a frozen lake (counts as difficult ground).The second is the underground base itself. It should have 6–8 rooms with various corridors connecting them. One room should be allocated as the control room, another the lab (where inventions can be worked on). Nominate one point in the control room as the Z-bomb launch station (see below). A hatch connects the two areas of the table (see map key areas 2 and 3). en The Table m er Heroes and Allies: The Doctor, Ben and Polly. General Cutler (use the profile for the Brigadier), Dr Barclay (Scientist), 12 Base Soldiers, including 2 Sergeants (use UNIT profiles). Monsters and Villains: 24 CyberMondasian Cybermen – of which only 12 will ever be on the table at any one time. : Str 4 Door yb C Forces 2: Access Hatch (Lower) 3: Access Hatch (Upper) 1 3 se Ba p a ca Are ow p Sn etu S A tenth planet – identical to Earth – has appeared in the Solar System and is draining all power from the world.This process will be catastrophic if it cannot be stopped. Meanwhile, at Snowcap base at the South Pole, the Doctor and base commander General Cutler discover the inhabitants of the 2 tenth planet are attempting entry – Cybermen, the tenth planet being Mondas, their homeworld. 1: Base Control Room If the heroic forces are wiped out, then General Cutler will move directly to the control room and activate the Z-bomb, the base’s ultimate deterrent weapon. From this point, the game will end within 8 turns.The Z-bomb launch mechanism can be disabled using the Repair ability – this can be achieved automatically if a Cyberman gets adjacent to it. The Cybermen have landed a considerable assault force – if a Cyberman is killed, you can place another Cyberman model on the table if there are sufficient reserves.This new model should be at least 12” farther behind the model just removed from play. Replacement models cannot be placed directly inside Snowcap base – they may instead be positioned at the entrance hatch (area 3). Ending the Game The heroic player wins if he can defeat the Cybermen.The Cybermen player wins if he can get to the Z-bomb launch station and disable it – the Cybermen will then use it to destroy the Earth. If the Z-bomb is launched, the game ends in a draw – Mondas will be destroyed but the Earth will be severely irradiated. No other Victory Point rules are used in this scenario. over?… …but it isn’t at all. “It’sIt’sfarallfrom being over. ” The Doctor, The Tenth Planet 57 Scenario: Defend Snowcap Base! Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale. Map Key A Tangled Web London Underground, 1967 1: Main Line re a 2: Maintenance Area 3:Yeti Start Point Se tU p A : Door 2 1 c The Great Intelligence has invaded the London Tube network.The British Army, under the command of Colonel Lethbridge-Stewart, have been mobilised to stop the Intelligence’s pawns – the fearsome Yeti! H er oi Scenario: A Tangled Web Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale. The Yeti have a new weapon, a deadly web-like substance which is spreading furiously through the underground network.This web of fear has cut LethbridgeStewart and his allies off from their main force and he must now battle his way past the Yeti to escape to freedom… 3 2 3 3 3 Forces Heroes and Allies: The Doctor and one companion. Colonel Lethbridge-Stewart (use the Brigadier’s stats) with 6 soldiers (use UNIT stats) and Professor Travers (Scientist). Monsters and Villains: 4 Yeti. The Table The 48x48” table represents the twisting tunnels and service passageways of the London Underground tube tunnels.These tunnels should be 4” wide with a minimum of 3 exits on the heroic table edge and 4 on the monster edge. A central 8” wide tunnel runs across the board – the main tube tunnel, with a train if you wish. There should be 2 maintenance areas on the heroic players side of the table which contain suitable equipment to invent with.These areas are behind doors with Def 3 and 2 Hits. Set Up The heroic models set up in the tunnels within 4” of their table edge – models need not set up in the same tunnel. The Yeti begin within 6” of the monster table edge, a maximum of 1 Yeti in each tunnel.The Yeti player should place 2 Yeti Control Spheres on the table, no closer than 24” to each other. Initiative Determine initiative as normal for all turns Special Rules The Yeti are armed with Web Guns which can create 1x4” blockages in the 4” wide side tunnels.This web stays on the table unless a Yeti model moves through it (they are immune to its effects).The Great Intelligence cannot fully cut off access in this part of the London Underground, so 58 at least one clear route must be left between the heroic and monster sides of the table at all times. Unknown to the heroic forces, the hypnotic effect of the Great Intelligence has already been at work within their ranks. At any point during any monster turn, the Yeti player may take control of one of the army soldiers (not the Colonel).This model now counts as Controlled unless the hypnotic influence can be broken. End of the Game The heroic forces are trying to escape this section of the tunnels.The game ends when all heroic models get off the Yeti table edge, or are removed from play. If all the Yeti are defeated the game will also end. If you fail, London’s finished – “England itself, perhaps. ” The Brigadier, The Web of Fear Victory Points The heroic side scores the following Victory Points: "The Doctor off the monster table edge "Lethbridge-Stewart / Travers / Companion "off the monster table edge "Per soldier off the monster table edge "Either Yeti Control Sphere obtained +4 VP +2 VP +1 VP +1 VP The Yeti player scores the same points for eliminating the heroic models. No other VP rules are used in this scenario. The side with the most VP at the end of the game wins. Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale. Scenario: Locate Swarm Leader! Locate Swarm Leader! England, 1970 Heroes and Allies: The Doctor and one companion, the Brigadier and 8 UNIT soldiers.The UNIT soldiers can be armed with any combination of Rifles and SMGs. Monsters and Villains: 6 Autons. The Table The 48x48” table should have a farm with at least 3 buildings in the centre 12”.The remainder of the table should be covered in patches of woods and undergrowth. Set Up The heroic models set up in the farm, behind the walls. The Autons each set up within 6” of any table edge. Initiative Determine initiative as normal for all turns. Special Rules Before play players should take turns placing 6 objective markers, no closer than 8” to any model or any table edge. One of these markers represents the Nestene Energy Unit, the others are false signals and can be ignored. Neither player should know the real location of the Energy Unit. A marker is revealed when a model reaches its location. One of the farm outbuildings – determine which before the game starts – is full of junk which can be utilised by the Doctor to create inventions. End of the Game The game ends when one side gets the Energy Unit off the table, or one side is destroyed or retreats off the table. A ut on Se tU p A re a ” Forces 12 The Intelligence is housed in plastic spheres which have fallen like meteorites. One of them has been tracked by both the Nestene and the Doctor to the vicinity of a remote farmhouse. As the small squad of UNIT troopers search the farm buildings the Autons are advancing… 6” The Nestene Intelligence has landed on Earth and has created a spearhead of plastic Autons with which to begin its invasion of the planet. Victory Points Victory Points are scored according to the rules on page 25; in addition the side ending the game with the Nestene Energy Unit gains +4 VP. Alternate Scenario Poacher Sam Seeley has decided to remove the Nestene Energy Unit from his farm as the UNIT soldiers have been round asking him too many questions.The Nestene Intelligence has picked up the signal from the Energy Unit and has dispatched several Autons to collect it. The table set up is the same as the main scenario. Sam counts as a Civilian armed with a Shotgun and carries the Nestene Energy Unit. He begins within the farm walls. 4 Autons each begin within 6” of any table edge. If Sam expends only a single move action and does not move faster than 3” in a single turn he manages to keep the Energy Unit safely covered and will remain undetected by the Autons unless he is in direct line of sight to at least one of them. If he expends a single move action but moves faster than 3” he will be detected on the 1D6 roll of 4+. He is automatically detected if he runs, fires his shotgun or gets into line of sight to an Auton. Check for detection every turn. If the Autons have not detected Sam then roll 1D6 when one is activated: On the roll of 1–3 the Auton must move 1D6” in a random direction. On 4+ it can move normally. The heroic player wins if he can get the Energy Unit off any table edge.The Autons win if they retrieve the Energy Unit (probably by killing Sam). 59 Scenario: The Sontaran Experiment Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale. Map Key The Sontaran Experiment Earth, far future Sontaran Field Major Styre of the G3 Military Assessment Survey has lured a human GalSec vessel to Earth.To determine the ability of the human race to resist invasion, Styre is conducting barbaric experiments on the crash survivors. 3 2 1 The Doctor, Sarah and Harry have arrived by Transmat beam from the Nerva Beacon (see The Ark in Space).They must free the GalSec crew and if possible defeat Styre, while escaping the clutches of the Sontaran’s patrolling Servitor Robot. 1: Heroic Models Start Point 2:Transmat Circle 3: GalSec Prisoner 4: Sontaran Spaceship 3 3 3 Forces Heroes and Allies: The Doctor and 2 companions. 4 GalSec prisoners who do not count as being in play until they are rescued. Each prisoner counts as an unarmed Security Guard with the Slow ability due to their extremely weak physical condition. Monsters and Villains: 1 Sontaran (use the Field Agent statistics) and a Servitor Robot armed only with Capture Cables – which can capture a maximum of 4 models at once. The Table The 48x48” table should be covered in rocky and hilly outcrops. A 6” circle of Transmat spheres sits in the centre of the table, and Styre’s spherical Sontaran spaceship is within 4” of one corner.There should be no other manmade structures on the table. Set Up The Doctor and companions set up within 6” of the corner opposite the Sontaran spaceship.The GalSec prisoners set up at the middle of each table edge. Styre sets up within 4” of his spaceship, an the Robot begins within 4” of the Transmat circle. Initiative 4 At the end of each Sontaran turn, roll 1D6. On the roll of 4+ the Sontaran player must reduce the Str and Dex of one single GalSec prisoner by –1. Models reduced to 0 Str or Dex are removed as casualties – see the Victory Points rules below. Models may spend a standard action to search the ground for a makeshift weapon. On the 1D6 roll of 4+ they can pick up either a stout stick (+1 Str in melee for the first turn) or a rock (Str 3 thrown weapon). Heroic models can exit the table only by entering the Transmat circle – the Doctor has repaired it prior to the start of the game. Prisoners can be rescued by getting any heroic model in base contact. A successful Str test or Repair or Sabotage roll is needed to break the bonds holding the GalSec crewmembers prisoner. End of the Game The game ends when all the heroic models are off the table, captured or killed, or if Styre is killed. Victory Points The Victory Point rules on page 25 are not used in this scenario. Both sides score points as follows: Determine initiative as normal for all turns. Special Rules The ground underfoot is rough and dangerous – if any model runs then roll 1D6 before they take their second movement action. On the roll of 1 the model has fallen or otherwise come to harm.They will suffer a Str 2 hit, or the player can elect to have the model stunned instead. 60 "GalSec model off the table "GalSec model killed while captured "Styre killed "Styre survives at end of game Heroic Monster +1 VP +1 VP +2 VP +2 VP If Styre is killed the heroic player scores VP for half the remaining captured GalSec crewmembers. Map Key Mission: Expendable London Docklands, Earth, 1984 re a 1 tU p A Guerrilla warriors from 200 years in Earth’s future have sent two units back in time to try and alter the course of history. One group is attempting to kill Sir Reginald Styles (see Day of the Daleks), the other is investigating the presence of Daleks and a temporal disturbance in the year 1984. 1:Water (impassable terrain) 2:Warehouse 3: Gantry M on st er Se 2 3 H er oi c Se tU p A re a The Daleks plan to capture the Doctor and send a duplicate of him to Gallifrey to assassinate the Time Lord President.They are in the initial stages of setting this trap when the sudden appearance of the guerrillas forces them to take action. Special Rules The guerillas also have a secret weapon – some of the Movellan virus, gained through encounters with the Dalek invasion forces in their own time. Forces Heroes and Allies: 12 Guerrillas (count as Security Guards, armed with SMGs) One has Morale 8, and Leader (2) and two have Leader (1). Half of the Guerrilla models carry grenades of Movellan Virus – see right. Monsters and Villains: The Dalek side consists of a Force Commander (counts as a Black Dalek), one Patrol Leader, and 2 Daleks. The Table The 48x48” table represents an area of deserted dockyards, and should have scattered warehouses, gantries, quaysides etc. There should be plenty of crates and other items to hide behind.Warehouses should have at least 1 door – any doors will be locked on the 1D6 roll of 4+. Locked doors have Str and Def of 4. Set Up Initiative The heroic forces get the first turn. At the beginning of the Dalek turn roll 1D6. 1D3 Dalek Troopers can enter play on the 1D6 roll of 4–5, or a single Dalek on the roll of a 6. Models enter along the neutral table edge. Once a total of 6 Dalek Troopers or 2 extra Daleks have entered play stop rolling for reinforcements. Roll 1D6 every time a Guerrilla model fails a Morale test. On the roll of 1–2, the model activates it’s recall unit and disappears back to the 22nd Century – remove the model from play. End of the Game The game will end when one side or the other is wiped out, or leaves the table.The Guerrilla side can declare game end at any point – the game will finish after the Dalek player gets another full turn. Victory Points The standard Victory Point rules on page 25 are used in this scenario. The Guerrillas begin within 12” of one table edge and deploy first, the Daleks within 12” of the opposite edge. ! It was always nice to sit down and reflect after an alien invasion 61 Scenario: Mission Expendable Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale. Map Key For Whom the Diving Bell Tolls Scotland, Earth, 1980 D il ev p tu Se A a re 6” a 2 Previously the Doctor has taken a vital component from the Master’s TARDIS and, desperate to leave Earth, he wants it back. He has tracked the Doctor to Devils Bay, and with the help of the Sea Devils intends to create a diversion to distract both the Doctor and UNIT while he searches for his component and makes his escape. 4” The Doctor has come to Devils Bay, the site of a remote UNIT base in the Scottish Highlands, where they are having trouble with the readings from an underwater probe. 1:Water (Sea Devils only) 2: Chain Fence 3: Gate and Sentry Post Se Scenario: For Whom the Diving Bell Tolls Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale. 1 3 The game begins when the Sea Warriors emerge from the water to the astonishment of the UNIT troops on guard... Forces Heroes and Allies: The UNIT force comprises the Doctor with up to 2 companions, 9 UNIT troopers with either Rifles or SMGs, Sergeant Benton and an additional UNIT Sergeant. Monsters and Villains: The Sea Devils get the Master with 8 Sea Devils and 2 Sea Devil Sub-commanders with the Leader (1) ability. All Sea Devils wear heavy armour, giving them the Body Armour ability (see page 53). The Table The table’s north edge is water; only the Sea Devils may move across it. Most of the rest of the table represents the UNIT base. It is surrounded by a Str 5 chain fence, which does not block Line of Sight for shooting.The UNIT base should have at least 4 buildings, one of which should be declared before the game starts to be a laboratory where the Doctor may create inventions.The base should have various crates and other military bits to hide behind, and make sure the area outside the base has some boulders and trees and stuff as well. Special Rules If the Master, or a model he has hypnotised, activates and spends all his actions in a building, roll 1D6. On a 5+ he has found his component, otherwise another building needs to be searched.The component will always be found in the last building to be searched on the table if it has not otherwise been found. End of the Game The game will end when either one side is destroyed or the Master gets his stolen component off any of the three land table edges. Victory Points Use the Victory Points rules on page 25; remember the Master has Victory Point rules of his own. If the Master gets his component off the table the Sea Devils gain 2 VP. Set Up The Sea Devils begin the game within 4” of the north edge of the board.The remaining UNIT troops can set up anywhere within the base.The Master can be placed anywhere on the table out of sight of any model from the UNIT side, or can enter the table along any land edge at the start of one of the Sea Devil’s turns. Initiative Determine initiative on the first turn as normal. 62 ! The Sea Devils prepare their assault on the world of man Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale. Useful Websites Appendix Doctor Who Sites continued drwhotht.phenominet.com/ www.shannonsullivan.com/drwho/ www.drwhoguide.com/who.htm Miniatures and Scenics ! The Blue Planet? The 8th Doctor investigates Useful Websites The internet is amazingly useful for the Doctor Who wargamer.Take a look at these reccommended websites: DWMG Sites The main site hosts all the rules downloads in PDF format as well as all sorts of other useful files. New downloads are available monthly. www.drwhominiatures.co.uk The DWMG Yahoo! site has exclusive releases, forums, up/downloadable files, pictures and more. games.groups.yahoo.com/group/ doctorwhominiaturesgame/ Other Doctor Who Games Other Doctor Who game sites include Invasion Earth (the first DW wargame) and the unofficial DW card game, which can be downloaded free. games.groups.yahoo.com/group/DrWhoInvasion-Earth/ www.siskoid.com/whoccg/index.html Doctor Who features a fairly notable cast of monsters and personalities – from Cybermen and Daleks, to the Master, Omega and Davros to name a few. Black Tree Design have stock of lots of models from the 1st through to the 8th Doctor’s eras. www.blacktreedesign.com Wargames Foundry and Copplestone Castings make a huge range of historical, present day and futuristic miniatures, many of which would be suitable for DW gaming www.wargamesfoundry.com/main.asp www.copplestonecastings.co.uk/ Gripping Beast produce Falklands War era British soldiers which can be used for UNIT – useful if you’re on a budget. Chiltern Miniatures produce similar, plus some very nice Victorian era models. www.grippingbeast.com www.chilternminiatures.co.uk/ These are only a small number of manufacturers who make models suitable for the DWMG. Check the forums of The Miniatures Page for all sorts of advice or post a query and you will get loads of replies. theminiaturespage.com/ Ainsty used to produce all manner of scenic items, from crates through to vehicles, tunnel walls and spaceship interiors.Their range is now being produced by Old Crow. www.oldcrowmodels.co.uk/ The BBC is the home of Doctor Who and their site has info, pictures, clips, games and much more.Wikipedia has editable pages on almost every DW subject imaginable. www.bbc.co.uk/doctorwho/classic/ en.wikipedia.org/wiki/Doctor_who If you’re on a budget, there are several pages of downloadable standup figures for DW gamers.The second address has printable buildings in various styles. Simply attach to sturdy card and cut out. Free and easy! www.members.tripod.com/˜into_the_shadows /models/ pagesperso-orange.fr/midgard/ww2/ The following sites are also full of great Doctor Who material (listed in no particular order): www.gallifreyone.com/ www.drwho-online.co.uk/ www.shillpages.com/dw/dwia.htm Worldworks Games has purchasable packs of PDF cardstock scenery which are incredibly detailed and comprehensive. Many of these packs have add ons so you can customise your creations. www.worldworksgames.com/store/ Doctor Who Sites 63 Designers Notes & Credits Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale. 2nd Edition Designers Notes Credits The DWMG:2 needed to come about to rationalise the various PDFs released since May 2006. Many of them had included new rules as they were thought of, and some like the Cybermen and Dalek releases had such good stuff in them they had to be in a basic rules set. The DWMG:2 has been a collaborative effort, so thanks for all the emails and posts on the Yahoo! site. I hope I have taken on board all the best of suggestions.The following people deserve special mention for their specific rules: Emails sent in and posts made on the Yahoo! site suggested other things, such as including more examples and making other rules tweaks (although most of the rules have stayed pretty much the same). I hope these changes make the game better, plus they also prove it’s not all ‘me me me’. The rules had to be bigger to incorporate clarifications and more examples, and I initially settled on 60 pages, which was 50% up. Now it has reached 64 pages, and it’s fitting that there are also over 50% more profiles – including Captain Yates, who was accidentally missed from the 1st Edition, and a whole section on Gallifrey and the Time Lords. A 3 month break from work in early 2006 allowed me to hammer on with the 1st edition at record pace, with Richard the artboi and myself playtesting rules every few weeks until we had mostly knocked it into shape.Which is actually a pretty good way to go about it. This time the rules have taken well over a year, and have been written in such diverse places as a storm battered Scottish island, the world’s smallest cottage in Yorkshire, and various cafes in Prague. Making life harder is the fact that monthly DWMG releases have had to be written at the same time – some months went by with only a few sentences finished on the 2nd edition. The look of the rules have undergone some subtle transformations, with better fonts in place, images at 150dpi instead of 72dpi (more than 4 x the resolution of the 1st edition), and getting stupidly annoying things fixed like getting the text to line up with itself across the columns. Finally the rules look more like the business. I had initially thought that a simple rewrite and tweak would be fairly straightforward, but it has turned into a monster project which like all monster projects will be undeniably good to get finished. I hope that the rules are simple enough and capture the spirit of the programme so that gamers will want to use them when taking the TARDIS out for a spin. It is encouraging to hear it has been to conventions – I hope that my creation behaves itself (unlike Morbius!) Graeme Dawson, June 2008 64 "Gallifreyan rules on pages 29–30, Omega on "page 31, Draconian on page 48 and Tangled Web "scenario on page 58 written by Karl Perrotton. "Cybermen rules on pages 42–43 written by Greg "Storey. "Ice Lord rules on page 49 written by Roland Thorne. Everything else has mostly been written by myself (not forgetting Richard’s input on the 1st Edition, much of which survives in this one.) Big thanks to Alice and Michael Spencelayh for checking the drafts of the rules and fixing the numerous typos, grammatical errors and the ever troublesome apostrophies (still having problems with its and it’s!) Image Credits Multiple images on the same page i.e. (i), (ii) etc. are numbered in order of the text flow. "8th Doctor picture on page 3 is from Oblivion, "published by Panini books. "Miniature photos on pages 2 & 5 are courtesy of "Richard Abbott: richardabbott.net/ "Images on page 45(iii), (iv), 46(ii) by Redders: "www.reddersdaleks.com/ "Photos on pages 3, 6, 9, 13(ii), 17, 19, 20, 21(iv), 24, "31(ii), 34(i), 38(i), 53(i), 62 by Karl Perrotton. "Photos on page 42, 51(iii), 53(ii) by murpam1908. "Photos on pages 4, 6(ii), 7(i), 8, 10(ii), 13(i), 16, 22, 23, "34, 45(i), 55 (iii-v) by Graeme Dawson. "Photo on page 21(iii): www.ebay.co.uk/ "Photo on page 21(iv): www.wallpaperbase.com/ All other images are ultimately © BBC Worldwide Ltd. Dedication Respect and thanks are due to all involved in bringing Doctor Who to life over the years, both in front of and behind the cameras. Special respect is paid to all of those individuals who are no longer with us. This work is dedicated to my amazing wife, Alice. Not only is she my favourite companion, at the time of writing she is working on growing an all new life form.This book is equally dedicated to her or him… Keep messing about in time and space…