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DoctorWhoMiniaturesGame rules

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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…
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