Doctor Who Miniatures Game © 2006–9 Graeme Dawson. This product is free and not for sale.
h t r a E f o n o i s a v n I k e l a D e h T
The Dalek Invasion of Earth The Earth has been invaded by the Daleks in the latter half of the 22nd century. When the Doctor, Susan, Ian and Barbara arrive in London they find it ruined and inhabited only by the Daleks, their Robomen slaves and scattered human resistance groups. After meeting the resistance, and several confrontations with the Daleks, the time travellers make their ways separately to the huge Dalek mine in Bedfordshire. The Doctor discovers the Daleks’ plan – to replace the core of the Earth with a huge propulsion system with disastrous consequences for the planet and its inhabitants. Note: The Earth Invasion forces are more mobile than the Daleks seen on Skaro.The profiles on page 45 of the 2nd edition rules can be used for the games given i n this release.
Nobody had dared to look in the dustbins
l
Photo: Chris Rowell
Part 1: The Ruins of London Dortmun, Resistance leader l
2 0 / 2 0 / 4 6 1 1 n 1 2 u : e l i m t F T r I N o U D
Faction: Hero
MOVE
DEF
HITS
STR
AGI
INT
MORALE
6
3
1
3
1
8
8
Weapon Dalek Bomb
Range
Hit
Str
Notes
Thrown
4+
1D6+1
Scatter
Information: Dortmun is determined to beat the Daleks, but feels his wheelchair is a liability to his group. He has invented bombs which he hopes will destroy the Daleks with a single hit.
Special Rules: Invent, Leader (2), Repair Dortmun’s Leader Dortmun’s Leader ability can only be used on other resistance members, including David. Hit and Run: Resistance Run: Resistance models gain +1 Morale for the first 4 turns of any game. Wheelchair Bound: Dortmun Bound: Dortmun is wheelchair bound, and can only take 1 Move action per turn. Alternatively, an adjacent model can expend an action to move both models – t hey can move up to 4” per action spent in this way way.. Dortmun can only ascend/descend levels of elevation with help from another model, and then only at half rate .
Resistance Weaponry The resistance has to rely on found weaponry in their battle with the Daleks. Roll Roll 1D6 on the table below for each member of the resistance you have in play (excluding Dortmun, but including David.)
1D6 Weapon 1 2 3 4 5 6
No additional weapon Pistol Shotgun Rifle SMG One Dalek bomb + roll again
01
Doctor Who Miniatures Game © 2006–9 Graeme Dawson. This product is free and not for sale.
Resistance, Fighters to the last
h t r a E f o n o i s a v n I k e l a D e h T Information:
2 0 / 2 0 / e 4 6 c 1 n 1 1 2 a t : e s l i i F s T I N e R U
Faction: Hero
MOVE
DEF
HITS
STR
AGI
INT
MORALE
6
3
1
3
3
7
7
Weapon
Range
Hit
Str
Improvised Weapon
melee
4+
3
Members of the resistance are prepared to die before submitting to the Daleks, although they are underequipped and constantly hunted.
Notes
David Campbell David is a member of the London resistance who grows g rows close to Susan. He has the same profile as a resistance member, with 2 Hits, H its, Luck (1) and (1) and the ability given below. He counts as unique.
Special Rules: Hit and Run: Resistance Run: Resistance models gain +1 Morale for the first 4 turns of any game. Ragtag: Members Ragtag: Members of the resistance are a re armed with a variety of equipment – roll on the table on page 1 for each resistance member in your force. They need a 4+ to hit with any such weaponry weaponry..
True Love Love’s ’s Ways: David and Susan each count their Morale as +1 if they are within 6” of each other.
Roboman, Radio controlled slave
2 0 / 2 0 / 4 6 1 n 1 1 a 2 : m e l i o F b T I N o U R
Faction: Monster
MOVE
DEF
HITS
STR
AGI
INT
MORALE
6
3
1
3
2
5
0
Weapon
Range
Hit
Str
Stun Stick / Whip SMG
melee 16”
5+ 5+
3 3
They couldn’t work out where the pinging was coming from
Notes Captures Burst, Cannot Aim
Information: Robomen are captured humans fitted with explosive radio collars connected directly to their brains. This turns them into zombie-like figures who must obey the Daleks.
Special Rules: Controlled, Slow Uncontrolled Robomen are activated by the heroic player in the end phase. Explosive Collar : The Dalek player may remove any number of Roboman models from play at the beginning of any of their turns.
02
Doctor Who Miniatures Game © 2006–9 Graeme Dawson. This product is free and not for sale.
h t r a E f o n o i s a v n I k e l a D e h T
Building the Ruins of London The scenarios on pages 4 and 6 need lots and lots of ruined buildings. There are several companies who produce resin, plastic or cardboard ruins which would get the job done – details of these are given on page 10. It is also easy to create a huge amount of ruins simply and cheaply with only a few materials, as the instructions on this page will show. Here’s what you will require: 4 4 4 4 4
Foamcard or thick cardboard for the walls Thin cardboard for the brickwork Basing material (e.g. (e.g. mounting mounting card, balsa, plasticard) White glue, paint, small stones or cork chips Scalpel or craft knife
It might be ruined but at least it wasn’t black and white 1. Cut some walls The example on this page is of a section of ruined corner but you can go from low walls to big tall ruins using the same method. Cut some rectangles from foamcard, about 4–6” long, and about 3” high for a single storey (or multiples of for higher buildings). Sculpt the upper edges into ruinous shapes, making sure the corners line up. Remember to cut out doors and windows if required.
2. Glue the walls & base Glue your walls together and glue on a base for extra stability. Add rubble (stones / cork chips etc. etc.)) to the base. This is the time to add bits of floor to represent partial upper storeys, st oreys, depending on the height of your building’s walls.
3. Add detail Using thin card glue window ledges, door frames and scattered brickwork to the outside of your walls.
4. Get painting Paint your ruin – grey g rey or off-white are good colours. Do the base to match your other scenery. scene ry. EMERGENCY REGULATIONS
Print out, weather and cut out the emergency posters on the right to add some ‘emergency measures’ feel to your ruins. Posters by Chris Rowell
LOOTERS WILL BE
SHOT ON SIGHT EMERGENCY RATION PACKS ARE AVAILABLE
EMERGENCY REGULATIONS
QUARANTINE AREA STAY INDOORS
EMERGENCY REGULATIONS
BODIES MUST BE: SECURELY BAGGED SECURELY TAGGED
REPORT ALL INFECTION
AND LEFT FOR
COLLECTION COLLECTION DAY: THURSDAY
EMERGENCY REGULATIONS
IT IS FORBIDDEN
TO DUMP
BODIES INTO THE
RIVER
03
Doctor Who Miniatures Game © 2006–9 Graeme Dawson. This product is free and not for sale.
h t London, 2167 r a E f The Dalek invasion has seen nearly all the population of o e ither destroyed or being worked to death n the Earth either o in slave camps camps. . Once great nations and citi es i s a lie nearly deserted. v n I k Nearly… 8 e ” l a D Dortmun, the scientist e h leader of the London T resistance, has
Strikeback!
Map Key 1: Resistance start area 2: Dalek start area
1
created experimental bombs with which he hopes to be able to penetrate the Daleks’ armoured armoured casing and destroy them. He has sent a small group of his followers out onto the streets to ambush a Dalek patrol…
Forces Heroes and Allies: The resistance comprises 10 men (and/or women). 2 members of the resistance have the Leader (1) ability.. Each model carries a single Dalek bomb and one ability random weapon as per their profile. Monsters and Villains: Villains: 4 4 Daleks with up to 2 Daleks and 6 Robomen as reinforcements.
The Table The 48”x48” table should be set up full of ruins, representing the shattered streets of London. The ruins offer the resistance partial cover, and will hamper the Daleks’ movement.
Set Up The heroic and monster models are set up on opposite table edges, within 8” of their own table edge. The Dalek player sets up 4 Daleks first – the reminder of his forces may come on later late r in the game as reinforcements.The resistance can elect to deploy 1D6 models outside their own set up area, no closer than 6” to a Dalek, as long as they are within cover.
Initiative The heroic player gains the initiative on the first turn, but determine initiative as normal on all subsequent turns.
Special Rules Roll 1D6 in each end phase to see if the Dalek player can bring reinforcements into play. On the roll of 5+ they can place either a single Dalek or 3 Robomen adjacent to either neutral table edge. edge . Once the Dalek player has had 2 successful reinforcement rolls do not roll any further.
8 ”
2
End of the Game The resistance cannot fight a pitched battle; the game will end after 10 turns, when one side is defeated or flees the table, or if any Dalek model which started the game on the table reaches the heroic table edge.
Victory Points Use the standard Victory Points rules in this t his scenario, with with the following modifications: The resistance cannot control table quarters in this scenario, and double points are awarded for wiping out the enemy force. In addition the resistance will gain 1 VP VP for destroying a Dalek with their bombs.
Including the Doctor If you wish to include the Doctor in this game then he and up to 3 companions begin within 4” of the very centre of the table. The time travellers are unknowingly heading towards the Dalek patrol! Until one or more of these models gets within 12” and line of sight to a Dalek, at least half (round up) of the time travellers must activate each turn, and must take at least one Move action a ction to move towards the Dalek table edge. If the Doctor or a companion spends a special action searching a ruin, roll 1D6. On the roll of 6 suitable components are found to beg in work on an invention. Ruins can be searched by a single model only once. If the Doctor is included in the game, the Dalek player may bring on reinforcements 3 times instead of twice.
“
The Daleks will destroy London completely… …you will all die. Dalek, Dalek Invasion of Earth
04
”
Doctor Who Miniatures Game © 2006–9 Graeme Dawson. This product is free and not for sale.
h t r a E f o n o i s a v n I k e l a D e h T
Building a Dalek Saucer Dalek Saucer Design The Saucer seen in the Dalek Invasion of Earth technically Earth technically comes in 2 varieties, va rieties, depending if you’ve switched the new CGI effects on or off on the DVD special features. The spotters guide to Dalek spaceships, right, indicates the differences in design between the 2 types. The old style Saucer can be built in the same way as the Saucer described below, as long as you hunt out suitable components. Several Saucer kits are available commercially which resemble the ‘old school’ Dalek ship – details on these are given on page 10. I decided to make a ‘new style’ saucer, as detailed below.
Dalek Saucers – original (left) & new CGI upgrade (right)
Thoughts and Materials The Saucer needs to be the right general shape (watch the episodes) and size – anything built for a tabletop will have to be smaller than t han ideal – probably between 8–12” across. It also needs to be thick (tall) enough to fit Daleks ‘inside’. I found cheap plastic plates, a plastic bowl, and a plastic clock casing, which when assembled would give me the basic shape. The ‘cup’ sections of baby milk spoons would give me the hemispheres for the underside. Gaps or other minor imperfections could be filled with model filler filler..
e n t s n g r e d i e I n
W o o r r k k i n p r r o o gr e e s s s s
In the end, I also used a 60mm round GW base in the recess of the bottom of the bowl (top of the saucer) which fitted perfectly, and covered the embossed writing.
FURTHER INSPIRATION Chris Rowell has built a great Saucer: anevilgiraffe.blogspot.com/2008/08/ saucer-project.html Check the DWMG Yahoo! site photos section for pictures of Karl Perotton’s Dalek Saucer build.
dee d a n d s l a T h e S a u c e r h a
Saucer Weaponry
Weapon
Range Str
Special
As an option, Dalek Saucers can be equipped with weaponry – usually on the underside of the hull. They will typically have a main Blaster, which can only be fired during flight, and 4 short range Point Defence Blasters, only useable when landed. These smaller weapons are spaced 90º apart on the hull. Saucer weapons hit on 4+.
Main Blaster
48”
6
1D6 Hits, Blast 2” Disrupt or, Laser Disruptor,
Point Defenc Defence e Blaster
16”
4
Disrupt or, Laser Disruptor, 180º Fire Arc
05
Doctor Who Miniatures Game © 2006–9 Graeme Dawson. This product is free and not for sale.
h t London, 2167 r a E f A Dalek saucer has landed at the nearby nearby London o n heliport to transport human prisoners to the mine o in Bedfordshire. If the resistance can attack attac k i s a and throw the Daleks into disarray they v n can perhaps free some of those I k captured – including the e Doctor and Ian. l a D e h Forces T Heroes and Allies:
A Blow For Freedom
Map Key 1: Landing area 2: Dalek Saucer 3: Resistance set up area
2
12”
1
The resistance comprises 6 men (and/or women). One member of the resistance has the Leader (1) ability. (1) ability. Each model carries a Dalek bomb and a random weapon as per their profile. 6 prisoners (use Civilian profiles with Str and Agi 2). Monsters and Villains: Villains: 3 3 Daleks and 4 Robomen.
The Table
3 1 2 ”
End of the Game The game will end when either side is eliminated or leaves the table.
Victory Points
The 48”x48” table is dominated by a Dalek Saucer in the centre of the table. table . Place buildings and ruins on the remainder of the table, table , leaving a clear landing area within 12” of the saucer. The landing area may have some cover in the form of scattered crates and c argo.
Use the standard Victory Points rules in this t his scenario, with with the following additions: The resistance gain +1 VP for each Dalek destroyed, and 1/2 VP for each prisoner they get off any table edge. e dge. The Daleks gain + 1/2 VP for each resistance member killed or prisoner brought into the Dalek Saucer Saucer..
Set Up
Including the Doctor
The Daleks set up anywhere in the landing area, 2 Robomen start at the edge of this area – 3 Prisoners begin adjacent to each of these Robomen. The other 2 Robomen begin anywhere on the table. t able. Resistance models begin anywhere within 12” of any table edge, out of sight of any monster models. All models may set up individually if desired.
Initiative
If you wish to include the Doctor in this game then he and Ian (or one other companion) begin adjacent to each other in one of the t he groups of prisoners, replacing two prisoner models. The Daleks gain VP for the Doctor and Ian as if they were resistance members. The resistance gain +1 VP each if the Doctor and Ian get into the Saucer Saucer,, and lose –1 VP if the Doctor is exterminated (by any means). If you include the Doctor and Ian then the monster player gets an additional Dalek.
The heroic player gains the initiative on the first turn, but determine initiative as normal on all subsequent turns.
Additional Scenario Ideas
Special Rules
This part of the story is full of potential gaming possibilities. Here are some further ideas for scenarios:
The Dalek prisoners do not count as being in play while they are adjacent to any Dalek or Roboman model. Instead they are moved when their captors are activated. They do not add to the number of models in play on either side, for the purposes of activation, until they are freed (i.e. they begin the heroic turn not adjacent to a Dalek or Roboman). Directly underneath the centre of the Dalek Sauce r is the bottom of the ramp ra mp leading to the interior of the Saucer Saucer.. Models who reach this point and spend another action moving are counted as being inside the Saucer Saucer,, and have have left the table.
06
Discovery!: The Daleks are closing in on the resistance HQ. The freedom fighters must get past them to safety. Flight Across London: Jenny London: Jenny and Barbara must get Dortmun across the city, avoiding the Dalek and a nd Robomen patrols. Hi-tech Raid: The old International Electromatics factory might have electronic components useful to the Doctor and the resistance – but it’s bound to be guarded. Inferno: Can the Doctor, aided by the resistance, defuse the Inferno: Can Dalek bomb before this part of London is destroyed?
Doctor Who Miniatures Game © 2006–9 Graeme Dawson. This product is free and not for sale.
Part 2: The Dalek Mine Black Dalek, Earth invasion commander l 2 0 / 2 0 / k 4 e 6 l 2 1 a 2 D 1 : e k l i F c T a I l N U B
Faction: Monster
MOVE
DEF
HITS
STR
AGI
INT
MORALE
6
5
2
2
2
8
8
Weapon
Range
Hit
Str
16”
4+
4
Dalek Blaste Blasterr
Notes Cannot Aim, Disrup Disruptor, tor, Laser, 2 Shots
Information:
Special Rules:
The Black Dalek controls all Dalek activity during the invasion of the Earth. Ear th. Directing operations from the Dalek command saucer, or the control room underground at the mine, it is a formidable foe.
Alien, Hover, Leader (2), Mechanoid Armoured Shell, Dalekinium Armour: See the DWMG 2nd 2nd edition rules page 45. Communicator: The Black Dalek’ Dalek’ss Leader ability ability may be used on any Dalek models on the table.
Slyther, Horrendous pet l 2 0 / 2 0 / 4 6 2 1 2 r 1 : e e l h i F t T y I l N S U
Faction: Monster MOVE
DEF
HITS
STR
AGI
INT
MORALE
4
5
2
4
2
4
8
Weapon
Range
Hit
Str
Ghastly Claws
melee
4+
4
Notes 2 Attacks
Information: The alien Slyther – the pet of the Black Dalek – was left to roam the outskirts of the Dalek mine, to act as a terrible deterrent to intruders.
Special Rules: Alien, Slow Animal Instinct: The Slyther cannot be activated using another model’ model’ss Leader ability. ability.
“ “
”
What sort of food? People.
”
Larry and Ashton on the Slyther, Dalek Invasion of Earth
Collaborators Some humans like Ashton Ashton and the women in the forest serve only themselves or the Daleks. They do whatever is needed to survive, and make dangerous allies. Stat cards for Collaborators are given on page 11. Their listed abilities are explained below. Security Pass: While under heroic control the Collaborator (and heroic models within 4”) cannot be attacked by the monster player. player. Snake In The Grass: G rass: Collaborators begin the game under neutral control – the player with the initiative in any given turn may activate them. As soon as a Collaborator enters base contact with a heroic model they will come under that player’s player’s control – roll 1D6 in each end phase for such s uch models. On the roll of 5+ the Collaborator changes allegiance and returns to neutral control – the monster player may immediately activate 1D3 models as a free activation.
07
h t r a E f o n o i s a v n I k e l a D e h T
Doctor Who Miniatures Game © 2006–9 Graeme Dawson. This product is free and not for sale.
h t Bedfordshire, 2167 r a E f Ian and Barbara, along with rebels Jenny and Larry o n make their way in two groups to the Dalek mine o in Bedfordshire. As they close in, they discover i s a that other humans are nearby – but v n can they be trusted? With the I k mine entrance crawling with e patrolling Daleks and l a D their Robomen slaves , e h there might be no 1 T option…
Dawn of Betrayal
Map Key
2 4 ”
3
S l t y h e r D e p l o y m e n t L i n e
2
Forces
4 Heroes and Allies: Ian and Barbara (or any 2 companions). Jenny and Larry – these count as members of the Resistance. Monsters and Villains: Villains: 4 4 Daleks, 6 Robomen and the Slyther. Neutral Models: 2 Models: 2 Collaborators (Ashton, and one of the women in the forest – assume the other one is elsewhere!)
The Table The 48”x48” table is divided into 2 halves. One is the edge of the mineworkings, and contains hills of slag and scattered machinery.An entrance, entrance , 24” wide leads further into the mine. The other half of the table has scattered forest, and is further divided by a 24” long impassable chasm, 6–8” at its widest point. Each of these forested areas has a hut in its centre.
Set Up The heroic models set up in pairs, within within 4” of each other othe r on the table edge opposite the mine entrance. One pair must set up on each side of the chasm. One Roboman begins in each forested area, no closer than 12” to a heroic model. The collaborators begin one in each hut. The Slyther begins anywhere on the indicated line, halfway halfway up the table. table . The remainder of the monster forces begin anywhere on the mineworking half of the table.
Initiative Determine initiative as normal on all turns.
Special Rules The collaborators only come into play once any heroic model enters their respective hut. Until this point they do not count as models on either side for activation purposes. At the beginning of the ga me, all monster models are not specifically aware of the heroic models, and are counted as being on patrol . The following circumstances will count as the alarm being raised and allow all monster models to activate normally for the remainder of the game:
08
1: Heroic set up area 2: Collaborator hut 3: Mine entrance 4: Chasm
2
1
4
4 Any model fires a weapon at another. 4 A monster model gets within 12” and line of sight to a heroic model (unless using a Collaborator’s Security Pass). Pass). The heroic side fail a security check (see below).
Models on patrol may only be activated if they are more than 18” from a heroic model. All unactivated monster models on patrol will make a single move action in a random direction in the t he end phase. The Slyther cannot c annot move farther than 8” from its initial deployment line. Monster models on patrol who get within 4” of models using the Security Pass ability Pass ability can force a security check – make an opposed Int roll with with one single heroic model (no help) within 4”. If the monster side wins this opposed test, then the alarm is raised immediately.
End of the Game The game will end when the heroic side get off the table or are eliminated.
Victory Points The standard Victory Points rules are a re not used in this scenario – instead determine how many heroic models (don’t count the Collaborators) exit the table through the mine entrance. The Dalek player will win if less than 2 models exit, a draw is scored if 2 models exit, and the heroic player wins if 3 or more models e xit.
The Chasm If you don’t already have a gaming table with a huge chunk cut out of it (why not?) then you could use a big wedge of black card to represent the chasm. If you’re you’re feeling adventurous then you could model one out of something like polystyrene with slightly raised edges, to show the top of the sheer rock faces. faces . Again use black card for the main ‘hole’.
Doctor Who Miniatures Game © 2006–9 Graeme Dawson. This product is free and not for sale.
h t r a 1: Dalek Aerial E f o n o i s a v n I k e l a D e h T
Countdown to Detonation! Bedfordshire, 2167
Map Key
Susan and David lead a small group of resistance members to destroy an aerial located on the edge of the mine mi ne workings. This aerial is used by the Daleks to send their control signals to the Robomen. If this can be destroyed, the Daleks’ grip in the area will be severely lessened. Meanwhile the Doctor and Ian are inside the mine diverting the course of the capsule designed to penetrate the Earth’s core. The clock cloc k is ticking…
1 H e r o U c S p A i e r t e a
Forces Heroes and Allies: Susan (or any companion), David David and 6 resistance members – each model starts with one Dalek bomb in addition to any other weaponry they might get. Susan hits on a 5+. One resistance model gets the Leader (1) ability. (1) ability. Monsters and Villains: Villains: 4 4 Daleks and 6 Robomen. One Dalek counts as a patrol leader, and has Leader (1). (1).
The Table The 48”x48” table represents the edge of the mine area, and contains hills of slag and scattered sca ttered machinery. In the centre of the table is the Dalek aerial, immediately immediately surrounded by rocks and rubble.
Set Up The monster models set up first; each can be placed anywhere on the table. The heroic forces can each be set up anywhere on the table not in the centre 24” square area. Heroic models must be set up out of sight of any monster models (or at least in cover), and can be no closer than 6” to any such model.
Initiative The heroic side gains the initiative in the first turn. Determine initiative as normal on all future turns.
Special Rules The aerial has Def 5 and a nd 4 Hits. Once it has sustained this much damage it is considered destroyed and the game will end. In hand to hand combat, it is easier to attack the controls directly, and therefore only counts as Def 4. Due to the desperate nature of the struggle and the stakes involved, all models (except Robomen) can count their Morale as +1 for the duration of this scenario.
1 2 ” ” 2 1
End of the Game The game will end when either side is eliminated, or the aerial is destroyed.
Victory Points Use the standard Victory Points rules in this t his scenario, with the following additions. The Resistance gain +4 VP for destroying the aerial, and the Dalek player scores 1/2 VP for each heroic model eliminated – although they don’t gain any additional VP for eliminating unique characters in this scenario (except for the Doctor if he is included).
Using the Doctor in either of the Mine Scenarios If you include the Doctor (or any character with the Invent ability) in the ‘Dawn ‘Dawn of Betrayal’ scenario the n roll 1D6 as soon as any heroic model spends a special action searching either hut. On the roll of 1–3 the hut contains equipment and odds and ends to allow inventing. On the roll of 4–6 the other hut contains the supplies. If the Doctor is eliminated then the level of victory at the end of the game moves one category towards the Dalek player (so the best the heroic player can score is a draw for getting 3 or more models off the table.) Including the Doctor (or any character with t he Invent ability) in the ‘Countdown ‘Countdown to Detonation!’ scenario allows 2 huts (as per previous scenario) to be placed on the table by the monster player. Each hut must be placed 16” from any table edge, and the huts cannot be closer than 16” to each other.The rules for finding inventing equipment are the same as detailed above. The monster player gains 2 VP for eliminating the Doctor. If the Doctor is included in either scenario, then he sets up according to the rules for the scenario involved, and the monster player can add either 1 Dalek or 3 Robomen to their forces.
09
Doctor Who Miniatures Game © 2006–9 Graeme Dawson. This product is free and not for sale.
h t r a E f o n o i s a v n I k e l a D e h T
Additional Material New Event Cards
Sprained Ankle
Improbable Plot
Monster player only
Heroic player only
One heroic model gains the Sprained Ankle status Ankle status effect. While affected this model’ model’ss Move is halved (round up).
The Monster player cannot make use of any of his models Leader abilities abilities this turn.
“Aah Susan, it is swollen…” Barbara, The Dalek Invasion of Earth
“We were sent to remove “We the core of this planet. planet.” ” The Black Dalek, The Dalek Invasion of Earth
Here are 2 new event cards ca rds inspired by the Dalek Invasion of Earth – Earth – although they are suitable for use in any DWMG game, game, using any forces. The Secondary Control Room supplement contains the full basic deck of event cards. Event Event cards can also be found in other selected DWMG scenario scenario releases.
Availability of Miniatures
Saucer Models
Black Tree Tree Design Design produce produce miniatures for Dortmun, Daleks, Robomen and the Slyther, as well as a boxed set of resistance fighters. fighte rs. Their World World War War 2 range also has some useful partisan models. www.blacktreedesign.c www.blackt reedesign.com om
If you’re you’re looking for a ‘classic’ Saucer design, design, Monogram Monogram produced a 1:72 Saucer for The Invaders TV Invaders TV programme: www.theinvaders.co.uk www.theinv aders.co.uk/model/ /model/
Manufacturers of World World War 2 miniatures are a good bet for resistance models, try these: www.boltactionminiatu www.boltac tionminiatures.co.uk/ res.co.uk/ www.wargamesfoundry.c www.wargam esfoundry.com/ om/ www.victoryforce.com/ www.victor yforce.com/
Testors did an Testors did a n 1:48 Area S4 Saucer. Saucer. Both of these seem see m to be out of production, so check availability on eBay. Ebbles miniatures make a 10” downloadable Saucer in their Ebbles miniatures 2006 range which you can build from card – bargain! www.ebblesminiatures. www.ebbles miniatures.com/ com/
West Wind Productions Productions have have some in their ‘Berlin or Bust’ range: www.westwindproductio www.westwi ndproductions.co.uk/ ns.co.uk/
Monogram kit (left) & Testor design (right) Scenery for the London Scenarios If you don’t want to make your own ruins there are a few options. Moondragons options. Moondragons produce produce Snapdragon Studio’s excellent resin ruins: www.moondragons.com/ www.moondr agons.com/ Amera make very affordable moulded styrene ruins: Amera make www.amera.co.uk/ www.amera. co.uk/
3… 2… 1… coming ready or not!
10
The only PDF card ruins I found are for GW’s Mordheim: www.tabletopgeeks.com/terrain-dow www.tabletopgeeks.com /terrain-downloads/ nloads/
Dortmun Resistance leader l
D W M G 2 n d E d i t i o n
: LInvent, Leader (2), Repair A I Hit and Run, Wheelchair Bound C E P S
Move
Def
Hits
Str
Agi
Int
Morale
6
3
1
3
1
8
8
Weapon Dalek Bomb
Range
Hit
Thrown
4+
Str
Notes
1D6+1 Scatter
David Campbell
Move
Def
Hits
Str
Agi
Int
Morale
6
3
2
3
3
7
7
Weapon
Range
Hit
Str
Improvised Weapon
melee
4+
3
Notes
D W M G 2 n d E d i t i o n
: LAlien, Hover, Leader (2), Mechanoid A Communicator,, I Armoured Shell, Communicator C EDalekinium Armour P S
Move
Def
Hits
Str
Agi
Int
Morale
6
5
2
2
2
8
8
Range
Hit
Str
16”
4+
4
Int
Morale
6
3
1
3
3
7
7
Weapon
Range
Hit
Str
Improvised Weapon
melee
4+
3
Move
Def
Hits
Str
Agi
Int
Morale
6
3
1
3
2
5
0
Range
Hit
Str
Stun Stick / Whip melee SMG 16”
5+ 5+
3 3
Slyther
M
Horrendous pet l
Move
Def
Hits
Str
Agi
Int
Morale
4
5
2
4
2
4
8
Hit
Str 4
Str
Agi
Int
Morale
6
3
1
2
3
7
6 Notes
D W M G 2 n d E d i t i o n
: LAlien, Slow A I Animal Instinct C E P S
4+
Hits
Notes Stuns Burst, Cannot Aim
Range
Notes 2 Attacks
Collaborator D W M G 2 n d E d i t i o n
D W M G 2 n d E d i t i o n
: LControlled, Slow A I Explosive Collar C E P S
?
St r
M
melee
Def
Notes
Radio controlled slave
Ghastly Claws
Move
Hit
Agi
Weapon
: Snake In I n The Grass LSecurity Pass, Snake A I C E P S
Range
Str
Cannot Aim, Aim , Disruptor, Laser, 2 Shots
Forest dwelling woman
None
Hits
Notes
Collaborator
Weapon
Def
M
Earth invasion commander l
Dalek Blaster
Move
Weapon
Black Dalek
D W M G 2 n d E d i t i o n
: LHit and Run, Ragtag A I C E P S
Roboman D W M G 2 n d E d i t i o n
: LLuck (1) A Ragt ag, True Love’s Ways I Hit and Run, Ragtag, C E P S
H
Fighters to the last
H
Future romance interest l
Weapon
Resistance
H
?
Supply and demand merchant : Snake In The Grass LSecurity Pass, Snake A I C E P S
Move
Def
Hits
Str
Agi
Int
Morale
6
3
1
2
3
7
6
Weapon Pistol
Range
Hit
Str
Notes
12”
4+
3
Pistol
D W M G 2 n d E d i t i o n
Doctor Who Miniatures Game © 2006–9 Graeme Dawson. This product is free and not for sale.
h t r a E f o n o i s a v n Introduction I desert ed.The Daleks k The ruined streets of London are not deserted. e and their ill-fated slaves, the Robomen, are l are constantly on a D patrol – capturing stray humans and hunting e h the members of the resistance. T
The Dalek Invasion of Earth Tournament Game Map Key 1: Resistance table edge 2: Dalek table edge 1
Meanwhile the resistance sends its members out to harry the invaders, and to gather the few remaining civilians to bolster its ranks. The tournament game allows up to 8 players to play simultaneously – each player taking a force of either Daleks, Robomen or human resistance members.
Miniatures Needed As a bare minimum you will need 2 Daleks, 6 Robomen and 8 Resistance members – and ideally double this amount. Depending on the mission cards drawn, you will also need a model for Dortmun, and some civilians.
The Table The 48x48” table should be set up in a similar manner to the ‘Strikeback’ ‘Strikeback’ scenario – full of ruins, representing the shattered streets of London. The ruins offer the resistance partial cover, and will hamper the Daleks’ movement.
Players The tournament game allows up to 8 players to play at the same time. Half of the players should play the resistance, the other half should play either Daleks or Robomen. If new players join the game, then allocate each a side so as to keep the numbers of players on each side roughly equal.
Models Players receive a variable number of models depending on which forces they are controlling: 4 4 4
1 Dalek 2 Resistance members 3 Robomen
Each player gets 2 points of Luck – each each can be expended to reroll a single die affecting any of their models.
12
2
Mission Cards The following 2 pages detail 8 mission cards for the resistance player, and 4 mission cards each for the Dalek and Robomen players. Mission cards detail what the player has to do to earn Victory Points. Each player should be given a mission card relevant to the models they control. Mission cards should be kept secret.
Initiative All players should roll 2D6 at the beginning of each turn. The player with the highest roll gains the initiative, and moves first. Play Play then goes round the table clockwise. It is suggested players of heroic and monster models alternate seating around the table.
Activations With each player only having a limited number of models in play, play, do not use the ‘half ‘half activation’ rule on page 6 of the DWMG rules rules – players can activate all their models when it is their turn.
Morale The stakes are so high in the battle for London that no sides need to take Morale checks.
Victory Points Victory Points rules are awarded for actions as detailed on each player’s Mission Card. As the game has no finite end, these VP allow players to gauge how well they are doing in comparison to other players.
The Dalek Invasion of Earth Tournament Game
Mission: Strikeback!
Resistance Mission
The Dalek Invasion of Earth Tournament Game
Mission: Strikeback!
Resistance Mission
The invaders must be driven from the streets of London! Your force must destroy as many Daleks and Robomen as possible.
The invaders must be driven from the streets of London! Yo Your ur force must destroy as many Daleks and Robomen as possible.
Start: Victory Points: Special:
Start: Victory Points: Special:
Resistance table edge Dalek +2 VP Roboman +1 VP Each of your models begins with a Dalek Bomb, in addition to any rolled weaponry.
The Dalek Invasion of Earth Tournament Game
Mission: Find Survivors
Resistance Mission
Resistance table edge Dalek +2 VP Roboman +1 VP Each of your models begins with a Dalek Bomb, in addition to any rolled weaponry.
The Dalek Invasion of Earth Tournament Game
Mission: Scavenger Hunt
Resistance Mission
Your force must search for survivors hiding in the ruins and return them to the resistance HQ.
Your force must search for useful equipment in the ruins, and return anything found to the resistance HQ.
Start: Victory Points:
Start: Victory Points:
Special:
Resistance table edge Dalek +2 VP Roboman +1 VP Survivor returned to own table edge +2 VP Roll 1D6 when you enter any ruin on the Dalek half of the table. On the roll of 5+ you find a survivor (civilian model).
The Dalek Invasion of Earth Tournament Game
Mission: Reconnaisance
Resistance Mission
Special:
Resistance table edge Dalek +2 VP Roboman +1 VP Equipment taken to own table edge +2 VP Roll 1D6 when you first enter any ruin on the table. On the roll of 6 you find salvageable gear (one model to carry).
The Dalek Invasion of Earth Tournament Game
Mission: Recover Plans
Resistance Mission
Your force must penetrate to the edge of the area held in force by the enemy and return with information gathered.
Vital attack plans must be recovered from the body of a resistance member ambushed by Robomen.
Start: Victory Points:
Start: Victory Points:
Special:
Resistance table edge Dalek +2 VP Roboman +1 VP Per member back to own table edge +2 VP To score the VP, your models must spend one turn at the Dalek table edge.
The Dalek Invasion of Earth Tournament Game
Mission: Patrol
Resistance Mission
Special:
Resistance table edge Dalek +2 VP Roboman +1 VP Plans recovered to own table edge +4 VP Choose and announce one ruin on the Dalek half of the table. The body containing the plans is located inside.
The Dalek Invasion of Earth Tournament Game
Mission: Escort Dortmun
Resistance Mission
The resistance must periodically patrol the near deserted streets, taking on any enemy they encounter
Dortmun’s presence at a gathering of allied resistance is vital. You must get him across the city unharmed.
Start: Victory Points: Special:
Start: Victory Points:
Resistance table edge Dalek +2 VP Roboman +1 VP You gain g ain +1 VP for each table quarter at least one of your models patrols (moves greater than 12” in that quarter).
Special:
Centre of neutral table edge Dalek +2 VP Roboman +1 VP Dortmun off opposite table edge +4 VP Dortmun begins in base contact with one or both of your resistance models.
The Dalek Invasion of Earth Tournament Game
Mission: Exterminate!
The Dalek Invasion of Earth Tournament Game
Dalek Mission
Mission: Exterminate!
Dalek Mission
It is known members of the human resistance are operating close to this area.Your orders are to eliminate them.
It is known members of the human resistance are operating close to this area.Your orders are to eliminate them.
Start: Victory Points: Special:
Start: Victory Points: Special:
Dalek table edge Resistance +2 VP None.
The Dalek Invasion of Earth Tournament Game
Mission: Clear Sector
Dalek table edge Resistance +2 VP None.
The Dalek Invasion of Earth Tournament Game
Dalek Mission
Mission: Patrol
Dalek Mission
A security cordon must be established around around the Dalek Saucer. All humans in this sector must be exterminated.
You must patrol each part of this sector, and exterminate any human opposition you encounter.
Start: Victory Points:
Start: Victory Points: Special:
Special:
Dalek table edge Resistance +1 VP Each table quarter with no humans None.
+1 VP
The Dalek Invasion of Earth Tournament Game
Mission: Capture Humans
Dalek table edge Resistance +1 VP You gain g ain +1 VP for each table quarter you patrol (move greater than 12” in that quarter).
The Dalek Invasion of Earth Tournament Game
Roboman Mission
Mission: Inferno!
Roboman Mission
Your force must capture any humans found in this area and return them to the Dalek Saucer for reprogramming.
Your force has an Inferno device, to be be placed at the edge e dge of this sector. It will destroy everything in close proximity.
Start: Victory Points:
Start: Victory Points:
Special:
Dalek table edge Resistance +1 VP Per human back to own table edge None.
+2 VP
The Dalek Invasion of Earth Tournament Game
Mission: Patrol
Roboman Mission
Special:
Dalek table edge Resistance +1 VP (not Inferno casualties) Inferno device detonated +4 VP 2 Robomen to carry. Arm in resistance table half – explodes on end of turn D6 roll of 6. All models within 12” eliminated.
The Dalek Invasion of Earth Tournament Game
Mission: Suicide Attack
Roboman Mission
You must patrol each part of this sector, and eliminate any human opposition you encounter.
You must penetrate deep into resistance territor y and eliminate as many humans as possible.
Start: Victory Points: Special:
Start: Victory Points: Special:
Dalek table edge Resistance +1 VP You gain g ain +1 VP for each table quarter you patrol with at least one of your models (move greater than 12” in that quarter).
Dalek table edge Resistance +1 VP You can detonate any of your models’ suicide packs in any turn. Models Models within 4” take a Str 4 hit. Score VP for resistance models killed in the blast.