Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale.
2nd edition by Graeme Dawson
CONTENTS Welcome Time Lord! Contents . . . . . . . . . . . . . . . . . . . . . . . . 1–2 Dull Du ll But But Ess Essen enti tial al Cop Copyr yrig ight ht Bit Bit . . . . . . 1 What is the Doctor Who Miniatures Game? .. . . . . . . . . . . . . . . . . . . . . . . . . 3 Game? What Wh at’’s New New in the the 2nd 2nd Edi Editi tion on?? . . . . 3 What’s No Not in in th this Bo Book? . . . . . . . . . 3 What Do I Need to play? . . . . . . . . . . . 4 More Items of Use . . . . . . . . . . . . . . . 4 Models, Time and Distance . . . . . . . . . 4 Mea eassur urin ingg an and d Rol olli ling ng Dic ice e .........4
Basic Rules The Profile . . . . . . . . . . . . . . . . . . . . . 5 Movement . . . . . . . . . . . . . . . . . . . . . . 5 Defence (D (Def) . . . . . . . . . . . . . . . . . . . 5 Hits . . . . . . . . . . . . . . . . . . . . . 5 Strength (Str) . . . . . . . . . . . . . . . . . . 5 Agility (Agi) . . . . . . . . . . . . . . . . . . . . . 5 Intelligence (Int) ..................5 Morale . . . . . . . . . . . . . . . . . . . . . . . . 5 Special Rules . . . . . . . . . . . . . . . . . . . . . 5 Information . . . . . . . . . . . . . . . . . . . . . 5 Noteable Ap Appearances . . . . . . . . . . . . 5 Weapons . . . . . . . . . . . . . . . . . . . . . . . . 5 The Game Turn . . . . . . . . . . . . . . . . . . 6 Initiative . . . . . . . . . . . . . . . . . . . . . 6 Activations . . . . . . . . . . . . . . . . . . . . . 6
The Doctor Who Miniatures Game
Leadership . . . . . . . . . . . . . . . . . . 6 Actions . . . . . . . . . . . . . . . . . . . . . . . . 6 Movement . . . . . . . . . . . . . . . . . . . . . 7 F a ci n g . . . . . . . . . . . . . . . . . . . . . 7 Going Up & Down . . . . . . . . . . . . . . . 7 Roug Ro ugh h Gr Grou ound nd & Obs Obsta tacl cles es . . . . . . 7 Going Prone . . . . . . . . . . . . . . . . . . 7 Fa l l s . . . . . . . . . . . . . . . . . . . . . . . . 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 Inv Inventing? . . . . . . . . . 11 Stat Tests . . . . . . . . . . . . . . . . . . 11 Str tre eng ngtth & Ag Agil ilit ityy Test stss . . . . . . 11 Sta tand ndar ard d or Fr Free Act ctio ion? n? . . . . . . 11 Inte In tell llige igenc nce e & Mora Morale le Tes ests ts . . . . . . 12 Stan St anda dard rd or Fr Free ee Ac Acti tion on?? . . . . . . . . 12 Opposed Tests . . . . . . . . . . . . . . . 12 Morale . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 Making Mo Morale Tests . . . . . . . . . . . . 12 Fear . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 Invulnerable . . . . . . . . . . . . . . . . . . 12 Alone ...........................12 Wiped Out . . . . . . . . . . . . . . . . . . . . . 1 2 Decimated . . . . . . . . . . . . . . . . . . . . . 13 13 Success . . . . . . . . . . . . . . . . . . . . . . . . . . 13 Failur Fai lure e and the Retr Retreat eat Mo Move ve . . . . 13
This version release date 06.09.09
Doctor Who, Who, its logo and all associated associated trademarks are are © BBC Worldwide Ltd. All images from episodes are © BBC Worldwide Ltd, other images are credited on page 64.All game text, text, page lay layout, out, desig design n © Grae Graeme me Dawson. 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… away…
cr
G A M E
Leavi Lea ving ng the the Bat Battl tlef efie ield ld . . . . . . . . . . . . 13 Mora Mo rale le Tes ests ts in Mel ele ee . . . . . . . . . . . . 13 Weapons . . . . . . . . . . . . . . . . . . . . . 13 Weapon Technolog y . . . . . . . . . 13 Blast Templates . . . . . . . . . . . . . . . . . . 13 The Weapons Table . . . . . . . . . . . . . . . . . . 14
Advanced Rules Inventions . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 Invven In enttio ion n Br Brea eakt kthr hrou ough gh . . . . . . . . . 15 Invention Progress . . . . . . . . . . . . . . . 15 Invention Result . . . . . . . . . . . . . . . 15 Achilles’ Heel . . . . . . . . . . . . . . . . . . 16 Jam amm mer [2+ [2+ effect] . . . . . . . . . . . . . . . 16 Jam J amme merr [V [Var aria iabl ble e eff effec ect] t] . . . . . . . . . 16 Weakness . . . . . . . . . . . . . . . . . . . . . . 16 Weapon . . . . . . . . . . . . . . . . . . . . . . . . 16 Invention Counters . . . . . . . . . . . . 16 Artifacts . . . . . . . . . . . . . . . . . . . . . 16 Special Abilities . . . . . . . . . . . . . . . . . . . . . 17 Alien . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 17 Aquatic . . . . . . . . . . . . . . . . . . . . . . . . 17 17 Body Armour . . . . . . . . . . . . . . . . . . 17 Blocker . . . . . . . . . . . . . . . . . . . . . . . . 17 Companion . . . . . . . . . . . . . . . . . . . . . 1 7 Controlled . . . . . . . . . . . . . . . . . . . . . 17 Flyer . . . . . . . . . . . . . . . . . . . . . . . . 17 Force Field ( x x +) . . . . . . . . . . . . . . . . . 17 Hover . . . . . . . . . . . . . . . . . . . . . 17 17 Hypnotise . . . . . . . . . . . . . . . . . . 17 Infiltrator . . . . . . . . . . . . . . . . . . 17 Invent . . . . . . . . . . . . . . . . . . . . . 17 Invulnerable x (x ) . . . . . . . . . . . . . . . 17 Large . . . . . . . . . . . . . . . . . . . . . . . . 17 Leader ( x x ) . . . . . . . . . . . . . . . . . . 17 Luck ( x x ) . . . . . . . . . . . . . . .18 Mechanoid . . . . . . . . . . . . . . . . . . 18 Medic . . . . . . . . . . . . . . . . . . . . . 18 18 Monster Magnet . . . . . . . . . . . . 18 Psychic . . . . . . . . . . . . . . . . . . . . . 18 18 Repair . . . . . . . . . . . . . . . . . . 18 Resist Vacuum . . . . . . . . . . . . . . . 18 Sabotage . . . . . . . . . . . . . . . . . . 18 Screamer . . . . . . . . . . . . . . . . . . 18 Slow . . . . . . . . . . . . . . . . . . . . . 18 18 Small . . . . . . . . . . . . . . . . . . 18 Spacer . . . . . . . . . . . . . . . . . . 18 TARDIS . . . . . . . . . . . . . . . . . . 18
ked dice
D E S I G N
S T U D I O
01
s t n e t n o C
Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale.
s Time Lord . . . . . . . . . . . . . . t n Vehicles . . . . . . . . . . . . . . . . . . . . e t Movement . . . . . . . . . . . . . . n Veh ehic icle less & Ter erra rain in Tab able le . . . . . o C
. 18 . 19 . 19 . 19 Veh ehic icle le Hi Hitt & Ru Run n At Atta tack ckss . . . 19 Rams . . . . . . . . . . . . . . . . . . . . . 20 20 Ente En teri ring ng/E /Exi xiti ting ng Veh ehic icle less . . . . . . . . . 20 Shooting fr from Vehicles . . . . . . 20 Damage to to Vehicles . . . . . . . . . 20 Out of Co Cont ntrrol Veh ehic icle less . . . . . . 20 Aeri Ae rial al Veh ehic icle le Mo Move veme ment nt . . . . . . . 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 21 UNIT La Land Ro Rover . . . . . . . . 21 Whomobile . . . . . . . . . . . . . 21
Additional Rules Blocking . . . . . . . . . . . . . . . . . . . . . . . . 22 Blocking Zone . . . . . . . . . . . . . . . 22 Losi Lo sing ng th the e Bl Bloc ocki king ng Zo Zone ne . . . . . . 22 Buildings . . . . . . . . . . . . . . . . . . 22 Bui uild ldin ingg Si Size zess & Se Sect ctio ions ns . . . . . . 22 Attacking Bu Buildings . . . . . . . . . . . . 22 Damaging Bu Buildings . . . . . . . . . . . . 22 Doors & Windows . . . . . . . . . . . . 22 Running in Buildings . . . . . . . . . 22 Capturing Models . . . . . . . . . . . . 23 Not Resisting . . . . . . . . . . . . . . . 23 Resist Res isting ing Capt Captur ure e by Stre Strengt ngth h . . . 23 Resist Res isting ing Captu Capture re by Weap eapon on . . . 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 (or more more)) Doctor Doctorss . . . 24 Points Values . . . . . . . . . . . . 24 Altering Profiles . . . . . . . . . . . . 24 Scenarios . . . . . . . . . . . . . . . . . . 24 Status Effects . . . . . . . . . . . . 25 Confused . . . . . . . . . . . . . . . 25 Stunned . . . . . . . . . . . . . . . 25 Victor y Points . . . . . . . . . . . . 25 Levels of Victor y . . . . . . . . . 25
Model Profiles The Doctor . . . . . . . . . . . . . . . 26 Companion, Scientist . . . . . . . . . 27
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Companion,Sc n,Scrreamer . . . . . . . . . . . 27 Companion,St n,Strrongarm . . . . . . . . . . 27 Specific Co Companions . . . . . . . . . 28 A ce . . . . . . . . . . . . . . . . . . 2 8 G r a ce . . . . . . . . . . . . . . . 2 8 Harr y . . . . . . . . . . . . . . . 28 Leela . . . . . . . . . . . . . . . 28 Romana Rom ana (bo (both th vers version ions) s) . . . 28 Steven . . . . . . . . . . . . . . . 28 Susan . . . . . . . . . . . . . . . 28 Turlough . . . . . . . . . . . . . . . 28 Zoe . . . . . . . . . . . . . . . 28 Companion, K9 . . . . . . . . . . . . 28 Gall Ga llif ifre reyy and and the the Ti Time me Lor Lords ds . . . 29 Time Lo Lord Pr President . . . . . . . . . 29 Tim Ti me Lor Lord d Art rtiifa faccts . . . . . . 29 Time Lord . . . . . . . . . . . . . . . 30 Chanceller y Guard . . . . . . . . . . . . 30 Outsider . . . . . . . . . . . . . . . 30 The Master . . . . . . . . . . . . . . . 31 Omega . . . . . . . . . . . . . . . . . . 31 Arc of Infinity O Infinity Omega . . . . . 31 UNIT . . . . . . . . . . . . . . . . . . 32 The Brigadier . . . . . . . . . . . . . . . 32 Captain Yates . . . . . . . . . . . . . . . 32 Sergeant Benton . . . . . . . . . . . . 33 UNIT Soldier . . . . . . . . . . . . . . . 33 UNIT Leaders . . . . . . . . . . 33 UNIT UN IT Hea Heavy vy Wea eapo pon n Tea eam m . . . . . 34 UNIT UN IT Hea Heavy vy Wea eapo pons ns . . . . . 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 In Intelligence . . . . . . . . . 38 Auton . . . . . . . . . . . . . . . . . . 38 Auton Copy . . . . . . . . . . . . . . . 39 Animated Plastic . . . . . . . . . . . . . . . 39 Nestene Energ y Unit . . . . . . 39 Axons . . . . . . . . . . . . . . . . . . . . . 40 Axon Special Rules . . . . . . . . . 40 Axon (humanoid) . . . . . . . . . . . . 40 Axon (t (tentacled) . . . . . . . . . . . . . . 40 Axon Copy . . . . . . . . . . . . . . . 41 The Celestial Toymaker . . . . . . 41 The Th e Toy oyss of the the Toy oyma make kerr . . . 41 Cybermen . . . . . . . . . . . . . . . 42 Cybermen Sp Special Ru Rules . . . . . . 42 Cyberm Cyb erman an (Cy (Cyber berMon Mondas dasian ian)) . . . . 42 Cyberman Cyber man (Early (Early Cyber Cyberfacti faction) on) . . . 42 Cyberm Cyb erman an (Cyber (Cyber Neomo Neomorph rph)) . . . 43
Cyber Lead Cyber Leaders ers & Lieut Lieutena enants nts . . . . 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 Th e Emp Emper eror orss Gu Guar ard d . . . . . 46 Dalek Supreme . . . . . . . . . . . . . . . 46 Davros . . . . . . . . . . . . . . . . . . 47 Special Weapon Da Dalek . . . . . . . . . 47 Dalek Trooper . . . . . . . . . . . . . . . 47 Draconian . . . . . . . . . . . . . . . . . . 48 New Ne w Abi billit ity: y: Riv ival al Em Empi pirre . . . . . . 48 Gel Guard . . . . . . . . . . . . . . . 48 Ice Warrior . . . . . . . . . . . . . . . . . . 49 Ice Warrior So Sonic Ri 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, Ser vitor . . . . . . . . . . . . . . . 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 56 Yeti Co Control Sphere . . . . . . . . . 56 Zygon . . . . . . . . . . . . . . . . . . . . . 56 Zygon Body Print . . . . . . . . . . . . 56
Scenarios Defend Snowcap Base . . . . . . . . . 57 A Tangled Web . . . . . . . . . . . . . . . 58 Locate Swarm Leader . . . . . . . . . 59 The So Sontaran Exp xpe eriment . . . . . . . . . 60 Mission: Expendable . . . . . . . . . . . . 61 For Who Whom m the Divi Diving ng Bell Bell Toll ollss . . . . 62
Appendix Useful Websites . . . . . . . . . . 63 2nd Edition Designers Notes . . . . . . . . . . . . . 64 Credits . . . . . . . . . . . . . . . . . . 64 Image Cr Credits . . . . . . . 64 Dedication . . . . . . . . . . . . 64
Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale.
n o i t c u d o r t n I
Welcome Time Lord! 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 Who.Two or more players face off across a tabletop covered in scenery, scenery, depicting the surface of some planet or other, other, maybe Earth, Skaro Skaro,, Gallifrey or one of the countless places the Doctor has visited.
As the official DWMG website has lots of ‘new ‘new series’ stuff available, available, I have have decided to concentrate the core rules on the ‘classic’ ‘classic’ episodes, from 1963 to 1998. Rules for characters exclusive to the recent series (like Rose, and the Slitheen) Slitheen) have been been removed. Fear not – point your web browser towards the DWMG site 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 forces might include the Doctor, Doctor, his companion(s), and other allied forces forces such as UNIT soldiers or security guards.The opposition are the bad guys.Take guys.Tak e your pick – Daleks, Cybermen, the Yeti, the Master,, Sea Devils and more – Doctor Master – Doctor Who is stuffed full of monstrous opponents, many of which are available available as metal miniatures, miniatures, which should be painted to add add to the effect before play 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 play, and where they start. Some scenarios are played played using a scale of points, the side with the highest points at the end wins, 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 have stayed stayed the same, but new rules and changes changes are marked marked with the Seal of Rassilon (that’ (that’ss it in the corner there!)
The DWMG Yahoo Yahoo!! site has exclusive members only content, conte nt, as well well as messages, files and pictures from players pla yers.. 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 paragraph will include photos as well.
www.drwhominiatures.co.uk
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Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale.
d e t r a t To get started you will need the following: S g n These rules i t t A table or other other flat surface, 4ft (120cm) square square e G Items of scenery (hills, trees etc. for Earth, Earth, the sky is is
What Do I Need to Play?
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 tape measure should also present no obstacle to the average galactic traveller. Items of scenery scenery can either be improvised improvised,, made, or bought in such places as hobby or model railway shops. See page 63 for details of where to get suitable miniatures.
More Items of Use More useful items for use during play include: 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 when to start the next turn. My Status markers were made from modelling clay, clay, hardened and painted in varying colours.The Stat cards and event cards are downloadable from the DWMG DWMG website 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 around 28mm (just over 1”) high. Each inch on the ground equals about 2 metres and each turn is between 1 and 5 minutes minutes of real time, depending on what exactly is going on.The ranges of weapons have been dramatically reduced from their ‘real ‘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 leave it up to you). If shots are declared declared but the range is too great, great, then they will automatically automatically miss. Thrown weapons like Grenades will land at their maximum distance before going off.
Being terribly British, British, the game uses inches as its unit of measurement, measureme nt, although if you want to use centimetres centimetres or any other galactic standard, you are free to convert 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 dice and add the scores together together.. 1D6+2 means one die, adding 2 to the result. resu lt. A roll of 1D3 1D3 is half the result result of 1D6, 1D6, roun rounding ding any any fractions up.
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Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale.
e l i f o r P e h T
Basic Rules The Profile
Agility (Agi)
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 model has a profile profile – – a set of statistics which let us see how fast, strong or intelligent intelligent they are, etc. Each stat can go from 0 (not applicable) applicable) up to, in most cases 10, although higher values are possible in extreme cases.
n a r a t n o S
Move Def Hits Str Agi Int Morale
6 Sp Alien 4 + Resourceful 1 Robot Servitors 4 – Tires Easily 3 Probic Vent 8 8
A high Agility Agility allows a model to avoid falls and other perilous situations where more clumsy types would suffer. suffer.
Intelligence (Int) Possessed by the finest minds in the galaxy, galaxy, Intelligence has often stood between civilisation and alien subjugation.An average avera ge 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 avera ge Morale score is also 7. Models with a Morale score of 0 never never need need to take Morale tests.
Sontarans just live for a good fight
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. 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 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.
n a g e T
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
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 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. screen.
Notable Appearanc A ppearances es
Look, try and use your intelligence, man, even if you are a politician.
Stories this model has appeared 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 following information:
“
”
Weapons
Strength (Str) This is used in melee (physical combat) or when performing other feats feats of brute force. Models with a Str of 0 are non corporeal ( corporeal (i.e. they don’t have a physical form).
Range: Range: Hit: Hi t: Str: St r: Notes: Note s:
The maxi maximum mum dista distance nce the the weapo weapon n can can be used. The Th e bas basic ic nu numb mber er req equi uire red d to to sco scorre a hi hit. t. The Str tre eng ngth th of any hi hitt ca caus used ed.. Any speci special al rules rules the the weap weapon on may may have. have.
05
Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale.
n r u T of turns,, conti continuing nuing until until the e The game is played as a series of turns mend of the game. game. Each turn is divided into 4 phases phases,, wh whic ich h a G are played played through in order. order. Once the end phase has been e completed, begin a new turn if neither side has achieved h T their victory conditions.
The Game Turn
1. Determine Initiative 2. First Player Player Actions 3. Second Player Player Actions 4. End Phase Phase
Initiative Each side rolls 1D6, with the highest roll determining determining the first player player.. On a tie, the last turn’s turn’s second player player gets to act first this turn.
Leadership The Leader Leader special special ability is one of the most important abilities in the game. Models with this ability can activate activate a number of models free when they themselves activate, according to the number number in parenthesis. Models which activate free usually have to be within 6” of the model with the Leader Leader ability 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 are within 6” of the Brig.The player activates the Brigadier with his first 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 player should total the amount of models they currently have in play. play. They will get to activate half half that that number of models during their turn (round up if required).The exact models activated each turn can be changed as their their players players see fit. Models who are captured, captured, stunned or otherwise not at full liberty liberty do not count as being in play for the purposes of determining the number number of models. If the number of models a player controls changes during their turn (i.e. (i.e. one falls off a cliff and dies, dies, or one is freed and can then then activate) that player still activates models based on the count at the start of their Action phase. EXAMPLE: ACTIVATIONS
Actions
The Dalek player has 4 Daleks and 6 Dalek Troopers. Troopers.They They can activate a total of 5 models. Now it’s 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.
Models are activated activated one at a time, using each of their actions in turn. Most models get get 2 actions per turn although this may vary (note that models don’t need to use all of their actions). Each model may 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. EXAMPLE: ACTIONS
The Ice Warriors turn on their human ally
06
The Master needs to eliminate a civilian who is getting too close to one of his schemes. He fires his Tissue Compression Eliminator Elimin ator with his first first action, but misses. He could move 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.
t n e m e v o M
Movement A model with a Move Move value can move move this amount, in inches, each time they they take a Move action. Models may 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.
Running is sometimes the best option
Going Up & Down
Going Prone
Models may ascend or descend one level of elevation (2–4”) using stairs, elevators or ladders 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. ( i.e. off a ledge or down a hatch) but this will count as a fall and they can do nothing else this turn.
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 move up to half their Move distance in the same action.
Rough Ground & Obstacles If a model’s model’s movement takes it over rough ground, or across a wall or ditch, then roll 1D6 to determine determine how far the model moves moves that turn in inches. If the distance rolled rolled is not enough to clear a linear obstacle the model must halt before it. If the model’s model’s Move is less than 6” count the roll as –1, –1, and if it is more count it at 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 takes a Move action. action. As his Movee is 6, his player Mov player rolls 1D6, 1D6, and gets gets a 4, so he manages manages to get over the hedge, and end his first first action 4” away from from where he started. His second action can be spent as his player player wishes, although those maggots are now quite close!
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 make an immediate Agi test. If unsuccessful they will fall off the edge, and may 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, ground, and must spend one action to stand up if they wish to move normally.
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A risk shared is a risk doubled.
The Doctor, Frontios
07
Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale.
g n i t o o Some models are armed with guns or other similar h target model at a S weapons, which can cause damage to a target
Shooting
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). 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 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.
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 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
Targeting Models The forces of good live by codes of honour that other less discerning creatures 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 have no such restrictions. In this case randomly determine determine who is actually struck by the shot if a hit is scored.
2 UNIT Soldiers Soldiers face an advancing advancing Dalek, Dalek, 10” awa away, y, there is no cover; cove r; one is armed with with a Rifle, the other an 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 range of the SMG.
“
”
Perhaps you should see a Doctor?
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, group, and scores a hit. hit. A further 1D6 is rolled to see who takes takes the hit; on a 1–2 it’s the first 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. blaster. Luckily there’s plenty more Ogrons where that one came from.
08
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 model's profile. Burst fire, from a SMG for example, example, counts as one shooting action, even though 3 hit rolls are made.
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e e l e M
Melee Melee occurs when 2 or more models from opposing sides get into base to base contact, and intend to strike blows at 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 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 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 multiple opponents, but some have more, as indicated on their profile. profile. Multiple attacks attacks may may be divided up between any eligible targets.
Jurassic ic bite! Jurass
Dinosaurs invade London
Multiple Attackers A maximum of 4 models may attack a model on a
Who Gets to Fight?
NEW! standard 1” base, and models with larger larger bases may
Whenever you decide to resolve melee, Whenever melee, note that all models, including those those of the other side, get to fight.
be attacked by a maximum 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, trooper, for example.
Models in base contact with one or more enemy still engage in melee, even if they have have not activated this turn. These models in effect effect are activated for free, free, solely for the purpose of fighting their foe – they can do nothing else in this turn. Once a model model has fought in melee, it can take no further actions in the same phase.
Order of Combat Each melee is resolved resolved one at a time, in any order the player play er taking his actions decides. Models act in melee in strict order: 1. Models who moved 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 order casualties before they get a chance to strike back.
Roll to Hit One at a time, time, each participant rolls rolls 1D6.A 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 wounded – use the Str value of the attack as listed on the models profile. See the section section Taking a Hit on page 10.
No Weapons Models without specified melee weapons may still attack – they will need to roll roll 5+ to cause a hit, and use their own Str to see if it causes a wound.
All Or Nothing Models entering melee 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 an All Or Nothing attack.The 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 wound with any dice that get the required score.They cannot cause more wounds than they could originally 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 strike back in the same melee melee phase also get an additional D6 to hit the original attacker. attacker. EXAMPLE: EXAMP LE: ALL OR NOTHI NOTHING NG ATTA ATTACK CK
Mel is being menaced me naced by a Yeti. Her player decides on an ‘All or Nothing’ Nothi ng’ attack. She gets gets to roll roll 2D6, 2D6, and will will hit on 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 in melee the extra D6 could spell serious trouble for Mel. Hopefully she hasn’t used up all her points of Luck of Luck .
Killing Blow Successful unarmed combat attacks (fists,Ven (fists,Venusian usian
NEW! Aikido etc. etc.)) normally cause the affected model to be
Stunned , but if the attacker's Str is greater greater than the Def of his opponent then they can elect to inflict 1 Hit instead.
09
Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale.
t i Defending H A model behind a wall or other solid barrier can be A NEW! attacked in melee if another model can get to the g n i other side of the obstacle.The defender (behind the wall) k suffers –1 to ‘hit’. a gets to add +1 Def, while the attacker suffers T After the first turn of melee both models get +1 Def and / e –1 hit modifiers – combat across an obstacle isn’t easy! e l e M Rear Attack
Breaking from Melee 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 free melee attack, attack, which succeeds on 2+. If the activating model survives this they they can continue their activation as normal.
Melee Attack Modifiers Modifier
Situation
An attacker striking a model from the rear gains
NEW! several important advantages. advantages. First they get a +1 ‘hit’
All or Nothing attack Attacked from rear Defending obstacle Attacking over obstacle Attacking model in rear
bonus, and the defender defender has to count their 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 from the rear may turn around to face their opponent(s) if they wish.
extra D6 –1 Def +1 Def –1 +1
The invasion gets underway
Damage Table Taking a Hit
Strength Higher
Whenever a model is hit, either from a Whenever 2 or more fall or any any kind of weapon, 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+
1
3+
Equal
4+
Defence Higher 1
2
3 or more
5+
6
X
Models & Hits 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 circumstances may may cause more. Roll on the Damage table for each potential point of damage. NEW!
EXAMPLE: MULTIP MULTIPLE LE DAMAGE
An advancing Yeti is struck struc k by a UNIT Bazooka, which inflicts 1D6 Hits – in this case 3.The Str of the Bazooka is 6 vs the Yeti’ eti’ss Def of 5, so 3+ will cause damage. damage. 3D6 are rolled, rolled, and score 1, 3 and 6. 2 damage! damage! The Yeti has 2 Hits, and is blown apart in a spectacular explosion.
10
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 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 the Medic special special ability, 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
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Special Actions
Stat Tests
Special actions cover all the other things that happen in Doctor Who, Who, such as operating operating machinery machinery and gadgets, 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 cannot resolve.Think of Jamie when he is tested in Waterfield’ aterfield’ss house in Evil of the Daleks, Daleks, or the Doctor Doctor trying to solve solve the Trilogic Game in The Celest Celestial ial Toymaker Toymaker .
Standard Actions Standard actions will use up one of the 2 actions most Standard actions models have have available. Standard actions include: Operating
a complex machine or gadget (i.e. ( i.e. using the Sonic Screwdriver to open a door) Picking a lock or using the model’s Str to lift / move something Repair something something Attempting to Repair 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 determined using Stat tests, which involve 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 attributes.Typical examples and the stats used to determine success include: Breaking
free from an enemy (Str) a heavy object or trapdoor (Str) Holding a door closed (Str) Lifting
Landing
safely after a fall (Agi) a narrow ledge or beam (Agi) Dodging a falling boulder (Agi) Crossing
In such cases, roll 1D6.The test succeeds if the roll roll is less than or equal to equal to the model’ model’ss statistic, otherwise it fails.The outcome of success or failure should be quite obvious, depending on the exact circumstances involved. involved. The Mona Lisa had become highly sought after
Free Actions Some actions are so simple they are considered Free Free,, and the model will still get its full complement of actions for use in the turn. Free actions 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 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 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 performed during a
model’s activation they will probably count as standard model’s actions. Agility tests tend to be more reflex based, based, so can usually be considered free actions.
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e l a r o M
Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale.
s t s e T t a t S & s n o i t c A l a i c e p S
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. menace. Playe Players rs 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. below. Note that a model only 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
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 make a Morale Morale test.
Intelligence & Morale Tests These are more mental mental tests, and are made in the same way as Str and Agi tests, except 2D6 are rolled against against the relevant characteristic. characteristic. Intelligence tests are are usually made to understand a complex machine machine or while inventing, inventing, and Morale tests are covered on the right.
Standard or Free Action?
Fear If a model moves to within 6” or attempts to enter
NEW! melee with a model that is feared feared it 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. mele e. Mode Models ls which cause fear are not affected by it.
Intelligence tests need the model to think things
NEW! over for several several seconds, so will usually count as a
Invulnerable
standard action. action. Morale tests are snap snap judgements, judgements, and can be considered free actions.
A model within 6” of an enemy it is unable to harm must make an immediate 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).
Opposed tests In some cases only one roll is needed, e.g. pushing open a stuck door – it either opens or it doesn’t, doesn’t, or balancing on a ledge – you stay 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.
Alone Most models do not operate well well far from help. 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.T 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 enemy models, models, not 3.
Wiped Out 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 roll 1D6 and get 2 and 5. 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 the Cybermen emerge from from their tombs! With any luck the Doctor might have a plan B…
12
If casualties in a single turn reduce a side to half half its its
NEW! starting numbers or less then all remaining models
on that side must each make make a Morale test, counting their Morale at –1 at the end of each of your Action phases. Models who pass will continue continue to battle on. Unique models (see page 24) which fail this test must make an immediate retreat retreat move as described on the right, other models are immediately removed removed from play. play. Sides reduced to 50% or less models will be forced to take this test in any turn they lose one or more models.
Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale.
Decimated If your side has lost three quarters or more of its
NEW! starting models, each model must make make a Morale 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 removed from the table immediately. immediately. Models making a Decimated Morale Decimated Morale test are not required to make a Wiped Out test.
Success On a successful Morale test the model has decided things are not as bad as they seem – they will keep acting as normal, brave bravery ry having won through. through.
Failure and the Retreat Move On a failed Morale roll, the model will immediately 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 would take it into or behind behind cover, cover, like a wood, wood, or behind a wall. If a retreating retreating model cannot get behind cover,, and there are still enemy models within 6” after cover their retreat move, move, the model is removed from from the game.
Weapons Doctor Who is full of weapons, although it is rare they 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 different planets, including Earth. Weapons used by specific alien races have their details as part of their profiles, profiles, later in the rules. rules.
Weapon Technology Each weapon has each been allocated an ‘era’ ‘era’ based on their technological level; level; models native to a lesser 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 someone – roll 1D6: On a 1–3 the holder of the weapon weapon suffers a point of damage, damage, on 4–6 the next closest model is hit.The technology levels in the game (and their Earth equivalents) are: Primitive
(Stone age / Medieval) Antique (Renaissance / Napoleonic) Modern (Victorian / 20th / early 21st Century) Advanced (late 21st Century & beyond,Alien)
EXAMPLE: RETREAT MOVE
UNIT Soldier Jones has failed his Morale Morale test, for being Alone being Alone against 3 Ice Warriors. He must move 6” away from the creatures, but is allowed to stop behind a handy outcrop outcrop of rock, 4” behin behindd him, while he he tries to compose compose himself himself..
EXAMPLE: WEAPON TECHNOLOGY
The Aztecs have managed to get hold of a Disintegrator Gun (typical!) (typic al!) They are Primitive, and the Gun is Advanced 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 escaped the rigours of Alien attack (or been forced to be part of the Alien attack), they have discovered discovered a preference for leaving leaving the area immediately.
Morale Tests in Melee Models in melee still have to take Morale tests – if they fail they break from combat, 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 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 are less than half under the template are only affected on the 1D6 roll of 4+.
13
s n o p a e W & s t s e T t a t S
Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale.
s n o p a The table below lists weaponry which can commonly be e throughout the known galaxies, galaxies, as Wfound on planets throughout
The Weapons Table
Weapons carried by specific races or individuals (i.e. ( i.e. the Ice Warriors Sonic Blaster or the Myrka’s electrical charge attack) are covered in that model’s profile.
described in the latest edition of Jane’s Jane’s Galactic Weapons. Weapons.
Weapons Table Weapon
Technology
Range
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
S tr
Special Stuns Strikes last Can also be Thrown Thrown Stuns
Disruptor, Pistol Disruptor, Disruptor Primitive Move or Fire, Primitive Automatically inflicts 1D6 hits Blast 2”, Scatter Scatter,, Thrown Laser,, Pisto Laser Pistoll Laser Gunpowder Gunpo wder,, Mov Move e or Fire, Pisto Pistoll Gunpowder,, Move or Fire Gunpowder Pistol Blast 2”, 2”, +1 to hit Primitive Stuns Burst, canno cannott Aim
Blast 4”, 1D6 hits within 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 required Hit number as successes. Extra hits may either be allocated to the original model or models 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 against Mechanoids or models with Body Armour count 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
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Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale.
s n o i t n e v n I
Advanced Rules Inventions Models with the Invent ability can create items during the game to help them defeat defeat their enemies. enemies. Using the Invent ability takes takes a full activation activation and, in many cases, cases, will take take more than one turn to accomplish.The model must have access to either a laboratory or some other source of equipment (i.e. (i.e. a power plant, plant, engine room or similar) similar) – these locations should be made clear before play.
EXAMPLE: INVENTION BREAKTHROUGH
The Doctor,Adric 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 all 3 models activate, activa te, and the player player rolls 3D6, getti getting ng 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, breakthrough, roll 1D6.
Each additional team member activating (a maximum of 3 models with the Invent ability) entitles an additional D6 to be rolled, rolled, or +1 to be added to the total. total. Count the Invention Progress score as being the total of the highest D6, plus any bonuses. bonuses.When When this cumulative cumulative total reaches reaches 15 or greater the invention will be ready at the start of the next turn. Invention Progress Progress scores always always start at 0.
EXAMPLE: INVENTION PROGRESS
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 heading the attempt.All other models with the Invent ability add bonuses to the Invention Invention Breakthrough Breakthrough attempt, as described next.
Invention Breakthrough When the model heading the invention attempt is
NEW! activated roll 3D6, the breakthrough 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 abil ability ity within within 3”, to a maximum of +6. If the roll is unsuccessful, then it may be attempted attempted on future turns. Note that all models involved involved in the invention attempt count as being activated, and can take no other actions during the turn they are inventing.
Following on from the example above, above, all 3 models activate in the following turn.The heroic player decides to use Nyssa to get an extra extra D6, and for for Adric Adric to contribute contribute +1. 2D6 are rolled: 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 invention total has been reached, reached, roll on the table below to see exactly what has been invented. The effects of results resu lts 1, 2 and 3 can be had by all friendly models immediately (although the Achilles’ Achill es’ Heel Heel result result may need further tabletop exertions to be carried out before it fully takes effect).
1D6 1 2 3 4 5 6
Invention Result Table Invention Result Achilles’ Heel Weakness (Shooting) Weakness (Melee) Jammer (2+ effect) Jammer (variable effect) Weapon
Results 4, 5 and 6 are are physical creations, and are assumed to be in the possession of the model who has just activated.
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Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale.
s Achilles’ Heel n o You have discovered a weak point in the enemy’s strategy. i t transmitter,, beacon, or other such device. n This might be a transmitter e v If your side can reach it then you would gain a definite n I advantage in this battle.
You determine a point on the table, more than 12” away 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 reach it the enemy enemy suffer the following effects for the rest of the game:
All enemy models suffer –1 Morale Enemy counts as Wiped Out (see Morale, Morale, page 11)
Jammer (2+ effect) The device either blocks the control signal of Controlled of Controlled models, or otherwise interferes interferes with the circuits or nervous systems of the enemy. enemy. Roll 3D6 immediately – this is the maximum range range of the Jammer, Jammer, in inches.The Jammer affects a single single model on 2+, and does not suffer a penalty for long range. It can affect a target so long as as it is in range – a clear line of sight is not needed. Operating a Jammer Jammer takes a Shoot action, 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 model’s next Action phase, before the player chooses which models models to activate. Controlled models suffer the effects as listed in 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. effectiveness. Roll 1D6 as soon as the Va Variable riable Jammer has been invented.The number rolled will have to be equalled or exceeded on 1D6 every time the Jammer is is used against a model. If a 1 is rolled, rolled, the Jammer automatically affects models in range. Multiply the same roll by 5 to get the maximum range of the Va Variable riable 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 roll of 3+.
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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. 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, enemy, the defender must count their Def as being either 1 or 2 points lower.
Weapon This is a device like any any other ranged weapon, which can only affect the specified enemy. enemy. Roll 3D6 for the weapon’s 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 roll of a 1, the weapon weapon has malfunctioned and a successful Repair Repair roll 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 are hidden, allowing whoever can get hold of them an advantage in creating creating inventions. inventions. If you decide to use this rule, then roll 1D3 1D3 and double it after each player has Invention Counters deployed their models but before the game begins. Each player should then take take turns placing a counter on the table. Counters should be placed at least 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 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 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.
s e i t i l i b A l a i c e p S
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 Other,, model specific abilities 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, underwater, and can move through water with no penalty.
Blocker The model has a 2” radius around it which NEW! unfriendly models models cannot pass through. through. See the Blocking rules on page 22.
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 results in the model being Controlled by Controlled by the player doing the hypnotising.
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. negated.
Companion
An Int check can be attempted at the end of any turn the controlled model model is forced to attack his own 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 hypnotise one model at a time.
This model has travell travelled ed in the TARDIS, TARDIS, and counts
NEW! as a companion of the Doctor Doctor..
Infiltrator The model is working for the opposition in secret –
Controlled
NEW! it may set up with the other side’s side’s forces, and cannot
The model is subject to some kind kind of control, either mental, psychic or electronic. electronic. If this control control can be brok broken en (by removing the controller from play play, or blocking the signal with an invention, etc. etc.)) the model will suffer the effects listed in its special rules.
be targeted by them until their intentions become clear and the alarm is raised against them.
Flyer
Invent The model may try to invent a useful device to help defeat his or her enemies. See page 15 for full details details of inventing and inventions.
The model can take to the air.While airborne it can
NEW! ignore all terrain penalties and cannot be engaged in
Invulnerable Invulner able (x)
melee combat. Shots to or from an airborne model model suffer a –1 penalty to hit, and the range is increased increased by 8” to account for the model’ model’ss extra height.
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.
Flyers fly using their normal Move Move rating, unless there is a number in brackets after the ability, ability, in which case use this as their aerial movement rate.
Large
Forcee Field (x+) Forc 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
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 Large..
Leader (x) When this model is activated, activated, a number of friendly models 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 and within 6”. See page 6.
some kind of anti-gravi anti-gravity ty device or similar gadget.
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Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale.
s Luck (x) e i This model may reroll any single D6 once per turn that t i l i directly affects affects them or a friendly model within within 6”. For b A example this could be an attack or wound roll (either for l a or against the character), or one die of an Int or Morale i c test.The model may do this a number of times each game e p S equal to the number in brackets.
Mechanoid The model is either fully or partially robotic or cybernetic. Mechanoids may 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 recipient is another race entirely entirely (this ability cannot be used on Mechanoids on Mechanoids). ). Mod Models els brought back to 1 Hit from 0 Hits count as being Stunned.
Resist Vacuum The model will suffer no ill effects due to gas or lack of oxygen. If this ability has a numerical rating rating (i.e. (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 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 roll 1D6. On the roll of 4+ any
single friendly model within 6” can immediately take one action, regardle regardless ss of whether it has already been activated in this turn.
It was important to give your Mechanoid clear instructions
Monster Magnet
Slow
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 captive at the end of the game, they are worth 2 VP (see page 25).
Small
Psychic
Shooting at this model incurs a –1 hit penalty due to its small size.
Psychic models are ‘touched’ by a power that is unseen and unfathomable unfathomable to most. Models with this NEW! ability get 1 point of Luck of Luck to spend each each turn. It can only be used on themselves, 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 unless a 12 has been rolled, rolled, when the part is deemed irreparable. irreparable. Models with this ability are are also assumed to be able to use Sabotage Sabotage.. A successful successful Repair roll will cause a Mechanoid a Mechanoid model model to regain a single lost Hit.
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The model is so slow, slow, clumsy or shambling it cannot
NEW! run.
Spacer This ability can be given to models who have spent a
NEW! lot of time in space. Complex equipment equipment such as
Spacecraft and Spacesuits cannot be operated without this ability.. It will also give a +1 bonus to any rolls related to ability operating such equipment while in space.
TARDIS The model has a TARDIS, TARDIS, which may or may not be
NEW! on the tabletop depending on the scenario. See the
entry for The Doctor, 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 Advanced (see page 13).
Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale.
s e l c i h e V
Vehicles Vehicles may be used to transport models quickly across the battlefield, battlefield, can carry weapons, weapons, and offer a degree degree of protection to those inside.The Doctor in his third incarnation was particularly fond fond of cars, and UNIT troops often use jeeps and helicopters to get troops and equipment to assorted alien 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 pilot).When ).When that model is activated, the vehicle vehicle gets 2 Move actions, 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 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. (i.e. not behind where it started), and can face any direction the player player wants. See the diagram diagram on the right. 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. etc.::
Vehicle may move at full speed Vehicle may not en enter that terrain type Veh ehic icle le ma mayy mov move e at at the the gi give ven n mul multi tipl plie ierr
Vehicle Hit and Run Attacks
EXAMPLE: EXAMP LE: VEHICLES VEHICLES & TERRA TERRAIN IN
The Doctor is taking Bessie for a spin when he encounters a group of Sea Sea Devils. He veers off onto a patch patch of very rough ground. gr ound. His movement movement will now now be 6” per turn (12” (12” Speed x 1/2 multiplier for the terrain).
While a vehicle moves any models on foot directly in its path will be subject to a Hit and Run attack. Make an an Agi test for each model in turn. Success indicates the model has dodged the moving vehicle – place it to one side of the Vehicle & Terrain Table vehicles path.
Move Type
Road Bonus
Open
Rough
Woods
Water
Wheeled Tracked Hover Water
+4” +4” +2” None n/aa n/
Yes Yes Yes No
x 1/2 x 3/4 Yes No
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.
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Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale.
s Rams e l strikes another vehicle, building or c If a moving vehicle strikes i h obstacle each causes the other an amount of damage equal e V to its current Hits.This damage can be halved if the
Aerial Vehicle Movement
Entering/Exiting Vehicles
At the end of each Move action each aerial vehicle must either be on the ground 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. action. Once airborne, terrain does does not affect aerial 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.
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.
Vehicles which lose their last Hit while airborne must roll once on the Out of Control table to determine where they strike strike the ground.All occupants, models, buildings and vehicles within 4” take 1D6 Str 6 hits.
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.
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 any other modifiers, unless the weapon is specially mounted onto the vehicle.
Damage to Vehicles Every time a vehicle takes takes damage, roll 1D6 to determine if the hit affects an occupant or 1D6 the vehicle vehicle itself. Blast 1–2 weapons affect all models 3–6 underneath the template.
Optera
Vehicle Hit Table Hit against Random occupant Vehicle
Out of Control Vehicles Vehicles will go Out of Control if Control if their driver is removed from the game, game, is engaged in melee combat, combat, or if any other unforseen things occur.Vehicles which are out of control at the start star t of their players Action phase activate immediatelyy for free. Roll 1D6 twice for each out of immediatel control vehicle vehicle – once to determine determine steering and once to determine speed – and consult the chart below.
rarely ventured onto the surface of Vortis
Vehicle Statistics A vehicle has statistics like 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 vehicles.Vehicles which leave the table are considered considered to be out of the game, as are their occupants.
Out of Control Table
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Armour Vehicles offer more protection than simply being on foot. For each hit suffered, the vehicle or occupant may ignore ignore that hit on a 1D6 roll of this number or more.
Hits This is exactly the same as a model’ model’ss Hits value. Occupants of destroyed ground vehicles take an automatic Str 4 hit.
Speed This is the vehicle’s vehicle’s ground speed, and is the same as a model’s Move value.
Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale.
s e l Primitive Earth weapon of war c i Getting out this kind of gear is h e never going to win the Brigadier V e the Intergalactic Peace prize, but l p if the foe is just too tough for m a normal weapons then get one of S
Tank
Sample Vehicles The following vehicle profiles allow many types of vehicle to be added to games.Vehicles can be used as scenario objectives, or can simply simply be a tactical aid, useful in getting troops across the table quickly.
Bessie
these (not a toy toy tank, tank, thoug though!). h!).
The third Doctor’s car Perfectly suited to the Doctor’s third incarnation, incarnation, this Edwardian 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 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 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.
Tank Weaponry Table Weapon
Range
Str
Tank Gun Machine Gun
48” 24”” 24
8 4
Special 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 Perfect for a great escape When you need to get somewhere somewher e in a hurry, hurry, take a motorcycle. Lightweight and affording little protection, protection, it nevertheless offers its rider high speed and the vital cool factor needed when saving the world.
The third Doctor’s other car The Doctor built this silver hovercraft late in his period exiled on Earth. Futuristic in appearance,it could could fly, fly, but other abilities built into it by its creator were were not seen. seen. It does not appear that he took it with him after his regeneration, regeneration, but presumably he could build build another if he wished.
Sample Vehicle Profiles Vehicle
Type
Cap
Def
Bessie
Wheeled
Helicopter
Aerial
Motorcycle
Wheeled
Tank
Tracked
UNIT Land Rover
Wheeled
Whomobile
Hover
4 4 2 4 6 2
5 4 4 7 5 5
Armour Hits
5+ 5+ 6+ 4+ 5+ 5+
3 3 2 6 4 4
Speed Special
12 0 16 8 12 12
Large Flyer Fly er (16”), Large
Large Large Flyer,, Large Flyer
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Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale.
s e l u R l a n o i t i d d Certain models are particularly good at stopping others, A
Additional Rules
Blocking
for example a Security Guard who will on no account let the Doctor into the International Electromatics building without a signed pass from Tobias Vaug Vaughn. hn. Indeed, if their name isn’t on the list there’s no way they’re going to spoil this invasion party...
Buildings Buildings are useful in the DWMG – – they can contain laboratories full of stuff to invent invent with, they can provide provide transport to and from Omega’s Omega’s Black Hole realm of antimatter and if push comes to shove you can hide behind them when the Sontarans invade.
Building Sizes & Sections These models have the Blocker Blocker special special ability (see page 17) – they may not be overtly hostile, but it’s certainly more more than their job is worth to let anyone through.
Blocking Zone
Buildings can come in all shapes and sizes, but for gaming purposes they should be considered as sections sections,, eac each h up to to 4–6” square. Large buildings can be built built from multiple sections, as can long stretches stretches of wall. Each section has between 2 and 6 Hits depending on its sturdiness.
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, model, but cannot move past them.The only possible move they may make is back the way they came.
Had a hard day in the catacombs, have we?
Losing the Blocking Zone
The Doctor, The Masque of Mandragora
Models lose their blocking zone if they become stunned, controlled, go prone, prone, or if they they become subject subject to any any other special state not otherwise covered covered here. here. Models who have fought in melee or fired a weapon are also considered to have have lost their blocking zone, being far too busy with whatever else they are doing.
“
”
Attacking Buildings Buildings are automatically automatically struck in melee 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!)
EXAMPLE: EXAMP LE: BLOCK BLOCKING ING ZONE
The Dominators are about to turn the core of the planet Dulkis into radioactive fuel fuel for their war war fleet. Jamie is trying to get past a Quark, Quark, which has the the Blocker abilit ability. y. He has moved moved to within 2” of the robot, robot, and is now now in its blocking blocking zone. zone. Unless he can somehow cause the Quark to lose its blocking zone, he will be unable to go any further.
Damaging Buildings Only hits of Str 6 or more can damage damage buildings. Simply figure out the damage caused and reduce the Hits of the section by that amount. amount. Do not use the Damage Damage table. Buildings are destroyed when they are reduced to 0 Hits, and will collapse.All models inside will take 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 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 always be modelled on buildings.
Running In Buildings Buildings are usually usually cluttered with furniture, furniture, dead bodies and hiding aliens, aliens, so the interiors of buildings NEW! count as obstacles (see page 7) if models run while inside them.
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Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale.
Capturing Models
Fi r e
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, earlier, but they can also attempt to capture their opponent using their sheer strength, strength, or a weapon they might possess. First of all the opposing model 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, fires, you will need a number number of Fire markers, markers, either modelled from from bits of cotton cotton wool, wool, or a counter counter, or something. Certain weapons 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 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 Captured and are moved when their captor capt or 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 marked ‘*’ are the amount of hits Buildings take from fires.
“
Omega and his Gel Guard servants
Without fire we die!
Za, An Unearthly Child
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 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
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, 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.
To break free in a later turn, the captive must
NEW! activate and succeed at an opposed Str test against
Movement on Fire
their captors.Their captor can choose to make a single immediate melee melee or ranged weapon attack at 4+ to hit. If the captive escapes escapes this point blank attack, they can then attack back or move up to half their movement immediatelyy. Breaking free takes immediatel takes one action.
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
s e l u R l a n o i t i d d A
Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale.
s e l u R Models can be categorised as belonging to one of two l a factions: heroes or monsters monsters.. Generally the game game will have have n o i two sides each composed of models of opposing factions. t i Games can also have more more sides, for example 2 rival Dalek d d factions and a UNIT force.The side with heroic models A
Heroes & Monsters
cannot include any monsters and vice versa, versa, alt althou hough gh certain models (e.g. (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 another multiples of these models models can be chosen, for example 12 Daleks or 8 Ice Warriors. Warriors. Some named models are Unique Unique – – only one model can be chosen because there is only one such individual in the DW DW univ universe. erse. Exam Examples ples include the Doctor himself, Davr Davros os and the Brigadier. 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 previous incarnations. In the game we recommend this is only used sparingly, sparingly, and with the consent of all players. Use of multiple Doctors is however however one great way to get a participation game going.
Points Values
“You
first, Adric.”
Scenarios Games are always more interesting when they don’t simply involve wiping out the other side. side. Even the Daleks, as xenophobic and obsessed with exterminating everything in sight as they 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.
Points values are not given for models in the DWMG .
NEW! This has been a subject of much debate, debate, but my final
Obtain Item / Capture / Rescue
word is that I think that balancing games with a fixed points limit on models limits creativity and encourages tournament style play. 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, Who, almost any possible combination of models may theoreticallyy be used in games, so don’t feel restricted theoreticall restricted – the game is at its best when playing narrative style games rather than set piece battles.
An object or person is vitally important to one one side. If it or they can be taken off a friendly table edge future battles will be made easier.
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. Howe However ver,, 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 Leader or or Luck Luck,, altho although ugh you can can be creative with with who gets what. Most of these alterations will create unique unique models, so give them a name, name, and be prepared to cry as they get gobbled up by monsters.
24
Holding Action One side must hold out against impossible odds until reinforcements reinforce ments 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 It’s 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 and invisible, invisible, and screaming scientists and monsters. Have the heroes heroes captured, or required to find some vital equipment. Feel free to add / remove the Doctor, 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 weather,, night, reversing the polarity of the neutron flow, etc.
Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale.
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. scenarios. At the end of the game 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 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 remove d if any die roll comes up 6, otherwise the effect will continue until the next next turn. Note you can’t 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.
Enem En emyy Uni Uniqque Mod odel elss Eli Elimi minnat ated ed
each Unique enemy model eliminated, gain VP equal to that models initial Hits
Table Quarter Controlled
have at least 1 model on that quarter quarter,, and enemy has none
Enemy Wiped Out
Opponents
Stunned models are basically unconscious or otherwise not capable of any meaningful activity.As soon as they are stunned the model will fall fall prone, and may not be activated. Stunned models attacked attacked in melee are hit on a roll of 2+, 2+, and count their Def at –1. Another single model may drag or carry the stunned model across the table table at half their Move Move rate, and 2 or models may drag or carry the stunned model between them at their normal Movement 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.
+ varies
Some
scenarios will offer VP if certain conditions are met
Model-Specific VP
Some
Stunned
+ 2 VP
force reduced to 50% models or less
Scenario Objective Achieved
Confused models suffer a –2 penalty to all shooting and melee attacks, attacks, and must count their Def Def at –1, being far too befuddled to defend themselves properly. properly. They also count their Int as half normal while confused (round up).
+ 1 VP
You
A confused model may may not run, and must roll 1D6 when when they intend to move. On a roll of 1–2 they are moved by the other player player, on 3–4 they move 1D6” in a random direction, and on a 5–6 they can move move as normal.
+ 1 VP per Hi Hitt
For
+ varies
models have VP rules which may apply
Levels of Victory As any winning commander commander will tell you, you, there is a difference between between defeating the enemy at massive cost, and causing a rout with almost no casualties to Victory Level Table your own side. VP Difference Victory Level 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
Models may be stunned by certain weapon effects as given in the weapon’s 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
s e l u R l a n o i t i d d A
Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale.
r o t c o D e h T
Model Profiles The Doctor, Renegade Time Lord
1 0 / 2 1 / r 4 7 o 2 t 1 8 c 2 : o e l D i F e T I h N U T
Faction: Hero
MOVE
DEF
HITS
STR
AGI
INT
MORALE
6
4
3
3
4
10
9
Weapon
Range
Hit
S tr
Notes
6”
4+
n/a
Stuns Controlled / Mechanoid models. Models get +1 to lose this status effect.
Sonic Screwdriver
Information:
Special Rules:
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 Police box. Usually accompanied by a number number of companions, he is often drawn into dangerous dangerous and challenging situations. He has saved the Earth and the Galaxy from destruction or subjugation on more than one occasion.
Invent, Lead Invent, Leader er (2), Luck (6), Repa Repair ir,, Resis Resistt Vacuum Vacuum (3+), Spacer,TARDIS,Time Spacer ,TARDIS,Time Lord If the Doctor uses his Leader ability on any model other than his companion(s), then it only counts as 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 at any point in the turn, even if the Doctor has activated this turn already. already.
The Doctor has the ability to regenerate his physical form when severely severely injured, injured, and has done so nine times. His initial 8 different incarnations are treated the same for game purposes.
The ideal way to travel to primordial times
The TARDIS
Companions
The TARDIS may begin games on the table if the Doctor is also present. It may not move except to dematerialise dematerialise (or rematerialise), rematerial ise), and is indestructable.Any number of models 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 keys to the TARDIS. Fellow Time Lords such as the Master and the Monk each have a TARDIS of their own.
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. Doctor begins.
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 having activated.
26
Each companion must either be a named model belonging to one of the generic types on the next page, 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.
Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale.
Companion, Scientist, Thinker not a fighter
Faction: Hero
MOVE
DEF
HITS
STR
AGI
INT
MORALE
6
3
2
3
3
9
8
t s i t n e i 6 c 0 / S 8 1 , / 1 n 8 o 1 i 0 1 n None 3 : a e l i p F m T I o N C U
Weapon
Range
Hit
S tr
Notes
Information:
Special Rules:
Scientist companions aren’t aren’t great in a fight, but are better used to out-think enemies and create inventions.
Companion, Compa nion, Inve Invent, nt, Luck (3), Repa Repair ir
Scientist Companions: Barbara, Barba ra, Zoe, Liz, Roma Romana, na, Nyssa Nyssa,, Adric and Grace.
Companion, Screamer, Very highly strung
Faction: Hero
MOVE
DEF
HITS
STR
AGI
INT
MORALE
6
3
2
2
3
6
7
r e m a e r 5 0 c / 1 S 2 / , 4 n 8 2 o i 0 3 n None 2 : a e l i p F m T I o N U C
Weapon
Range
Hit
S tr
Notes
Information:
Special Rules:
Screamer companions usually ask the stupid questions and end up frequently frequently getting captured by by aliens. Despite this they are occasionally able to save the day through sheer serendipity.
Companion, Compa nion, Luck (3), (3), Monst Monster er Magnet, Magnet, Scre Scream am
Screamer Companions: Susan,Vicki, Katar Susan,Vicki, Katarina, ina, Dodo Dodo,, Pol Polly ly,Victoria ,Victoria,, Jo Jo,, Sara Sarah h Jane, Tegan, Peri and Mel.
Companion, Strongarm, First into the fight
Faction: Hero
MOVE
DEF
HITS
STR
AGI
INT
MORALE
6
3
2
3
3
7
8
m r a g n o r 4 t 0 S / 4 , 1 / n 7 7 o 1 i 0 1 n Brawl 0 : a e l i p F m T I o N C U
Weapon
Range
Hit
S tr
Notes
melee
4+
3
Stuns
Information:
Special Rules:
Strongarm companions love getting stuck in to alien menaces, even if their plans can be dangerously dangerously direct.
Companion, Compa nion, 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.
Strongarm Companions: Ian, Stev Steven, en, Ben, Jami Jamie, e, Harry Harry,, Leel Leela,T a,Turloug urlough h and Ace.
27
s n o i n a p m o C
Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale.
s n o i n Although the three generic companion types on page 27 a p represen representt good starting points, several companions companions need m o some modifications to better represent their characters in C
Romana (both versions)
Specific Companions
Romana is a Time Lord , and has has Int 10, 10, being just as clever clever as the Doctor. Doctor. She also has a Sonic Screwdriver identical to the Doctor’s. Doctor’s. If you take Romana Romana as a companion, the opposing player player gains 1 VP automatically. automatically. The Doctor may only take one Romana as a companion. Romana’ss first incarnation has the Romana’ Monster Magnet and and Academy Academy Trained abilities:
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, Earth, and has the the Medic Medic special special ability.
Steven
Harry
Steven counts as Advanced as Advanced , and has has the the Spacer ability. Spacer ability.
Harry has the Medic the Medic special special ability.The Doctor once joked that Harry was “only qualified to work on sailors.”
Susan
Leela
Susan is the Doctor’s grand-daughter, grand-daughter, and counts as a Time Lord .
Leela counts as Primitive Primitive.. She has has the the following weapons:
Turlough Weapon Knife Blowpipe
Range melee 8”
Hit 4+ 3+
Str 3 special
Cowardly, and with suspect loyalties, Cowardly, Turlough’s Morale is only 6.The opposing player play er 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 Mechanoid model on the roll of 3+ on 1D6, regardle regardless ss of that models models Def. Her Blowpipe Blowpipe suffers no hit penalty for long range, but cannot be used if the Doctor is within 8”.
Zoe counts as Advanced as Advanced , and has has the the Monster Magnet and Spacer Spacer abilities. abilities.
Companion, K9, Robotic dog
2 9 0 K / 5 , 1 / n 7 7 o 0 i 1 1 n 0 : a e l i p F m T I o N C U
Faction: Hero
MOVE
DEF
HITS
STR
AGI
INT
MORALE
6
3
2
1
2
7
8
Weapon Nose Laser
Range
Hit
S tr
6”
4+
3
Information:
“
Notes 1 Hit or Stuns Stuns..
K9 accompanied the Doctor on a number of occasions, until being sent to Earth as a present for Sarah Jane Smith.
It’s a perfectly ordinary electric dog.
Special Rules:
The Doctor, Nightmare of Eden
Companion, Compa nion, Luck (3), Mecha Mechanoid, noid, Repai Repairr
28
”
Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale.
s d r o L e m i T e h t d n a y e r f i l l a G
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 However Great Gre at Vampi Vampires, res, the Fendahl, Fendahl, the Sontarans, 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 law of non-interference, non-interference, some Gallifreyans Gallifre yans such as the Doctor, Doctor, the Master, Master, the Rani and the Meddling Monk have sought adventures beyond the Capitol.
The Time Lord President and his elite guards
Time Lord President, Big time cheese
Faction: Hero
MOVE
DEF
HITS
STR
AGI
INT
MORALE
6
3
2
2
3
10
9
t n e d i 3 s 0 e / 4 1 r P / 6 7 d 0 1 r 0 o None 3 L : e l i e F T m I i N U T
Weapon
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.
Hit
Notes
Time Lord Artifacts Each of the t he 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.
Notable Appearances:
The
The Deadly Assassin,The Invasion of Time,The Five Doctors
Special Rules: Invent, Leader (2),Time Lord The President’s Leader Leader ability ability can only affect Gallifreyans (other than the Doctor, Doctor, the Master or Omega). Artifacts of Rassilon: The Time Lord President has access to several ancient ancient Gallifreyan Gallifreyan artifacts. In many cases the actual function of these devices devices has been lost in time. Each counts as an Artifact (see page 16) and see right. President: All Gallifreyan Gallifreyan models (except the Doctor, Doctor, the Master or Omega) can reroll one failed Morale check per turn if the President is within 12”.
S tr
Coronet of Rassilon allows the wearer to Control Control other 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 weapon of mass destruction. Gun, a powerful weapon 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 Doctors! – but see The Five Doctors! The Sash of Rassilon protects the wearer from the terrible forces of the Eye of Harmony.
29
Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale.
s d r o L e m i T e h t d n a y e r f i l l a G
Time Lord, Master of the universe?
7 0 / 6 0 / 9 6 d 5 r 0 3 o 0 L : e l i e F T m I i N T U
Faction: Hero
MOVE
DEF
HITS
STR
AGI
INT
MORALE
6
3
2
2
3
9
6
Weapon
Range
Hit
S tr
Notes
None
Information:
Notable Appearanc A ppearances: es:
Time Lords have far greater physical capabilities than the average ave rage human. Although posessing great knowledge and the power of time travel, travel, they do not interfere in the affairs of other races, races, perhaps due to the moral complexities of meddling with the flow of time.
The War Games,The Games ,The Three Doctors, The Deadly Assassin, The Invasion of Time, Arc of Infinity,Trial of a Time Time Lord
Special Rules: Invent, Repair Repair,, Time Lord
Chancellery Guard, Capitol fellow d r a 6 u 0 / G 5 1 / y 8 r 7 e 2 1 l l 4 0 e : c e l i n F a T I h N U C
Faction: Hero
MOVE
DEF
HITS
STR
AGI
INT
MORALE
6
3
1
3
3
7
7
Weapon
Range
Hit
S tr
Brawl Staser Pistol
melee 12”
4+ 4+
3 4
Notes Stuns Laser, Pistol
Information:
Notable Appearanc A ppearances: es:
Appointed by the Castellan, 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 Armou r. Guard Commanders have Leader (2).
Outsider, Gallifreyan gone native
6 0 / 5 1 / 8 7 2 r 0 8 1 e : d e i l i s F t T I u N O U
Faction: Hero
MOVE
DEF
HITS
STR
AGI
INT
MORALE
6
3
1
3
3
7
7
Weapon
Range
Hit
S tr
Notes
Brawl melee 4+ 3 Stuns Outsiders may use any any Primitive Primitive weapo weapons, ns, requ requiring iring 3+ to hit.
Information:
Notable Appearanc A ppearances: es:
Outside the Capitol lie wastelands where Gallifreyans Gallifreyans who have become disenchanted with their race’ race’ss lifestyle and morals live a more primitive life.
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
Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale.
The Master, Villainous Time Lord
1 0 / 8 0 / 1 r e 7 1 t 0 s 2 0 : a e l M i F e T I h N T U
Faction: Monster
MOVE
DEF
HITS
STR
AGI
INT
MORALE
6
3
3
3
4
10
6
Weapon
Range
Hit
S tr
6”
3+
4
Tissue Compression Eliminator
Notes
Information:
Notable Appearanc A ppearances: es:
The Master is a Time Time Lord like the Doctor, Doctor, although he is scheming, evil and cunning. He has given given himself himself over over to various plots to destroy the Earth, the Galaxy, Galaxy, the Time Lords etc. and also to steal the Doctor’s remaining regenerations.
The Daemons, Frontier in Space, Space,The The Deadly Assassin, The Keeper of T Traken raken
“
I am the Master, and you will obey me!
Special Rules:
”
The Master, said on numerous occasions.
Hypnotise, Inv Hypnotise, Invent, ent, Luck (3), Repai Repairr,TA ,TARDIS,Time RDIS,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 Tric Tricked ked Us!: 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, Anti-matter megalomaniac
1 0 / 0 1 / 3 7 1 0 3 1 : a e l i g F e T I m N U O
Faction: Monster
MOVE
DEF
HITS
STR
AGI
INT
MORALE
6
4
3
4
3
10
9
Weapon
Range
Hit
S tr
Notes
Anti-matter Touch Force of Will
melee 12”
2+ 2+
3 n/a
Disruptor See Below
Information:
Notable Appearanc A ppearances: es:
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.
The Three Doctors Doctor s
Special Rules: Invulnerable Invulnera ble (3), Lead Leader er (1), Inve Invent, nt, Repai Repairr 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.
‘Arc of Infinity’ Omega The profile above is for Omega as seen in his anti-matter realm in The Three Doctors.When Doctors.When he later returns to threaten Gallifrey his profile is quite different, and will be covered in a future release.
31
s e i t i l a n o s r e P d r o L e m i T
Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale.
T I N U
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 possesses is the Doctor, Doctor, who for a time was UNIT’s unofficial scientific advisor.
The Brigadier leads the UNIT assault
The Brigadier, UNIT commander
5 0 / r 0 1 e / i 3 d 7 5 a 0 6 g i 2 : r e l B i F e T I h N U T
Faction: Hero
MOVE
DEF
HITS
STR
AGI
INT
MORALE
6
3
2
3
3
7
8
Weapon
Range
Hit
S tr
Notes
Brawl Pistol
melee 12”
3+ 4+
3 3
Stuns Pistol
Information:
Special Rules:
The Brigadier has seen too many alien threats to remain sceptical about the menace to Earth. Earth. He is a staunch ally of the Doctor, Doctor, although their methods sometimes clash.
Leader (2), Luck (2) Leader Inspirational: UNIT models and Companions within 12” of the Brigadier may use his Morale for tests if required.
Notable Appearances: The Invasion,The Daemons, Mawdryn Undead
Captain Yates, UNIT officer
1 0 / s 8 e 0 t / 1 a 7 1 Y 0 2 n 0 i : e a l i t F p T I a N U C
Faction: Hero
MOVE
DEF
HITS
STR
AGI
INT
MORALE
6
3
2
3
3
7
8
Weapon
Range
Hit
S tr
Brawl Pistol Grenade
melee 12” 8”
4+ 4+ 4+
3 3 4
Notes Stuns Pistol 2” Blast, Scatter
Information:
Special Rules:
Captain Yates can take control of UNIT investigations, although he has proved susceptible to brainwashing.
Leader (2), Luck (1) Leader Easily Convinced: Any opposing model trying to gain control of Captain Yates may reroll the dice if the first attempt does not succeed.
Notable Appearances: The Green Death, Invasion of the Dinosaurs
32
Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale.
Sergeant Benton, UNIT officer n
o 3 0 t / n 6 0 e / B 8 6 1 t 1 2 n 0 : a e l e i g F r T I e N S U
Faction: Hero
MOVE
DEF
HITS
STR
AGI
INT
MORALE
6
3
2
3
3
7
8
Weapon
Range
Hit
S tr
Brawl SMG Grenade
melee 16” 8”
4+ 4+ 4+
3 3 4
Notes Stuns Burst, Cannot Aim 2” Blast, Scatter
Information:
Special Rules:
A committed soldier, soldier, Benton often takes charge of UNIT soldiers during investigations. investigations. His down to earth nature is often at odds with the foes he faces doing his duty.
Leader Lead er (1), Luck (1)
UNIT Sergeants: Other UNIT Sergeants can use this profile – they lose the Luck ability ability,, have only only 1 Hit and don’t count as unique.
Notable Appearances: The Three Doctors,The Green Death
UNIT Soldier, First line of defence
6 0 3 / r 9 7 e i 2 1 d 1 l 8 4 o : S e l i F T I T I N N U U
Faction: Hero
MOVE
DEF
HITS
STR
AGI
INT
MORALE
6
3
1
3
3
7
7
Weapon
Range
Hit
S tr
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 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 shown on the model, or otherwise be clearly indicated.
UNIT Leaders UNIT models can only use their Leader Leader ability ability on other UNIT models of lower 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
T I N U
Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale.
T I N U
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
S tr
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 24” Str 6 Damage 1D6 A Bazooka is a short ranged anti-tank anti-tank weapon, more than capable of taking out a Dalek.
Special Rules: 2 Man Team: 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 Weapons Team Team or o r Sniper S niper may be fielded per 8 standard UNIT Soldiers.
Heavy Machine Gun Range: 40” Str 4 Burst The HMG can lay down an impressive 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. ( i.e. in an overhead arc) so it can target anywhere anywhere within its range, not just within line of sight. Mortars suffer an automatic 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
6 0 4 r / 1 e 7 i 4 d 9 l 2 1 o : S e l i F T I T I N N U U
Faction: Hero MOVE
DEF
HITS
STR
AGI
INT
MORALE
6
3
1
3
3
7
7
Weapon
Range
Hit
S tr
Notes
Brawl Sniper Rifle
melee 24”
4+ 4+
3 3
Stuns
Information:
Special Rules:
UNIT Snipers are rare but are brought into play when precision firepower firepower is necessary necessar y. Their sniper rifles are more powerful powerful versions of the UNIT rifle, rifle, and the snipers have been trained to ascertain and strike at weak points in their targets.
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, cover, he cannot be targeted until the firer is within 12”.
34
Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale.
s l e d o M r e h t O
Other Models A whole host of other types of model can make an appearance during games. games. Some are are useful, useful, (Scientists), some are are a hindrance, hindrance, (Civilians), and some can be both (Administrators, Security Guards or Primitive Warriors). These other models can appear appear in play 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. Doctors. Most games are considerably improved by the liberal addition of several of these models – perhaps the Daleks have captured a cache of Scientists, Scientists, or some vital artifact is in the hands of hostile Primitive Wa Warriors. rriors. It’ It’ss a big universe – anything is possible.
Science is your friend
Administrator, Bureaucratic leader
4 0 r / 4 o 0 t / 7 a 6 r 2 t 0 1 s 1 i : n e i l i F m T I d N U A
Faction: Hero
MOVE
DEF
HITS
STR
AGI
INT
MORALE
6
3
1
2
3
7
7
Weapon
Range
Hit
S tr
Notes
None
Information:
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 Doctor’s cause, but can be useful allies.
Leader (2), Fears Aliens. The Administrator’ Administrator’ss 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 Administrator and another friendly model within 6” (opponent’s choice) count as having been activated this turn, and can take take no actions.This rule ceases to have any effect once a monster gets within 12”.
Civilian, Helpless monster bait
3 0 / 3 1 / 5 7 1 1 1 0 n : a e l i i l F i T v I i N C U
Faction: Hero
MOVE
DEF
HITS
STR
AGI
INT
MORALE
6
3
1
2
3
7
6
Weapon
Range
Hit
S tr
Notes
None
Information:
Special Rules:
Civilians seem to be everywhere and frequently fall prey to alien beings of all descriptions.
Fears Aliens.
35
Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale.
s l e d o M r e h t O
Scientist, White coated monster food
1 0 / 1 1 / 3 7 2 t 1 2 s i 2 t : e l n i F e i T I c N S U
Faction: Hero
MOVE
DEF
HITS
STR
AGI
INT
MORALE
6
3
1
2
3
8
6
Weapon
Range
Hit
S tr
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 Alie Aliens, ns, Inv Invent, ent, Repa Repair ir
Security Guard, Friend or foe?
3 d 0 r / 6 a 0 / u 8 G 6 1 1 y 2 t 0 i : r e l i u F c T I e N S U
Faction: Hero
MOVE
DEF
HITS
STR
AGI
INT
MORALE
6
3
1
3
3
7
7
Weapon
Range
Hit
S tr
Notes
Brawl melee 3+ 3 Stuns Security Guards may use suitable modern or aadvanced dvanced 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
6 0 / 1 0 / 4 6 5 0 3 r 2 : o e i l i r F r T I a N W U
Faction: Varies MOVE
DEF
HITS
STR
AGI
INT
MORALE
6
3
1
3
3
6
7
Weapon
Range
Hit
S tr
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.
Information:
Notable Appearanc A ppearances: es:
Warriors either represent fighters from Earth’s Earth’s past, or from undeveloped undeveloped cutures from another planet (e.g. (e.g. the Sevateem).
An Unearthly Child,The Savages,The Highlanders, The Face of Evil, The Visitation
Warrior Leaders: Warrior Leaders have +1 Morale and Leader (1–3), (1–3), eit either her from natural bravery or from some artifact or totem they carry.Their Leader Leader ability ability can only be used on other Warriors.
36
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 of Body Armour (see Armour (see page 17).
Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale.
Monster & Villain Profiles Foolish olish manipulator Alien Lackey, Fo
1 0 / 5 y 2 / e 8 8 k 0 1 c 5 a 0 L : e l i n F e T i I l N U A
Faction: Monster
MOVE
DEF
HITS
STR
AGI
INT
MORALE
6
3
1
2
3
7
6
Weapon
Range
Hit
S tr
Notes
None
Information:
Special Rules:
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’ ‘hands’ of their ‘allies’. ‘allies’.
Infiltratorr, Lead Infiltrato Leader er (1), Sabot Sabotage age Bad Influence: The Alien Lackey’s constant wheedling causes any single model within 6” to shoot at –1. In The Way: The monster play player er gains +1 VP if they manage to kill their lackey.
A patrol of suicide Daleks turn up to ruin the party
Ambassador of Death, Radioactive alien
Faction: Monster
MOVE
DEF
HITS
STR
AGI
INT
MORALE
4
3
1
3
3
8
7
h t a e D 3 f 0 o / 7 0 r / o 0 7 d 4 a 0 4 s Radioactive Touch 0 : s e l i a Radioact ive Blast F b T I m N U A
Weapon
Range
Hit
S tr
melee 6”
3+ 3+
4 4
Notes Disruptor Disruptor
Information:
Special Rules:
The Ambassadors of Death were brought brought to Earth to intiate conflict between Earth and the aliens.The Ambassadors themselves were not hostile to humanity.
Alien (when unhelmeted), unhelmeted), Infiltrator (while helmeted), helmeted), Invulnerable (3) Radioactive: During the end end phase, all non Mechanoid non Mechanoid , no nonnAmbassador models within 6” of any Ambassadors Ambassadors will take an automatic Str 2 hit from the alien’s radioactive bodies.
“
I don’t know what came down in Recovery 7, but it isn’t human. The Doctor, The Ambassadors of Death.
”
Notable Appearanc A ppearances: es: The Ambassadors Ambassadors of Death
37
h t a e D f o s r o d a s s a b m A & y e k c a L n e i l A
Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale.
s n o t u Autons colonise worlds by landing their spherical energy A
Autons
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 Autons cannot activate, are hit automatically automatically in melee and count their 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
Nestene Intelligence, Tentacled terror e c n e g 1 i 0 l / l 7 0 e / t 0 n 7 I 1 0 4 e 2 : n e e l i t F s T I e N U N
Faction: Monster
MOVE
DEF
HITS
STR
AGI
INT
MORALE
0
4
3
4
0
9
9
Weapon
Range
Hit
S tr
Tentacle Crush
melee
4+
4
Notes 1D6 attacks, ro roll each turn
Information:
Special Rules:
The Nestene Intelligence is an alien life form with an affinity for plastic. It is comprised of many many individual intelligences.
Alien, Lead Alien, Leader er (3), Resis Resistt Vacuum Vacuum The Nestene Intelligence’ Intell igence’ss Leader ability only affects Autons and Auton Copies, Copies, but it can use its Leader ability on any Auton model on the table. Controller: The Nestene Intelligence controls all Autons 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
1 0 / 7 0 / 0 7 1 0 3 0 : e n l i o F t T I u N A U
Faction: Monster
MOVE
DEF
HITS
STR
AGI
INT
MORALE
6
3
1
3
2
7
8
Weapon
Range
Hit
S tr
Crushing Blow Blaster
melee 12”
4+ 4+
4 4
Notes
Information:
Special Rules:
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.
Alien, Contr Alien, Controlle olled, d, Resis Resistt Vacuum Uncontrolled Autons Autons may take no actions. It Just Came Came Off In My My Hand, Hand, Plast Plastic, ic, Stead Steady: y: See above.
Notable Appearanc A ppearances: es: Spearhead from Space, Terror of the Autons
38
Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale.
Auton Copy, Living plastic duplicate
Information:
1 0 / 7 0 / y 0 p 7 1 o 0 7 C 1 : e n l i o F t T I u N A U
Faction: Monster
MOVE
DEF
HITS
STR
AGI
INT
MORALE
6
3
1
3
3
8
8
Weapon
Range
Hit
S tr
Crushing Blow Blaster
melee 12”
4+ 4+
4 4
Notes
Special Rules:
Auton Copies are nearly identical plastic copies of humans, able to take their their place in order to subvert subvert authority and to help further the Auton cause.
Controlled, Infiltrator Infiltrator,, Leader (1), Resist Va Vacuum. cuum. Uncontrolled Auton Copies may take no actions. It Just Came Came Off In My My Hand, Hand, Plast Plastic, ic, Stead Steady: y: 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 having been destroyed destroyed by the Autons previously. 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 to the replaced model’s original Hits.
Notable Appearances: Spearhead from Space, Terror of the Autons
“
The people I represent, Mr Farrell, can never have too much plastic.
”
The Master, Terror Terror of the Autons
Animated Plastic, Auton consumer object c i
t 1 0 s / a 8 l 0 / P 1 7 1 d 0 e 6 1 t : a e l i F m i T I n N A U
Faction: Monster
MOVE
DEF
HITS
STR
AGI
INT
MORALE
2
3
1
3
3
0
0
Weapon
Range
Hit
S tr
Plastic Attack
melee
4+
3
Notes Models in melee may not break free.
Special Rules:
Notable Appearanc A ppearances: es:
Controlled, Resist Vacuum. Vacuum. Uncontrolled Animated Animated Plastic models are removed from play as they are normally harmless. Plastic: See page 38. Temporary Control: The Auton player player can expend one activation if the Nestene Intelligence is in play 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.
Terror of the Autons
Information: Animated Plastic objects come in different forms – examples include the doll which kills Farrel, Farrel, the inflatable chair which suffocates McDermott, McDermott, or even the lethal lethal telephone cord installed in the UNIT HQ by the Master. Master.
Nestene Energy Units These are plastic spheres around a foot in diameter.They diameter.They contain part of the Nestene Intelligence. Intelligence. Each Energy Unit counts as a Minor a Minor Artifact – Artifact – it allows a +1 bonus to Invention Breakthrough Breakthr ough or Progre Progress ss rolls and is worth 1 VP to the side which holds one.
39
s n o t u A
Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale.
s n o x A Golden skinned beings called Axons offer humanity a
Axons
miraculous substance – Axonite – which has the ability to replicate substances. In reality they intend intend to drain the life force of the planet, leaving it lifeless 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
Axon (humanoid), Golden benefactor ) d
i 3 0 o / n 8 0 a / 1 7 m 3 u 0 3 h 1 ( : e l n i F o T I x N U A
Faction: Monster
MOVE
DEF
HITS
STR
AGI
INT
MORALE
6
3
1
3
3
9
9
Weapon
Range
Hit
S tr
Notes
None
Information:
Special Rules:
Axons travel through space and use their humanoid form when they first make make contact with a species. In this form they appear harmless and benevolent.
Alien, Invulnerable (2) to Primitive and Modern Modern weapons. Change Form: See above. Fair Form: Whilst in their humanoid forms,Axons do not cause fear fear as as other Aliens do to some models. Group Mind: See above.
Notable Appearances: The Claws of Axos
Axon (tentacled), True form of Axos ) d
3 e 0 l / 8 c 0 a / 1 t 7 n 3 0 e 3 t 1 ( : e l n i F o T I x N A U
Faction: Monster
MOVE
DEF
HITS
STR
AGI
INT
MORALE
6
3
1
4
2
9
9
Weapon
Range
Hit
S tr
6”
2+
5
Explosive Tentacle
Notes Target may roll Agi test to avoid. Ma May also be used in melee.
Information:
Special Rules:
The Axon’ Axon’ss true forms are shambling masses whose evil nature is only too clear clear.They .They have tentacles which deliver a fatal explosive charge to those who get too close.
Alien, Invulnerable (2) – see – see above, above, Sl Slow ow Change Form, Group Mind: See above. Natural Form: After activating a Tentacled Axon, it’ it’ss play player er 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
Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale.
Axon Copy, Servant of Axos
3 / 1 7 3 0 3 1 y / 7 p 0 / o 3 C : e l i n F o T I x N A U
Faction: Monster
MOVE
DEF
HITS
STR
AGI
INT
MORALE
6
3
1
3
3
9
9
Weapon
Range
Hit
S tr
Notes
As original model
Information:
Group Mind: See page 40. Replacement: If the Axon player 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. Copy. Jamming the Axon Copy will cause it to revert to a Tentacled Axon form.
Axon copies are created to infiltrate the enemy enemy. Despite their appearance, they are identical to forms of Axos.
Notable Appearances: The Claws of Axos
Special Rules: Infiltrator, Invulnerable (2) – see Infiltrator, – 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.
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.
The Celestial Toymaker, Shall we play a game? r e k a m y 7 o 0 T / 3 l 0 a / i 6 t 6 4 s 0 e None 2 l 0 : e e l C i F e T I h N T U
Faction: Monster
MOVE
DEF
HITS
STR
AGI
INT
MORALE
6
3
2
3
3
9
9
Weapon
Range
Hit
S tr
Notes
Information:
The Toys of the Toymaker
The Celestial Toymaker is a manipulative immortal who posesses nearly unlimited power. power. He seeks to play games with worthy opponents – win or lose they are destined to join him for eternity.
Toys have the same profile as Civilians, Civil ians, with the Block Blocker, er, Contr Controlled olled and Invulnerab Invulnerable le (2) abilities.
Notable Appearances 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 oy.. Plaything: The Toymaker can force one enemy model with the highest Int to play against him in a game.That model is removed remove d from the board, and must make an Int test against the Toymak oymaker er each turn. 6 Successful tests and the Toymaker and an d his hi s Toys are defeated. defea ted.
To defeat a Toy oy,, a model within with in 4” must either beat b eat it at 2 opposed Int tests tests on consecutive turns, or simply trust to their luck – roll 1D6 once for the model and the Toy oy.. The highest roll will succeed.The Toys are natural cheats and so can add +1 to either of these rolls, and the Toymak oymaker er can also use his Luck to influence the outcome. Defeated Toys are removed from play p lay.. Roll 1D6 when a Toy is defeated – on the roll of 5+ no more Toys can be brought into play.
41
r e k a m y o T l a i t s e l e C e h T & s n o x A
Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale.
n e m r foot tall cybernetic humanoids. Originally e Cybermen are 7 foot b convert suitable races to y flesh and blood, they seek to convert C create more Cybermen.They are possessed of great
Cybermen
strength, and are contantly upgrading their appearance appearance as new technology is develope developed. d.
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 wave wavess to control other models. If such a Cyberman expends an action, an enemy enemy model within 4” will now now count as Controlled unless Controlled unless it can resist an opposed Int test.
This time the Cyber assault would not be thwarted
Cyberman (CyberMondasian), Balaclavas on n a i s a d n o M 2 r 0 e / b 4 y 0 C
/ 6 , 6 n 0 1 a 8 0 : m r e l i e F b T I y N U C
Faction: Monster
MOVE
DEF
HITS
STR
AGI
INT
MORALE
6
4
1
5
2
8
8
Weapon
Range
Hit
S tr
Crushing Blow Heat Lamp
melee 12”
3+ 3+
5 4
Notes
Information:
Notable Appearanc A ppearances: es:
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 displayed remnants of their former humanity.
The Tenth Tenth Planet
Special Rules: Alien, Mecha Alien, Mechanoid noid Cyber Director, Director, Mind Control: Control: See above.
Cyberman (Early Cyberf Cyberfaction), action), Fans of radio n o i t c a f r e b y C 3 y l 0 r / 6 a 0 E
/ 8 , 6 1 n 1 a 3 2 : m r e l i e F b T I y N C U
Faction: Monster
MOVE
DEF
HITS
STR
AGI
INT
MORALE
6
5
1
5
3
8
8
Weapon
Range
Hit
S tr
Crushing Blow Sonic Blaster Energy Rifle
melee 8” 12”
3+ 3+ 3+
5 3 4
Notes Disruptor
Information:
Notable Appearanc A ppearances: es:
Aided by industrialist Tobias Va Vaughn, ughn, this group of Cybermen attempted a world world wide invasion. invasion. More advanced than the CyberMondasians, they were defeated defeated by the newly formed forces of UNIT led by the Doctor.
The Invasion
42
Special Rules: Alien, Mecha Alien, Mechanoid noid Cyber Director, Director, Mind Control: Control: See above.
Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale.
Cyberman (CyberNeomorph), Upgraded model h p r o m o e N 6 r 0 e / b 9 y 1 C /
2 , 8 n 3 0 a 9 0 : m r e l i e F b T I y N C U
Faction: Monster
MOVE
DEF
HITS
STR
AGI
INT
MORALE
6
5
1
5
3
8
8
Weapon
Range
Hit
S tr
Crushing Blow Cyber-Gun Cyber Grenade
melee 16” 12”
3+ 3+ 4+
5 4 4
Notes Disruptor Blast 2”, Sc Scatter, Le Leader/Lieutenant only
Information:
Cyber Leaders & Lieutenants
CyberNeomorphs represent 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. ability
Alien, Alie n, Mech Mechanoid anoid
Notable Appearances: Earthshock, Earthsh ock, Attack of the Cybermen, Silve Silverr Nemesis
Cyber Lieutenants have the same profile as standard CyberNeomorphs, with the Leader (1) ability. ability.
Cyber Controller (CyberNeomorph), Big head h p r o m o e N C
MOVE
DEF
HITS
STR
AGI
INT
MORALE
6
5
2
6
3
9
9
,
1 r 0 e l / l 2 2 o / r 5 t 8 1 n 0 o 5 C 0 : e r l i e F b T I N y C U
Faction: Monster
Weapon
Range
Hit
S tr
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. capabilities. It either leads the armies armies of the Cybermen from a communications centre on Telos, Telos, or will occasionally enter the field of battle to lead its army. army.
Alien, Lead Alien, Leader er (2), Mech Mechanoid anoid Communicator: The Cyber Controller’s Leader Leader ability ability has an unlimited range.
Notable Appearanc A ppearances: es: Attack of the Cybermen
Cyber Slaves Some organic subjects are found to be unsuitable for full conversion into Cybermen, or have 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 Controlled by by the Cyberman player 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 Slave must take a Morale test.A failed result will result in an immediate Move towards the nearest table edge.
43
n e m r e b y C
Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale.
n e m r e b y C
Cybermat, Cybernetic pest
7 0 / 5 0 / 8 6 t 5 a 0 1 1 m : r e l i e F b T I y N C U
Faction: Monster MOVE
DEF
HITS
STR
AGI
INT
MORALE
4
2
1
1
3
6
10
Weapon
Range
Hit
S tr
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, Mech Alien, Mechanoid anoid,, Sabo Sabotage, tage, Smal Smalll 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 Cybermats move into melee, their opponent must count their Def at –1.
Notable Appearances:
Cybermen guard their
The Wheel In Space ,Tomb of the Cybermen
Tobias Vaughn, Electronics genius
3 0 n / 6 h 0 g / 8 u 6 1 a 1 V 2 0 : s e l a i i F b T I o N U T
Faction: Monster
MOVE
DEF
HITS
STR
AGI
INT
MORALE
6
4
2
4
3
9
6
Weapon
Range
Hit
S tr
Notes
None
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 page 36) armed with a Pistol. He has the Leader (2) and Bungling Bungling abil abilities ities.. His Leader Leader ability 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
slaves on Telos
Information: Tobias Vaughn is the head of International Electromatics (IE), a worldwide company company developing technology for the benefit of humanity – or so it seems. He plans to bring an invasion force force of Cybermen to Earth, and destroy them once they have have outlived their their usefulness. His body has also been partially cybernised.
Notable Appearanc A ppearances: es: The Invasion
Special Rules: Hypnotise, Lead Hypnotise, Leader er (1) Vaughn’s Leader ability only affects IE personnel. Commanding: Models activated using Vaughn’s Leader Leader ability ability may reroll failed Morale tests.
Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale.
s k e l a D
Daleks Daleks originated on the planet Skaro, 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 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, Mutant xenophobic exterminator
2 0 / 1 0 / 3 6 2 1 8 2 : e l k i F e l T I N a U D
Faction: Monster
MOVE
DEF
HITS
STR
AGI
INT
MORALE
6
5
1
2
2
8
8
Weapon
Range
Hit
S tr
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, Alie n, Hov Hover er,, Mech Mechanoid anoid 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, material, or for repairs repairs of sensitive equipment. Dalek Engineers have the same profile as a standard Dalek, with the addition addition of a Manipulator Manipulator Arm, and the Invent and Repair Repair abilities.You 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, abov e, with the 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
Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale.
s k e l a D
Dalek Emperor, Ultimate commander
9 0 r / o 4 0 r / e 7 6 p 7 0 m 1 0 E : e l k i F e l T I a N D U
Faction: Monster
MOVE
DEF
HITS
STR
AGI
INT
MORALE
0
6
3
0
0
9
0
Weapon
Range
Hit
S tr
Notes
Cannot attack
Information:
Notable Appearanc A ppearances: es:
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, forces, making them almost unstoppable. unstoppable.
Evil of the Daleks
The Emperor’s Guard In its imposing Dalek city on Skaro, the Emperor still fears attack, 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 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 1D
Special Rules: Alien, For Alien, Force ce Field (4+), (4+), Leade Leaderr (2), Mecha Mechanoid noid Absolute Command: Friendly Dalek forces automatically pass all Morale tests while this model is on the table. If destroyed, destroy ed, Dalek forces forces count as being Wiped Out. Out. Communicator: The Emperor’s Leader Leader ability 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 player 2 points of Luck of Luck per turn.These points cannot be saved from turn to turn – use them or lose them.
“
We meet at last. I wondered if we ever would.
Dalek Supreme, Force commander
2 0 e / 2 m 0 / e 4 r 6 1 p 1 8 u 2 S : e l k i F e l T I a N D U
Faction: Monster
MOVE
DEF
HITS
STR
AGI
INT
MORALE
6
5
3
2
2
8
9
Weapon
Range
Hit
S tr
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 victor y.
Alien, Alie n, Hov Hover er,, Lead Leader er (2), Mech Mechanoid anoid Absolute Command: See above. Armoured Shell: See page 45. Communicator: See above. Dalekinium Armour: See page 45.
46
”
The Doctor to the Dalek Emperor, Evil of the Daleks
Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale.
Davros, Kaled scientist
4 0 / 2 1 / 5 7 3 0 8 0 : s e o l i r F v T I a N D U
Faction: Monster MOVE
DEF
HITS
STR
AGI
INT
MORALE
6
3
2
1
2
9
6
Weapon
Range
Hit
S tr
6”
4+
3
Personal Blaster
Notes
Information:
Special Rules:
Davros’ twisted appearance retains a semblance of the Davros’ original Kaled form, although with Dalek design elements. elements. He is uttery evil and without remorse or compassion – like his creations.
Alien, Hov Alien, Hover er,, Inv Invent, ent, Lead Leader er (2), (2), Mech Mechanoid anoid 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
Special Weapon Dalek, Mobile tank k e l a D 1 n 0 / o 5 p 2 / a 8 8 e 0 W 1 9 l 1 : a i e l i F c T e I N p S U
Faction: Monster
MOVE
DEF
HITS
STR
AGI
INT
MORALE
6
6
2
2
2
8
8
Weapon Dalek Destructor
Range
Hit
S tr
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, Mecha Alien, Mechanoid noid 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
collaborator ator Dalek Trooper, Human collabor
4 0 / 1 r 2 e / 4 p 8 o 2 0 o 8 r 0 T : e l k i F e l T I a N U D
Faction: Monster
MOVE
DEF
HITS
STR
AGI
INT
MORALE
6
3
1
3
3
7
7
Weapon
Range
Hit
S tr
Brawl Dalek Blaster
melee 16”
4+ 4+
3 4
Notes Stuns Disruptor, Laser
Special Rules:
Notable Appearanc A ppearances: es:
Body Armour
Resurrection of the Daleks
47
s k e l a D
Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale.
s d r a u G l e G & s n a i n o c a r D
Draconian, Reptilian conqueror
3 0 / 0 1 / 3 7 2 n 0 a 4 i 2 : n e o l i F c T I a N r D U
Faction: Monster
MOVE
DEF
HITS
STR
AGI
INT
MORALE
6
3
1
3
3
7
8
Weapon
Range
Hit
S tr
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 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. Theyy will not The not attack prone prone models models nor do they 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
1 0 / 0 1 / 2 7 2 d 1 0 r 3 a : e u l i G F l T I N e G U
Faction: Monster
MOVE
DEF
HITS
STR
AGI
INT
MORALE
4
4
1
4
1
5
9
Weapon
Range
Hit
S tr
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 universe and are able to obey simple commands.
Alien, Contr Alien, Controlle olled, d, Slow Uncontrolled Gel Guards are removed from play. Anti-matter Creature: Gel Guards in the positive matter universe gain the Invulnerab Invulnerable le (2) ability. Creation of Will: While in the anti-matter universe, 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. Omega, The Three Doctors
48
”
Notable Appearanc A ppearances: es: The Three Doctors Doctor s
Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale.
Ice Warrior, Martian conqueror
3 0 / 5 0 / 7 r 6 o 1 i 1 5 r 2 r : a e l i W F T I e N c I U
Faction: Monster
MOVE
DEF
HITS
STR
AGI
INT
MORALE
5
5
1
4
2
8
8
Weapon
Range
Hit
S tr
Martian Claw Sonic Blaster
melee 20”
4+ 4+
4 4
Notes Compare Blaster’s Str against target’s Def or Str, Str, whichever is lower lower
Information: Ice Warriors are reptilian humanoids, covered in scaly armour.. Although slow and seemingly hesitant in an oxygen armour atmosphere they are are fearsome opponents to face. Luckily 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 Alien, Heat Intolerant: See below.
Notable Appearances:
Ice Warrior Sonic Rifle
The Ice Warriors, Warriors, The Curse of Peladon
The Sonic Rifle is a more powerful version of the Sonic Blaster carried by most Ice Warriors. 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 Wa Warriors rriors into battle.
Weapon Sonic Rifle
Range
Hit
Str St
Special
24”
4+
5
As Sonic Blaster
Ice Lord, Noble Martian leader
3 0 / 5 0 / 7 6 1 1 5 d 2 : r e o l i L F T I e N c I U
Faction: Monster
MOVE
DEF
HITS
STR
AGI
INT
MORALE
6
4
2
4
3
8
8
Weapon
Range
Hit
S tr
Martian Claw Sonic Blaster
melee 20”
4+ 4+
4 4
Notes Compare Blaster’s Str against target’s Def or Str, Str, whichever is lower lower
Information:
Special Rules:
Ice Lords are rarely 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. aliens. Slaar Slaar,, Izlyr and Azaxyr are typical examples of Ice Lords.
Alien, Lead Alien, Leader er (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 Appearanc A ppearances: es: The Ice Warriors, Warriors, The Curse of Peladon
49
s r o i r r a W e c I
Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale.
s u i b r o M & t o b o R 1 K
K1 Robot, Abused electronic creation
1 0 / 2 1 / 4 7 2 1 t 8 2 o : b e l i o F R T I 1 N K U
Faction: Monster
MOVE
DEF
HITS
STR
AGI
INT
MORALE
6
6
4
6
1
6
8
Weapon
Range
Hit
S tr
Giant Pincers
melee
4+
6
Notes
Information: 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 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 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 weaponry,, roll 1D6. On the roll of 3+ it will will gain 1D6 Hits and now counts as Large Large..
Notable Appearanc A ppearances: es: Robot
Morbius, Reanimated Time Lord criminal
5 0 / 3 1 / 6 7 1 0 7 s 1 : u i e l i b F r T I o N U M
Faction: Monster
MOVE
DEF
HITS
STR
AGI
INT
MORALE
6
4
3
4
2
10
0
Weapon
Range
Hit
S tr
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 creations ultimately kill them. Count Kettlewell Kettlewell and Solon as unique Scientists with an Int of 9.They have the Leader (1) ability ability,, which will only only work on their creations, creations, and only on the 1D6 roll of 4+. They also count as having the In The Way ay ability ability – see the Alien Lackey Lackey profile on page 37. In addition Solon has the Medic the Medic ability ability,, and Kettlewell Kettlewell gains Infiltrator .
50
Morbius was a Gallifreyan High Council leader, leader, who rebelled and committed committed terrible war crimes. Defeated and believed believe d killed, the scientist Solon has found Morbius’ still still living brain on the planet Karn. 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 his opponents in melee, he can immediately move 1D6” towards his nearest opponent.
Notable Appearanc A ppearances: es: The Brain of Morbius
Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale.
Movellan, Disco android
1 0 / 7 1 / 9 7 9 0 n 1 0 a l : l e l i e F v T I o N M U
Faction: Monster MOVE
DEF
HITS
STR
AGI
INT
MORALE
6
5
1
4
4
8
9
Weapon
Range
Hit
S tr
Brawl Movellan Blaster
melee 20”
3+ 4+
4 4
Notes Disruptor. Ca 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, Repai Mechanoid, Repairr Unlike other Mechanoids other Mechanoids , , Move Movellans llans may run. 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 c ylindrical power packs on their belts.A model may choose to forgo its melee attack with a Movellan Movellan to attempt to grab grab it. Each model must make an opposed roll using the higher of their Str or Agi Agi stats, with the Movellan gaining gaining a +1 bonus to this roll. If the power pack can be removed 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) 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 Appearances:: Destiny of the Daleks
Ogron, Brutal hireling
3 0 / 0 1 / 3 7 2 0 4 2 : e n l i F o r T I g N O U
Faction: Monster MOVE
DEF
HITS
STR
AGI
INT
MORALE
6
4
2
4
2
5
7
Weapon
Range
Hit
S tr
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 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 rules for Movellans, Movellans, above.
Notable Appearances: Day of the Daleks, Frontier in Space
The Master about to cut someone down to size
51
s n o r g O & s n a l l e v o M
Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale.
t o b o R r o t i v r e S &
Robot of Death, Perfect crewmember
5 h 0 t / 4 1 a / e 7 7 D 1 0 f 9 2 o : t e l i o F b T I o N R U
Faction: Varies
MOVE
DEF
HITS
STR
AGI
INT
MORALE
6
4
2
4
3
7
8
Weapon
Range
h Crushing Grip melee t a e D f o s t Information: o b The Robots aboard the Sandminer aid the small human o R crew in all aspects of its day-to-day functioning.They come
Hit
S tr
3+
4
Notes
Special Rules: 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 Repair roll roll at a –2 penalty. Not Created Equal: Dums use the above 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.
in three models – mute Dums, more intelligent Vocs and a single controlling Super Voc. oc.The The profile above is for a Voc. Voc.
Notable Appearances Appearances:: The Robots of Death
Robot, Servitor, Metal servant
3 0 r / o 2 1 t i / 5 v 7 r 2 0 e 2 S 2 : , t e l i F o b T I o N R U
Faction: Varies
MOVE
DEF
HITS
STR
AGI
INT
MORALE
6
5
2
5
1
5
10
Weapon
Range
Hit
S tr
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 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 Repair ability ability,, or shut down down completely using Repair Repair or or Sabotage 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 designed for a specific purpose. Robots can have up to 2 inbuilt weapons from the list above.
Robot Programs Capture/Destroy: Capture/Destroy:The 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.
Protect: The
Robot will protect protect a person or item. It must remain within within 2”, and can attack models at its players discretion.
Patrol: The Guard:
The Robot must remain within 6” of a designated spot, and can attack any unfriendly unfriendly models which enter this area.
52
Robot will either patrol an indicated perimeter,, or proceed to a predetermined perimeter predetermined series of waypoints. It may attack unfriendly 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.
s n a i r u l i S & s l i v e D a e S
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 awak awakening ening did not come until the latter half of the twentieth 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 underwater.. The Silurians use their cousins as warriors, as well as related creatures creatures such as the Myrka.
‘Man mussst be desstroyed’
Sea Devil, Amphibian menace
3 0 / 9 0 / 2 7 2 l 0 i 6 v 2 : e e l D i F a T I e N S U
Faction: Monster
MOVE
DEF
HITS
STR
AGI
INT
MORALE
6
4
1
4
3
7
8
Weapon
Range
Hit
S tr
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, water, attacking ships, floating platforms and underwater and coastal bases.T 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 – Deep – wear heavy armour.This counts as Body Armour , but its bulkiness will reduce reduce the Sea Devils Move to 5.
Notable Appearances: The Sea Devils,Warriors of the Deep
race ce Silurian, Ancient reptilian ra
2 0 / 7 0 / 0 7 2 0 7 0 n : a e i l i F r u T l I i N S U
Faction: Monster
MOVE
DEF
HITS
STR
AGI
INT
MORALE
5
4
1
4
2
8
8
Weapon
Range
Hit
S tr
Reptilian Grip Third Eye
melee 12”
4+ 3+
4 4
Notes 1 Hit or Stuns
Information:
Notable Appearances Appearances::
Silurians are not inherently inherently violent, and have engaged engaged in discussions with the Doctor. Doctor. They are, howev however er,, 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
Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale.
s n a r a t n o S & a k r y M e h T
The Myrka, Lethal Sea Devil pet
1 0 / 1 2 / 4 8 a 1 0 k 6 r 0 : y e l M i F e T I h N T U
Faction: Monster
MOVE
DEF
HITS
STR
AGI
INT
MORALE
6
5
3
4
2
5
8
Weapon
Range
Hit
S tr
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 Devils as a shock weapon. weapon. Its lethal electrical attack can repel most attackers.
Aquatic,Alie Aquatic, Alien, n, Slow Deep Ocean Dweller: Myrka hate bright light, so operating in this environment lowers 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
1 0 / 1 1 / 3 7 2 1 n 5 1 a : r e a l i t F T n I N o S U
Faction: Monster MOVE
DEF
HITS
STR
AGI
INT
MORALE
6
4
1
4
3
8
8
Weapon
Range
Hit
S tr
Grapple Sontaran Blaster
melee 18”
4+ 4+
5 4
Notes Disruptor
Information:
Sontaran Commanders
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 Earth’s gravity and exposed probic vent are two of their weaknesses.
Sontaran Commanders lead battle groups of 8–12 Sontarans.They have 2 Hits and the Leader (1–2) ability.
Special Rules: Alien, Body Armour Alien, Armour High Gravity Homeworld: Sontarans frequently operate on worlds with a much much higher gravity than Earth. Earth. Roll 1D6 in the end phase for each Sontaran who ran or engaged in melee combat combat during the turn. On the roll roll of 6, the model will suffer –1 Str. Str. Lost points can be recovered by spending a full turn in a Sontaran spacecraft. 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, Experime nt, The Invasion of Time, Time,The The Two Doctors
54
Sontaran Sontar an Battle Rifle 1 in 4 Sontarans can be armed with the more powerful Battle Rifle instead of the standard Blaster.
Weapon
Range
Hit
Str St
Special
24”
4+
5
Disruptor
Battle Rifle
Sontaran Field Agent Field Agents like Linx (The Time Warrior ) or Styre (The (The Sontaran Experiment) Experiment) usually work alone and are required to be more self sufficient.They have 2 Hits, Invent and Repair , 9 Morale and count as as unique.
Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale.
Thal, Blonde survivor
2 0 / 1 0 / 4 6 1 0 4 0 : e l i l F a T I h N T U
Faction: Hero MOVE
DEF
HITS
STR
AGI
INT
MORALE
6
3
1
3
3
7
7
Weapon
Range
Hit
S tr
Notes
None
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. planet.They They are now opposed to violence – unlike the mutated and xenophobic creatures 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 Appearanc A ppearances: es: The Daleks
Varga Plant Plant,, Unfriendly flora
2 0 / 3 0 / t 5 n 6 0 a 1 l 9 P 0 : e a l i g F r T I a N U V
Faction: Monster
MOVE
DEF
HITS
STR
AGI
INT
MORALE
2
3
1
0
1
0
0
Weapon
Range
Hit
S tr
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 – eventuall eventuallyy turning them into another Va Varga rga Plant.
Special Rules: Slow Varga Thorns: Models struck by a Varga Plant’s poisonous spine attack are affected by the status effect Varga Poison, Poison, as detailed below. Models in base contact with a Varg Vargaa Plant in the end phase of any turn must make an Agi test or also be affected.Varga spines do not affect Mechanoids 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 spong sponge, e, woo wool,l, white glue, pain paint. t.
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 from the sponge 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 by the monster player player next turn. 3 such rolls and the model will turn into a new Va Varga rga Plant.
Finish: I painted my plants green with red spines, and based them to match my my other models.
Notable Appearances Appearances:: Mission to the Unknown
55
s t n a l P a g r a V & s l a h T
Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale.
s n o g y Z & i t e Y
Yeti, Shaggy robot
Faction: Monster
2 0 / 5 0 / 7 6 9 0 0 3 : e l i i F t T I e N Y U
MOVE
DEF
HITS
STR
AGI
INT
MORALE
6
5
2
5
2
4
8
Weapon
Range
Hit
S tr
Yeti Claws Web Gun
melee 6”
4+ 4+
5 5
Notes Blast 2”, Stays on table
Information:
Notable Appearances Appearances::
Yeti were created by the Great Intelligence, a formless evil existing in space.Appearing to be the mysterious creatures of the Himalayas, Himalayas, they were were in fact powerful powerful androids. androids. On the second occasion the Yeti were encountered they used advanced weaponry which could create a lethal web.
The Abominable Snowmen,The 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 as Minor Artifacts – Artifacts – they allow a +1 bonus to Invention Breakthrough Breakthrough or Progress rolls and are worth 1 VP if the heroic side holds one or more.
Alien, Contr Alien, Controlled olled,, Mech Mechanoid anoid,, 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
1 0 / 3 1 / 5 7 8 0 0 3 : e n l i o F g T I y N U Z
Faction: Monster MOVE
DEF
HITS
STR
AGI
INT
MORALE
6
4
special
3
2
8
8
Weapon
Range
Hit
S tr
Stinging Arms
melee
4+
3
Notes Sting – see below
Information:
Notable Appearanc A ppearances: es:
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, captured, either during the game or previously. previously. See right for full details of body prints. Sting: Zygons making a successful melee attack against a non Mechanoid non Mechanoid model model may roll 2D6 and count the highest result when rolling to wound their opponent.
56
Zygon Body Prints Appearing identical identical to the original, original, Zygons use these copies to further their plans. Body Prints use the Zygon profile but lose the Sting Sting and and Alien Alien abil abilities ities,, and gain Bad Influence – Influence – see the Alien Lackey Lackey on page 37, Infiltrator , Leader (1) and Sabotage.A Sabotage .A Body Print can use its Leader Leader ability ability on any model which has has not activated this turn. Body Prints which are hit revert to the normal Zygon profile.
Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale.
Scenarios Map Key
Defend Snowcap Base! Antarctica, 1984 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 cannot be be stopped. stopped. Meanw Meanwhile, hile, at Snowcap base at the South Pole, the Doctor and and base commander General Cutler discover the inhabitants of the 2 tenth planet are attempting entry – Cybermen, Cyber men, the tenth planett being Mondas, their plane homeworld.
Forces Heroes and Allies: The Doctor, Doctor, Ben and Polly. Polly. General Cutler (use the profile profile for the Brigadier), Brigadier), Dr Barclayy (Scientist), 12 Base Soldiers, Barcla Soldiers, including 2 Sergeants (use UNIT profiles). Monsters Mons ters and Villai Villains: ns: 24 CyberMondasian Cybermen – of which only 12 will ever be on the table at any one time.
The Table Divide the table into 2 24x48” sections. sections. One represents represents the surface above the base, and should have scattered scattered snow mounds and perhaps a frozen lake (counts as difficult ground).The second is the underground 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).
Set Up 6 Base Soldiers set up in the Snowcap Base setup area on the surface, the remaining heroic models can begin begin anywhere inside the base. 12 Cybermen begin in their setup area on the surface.
1: Base Contro Controll Room
2:Access Hatch (Lower) 3:Access Hatch (Upper)
1
: Str 4 Doo Doorr ” 2 1
” 4 2
3
C y b e r m e n S e t u p A r e a
S n o w S c e a t p u p A B a s r e e a
If the heroic forces are wiped out, then General Cutler will move directly to the control room and activate the Z-bomb, the base’ss ultimate deterrent weapon. From base’ 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, killed, you can place another Cyberman 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. 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 Z-bomb is launched, launched, the game ends in a draw – Mondas will be destroyed but the Earth will be severely irradiated. irradiated. No other Victory Point rules are used in this scenario.
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.
“
It’s all over?… …but it isn’t at all. It’s far from being over. The Doctor, The Tenth Planet
”
57
! e s a B p a c w o n S d n e f e D : o i r a n e c S
Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale.
b e London Underground, 1967 W d The Great Intelligence has invaded the London Tube e l Army, under the command of g network.The British Army, a e r n Colonel Lethbridge-Stewart, have been A p a U T t e mobilised to stop the Intelligence’s S c A i o r : pawns – the fearsome Yeti! e H o i r a n The Yeti have a new e weapo n, a deadly deadly c weapon, S web-like substance
Map Key
A Tangled Web
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 Yeti to escape to freedom…
Main n Line 1: Mai Maintenan tenance ce Area 2: Main 3:Yeti Start Point : Do Door or
2
1
3
2
3 3 3
Forces Heroes and Allies: The Doctor and and one companion. companion. Colonel Lethbridge-Stewart Lethbridge-Ste wart (use the Brigadier’s Brigadier’s stats) with 6 soldiers (use UNIT stats) and Professor Travers (Scientist). Monsters Mons ters and Villai Villains: ns: 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, 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.
at least one clear route must be left between the heroic and monster sides of the table at all times.
Unknown to the heroic 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 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. play. If all the Yeti 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:
Initiative
The
Determine initiative as normal for all turns
Lethbridge-Stewart
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, Underground, so
58
”
Doctor off the monster table edge / 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.
! r e d a e L
Locate Swarm Leader! England, 1970 The Nestene Intelligence has landed on Earth and has created crea ted a spearhead spearhead of plastic Auton Autonss with which to begin its invasion of the planet. The Intelligence is housed in plastic spheres which have fallen like meteorites. meteorit es. 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…
Forces Heroes and Allies: The Doctor and and one companion, companion, the Brigadier and 8 UNIT soldiers.The UNIT soldiers can be armed with any combination of Rifles and SMGs. Monsters Mons ters and Villai Villains: ns: 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.
m r a w S e t a c o L : o i r a n e c S
” 6
1 2 ”
a e r A p U t e S n o t u A
Victory Points
Victory Points are scored according to the rules on page page 25; in addition 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.
Set Up The heroic models 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 play players should take turns placing 6 objective markers, no closer than 8” to any model model or any table edge. One of these markers markers represents the Nestene Nestene Energy Unit, the others are false signals signals and can be ignored. Neither player player should know the real location of the Energy Unit. A marker is revealed 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 destroyed or retreats retreats off the table.
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 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 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. 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).
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Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale.
t n Earth, far future e m i r Sontaran Field Major Styre of the G3 Military e Assessment Survey has lured a human GalSec p x E vessel to Earth.To determine the ability of n the human race to resist invasion, a r Styre is conducting barbaric a t experiments on the crash n o survivors. S e 1 h The Doctor, Doctor, Sara Sarahh T : and Harry have o i r arrive arrivedd by Transmat a n beam from the Nerva e c Beacon (see The Ark in S
Map Key
The Sontaran Experiment
1: Heroic Models Start Point Point 2:Transmat Circle 3: GalS GalSec ec Prisoner Prisoner Sontaran ran Spaceship Spaceship 4: Sonta 3
3
2
3
3
Space ).They must free the GalSec crew and if possible defeat defeat Styre, while escaping the clutches of the Sontaran’s patrolling Servitor Robot.
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 Security Guard with the Slow Slow ability ability due to their extremely weak physical condition. Monsters Mons ters and Villai Villains: ns: 1 Sontaran (use the Field Agent 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 Transmat spheres sits in the centre of the table, and Styre’s 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, 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 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. 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 repaire repaired d 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 Repair or 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, 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: 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. action. On the roll of 1 the model model has fallen or otherwise come to harm.They will suffer a Str Str 2 hit, or the player can elect to have the model stunned stunned instead. 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 player scores VP for half half the the remaining captured GalSec crewmembers.
Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale.
e l b 1: Water (impassable terrain) a 2:Warehouse d n 3: Ga Gant ntry ry e p x E n o i s s i M : o i r a n e c S
Map Key
Mission: Expendable London Docklands, Earth, 1984 Guerrilla warriors from 200 years in Earth’s future have sent two units back in time to try and alter the course of history. history. One group group is attempting to kill Sir Reginald Styles a e r A (see Day of the Daleks ) ),, th thee p U t other is investigating the e S r e t presence of Daleks s n o M and a temporal disturbance in the year 1984.
1 2
3
The Daleks plan to capture the Doctor and send a duplicate of him to Gallifrey to assassinate the Time 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.
a e r A p U t e S c i o r e H
Initiative
The heroic forces get the first turn.
Special Rules
The guerillas also have a secret weapon – some of the Movellan virus, gained through through encounters with the Dalek invasion forces in their own time.
Forces Heroes and Allies: 12 Guerrillas (count as Security Guards, armed with SMGs) SMGs) One has Morale Morale 8, and Leader (2) and two have Leader (1). (1). Half of the Guerrilla Guerrilla models carry grenades of Movellan Virus – see right. Monsters Mons ters and Villai Villains: ns: The Dalek side consists of a Force Commander (counts as a Black Dalek), one Patrol Leader, Leader, and 2 Daleks.
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. edge. Once a total of 6 Dalek Troopers or 2 extra Daleks have entered play stop rolling for reinfor reinforcements. cements. Roll 1D6 every time a Guerrilla model fails a Morale test. On the roll of 1–2, the model activates it’s it’s recall unit and disappears back to the 22nd Century – remove the model from play.
The Table
End of the Game
The 48x48” table represents an area of deserted dockyards, and should have scattered warehouses, 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.
The game will end when one side or the other is wiped out, or leaves leaves the table.The Guerrilla side can declare game end at any point – the game will finish after the Dalek player player gets another full turn.
Victory Points The standard Victory Point rules on page 25 are used in this scenario.
Set Up The Guerrillas begin within 12” of one table edge and deploy first, the Daleks within 12” of the opposite opposite edge.
It was always nice to sit down and reflect after an alien invasion
61
Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale.
s l l Scotland, Earth, 1980 o T l Bay, the site of a l The Doctor has come to Devils Bay, e remote UNIT base in the Scottish Highlands, B g where they are having trouble with the n i v readings from an underwater probe. i D 2 e Previously the Doctor has h t taken a vital
Map Key
For Whom the Diving Bell Tolls
mcomponent from the o h Master Master’s ’s TARDIS TARDIS W ” 6 desperate ate to r and, desper o F leave Earth, he : wants ts it back. He has o wan i r tracked the Doctor to Devils a n Bay, and with the help of the Sea e c Devils intends to create a diversion to S
” 4
1:Water (Sea Devils only)
2: Chai Chain n Fence Fence
3: Gate S e a D e v i l S e t u p A r e a
and Sentry Post and Post
1 3
distract both the Doctor and UNIT while he searches for his component and makes his escape. 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 either Rifles or SMGs, Sergeant Benton and an additional additional UNIT Sergeant. Monsters Mons ters and Villai Villains: ns: The Sea Devils get the Master with 8 Sea Devils and 2 Sea Devil Sub-commanders with the Leader (1) ability ability.. All Sea Devils wear heavy armour, armour, giving them the Body Armour ability Armour ability (see page 53).
The Table The table’s 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 chain fence, which does not block Line of Sight for shooting.The UNIT base should have have at least 4 buildings, 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 Master,, or a model he has hypnotised, activates and spends all his actionss in a building, action building, roll 1D6. 1D6. On a 5+ he has found 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 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.
s e t i s b e W l u f e s U
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 downloads are available monthly. www.drwhominiatures.co.uk The DWMG Yahoo Yahoo!! site has exclusive exclusive releases, releases, forums, up/downloadable files, pictures and more. more. games.groups.yahoo.com/group/ doctorwhominiaturesgame/
Other Doctor Who Games Other Doctor Who game sites include Invasion Earth (the first DW W wargame) wargame) and the unofficial DW W card card game, 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, Daleks, to the Master, 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 Foundry and Copplestone Castings make a huge range of historical, present day day and futuristic miniatures, many of which would be suitable for DW DW gaming gaming www.wargamesfoundry.com/main.asp www.copplestonecastings.co.uk/ Gripping Beast produce Falklands Wa Warr era British soldiers which can be used for UNIT – useful if you’re on a budget. Chiltern Miniatures produce similar 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 the forums 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 Ainsty used manner of scenic items, from crates through to vehicles, vehicles, tunnel walls and spaceship spaceship interiors.Their range is now being produced by Old Crow . www.oldcrowmodels.co.uk/
The BBC is the home of Doctor of Doctor Who and their site has info,, pictur info pictures, es, clips clips,, game gamess and much more.Wikipedia more.Wikipedia has editable pages on almost every DW DW subject subject imaginable. www.bbc.co.uk/doctorwho/classic/ en.wikipedia.org/wiki/Doctor_who
If you’re you’re on a budget, there are several several pages of downloadable standup figures for DW W gamers.The gamers.The second address has printable 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
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Doctor Who Miniatures Game © 2006–9 Graeme Dawson.This product is free and not for sale.
s t i d e r The DWMG:2 needed to come about to rationalise the C May 2006. Many of them had & various PDFs released since May were thought of, and some like s included new rules as they were e t the Cybermen and Dalek releases had such good stuff in o N them they had to be in a basic rules set. s r e Emails sent in and posts made on the Yahoo! site suggested n g other things, such as including more examples i examples and making s other rules tweaks (although most of the rules have stayed stayed e D
2nd Edition Designers Notes
pretty much the same). same). I hope these changes make make the game better, better, plus they also prove it’s it’s not all ‘me me me’.
The rules had to be bigger to incorporate clarifications and more examples, examples, and I initially settled on 60 60 pages, which was 50% up. Now it has reached 64 pages, and it’s 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 Gallifrey and the Time Lords. A 3 month break from work in early 2006 allowed me to hammer on with the 1st edition at 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.
Credits The DWMG:2 has been a collaborative effort, effort, so thanks for all the emails and posts on the Yahoo! site. I hope I have have taken on board all the best of suggestions.The following people deserve special mention for their specific rules: Gallifreya Gallifreyan n
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’ 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 it’s!) !)
Image Credits Multiple images on the same page i.e. (i), (ii) etc. are numbered in order of the text flow. 8th
This time the rules have h ave taken well over a year, year, and have been written in such diverse places as a storm battered Scottish island, the world’s world’s smallest cottage in Yorkshire, and various cafes in Prague. Prague. Making life harder harder is the fact that monthly DWMG DWMG releases 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 better fonts in place, place, images at 150dpi instead of 72dpi (more than 4 x the resolution of the 1st edition), and getting stupidly annoying annoying things fixed like getting the text to line up with itself across the columns. Finally the rules look more like like the business. I had initially thought that a simple rewrite and tweak would be fairly 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, Dawson, June 2008 2008
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Doctor picture on page 3 is from Oblivion Oblivion,, published by Panini books. Miniature photos on pages 2 & 5 are courtesy of Richard Abbott: richardabbott.net/ Images on page 45(iii), 45(iii), (iv), 46(ii) by Redders: www.reddersdaleks.com/ Phot otos os on page pagess 3, 6, 9, 13 13(i (ii) i),, 17 17,, 19 19,, 20 20,, 21 21(i (iv) v),, 24 24,, Ph 31(ii), ), 34(i) 34(i),, 38(i) 38(i),, 53(i) 53(i),, 62 by Karl Per Perrotto rotton. n. 31(ii murpam1908. Photos on page 42, 51(iii), 53(ii) by murpam1908. Photos tos on pag pages es 4, 6(i 6(ii), i), 7(i 7(i), ), 8, 10( 10(ii) ii),, 13( 13(i), i), 16, 22, 23, Pho 45(i),, 55 (iii-v) (iii-v) by Graeme Dawson. Dawson. 34, 45(i) 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, years, both in front of and behind the cameras. Special respect is paid paid to all of those individuals who are no longer with us. This work is dedicated dedicated to my amazing amazing wife,Alice. wife, Alice. Not only is she my favourite 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 Kee p messi messing ng abou a bout t in tim time e and an d space… space…