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Dortmun
Faction: Hero
MOVE
DEF
HITS
STR
AGI
INT
MORALE
Weapon
Dalek Bomb
Range
Hit
Str
Notes
Thrown
4+
1D6+1
Scatter
Information:
Dortmun is determined to beat the Daleks, but feels his
wheelchair is a liability to his group. He has invented bombs
which he hopes will destroy the Daleks with a single hit.
Special Rules:
Invent, Leader (2), Repair
Dortmuns Leader ability can only be used on other resistance
members, including David.
Hit and Run: Resistance models gain +1 Morale for the first
4 turns of any game.
Wheelchair Bound: Dortmun is wheelchair bound, and can
only take 1 Move action per turn. Alternatively, an adjacent
model can expend an action to move both models they
can move up to 4 per action spent in this way. Dortmun
can only ascend/descend levels of elevation with help from
another model, and then only at half rate.
Resistance Weaponry
The resistance has to rely on found weaponry in their
battle with the Daleks. Roll 1D6 on the table below for
each member of the resistance you have in play (excluding
Dortmun, but including David.)
1D6
1
2
3
4
5
6
Weapon
No additional weapon
Pistol
Shotgun
Rifle
SMG
One Dalek bomb + roll again
01
Resistance
Faction: Hero
MOVE
DEF
HITS
STR
AGI
INT
MORALE
Weapon
Range
Hit
Str
Improvised Weapon
melee
4+
Notes
Information:
Members of the resistance are prepared to die before
submitting to the Daleks, although they are underequipped
and constantly hunted.
David Campbell
David is a member of the London
resistance who grows close to Susan.
He has the same profile as a resistance
member, with 2 Hits, Luck (1) and the
ability given below. He counts as unique.
Special Rules:
Hit and Run: Resistance models gain +1 Morale for the first
4 turns of any game.
Ragtag: Members of the resistance are armed with a
variety of equipment roll on the table on page 1 for each
resistance member in your force. They need a 4+ to hit
with any such weaponry.
Roboman
Doctor Who Miniatures Game 20069 Graeme Dawson. This product is free and not for sale.
Faction: Monster
MOVE
DEF
HITS
STR
AGI
INT
MORALE
Weapon
Range
Hit
Str
melee
16
5+
5+
3
3
They couldnt work out where the pinging was coming from
Notes
Captures
Burst, Cannot Aim
Information:
Robomen are captured humans fitted with explosive radio
collars connected directly to their brains. This turns them
into zombie-like figures who must obey the Daleks.
Special Rules:
Controlled, Slow
Uncontrolled Robomen are activated by the heroic player in the
end phase.
Explosive Collar: The Dalek player may remove any number
of Roboman models from play at the beginning of any of
their turns.
02
Doctor Who Miniatures Game 20069 Graeme Dawson. This product is free and not for sale.
3. Add detail
Using thin card glue
window ledges, door
frames and scattered
brickwork to the outside of
your walls.
Print out, weather and cut
out the emergency posters
on the right to add some
emergency measures feel to
your ruins.
Posters by Chris Rowell
4. Get painting
Paint your ruin grey or off-white are good colours. Do
the base to match your other scenery.
EMERGENCY REGULATIONS
EMERGENCY REGULATIONS
LOOTERS
QUARANTINE
AREA
WILL BE
SHOT
ON SIGHT
EMERGENCY RATION
PACKS ARE AVAILABLE
STAY INDOORS
REPORT
ALL
INFECTION
EMERGENCY REGULATIONS
EMERGENCY REGULATIONS
BODIES
IT IS FORBIDDEN
MUST BE:
TO DUMP
SECURELY BAGGED
SECURELY TAGGED
BODIES
INTO THE
COLLECTION
COLLECTION DAY: THURSDAY
RIVER
03
Map Key
Nearly
Doctor Who Miniatures Game 20069 Graeme Dawson. This product is free and not for sale.
Forces
Heroes and Allies: The resistance comprises 10 men (and/or
women). 2 members of the resistance have the Leader (1)
ability. Each model carries a single Dalek bomb and one
random weapon as per their profile.
Monsters and Villains: 4 Daleks with up to 2 Daleks and 6
Robomen as reinforcements.
The Table
The 48x48 table should be set up full of ruins,
representing the shattered streets of London. The ruins
offer the resistance partial cover, and will hamper the
Daleks movement.
Set Up
The heroic and monster models are set up on opposite
table edges, within 8 of their own table edge. The Dalek
player sets up 4 Daleks first the reminder of his forces
may come on later in the game as reinforcements. The
resistance can elect to deploy 1D6 models outside their
own set up area, no closer than 6 to a Dalek, as long as
they are within cover.
Initiative
The heroic player gains the initiative on the first turn, but
determine initiative as normal on all subsequent turns.
Special Rules
Roll 1D6 in each end phase to see if the Dalek player can
bring reinforcements into play. On the roll of 5+ they can
place either a single Dalek or 3 Robomen adjacent to
either neutral table edge. Once the Dalek player has had 2
successful reinforcement rolls do not roll any further.
Victory Points
Use the standard Victory Points rules in this scenario, with
the following modifications: The resistance cannot control
table quarters in this scenario, and double points are
awarded for wiping out the enemy force. In addition the
resistance will gain 1 VP for destroying a Dalek with their
bombs.
04
Doctor Who Miniatures Game 20069 Graeme Dawson. This product is free and not for sale.
I ng re die
n ts
Wor k in prog re
ss
FURTHER INSPIRATION
Chris Rowell has built a great Saucer:
anevilgiraffe.blogspot.com/2008/08/
saucer-project.html
Check the DWMG Yahoo! site photos section for pictures
of Karl Perottons Dalek Saucer build.
Th e S auc er h a s
Range Str
la n de d
Special
Saucer Weaponry
Weapon
Main Blaster
48
Point Defence
Blaster
16
Disruptor, Laser
180 Fire Arc
05
Doctor Who Miniatures Game 20069 Graeme Dawson. This product is free and not for sale.
Map Key
1: Landing area
2: Dalek Saucer
Forces
12
The Table
12
Victory Points
Set Up
Initiative
The heroic player gains the initiative on the first turn, but
determine initiative as normal on all subsequent turns.
Special Rules
06
Black Dalek
Faction: Monster
MOVE
DEF
HITS
STR
AGI
INT
MORALE
Weapon
Dalek Blaster
Range
Hit
Str
16
4+
Notes
Cannot Aim, Disruptor, Laser, 2 Shots
Information:
Special Rules:
Slyther
Faction: Monster
MOVE
DEF
HITS
STR
AGI
INT
MORALE
Weapon
Range
Hit
Str
Ghastly Claws
melee
4+
Notes
2 Attacks
Information:
The alien Slyther the pet of the Black
Dalek was left to roam the outskirts of the
Dalek mine, to act as a terrible deterrent to
intruders.
Special Rules:
Alien, Slow
Animal Instinct: The Slyther cannot be
activated using another models Leader ability.
sort of food?
What
People.
Collaborators
Some humans like Ashton and the women in the forest
serve only themselves or the Daleks. They do whatever
is needed to survive, and make dangerous allies. Stat
cards for Collaborators are given on page 11. Their
listed abilities are explained below.
Security Pass: While under heroic control the Collaborator (and
heroic models within 4) cannot be attacked by the monster player.
Snake In The Grass: Collaborators begin the game under neutral
control the player with the initiative in any given turn may activate
them. As soon as a Collaborator enters base contact with a heroic
model they will come under that players control roll 1D6 in each
end phase for such models. On the roll of 5+ the Collaborator
changes allegiance and returns to neutral control the monster
player may immediately activate 1D3 models as a free activation.
07
Doctor Who Miniatures Game 20069 Graeme Dawson. This product is free and not for sale.
24
ym
lo
ep
D
Map Key
r
he
yt
Sl
Doctor Who Miniatures Game 20069 Graeme Dawson. This product is free and not for sale.
Set Up
The heroic models set up in pairs, within 4 of each other
on the table edge opposite the mine entrance. One pair
must set up on each side of the chasm. One Roboman
begins in each forested area, no closer than 12 to a heroic
model. The collaborators begin one in each hut. The Slyther
begins anywhere on the indicated line, halfway up the table.
The remainder of the monster forces begin anywhere on
the mineworking half of the table.
Initiative
Determine initiative as normal on all turns.
Special Rules
The collaborators only come into play once any heroic
model enters their respective hut. Until this point they do
not count as models on either side for activation purposes.
At the beginning of the game, all monster models are not
specifically aware of the heroic models, and are counted
as being on patrol. The following circumstances will count
as the alarm being raised and allow all monster models to
activate normally for the remainder of the game:
08
in
The Table
tL
4
Heroes and Allies: Ian and
Barbara (or any 2 companions).
Jenny and Larry these count as
members of the Resistance.
Monsters and Villains: 4 Daleks, 6 Robomen and the
Slyther.
Neutral Models: 2 Collaborators (Ashton, and one of the
women in the forest assume the other one is elsewhere!)
en
Forces
2
4 Any model fires a
weapon at another.
4 A monster model gets within
12 and line of sight to a heroic model
(unless using a Collaborators Security Pass).
4 The heroic side fail a security check (see below).
Models on patrol may only be activated if they are more
than 18 from a heroic model. All unactivated monster
models on patrol will make a single move action in a
random direction in the end phase. The Slyther cannot
move farther than 8 from its initial deployment line.
Monster models on patrol who get within 4 of models
using the Security Pass ability can force a security check
make an opposed Int roll with one single heroic model
(no help) within 4. If the monster side wins this opposed
test, then the alarm is raised immediately.
Victory Points
The standard Victory Points rules are not used in this
scenario instead determine how many heroic models
(dont count the Collaborators) exit the table through
the mine entrance. The Dalek player will win if less than
2 models exit, a draw is scored if 2 models exit, and the
heroic player wins if 3 or more models exit.
The Chasm
If you dont already have a gaming table with a huge chunk cut
out of it (why not?) then you could use a big wedge of black
card to represent the chasm. If youre feeling adventurous then
you could model one out of something like polystyrene with
slightly raised edges, to show the top of the sheer rock faces.
Again use black card for the main hole.
Map Key
1: Dalek Aerial
Forces
Heroes and Allies: Susan (or any companion), David and
6 resistance members each model starts with one Dalek
bomb in addition to any other weaponry they might get.
Susan hits on a 5+. One resistance model gets the Leader
(1) ability.
Monsters and Villains: 4 Daleks and 6 Robomen. One Dalek
counts as a patrol leader, and has Leader (1).
The Table
The 48x48 table represents the edge of the mine area,
and contains hills of slag and scattered machinery. In
the centre of the table is the Dalek aerial, immediately
surrounded by rocks and rubble.
Set Up
The monster models set up first; each can be placed
anywhere on the table. The heroic forces can each be set
up anywhere on the table not in the centre 24 square
area. Heroic models must be set up out of sight of any
monster models (or at least in cover), and can be no closer
than 6 to any such model.
Initiative
The heroic side gains the initiative in the first turn.
Determine initiative as normal on all future turns.
Special Rules
The aerial has Def 5 and 4 Hits. Once it has sustained this
much damage it is considered destroyed and the game
will end. In hand to hand combat, it is easier to attack the
controls directly, and therefore only counts as Def 4.
Due to the desperate nature of the struggle and the stakes
involved, all models (except Robomen) can count their
Morale as +1 for the duration of this scenario.
12
t
Se
c
oi ea
er r
H pA
U
12
Victory Points
Use the standard Victory Points rules in this scenario,
with the following additions. The Resistance gain +4 VP for
destroying the aerial, and the Dalek player scores 1/2 VP for
each heroic model eliminated although they dont gain
any additional VP for eliminating unique characters in this
scenario (except for the Doctor if he is included).
09
Doctor Who Miniatures Game 20069 Graeme Dawson. This product is free and not for sale.
Doctor Who Miniatures Game 20069 Graeme Dawson. This product is free and not for sale.
Additional Material
New Event Cards
Sprained Ankle
Improbable Plot
Availability of Miniatures
Saucer Models
10
The only PDF card ruins I found are for GWs Mordheim:
www.tabletopgeeks.com/terrain-downloads/
Dortmun
Agi
Int
Morale
Range
Hit
Thrown
4+
Str
Notes
1D6+1 Scatter
David Campbell
SPECIAL:
Agi
Int
Morale
2
Range
Hit
Str
Improvised
Weapon
melee
4+
Notes
SPECIAL:
Agi
Int
Morale
Dalek Blaster
Range
Hit
Str
16
4+
SPECIAL:
SPECIAL:
Str
4+
Move
Controlled, Slow
Explosive Collar
Def Hits
Str
Agi
Int
Morale
1
Range
Hit
Str
5+
5+
3
3
Stuns
Burst,
Cannot Aim
Horrendous pet l
Move
Alien, Slow
Animal Instinct
Def Hits
Str
Agi
Int
Morale
Hit
Str
4
Int
Morale
6
Notes
Notes
Slyther
Notes
2 Attacks
Collaborator
Str
4+
Agi
Notes
Roboman
Range
Str
Hit
Hit
melee
melee
Def Hits
Range
Range
Improvised
Weapon
Move
6
Weapon
Pistol
Def Hits
Str
Agi
Int
Morale
1
Range
12
Hit
4+
Str
3
Notes
Pistol
None
Weapon
Ghastly Claws
Weapon
Weapon
Cannot Aim,
Disruptor, Laser,
2 Shots
Notes
Collaborator
Move
Str
Def Hits
Weapon
Morale
Weapon
Black Dalek
Int
Str
Weapon
Move
Luck (1)
Hit and Run, Ragtag,True Loves Ways
Def Hits
Agi
Move
Str
SPECIAL:
Dalek Bomb
Def Hits
SPECIAL:
Weapon
Move
SPECIAL:
SPECIAL:
Str
Def Hits
Move
Resistance
Resistance leader l
Doctor Who Miniatures Game 20069 Graeme Dawson. This product is free and not for sale.
Map Key
Miniatures Needed
As a bare minimum you will need 2 Daleks, 6 Robomen and
8 Resistance members and ideally double this amount.
Depending on the mission cards drawn, you will also need
a model for Dortmun, and some civilians.
The Table
The 48x48 table should be set up in a similar manner to
the Strikeback scenario full of ruins, representing the
shattered streets of London. The ruins offer the resistance
partial cover, and will hamper the Daleks movement.
Players
The tournament game allows up to 8 players to play at the
same time. Half of the players should play the resistance,
the other half should play either Daleks or Robomen. If
new players join the game, then allocate each a side so as
to keep the numbers of players on each side roughly equal.
Models
Players receive a variable number of models depending on
which forces they are controlling:
4 1 Dalek
4 2 Resistance members
4 3 Robomen
Each player gets 2 points of Luck each can be expended
to reroll a single die affecting any of their models.
12
Mission Cards
The following 2 pages
detail 8 mission cards for the
resistance player, and 4 mission
cards each for the Dalek and Robomen
players. Mission cards detail what the player
has to do to earn Victory Points. Each player should be
given a mission card relevant to the models they control.
Mission cards should be kept secret.
Initiative
All players should roll 2D6 at the beginning of each turn.
The player with the highest roll gains the initiative, and
moves first. Play then goes round the table clockwise. It is
suggested players of heroic and monster models alternate
seating around the table.
Activations
With each player only having a limited number of models
in play, do not use the half activation rule on page 6 of the
DWMG rules players can activate all their models when it
is their turn.
Morale
The stakes are so high in the battle for London that no
sides need to take Morale checks.
Victory Points
Victory Points rules are awarded for actions as detailed on
each players Mission Card. As the game has no finite end,
these VP allow players to gauge how well they are doing in
comparison to other players.
Mission: Strikeback!
Resistance
Mission
Mission: Strikeback!
Resistance
Mission
Start:
Victory Points:
Special:
Start:
Victory Points:
Special:
Resistance
Mission
Resistance
Mission
Your force must search for survivors hiding in the ruins and
return them to the resistance HQ.
Your force must search for useful equipment in the ruins, and
return anything found to the resistance HQ.
Start:
Victory Points:
Start:
Victory Points:
Special:
Mission: Reconnaisance
Resistance
Mission
Special:
Resistance
Mission
Start:
Victory Points:
Start:
Victory Points:
Special:
Mission: Patrol
Resistance
Mission
Special:
Resistance
Mission
Start:
Victory Points:
Special:
Start:
Victory Points:
Special:
Mission: Exterminate!
Dalek
Mission
Mission: Exterminate!
Dalek
Mission
Start:
Victory Points:
Special:
Start:
Victory Points:
Special:
Dalek
Mission
Mission: Patrol
Dalek
Mission
You must patrol each part of this sector, and exterminate any
human opposition you encounter.
Start:
Victory Points:
Start:
Victory Points:
Special:
Special:
Roboman
Mission
Mission: Inferno!
Roboman
Mission
Your force must capture any humans found in this area and
return them to the Dalek Saucer for reprogramming.
Start:
Victory Points:
Start:
Victory Points:
Special:
Mission: Patrol
Roboman
Mission
Special:
Roboman
Mission
You must patrol each part of this sector, and eliminate any
human opposition you encounter.
Start:
Victory Points:
Special:
Start:
Victory Points:
Special: