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Doctor Who Miniatures Game 20069 Graeme Dawson. This product is free and not for sale.

The Dalek Invasion of Earth

The Dalek Invasion of Earth


The Earth has been invaded by the Daleks in the latter
half of the 22nd century. When the Doctor, Susan, Ian and
Barbara arrive in London they find it ruined and inhabited
only by the Daleks, their Robomen slaves and scattered
human resistance groups.
After meeting the resistance, and several confrontations
with the Daleks, the time travellers make their ways
separately to the huge Dalek mine in Bedfordshire. The
Doctor discovers the Daleks plan to replace the core of
the Earth with a huge propulsion system with disastrous
consequences for the planet and its inhabitants.
Note:The Earth Invasion forces are more mobile than the
Daleks seen on Skaro.The profiles on page 45 of the 2nd
edition rules can be used for the games given in this release.

Nobody had dared to look in the dustbins

Photo: Chris Rowell

Part 1: The Ruins of London

Dortmun

UNIT File: 211164/02/02

Dortmun, Resistance leader l

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

UNIT File: 211164/02/02

Resistance, Fighters to the last

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.

True Loves Ways: David and Susan each count their


Morale as +1 if they are within 6 of each other.

Roboman, Radio controlled slave

Roboman

UNIT File: 211164/02/02

The Dalek Invasion of Earth

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

Stun Stick / Whip


SMG

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

The Dalek Invasion of Earth

Doctor Who Miniatures Game 20069 Graeme Dawson. This product is free and not for sale.

Building the Ruins of London


The scenarios on pages 4 and 6 need lots and lots of
ruined buildings. There are several companies who produce
resin, plastic or cardboard ruins which would get the job
done details of these are given on page 10.
It is also easy to create a huge amount of ruins simply and
cheaply with only a few materials, as the instructions on
this page will show. Heres what you will require:
4
4
4
4
4

Foamcard or thick cardboard for the walls


Thin cardboard for the brickwork
Basing material (e.g. mounting card, balsa, plasticard)
White glue, paint, small stones or cork chips
Scalpel or craft knife

It might be ruined but at least it wasnt black and white


1. Cut some walls
The example on this page is of a section of
ruined corner but you can go from low
walls to big tall ruins using the same
method. Cut some rectangles
from foamcard, about 46
long, and about 3 high
for a single storey
(or multiples of for
higher buildings). Sculpt
the upper edges into
ruinous shapes, making
sure the corners line
up. Remember to
cut out doors and
windows if required.

2. Glue the walls & base


Glue your walls together and
glue on a base for extra
stability. Add rubble
(stones / cork
chips etc.) to
the base.
This is
the time
to add
bits of floor
to represent
partial upper storeys,
depending on the height of
your buildings walls.

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

AND LEFT FOR

INTO THE

COLLECTION
COLLECTION DAY: THURSDAY

RIVER

03

Strikeback! London, 2167

Map Key

The Dalek invasion has seen nearly all the population of


the Earth either destroyed or being worked to death
in slave camps. Once great nations and cities
lie nearly deserted.

1: Resistance start area


2: Dalek start area

Nearly

The Dalek Invasion of Earth

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.

Dortmun, the scientist


leader of the London
resistance, has
created experimental
bombs with which he hopes
to be able to penetrate the
Daleks armoured casing and destroy
them. He has sent a small group of his
followers out onto the streets to ambush a Dalek
patrol

End of the Game


The resistance cannot
fight a pitched battle; the game
will end after 10 turns, when one
side is defeated or flees the table, or if
any Dalek model which started the game on
the table reaches the heroic table edge.

Victory Points
Use the standard Victory Points rules in this 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.

Including the Doctor


If you wish to include the Doctor in this game then he and
up to 3 companions begin within 4 of the very centre
of the table. The time travellers are unknowingly heading
towards the Dalek patrol! Until one or more of these
models gets within 12 and line of sight to a Dalek, at least
half (round up) of the time travellers must activate each
turn, and must take at least one Move action to move
towards the Dalek table edge.
If the Doctor or a companion spends a special action
searching a ruin, roll 1D6. On the roll of 6 suitable
components are found to begin work on an invention.
Ruins can be searched by a single model only once. If the
Doctor is included in the game, the Dalek player may bring
on reinforcements 3 times instead of twice.

The Daleks will destroy London


completely
you will all die.

Dalek, Dalek Invasion of Earth

04

The Dalek Invasion of Earth

Doctor Who Miniatures Game 20069 Graeme Dawson. This product is free and not for sale.

Building a Dalek Saucer


Dalek Saucer Design
The Saucer seen in the Dalek Invasion of Earth technically
comes in 2 varieties, depending if youve switched the new
CGI effects on or off on the DVD special features. The
spotters guide to Dalek spaceships, right, indicates the
differences in design between the 2 types.
The old style Saucer can be built in the same way as the
Saucer described below, as long as you hunt out suitable
components. Several Saucer kits are available commercially
which resemble the old school Dalek ship details on
these are given on page 10. I decided to make a new style
saucer, as detailed below.

Dalek Saucers original (left) & new CGI upgrade (right)

Thoughts and Materials


The Saucer needs to be the right general shape (watch the
episodes) and size anything built for a tabletop will have
to be smaller than ideal probably between 812 across.
It also needs to be thick (tall) enough to fit Daleks inside.
I found cheap plastic plates, a plastic bowl, and a plastic
clock casing, which when assembled would give me the
basic shape. The cup sections of baby milk spoons would
give me the hemispheres for the underside. Gaps or other
minor imperfections could be filled with model filler.

I ng re die

n ts

Wor k in prog re
ss

In the end, I also used a 60mm round GW base in the


recess of the bottom of the bowl (top of the saucer) which
fitted perfectly, and covered the embossed writing.

FURTHER INSPIRATION
Chris Rowell has built a great Saucer:
anevilgiraffe.blogspot.com/2008/08/
saucer-project.html
Check the DWMG Yahoo! site photos section for pictures
of Karl Perottons Dalek Saucer build.

Th e S auc er h a s

Range Str

la n de d

Special

Saucer Weaponry

Weapon

As an option, Dalek Saucers can be equipped with


weaponry usually on the underside of the hull. They
will typically have a main Blaster, which can only be fired
during flight, and 4 short range Point Defence Blasters,
only useable when landed. These smaller weapons are
spaced 90 apart on the hull. Saucer weapons hit on 4+.

Main Blaster

48

1D6 Hits, Blast 2


Disruptor, Laser

Point Defence
Blaster

16

Disruptor, Laser
180 Fire Arc

05

The Dalek Invasion of Earth

Doctor Who Miniatures Game 20069 Graeme Dawson. This product is free and not for sale.

A Blow For Freedom London, 2167

Map Key

1: Landing area
2: Dalek Saucer

A Dalek saucer has landed at the nearby London


heliport to transport human prisoners to the mine
in Bedfordshire. If the resistance can attack
and throw the Daleks into disarray they
can perhaps free some of those
captured including the
Doctor and Ian.

Forces

12

The Table

12

Heroes and Allies:


The resistance
comprises 6 men (and/or
women). One member of the
resistance has the Leader (1) ability.
Each model carries a Dalek bomb and
a random weapon as per their profile. 6
prisoners (use Civilian profiles with Str and Agi 2).
Monsters and Villains: 3 Daleks and 4 Robomen.

3: Resistance set up area

End of the Game


The game will end when
either side is eliminated or
leaves the table.

Victory Points

The 48x48 table is dominated by a Dalek Saucer in


the centre of the table. Place buildings and ruins on the
remainder of the table, leaving a clear landing area within
12 of the saucer. The landing area may have some cover in
the form of scattered crates and cargo.

Use the standard Victory Points rules in this scenario, with


the following additions: The resistance gain +1 VP for each
Dalek destroyed, and 1/2 VP for each prisoner they get off
any table edge. The Daleks gain + 1/2 VP for each resistance
member killed or prisoner brought into the Dalek Saucer.

Set Up

Including the Doctor

The Daleks set up anywhere in the landing area, 2


Robomen start at the edge of this area 3 Prisoners begin
adjacent to each of these Robomen. The other 2 Robomen
begin anywhere on the table. Resistance models begin
anywhere within 12 of any table edge, out of sight of
any monster models. All models may set up individually if
desired.

Initiative

If you wish to include the Doctor in this game then he and


Ian (or one other companion) begin adjacent to each other
in one of the groups of prisoners, replacing two prisoner
models. The Daleks gain VP for the Doctor and Ian as if
they were resistance members. The resistance gain +1 VP
each if the Doctor and Ian get into the Saucer, and lose 1
VP if the Doctor is exterminated (by any means). If you
include the Doctor and Ian then the monster player gets an
additional Dalek.

The heroic player gains the initiative on the first turn, but
determine initiative as normal on all subsequent turns.

Additional Scenario Ideas

Special Rules

This part of the story is full of potential gaming possibilities.


Here are some further ideas for scenarios:

The Dalek prisoners do not count as being in play while


they are adjacent to any Dalek or Roboman model. Instead
they are moved when their captors are activated. They
do not add to the number of models in play on either
side, for the purposes of activation, until they are freed
(i.e. they begin the heroic turn not adjacent to a Dalek or
Roboman).
Directly underneath the centre of the Dalek Saucer is the
bottom of the ramp leading to the interior of the Saucer.
Models who reach this point and spend another action
moving are counted as being inside the Saucer, and have left
the table.

06

Discovery!: The Daleks are closing in on the resistance HQ.


The freedom fighters must get past them to safety.
Flight Across London: Jenny and Barbara must get Dortmun
across the city, avoiding the Dalek and Robomen patrols.
Hi-tech Raid: The old International Electromatics factory
might have electronic components useful to the Doctor
and the resistance but its bound to be guarded.
Inferno: Can the Doctor, aided by the resistance, defuse the
Dalek bomb before this part of London is destroyed?

Part 2: The Dalek Mine

Black Dalek

UNIT File: 121264/02/02

Black Dalek, Earth invasion commander l

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:

The Black Dalek controls all Dalek activity during the


invasion of the Earth. Directing operations from the Dalek
command saucer, or the control room underground at the
mine, it is a formidable foe.

Alien, Hover, Leader (2), Mechanoid


Armoured Shell, Dalekinium Armour: See the DWMG 2nd
edition rules page 45.
Communicator: The Black Daleks Leader ability may be used
on any Dalek models on the table.

Slyther

UNIT File: 121264/02/02

Slyther, Horrendous pet l

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.

Larry and Ashton on the Slyther,


Dalek Invasion of Earth

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

The Dalek Invasion of Earth

Doctor Who Miniatures Game 20069 Graeme Dawson. This product is free and not for sale.

Dawn of Betrayal Bedfordshire, 2167

24

ym
lo
ep
D

Ian and Barbara, along with rebels Jenny and Larry


make their way in two groups to the Dalek mine
in Bedfordshire. As they close in, they discover
that other humans are nearby but
can they be trusted? With the
mine entrance crawling with
patrolling Daleks and
their Robomen slaves,
there might be no
1
option

Map Key

1: Heroic set up area


2: Collaborator hut
3: Mine entrance
4: Chasm

r
he
yt
Sl

The Dalek Invasion of Earth

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

The 48x48 table is divided into 2 halves. One is the edge


of the mineworkings, and contains hills of slag and scattered
machinery. An entrance, 24 wide leads further into the
mine. The other half of the table has scattered forest, and is
further divided by a 24 long impassable chasm, 68 at its
widest point. Each of these forested areas has a hut in its
centre.

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.

End of the Game


The game will end when the heroic side get off the table or
are eliminated.

Victory Points
The standard Victory Points rules are 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.

Countdown to Detonation! Bedfordshire, 2167

Map Key

1: Dalek Aerial

Susan and David lead a small group of resistance


members to destroy an aerial located on the edge
of the mine workings.This aerial is used by
the Daleks to send their control signals
to the Robomen.

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

If this can be destroyed,


the Daleks grip
in the area will be
severely lessened.
Meanwhile the Doctor
and Ian are inside the
mine diverting the course of the
capsule designed to penetrate the
Earths core.The clock is ticking

12

End of the Game


The game will end when
either side is eliminated, or the
aerial is destroyed.

Victory Points
Use the standard Victory Points rules in this 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).

Using the Doctor in either of the Mine Scenarios


If you include the Doctor (or any character with the Invent
ability) in the Dawn of Betrayal scenario then roll 1D6 as
soon as any heroic model spends a special action searching
either hut. On the roll of 13 the hut contains equipment
and odds and ends to allow inventing. On the roll of
46 the other hut contains the supplies. If the Doctor is
eliminated then the level of victory at the end of the game
moves one category towards the Dalek player (so the best
the heroic player can score is a draw for getting 3 or more
models off the table.)
Including the Doctor (or any character with the Invent
ability) in the Countdown to Detonation! scenario allows
2 huts (as per previous scenario) to be placed on the table
by the monster player. Each hut must be placed 16 from
any table edge, and the huts cannot be closer than 16 to
each other. The rules for finding inventing equipment are
the same as detailed above. The monster player gains 2 VP
for eliminating the Doctor.
If the Doctor is included in either scenario, then he sets up
according to the rules for the scenario involved, and the
monster player can add either 1 Dalek or 3 Robomen to
their forces.

09

The Dalek Invasion of Earth

Doctor Who Miniatures Game 20069 Graeme Dawson. This product is free and not for sale.

The Dalek Invasion of Earth

Doctor Who Miniatures Game 20069 Graeme Dawson. This product is free and not for sale.

Additional Material
New Event Cards

Sprained Ankle

Improbable Plot

Monster player only

Heroic player only

One heroic model gains the


Sprained Ankle status effect.
While affected this models
Move is halved (round up).

The Monster player cannot


make use of any of his models
Leader abilities this turn.

Aah Susan, it is swollen


Barbara,
The Dalek Invasion of Earth

We were sent to remove


the core of this planet.
The Black Dalek,
The Dalek Invasion of Earth

Here are 2 new event cards


inspired by the Dalek Invasion of
Earth although they are suitable
for use in any DWMG game, using
any forces.
The Secondary Control Room
supplement contains the full basic
deck of event cards. Event cards
can also be found in other selected
DWMG scenario releases.

Availability of Miniatures

Saucer Models

Black Tree Design produce miniatures for Dortmun, Daleks,


Robomen and the Slyther, as well as a boxed set of
resistance fighters. Their World War 2 range also has some
useful partisan models.
www.blacktreedesign.com

If youre looking for a classic Saucer design, Monogram


produced a 1:72 Saucer for The Invaders TV programme:
www.theinvaders.co.uk/model/

Manufacturers of World War 2 miniatures are a good bet


for resistance models, try these:
www.boltactionminiatures.co.uk/
www.wargamesfoundry.com/
www.victoryforce.com/

Testors did an 1:48 Area S4 Saucer. Both of these seem to


be out of production, so check availability on eBay.
Ebbles miniatures make a 10 downloadable Saucer in their
2006 range which you can build from card bargain!
www.ebblesminiatures.com/

West Wind Productions have some in their Berlin or Bust


range:
www.westwindproductions.co.uk/

Monogram kit (left) & Testor design (right)


Scenery for the London Scenarios
If you dont want to make your own ruins there are a
few options. Moondragons produce Snapdragon Studios
excellent resin ruins:
www.moondragons.com/
Amera make very affordable moulded styrene ruins:
www.amera.co.uk/

3 2 1 coming ready or not!

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

Stun Stick / Whip melee


SMG
16

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

Radio controlled slave

4+

Agi

Notes

Roboman

Range

Str
Hit

Hit

melee

melee

Def Hits
Range

Range

Improvised
Weapon

Supply and demand merchant

Move

6
Weapon
Pistol

Security Pass, Snake In The Grass

Def Hits

Str

Agi

Int

Morale

1
Range
12

Hit

4+

Str
3

Notes

Pistol

DWMG 2nd Edition

None

Weapon

Ghastly Claws

DWMG 2nd Edition

Weapon

Weapon

Security Pass, Snake In The Grass

Cannot Aim,
Disruptor, Laser,
2 Shots

Forest dwelling woman

Notes

Collaborator

Move

DWMG 2nd Edition

Str

DWMG 2nd Edition

Alien, Hover, Leader (2), Mechanoid


Armoured Shell, Communicator,
Dalekinium Armour

Def Hits

Weapon

Earth invasion commander l

Morale

Weapon

Black Dalek

Int

DWMG 2nd Edition

Str

Weapon

Move

DWMG 2nd Edition

Luck (1)
Hit and Run, Ragtag,True Loves Ways

Def Hits

Agi

Future romance interest l

Move

Str

SPECIAL:

Dalek Bomb

Hit and Run, Ragtag

Def Hits

SPECIAL:

Weapon

Move

SPECIAL:

SPECIAL:

Str

Fighters to the last

DWMG 2nd Edition

Invent, Leader (2), Repair


Hit and Run,Wheelchair Bound

Def Hits

DWMG 2nd Edition

Move

Resistance

Resistance leader l

The Dalek Invasion of Earth

Doctor Who Miniatures Game 20069 Graeme Dawson. This product is free and not for sale.

The Dalek Invasion of Earth Tournament Game


Introduction

Map Key

1: Resistance table edge


2: Dalek table edge

The ruined streets of London are not deserted.The Daleks


and their ill-fated slaves, the Robomen, are constantly on
patrol capturing stray humans and hunting
the members of the resistance.
1
Meanwhile the resistance sends
its members out to harry
the invaders, and to
gather the few
remaining civilians
to bolster its ranks.
The tournament game
allows up to 8 players to play
simultaneously each player taking a
force of either Daleks, Robomen or human
resistance members.

Miniatures Needed
As a bare minimum you will need 2 Daleks, 6 Robomen and
8 Resistance members and ideally double this amount.
Depending on the mission cards drawn, you will also need
a model for Dortmun, and some civilians.

The Table
The 48x48 table should be set up in a similar manner to
the Strikeback 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.

The Dalek Invasion of Earth Tournament Game

Mission: Strikeback!

Resistance
Mission

The Dalek Invasion of Earth Tournament Game

Mission: Strikeback!

Resistance
Mission

The invaders must be driven from the streets of London! Your


force must destroy as many Daleks and Robomen as possible.

The invaders must be driven from the streets of London! Your


force must destroy as many Daleks and Robomen as possible.

Start:
Victory Points:
Special:

Start:
Victory Points:
Special:

Resistance table edge


Dalek +2 VP Roboman +1 VP
Each of your models begins with a Dalek
Bomb, in addition to any rolled weaponry.

The Dalek Invasion of Earth Tournament Game

Mission: Find Survivors

Resistance
Mission

Resistance table edge


Dalek +2 VP Roboman +1 VP
Each of your models begins with a Dalek
Bomb, in addition to any rolled weaponry.

The Dalek Invasion of Earth Tournament Game

Mission: Scavenger Hunt

Resistance
Mission

Your force must search for survivors hiding in the ruins and
return them to the resistance HQ.

Your force must search for useful equipment in the ruins, and
return anything found to the resistance HQ.

Start:
Victory Points:

Start:
Victory Points:

Special:

Resistance table edge


Dalek +2 VP Roboman +1 VP
Survivor returned to own table edge +2 VP
Roll 1D6 when you enter any ruin on the
Dalek half of the table. On the roll of 5+
you find a survivor (civilian model).

The Dalek Invasion of Earth Tournament Game

Mission: Reconnaisance

Resistance
Mission

Special:

Resistance table edge


Dalek +2 VP Roboman +1 VP
Equipment taken to own table edge +2 VP
Roll 1D6 when you first enter any ruin on
the table. On the roll of 6 you find
salvageable gear (one model to carry).

The Dalek Invasion of Earth Tournament Game

Mission: Recover Plans

Resistance
Mission

Your force must penetrate to the edge of the area held in


force by the enemy and return with information gathered.

Vital attack plans must be recovered from the body of a


resistance member ambushed by Robomen.

Start:
Victory Points:

Start:
Victory Points:

Special:

Resistance table edge


Dalek +2 VP Roboman +1 VP
Per member back to own table edge +2 VP
To score the VP, your models must spend
one turn at the Dalek table edge.

The Dalek Invasion of Earth Tournament Game

Mission: Patrol

Resistance
Mission

Special:

Resistance table edge


Dalek +2 VP Roboman +1 VP
Plans recovered to own table edge +4 VP
Choose and announce one ruin on the
Dalek half of the table. The body containing
the plans is located inside.

The Dalek Invasion of Earth Tournament Game

Mission: Escort Dortmun

Resistance
Mission

The resistance must periodically patrol the near deserted


streets, taking on any enemy they encounter

Dortmuns presence at a gathering of allied resistance is vital.


You must get him across the city unharmed.

Start:
Victory Points:
Special:

Start:
Victory Points:

Resistance table edge


Dalek +2 VP Roboman +1 VP
You gain +1 VP for each table quarter at
least one of your models patrols (moves
greater than 12 in that quarter).

Special:

Centre of neutral table edge


Dalek +2 VP Roboman +1 VP
Dortmun off opposite table edge +4 VP
Dortmun begins in base contact with one
or both of your resistance models.

The Dalek Invasion of Earth Tournament Game

Mission: Exterminate!

Dalek
Mission

The Dalek Invasion of Earth Tournament Game

Mission: Exterminate!

Dalek
Mission

It is known members of the human resistance are operating


close to this area.Your orders are to eliminate them.

It is known members of the human resistance are operating


close to this area.Your orders are to eliminate them.

Start:
Victory Points:
Special:

Start:
Victory Points:
Special:

Dalek table edge


Resistance +2 VP
None.

The Dalek Invasion of Earth Tournament Game

Mission: Clear Sector

Dalek
Mission

Dalek table edge


Resistance +2 VP
None.

The Dalek Invasion of Earth Tournament Game

Mission: Patrol

Dalek
Mission

A security cordon must be established around the Dalek


Saucer. All humans in this sector must be exterminated.

You must patrol each part of this sector, and exterminate any
human opposition you encounter.

Start:
Victory Points:

Start:
Victory Points:
Special:

Special:

Dalek table edge


Resistance +1 VP
Each table quarter with no humans +1 VP
None.

The Dalek Invasion of Earth Tournament Game

Mission: Capture Humans

Roboman
Mission

Dalek table edge


Resistance +1 VP
You gain +1 VP for each table quarter you
patrol (move greater than 12 in that
quarter).

The Dalek Invasion of Earth Tournament Game

Mission: Inferno!

Roboman
Mission

Your force must capture any humans found in this area and
return them to the Dalek Saucer for reprogramming.

Your force has an Inferno device, to be be placed at the edge


of this sector. It will destroy everything in close proximity.

Start:
Victory Points:

Start:
Victory Points:

Special:

Dalek table edge


Resistance +1 VP
Per human back to own table edge +2 VP
None.

The Dalek Invasion of Earth Tournament Game

Mission: Patrol

Roboman
Mission

Special:

Dalek table edge


Resistance +1 VP (not Inferno casualties)
Inferno device detonated +4 VP
2 Robomen to carry. Arm in resistance
table half explodes on end of turn D6 roll
of 6. All models within 12 eliminated.

The Dalek Invasion of Earth Tournament Game

Mission: Suicide Attack

Roboman
Mission

You must patrol each part of this sector, and eliminate any
human opposition you encounter.

You must penetrate deep into resistance territory and


eliminate as many humans as possible.

Start:
Victory Points:
Special:

Start:
Victory Points:
Special:

Dalek table edge


Resistance +1 VP
You gain +1 VP for each table quarter you
patrol with at least one of your models
(move greater than 12 in that quarter).

Dalek table edge


Resistance +1 VP
You can detonate any of your models
suicide packs in any turn. Models within 4
take a Str 4 hit. Score VP for resistance
models killed in the blast.

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