[This is a scenario for the wargame Doctor Who Miniatures Game]
This is probably the scenario I'm most proud of. Games like this, where one side has more powerful forces than the other on the table, are very difficult to balance. However we've played this numerous times and Styles appears to die just about as often as he survives.
There have been strange goings on at Auderly House. Ghostly intruders appear and then vanish. Several U.N.I.T. soldiers guarding the building have disappeared, however crusty old diplomat Sir Reginald Styles refuses to consider holding the upcoming peace talks anywhere else. The Brigadier decides it’s time he called in his Scientific Advisor.
Auderly House is an old house set in parkland and the house is approached by a long curved driveway.
The estate is surrounded by a high wall that requires one move and an AGI test to climb over.
Inside the grounds are trees, bushes, out houses, a tumbledown folly - meaning lots and lots of cover. The area 6 inches around the house though is grass.
Outside is parked a U.N.I.T. Land Rover with an HMG in the back and Styles’s diplomatic car. On the side of the house opposite the entrance a path runs along the outside of the wall at the end of which is an old tunnel.
Monster Set Up
The monster player gets to control both the Daleks and their Ogron sidekicks, and the Guerrillas. The Daleks and the Guerrillas both want to kill Styles, although for different reasons. The Daleks think he’s a goody who will prevent a nuclear war, the Guerrillas think he’s a baddy who is trying to start one.
The Daleks will time travel to Auderly House in three teams, each of one Dalek and two Ogrons. One team is led by a gold Dalek Supreme. The idea is to bracket the house to avoid Styles slowly getting into his car and driving away - which is what he would obviously do if the attack was launched from only one side ...
The Guerrillas are fewer in number, and only have three figures, (Anat, Boaz and Shura) who must all arrive at once. All have normal human Security Guard stats except for Anat who has Leader (2) and Luck (1). They are armed with Disruptor Pistols (Range 12", STR 4, Disruptor, Pistols) and Dalekanium High Explosives.
Both the Daleks and the Guerrillas have a detailed map of Auderly House and so can plan the point of their arrival accurately. However they have no idea who is guarding the place. The Monster player should mark on a sketch map of the board exactly where the three Dalek teams and the Guerrillas are due to materialise, which must be within 6 inches of a table edge, before the Heroic player sets up their figures.
The Daleks wish to finish off the Guerrillas even more than they want to get Styles, and the Guerrillas know this.
If a Guerilla finds themselves in line-of-sight of a Dalek or Ogron they will immediately hide in the nearest cover. Whilst hiding they cannot shoot and cannot be seen unless a figure comes within 6 inches. (The ease with which they can do this, and the ability of the Guerrillas to slip past U.N.I.T. patrols without being seen, suggests the Guerrillas are actually wearing some kind of hi-tech reactive camouflage clothing that can adapt itself immediately to its surrounding - but that is just speculation.)
If there is nowhere to hide the Guerrillas and Daleks will shoot at each other, regardless of what else is going on. This shooting will be simultaneous.
Heroic Set Up
Styles, Administrator with Luck(1), Miss Paget (Civilian), the Brigadier and the Doctor are in the main house.
To guard Styles the Brigadier has team of twelve U.N.I.T. soldiers, led by Captain Yates and Sergeant Benton and including a mortar team. Some will be deployed either on their own or in pairs around the grounds keeping watch. At least one must be by the front gate, and another in his Sunday best is at the front of Auderly House. The rest can be in reserve at the main house, ready to be sent where they‘re needed.
The aim of the game is to keep Styles alive - at any cost.
Playing the Game
The Monster player automatically moves first in the first turn. They roll for each of the four time travelling parties and on a 4, 5 or 6 they materialise. Once on the board they have a turn to move or shoot before U.N.I.T. can react. A team materialising in the tunnel does not need to be put on the board until it emerges.
The Brigadier cannot react until he has word of the attack from one of his men, who has seen a Dalek, Ogron or Guerilla, and not been disintegrated for his trouble. He can then, if he wants, try to persuade Styles to leave the building. This takes a whole turn and a U.N.I.T. soldier must be assigned to Styles to see he actually moves, otherwise he will endlessly collect together his papers. Otherwise, unless Styles can actually see Monsters shooting at him, he will stay put.
Styles can be loaded into either car, and as he will hide on the floor it is not necessary for the Heroic player to reveal which car Styles is in if they both drive off at once.
Once he comes face to face with a Monster the Doctor will have no trouble working out what’s going on. By making an Invention Breakthrough roll he can re-tune his sonic screwdriver to manipulate the time travel devices and send them back to the 22nd century. This is done in the normal way and the Doctor has to be within 6 inches and requires a roll of 4, 5 or 6. Only one figure can be sent back at a time.
Winning and Loosing
If the Heroic player can get Styles off the board in more or less one piece then they have won. Styles goes off and negotiates a peace treaty and the world is safe.
If Styles is shot and wounded by one of the Monster player’s figures, then they have won.
However, it turns out subsequently he really was a baddy trying to wreck the peace talks. If it was the Daleks that got him then they have inadvertently changed history and exterminated themselves. That is the problem with low-tech time travel - it creates paradoxes whenever it’s used.
Rule Amendment: Vehicles
Obviously this scenario won’t work if U.N.I.T. can just load Styles into their laser proof vehicles and drive him away.
If a vehicle is hit by a disruptor gun dice as normal to see if the car or a random passenger is hit. If it is the car, and the weapon’s STR overcomes its DEF 3 the car stops due to damage to the engine or wheels. It can be fixed by a Repair, but you probably won’t have time.