Saturday, 31 December 2011

Doctor Who and the Daemons

Notes

This is a modification of the version on the DWMG website which is in turn a modification of a scenario by Michael Spencelyah. It is another attempt to make a UNIT v the aliens scenario a bit different. I’ve also tried to give UNIT a purpose in the scenario, which they lack in the broadcast story, and to give it all a less silly ending.

Set Up

The Doctor is tied to the Maypole in the middle of the village green surrounded by eleven villagers, who also happen to be the local Morris Dancing team. One has a pistol, one a rifle, one a shotgun and the others have improvised weapons. They are preparing to burn him at the stake, thus proving Baldric’s dad’s old motto of never trust men with beards.

Miss Hawthorn is with them trying to persuade them to let the Doctor go.

Bessie is parked nearby.

Captain Yates and Sergeant Benton, are hiding in the Cloven Hoof, adjacent to the green, armed with silenced pistols. They may be in civilian clothes or may have quickly changed back into uniform if you have no suitable figures.

The Brigadier, Sergeant Osgood (UNIT Technician with Invent, Repair and Luck[1]) and 12 UNIT soldiers, including a Bazooka team, are in a convoy of vehicles just off the board, stopped by the heat barrier.

Bok is on guard outside the door to the church.

The Master, alias Victor Magister, is in the catacombs with three Cultists, in full ceremonial regalia, preparing to summon Azal.

Jo Grant is also in the catacombs in her sacrificial-virgin white robes, which make her look suspiciously like the first Romana.

Optional: the UNIT helicopter is parked somewhere in the village.

Remote controlled Bessie
Art by Daryl Joyce



Fortuitously the Doctor has fitted Bessie with a remote control mechanism prior to the adventure. He can drive her from anywhere on the board as if he was behind the wheel himself provided he carries out no other action and can see the car.

Freeing the Doctor

Miss Hawthorn may attempt to get the villagers to free the Doctor by convincing them he is the powerful magician Qui Quai Quod.

This involves first Yates and/or Benton hitting something with their pistols; a long range aimed shot at a small target ( i.e. 5 or 6 to hit). If they both miss then the villagers conclude the Doctor is a great big faker and start to light the firewood. He has five turns before he starts loosing a hit a turn from the flames (I guess the villagers didn‘t use enough paraffin).

If they succeed then next turn the Doctor may use his remote control to bring Bessie to him as a further demonstration of his magic powers. In their next activation the villagers will free the Doctor and henceforth they will Fear him.

Penetrating the Heat Barrier

Sergeant Osgood meanwhile is trying to penetrate the heat barrier. He must first make an Invention breakthrough and then build a diathermic energy exchanger. If the Doctor can get himself over to join them he can add +2 to the breakthrough roll and +1 to the subsequent rolls.

Art by Daryl Joyce
Optional: UNIT Helicopter

If the UNIT helicopter is being used, then once the Doctor is free one villager may use it to try to stop the Doctor reaching Osgood and the UNIT team.

The helicopter will make a low level pass at Bessie each turn. After being buzzed the Doctor needs to make a AGI roll to avoid crashing - which results in Bessie being damaged and all occupants being stunned. Once the pass is completed the Cultist makes a Luck roll and if failed he crashes into the heat barrier and the helicopter is destroyed.

Summoning Azal

The Master meanwhile is in the catacombs reciting a nursery rhyme backwards in order to summon Azal. Each turn he is able to do this adds d6 to him summoning total. When this reaches 30 (35 if using the optional UNIT helicopter rule) Azal appears. If the Master is attacked, or carries out any other action, he cannot add to his score.

If Miss Hawthorn is within 6” of the church she can use a dispelling chant to reduce this total by d3 a turn. Again, if she is attacked or carries out any other action she can’t do this.

UNIT versus the Villagers

This section should have a musical accompaniment of slips, jigs and reels.

UNIT may not shoot a villager unless he has a firearm, and then only after issuing a warning (which takes one action) or if friendly characters have been fired on.

UNIT must deal with the villagers by using Capture or Brawl. One UNIT soldier can guard 5 captured Cultists.

The villagers will not harm Miss Hawthorn and will only attempt to Capture her. She may defend herself with her umbrella.

UNIT versus Bok

No UNIT soldier may pass Bok whilst he is firing at them, although a Unique model can give it a try if they want to. If this happens Bok gets an extra shot in the Heroic players turn.

In this version Bok only has one Hit.

If Bok is ‘destroyed’ then one figure may enter the crypt whilst he reforms.

Bok is also ‘stunned’ for one turn when the Invention that breaks the heat barrier is used.

Benton may use the UNIT bazooka thus allowing him to use his Luck to try to overcome Bok’s Invulnerability.

The Contrived Ending

If the Heroic characters enter the crypt before Azal is summoned they can disrupt the ceremony by attacking the Master. Unless The Master can fight them off, he has lost.

Art by Daryl Joyce
If Azal is summoned, The Master then tries to persuade him that he should rule the world. Any unique heroic model, other than the Doctor, who enters the crypt in the next turn can put in their own claim and make an INT v INT with the Master (the Doctor for some principled reason doesn‘t want to do this). If they win, their first order can be for Azal to leave the planet.

Alternatively Jo Grant could cause Azal to blow up by offering herself as a human sacrifice, but that would be just silly.

A Masterly Escape

If it looks like it’s all gone pear shaped again, The Master may attempt to make a getaway. He slips out of a secret passageway and appears anywhere within six inches of the church. He must leave the board via the edge furthest away from him. The heat barrier will have gone and Bok will just be a statue again.

UNIT will want to Capture him alive (see Safer Behind Bars) and any surviving villagers or cultists will also be out to get him (see You Have Tricked Us).

He may hijack a vehicle, but the Doctor can use Bessie under remote control to head him off. If Bessie can get in front of the Master in the Heroic activation the Master must change direction by 90 degrees in his next move.

The game ends when The Master is captured or leaves the board.

Plan foiled and The Master captured - Heroic Victory

Azal destroys the Earth - Monster Victory

Plan foiled but The Master escapes - Draw

Notes on Figures
This scenario was basically designed around the figures made by Woodbine Designs; The Morris and Armed Morris Dancers. If anyone else in the world produces figures for armed Morris Dancers I'll eat my Gallifrey Guardian.

All the other figures are available from Black Tree Design, but most of us use Gripping Beast Mo-Fo range for 1970s UNIT.

Yates and Benton wore civvies for this story, and massive fashion disasters their outfits were too. Fortunately Killer B Games's Geezer range includes a variety of 70s attired figures that are up to the job.

Art by Daryl Joyce

Mr. Saxon and the Sea Devils

(A scenario for Doctor Who Miniatures Game inspired by UNIT: The Coup by Big Finish Productions)

Briefing: The Master

The Master has returned from Malcassairo in the stolen TARDIS and has set himself up as Mr. Harold Saxon, aspiring politician and currently Minister of Defence. Knowing as he does the Sea Devils from old, when U.N.I.T. tell him of suspicious underwater activity off the south coast of England he has decides not to take any chances.

The RAF, the Royal Navy and U.N.I.T. deploy all their forces, and when The Valiant announces that something appears to be coming ashore, he has no hesitation in launching an all out attack by land, sea and air.

Objective: kill all the Sea Devils

Figures and Models

Mr. Saxon (stats as in Last of the Time Lords)

Bodyguard (human Security Guard with pistol and body armour)

A suitably expensive car.

Briefing: U.N.I.T.

The Unified Intelligence Taskforce has the job of defending earth from unusual threats. The troops are trained, motivated and equiped to take on anything.

Led by veterans of the raid on the ATMOS factory, two squads have been despatched to the south coast of England, in expectation of an attack by the creatures known as Sea Devils. One squad will be deployed by Royal Air Force helicopter, another by Royal Navy hovercraft and the Army is providing armoured support.


Two U.N.I.T. squads:
Sergeant with personal weapon
4 soldiers with Assault Rifles
1 soldier with an LMG
1 soldier with an ATRL ('bazooka')

All have a pistol, radio with headset, two handed baton, handcuffs and two grenades.

Helicopter (e.g. Lynx).

Hovercraft with SFMG.

Armoured vehicle with an SFMG e.g. Challenger tank, Fox armoured car or Saxon APC.

(As the hovercraft and helicopter are primarily used to deposit troops on the battlefield they do not need to be represented by models. The hovercraft could be replaced with a landing craft or small boat, and the armoured vehicle could be a Land Rover with HMG.)

Briefing: The Sea Devils

A colony of Sea Devils (or Sentient Aquatic Reptiles as they prefer to be called) has revived form its hibernation of the coast of England. Learning of the fate of their brethren up the coast and their land dwelling kin in Derbyshire they have decided that they cannot fight the humans who now rule their planet and so wish to make peace.

They have identified a suitable human with whom they wish to make contact and have invited her to a remote spot near the coast where she is to meet a peace delegation.

Objective: to contact Sarah Jane Smith and make the offer of peace to humanity

Figures

8 Sea Devils

Briefing: Sarah Jane Smith

Sarah Jane has received an enigmatic and slightly fishy message inviting her to a rendezvous at a deserted spot by the sea. Suspecting this may not be an adventure for children she has decided to invite along her old friend Sir (formerly Brigadier) Alistair Lethbridge-Stewart. The old soldier appears to be mellowing in his old age and is now somewhat suspicious of the gung-ho approach of his former U.N.I.T. colleagues.

Objective: to find at least one Sea Devil and escort him off the board, probably by hiding him in Sir Alistair's car.

Figures and Model

Sir Alistair Gordon Lethbridge-Stewart (stats as normal but armed with a concealed gun in his walking stick: 4,5 or 6 to hit, range 8 inches, STR 3).

A suitably stylish car

Sarah Jane Smith

The Board

The board represents a deserted and inhospitable part of England's coast. One of the short edges is a beach with sand dunes. The other is a canal with a straight road running along the seaward side of it.

The rest of the board is marsh.

The sea and the canal can be represented by the board edges rather than having to be modelled.

The hovercraft may only move over the sea and the beach and cannot enter the dunes, which are difficult terrain for everyone and impassable for vehicles.

The marsh is also impassible for vehicles, and is difficult terrain for humans. However, because of their webbed feet, Sea Devils can move normally across it. Additionally, as a heavy mist lies over the marsh, visibility is limited to six inches into, or within, it.

Because they have an aeroplane in the sky directing operations, soldiers can always move as if they can see every other figure, or model, on the table.

Only Sea Devils may enter the canal, and whilst underwater can only be attacked with hand grenades.

Playing the Game

Two player game

Player one - Mr Saxon and U.N.I.T.
Player two - The Sea Devils, Sarah Jane and The Brigadier

Three player game
 
Player one - Mr Saxon and U.N.I.T. squad in hovercraft
Player two - The armoured vehicle and U.N.I.T. squad in helicopter
Player three - The Sea Devils, Sarah Jane and the Brigadier

Four player game

Player one - Mr Saxon and his bodyguard
Player two -U.N.I.T.
Player three - The Sea Devils
Player four - Sarah Jane and the Brigadier

Five player game

Player one - Mr Saxon and his bodyguard
Player two - U.N.I.T. squad in helicopter
Player three - U.N.I.T. squad in hovercraft and armoured vehicle
Player four - The Sea Devils
Player five - Sarah Jane and the Brigadier

Order of play

Sir Alistair's car is parked in the middle of the road with Sarah Jane and Sir Alistair either in it or next to it. In the two player game they may not move until a Sea Devil gets within six inches of them.

Before the game starts: The player(s) controlling U.N.I.T. and Mr Saxon secretly record which side of the board the armoured vehicle and Mr Saxon's car will enter from.

Turn One: The Sea Devils enter the board from the sea (obviously) and may make a full move. U.N.I.T. radar detects them and the game is on.

Turn Two: The U.N.I.T. helicopter may land anywhere except in the sea or in the canal.

Turn Three: The hovercraft enters the board from the sea.

Turn Four: The armoured car and Mr Saxon's car enter the board from the directions previously recorded.

Mind the civilians

U.N.I.T. may not shoot at unarmed civilian models unless they are using 'lethal force' against themselves or another human. Similarly, they cannot shoot at a civilian car except in the situation where a U.N.I.T. soldier is on the road and an unidentified car is driving towards them and not stopping.

However, as a military operation is going on any civilians found can be arrested for their own safety, which is achieved by a successful 'attack' using Capture or Brawl. Note that for U.N.I.T. Mr Saxon and his bodyguard also count as civilians.

Mr Saxon may shoot anyone he wants to, of course, and so can his bodyguard if he is with him. He borrow any weapon off a UNIT soldier. The Master may also either drive the tank, or use its weapons, but not at the same time.

"Oh, It's You Sir"

As they have not been given any orders to the contrary, the U.N.I.T. soldiers will obey Sir Alistair once they know it is him. This requires Sir Alistair to be within six inches, if he is in the open, or adjacent to them in his car.

Sir Alistair may then use his leader ability to activate U.N.I.T. soldiers. Figures thus activated may not be activated again in their next activation phase. U.N.I.T. soldiers will obey any basic order immediately (e.g. 'move over there', 'give me your gun', 'release that prisoner' etc) but more unusual orders, such as 'arrest the Minister of Defence', require the Brigadier to pass an INT test. He cannot order the soldiers to shoot a human being (or someone who looks human and is member of the government) except in the circumstances described above.

Sonic Lipstick and Laser Screwdrivers

These can be put to various uses subject only to limitations of games master approval and good taste.

Examples could include:
  • Producing a deafening blast of noise in a soldier, or the bodyguard's, headset. This requires a roll of 4,5 or 6 and affects all suitable models within six inches. The victim's are stunned for one turn. This can only be done once (they disconnect the headsets).
  • Immobilising a car. Again requires a roll of 4,5 or 6, has a range of six inches and is also a temporary effect, but can be repeated.
The laser screwdriver can also be used as a weapon that inflicts one Hit Point damage (no saving throw).

Morale

Count the U.N.I.T. soldiers and Mr Saxon and his bodyguard as separate groups for morale tests. This means that if his bodyguard is disabled Mr Saxon must make a morale test at -1 for suffering 50% casualties. The bodyguard may not move more than 6 inches away from Mr Saxon, and will evacuate him to safety if his boss looses a Hit.

The Sea Devils carry out morale tests as normal, but as Sir Alistair's car represents safety they can 'retreat' towards it if they fail the test.

Event Cards

A player may use an event card marked "Hero" or "Monster" if his forces contain at least one model of the correct type.

In a multiplayre game the cards are dealt as follows:
The Master - one card
U.N.I.T. - one card for each squad
Sarah Jane Smith and The Brigadier - two card
The Sea Devils - one card

End of the Game

The game ends when all the Sea Devils are dead, or when one has exited the board in the company of Sarah Jane or Sir Alistair.

Aftermath

If Sarah Jane manages to escape with a live Sea Devil a press conference will be hastily arranged at Sir Alistair's house the next day. The ambassador will then give his message of Peace Between Species to a bewildered TV viewing public.

However a press release from the Ministry of Defence explains it all as a prank, by a retired officer disgruntled about his pension, a disreputable journalist and a man in a rubber suit. A scandal involving a minor celebrity then dominates the air waves and people quickly forget about the whole incident.

Autons Again!

Oh no, not again! Once more shop dummies are coming to life across London.

Fortunately U.N.I.T. are pretty sure who’s behind it and so Colonel Mace and the men plan a raid on Magister Plastics, a company they’ve had their eyes on for a while.

Unfortunately most of the men needed for the job seem to have been suddenly sent on leave, or posted to Peru or reassigned to the Women’s Auxiliary Balloon Corps.

Notes

This scenario came about from looking at what makes DWMG different from a conventional wargame. Primarily this is this the prescence of The Doctor who can usually wipe out the aliens single handedly with an Invent, travel anywhere he wants to using his TARDIS and survive where others can't using his massive Luck. He is like a sort of Super SAS, and so this scenario makes the Hero player choose whether to use him on a risky behind-the-lines raid or have him support the conventional forces - the sort of decision that a real commander has to make if he has Special Forces in his Order of Battle.

U.N.I.T. set up
  • Colonel Mace and U.N.I.T. are outside the gates of Magister Plastics.
  • 2 Land Rovers
  • 2 U.N.I.T. squads each consisting of:
    • 1 NCO with personal weapon
    • 4 soldiers with assault rifles
    • 1 soldier with LMG
    • 1 soldier with ATRL
  •  All U.N.I.T. have pistols, batons, radios and handcuffs
  • The Doctor and a Companion are in the TARDIS, which is in the Void.
Monster Set Up
  • The Nestene Consciousness is in the factory.
  • 9 Autons are within the factory walls.
  • Meek, a human lackey, is skulking around.
  • 2 Auton Copy security guards are by the gate.
  • A couple of Animated Plastic wheelie bins are in the yard
  • Also in the yard are several barrels of Auton Plastic
  • A fuel tanker is parked up in the yard.
  • Boxes, cars and so on provide plenty of cover within the factory walls.

Three Player Game


With three players one plays the Nestine Intelligence and the Autons, one the Doctor and his companions, and the third Colonel Mace and U.N.I.T.

The Nestine Intelligence gets three event cards, the Doctor Two and Colonel Mace one.

Playing the Game

Carbines - as Assault Rifles but with 15” range.
  
The Autons within the factory have orders to guard it and will be facing the main entrance. They may advance, but will not react to anything happening behind them.

Each turn, after the first, draw a card before rolling for the initiative.

Each event, apart from the last, can only happen once.
  • Any Ace - Sea Harrier with 4 bombs now available
  • Black King - Armoured car arrives to help U.N.I.T.
  • Black Queen - Car with 3 Police Marksmen arrives (2 Carbines and 3 Pistols)
  • Black Jack - A Companion joins U.N.I.T. in Bessie
  • Black numbered - TARDIS materialises inside factory
  • Red King - General Fettishaw-Freak (an Auton Copy) arrives
  • Red Queen - Auton Copy Police Inspector arrives
  • Red Jack - A Companion is found a prisoner in the factory
  • Red number - Auton appears from the edge of the board (odd from the left, even from the right)
Dealing with Auton Copies

Auton Copies may not be shot until they have revealed themselves to be Autons (by firing, being jammed by the sonic screwdriver or affected by the anti-plastic). If they are in the way they can be arrested and handcuffed by a brawling attack (not that handcuff’s work on Autons ...).

General Fettishaw-Freak will order the U.N.I.T. soldiers to cease fire, which they will initially do. Colonel Mace will then have to try to outsmart him with an INT v INT to get them to attack again (“I have orders from Geneva” etc etc). Once the General is beaten U.N.I.T. can then try to bundle him out of the way.

The Auton Police Inspector can order the real police to leave.

Solutions

The barrels of Auton Plastic can be used to Invent anti-plastic (1d6 doses - each dose causes 1 Hit to Autons or the Nestene).

The sonic screwdriver can jam an individual autan within 6 inches on 4+, or all the autons for one turn if used on the Nestene Intelligence

The air strike should take out the Nestene Intelligence.

If the air strike fails the fuel tanker can be made to explode like a bomb and can be driven into the factory.

Victory Points

Monster Faction

Factory still under Nestene control - 4 VP
Doctor killed or forced to regenerate - 3 VP
Companion, Colonel Mace killed - 2 VP
U.N.I.T. solder, policeman, Meek killed - 1 VP

Hero Faction

Factory occupied - 4 VP
Nestene Intelligence - 3 VP
Factory destroyed - 2 VP
Each Auton, Auton Copy, Animated Plastic destroyed - 1 VP
Meek under arrest - 1 VP

The Exterminator

Freedom fighters from the future trying to change history pursued by indestructible cyborgs - Doctor Who did it first!

Introduction

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. Colonel Mace decides it’s time he called in his Scientific Advisor.

The Board


Introduction

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 Styles’s Armoured Jaguar and a U.N.I.T. Land Rover with an HMG in the back. (Alternatively this could be an ordinary car and an armoured Land Rover, depending on the models available).

Monster Set Up

The monster player gets to control both the Daleks and their Ogron side kicks, 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 Time War Dalek and two Ogrons. The idea is to bracket the house to avoid Styles slowly getting into his car and driving away, which is where the original attack in 1972 went wrong……..

The Guerrillas are fewer in number and only have three figures, (John Connor and friends) who must all arrive at once. All have normal human Security Guard stats except for Connor who has Leader (2) and Luck (1). They are armed with Ogron Disintegrator Pistols (Range 12", STR 4, Disintegrator, Pistols) and 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 or where they are located. The Monster player should mark on a sketch map of the board exactly where the two Daleks and the Guerrillas are due to materialise, which cannot be within 12 inches of the main house, before the Heroic player sets up their figures.

Natural Enemies

The Daleks wish to finish off the Guerrillas even more than they want to get Styles and the Guerrillas know this.

If a Guerrilla finds themselves in line-of-sight of a Dalek or Ogron they will immediately hide in the nearest cover where they cannot shoot. 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)), his Bodyguard (Security Guard with Bodyguard Special Ability [see below], Body Armour and a Pistol), Colonel Mace, Martha and the Doctor are in the main house.

To guarding Styles Colonel Mace has team of twelve U.N.I.T. soldiers led by a Sergeant. Each has an Assault Rifle, Grenades, Pistol and Body Armour and a Bazooka is available. Some will be deployed either on their own or in pairs around the grounds keeping watch, at least one of which must be by the front gate and 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.

Colonel Mace cannot react until he has word of the attack form one of his men who has seen a Dalek, Ogron or Guerrilla, 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.

The Doctor

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 disintegrator proof vehicles and drive him away.

If a vehicle is hit by a disintegrator 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 for the Land Rover and 5 for the Armoured Jaguar) the vehicle takes a hit. Roll a d6: 1,2; engine damaged, vehicle stops, 3,4; tire punctured, half speed, 5,6; hit on random occupant.

It can be fixed by a Repair, but you probably won’t have time.

Rule Amendment: Bodyguard

This Special Ability is similar to Blocker but applies to a person (called the Principle) rather than a place.

The Bodyguard acts as a Blocker to anyone approaching the Principle. Additionally the Bodyguard can screen the Principle from missile fire over a 180 degree ark. Any shots directed at the Principle which are on target hit the Bodyguard.

Day of the Daleks

[This is a scenario for the wargame Doctor Who Miniatures Game]



Notes

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.

Introduction

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.

The Board


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.

Natural Enemies

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.

The Doctor

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.

Friday, 30 December 2011

Heavy Metal

Rules for Armoured Vehicles

Armoured vehicles are complicated and expensive. Tracked vehicles are unable to move long distances on tarmac without damage to themselves and the road, and so will rarely be used in built up areas.

All armoured vehicles have greatly restricted visablity. Monsters can only be seen if they are directly in front of the vehicle or its turret, unless the commander of the vehicle sticks his head out of the top - which can be a little dangerous for him.

Rule Changes

Armoured vehicles have most of their armour at the front and so their DEF is + 1 if attacked from the front quarter. As the rear is less well protected DEF is - 1 in that quarter.

Anti-tank weapons like bazookas only do a single Hit of damage to armoured vehicles.

The Armoured Saving Throw succeeds if the modified d6 roll is greater than or equal to the STR of the weapon.

There is no saving throw against Advanced weapons.

Hits on Armoured Vehicles

All armoured vehicles have multiple Hits, but each loss of a hit point has a consequence. Roll a dice after every hit is lost:

1,2 - Wheels or tracks hit. Mobility halved until a Repair is carried out.
3,4 - Engine or driver hit. Immobilised.
5,6 - Weapon or cargo hit.

Note, the crew need to get out to effect repairs.

Cupola Machine Gun

In addition to the main armament listed, each of these vehicles has a SFMG (HMG if you're not using my special rules for extra guns) mounted on the commanders hatch. When firing it the commander isn't protected by the vehicles armour and instead counts as a normal target in cover.

Challenger Tank

Appearances: The Runaway Bride, Turn Left

Used by the army to blow up the Racnoss spaceship, they would no doubt be useful against smaller opponents too.





 Type
 Move
 DEF
 Hits
 Armour Save
 Tracked
 8"
 7
 3
 +3


 Weapon
 Range
 STR
 Notes
 120mm AP
 60"
 7

 120mm HE
 60"
 4
 4" blast radius, scatter
 Coax Machine Gun
 40"
 3
 Burst

Only one of the above may be fired in a turn.

The 1970s equivalent was the Chieftain Tank, which was slower (move 7) and only DEF 6

Scorpion Tank

Appearance: Robot

Called in by the Brigadier to deal with the titular mechanoid, it lasted about 10 seconds before being vapourised - possibly because it was in fact just an Action Man model superimposed in the foreground.

 Type
 Move
 DEF
 Hits
 Armour Save
 Tracked
 10"
 5
 2
 +2


 Weapon
 Range
 STR
 Notes
 76mm AP
 50"
 5
 76mm HE
 50"
 4
 3" blast radius, scatter
 Coax Machine Gun
 40"
 3
 Burst

Only one of the above may be fired in a turn.

Note: modern versions have had the 76mm gun replaced with a 30mm autocannon (see Fox below)

Fox Armoured Car

Appearance: Aliens of London

A wheeled version of the Scorpion, but armed with a 30mm cannon, it entered service in 1973.

Seen parked outside Heathrow Airport, which was not particularly useful as the aliens were in Downing Street, and was bit out of place as the Slitheen landed in 2006 and the vehicle was retired from service in 1993.


 Type
 Move
 DEF
 Hits
 Armour Save
 Wheeled
 10"
 5
 2
 +2


 Weapon
 Range
 STR
 Notes
 30mm Raden Cannon
 50"
 4
 Burst
 Coax Machine Gun
40"
 3
 Burst

Only one of the above may be fired in a turn.

The 1960/70s equivalent was the Saladin which had six wheels and a 76mm gun like the Scorpion.

Saxon Armoured Personnel Carrier

Appearances: Aliens of London, World War Three.

Used in the Doctor's 'arrest', this vehicle is then seen parked outside Downing Street.

It is basically an armoured lorry to ferry troops to the front line and isn't designed as a combat vehicle.

 Type
 Move
 DEF
 Hits
 Armour Save
 Wheeled
 10"
 5
 2
 +2

Weapon - Cupola HMG only, but can carry 10 soldiers in the back.

This vehicle entered service in 1983.

The 1960s/70s equivalent was the Saracen APC which carried 8 troops and which could have an HMG in a turret.

Spartan Armoured Personel Carrier


Appearances: Aliens of London

This is an armoured personel carrier from the same family of vehicles as the Scorpion tank. It carriers 3 crew and 4 passengers, and is usually used for carrying specialist teams around the battlefield, such as anti-tank or anti-aircraft teams. It entered service in 1978.

One is briefly seen in Aliens of London, accompanying a Fox armoured car.

 Type
 Move
 DEF
 Hits
 Armour Save
 Tracked
 10"
 5
 2
 +2

Weapon - Cupola HMG only

The 1960s/70s equivalent is the FV432. Count this as a tracked version of the Saracen, move 8".

Abreviations
AP  = Armour Piercing. A solid shell to go through armour.
HE = High Explosive. A shell that goes bang.
Coax = Co-axial. A smaller gun next to the main one.
HMG =  Heavy Machine Gun. British HMGs use rifle-calibre bullets and are STR 3. US HMGs are usually STR 4 as they fire bigger bullets.

Models 

Fortunately gamers have a lot of choice of modern models, both 28mm wargames figures and 1/48 plastic kits. However things are a bit more difficult for the Classic Era vehicles, and a bit of adaptation is required.

Challenger
1/48 kits are made by Kitech and Academy and there is a 28mm version by Empress Miniatures.

Chieftain
Arii do a 1/48 model kit. There used to be a 28mm version by the, now defunct, Chieftain models. The mould for it i probably with Sloppy Jalopy, but I don't know if they are planning to release it. Dinky did a version that is about the right scale, but had a massively oversized gun.

Scorpion
Sloppy Jalopy and the Honourable Lead Boiler Company do this in 28mm

Fox
The Honourable Lead Boiler Company do this too.
 
Saladin
The Honourable Lead Boiler Company do one in 28mm, but the Corgi version is pretty much dead on for scale and a nice enough model to use straight out of the box.

Saxon
Sloppy Jalopy again.
 
Saracen
The Honourable Lead Boiler Company do one in 28mm.

Spartan
It's The Honourable Lead Boiler Company again.

Other Vehicles

There are a plenty of other interesting models out there which can be used. Here is a very quick guide.

Abrams and Leopard II MBTs. 
These would be used if the aliens landed anywhere except the UK. Stats are exactly the same as the Challenger, although sticklers for absolute accuracy may wish to add an inch to movement.

VAB and Panhard
Aliens invading France will find themselves up against NUIT, the French UNIT. Their equipment could include the VAB, which is the equivalent of the Saxon, and the Panhard AML90, which is like the Fox, but has a gun similar to the Scorpion. Both are availabel as die-cast models by Solido.

Warrior AIFV
Airfix make an excellent kit. As a tracked vehicle it would be less likely to be used in the UK than the wheeled Saxon and Fox. Same stats as the Scorpion, but has a 30mm cannon and carries 8 soldiers.

Snatch Land Rover
A Land Rover but DEF 5. Two soldiers can shoot from cover out of the top.

Striker
A Scorpion that fires anti-tank missiles. See the Air Strike rules for how they work.

Ferret
A 1970s version of the Fox. Has an HMG rather than a 30mm cannon.

FV432
This seems an unlikely vehicle to deploy to an internal security threat, but at least you can get a decent model from Sloppy Jalopy.

Humber Pig
Slightly smaller and older version of the Saxon. No cupola gun.