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LOCK, STOCK & TWO SMOKING DALEKS MINIATURES GAME A Participation Game for Six Players A 2nd Edition Supplement by Karl Perrotton

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Lock Stock

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LOCK, STOCK & TWO SMOKING DALEKS

M I N I A T U R E S G A M E

A Participation Game for Six Players

A 2nd Edition Supplement by Karl Perrotton

In the midst of the action at Salute 2010!

Doctor Who Miniatures Game © 2013. This product is free and not for sale.

LOCK, STOCK & TWO SMOKING DALEKSA Participation Game for Six Players

A 2nd Edition Game Pack by Karl Perrotton

Copyright, Credits & DedicationDoctor Who, its logo and all associated images including screen captures are © BBC Worldwide Limited. No copyright infringement is intended. The

Doctor Who Miniatures Game and all related PDFs are free and should not be sold for profit. All game text, layout & design © Karl Perrotton except

where noted in the above paragraph.

Lock, Stock & Two Smoking Daleks is a participation game that was originally designed for Salute 2010 - which now seems a very long time ago! It’s the UK’s premier wargames show with over 5000 visitors, so we wanted attendees to see how fast and fun DWMG could be.

The Season Two two-part finale, Army of Ghosts and Doomsday, saw multiple forces clashing including the iconic Daleks and Cyberman, so it seemed ideal material for a wargame! Plus the ExCeL exhibition centre is in the shadow of Canary Wharf in the heart of London’s Docklands that features in the episodes.

You’ll notice we have taken a few liberties with the storyline to allow more players to join in, so we added a bit of east-end colour. The game allows up to 6 players to play simultaneously – each player taking a small force of either Daleks, Cybermen, Torchwood troops, the alternate earth Preachers, some dodgy Geezers or the local plod.

There’s also some practical rule changes to adjust play for a participation game at a show and to help you manage multiple players with limited time.

All the handouts and force sheets are reproduced here and contain all the statistics, objectives and special rules you will need to play.

The game was certainly a big hit and we were lucky enough to win Best Participation Game, so special thanks needs to go to Morgan Nash, Helena Nash, Paul Smith, Ross Bowrage and Matt Gibbs for playtesting, running and supporting the game. And a very special thank you to Paul for his truly amazing terrain!

Karl Perrotton August, 2013

London, England, 2007AD. The Army of Ghosts and the Cult of Skaro are attacking Torchwood Tower. The streets of London are a warzone. How long can you survive?

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SHOWTIME!

DurationThe game will end after any of the following:l 10 Roundsl 1 hour to 1 ½ hoursl At Ref’s discretion

However, game play is key, so there should be some flexibility to finish off a good game and play a couple of extra rounds if required.

Game TimesA rough estimate is 60 to 100 minutes per game.

PlayersThe tournament game allows 6 players to play at the same time. There are three factions of Heroic players and three Monster factions. Each player will take command of a faction as set out in Forces Lists on page 10. There is never more than ONE of the same faction in play at any one time.

RefereesWe’d recommend using two referees to help with the extra number of players, but experienced ref or players means it can be played with just one ref. If playing in a club, and you all agree beforehand, then the game will run ref free if everyone is familiar with the rules and force lists before play begins.

New PlayersAt shows players may come and go depending on a number of factors, so you may need to be flexible, while still being able to manage and play the game. Some general rules of thumb:

l Any new players joining the game will be at the Ref’s discretion.

l If a player’s forces are all defeated, a new player can join if appropriate – starting in the next turn.

l New players will always control the same faction as the leaving player.

l For new players all Objectives, Luck Points, Wounds etc for that faction are reset and the player starts from the original starting point – see the map on page 8.

l If a player leaves mid game – the Ref and the replacement player will consider the player simply taking control of the force rather than starting anew – if appropriate.

l If multiple people leave, players and Refs may decide on a restart (time allowing).

This game was intended to be played at a busy wargames show, so below are a few details on logistics to help you plan the game.

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RULES

Luck PointsLuck points can be expended to reroll a single die affecting any of a players models. Each faction starts with a number of Luck points (represented by Jelly Babies if available) and can obtain more throughout the game by completing Mission objectives AND defeating opponents. Once an objective is completed or an opponent is out of action – Luck points are awarded immediately and can then be spent (eaten!) at any time.

Multiple points can be spent per round and per model – but only on rolls affecting their models. You may not use a second Luck point on a failed re-roll. However, you may use another point on the same model on subsequent rolls in the same round.

Mission ObjectivesEach faction has two objectives on their Force List – some share the same aim, if different motivations e.g. both Torchwood and the Daleks wish to deactivate the Cyber Conversion Factory (warehouse). Some gain more points than others – but it is the player’s choice on which, if any, they wish to pursue.

InitiativeInitiative is determined by dealing Initiative cards (see page 16). Each faction is represented by a card plus there is one Event card. Each round, the Ref deals the seven cards in the deck until they are exhausted. This marks the end of the Round. Shuffle the Cards and start again.

When the Event card is dealt, the Ref will take the next card off the separate Event card deck. Shuffle these cards before play begins.

These cards detail environmental hazards and random events that could affect some or all players each round. These also perform a dual purpose as round counters, so you can keep track of play.

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.

Capturing ModelsSpend 1 Action and win an opposed Strength Test (1D6 + Str) to capture a model or Stunned model. All models may be captured, but you may only able to capture one model at a time.

Other models may expend 1 Action to assist a captured model to break-free. A maximum of 3 models may assist at anyone time. Each model assisting adds +1 to the opposed Strength roll of the attempt.

Freed models move ½ movement away immediately. The captor does not get a free hack.

Victory points Victory Points rules are not used in this scenario. Instead Luck points are awarded during play that may be used by players as they go along.

Deciding a Winner Some people come along for a laugh, just to play the game or admire the scenery and models. However for the more competitive, there will be two awards for each game played.

Winning FactionThis will be a Ref decision based on the flow of battle, remaining forces, good ‘role playing’ and sportsmanship. Where appropriate other factors such as remaining Luck points might also be considered.

Winning PlayerPlayers can also decide who they feel has been the best overall player – again probably based on the factors above. The ref will arbitrate if there is a hung vote.

To get the most from the limited time at a show and the extra players, we have made some slight adjustments to the standard DWMG rules to allow play to run a little faster.

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THE FORCES

HeroesTorchwood – Start with 2 Luck Pointsl Yvonne Hartman - Pistol, Leader (2) Special Abilityl 2 Torchwood Troopers (armed with Assault Rifles and

Body Armour), Highly Trained Special Abilityl 1 Heavy Weapons Trooper (armed with a Particle Gun

and Body Armour), Highly Trained Special Ability

Preachers – Start with 2 Luck Pointsl Mickey Smith (armed with Plasma Guns and

Electromagnetic Bombs), Leader (1) and Time Traveller Special Ability

l 2 Preachers (armed with Plasma Guns and Electromagnetic Bombs)

Riot Police – Start with 2 Luck Pointsl 5 Riot Police (Security Guards profile, all armed with

Truncheon, Cuffs, Pistol and Riot Shield)

Monsters & VillainsCult of Skaro -– Start with NO Luck Pointsl Dalek Caan

Cybermen – Start with 2 Luck Pointsl 2 Cybermen

Geezers – Start with 2 Luck Pointsl 5 Dodgy Geezers (Security Guards profile, all armed

with Cosh and Shotgun)

Force Lists are provided on page 10 and detail all statistics, primary and secondary objectives and new and amended abilities. A quick summary is provided below.

Doctor Who Miniatures Game © 2011. This product is free and not for sale.

Doctor Who Miniatures Game © 2013. This product is free and not for sale.

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Characters Manufacturer Maximum number required

Heroes

Yvonne Hartman Khurasan, News Reporter 1

Torchwood TroopersCopplestone, Future Wars, Beret

Troopers or Crooked Dice Minions with Rifles

3

Mickey Smith Hasslefree Zombie Hunter Kev trooper conversion 1

Preachers Copplestone, Future Wars Bareheaded Troopers or Crooked Dice Minions 4

PolicemanHasslefree Officer Nick, PC Sam, Riot

Cop Neil and 3 Offensive Riot Cops or Crooked Dice Coppers

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Doctor Heresy Dr Hugh McCrimmon 1

Rose Crooked Dice Daisy 1

MonstersDalek Sec Rebased and repainted

Micro Universe 1

Dalek Caan Rebased and repainted Micro Universe 1

Cybermen Rebased and repainted Micro Universe 6+

Geezers Copplestone Kiss Kiss Bang Bang 6

Extras and markers

Civilians Killer B Geezers 10+

Safe Marker Pardulon or Ainsty 1

Cyberconversion markers Fenris Games 3

Ghost Shift Analysers Ainsty Castings 3

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THE TABLEThe playing area is 4’ x 4 ‘ and represents the streets of London around Torchwood Tower in Canary Wharf. Starting positions for each force are shown below.

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Building your tableWe were lucky enough to have loan of Paul ‘Overlord’ Smith’s fantastic urban London terrain pictured below. If you fancy having a go at making your own then you can follow Paul’s build report of all his buildings over on the Lead Adventures Forum.

Many of the building frontages, gable ends, pavements and the arches have been mastered from Paul’s originals and are available to purchase from Outpost Wargames.

Paul Smith’s incredible ‘Geezers’ terrain!

Dalek Caan is on the move...

Strength Higher2 or more 1

Defence Higher1 2 3 or more

Equal

2+ 3+ 4+ 5+ 6 X

An ‘X’ on the table indicates the target cannot be wounded/damaged by a hit of

Wound / Damage Table

Player reference

Effect Type Effects

Blast 2” Placethe2”blasttemplatewheretheshothits.Modelsmorethanhalfunderthetemplatearehit,modelslessthanhalfcovered

arehiton4+on .

Burst Roll whenyourolltohit.Alldicewhichscoreahitcancausewounds–allocateextrahitstoeithertheoriginalmodelor

modelswithin2”

Disruptor Roll foreachsuccessfulhitwhenrollingtowoundwiththisweapon–countthehighestrollasthewoundresult.

Laser Thisweapondoesnotsufferthe–1hitpenaltyforlongrangeshots.

Pistol Thisweapongets+1tohitwhenfiredattargetsatshortrange.

Scatter Ifthisweaponmisses,itwillscatter inchesinarandomdirection.Misseswillneverscattermorethanhalfoftheoriginalrange.

Stuns Ifthetargetmodeliswounded,itdoesnotsufferahit,butinsteadgainstheStunnedstatuseffect.

Thrown Thrownweaponshavearangeequaltothethrower’sStr+1doubled.Thrownweaponsdonotsufferthe–1hitpenaltyforlong

rangeshots.

The Game Turn1. Determine initiative2. First player actions3. Second player actions4. End phase

ActionsMoveShoot –oneactiononly

Aim –oneactiononly

Special Action

SituationAttacked from rearDefending obstacleAttacking over obstacleAttacking model in rear

Modifier–1 Def+1 Def

–1+1

SituationTarget half range or more awayTarget is partially hiddenTarget is prone at more than half rangeTarget is stunned

Modifier–1–1–1+1

Hand to Hand (HtH) Combat Modifiers TableShooting Modifiers Table

Torchwood Soldier,Elite warriorMove 6 Def 3 Hits 1 Str 3 Agi 3 Int 7 Morale 8Special Abilities: BodyArmour,HighlyTrained

Attack Range Hit Str NotesBrawl HtH 4+ 3 StunsAssaultRifle16” 4+ 3 BurstParticleGun 18” 4+ 5 Disruptor,Laser

Body Armour:Roll ifthismodeliswounded.Str3hitsarenegatedon5+,Str4hitsnegatedon6.

Highly Trained:Alltroopsaretrainedtohitweakpointssohitrollsof6arecountedasStr4hits.

TORCHWOODYour ForcesYoucontrolYvonneHartman,twoTorchwoodSoldiersandoneHeavyWeaponsTrooper.Youstartwith2LuckPoints.

Yvonne Hartman,Torchwood head girlMove 6 Def 3 Hits 2 Str 2 Agi 3 Int 7 Morale 9Special Abilities: Leader(2)

Attack Range Hit Str NotesPistol 12” 4+ 3 +1hitbonusatshortrange

Leader (2):Yvonne’sleadershipqualitiesallowhertoadjusttherollofanysingledicewhichaffectsherorafriendlymodelwithin4”by+1or–1.Shemaydothis2timeseveryturn.

Your MissionsYougainadditionalLuckPointsbydefeatingopponents: Dalek +3LuckPoint Cyberman +2LuckPoint Geezer +1LuckPointForfurtherLuckPointsyoumaychoosetocompletethemissionsbelow.

Ghost ShiftTorchwood must take energy readings during the Ghost Shift in hope of finding a weakness in the enemy.

TheRefhasplacedthreemarkersaroundthetable.TheserepresentTorchwood’sGhostShiftAnalysersandeachisworth1LuckPointif: •youmakebase-to-basecontactwithamarker;and •spend1Actiontakingareading

Enemy of the State Torchwood must capture the alien threat known as the Doctor.

TheDoctorislocatedbytheTARDIS.Youcancapturehimif: •oneofyourforcecanmakebase-to-basecontactwithhim,and •yourspend1Action

TheDoctorremainsinbase-to-basecontactwithyourmodel.Opponentsmayattempttocapturehimfromyouorattackhim.Whileheispartofyourforce,heisabletomakethefollowingsonicscrewdriverattackduringyourturn.Ifcapturedyourforcereceive3LuckPoints.

The Doctor,Renegade Time LordMove 6 Def 4 Hits 3 Str 3 Agi 4 Int 10 Morale 9Special Abilities: SonicScrewdriver,TimeTraveller

Attack Range Hit Str NotesSonicScrewdriver 6” 4+ N/A StunsMechanoidmodels.Models get+1tolosethisstatuseffect.

Time Traveller: IftheDoctoriscapturedbytheDalekstheyreceive+3LuckPoints.

THE PREACHERSYour ForcesYoucontrolMickeySmithand2Preachers.Youstartwith2LuckPoints.

Your MissionsYougainadditionalLuckPointsbydefeatingopponents: Dalek +3LuckPoint Cyberman +2LuckPoint Geezer +1LuckPointForfurtherLuckPointsyoumaychoosetocompletethemissionsbelow.

Locate and destroyYou have located the Cyber Conversion factory within a London warehouse. It cannot be destroyed without causing a massive explosion that could destroy the city – but it can be deactivated.

ThreemarkershavebeenplacedwithintheCyberConversionfactory.TheserepresenttheCybermen’sConversionmachineandeachisworth1LuckPointif: •youmakebase-to-basecontactwithamarker;and •spend1Actiondeactivatingtheunit

News of Pete’s World Mickey Smith has crossed dimensions to pass valuable intelligence on the Cybermen’s invasion plans to Rose Tyler.

RoseislocatedinCowleyTubeStation.Ifyoumakebase-to-basecontactwithher,shejoinsyoursquadandyoureceive3LuckPoints.Roseactivatesasanormalmodel.Opponentsmayattempttocaptureorattackher.RosewillfightalongsideyouandisabletouseherScreamerability.

Preacher,Resistance FighterMove 6 Def 3 Hits 1 Str 3 Agi 3 Int 7 Morale 7Special Abilities: None

Attack Range Hit Str NotesBrawl HtH 4+ 3 StunsPlasmaGun 16” 4+ 4 Autofire,DisruptorElectromagneticBomb 8” 4+ n\a Seebelow

Electromagnetic Bombs: Thesesmallmagneticchargesexplode,generatinghugeamountsofelectricalcharge.ThisdisruptsthecircuitsinthemetalbodiesofCybermen.

Theyarethrownlikegrenades,andcause1HittoaCybermanmodelontherollof3+.ThisbypassestheirArmoured Bodysavingthrow.Theydonothaveablastradius,andcauseasingleStr3hittohumans.

Mickey Smith,New Found HeroMove 6 Def 3 Hits 2 Str 3 Agi 3 Int 7 Morale 7Special Abilities: Leader(1),TimeTraveller

Attack Range Hit Str NotesBrawl HtH 4+ 3 StunsPlasmaGun 16” 4+ 4 Autofire,DisruptorElectromagneticBomb 8” 4+ n\a Seebelow

Autofire:Thisweaponmaybefiredtwiceinoneturn,atthecostofoneactionpershot.

Leader (1):Onceeveryturn,Mickeymayadjusttherollofanysingledicewhichaffectshimorafriendlymodelwithin4”by+1or–1.

Time Traveller: IfMickeyiscapturedbytheDalekstheyreceive+3LuckPoints.

Rose Tyler,Plucky companionMove 6 Def 3 Hits 2 Str 2 Agi 3 Int 6 Morale 7Special Abilities: Screamer,TimeTraveller

Attack Range Hit Str NotesUnarmedHtH 5+ 2 Stunsonly

Screamer: IfRoseiswithin6”ofanenemymodelroll1D6.Ontherollof4+anysinglefriendlymodelwithin6”canimmediatelytakeoneaction,regardlessofwhetherithasalreadybeenactivatedinthisturn.

Time Traveller:IfRoseiscapturedbytheDalekstheyreceive+3LP.

RIOT POLICEYour ForcesYoucontrol5RiotPolice.Youstartwith2LuckPoints.

Your MissionsYougainadditionalLuckPointsbydefeatingopponents: Dalek +3LuckPoint Cyberman +2LuckPoint Geezer +1LuckPointForfurtherLuckPointsyoumaychoosetocompletethemissionsbelow.

Door to DoorThe Police must search for civilians in the warzone and ensure they are safely secured in their homes.

Whenyoucomeintobase-to-basecontactwithanybuildingentrance(excepttheCyberConversionFactoryandthePoliceStation)youmaysearchforciviliansbyspendingoneAction.Roll .Ontherollof5+youfindacivilianandsecurethemintheirhomeandreceive+1LuckPoint.Eachbuildingmayonlybesearchedonce.

Tool upYour weapons seem useless against the aliens, but there is an armoury in the Police Station containing heavier weapons.

Ifyoucomeintobase-to-basecontactwiththeentranceofthePoliceStationyoumayspend2Actionstosearchforthearmoury.

Youwillgainreceive+3LuckPoints.InadditionallyoursquadautomaticallyreceiveanAssaultRifle(currentlyblueopposite).

Riot Police Officer,Capital DefendersMove 6 Def 3 Hits 1 Str 3 Agi 3 Int 7 Morale 7Special Abilities: Cuffs,RiotShield

Attack Range Hit Str NotesTruncheonHtH 4+ 4 StunsPistol 12” 4+ 3 +1hitbonusatshortrangeAssaultRifle16” 4+ 3 Burst

Cuffs:Ifyoucomeintobase-to-basecontactwithaStunnedfoe,youmayspendoneActiontohandcuffandincapacitateyouropponent.Thiswilltakethemoutofactionandprovide+1LuckPoint.

Riot Shield:Roll ifthismodeliswounded.Str3hitsarenegatedon5+,Str4hitsona6.

CULT OF SKAROYour ForcesYoucontrolDalekCaan.YoustartwithNOLuckPoints.

Your MissionsYougainadditionalLuckPointsbydefeatingopponents: Personality +3LuckPoint Cyberman +2LuckPoint Geezer +1LuckPoint Preachers +1LuckPoint RiotPolice +1LuckPoint Torchwood +1LuckPointForfurtherLuckPointsyoumaychoosetocompletethemissionsbelow.

Neutralise the Cyber Factory! Superior Dalek intellect has located the Cyber Conversion factory within a London warehouse. It cannot be destroyed without causing a massive explosion that could destroy the Cult of Skaro and the city – but it can be deactivated.

ThreemarkershavebeenplacedwithintheCyberConversionfactory.TheserepresenttheCybermen’sConversionmachineandeachisworth1LuckPointif: •youmakebase-to-basecontactwithamarker;and •spend1Actiondeactivatingtheunit

Locate Time Travellers! Daleks have located three life-forms who contain the chronal energy required to activate the Genesis Ark. These ‘time travellers’ must be captured!

IfyouareabletoCapturetheDoctor,RoseTylerorMickeySmithyoureceive3LuckPoints.However,ifamodelisabletoescapeyouimmediatelylose2LuckPoints.

Dalek Caan,Cult of SkaroMove 6 Def 5 Hits 2 Str 2 Agi 1 Int 8 Morale 8Special Abilities: AllRoundFire,ArmouredBody,ForceField,Hover,Mechanoid

Attack Range Hit Str NotesSucker!HtH 3+ 4 UseSucker’sStrwhencapturingDalekBlaster 16” 4+(x2) 4 Disruptor,Laser,Str5vsMechanoids

All Round Fire:Dalekscanfireallround–360º.

Armoured Body: Roll ifthismodeliswounded.Thedamageisnegatedifthedierollexceedstheattackingweapon’sStrength.

Force Field:Roll wheneachtimethismodelishit.Hitsarenegatedontherollof3+.

Hover:Thismodelignoresthemovementrulesforroughgroundandobstacles.

Mechanoid:Thismodelcannotmovetwiceinthesameturn,andmaybevulnerabletocertainweaponsorinventions.

CYBERMENYour ForcesYoucontrol2Cybermen.Youstartwith2LuckPoints.

Upgrade You must search the city for humans and return them to the Cyber Conversion Factory to upgrade them into cyberforms.

Whenyoucomeintobase-to-basecontactwithanybuildingentrance(excepttheCyberConversionFactory)youmaysearchforhumansbyspendingoneAction.Roll .Ontherollof5+youfindahumanwhoisautomaticallycaptured.Capturedhumansremaininbase-to-basecontactwithyourmodel.Eachbuildingmayonlybesearchedonce.Otherplayersmodels(exceptDaleks)mayalsobecapturedandconverted.ToconvertmodelsintoCybermen,youmusttakethemtotheCyberConversionfactory.

ThreemarkershavebeenplacedwithintheCyberConversionfactory.TheserepresenttheCybermen’sConversionmachine.YoumayconvertthecapturedmodelintoanewCybermanmodelwhojoinsyourforceif: •youmakebase-to-basecontactwithamarker;and •spend1Actionactivatingtheunit;unless •themarkerhasbeendeactivatedbyanenemymodel.Thenyou

mustspend2Actionstoreactivate.

ThenewCybermancannotbeactivateduntilyournextturn.

DefendYour enemies have located the Cyber Conversion factory. It cannot be destroyed without causing a massive explosion that could destroy the city – but it can be deactivated. This is inefficient, so the factory must be defended...

ThreemarkershavebeenplacedwithintheCyberConversionfactory.TheserepresenttheCybermen’sConversionmachine.Othersforceswillattempttodeactivatethemachines.

Toreactivatethemachineyoumust: •makebase-to-basecontactwithamarker;and •spend2Actionsreactivatingtheunit

Yougain+1Luckpointattheendofeachround,ifallthreemarkersremainactivated.

Cyberman,Dimensional travellerMove 6 Def 5 Hits 1 Str 5 Agi 2 Int 8 Morale 8Special Abilities: ArmouredBody,Mechanoid

Attack Range Hit Str NotesShockingGraspHtH 3+ 5CyberGun16” 3+ 4 Disruptor

Armoured Body: Roll ifthismodeliswounded.Thedamageisnegatedifthedierollexceedstheattackingweapon’sStrength.

Mechanoid:Thismodelcannotmovetwiceinthesameturn,andmaybevulnerabletocertainweaponsorinventions.

Your MissionsYougainadditionalLuckPointsbydefeatingopponents: Personality +3LuckPoint Dalek +3LuckPoint Geezer +1LuckPoint Preachers +1LuckPoint RiotPolice +1LuckPoint Torchwood +1LuckPointForfurtherLuckPointsyoumaychoosetocompletethemissionsopposite.

GEEZERSYour ForcesYoucontrol5DodgyGeezers.Youstartwith2LuckPoints.

Your MissionsYougainadditionalLuckPointsbydefeatingopponents: Dalek +4LuckPoint Personality +3LuckPoint Cyberman +2LuckPoint Preachers +2LuckPoint RiotPolice +2LuckPoint Torchwood +2LuckPointForfurtherLuckPointsyoumaychoosetocompletethemissionsbelow.

The Blag Your lads were on a major blag with plans to lift some jewels from the local bank. But the attack by these alien muppets means the job has gone pear-shaped. Get to the Bank quick and find out what’s gone wrong and recover the swag.

Youmustspend2ActionsbreakingintotheVaultlocatedinsidethebank.ThereisaLootMarker(asafe)withintheBankVault.Whenyoucomeintobase-to-basecontactwiththemarkeryougain+3LuckPoints.

InadditionyoucannowusethespareexplosivesusedtoblowthevaultasGrenades(currentlyinblueonyourcharactersheet).

I Will Nick ItThe local filth seem to have their hands full, so your lads can go on a looting spree.

Whenyoucomeintobase-to-basecontactwithanybuildingentrance(excepttheCyberConversionFactoryandthePoliceStation)youmaysearchforlootbyspending1Action.Roll .Ontherollof5+youfindsomevaluablesandreceive+1LuckPoint.Eachbuildingmayonlybesearchedonce.

Geezers,Underworld UndesirablesMove 6 Def 3 Hits 1 Str 3 Agi 3 Int 7 Morale 7Special Abilities: None

Attack Range Hit Str NotesCosh HtH 4+ 4 StunsPistol 12” 4+ 3 PistolShotgun 8” 4+ 3 Blast2”,+1tohitGrenades Thrown 4+ 4 Blast2”,Scatter,Thrown

INITIATIVE CARDS

TORCHWOOD

DALEKS

PREACHERS

GEEZERS

CYBERMEN

RIOT POLICE

EVENT

Going UndergroundThe streets are chaos and reaching your objective is difficult. But maybe going under the problem is the solution.

Geezer, Police, Preachers and Torchwood players may all roll 1D6. The player who rolls the highest score finds a loose manhole cover and may choose to move his force through the sewers to another location. But the tunnels are dark and disorientating, so who knows where you will appear. The player rolls 1D6 to decide his location and the Ref will place the models: 1-2 In The Winchester’s back yard 3-4 Inside the Factory 5-6 Inside the Cyber Conversion Factory

EVENT CARDS

ATMOS accident!The revolutionary ATMOS devices fitted to all vehicles seem to be malfunctioning!

The Ref rolls 1D6 for each car on the table. On a roll of 5+, the car begins to emit noxious fumes and smoke in a 3” radius. This effect lasts for one round only. Any non-mechanoid models caught within this area suffer a -1 penalty to all To Hit rolls and receive a Str 2 hit. If the Hit causes a wound, the model is Stunned for one round.

EVENT CARDS

Tyler trouble!The irrepressible Jackie Tyler has escaped from the Cybermen, causing a temporary diversion. Can you take advantage?

The Ref rolls 1D6 for each Captured model on the table. On a roll of 5+, the diversion causes the captor to lose their grip. The captured models are freed and move 3” away from their captor.

EVENT CARDS

Touching the VoidThe dimensional energies are in flux!

The Ref rolls 1D6 for Daleks, Cybermen and Preachers forces only. On a roll of 5+ players may move one model in their force 18” in any direction across the board.

EVENT CARDS

ReinforcementsCan your team mates come to your aid?

The Ref rolls 1D6 for Police, Torchwood and Geezers forces only. On a roll of 5+ you may add one standard model to your squad. They are placed at your force’s original start point.

EVENT CARDS

Civilian panicThe great British public are terrified by the alien invasion!

The Ref rolls 1D6 for each of the following buildings: Arkwright’s store, The Winchester Pub and The Factory. On a roll of 5+ place one civilian model outside each location where they will cower in terror. Cybermen and the Police may wish to capture or secure civilians for additional Luck points.

If the Police successfully secure a civilian they are removed from the table. Cybermen capture civilians in the usual manner.

EVENT CARDS

Burst gas mainA stray alien blast causes a gas main to explode!

The Ref rolls 1D6 to determine the location of the explosion:

1-2 Cowley Street Tube 3-4 Police Station 5-6 Warehouse

The Ref will place a 6” Blast marker within 3” of this location at their discretion. All models underneath will take a Str 4 hit.

EVENT CARDS

Precious cargoA delivery truck hurtles out of control spilling its cargo across the streets. Inside is the new and delicious Vitex energy drink!

The Ref places three crate markers randomly in any street. If a non-mechanoid model comes in base-to-base contact with the marker they may grab a bottle of gubbalicious energy pop – Vitex. On their next turn they may make one extra Move Action.

EVENT CARDS

Sec-ond fiddleDalek Sec, leader of the Cult of Skaro, comes to inspect the Dalek advance!

The Ref places Dalek Sec next to his Kaled brother and rolls 1D6. On a roll of 1-4 Dalek Sec will fight along side the Daleks and satisfied with progress will leave at the end of the round. Remove him from the table.

On a roll of 5+, Dalek Sec finds the Dalek strategy inferior and will remain in play to lead the assault. In each end phase roll 1D6; on a 4+ Dalek Sec leaves play. Use Dalek Caan’s statistics on your character sheet for Dalek Sec.

EVENT CARDS

Tactical advantageYou see an advantage on the battlefield! Can you exploit it?

All players roll 1D6. The highest score may automatically act first in the next round.

Players may spend Luck Points to influence their roll. Eack luck point surrendered adds +2 to a players roll.

EVENT CARDS

Who’s the daddy?Rose’s father and saviour of an alternate earth, Pete Tyler crosses the Void to help the Preachers

The Ref places Pete Tyler next to Mickey Smith and rolls 1D6. On a roll of 1-5 Pete will stay to pass on tactical advice and fight alongside the Preachers for the remainder of this round only, before returning back through the Void. Remove him from the table. On a roll of 6+, he will stay and fight with the Preachers. If Rose Tyler has already joined the Preachers, add +2 to this die roll. Use the Preacher Statistics on your character sheet for Pete. In each end phase roll 1D6; on a 5+ Pete leaves play (6 if Rose has joined).

EVENT CARDS

Fill your BootsAn explosion has torn through local stores, scattering the contents of a chemist shop across the street. Vital medical supplies lie amongst the wreckage.

Geezer, Police, Preachers and Torchwood players may all roll 1D6. The player who rolls the highest score finds enough medicines to patch up a fallen colleague. Return 1 Hit or 1 model back to your squad placing him within 2” of another friendly model.

EVENT CARDS