<<

MINIATURES GAME LOCK, STOCK & TWO SMOKING

A Participation Game for Six Players A 2nd Edition Supplement by Karl Perrotton 1 In the midst of the action at Salute 2010! LOCK, STOCK & TWO SMOKING DALEKS A Participation Game for Six Players A 2nd Edition Game Pack by Karl Perrotton

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

Lock, Stock & Two Smoking Daleks is a participation There’s also some practical rule changes to adjust play for game that was originally designed for Salute 2010 - which a participation game at a show and to help you manage now seems a very long time ago! It’s the UK’s premier multiple players with limited time. wargames show with over 5000 visitors, so we wanted attendees to see how fast and fun DWMG could be. All the handouts and force sheets are reproduced here and contain all the statistics, objectives and special rules you will The Season Two two-part finale, Army of Ghosts and need to play. , saw multiple forces clashing including the iconic Daleks and , so it seemed ideal material The game was certainly a big for a wargame! Plus the ExCeL exhibition centre is in hit and we were lucky enough the shadow of Canary Wharf in the heart of London’s to win Best Participation Game, Docklands that features in the episodes. so special thanks needs to go to Morgan Nash, Helena Nash, You’ll notice we have a few liberties with the storyline Paul Smith, Ross Bowrage and to allow more players to join in, so we added a bit of Matt Gibbs for playtesting, east-end colour. The game allows up to 6 players to play running and supporting the simultaneously – each player taking a small force of either game. And a very special thank Daleks, Cybermen, Torchwood troops, the alternate earth you to Paul for his truly amazing Preachers, some dodgy Geezers or the local plod. terrain!

Karl Perrotton August, 2013

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

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

Duration New Players The game will end after any of the following: At shows players may come and go depending on a Lock, Stock & Two Smoking Daleks & Two Stock Lock, l 10 Rounds number of factors, so you may need to be flexible, while still l 1 hour to 1 ½ hours being able to manage and play the game. Some general l At Ref’s discretion rules of thumb:

However, game play is key, so there should be some l Any new players joining the game will be at the Ref’s flexibility to finish off a good game and play a couple of discretion. extra rounds if required. 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 Game Times leaving player. A rough estimate is 60 to 100 minutes per game. l For new players all Objectives, Luck Points, Wounds etc for that faction are and the player starts from the original starting point – see the map on page 8. Players l If a player leaves mid game – the Ref and the The tournament game allows 6 players to play at the same replacement player will consider the player simply time. There are three factions of Heroic players and three taking control of the force rather than starting anew – if Monster factions. Each player will take command of a appropriate. faction as set out in Forces Lists on page 10. There is never l If multiple people leave, players and Refs may decide more than ONE of the same faction in play at any one time. on a restart (time allowing). Referees We’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.

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

Luck Points Activations Luck points can be expended to reroll a single die affecting With each player only having a limited number of models Lock, Stock & Two Smoking Daleks & Two Stock Lock, any of a players models. Each faction starts with a number in play, do not use the ‘half activation’ rule on page 6 of the of Luck points (represented by Jelly Babies if available) DWMG rules – players can activate all their models when it and can obtain more throughout the game by completing is their turn. Mission objectives AND defeating opponents. Once an objective is completed or an opponent is out of action – Morale Luck points are awarded immediately and can then be The stakes are so high in the battle for London that no sides spent (eaten!) at any time. need to take Morale checks.

Multiple points can be spent per round and per model – but only on rolls affecting their models. You may not use a Capturing Models second Luck point on a failed re-roll. However, you may use Spend 1 Action and win an opposed Strength Test (1D6 + another point on the same model on subsequent rolls in the Str) to capture a model or Stunned model. All models may same round. be captured, but you may only able to capture one model at a time.

Mission Objectives Other models may expend 1 Action to assist a captured Each faction has two objectives on their Force List – some model to break-free. A maximum of 3 models may assist at share the same aim, if different motivations e.g. both anyone time. Each model assisting adds +1 to the opposed Torchwood and wish to deactivate the Cyber Strength roll of the attempt. Conversion Factory (warehouse). Some gain more points than others – but it is the player’s choice on which, if any, Freed models move ½ movement away immediately. The they wish to pursue. captor does not get a free hack.

Initiative Victory points Initiative is determined by dealing Initiative cards (see Victory Points rules are not used in this scenario. Instead page 16). Each faction is represented by a card plus there Luck points are awarded during play that may be used by is one Event card. Each round, the Ref deals the seven players as they go along. cards in the deck until they are exhausted. This marks the end of the Round. Shuffle the Cards and start again. Deciding a Winner Some people come along for a laugh, just to play the game When the Event card is dealt, the Ref will take the next or admire the scenery and models. However for the more card off the separate Event card deck. Shuffle these cards competitive, there will be two awards for each game played. before play begins. Winning Faction These cards detail environmental hazards and random This will be a Ref decision based on the flow of battle, events that could affect some or all players each round. remaining forces, good ‘role playing’ and sportsmanship. These also perform a dual purpose as round counters, so Where appropriate other factors such as remaining Luck you can keep track of play. points might also be considered. Winning Player Players 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.

Doctor Who Miniatures Game © 2013. This product is free and not for sale. 5 6 Lock, Stock & Two Smoking Daleks

THE FORCES l l l l Torchwood –Start with2Luck Points Heroes andnewamendedabilities.Aquicksummaryisprovidedobjectives below. Force Lists are provided onpage10anddetail allstatistics,primaryandsecondary l Riot Police–Start with2Luck Points l Preachers –Start with2Luck Points Doctor Who Miniatures Game©2011. Thisproduct isfree andnotfor sale.

Truncheon, Cuffs, PistolandRiotShield) Electromagnetic Bombs) Special Ability Electromagnetic Bombs), Leader(1)andTimeTraveller HighlyTrainedand BodyArmour), SpecialAbility HighlyTrainedBody Armour), SpecialAbility 5 RiotPolice(SecurityGuards profile,with allarmed 2 PreacherswithPlasmaGunsand (armed withPlasmaGunsand (armed 1 HeavyWeapons Trooper Gun withaParticle (armed 2 Torchwood Troopers withAssaultRiflesand (armed Yvonne -Pistol,Leader(2)SpecialAbility Hartman l Cult ofSkaro -–Start withNOLuck Points Monsters &Villains l Geezers –Start with2Luck Points l Cybermen –Start with2Luck Points

with CoshandShotgun) Caan 5 DodgyGeezers(SecurityGuards profile, allarmed 2 Cybermen Lock, Stock & Two Smoking Daleks & Two Stock Lock,

Characters Manufacturer Maximum number required Heroes

Yvonne Hartman Khurasan, News Reporter 1

Copplestone, Future Wars, Beret Torchwood Troopers Troopers or Crooked Dice Minions 3 with Rifles Hasslefree Zombie Hunter Mickey Smith 1 Kev trooper conversion Copplestone, Future Wars Bareheaded Preachers 4 Troopers or Crooked Dice Minions Hasslefree Officer Nick, PC Sam, Riot Policeman Cop Neil and 3 Offensive Riot Cops or 6 Crooked Dice Coppers

Doctor Heresy Dr Hugh McCrimmon 1

Rose Crooked Dice Daisy 1

Monsters Rebased and repainted Dalek Sec 1 Micro Universe Rebased and repainted Dalek Caan 1 Micro Universe Rebased and repainted Cybermen 6+ Micro Universe

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

Doctor Who Miniatures Game © 2013. This product is free and not for sale. 7 THE TABLE The 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. Lock, Stock & Two Smoking Daleks & Two Stock Lock,

8 Doctor Who Miniatures Game © 2013. This product is free and not for sale. Building your table We were lucky enough to have loan of Paul ‘Overlord’ Many of the building frontages, gable ends, pavements and Smith’s fantastic urban London terrain pictured below. If you the arches have been mastered from Paul’s originals and fancy having a go at making your own then you can follow are available to purchase from Outpost Wargames. Paul’s build report of all his buildings over on the Lead Adventures Forum. Lock, Stock & Two Smoking Daleks & Two Stock Lock,

Paul Smith’s incredible ‘Geezers’ terrain!

Dalek Caan is on the move...

Doctor Who Miniatures Game © 2013. This product is free and not for sale. 9 Player reference

Shooting Modifiers Table Hand to Hand (HtH) Modifiers Table The Game Turn Actions Situation Modifier Situation Modifier 1. Determine initiative Move Target half range or more away –1 Attacked from rear –1 Def 2. First player actions Shoot – one action only Target is partially –1 Defending obstacle +1 Def 3. Second player actions Aim – one action only Target is prone at more than half range –1 Attacking over obstacle –1 4. End phase Special Action Target is stunned +1 Attacking model in rear +1

Wound / Damage Table Strength Higher Defence Higher Equal An ‘X’ on the table 2 or more 1 1 2 3 or more indicates the target cannot be wounded/ 2+ 3+ 4+ 5+ 6 X damaged by a hit of

Effect Type Effects Blast 2” Place the 2” blast template where the shot hits. Models more than half under the template are hit, models less than half covered are hit on 4+ on . Burst Roll when you roll to hit. All dice which score a hit can cause wounds – allocate extra hits to either the original model or models within 2” Disruptor Roll for each successful hit when rolling to wound with this weapon – count the highest roll as the wound result. Laser This weapon does not suffer the –1 hit penalty for long range shots. Pistol This weapon gets +1 to hit when fired at targets at short range. Scatter If this weapon misses, it will scatter inches in a random direction. Misses will never scatter more than half of the original range. Stuns If the target model is wounded, it does not suffer a hit, but instead gains the Stunned status effect. Thrown Thrown weapons have a range equal to the thrower’s Str+1 doubled. Thrown weapons do not suffer the –1 hit penalty for long range shots. TORCHWOOD Your Forces Your Missions You control Yvonne Hartman, two Torchwood Soldiers and one Heavy You gain additional Luck Points by defeating opponents: Weapons Trooper. You start with 2 Luck Points. Dalek +3 Luck Point Cyberman +2 Luck Point Yvonne Hartman, Torchwood head girl Geezer +1 Luck Point Move 6 Def 3 Hits 2 Str 2 Agi 3 Int 7 Morale 9 For further Luck Points you may choose to complete the missions below. Special Abilities: Leader (2) Ghost Shift Torchwood must take energy readings during the Ghost Shift in of finding a weakness in the enemy. Attack Range Hit Str Notes Pistol 12” 4+ 3 +1 hit bonus at short range The Ref has placed three markers around the table. These represent Torchwood’s Ghost Shift Analysers and each is worth 1 Luck Point if: Leader (2): Yvonne’s leadership qualities allow her to adjust the roll of any • you make base-to-base contact with a marker; and single dice which affects her or a friendly model within 4” by +1 or –1. • spend 1 Action taking a reading She may do this 2 times every turn. Enemy of the State Torchwood must capture the alien threat known as the Doctor. Torchwood Soldier, Elite warrior Move Def Hits Str Agi Int Morale The Doctor is located by the TARDIS. You can capture him if: 6 3 1 3 3 7 8 • one of your force can make base-to-base contact with him, and Special Abilities: Body Armour, Highly Trained • your spend 1 Action

The Doctor remains in base-to-base contact with your model. Attack Range Hit Str Notes Opponents may attempt to capture him from you or attack him. While he Brawl HtH 4+ 3 Stuns is part of your force, he is able to make the following Assault Rifle 16” 4+ 3 Burst attack during your turn. If captured your force receive 3 Luck Points. Particle Gun 18” 4+ 5 Disruptor, Laser The Doctor, Renegade Body Armour: Roll if this model is wounded. Str 3 hits are negated on Move Def Hits Str Agi Int Morale 5+, Str 4 hits negated on 6. 6 4 3 3 4 10 9 Special Abilities: Sonic Screwdriver, Time Traveller Highly Trained: All troops are trained to hit weak points so hit rolls of 6 are counted as Str 4 hits. Attack Range Hit Str Notes Sonic Screwdriver 6” 4+ N/A Stuns Mechanoid models. Models get +1 to lose this status effect. Time Traveller: If the Doctor is captured by the Daleks they receive +3 Luck Points. THE PREACHERS Your Forces Your Missions You control Mickey Smith and 2 Preachers. You start with 2 Luck Points. You gain additional Luck Points by defeating opponents: Dalek +3 Luck Point Mickey Smith, New Found Hero Cyberman +2 Luck Point Move Def Hits Str Agi Int Morale Geezer +1 Luck Point 6 3 2 3 3 7 7 For further Luck Points you may choose to complete the missions below. Special Abilities: Leader (1), Time Traveller Locate and destroy Attack Range Hit Str Notes You have located the Cyber Conversion factory within a London Brawl HtH 4+ 3 Stuns warehouse. It cannot be destroyed without causing a massive explosion Plasma Gun 16” 4+ 4 Autofire, Disruptor that could destroy the city – but it can be deactivated. Electromagnetic Bomb 8” 4+ n\a See below Three markers have been placed within the Cyber Conversion factory. Autofire: This weapon may be fired twice in one turn, at the cost of one These represent the Cybermen’s Conversion machine and each is worth action per shot. 1 Luck Point if: • you make base-to-base contact with a marker; and Leader (1): Once every turn, Mickey may adjust the roll of any single dice • spend 1 Action deactivating the which affects him or a friendly model within 4” by +1 or –1. News of Pete’s World Time Traveller: If Mickey is captured by the Daleks they receive +3 Luck Points. Mickey Smith has crossed dimensions to pass valuable intelligence on the Cybermen’s invasion plans to . Preacher, Resistance Fighter Move Def Hits Str Agi Int Morale Rose is located in Cowley Tube Station. If you make base-to-base 6 3 1 3 3 7 7 contact with her, she joins your squad and you receive 3 Luck Points. Special Abilities: None Rose activates as a normal model. Opponents may attempt to capture or attack her. Rose will fight alongside you and is able to use her Screamer ability. Attack Range Hit Str Notes Brawl HtH 4+ 3 Stuns Rose Tyler, Plucky Plasma Gun 16” 4+ 4 Autofire, Disruptor Move Def Hits Str Agi Int Morale Electromagnetic Bomb 8” 4+ n\a See below 6 3 2 2 3 6 7 Special Abilities: Screamer, Time Traveller Electromagnetic Bombs: These small magnetic charges explode, generating huge amounts of electrical charge. This disrupts the circuits in the metal bodies of Cybermen. Attack Range Hit Str Notes Unarmed HtH 5+ 2 Stuns only They are thrown like grenades,and cause 1 Hit to a Cyberman model on the roll of 3+. This bypasses their Armoured Body saving throw. They do Screamer: If Rose is within 6” of an enemy model roll 1D6. On the roll of not have a blast radius, and cause a single Str 3 hit to humans. 4+ any single friendly model within 6” can immediately take one action, regardless of whether it has already been activated in this turn.

Time Traveller: If Rose is captured by the Daleks they receive +3 LP. RIOT POLICE Your Forces Your Missions You control 5 Riot Police . You start with 2 Luck Points. You gain additional Luck Points by defeating opponents: Dalek +3 Luck Point Riot Police Officer, Capital Defenders Cyberman +2 Luck Point Move Def Hits Str Agi Int Morale Geezer +1 Luck Point 6 3 1 3 3 7 7 For further Luck Points you may choose to complete the missions below. Special Abilities: Cuffs, Riot Shield Door to Door The Police must search for civilians in the warzone and ensure they are Attack Range Hit Str Notes safely secured in their homes. Truncheon HtH 4+ 4 Stuns Pistol 12” 4+ 3 +1 hit bonus at short range When you come into base-to-base contact with any building entrance Assault Rifle 16” 4+ 3 Burst (except the Cyber Conversion Factory and the Police Station) you may search for civilians by spending one Action. Roll . On the roll of 5+ you Cuffs: If you come into base-to-base contact with a Stunned foe, you may find a civilian and secure them in their home and receive +1 Luck Point. spend one Action to handcuff and incapacitate your opponent. This will Each building may only be searched once. take them out of action and provide +1 Luck Point. Tool up Riot Shield: Roll if this model is wounded. Str 3 hits are negated on 5+, Your weapons seem useless against the aliens, but there is an armoury Str 4 hits on a 6. in the Police Station containing heavier weapons.

If you come into base-to-base contact with the entrance of the Police Station you may spend 2 Actions to search for the armoury.

You will gain receive +3 Luck Points. In addition all your squad automatically receive an Assault Rifle (currently blue opposite). CULT OF SKARO Your Forces Your Missions You control Dalek Caan. You start with NO Luck Points. You gain additional Luck Points by defeating opponents: Personality +3 Luck Point Dalek Caan, Cult of Skaro Cyberman +2 Luck Point Move Def Hits Str Agi Int Morale Geezer +1 Luck Point 6 5 2 2 1 8 8 Preachers +1 Luck Point Special Abilities: All Round Fire, Armoured Body, Riot Police +1 Luck Point Force Field, Hover, Mechanoid Torchwood +1 Luck Point For further Luck Points you may choose to complete the missions below. Attack Range Hit Str Notes Sucker! HtH 3+ 4 Use Sucker’s Str when capturing Neutralise the Cyber Factory! Dalek Blaster 16” 4+ (x2) 4 Disruptor, Laser, Str 5 vs Mechanoids Superior Dalek intellect has located the Cyber Conversion factory within a London warehouse. It cannot be destroyed without causing a massive All Round Fire: Daleks can fire all round – 360º. explosion that could destroy the Cult of Skaro and the city – but it can be deactivated. Armoured Body: Roll if this model is wounded. The damage is negated if the die roll exceeds the attacking weapon’s Strength. Three markers have been placed within the Cyber Conversion factory. These represent the Cybermen’s Conversion machine and each is worth Force Field: Roll when each time this model is hit. Hits are negated on 1 Luck Point if: the roll of 3+. • you make base-to-base contact with a marker; and • spend 1 Action deactivating the unit Hover: This model ignores the movement rules for rough ground and obstacles. Locate Time Travellers! Daleks have located three life-forms who contain the chronal energy Mechanoid: This model cannot move twice in the same turn, and may be required to activate the Genesis Ark. These ‘time travellers’ must be vulnerable to certain weapons or inventions. captured!

If you are able to Capture the Doctor, Rose Tyler or Mickey Smith you receive 3 Luck Points. However, if a model is able to escape you immediately lose 2 Luck Points. CYBERMEN Your Forces Upgrade You control 2 Cybermen. You start with 2 Luck Points. You must search the city for humans and return them to the Cyber Conversion Factory to upgrade them into cyberforms. Cyberman, Dimensional traveller Move Def Hits Str Agi Int Morale When you come into base-to-base contact with any building entrance 6 5 1 5 2 8 8 (except the Cyber Conversion Factory) you may search for humans Special Abilities: Armoured Body, Mechanoid by spending one Action. Roll . On the roll of 5+ you find a human who is automatically captured. Captured humans remain in base-to- base contact with your model. Each building may only be searched Attack Range Hit Str Notes once. Other players models (except Daleks) may also be captured and Shocking Grasp HtH 3+ 5 converted. To convert models into Cybermen, you must take them to the Cyber Gun 16” 3+ 4 Disruptor Cyber Conversion factory.

Armoured Body: Roll if this model is wounded. The damage is negated if Three markers have been placed within the Cyber Conversion factory. the die roll exceeds the attacking weapon’s Strength. These represent the Cybermen’s Conversion machine. You may convert the captured model into a new Cyberman model who joins your force if: Mechanoid: This model cannot move twice in the same turn, and may be • you make base-to-base contact with a marker; and vulnerable to certain weapons or inventions. • spend 1 Action activating the unit; unless • the marker has been deactivated by an enemy model. Then you must spend 2 Actions to reactivate. Your Missions You gain additional Luck Points by defeating opponents: The new Cyberman cannot be activated until your next turn. Personality +3 Luck Point Dalek +3 Luck Point Defend Geezer +1 Luck Point Your enemies have located the Cyber Conversion factory. It cannot be Preachers +1 Luck Point destroyed without causing a massive explosion that could destroy the Riot Police +1 Luck Point city – but it can be deactivated. This is inefficient, so the factory must be Torchwood +1 Luck Point defended... For further Luck Points you may choose to complete the missions opposite. Three markers have been placed within the Cyber Conversion factory. These represent the Cybermen’s Conversion machine. Others forces will attempt to deactivate the machines.

To reactivate the machine you must: • make base-to-base contact with a marker; and • spend 2 Actions reactivating the unit

You gain +1 Luck point at the end of each round, if all three markers remain activated. GEEZERS Your Forces Your Missions You control 5 Dodgy Geezers. You start with 2 Luck Points. You gain additional Luck Points by defeating opponents: Dalek +4 Luck Point Geezers, Undesirables Personality +3 Luck Point Move Def Hits Str Agi Int Morale Cyberman +2 Luck Point 6 3 1 3 3 7 7 Preachers +2 Luck Point Special Abilities: None Riot Police +2 Luck Point Torchwood +2 Luck Point For further Luck Points you may choose to complete the missions below. Attack Range Hit Str Notes Cosh HtH 4+ 4 Stuns The Blag Pistol 12” 4+ 3 Pistol Your lads were on a major blag with plans to lift some jewels from the Shotgun 8” 4+ 3 Blast 2”, +1 to hit local bank. But the attack by these alien muppets means the job has Grenades Thrown 4+ 4 Blast 2”, Scatter, Thrown gone pear-shaped. Get to the Bank quick and find out what’s gone wrong and recover the swag.

You must spend 2 Actions breaking into the Vault located inside the bank. There is a Loot Marker (a safe) within the Bank Vault. When you come into base-to-base contact with the marker you gain +3 Luck Points.

In addition you can now use the spare explosives used to blow the vault as Grenades (currently in blue on your character sheet). I Will Nick It The local filth seem to have their hands full, so your lads can go on a looting spree.

When you come into base-to-base contact with any building entrance (except the Cyber Conversion Factory and the Police Station) you may search for loot by spending 1 Action. Roll . On the roll of 5+ you find some valuables and receive +1 Luck Point. Each building may only be searched once. INITIATIVE CARDS TORCHWOOD DALEKS Preachers GEEZERS CYBERMEN RIOT POLICE EVENT

Going Underground

The 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 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 Void

The 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 Reinforcements

Can 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 panic

The 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 main

A 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 cargo

A 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 fiddle

Dalek 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 advantage

You see an advantage on the ! 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, 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 Boots

An 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