MINIATURES GAME LOCK, STOCK & TWO SMOKING DALEKS 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 Army of Ghosts and the Cult of Skaro are attacking Torchwood Tower. The streets of London 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. Doomsday, saw multiple forces clashing including the iconic Daleks and Cyberman, 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 taken 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 Doctor 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. 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 reset 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 the Daleks 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 THE FORCES 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. Heroes Monsters & Villains Lock, Stock & Two Smoking Daleks & Two Stock Lock, Torchwood – Start with 2 Luck Points Cult of Skaro -– Start with NO Luck Points l Yvonne Hartman - Pistol, Leader (2) Special Ability l Dalek Caan l 2 Torchwood Troopers (armed with Assault Rifles and Body Armour), Highly Trained Special Ability l 1 Heavy Weapons Trooper (armed with a Particle Gun and Body Armour), Highly Trained Special Ability Cybermen – Start with 2 Luck Points l 2 Cybermen Preachers – Start with 2 Luck Points l 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) Geezers – Start with 2 Luck Points l 5 Dodgy Geezers (Security Guards profile, all armed with Cosh and Shotgun) Riot Police – Start with 2 Luck Points l 5 Riot Police (Security Guards profile, all armed with Truncheon, Cuffs, Pistol and Riot Shield) 6 Doctor Who Miniatures Game © 2011.
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