64
8/20/2019 dwmg2 http://slidepdf.com/reader/full/dwmg2 1/64      C     o     n      t     e     n      t     s Doctor Who Miniatures Game © 2006–8 Graeme Dawson.This product is free and not for sale. 2nd edition by Graeme Dawson CONTENTS Leadership .................. 6 Actions ........................ 6 Movement ..................... 7 Facing ..................... 7 Going Up & Down ............... 7 Rough Ground & Obstacles ...... 7 Going Prone .................. 7 Falls ........................ 7 Shooting ........................ 8 Targeting Models ............... 8 Roll to Hit .................. 8 Roll to Wound .................. 8 Aiming ..................... 8 Multiple Shots ............... 8 Melee ..................... 9 Number of Attacks ............ 9 Who Gets to Fight? ............ 9 Order of Combat ............ 9 Roll to Hit .................. 9 No Weapons ............... 9 Multiple Attackers ............ 9 All or Nothing ............... 9 Killing Blow .................. 9 Defending .................. 10 Rear Attack ..................... 10 Breaking from Melee ............ 10 Taking a Hit .................. 10 Multiple Damage ............... 10 Models & Hits ............... 10 Special Actions ............... 11 Standard Actions ............ 11 Free Actions ............... 11 What About Inventing? ......... 11 Stat Tests .................. 11 Strength & Agility Tests ...... 11 Standard or Free Action? ...... 11 Intelligence & Morale Tests ...... 12 Standard or Free Action? ........ 12 Opposed Tests ............... 12 Morale .............................. 12 Making Morale Tests ............ 12 Fear ........................... 12 Invulnerable .................. 12 Alone ........................... 12 Wiped Out ..................... 12 Decimated ..................... 13 Success .......................... 13 Failure and the Retreat Move .... 13 Leaving the Battlefield ............ 13 Morale Tests in Melee ............ 13 Weapons ..................... 13 Weapon Technology ......... 13 Blast Templates .................. 13 The Weapons Table .................. 14 Advanced Rules Inventions ........................... 15 Invention Breakthrough ......... 15 Invention Progress ............... 15 Invention Result ............... 15 Achilles’ Heel .................. 16  Jammer [2+ effect] ............... 16  Jammer [Variable effect] ......... 16 Weakness ...................... 16 Weapon ........................ 16 Invention Counters ............ 16 Artifacts ..................... 16 Special Abilities ..................... 17 Alien ........................... 17 Aquatic ........................ 17 Body Armour .................. 17 Blocker ........................ 17 Companion ..................... 17 Controlled ..................... 17 Flyer ........................ 17 Force Field (  x +) ................. 17 Hover ..................... 17 Hypnotise .................. 17 Infiltrator .................. 17 Invent ..................... 17 Invulnerable (  x ) ............... 17 Large ........................ 17 Leader (  x ) .................. 17 Luck (  x ) ...............18 Mechanoid .................. 18 Medic ..................... 18 Monster Magnet ............ 18 Psychic ..................... 18 Repair .................. 18 Resist Vacuum ............... 18 Sabotage .................. 18 Screamer .................. 18 Slow ..................... 18 Small .................. 18 Spacer .................. 18 TARDIS .................. 18 Welcome Time Lord! Contents ........................ 1–2 Dull But Essential Copyright Bit ...... 1 What is the Doctor Who Miniatures Game? ......................... 3 What’s New in the 2nd Edition? .... 3 What’s Not in this Book? ......... 3 What Do I Need to play? ........... 4 More Items of Use ............... 4 Models, Time and Distance ......... 4 Measuring and Rolling Dice ......... 4 Basic Rules The Profile ..................... 5 Movement ...................... 5 Defence (Def) ................... 5 Hits ..................... 5 Strength (Str) .................. 5 Agility (Agi) ..................... 5 Intelligence (Int) .................. 5 Morale ........................ 5 Special Rules ..................... 5 Information ..................... 5 Noteable Appearances ............ 5 Weapons ........................ 5 The Game Turn .................. 6 Initiative ..................... 6 Activations ..................... 6 The Doctor Who Miniatures Game 01 Doctor Who, its logo and all associated trademarks are © BBC Worldwide Ltd.All images from episodes are © BBC Worldwide Ltd, other images are credited on page 64.All game text,page layout,design © Graeme Dawson. No copyright infringement is intended.The Doctor Who  Miniatures Game is a free product and is not to be sold for profit. Give it away… This version release date: 02.01.09

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     C    o    n     t    e    n     t    s

Doctor Who Miniatures Game © 2006–8 Graeme Dawson.This product is free and not for sale.

2nd editionby Graeme Dawson

CONTENTS

Leadership . . . . . . . . . . . . . . . . . . 6

Actions . . . . . . . . . . . . . . . . . . . . . . . . 6

Movement . . . . . . . . . . . . . . . . . . . . . 7

Facing . . . . . . . . . . . . . . . . . . . . . 7

Going Up & Down . . . . . . . . . . . . . . . 7Rough Ground & Obstacles . . . . . . 7

Going Prone . . . . . . . . . . . . . . . . . . 7

Falls . . . . . . . . . . . . . . . . . . . . . . . . 7

Shooting . . . . . . . . . . . . . . . . . . . . . . . . 8

Targeting Models . . . . . . . . . . . . . . . 8

Roll to Hit . . . . . . . . . . . . . . . . . . 8

Roll to Wound . . . . . . . . . . . . . . . . . . 8

Aiming . . . . . . . . . . . . . . . . . . . . . 8

Multiple Shots . . . . . . . . . . . . . . . 8

Melee . . . . . . . . . . . . . . . . . . . . . 9

Number of Attacks . . . . . . . . . . . . 9

Who Gets to Fight? . . . . . . . . . . . . 9

Order of Combat . . . . . . . . . . . . 9

Roll to Hit . . . . . . . . . . . . . . . . . . 9

No Weapons . . . . . . . . . . . . . . . 9

Multiple Attackers . . . . . . . . . . . . 9

All or Nothing . . . . . . . . . . . . . . . 9

Killing Blow . . . . . . . . . . . . . . . . . . 9

Defending . . . . . . . . . . . . . . . . . . 10

Rear Attack . . . . . . . . . . . . . . . . . . . . . 10

Breaking from Melee . . . . . . . . . . . . 10

Taking a Hit . . . . . . . . . . . . . . . . . . 10

Multiple Damage . . . . . . . . . . . . . . . 10

Models & Hits . . . . . . . . . . . . . . . 10

Special Actions . . . . . . . . . . . . . . . 11

Standard Actions . . . . . . . . . . . . 11

Free Actions . . . . . . . . . . . . . . . 11What About Inventing? . . . . . . . . . 11

Stat Tests . . . . . . . . . . . . . . . . . . 11

Strength & Agility Tests . . . . . . 11

Standard or Free Action? . . . . . . 11

Intelligence & Morale Tests . . . . . . 12

Standard or Free Action? . . . . . . . . 12

Opposed Tests . . . . . . . . . . . . . . . 12

Morale . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12

Making Morale Tests . . . . . . . . . . . . 12

Fear . . . . . . . . . . . . . . . . . . . . . . . . . . . 12

Invulnerable . . . . . . . . . . . . . . . . . . 12

A l o n e . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 2

Wiped Out . . . . . . . . . . . . . . . . . . . . . 1 2

Decimated . . . . . . . . . . . . . . . . . . . . . 13

Success . . . . . . . . . . . . . . . . . . . . . . . . . . 13

Failure and the Retreat Move . . . . 13

Leaving the Battlefield . . . . . . . . . . . . 13

Morale Tests in Melee . . . . . . . . . . . . 13

Weapons . . . . . . . . . . . . . . . . . . . . . 13

Weapon Technology . . . . . . . . . 13

Blast Templates . . . . . . . . . . . . . . . . . . 13The Weapons Table . . . . . . . . . . . . . . . . . . 14

Advanced RulesInventions . . . . . . . . . . . . . . . . . . . . . . . . . . . 15

Invention Breakthrough . . . . . . . . . 15

Invention Progress . . . . . . . . . . . . . . . 15

Invention Result . . . . . . . . . . . . . . . 15

Achilles’ Heel . . . . . . . . . . . . . . . . . . 16

 Jammer [2+ effect] . . . . . . . . . . . . . . . 16

 Jammer [Variable effect] . . . . . . . . . 16

Weakness . . . . . . . . . . . . . . . . . . . . . . 16

Weapon . . . . . . . . . . . . . . . . . . . . . . . . 16

Invention Counters . . . . . . . . . . . . 16

Artifacts . . . . . . . . . . . . . . . . . . . . . 16

Special Abilities . . . . . . . . . . . . . . . . . . . . . 17

Alien . . . . . . . . . . . . . . . . . . . . . . . . . . . 17

Aquatic . . . . . . . . . . . . . . . . . . . . . . . . 17

Body Armour . . . . . . . . . . . . . . . . . . 17

Blocker . . . . . . . . . . . . . . . . . . . . . . . . 17

Companion . . . . . . . . . . . . . . . . . . . . . 1 7

Controlled . . . . . . . . . . . . . . . . . . . . . 17

Flyer . . . . . . . . . . . . . . . . . . . . . . . . 17

Force Field ( x +) . . . . . . . . . . . . . . . . . 17

Hover . . . . . . . . . . . . . . . . . . . . . 17

Hypnotise . . . . . . . . . . . . . . . . . . 17

Infiltrator . . . . . . . . . . . . . . . . . . 17

Invent . . . . . . . . . . . . . . . . . . . . . 17Invulnerable ( x ) . . . . . . . . . . . . . . . 17

Large . . . . . . . . . . . . . . . . . . . . . . . . 17

Leader ( x ) . . . . . . . . . . . . . . . . . . 17

Luck ( x ) . . . . . . . . . . . . . . .18

Mechanoid . . . . . . . . . . . . . . . . . . 18

Medic . . . . . . . . . . . . . . . . . . . . . 18

Monster Magnet . . . . . . . . . . . . 18

Psychic . . . . . . . . . . . . . . . . . . . . . 18

Repair . . . . . . . . . . . . . . . . . . 18

Resist Vacuum . . . . . . . . . . . . . . . 18

Sabotage . . . . . . . . . . . . . . . . . . 18

Screamer . . . . . . . . . . . . . . . . . . 18

Slow . . . . . . . . . . . . . . . . . . . . . 18

Small . . . . . . . . . . . . . . . . . . 18

Spacer . . . . . . . . . . . . . . . . . . 18

TARDIS . . . . . . . . . . . . . . . . . . 18

Welcome Time Lord!Contents . . . . . . . . . . . . . . . . . . . . . . . . 1–2

Dull But Essential Copyright Bit . . . . . . 1

What is the Doctor Who Miniatures

Game? . . . . . . . . . . . . . . . . . . . . . . . . . 3

What’s New in the 2nd Edition? . . . . 3

What’s Not in this Book? . . . . . . . . . 3

What Do I Need to play? . . . . . . . . . . . 4

More Items of Use . . . . . . . . . . . . . . . 4

Models, Time and Distance . . . . . . . . . 4

Measuring and Rolling Dice . . . . . . . . . 4

Basic RulesThe Profile . . . . . . . . . . . . . . . . . . . . . 5

Movement . . . . . . . . . . . . . . . . . . . . . . 5

Defence (Def) . . . . . . . . . . . . . . . . . . . 5

Hits . . . . . . . . . . . . . . . . . . . . . 5

Strength (Str) . . . . . . . . . . . . . . . . . . 5

Agility (Agi) . . . . . . . . . . . . . . . . . . . . . 5

Inte l l igence ( Int) . . . . . . . . . . . . . . . . . .5

Morale . . . . . . . . . . . . . . . . . . . . . . . . 5

Special Rules . . . . . . . . . . . . . . . . . . . . . 5

Information . . . . . . . . . . . . . . . . . . . . . 5

Noteable Appearances . . . . . . . . . . . . 5

Weapons . . . . . . . . . . . . . . . . . . . . . . . . 5

The Game Turn . . . . . . . . . . . . . . . . . . 6

Initiative . . . . . . . . . . . . . . . . . . . . . 6

Activations . . . . . . . . . . . . . . . . . . . . . 6

The Doctor Who Miniatures Game

01

Doctor Who, its logo and all associated trademarks are ©BBC Worldwide Ltd.All images from episodes are ©BBC Worldwide Ltd, other images are credited on page64.All game text, page layout, design © Graeme Dawson.No copyright infringement is intended.The Doctor Who

 Miniatures Game is a free product and is not to be soldfor profit. Give it away…

This version release date: 02.01.09

Page 2: dwmg2

8/20/2019 dwmg2

http://slidepdf.com/reader/full/dwmg2 2/64

     C    o    n     t    e    n     t    s

02

Doctor Who Miniatures Game © 2006–8 Graeme Dawson.This product is free and not for sale.

Time Lord . . . . . . . . . . . . . . . 18

Vehicles . . . . . . . . . . . . . . . . . . . . . 19

Movement . . . . . . . . . . . . . . . 19

Vehicles & Terrain Table . . . . . . 19

Vehicle Hit & Run Attacks . . . 19Rams . . . . . . . . . . . . . . . . . . . . . 20

Entering/Exiting Vehicles . . . . . . . . . 20

Shooting from Vehicles . . . . . . 20

Damage to Vehicles . . . . . . . . . 20

Out of Control Vehicles . . . . . . 20

Aerial Vehicle Movement . . . . . . . 20

Vehicle Statistics . . . . . . . . . . . . . 20

Type . . . . . . . . . . . . . . . . . . 20

Capacity . . . . . . . . . . . . . . . 20

Defence . . . . . . . . . . . . . . 20

Armour . . . . . . . . . . . . . . . 20

Hits . . . . . . . . . . . . . . . . . . 20

Speed . . . . . . . . . . . . . . . . . 20

Sample Vehicles . . . . . . . . . . . . . . . 21

Bessie . . . . . . . . . . . . . . . . 21

Helicopter . . . . . . . . . . . . . . 21

Motorcycle . . . . . . . . . . . . . 21

Tank . . . . . . . . . . . . . . . . . . . 21

UNIT Land Rover . . . . . . . . 21

Whomobile . . . . . . . . . . . . . 21

Additional RulesBlocking . . . . . . . . . . . . . . . . . . . . . . . . 22

Blocking Zone . . . . . . . . . . . . . . . 22

Losing the Blocking Zone . . . . . . 22

Buildings . . . . . . . . . . . . . . . . . . 22

Building Sizes & Sections . . . . . . 22Attacking Buildings . . . . . . . . . . . . 22

Damaging Buildings . . . . . . . . . . . . 22

Doors & Windows . . . . . . . . . . . . 22

Running in Buildings . . . . . . . . . 22

Capturing Models . . . . . . . . . . . . 23

Not Resisting . . . . . . . . . . . . . . . 23

Resisting Capture by Strength . . . 23

Resisting Capture by Weapon . . . 23

Breaking Free . . . . . . . . . . . . . . . 23

Fire . . . . . . . . . . . . . . . . . . 23

Fire Damage . . . . . . . . . . . . 23

Spreading Fires . . . . . . . . . . . . 23

Movement on Fire . . . . . . . . . 23

Heroes & Monsters . . . . . . . . . 24

Unique Models . . . . . . . . . . . . 24

The Two (or more) Doctors . . . 24

Points Values . . . . . . . . . . . . 24

Altering Profiles . . . . . . . . . . . . 24

Scenarios . . . . . . . . . . . . . . . . . . 24

Status Effects . . . . . . . . . . . . 25

Confused . . . . . . . . . . . . . . . 25

Stunned . . . . . . . . . . . . . . . 25

Victory Points . . . . . . . . . . . . 25

Levels of Victory . . . . . . . . . 25

Model ProfilesThe Doctor . . . . . . . . . . . . . . . 26

Companion, Scientist . . . . . . . . . 27

Companion,Screamer . . . . . . . . . . . 27

Companion,Strongarm . . . . . . . . . . 27

Specific Companions . . . . . . . . . 28

Ace . . . . . . . . . . . . . . . . . . 28

Grace . . . . . . . . . . . . . . . 28Harry . . . . . . . . . . . . . . . 28

Leela . . . . . . . . . . . . . . . 28

Romana (both versions) . . . 28

Steven . . . . . . . . . . . . . . . 28

Susan . . . . . . . . . . . . . . . 28

Turlough . . . . . . . . . . . . . . . 28

Zoe . . . . . . . . . . . . . . . 28

Companion, K9 . . . . . . . . . . . . 28

Gallifrey and the Time Lords . . . 29

Time Lord President . . . . . . . . . 29

Time Lord Artifacts . . . . . . 29

Time Lord . . . . . . . . . . . . . . . 30

Chancellery Guard . . . . . . . . . . . . 30

Outsider . . . . . . . . . . . . . . . 30

The Master . . . . . . . . . . . . . . . 31

Omega . . . . . . . . . . . . . . . . . . 31

 Arc of Infinity Omega . . . . . 31

UNIT . . . . . . . . . . . . . . . . . . 32

The Brigadier . . . . . . . . . . . . . . . 32

Captain Yates . . . . . . . . . . . . . . . 32

Sergeant Benton . . . . . . . . . . . . 33

UNIT Soldier . . . . . . . . . . . . . . . 33

UNIT Leaders . . . . . . . . . . 33

UNIT Heavy Weapon Team . . . . . 34

UNIT Heavy Weapons . . . . . 34

UNIT Sniper . . . . . . . . . . . . . . . 34

Other Models . . . . . . . . . . . . . . . 35Administrator . . . . . . . . . . . . . . . 35

Civilian . . . . . . . . . . . . . . . . . . . . . 35

Scientist . . . . . . . . . . . . . . . . . . 36

Security Guard . . . . . . . . . . . . . . . 36

Warrior . . . . . . . . . . . . . . . . . . 36

Monster & Villain ProfilesAlien Lackey . . . . . . . . . . . . . . . 37

Ambassador of Death . . . . . . . . . 37

Autons . . . . . . . . . . . . . . . . . . 38

Auton Special Rules . . . . . . . . . 38

Nestene Intelligence . . . . . . . . . 38

Auton . . . . . . . . . . . . . . . . . . 38

Auton Copy . . . . . . . . . . . . . . . 39

Animated Plastic . . . . . . . . . . . . . . . 39

Nestene Energy Unit . . . . . . 39

Axons . . . . . . . . . . . . . . . . . . . . . 40

Axon Special Rules . . . . . . . . . 40

Axon (humanoid) . . . . . . . . . . . . 40

Axon (tentacled) . . . . . . . . . . . . . . 40

Axon Copy . . . . . . . . . . . . . . . 41

The Celestial Toymaker . . . . . . 41

The Toys of the Toymaker . . . 41

Cybermen . . . . . . . . . . . . . . . 42

Cybermen Special Rules . . . . . . 42

Cyberman (CyberMondasian) . . . . 42

Cyberman (Early Cyberfaction) . . . 42Cyberman (Cyber Neomorph) . . . 43

Cyber Leaders & Lieutenants . . . . 43

Cyber Controller . . . . . . . . . 43

Cyber Slaves . . . . . . . . . . . . 43

Cybermat . . . . . . . . . . . . . . . 44

Tobias Vaughn . . . . . . . . . . . . . . 44Packer . . . . . . . . . . . . . . . 44

Daleks . . . . . . . . . . . . . . . . . . 45

Dalek Special Rules . . . . . . . . . 45

Dalek . . . . . . . . . . . . . . . . . . 45

Dalek Engineers . . . . . . . . . . 45

Dalek Emperor . . . . . . . . . . . . . . 46

The Emperors Guard . . . . . 46

Dalek Supreme . . . . . . . . . . . . . . . 46

Davros . . . . . . . . . . . . . . . . . . 47

Special Weapon Dalek . . . . . . . . . 47

Dalek Trooper . . . . . . . . . . . . . . . 47

Draconian . . . . . . . . . . . . . . . . . . 48

New Ability: Rival Empire . . . . . . 48

Gel Guard . . . . . . . . . . . . . . . 48

Ice Warrior . . . . . . . . . . . . . . . . . . 49

Ice Warrior Sonic Rifle . . . . . . 49

Ice Lord . . . . . . . . . . . . . . . . . 49

K1 Robot . . . . . . . . . . . . . . . . . . 50

Metal-eating Virus . . . . . . . . . . . . 50

Morbius . . . . . . . . . . . . . . . . . . 50

Kettwell & Solon . . . . . . . . . 50

Movellan . . . . . . . . . . . . . . . 51

Movellan Virus . . . . . . . . . . . . 51

Ogron . . . . . . . . . . . . . . . . . . 51

Robot of Death . . . . . . . . . . . . . . . . . . 52

Robot, Servitor . . . . . . . . . . . . . . . 52

Robot Programs . . . . . . . . . . . . 52Sea Devils & Silurians . . . . . . . . . 53

Sea Devil . . . . . . . . . . . . . . . . . . 53

Silurian . . . . . . . . . . . . . . . . . . 53

The Myrka . . . . . . . . . . . . . . . . . . 54

Sontaran . . . . . . . . . . . . . . . . . . 54

Sontaran Battle Rifle . . . . . . . . . 54

Thal . . . . . . . . . . . . . . . . . . . . . 55

Varga Plant . . . . . . . . . . . . . . . . . . 55

Yeti . . . . . . . . . . . . . . . . . . . . . 56

Yeti Control Sphere . . . . . . . . . 56

Zygon . . . . . . . . . . . . . . . . . . . . . 56

Zygon Body Print . . . . . . . . . . . . 56

ScenariosDefend Snowcap Base . . . . . . . . . 57

A Tangled Web . . . . . . . . . . . . . . . 58

Locate Swarm Leader . . . . . . . . . 59

The Sontaran Experiment . . . . . . . . . 60

Mission: Expendable . . . . . . . . . . . . 61

For Whom the Diving Bell Tolls . . . . 62

AppendixUseful Websites . . . . . . . . . . 63

2nd Edition Designers

Notes . . . . . . . . . . . . . 64

Credits . . . . . . . . . . . . . . . . . . 64

Image Credits . . . . . . . 64Dedication . . . . . . . . . . . . 64

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The Doctor Who Miniatures Game 2nd Edition(DWMG:2) is a tabletop wargame set in the universe of Doctor Who.Two or more players face off across a tabletopcovered in scenery, depicting the surface of some planetor other, maybe Earth, Skaro, Gallifrey or one of thecountless places the Doctor has visited.

Welcome Time Lord!

03

Doctor Who Miniatures Game © 2006–8 Graeme Dawson.This product is free and not for sale.

What is the Doctor Who Miniatures Game?

What’s New in the 2nd Edition?

What’s Not in this Book?

This edition has over 50% more pages which havebeen used to squeeze in more rules, heroes, villainsand monsters. Most of the rules have stayed the

same, but new rules and changes are marked with the Seal of Rassilon (that’s it in the corner there!)

As the official DWMG website has lots of ‘newseries’ stuff available, I havedecided to concentrate thecore rules on the ‘classic’episodes, from 1963 to 1998.Rules for characters exclusiveto the recent series (likeRose, and the Slitheen)have been removed. Fear

not – point your webbrowser towards theDWMG site for morefrom both the classicand new series – thereare dozens of pages of PDFs available to suityour particular Doctor Who taste!

The DWMG Yahoo!site has exclusivemembers onlycontent, as wellas messages,files andpictures fromplayers. Check it out!

www.drwhominiatures.co.uk

NEW!

EXAMPLES

The rules are full of examplesto show you how thingsshould work.All examples arein dark blue like thisparagraph, and lots of themwill include photos as well.

     I    n     t    r

    o     d    u    c     t     i    o    n

Each player has a force of figures – usually one side isgood, and their forces might include the Doctor, hiscompanion(s), and other allied forces such as UNITsoldiers or security guards.The opposition are the badguys.Take your pick – Daleks, Cybermen, the Yeti, theMaster, Sea Devils and more – Doctor Who is stuffed full of monstrous opponents, many of which are available asmetal miniatures, which should be painted to add to theeffect before play. Each model has varying abilities as wellas strengths and weaknesses which are detailed later.

Each side will usually have one or more objectivesdepending on which scenario you are playing.This willdetermine which models get to play, and where they start.

Some scenarios are played using a scale of points, the sidewith the highest points at the end wins, others are full on‘one side wins or nothing’ affairs.There are severalscenarios at the back of this book, but feel free to comeup with more – there’s plenty of stories for inspiration!

A deadly game of hide and seek

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Doctor Who Miniatures Game © 2006–8 Graeme Dawson.This product is free and not for sale.

To get started you will need the following:

These rulesA table or other flat surface, 4ft (120cm) squareItems of scenery (hills, trees etc. for Earth, the sky is

the limit for the terrain of other worlds!)Some Doctor Who miniatures6-sided dice (at least 3)

One or more tape measures marked in inches

If you are reading these rules then you have obviouslyfound them.The flat surface, dice and tape measure shouldalso present no obstacle to the average galactic traveller.Items of scenery can either be improvised, made,or

bought in such places as hobby or model railway shops.See page 63 for details of where to get suitable miniatures.

More useful items for use during play include:

Stat Cards for your modelsAn Initiative marker (I use a TARDIS model)Status markers to represent Hits, Luck points etc.Quick reference sheet for speed of play

The Initiative marker can be anything you have to hand – itgoes to the person who wins the initiative each turn as areminder when to start the next turn. My Status markerswere made from modelling clay, hardened and painted invarying colours.The Stat cards and event cards aredownloadable from the DWMG website (see pages 3 and63).The 2nd edition stat cards and a quick reference sheet

will be available in the Secondary Control Room supplement,due August 2008.

Each figure in the game is represented by one singlemodel, usually around 28mm (just over 1”) high. Each inchon the ground equals about 2 metres and each turn isbetween 1 and 5 minutes of real time, depending on whatexactly is going on.The ranges of weapons have beendramatically reduced from their ‘real life’ counterparts tomake for a better (and less lethal) playing experience.

Being terribly British, the game uses inches as its unit of measurement, although if you want to use centimetres orany other galactic standard, you are free to convert as you

see fit. Refreshments served during the game, should of course be tea.

You will have to decide whether players can measure therange from their UNIT soldiers to the invading alienmenace etc. before declaring any shooting (personally Idon’t, but I leave it up to you). If shots are declared butthe range is too great, then they will automatically miss.Thrown weapons like Grenades will land at theirmaximum distance before going off.

The six-sided dice rolls in the game are referred to as D6;1D6 means roll one die, 2D6 means roll 2 dice and addthe scores together. 1D6+2 means one die, adding 2 to the

result. A roll of 1D3 is half the result of 1D6, rounding anyfractions up.

Essential DWMG equipment: rules, miniatures, status markers, tape measure, dice, stat & event cards

What Do I Need to Play? More Items of Use

Measuring and Rolling DiceModels, Time and Distance

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Doctor Who Miniatures Game © 2006–8 Graeme Dawson.This product is free and not for sale.

Most models in the game are different – you would expecta Yeti to handle differently to a Thal, and the rules reflectthis. Each model has a profile – a set of statistics which letus see how fast, strong or intelligent they are, etc. Eachstat can go from 0 (not applicable) up to, in most cases 10,although higher values are possible in extreme cases.

The stats used in the game are:

Movement (Move)A model can move this distance in inches each time theytake a Move action, in good terrain. Models with a Move of 0 cannot move at all.There is no maximum Move value.

Defence (Def)The higher a model’s Defence the less likely they are tocome to harm. Factors include their native race’s naturaltoughness, armour and thick skin or hide. Models with aDef of 0 cannot be harmed by physical attacks.

HitsA model can only be wounded a number of times equal tothis number before they are removed from play.There is

theoretically no maximum value for this stat.

“Look, try and use your intelligence,man, even if you are a politician.”The Doctor, Day of the Daleks

Strength (Str)This is used in melee (physical combat) or when

performing other feats of brute force. Models with a Str of 0 are non corporeal (i.e. they don’t have a physical form).

Basic Rules

     S    o    n     t    a    r    a

    nMove 6

Def 4

Hits 1Str 4

Agi 3

Int 8

Morale 8

Sp Alien

+ Resourceful

Robot Servitors

– Tires Easily

Probic Vent

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Move 6

Def 3

Hits 2

Str 2

Agi 3

Int 6

Morale 7

Sp Companion,

Luck (3)

+ Piercing Scream

– Poor Combatant

Monster Magnet

Sontarans just live for a good fight

Tegan certainly let you know what she was thinking

Agility (Agi)A high Agility allows a model to avoid falls and otherperilous situations where more clumsy types would suffer.

Intelligence (Int)Possessed by the finest minds in the galaxy, Intelligence hasoften stood between civilisation and alien subjugation.Anaverage Int score for a human model would be 7, while amodel with 0 Intelligence is considered mindless.

MoraleHigh Morale indicates bravery or sheer recklessness.Anaverage Morale score is also 7. Models with a Moralescore of 0 never need to take Morale tests.

Special RulesAny special rules the model might use are listed here.Rules headed in blue are specific to a model, and are fullyexplained in this section, the rest are given in the SpecialAbilities section (see pages 17–18).

InformationThis section gives some background details on the model

in question, based on its appearances on screen.

Notable AppearancesStories this model has appeared in; if these are toonumerous then key stories are given.

WeaponsThis section lists any weapons (close combat or ranged)the model might possess, and gives the followinginformation:

Range: The maximum distance the weapon can be used.

Hit: The basic number required to score a hit.Str: The Strength of any hit caused.Notes: Any special rules the weapon may have.

The Profile

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The game is played as a series of turns, continuing until theend of the game. Each turn is divided into 4 phases, which

are played through in order. Once the end phase has beencompleted, begin a new turn if neither side has achievedtheir victory conditions.

1. Determine Initiative2. First Player Actions3. Second Player Actions4. End Phase

InitiativeEach side rolls 1D6,with the highest roll determining thefirst player. On a tie, the last turn’s second player gets to

act first this turn.

ActivationsAt the start of their Action phase, each player should totalthe amount of models they currently have in play.They willget to activate half that number of models during theirturn (round up if required).The exact models activatedeach turn can be changed as their players see fit. Modelswho are captured, stunned or otherwise not at full libertydo not count as being in play for the purposes of determining the number of models. If the number of models a player controls changes during their turn (i.e.one falls off a cliff and dies, or one is freed and can thenactivate) that player still activates models based on thecount at the start of their Action phase.

LeadershipThe Leader special ability is one of the most importantabilities in the game. Models with this ability can activate a

number of models free when they themselves activate,according to the number in parenthesis. Models whichactivate free usually have to be within 6” of the modelwith the Leader ability prior to their activation.

ActionsModels are activated one at a time, using each of theiractions in turn. Most models get 2 actions per turnalthough this may vary (note that models don’t need touse all of their actions). Each model may only be activatedonce per turn.An action can be spent in the followingways:

Movement up to the model’s Move value

Shoot with a weaponAim prior to firing a weaponPerform a Special action

Models can take multiple Movement or Special actions inthe same turn, but cannot Shoot or Aim twice in one turn.

Doctor Who Miniatures Game © 2006–8 Graeme Dawson.This product is free and not for sale.

06

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The Ice Warriors turn on their human ally

The Game Turn

EXAMPLE: ACTIVATIONS

The Dalek player has 4 Daleks and 6 Dalek Troopers.They canactivate a total of 5 models. Now it’s the turn of Dortmund’sresistance fighters.The Daleks have just exterminated 2 of their models, leaving 13.The heroic player can activate 7 models.

EXAMPLE: ACTIONS

The Master needs to eliminate a civilian who is getting tooclose to one of his schemes. He fires his Tissue CompressionEliminator with his first action, but misses. He could move and enter melee combat, but that taking that level of risk isn’t his

style.With the Doctor not far away he elects to spend hissecond action moving away (to fight another day).

EXAMPLE: LEADERSHIP

The Brigadier is leading 3 UNIT soldiers against a force of Sontarans.With 4 models the UNIT player can activate 2 of them.All models are within 6” of the Brig.The player activatesthe Brigadier with his first activation, allowing the Brigadier toactivate 2 UNIT models for free as he has the Leader (2)ability.With the player’s second activation he activates the

remaining UNIT soldier.

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“A risk shared is a risk doubled.

”The Doctor, Frontios

Doctor Who Miniatures Game © 2006–8 Graeme Dawson.This product is free and not for sale.

07

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Running is sometimes the best option

Going ProneModels may go prone and drop to the ground at any point

during their move for free, but movement on the groundis now at half pace – each 1” moved counts as 2”.A Moveaction can be spent to stand up, the model can then moveup to half their Move distance in the same action.

FallsIf a model takes a hit in melee while within 1” of a drop,or otherwise might lose their footing over a dangerousdrop, the model must make an immediate Agi test. If unsuccessful they will fall off the edge, and may suffer hitsfrom the effects of the fall.

A fall will cause a number of hits with a Str according tothe table below.

A model with a Move value can move this amount, ininches, each time they take a Move action. Models may run

if they spend both of their actions moving – they willnormally move twice as far.

FacingModels do not have a ‘facing’ for movement purposes andcan move all round, and pay no penalty for changingdirection etc. while moving.The final facing the modelassumes can prove important if they intend to shoot laterin the turn however.

Going Up & DownModels may ascend or descend one level of elevation

(2–4”) using stairs, elevators or ladders per movementaction.They cannot combine this with horizontalmovement.They may move up to all their movement anddrop a level (i.e. off a ledge or down a hatch) but this willcount as a fall and they can do nothing else this turn.

Rough Ground & ObstaclesIf a model’s movement takes it over rough ground, oracross a wall or ditch, then roll 1D6 to determine how farthe model moves that turn in inches. If the distance rolledis not enough to clear a linear obstacle the model musthalt before it. If the model’s Move is less than 6” count theroll as –1, and if it is more count it at +1. Roll the dice andapply the modifier for each Move action spent.

Levels Fallen

1

2

3

per +1

Hits Taken

1

2

3

+1

Strength

3

4

5

+1

Falls

Movement

EXAMPLE: OBSTACLES

Sergeant Benton must get over a hedge to stop some giantmaggots from menacing Jo Grant.The other side of the hedge is3” away. Benton activates and takes a Move action. As his Move is 6, his player rolls 1D6, and gets a 4, so he manages to get over the hedge, and end his first action 4” away from wherehe started. His second action can be spent as his player wishes,although those maggots are now quite close!

If the model can make a successful Agi test they may countthe fall as being from 1 elevation level less than it actuallyis – falls reduced to 0 levels count as causing no damage,but the model will be unable to perform any actions untiltheir next activation.

Models who fall more than one level are automaticallyknocked to the ground, and must spend one action tostand up if they wish to move normally.

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Doctor Who Miniatures Game © 2006–8 Graeme Dawson.This product is free and not for sale.

Models can only shoot if their target is in the front 180º

arc of their base.

Targeting ModelsThe forces of good live by codes of honour that other lessdiscerning creatures see as a sign of weakness. Heroicmodels will not shoot at other models engaged in melee(in base to base contact with one or more enemy

models), but monsters and other villainous types have nosuch restrictions. In this case randomly determine who isactually struck by the shot if a hit is scored.

Roll To HitRoll 1D6 – a hit will be scored if the result equals orexceeds the “Hit” value of the weapon being fired. In

addition there are modifiers to this die roll – see below.

EXAMPLE: SHOOTING

2 UNIT Soldiers face an advancing Dalek, 10” away, there is nocover; one is armed with a Rifle, the other an SMG.The firstsoldier takes an aimed rifle shot – he will get +1 to his roll for aiming.The second soldier fires a burst from his SMG – 3 shotsfor one Shooting action – but gets a –1 penalty to each roll as

10” is greater than half of the maximum range of the SMG.

EXAMPLE: TARGETING

2 UNIT soldiers are in melee – fighting for their lives againstan Ogron,when a Dalek closes in.The Monster player elects totake a shot at the group, and scores a hit. A further 1D6 isrolled to see who takes the hit; on a 1–2 it’s the first UNIT soldier, on a 3–4 the second, and on a 5–6 the Dalek has hitthe Ogron. 6! The Ogron must see if it takes a wound from the

Dalek’s blaster. Luckily there’s plenty more Ogrons where thatone came from.

Roll To WoundOn a successful hit, the target may be wounded – use theStr value of the weapon to determine the strength of theattack. See the section Taking a Hit, on page 10.

AimingA model which spends an action Aiming may not move,being focused on their target through the sights of theirweapon. If they spend another action in the same turn toshoot, that shot will gain a +1 bonus to hit, and does notsuffer any penalty if the target is at half range or greater.

Multiple ShotsMost models may only shoot once per turn – they cannottake 2 or more Shoot actions.There are some exceptionsto this rule, as will be noted in a model's profile. Burst fire,

from a SMG for example, counts as one shooting action,even though 3 hit rolls are made.

Situation

Weapon is fired at more than half range

Target is airborne

Target is partially hidden

Target is prone

Target is small

Target is immobileTarget is large

Firer has Aimed this turn

Modifier

–1

–1

–1

–1

–1

+1+1

+1

Ranged Weapon Modifiers

Some models are armed with guns or other similarweapons,which can cause damage to a target model at a

distance.A model may use an action to fire a rangedweapon at a target if the following conditions are met:

The firer has not suffered a fall or already fired aweapon this turn.

The firer has a ranged weapon and the distance isequal to or less than its range.

The target is not hidden or blocked by anothermodel, or in melee (see below).

The target is in the front half of the models base(no 360º shooting).

Shooting

“Perhaps you should see a Doctor?”Peri to the Doctor, The Two Doctors

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Melee occurs when 2 or more models from opposingsides get into base to base contact, and intend to strike

blows at each other with fists, weapons, tentacles etc.

Taking part in melee is 'free' and does not take anyactions. Once a model enters melee you can either resolvethe combat there and then or wait and conduct all meleecombats at the end of your Action Phase. By the end of this phase, all models in base to base contact will have hada chance to make a melee attack against their opponent(s).

Number of AttacksMost models get only a single attack – in this case chooseone target if you have multiple opponents, but some have

more, as indicated on their profile. Multiple attacks may bedivided up between any eligible targets.

Who Gets to Fight?Whenever you decide to resolve melee, note that allmodels, including those of the other side, get to fight.

Models in base contact with one or more enemy stillengage in melee, even if they have not activated this turn.These models in effect are activated for free, solely for thepurpose of fighting their foe – they can do nothing else inthis turn. Once a model has fought in melee, it can take nofurther actions in the same phase.

Order of CombatEach melee is resolved one at a time, in any order theplayer taking his actions decides. Models act in melee instrict order:

1. Models who moved into base contact with anopponent this turn.

2. Other models in order of Agility (Agi).Modelswith the same Agi score attack simultaneously.

As rolls are made first to hit, and then to wound in this

order, it is possible combatants may be removed ascasualties before they get a chance to strike back.

Roll to HitOne at a time, each participant rolls 1D6.A hit is scored if this roll equals or exceeds the ‘Hit’ value of their meleeattack. On a successful hit, the target may be wounded – use the Str value of the attack as listed on the modelsprofile. See the section Taking a Hit on page 10.

No WeaponsModels without specified melee weapons may still attack – 

they will need to roll 5+ to cause a hit, and use their ownStr to see if it causes a wound.

EXAMPLE: ALL OR NOTHING ATTACK Mel is being menaced by a Yeti. Her player decides on an ‘All or Nothing’ attack. She gets to roll 2D6, and will hit on 5+. Sherolls 3 and 5, but her successful attack fails even to dent therobot. Now the Yeti gets to strike – being far more capable inmelee the extra D6 could spell serious trouble for Mel.Hopefully she hasn’t used up all her points of Luck .

Multiple AttackersA maximum of 4 models may attack a model on astandard 1” base, and models with larger bases may

be attacked by a maximum of 6 attackers. Models on largebases count as 2 normal models, so only 2 models on alarge base could attack a UNIT trooper, for example.

All Or NothingModels entering melee combat this turn, and whoare facing a foe whose Def is greater than their own

Str (or the Str of the weapon they intend to use) canmake an All Or Nothing attack.The model trades anefficient defence for a greater chance to cause theiropponent a wounding blow.They roll an extra D6 to see if their attack succeeds, and roll to wound with any dice thatget the required score.They cannot cause more woundsthan they could originally cause by a normal attack. In thisinstance any extra wounds are ignored.

The downside of an All Or Nothing attack is that youleave yourself wide open if you fail to take out youropponent. Models who strike back in the same meleephase also get an additional D6 to hit the original attacker.

NEW!

NEW!

Melee

Jurassic bite! Dinosaurs invade London

Killing BlowSuccessful unarmed combat attacks (fists,VenusianAikido etc.) normally cause the affected model to be

Stunned , but if the attacker's Str is greater than the Def of his opponent then they can elect to inflict 1 Hit instead.

NEW!

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Taking a Hit

Models & HitsModels with more than 1 Hit can keep functioningnormally until they lose their last point. Once a modelsustains a number of wounds equal to their Hit rating theyare removed as a casualty.They are not necessarily dead,but may be incapacitated and count as being out of thegame.They are normally removed from the table at theend of the turn (see the Medic special ability, page 18).

Models who have taken hits but arestill in play should have either theirremaining Hits or the damage takenrecorded somehow.

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Doctor Who Miniatures Game © 2006–8 Graeme Dawson.This product is free and not for sale.

Whenever a model is hit, either from afall or any kind of weapon, thepossibility of damage needs to bedetermined. Compare the attackingStrength with the model's Defence onthe Damage table to find the numberthat needs to be equalled or exceeded on 1D6 to causedamage.

An X on the table indicates that the Attack Strength isincapable of causing a hit to that Defence.

Multiple DamageNormally only 1 point of damage is caused but someweapons or circumstances may cause more. Roll on

the Damage table for each potential point of damage.

Damage markers

DefendingA model behind a wall or other solid barrier can beattacked in melee if another model can get to the

other side of the obstacle.The defender (behind the wall)

gets to add +1 Def, while the attacker suffers –1 to ‘hit’.After the first turn of melee both models get +1 Def and –1 hit modifiers – combat across an obstacle isn’t easy!

Rear AttackAn attacker striking a model from the rear gainsseveral important advantages. First they get a +1 ‘hit’

bonus, and the defender has to count their Def at –1.Thedefender is also unable to strike back at the model unlessit has an all round melee attack (most models can onlystrike at other models in their front 180º).After the firstturn of melee, surviving models who were attacked from

the rear may turn around to face their opponent(s) if theywish.

2+ 3+ 4+ 5+ 6 X

Strength Higher

2 or more 3 or more1 1 2

Defence HigherEqual

EXAMPLE: MULTIPLE DAMAGE

 An advancing Yeti is struck by a UNIT Bazooka, which inflicts1D6 Hits – in this case 3.The Str of the Bazooka is 6 vs theYeti’s Def of 5, so 3+ will cause damage. 3D6 are rolled, and 

score 1, 3 and 6. 2 damage! The Yeti has 2 Hits, and is blownapart in a spectacular explosion.

Damage Table

NEW!

The invasion gets underway

Breaking from MeleeModels engaged in melee combat which activate canchoose to try to break free.The attempt takes one action,and their opponent(s) get a free melee attack, which

succeeds on 2+. If the activating model survives this theycan continue their activation as normal.

Situation

All or Nothing attack

Attacked from rear

Defending obstacle

Attacking over obstacle

Attacking model in rear

Modifier

extra D6

–1 Def

+1 Def

–1

+1

Melee Attack Modifiers

NEW!

NEW!

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Doctor Who Miniatures Game © 2006–8 Graeme Dawson.This product is free and not for sale.

It is not uncommon for models in games to be faced withall sorts of unpleasant circumstances, which fighting cannot

resolve.Think of Jamie when he is tested in Waterfield’shouse in Evil of the Daleks, or the Doctor trying to solvethe Trilogic Game in The Celestial Toymaker .

Obviously some models might be better at physical trials,and some at mental ones, so these and other similarsituations are determined using Stat tests, which involverolling the dice and checking the result against the modelsmost relevant Statistic.

Strength & Agility TestsThese tests occur when a model is trying to do something

based on his physical attributes.Typical examples and thestats used to determine success include:

Breaking free from an enemy (Str)

Lifting a heavy object or trapdoor (Str)

Holding a door closed (Str)

Landing safely after a fall (Agi)Crossing a narrow ledge or beam (Agi)Dodging a falling boulder (Agi)

In such cases, roll 1D6.The test succeeds if the roll is lessthan or equal to the model’s statistic, otherwise it fails.Theoutcome of success or failure should be quite obvious,depending on the exact circumstances involved.

Special actions cover all the other things that happen inDoctor Who, such as operating machinery and gadgets, using

abilities and any other oddities.

Standard ActionsStandard actions will use up one of the 2 actions mostmodels have available. Standard actions include:

Operating a complex machine or gadget (i.e. usingthe Sonic Screwdriver to open a door)

Picking a lock or using the model’s Str to lift /move something

Attempting to Repair something

Relaying orders

Some special abilities will count as Standard Actions – see the description of the ability

A Cyberman kills another crewman on the Wheel

The Mona Lisa had become highly sought after

Standard or Free Action?Strength tests usually involve a few seconds orminutes of time, so if they are performed during a

model’s activation they will probably count as standardactions.Agility tests tend to be more reflex based, so canusually be considered free actions.

NEW!

Free ActionsSome actions are so simple they are considered Free, andthe model will still get its full complement of actions foruse in the turn. Free actions include:

Opening / closing / locking / unlocking a door(includes the TARDIS!)

Finding and operating a simple mechanism (a leveror button)

Picking up or dropping an item, or handing it to anadjacent model

Obviously these lists are not exhaustive – many othersituations can arise, and these will need to be catagorisedas either standard or free actions.

What about Inventing?Getting on with inventions is an incredibly time consumingprocess, so models engaged in Inventing do not get any

other actions at all.The process of Inventing is discussed inmuch more detail on pages 15–16.

Special Actions Stat Tests

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The oddly familiar Salamander hatches another plot

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Doctor Who Miniatures Game © 2006–8 Graeme Dawson.This product is free and not for sale.

Intelligence & Morale TestsThese are more mental tests, and are made in the sameway as Str and Agi tests, except 2D6 are rolled against therelevant characteristic. Intelligence tests are usually madeto understand a complex machine or while inventing, andMorale tests are covered on the right.

Standard or Free Action?Intelligence tests need the model to think thingsover for several seconds, so will usually count as a

standard action. Morale tests are snap judgements, and canbe considered free actions.

Opposed testsIn some cases only one roll is needed, e.g. pushing open astuck door – it either opens or it doesn’t, or balancing ona ledge – you stay on or fall off. Sometimes 2 or moremodels are trying to achieve the same but opposite effect – then an Opposed test must be made.

If 2 or more models are opposing each other in some way1D6 should be rolled for each.Add the highest die roll oneach side to the highest relevant characteristic on each

side.The side with the most models adds +1 for eachextra model they have over the other side.The side withthe highest result wins and on a tie nothing happens.

EXAMPLE: OPPOSED TESTS

 Jamie is trying to stop a Cyberman coming through a hatch inthe floor, and is being aided by Victoria.This will be an opposed Str test. Jamie’s Str is higher than Victoria’s, so they both roll 1D6 and get 2 and 5. Jamie adds his Str of 3 to the best dieroll (5), +1 for Victoria’s help for a total of 9.The Cybermanrolls 6 and adds its Str of 5 for a total of 11.The hatch is flung 

open, and the first of the Cybermen emerge from their tombs!With any luck the Doctor might have a plan B…

NEW!

MoraleYour models will not always obey your every commandduring a game and the rules reflect this using Morale. At

some point even the hardest veteran will run from somedread alien menace. Players should take the effects of morale into consideration before making any plans.

Making Morale TestsModels should make a Morale test if affected by anyof the conditions below. Note that a model only

ever needs to make one Morale test per turn – as soon asit passes its first Morale test it is considered to pass anyothers it may have been required to take in the same turn.

Morale tests should be taken as soon as they are required

 – the entries below specify when a model should check for Morale. See left for how to make a Morale test.

FearIf a model moves to within 6” or attempts to entermelee with a model that is feared it must pass an

immediate Morale test.An enemy model that causes fear will force opposing models to pass a Morale test when thefear causing model gets to within 6” or attempts to entermelee. Models which cause fear are not affected by it.

InvulnerableA model within 6” of an enemy it is unable to harm mustmake an immediate Morale test. (A model is unable toharm another if the best result its own Str or the Str of its most effective weapon it carries is an 'X' result on theDamage table).

AloneMost models do not operate well far from help. If 3 ormore enemy models are within 6” and there are nofriendly models within 12” that model must make aMorale test.Take all such tests after all your activationshave been carried out.

Monster models are generally tougher – they are onlyrequired to make Morale tests for being alone if surrounded by 5 enemy models, not 3.

Wiped OutIf casualties in a single turn reduce a side to half itsstarting numbers or less then all remaining models

on that side must each make a Morale test, counting theirMorale at –1 at the end of each of your Action phases.Models who pass will continue to battle on. Uniquemodels (see page 24) which fail this test must make animmediate retreat move as described on the right, other

models are immediately removed from play. Sides reducedto 50% or less models will be forced to take this test inany turn they lose one or more models.

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Draconians search for the secret Ogron base

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Doctor Who Miniatures Game © 2006–8 Graeme Dawson.This product is free and not for sale.

Doctor Who is full of weapons, although it is rare they arein the hands of the Doctor or his companions.The

weapons given on page 14 are common types that couldbe found on a thousand different planets, including Earth.Weapons used by specific alien races have their details aspart of their profiles, later in the rules.

Weapon TechnologyEach weapon has each been allocated an ‘era’ based ontheir technological level; models native to a lessertechnology level will need to pass an Int test to figure outhow to work it.Apply a –1 modifier for each step up intechnology the weapon is to the model trying to work itout.A failed roll results in the weapon discharging or

otherwise injuring someone – roll 1D6: On a 1–3 theholder of the weapon suffers a point of damage, on 4–6the next closest model is hit.The technology levels in thegame (and their Earth equivalents) are:

Primitive (Stone age / Medieval)

Antique (Renaissance / Napoleonic)

Modern (Victorian / 20th / early 21st Century)

Advanced (late 21st Century & beyond,Alien)

EXAMPLE: WEAPON TECHNOLOGY

The Aztecs have managed to get hold of a Disintegrator Gun(typical!) They are Primitive, and the Gun is Advanced, soapplying a –3 modifier to the Int test is going to mean a lot of mishaps before they learn to work it properly.

Blast TemplatesSome weapons use a Blast Template – their effectsspread out over a larger area than most other

weapons.You will need a 2” (5cm) and a 4” (10cm)diameter template. Simply cut out circles from card to therequired size.The template gets centred on the target of the shot (or where the shot scatters).All models whosebases are more than half under the template must roll for

damage, models whose bases are less than half under thetemplate are only affected on the 1D6 roll of 4+.

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WeaponsDecimatedIf your side has lost three quarters or more of itsstarting models, each model must make a Morale

test in exactly the same way as a Wiped Out result,counting their Morale at –2.Any models which fail this testare removed from the table immediately. Models making aDecimated Morale test are not required to make a Wiped Out test.

SuccessOn a successful Morale test the model has decided thingsare not as bad as they seem – they will keep acting asnormal, bravery having won through.

Failure and the Retreat MoveOn a failed Morale roll, the model will immediately moveits normal Move distance away from the closest enemymodel(s).The model may move less than this distance if itsmove would take it into or behind cover, like a wood, orbehind a wall. If a retreating model cannot get behindcover, and there are still enemy models within 6” aftertheir retreat move, the model is removed from the game.

EXAMPLE: RETREAT MOVE

UNIT Soldier Jones has failed his Morale test, for being Aloneagainst 3 Ice Warriors. He must move 6” away from thecreatures, but is allowed to stop behind a handy outcrop of rock, 4” behind him, while he tries to compose himself.

Leaving the BattlefieldModels which leave the battlefield having retreated afterfailing a Morale test will not return. Having escaped therigours of Alien attack (or been forced to be part of theAlien attack), they have discovered a preference for leavingthe area immediately.

Morale Tests in MeleeModels in melee still have to take Morale tests – if they fail

they break from combat, this counts as Breaking FromMelee, and is described on page 10.

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Weapon Technology Range Str Special

Weapon Rule Effects

 Melee WeaponsBrawlHand WeaponTwo Handed WeaponSpearStun Stick 

 Missile WeaponsBlaster PistolBlaster RifleBowCrossbowDisintegrator GunGrenadeLaser PistolLaser RifleMatchlock PistolMusketPistol

RifleShotgunSlingStun PistolSubmachine Gun (SMG)

Other WeaponsHigh Explosive

AnyAnyAnyAny

Advanced

AdvancedAdvancedPrimitivePrimitiveAdvancedModern

AdvancedAdvancedAntiqueAntiqueModern

ModernModernPrimitiveAdvancedModern

Modern

MeleeMeleeMeleeMeleeMelee

12”24”24”24”12”

Thrown12”24”8”16”12”

24”8”12”8”16”

Placed Only

UserUser

User +1User

4

4434

n/a444333

33343

6

Stuns

Strikes lastCan also be ThrownStuns

Disruptor, PistolDisruptorPrimitiveMove or Fire, PrimitiveAutomatically inflicts 1D6 hitsBlast 2”, Scatter,ThrownLaser, PistolLaserGunpowder, Move or Fire, PistolGunpowder, Move or FirePistol

Blast 2”, +1 to hitPrimitiveStunsBurst, cannot Aim

Blast 4”, 1D6 hits within 2”1D3 hits within 4”

The Weapons TableThe table below lists weaponry which can commonly befound on planets throughout the known galaxies, as

described in the latest edition of Jane’s Galactic Weapons.

Weapons carried by specific races or individuals ( i.e. theIce Warriors Sonic Blaster or the Myrka’s electrical chargeattack) are covered in that model’s profile.

Weapons Table

Weapon Effects Table

BlastBurst

DisruptorGunpowderLaserMove or FirePistolPrimitiveScatterStuns

Thrown

The weapon uses a blast template of the size indicated – see page 13 for details.Roll 3D6 when rolling to hit, counting all rolls which equal or exceed the required Hit number assuccesses. Extra hits may either be allocated to the original model or models within 2”.Roll 2D6 per hit inflicted when rolling to wound. Count the highest D6 as the wound roll.On the hit roll of 1 the weapon explodes, causing a Str 3 hit to the user.The weapon is now useless.The weapon does not suffer the usual –1 hit penalty for long range shots.The weapon is slow or clumsy to use. It cannot be fired in the same turn the model using it moves.The weapon gains a +1 hit bonus at short range.Shots against Mechanoids or models with Body Armour count at –1 Str.A missed shot will land 1D6” away from its target point in a random direction.The affected target model is Stunned – see page 25.

This weapon has a range of the wielders Str +1, doubled.Thrown weapons do not suffer the –1 hitpenalty for long range shots.

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Doctor Who Miniatures Game © 2006–8 Graeme Dawson.This product is free and not for sale.

Models with the Invent ability can create items during thegame to help them defeat their enemies. Using the Inventability takes a full activation and, in many cases, will takemore than one turn to accomplish.The model must haveaccess to either a laboratory or some other source of equipment (i.e. a power plant, engine room or similar) – these locations should be made clear before play.

Advanced Rules

First the player must decide who or what the device he istrying to invent will affect.A race or specific creature mustbe specified, e.g. Daleks (this will not affect Robomen orOgrons, for example).

If more than one model is involved in the inventionprocess, count the model with the highest Int as headingthe attempt.All other models with the Invent ability addbonuses to the Invention Breakthrough attempt, as

described next.

Invention BreakthroughWhen the model heading the invention attempt isactivated roll 3D6, the breakthrough is achieved and

the process can begin if the result is equal or less than thismodels Int score.You can count this score as being +2 foreach other model with the Invent ability within 3”, to amaximum of +6.

If the roll is unsuccessful, then it may be attempted onfuture turns. Note that all models involved in the invention

attempt count as being activated, and can take no otheractions during the turn they are inventing.

Eureka! The Doctor had just glued his fingers together

Invention ProgressFor each additional turn the inventing model

activates after successful breakthrough, roll 1D6.Each additional team member activating (a maximum of 3models with the Invent abilityy) entitles an additional D6 tobe rolled, or +1 to be added to the total. Count theInvention Progress score as being the total of the highestD6, plus any bonuses.When this cumulative total reaches15 or greater the invention will be ready at the start of the next turn. Invention Progress scores always start at 0.

EXAMPLE: INVENTION BREAKTHROUGH

The Doctor,Adric and Nyssa are trying to invent something tostop the Autons.The Doctor has the highest Int (10) so hecounts as heading the attempt. In the first turn all 3 modelsactivate, and the player rolls 3D6, getting 12.This is less than14 (the Doctor’s Int + 4 for 2 additional inventors) so next turnthe process can really get going.

EXAMPLE: INVENTION PROGRESS

Following on from the example above, all 3 models activate inthe following turn.The heroic player decides to use Nyssa to getan extra D6, and for Adric to contribute +1. 2D6 are rolled: 3and 6 are rolled.Adding +1 for Adric to the highest roll thetotal result this turn is 7. Invention rolls will have to be made infurther turns until the cumulative total reaches 15 or more.

Invention ResultOnce the invention total has been reached, roll on thetable below to see exactly what has been invented.

The effects of results 1, 2 and 3

can be had by allfriendly modelsimmediately(although the Achilles’ Heel resultmay need furthertabletop exertionsto be carried outbefore it fullytakes effect).

Results 4, 5 and 6 are physical creations, and are assumed

to be in the posession of the model who has justactivated.

1D61

2

3

4

5

6

Invention ResultAchilles’ Heel

Weakness (Shooting)

Weakness (Melee)

Jammer (2+ effect)

Jammer (variable effect)

Weapon

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Invention Result Table

Inventions

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WeaknessThis is a discoveryabout where theenemy’s defences

are lacking.Examples includethe Daleks’vulnerable eye stalks or the Cybermen weakness againstgold.

Roll 1D6 and consult the table above. Note this roll ismade once and will affect all rolls to damage this enemyfor the rest of the game.Whenever an attack of therelevant type is made against this enemy, the defendermust count their Def as being either 1 or 2 points lower.

WeaponThis is a device like any other ranged weapon, which canonly affect the specified enemy. Roll 3D6 for the weapon’srange in inches.The Weapon hits on a 4+ andautomatically inflicts 1 Hit on the target – do not roll towound. On a hit roll of a 1, the weapon has malfunctionedand a successful Repair roll or Int test at –2 is needed toget it working again.

Invention CountersSome games take place onground where scattered bits of 

alien technology are hidden, allowingwhoever can get hold of them anadvantage in creating inventions. If youdecide to use this rule, then roll 1D3and double it after each player hasdeployed their models but beforethe game begins. Each player should then take turns placinga counter on the table. Counters should be placed at least12” from a players own models, and 12” away from othercounters.

Counters can be collected by getting a model adjacent tothem and expending an action.A single Invention Counter

may be used by each inventing team per turn, for one of the following results:

Add +1 to the Invention Breakthrough roll

Add +1 to the Invention Progress score

Reroll the Invention Result

ArtifactsArtifacts are powerful items usually related to thescenario being played.An artifact allows a once only

+2 bonus to either the Invention Breakthrough roll orInvention Progress score. In addition, an artifact gives the

side holding it 2 VP (see page 25), whether or not it hasbeen used to aid inventing.

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Doctor Who Miniatures Game © 2006–8 Graeme Dawson.This product is free and not for sale.

Achilles’ HeelYou have discovered a weak point in the enemy’s strategy.This might be a transmitter, beacon, or other such device.If your side can reach it then you would gain a definite

advantage in this battle.

You determine a point on the table, more than 12” awayfrom one of your models.The opposing player must placea token representing the objective anywhere within 2D6”of this point. If one of your models can reach it the enemysuffer the following effects for the rest of the game:

All enemy models suffer –1 Morale

Enemy counts as Wiped Out (see Morale, page 11)

Jammer (2+ effect)The device either blocks the control signal of Controlled models, or otherwise interferes with the circuits ornervous systems of the enemy. Roll 3D6 immediately – this is the maximum range of the Jammer, in inches.The Jammer affects a single model on 2+, and does not suffer apenalty for long range. It can affect a target so long as it isin range – a clear line of sight is not needed.

Operating a Jammer takes a Shoot action, so a model usingone may move but not run (the Jammer does not need tobe aimed).The effects of the Jammer are resolved duringthe affected model’s next Action phase, before the playerchooses which models to activate. Controlled modelssuffer the effects as listed in their special rules, and allother affected models are moved 1D6” in a randomdirection.The models being jammed can take no furtheractions this turn.The opposing player counts as havingactivated half (round up) the jammed models.

Models will have to roll each turn the Jammer affectsthem, and random chance will dictate whether they fallunder its power or not.

Jammer (variable effect)This device is almost identical to the one described above,

except for its range and effectiveness. Roll 1D6 as soon asthe Variable Jammer has been invented.The number rolledwill have to be equalled or exceeded on 1D6 every timethe Jammer is used against a model. If a 1 is rolled, the Jammer automatically affects models in range.

Multiply the same roll by 5 to get the maximum range of the Variable Jammer in inches.The Jammer will potentiallyaffect all enemy models within this range.

1D6

1–34–6

Weakness

MinorMajor

Def

–1–2

EXAMPLE: VARIABLE EFFECT JAMMER

 A 3 is rolled, so the Variable Jammer will affect all enemy 

models within 15” on the D6 roll of 3+.

Weakness Table

Invention Counters

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Doctor Who Miniatures Game © 2006–8 Graeme Dawson.This product is free and not for sale.

Special abilities allow models to gain some special gameeffect.The following pages list abilities common to several

models in the game. Other, model specific abilities aregiven in that models description.

AlienThe model is not of this world.This can have certaineffects in the game e.g. Aliens cause fear in civilians.

AquaticThe model can breathe underwater, and can move throughwater with no penalty.

BlockerThe model has a 2” radius around it whichunfriendly models cannot pass through. See the

Blocking rules on page 22.

Body ArmourThe model wears protective armour which willnegate a hit of Str 3 or less on the 1D6 roll of 5+,

or a Str 4 hit on a 6. Hits of higher Str cannot be negated.

CompanionThis model has travelled in the TARDIS, and countsas a companion of the Doctor.

ControlledThe model is subject to some kind of control, eithermental, psychic or electronic. If this control can be broken(by removing the controller from play, or blocking thesignal with an invention, etc.) the model will suffer theeffects listed in its special rules.

FlyerThe model can take to the air.While airborne it canignore all terrain penalties and cannot be engaged in

melee combat. Shots to or from an airborne model suffera –1 penalty to hit, and the range is increased by 8” to

account for the model’s extra height.

Flyers fly using their normal Move rating, unless there is anumber in brackets after the ability, in which case use thisas their aerial movement rate.

Force Field (x+)The model can ignore any shooting against it if it can rollthis number or more on 1D6.

HoverThe model may traverse difficult ground or ascend

or descend levels of elevation at normal rate usingsome kind of anti-gravity device or similar gadget.

Hypnotise

This model can attempt to hypnotise any non-uniquemodel within 2” as a standard action.The victim must passan Int test to resist. Failure results in the model beingControlled by the player doing the hypnotising.

An Int check can be attempted at the end of any turn thecontrolled model is forced to attack his own side, or if thehypnotising model is more than 12” away or out of line of sight.The hypnosis will be broken if this check issuccessful. Models can only hypnotise one model at a time.

InfiltratorThe model is working for the opposition in secret – it may set up with the other side’s forces, and cannot

be targeted by them until their intentions become clearand the alarm is raised against them.

InventThe model may try to invent a useful device to help defeathis or her enemies. See page 15 for full details of inventingand inventions.

Invulnerable (x)The model reduces the Str of any attacks against it by thenumber indicated.Attacks with a modified Str of 0 or less

are ignored.

LargeThe model is so big any attacks (melee or shooting)against it get a +1 bonus to hit.The model should be atleast 3” tall or long to count as Large.

Leader (x)When this model is activated, a number of friendly modelsequal to the number in brackets may be activated this turnfor free.These models must be within 6” of the leader.Models may use a leader’s Morale value if they are on the

same side and within 6”. See page 6.

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Special Abilities

The Sontarans sweep through Gallifrey’s Capitol

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Doctor Who Miniatures Game © 2006–8 Graeme Dawson.This product is free and not for sale.

Luck (x)This model may reroll any single D6 once per turn thatdirectly affects them or a friendly model within 6”. Forexample this could be an attack or wound roll (either for

or against the character), or one die of an Int or Moraletest.The model may do this a number of times each gameequal to the number in brackets.

MechanoidThe model is either fully or partially robotic or cybernetic.Mechanoids may not run, and are immune to the effects of vacuum, gas and drowning.

MedicThe model can return a single lost wound to anadjacent model by using a standard action, and rolling

4+ on 1D6, or 5+ if the recipient is another race entirely(this ability cannot be used on Mechanoids). Modelsbrought back to 1 Hit from 0 Hits count as being Stunned.

Monster MagnetEnemies within 12” will have to roll 5+ on 1D6 to shootat or engage this model in melee. Instead they are oddlycompelled to capture him or her to use as bait in theirplans. If this model is held captive at the end of the game,they are worth 2 VP (see page 25).

PsychicPsychic models are ‘touched’ by a power that isunseen and unfathomable to most. Models with thisability get 1 point of Luck to spend each turn. It can

only be used on themselves, and if not spent in a turn it is

considered lost.The opposing player can force them toreroll one die of any Int test when the model is resistingbeing controlled or otherwise taken over.

RepairThe model may attempt to fix a broken component orother such part.Attempting a repair takes a standardaction, and a successful Int check. Further attempts may bemade on future turns unless a 12 has been rolled, whenthe part is deemed irreparable. Models with this ability arealso assumed to be able to use Sabotage.A succesfulRepair roll will cause a Mechanoid model to regain a single

lost Hit.

Resist VacuumThe model will suffer no ill effects due to gas or lack of oxygen. If this ability has a numerical rating (i.e. 3+) thenno effect will be suffered provided this number is equalled

or exceeded on 1D6 each turn.

SabotageThe model may put out of action any piece of equipment(usually vital to the other side’s cause) by expending astandard action and passing an Int test. On a roll of 2 theitem is so badly sabotaged it cannot be repaired.

ScreamerIf a Screamer model is activated and is within 6” of an enemy model roll 1D6. On the roll of 4+ any

single friendly model within 6” can immediately take one

action, regardless of whether it has already been activatedin this turn.

SlowThe model is so slow, clumsy or shambling it cannotrun.

SmallShooting at this model incurs a –1 hit penalty due to itssmall size.

SpacerThis ability can be given to models who have spent alot of time in space. Complex equipment such as

Spacecraft and Spacesuits cannot be operated without thisability. It will also give a +1 bonus to any rolls related tooperating such equipment while in space.

TARDISThe model has a TARDIS, which may or may not beon the tabletop depending on the scenario. See the

entry for The Doctor, on page 26.

Time LordIn some scenarios being a Time Lord may be a bonus (or apenalty!) Time Lords count their Technology level as

 Advanced (see page 13).

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It was important to give your Mechanoid clear instructions

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Vehicle Hit and Run AttacksWhile a vehicle moves any models on foot directly in itspath will be subject to a Hit and Run attack. Make an Agitest for each model in turn. Success indicates the model

has dodged the moving vehicle – place it to one side of thevehicles path.

Failure indicates the vehicle hasrammed the model, which willtake a single hit at a Strengthequal to the vehicles Defence.

In this instance the vehicle isundamaged.

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Doctor Who Miniatures Game © 2006–8 Graeme Dawson.This product is free and not for sale.

Vehicles may be used to transport models quickly acrossthe battlefield, can carry weapons, and offer a degree of 

protection to those inside.The Doctor in his thirdincarnation was particularly fond of cars, and UNIT troopsoften use jeeps and helicopters to get troops andequipment to assorted alien menaces, or to get theDoctor and his companions out of trouble.

MovementVehicles require one model to be allocated as its driver (flying vehicles like helicopters have a pilot).When thatmodel is activated, the vehicle gets 2 Move actions, andcan move up to the vehicle’s Speed in inches with eachaction.The driver can do nothing else in that turn, but all

passengers carried by the vehicle are moved with thevehicle ‘free’ when it moves.

Vehicles cannot cross linear obstacles like walls, enter intobuildings or terrain prohibited by their type (see thevehicle move table).

If a vehicle spends its entire action on a road it gains a freeRoad Bonus which can be spent to move the vehiclefurther along the road after the rest of its movement.

Vehicles must end each action in a position anywhere inthe front 180º of its starting position (i.e. not behindwhere it started), and can face any direction the playerwants. See the diagram on the right.

Vehicles & Terrain TableThe following describe the results given in the last 4columns of the table below:

Yes: Vehicle may move at full speedNo: Vehicle may not enter that terrain typex 1/2 etc.: Vehicle may move at the given multiplier

Vehicles

Move Type

Wheeled

Tracked

Hover

Water

Road Bonus

+4”

+2”

None

n/a

Open

Yes

Yes

Yes

No

Rough

x 1/2

x 3/4

Yes

No

Woods

No

x 1/4

No

No

Water

No

No

Yes

Yes

Vehicle & Terrain Table

EXAMPLE: VEHICLES & TERRAINThe Doctor is taking Bessie for a spin when he encounters a group of Sea Devils. He veers off onto a patch of very rough ground. His movement will now be 6” per turn (12” Speed x 1/2 multiplier for the terrain).

Car and a reasonably priced star

EXAMPLE: VEHICLE MOVEMENT A UNIT jeep needs to get out of the way of some Daleks. It’sfacing the enemy so its first move action takes it adjacent to itsstarting position, but facing the other way.With its next actionthe jeep moves its full Speed away from the Daleks.

Image to follow

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RamsIf a moving vehicle strikes another vehicle, building orobstacle each causes the other an amount of damage equalto its current Hits.This damage can be halved if the

moving vehicle has only used a single Move action.The Strof these hits will be equal to half the distance the vehiclehas moved this turn (to a maximum Str of 8).Walls andsimilar obstacles cause 1D6 hits if struck.

Entering/Exiting VehiclesGetting into or out of a vehicle requires a Move action – the model can combine getting in or out of the vehiclewith up to half its normal movement.The model may takeits normal amount of actions less any the vehicle hasalready expended this turn.

The maximum number of models which can enter or exita vehicle in one turn is equal to the vehicle’s Capacity.Models cannot exit one vehicle and enter another in thesame turn.

Shooting from VehiclesModels shooting while riding in a vehicle suffer a –1penalty to hit in addition to any other modifiers, unless theweapon is specially mounted onto the vehicle.

Damage to VehiclesEvery time a vehicle takes damage, roll1D6 to determine if thehit affects an occupant orthe vehicle itself. Blastweapons affect all modelsunderneath the template.

Out of Control VehiclesVehicles will go Out of Control if their driver is removedfrom the game, is engaged in melee combat, or if any otherunforseen things occur.Vehicles which are out of controlat the start of their players Action phase activateimmediately for free. Roll 1D6 twice for each out of control vehicle – once to determine steering and once to

determine speed – and consult the chart below.

If the vehicle isstill movingafter its firstMove action,then roll 1D6twice on thetable again.Luck points can

be expended to affect these rolls by models nominally atthe wheel of out of control vehicles.Vehicles which leave

the table are considered to be out of the game, as aretheir occupants.

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Aerial Vehicle MovementAt the end of each Move action each aerial vehicle musteither be on the ground or airborne. Only if it is on theground can models embark or disembark or engage it or

its crew in melee combat.When it activates it can combinemovement with taking off or landing but not both in thesame action. Once airborne, terrain does not affect aerialvehicles.When shooting from or at aerial targets countthe range as being 8” more than the horizontal distance,to allow for the height of the vehicle.

Vehicles which lose their last Hit while airborne must rollonce on the Out of Control table to determine wherethey strike the ground.All occupants, models, buildings andvehicles within 4” take 1D6 Str 6 hits.

1D6

1–2

3–6

Hit against

Random occupant

Vehicle

Vehicle Hit Table

Steering

Veer 45º left

Straight ahead

Veer 45º right

Out of Control Table1D6

1–2

3–4

5–6

Speed

Stops

Half

Full

Vehicle StatisticsA vehicle has statistics like any other model, althoughsome of these are unique to vehicles:

TypeA vehicle’s Type determines what terrain the vehicle maycross – see the Vehicle and Terrain table on page 19.

CapacityThe maximum number of models the vehicle may carry.Only models on a normal sized base may use vehicles.

DefenceThis is exactly the same as a model’s Defence value.

ArmourVehicles offer more protection than simply being on foot.For each hit suffered, the vehicle or occupant may ignorethat hit on a 1D6 roll of this number or more.

HitsThis is exactly the same as a model’s Hits value. Occupantsof destroyed ground vehicles take an automatic Str 4 hit.

SpeedThis is the vehicle’s ground speed, and is the same as amodel’s Move value.

Optera rarely ventured onto the surface of Vortis

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Sample Vehicle Profiles

Vehicle Type Cap Def Armour Hits Speed Special

Bessie Wheeled 4 5 5+ 3 12 Large

Helicopter Aerial 4 4 5+ 3 0 Flyer (16”), Large

Motorcycle Wheeled 2 4 6+ 2 16Tank Tracked 4 7 4+ 6 8 Large

UNIT Land Rover Wheeled 6 5 5+ 4 12 Large

Whomobile Hover 2 5 5+ 4 12 Flyer, Large

The following vehicle profiles allow many types of vehicleto be added to games.Vehicles can be used as scenario

objectives, or can simply be a tactical aid, useful in gettingtroops across the table quickly.

BessieThe third Doctor’s car Perfectly suited to the Doctor’sthird incarnation, this Edwardianroadster has enabled him totravel to numerous sites of alieninvasion and wrongdoing duringhis time exiled on Earth.

The statistics for Bessie could also be used for most Earth carsof the late 20th Century. Larger vans would have a greater Capacity and an extra 1 or 2 Hits.

Helicopter Aerial asset – special missions only Both UNIT and the regulararmy have used helicopters toaid the Doctor in surveillance,attack, and rescue missions.Theyare vulnerable to weapons fire – alien weapons more so – sothey must be used carefully.

MotorcyclePerfect for a great escapeWhen you need to getsomewhere in a hurry, take amotorcycle. Lightweight andaffording little protection, itnevertheless offers its rider highspeed and the vital cool factorneeded when saving the world.

Sample Vehicles TankPrimitive Earth weapon of war Getting out this kind of gear isnever going to win the Brigadier

the Intergalactic Peace prize, butif the foe is just too tough fornormal weapons then get one of these (not a toy tank, though!).

UNIT Land Rover Military runaboutUNIT Land Rovers are used toget small detachments of mento alien hot spots. Having noweapons capacity of its own, thetroops use their own weaponsagainst any alien menace theymight encounter.

WhomobileThe third Doctor’s other car The Doctor built this silverhovercraft late in his periodexiled on Earth. Futuristic inappearance,it could fly, butother abilities built into it by itscreator were not seen. It doesnot appear that he took it with

him after his regeneration, but presumably he could buildanother if he wished.

Range

48”

24”

Tank Weaponry Table

Weapon

Tank Gun

Machine Gun

Str

8

4

Special

Blast 4”, 1D6 Hits

Burst

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Doctor Who Miniatures Game © 2006–8 Graeme Dawson.This product is free and not for sale.

Certain models are particularly good at stopping others,for example a Security Guard who will on no account letthe Doctor into the International Electromatics buildingwithout a signed pass from Tobias Vaughn. Indeed, if theirname isn’t on the list there’s no way they’re going to spoilthis invasion party...

These models have the Blocker special ability (see page 17) – they may not be overtly hostile, but it’s certainly morethan their job is worth to let anyone through.

Blocking ZoneThese models have a 2” Blocking Zone around them (useyour 4” Blast template) which moves with them – modelsentering this area can move into base contact with theblocking model, but cannot move past them.The onlypossible move they may make is back the way they came.

Losing the Blocking ZoneModels lose their blocking zone if they become stunned,controlled, go prone, or if they become subject to anyother special state not otherwise covered here. Modelswho have fought in melee or fired a weapon are alsoconsidered to have lost their blocking zone, being far toobusy with whatever else they are doing.

Buildings are useful in the DWMG  – they can containlaboratories full of stuff to invent with, they can providetransport to and from Omega’s Black Hole realm of anti-matter and if push comes to shove you can hide behindthem when the Sontarans invade.

Building Sizes & SectionsBuildings can come in all shapes and sizes, but for gamingpurposes they should be considered as sections, each up to4–6” square. Large buildings can be built from multiple

sections, as can long stretches of wall. Each section hasbetween 2 and 6 Hits depending on its sturdiness.

“Had a hard day in the catacombs,have we?”The Doctor, The Masque of Mandragora

Attacking BuildingsBuildings are automatically struck in melee combat, and bymodels using their ranged weapons at half the weapon’smaximum range or less. Over half range the shot still getsa +2 bonus to hit as buildings are usually very large (unlessthey’re inside a Miniscope!)

Damaging BuildingsOnly hits of Str 6 or more can damage buildings. Simplyfigure out the damage caused and reduce the Hits of thesection by that amount. Do not use the Damage table.Buildings are destroyed when they are reduced to 0 Hits,and will collapse.All models inside will take a Str 6 hit, andmodels within 2” will take a Str 4 hit if they fail an Agi test.

Doors & WindowsUp to 4 models can pass through a door in a single turn,but only 1 can get through a window. 2 models can shootthrough either a door or window if they are immediatelyadjacent to it and they themselves will get a –1 penalty tobe fired upon. Doors and windows should always bemodelled on buildings.

Running In BuildingsBuildings are usually cluttered with furniture, deadbodies and hiding aliens, so the interiors of buildings

count as obstacles (see page 7) if models run whileinside them.

NEW!

Blocking Buildings

Additional Rules

EXAMPLE: BLOCKING ZONE

The Dominators are about to turn the core of the planet Dulkisinto radioactive fuel for their war fleet. Jamie is trying to getpast a Quark, which has the Blocker ability. He has moved towithin 2” of the robot, and is now in its blocking zone. Unlesshe can somehow cause the Quark to lose its blocking zone, hewill be unable to go any further.

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Fire is nasty and no-one likes being onfire or being too close to it.To

represent fires, you will need a numberof Fire markers, either modelled frombits of cotton wool, or a counter, orsomething. Certain weapons or othereffects will cause fire damage which isrepresented by placing a Fire markeron the target. Note that the target can be anythingflammable, like a forest or a building, as well as a model.

Fire DamageIn the end phase of each turn, anyfires can potentially cause damage to

models within 1” per Fire marker of thefire’s centre.The chart below indicates thenumber of hits and relevant Str of firedamage according to the amount of firemarkers; numbers after the slash marked‘*’ are the amount of hits Buildings takefrom fires.

“Without fire we die!”Za, An Unearthly Child

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Doctor Who Miniatures Game © 2006–8 Graeme Dawson.This product is free and not for sale.

NEW!

Entering base to base contact with another model doesnot have to result in a fight - Doctor Who is full of 

examples of characters being captured at gunpoint /tentacle point by their foes.When a model enters basecontact with an enemy they have the option of attackingas described earlier, but they can also attempt to capturetheir opponent using their sheer strength, or a weaponthey might possess. First of all the opposing model mustdecide if they are going to resist or not.

Not ResistingIf the opposing modeldoes not resist thenthey are considered

Captured and aremoved when theircaptor moves. Bothmodels must maintainbase to base contact,and the capturingmodel cannot run.Thecaptured model canonly activate if theyintend to attempt tobreak free.

EXAMPLE: NOT RESISTING

Turlough is facing a Zygon which intends to capture him. Notbeing the bravest of chaps he decides not to resist.When the Zygon next activates,Turlough will be moved with it.

Resisting Capture by StrengthIf the opponent resists, then the captor(s) must succeed atan opposed Str test. If this succeeds then they will capturetheir opponent as above.

Resisting Capture by WeaponResistance against a model with a weapon results in meleecombat as described on page 9. If the capturing modelsurvives and scores a hit then the hit can be ignored andtheir opponent is now considered to be at knife / gunpointand is captured.

Breaking FreeTo break free in a later turn, the captive mustactivate and succeed at an opposed Str test against

their captors.Their captor can choose to make a singleimmediate melee or ranged weapon attack at 4+ to hit. If the captive escapes this point blank attack, they can then

attack back or move up to half their movementimmediately. Breaking free takes one action.

NEW!

Fire markers

Fire Table

Strength

3

4

5

6

+1

Hits

1

2

3

4 / 1*

+1 /+1*

Fire Markers

1

2

3

4

per +1

Omega and his Gel Guard servants

Spreading FiresAfter fire damage has been assigned, roll 1D6 for eachseperate fire.Add another Fire marker on the roll of 1–2,and remove one on the roll of 6+.Add +1 per additionalmodel within 2” of the edge of the fire radius who ishelping to combat the fire (to a maximum of +2) and afurther +1 if water is being used.

Movement on FireModels with 2 or more Fire markers must make a singlemove action in a random direction if they are not withinbase contact of another friendly model at the start of their

turn.This forced movement does not count as one of theplayer’s activations for the turn.

Capturing Models Fire

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Doctor Who Miniatures Game © 2006–8 Graeme Dawson.This product is free and not for sale.

Games are always more interesting when they don’t simplyinvolve wiping out the other side. Even the Daleks, asxenophobic and obsessed with exterminating everything insight as they are, usually had some goal in mind. Somescenario ideas include:

Take & Hold / DefendOne side must reach a designated point and defendtheir new position.The other side must prevent this.

Obtain Item / Capture / RescueAn object or person is vitally important to one side. Ifit or they can be taken off a friendly table edge futurebattles will be made easier.

Holding ActionOne side must hold out against impossible odds untilreinforcements arrive, or simply fight to the last manand take as many enemy out as possible.

Ambush / EscapeOne side has been surprised but must escape quickly

before more attackers arrive.

It’s always fun to give each side different objectives, orsecret objectives so that the other doesn’t know what’sgoing on – the fog of war and all that! And as noted above,throw in some complications like difficult conditions,carnivorous plants, something big and invisible, andscreaming scientists and monsters. Have the heroescaptured, or required to find some vital equipment.

Feel free to add / remove the Doctor, the Master or anyother of the model types listed in these rules.Add a third

party, or rules for special conditions, like weather, night,reversing the polarity of the neutron flow, etc.

Models can be categorised as belonging to one of twofactions: heroes or monsters. Generally the game will have

two sides each composed of models of opposing factions.Games can also have more sides, for example 2 rival Dalek factions and a UNIT force.The side with heroic modelscannot include any monsters and vice versa, althoughcertain models (e.g. the Alien Lackey) are allowed to setup with the other side until their evil agenda is discovered.

Unique ModelsMost models represent typical troops of one side oranother, and multiples of these models can be chosen, forexample 12 Daleks or 8 Ice Warriors. Some named modelsare Unique – only one model can be chosen because there

is only one such individual in the DW universe. Examplesinclude the Doctor himself, Davros and the Brigadier.Unique models have a symbol next to their name.

The Two (or more) DoctorsOn exceptional occasions the Doctor has been joined byone or more of his previous incarnations. In the game werecommend this is only used sparingly, and with theconsent of all players.Use of multiple Doctors is howeverone great way to get a participation game going.

Points ValuesPoints values are not given for models in the DWMG .This has been a subject of much debate, but my final

word is that I think that balancing games with a fixedpoints limit on models limits creativity and encouragestournament style play. Most scenarios for the game involvemismatched forces – true to the episodes themselves – with victory usually obtainable by achieving specificconditions in each game. Note that as is this Doctor Who,almost any possible combination of models maytheoretically be used in games, so don’t feel restricted – the game is at its best when playing narrative style gamesrather than set piece battles.

Altering ProfilesThe profiles given on pages 26–56 have been carefullyworked out to ensure each model plays as closely aspossible in the game to what’s seen on screen. However,feel free to alter profiles to suit – Toberman from Tomb of the Cybermen could be a Security Guard with +1 Str or allyour Zygon scientists gain +1 Int and the Invent ability.

Another way to alter profiles is to give models new specialabilities including Leader or Luck, although you can becreative with who gets what. Most of these alterations willcreate unique models, so give them a name, and be

prepared to cry as they get gobbled up by monsters.

“You first, Adric.”

NEW!

Heroes & Monsters

Scenarios

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Doctor Who Miniatures Game © 2006–8 Graeme Dawson.This product is free and not for sale.

Models can be affected by conditions which carryover from turn to turn – Status Effects.The most

common status effect is Stunned  – but there areothers and the list will be added to as required.

If a model is affected by any status effect, then in the endphase of each turn their player must roll 1D6 for each Hitthat model has remaining.The status effect will beremoved if any die roll comes up 6, otherwise the effectwill continue until the next turn. Note you can’t roll toremove a status effect in the same turn you were affectedby it.Two status effects are given below.

ConfusedConfused models are unable to use their mental facultieseffectively and often forget who they are or what they aresupposed to be doing.

A confused model may not run, and must roll 1D6 whenthey intend to move. On a roll of 1–2 they are moved bythe other player, on 3–4 they move 1D6” in a randomdirection, and on a 5–6 they can move as normal.

Confused models suffer a –2 penalty to all shooting andmelee attacks, and must count their Def at –1, being fartoo befuddled to defend themselves properly.They alsocount their Int as half normal while confused (round up).

StunnedStunned models are basically unconscious or otherwisenot capable of any meaningful activity.As soon as they arestunned the model will fall prone, and may not beactivated. Stunned models attacked in melee are hit on aroll of 2+, and count their Def at –1.

Another single model may drag or carry the stunnedmodel across the table at half their Move rate, and 2 ormodels may drag or carry the stunned model betweenthem at their normal Movement rate. If the stunned model

has more than 1 Hit and is larger than human sized,increase the number of models required to move them asabove by +1 model per additional Hit.

Models may be stunned by certain weapon effects as givenin the weapon’s description, or by blunt melee weaponslike clubs (or in unarmed combat).The attacker must statebefore the attack is made that the attack will try and stunthe defendant.A successful hit does no damage but willstun the model as described in the previous paragraph. Mechanoids can only be stunned using a weapon whichspecifically states ‘Stun’ as part of its effects – simply

attacking one with your fists isn’t good enough! The Doctor, Ian and Vicki take a Roman holiday

NEW!

Victory Points (VPs) are used to determine who has wonthe game in certain scenarios. At the end of the game

each side should total up the VPs they have gained to seewho has won.Victory Points are awarded in the followingcircumstances:

Enemy Unique Models Eliminated + 1 VP per HitFor each Unique enemy model eliminated,

gain VP equal to that models initial Hits

Table Quarter Controlled + 1 VPYou have at least 1 model on that quarter, and

enemy has none

Enemy Wiped Out + 2 VPOpponents force reduced to 50% models or less

Scenario Objective Achieved + variesSome scenarios will offer VP if certain conditionsare met

Model-Specific VP + variesSome models have VP rules which may apply

Levels of VictoryAs any winning commander will tell you, there is adifference between defeating the enemy at massive cost,and causing a rout with almost nocasualties toyour own side.Work out thedifference in VPand consult thetable on theright todetermine thelevel of victoryachieved.

Status Effects Victory Points

Victory Level Table

Victory Level

Draw

Minor Victory

Sound Victory

Major Victory

Colossal Victory

VP Difference

0

1–2

3–4

5–6

7+

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Doctor Who Miniatures Game © 2006–8 Graeme Dawson.This product is free and not for sale.

     T     h

    e     D    o    c     t    o    r

MORALE

9

MOVE

6

DEF

4

HITS

3

STR

3

AGI

4

INT

10

The Doctor, Renegade Time Lord Faction: Hero

Weapon Range Hit Str NotesSonic Screwdriver 6” 4+ n/a Stuns Controlled / Mechanoid models.

Models get +1 to lose this status effect.

Information:The Doctor is a Time Lord from the planet Gallifrey,currently travelling through time and space in his TARDIS,which is stuck in the form of an Earth Police box. Usuallyaccompanied by a number of companions, he is oftendrawn into dangerous and challenging situations. He hassaved the Earth and the Galaxy from destruction orsubjugation on more than one occasion.

The Doctor has the ability to regenerate his physical formwhen severely injured, and has done so nine times. Hisinitial 8 different incarnations are treated the same forgame purposes.

Special Rules:Invent, Leader (2), Luck (6), Repair, Resist Vacuum (3+),Spacer,TARDIS,Time LordIf the Doctor uses his Leader ability on any model other thanhis companion(s), then it only counts as Leader (1).Sonic Screwdriver: The Doctor may use a special action touse his Sonic Screwdriver to open any door or lock within2” on a 1D6 roll of 4+.Surprise/Confuse: The Doctor may take an immediate freeactivation, once per game.This can be done at any point inthe turn, even if the Doctor has activated this turn already.

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     T     h    e     D    o    c     t    o    r

The TARDISThe TARDIS may begin games on the table if the Doctor isalso present. It may not move except to dematerialise (orrematerialise), and is indestructable.Any number of modelsmay enter the TARDIS; a maximum of 4 models may enteror exit in one turn. Only the Doctor or his companionshave keys to the TARDIS. Fellow Time Lords such as theMaster and the Monk each have a TARDIS of their own.

The TARDIS can dematerialise if a Time Lord activateswhile at the controls. It can return at the start of any of that controlling models future turns if a 5+ can be rolled

on 1D6.The TARDIS will rematerialise at a random pointon the table, its controller counted as having activated.

CompanionsThe Doctor may begin the game with up to 3 Companionmodels who travel with him in the TARDIS. Unlessotherwise specified they begin the game within 6” of theDoctor, but can move freely once the game begins.

Each companion must either be a named model belongingto one of the generic types on the next page, or be aspecific companion, i.e. K9.

Although multiple generic companion types can be chosen(i.e. you can have 2 Scientists – perhaps representing

Nyssa and Adric), each companion is considered to be aunique model.

Model Profiles

The ideal way to travel to primordial times

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MORALE

8

MOVE

6

DEF

3

HITS

2

STR

3

AGI

3

INT

9

Companion, Scientist, Thinker not a fighter Faction: Hero

Weapon Range Hit Str NotesNone

Information:Scientist companions aren’t great in a fight, but are betterused to out-think enemies and create inventions.

Special Rules:Companion, Invent, Luck (3), Repair

Scientist Companions:Barbara, Zoe, Liz, Romana, Nyssa,Adric and Grace.

     U     N     I     T     F     i     l    e    :     3     1     0     1     8     1     /     1     8     /     0     6

     C    o    m    p    a    n     i    o    n ,

     S    c     i    e    n     t     i    s

     t

MORALE

7

MOVE

6

DEF

3

HITS

2

STR

2

AGI

3

INT

6

Companion, Screamer, Very highly strung Faction: Hero

Weapon Range Hit Str NotesNone

Information:Screamer companions usually ask the stupid questions andend up frequently getting captured by aliens. Despite thisthey are occasionally able to save the day through sheerserendipity.

Special Rules:Companion, Luck (3), Monster Magnet, Scream

Screamer Companions:Susan,Vicki, Katarina, Dodo, Polly,Victoria, Jo, Sarah Jane,Tegan, Peri and Mel.

     U     N     I     T     F     i     l    e    :     2     3     0     2     8     4     /     2     1     /     0     5

     C    o    m    p    a    n     i    o    n ,

     S    c    r    e    a    m    e    r

MORALE

8

MOVE

6

DEF

3

HITS

2

STR

3

AGI

3

INT

7

Companion, Strongarm, First into the fight Faction: Hero

Weapon Range Hit Str NotesBrawl melee 4+ 3 Stuns

Information:Strongarm companions love getting stuck in to alienmenaces, even if their plans can be dangerously direct.

Strongarm Companions:Ian, Steven, Ben, Jamie, Harry, Leela,Turlough and Ace.

Special Rules:Companion, Luck (3) A Good Offense: One hit or damage roll made by themodel each turn may be rerolled. Luck cannot be used to

further reroll this dice.

     U     N     I     T     F     i     l    e    :     0     1     0     1     7     7     /     1     4     /     0     4

     C    o    m    p    a    n     i    o    n ,

     S     t    r    o    n    g    a

    r    m

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Doctor Who Miniatures Game © 2006–8 Graeme Dawson.This product is free and not for sale.

Although the three generic companion types on page 27represent good starting points, several companions need

some modifications to better represent their characters inthe game:

AceAce begins the game with 1D6 Grenades.If Ace is chosen the Doctor may not takeany other companions.

GraceGrace is an ER Doctor from late 20thcentury Earth, and has the Medic specialability.

HarryHarry has the Medic special ability.TheDoctor once joked that Harry was “onlyqualified to work on sailors.”

LeelaLeela counts as Primitive. She has thefollowing weapons:

Weapon Range Hit Str NotesKnife melee 4+ 3 Cannot StunBlowpipe 8” 3+ special Janus Thorns

 Janus Thorns: These are highly poisonous and will inflict 1damage on any non- Mechanoid model on the roll of 3+ on1D6, regardless of that models Def. Her Blowpipe suffersno hit penalty for long range, but cannot be used if theDoctor is within 8”.

Romana (both versions)Romana is a Time Lord , and has Int 10,being just as clever as the Doctor. Shealso has a Sonic Screwdriver identical to

the Doctor’s. If you take Romana as acompanion, the opposing player gains 1VP automatically.The Doctor may onlytake one Romana as a companion.Romana’s first incarnation has the Monster Magnet and Academy Trained abilities:

 Academy Trained: Once per game Romana can reroll anyIntelligence test.

StevenSteven counts as Advanced , and has theSpacer ability.

SusanSusan is the Doctor’s grand-daughter, andcounts as a Time Lord .

TurloughCowardly, and with suspect loyalties,Turlough’s Morale is only 6.The opposingplayer gains no VP if he is eliminated.

ZoeZoe counts as Advanced , and has the Monster Magnet and Spacer abilities.

MORALE

8

MOVE

6

DEF

3

HITS

2

STR

1

AGI

2

INT

7

Companion, K9, Robotic dog Faction: Hero

Weapon Range Hit Str NotesNose Laser 6” 4+ 3 1 Hit or Stuns.

Information:K9 accompanied the Doctor on a number of occasions,until being sent to Earth as a present for Sarah Jane Smith.

Special Rules:Companion, Luck (3), Mechanoid,Repair

     U     N     I     T     F     i     l    e    :     0     1     1     0     7     7     /     1     5     /     0     2

     C    o    m    p    a    n     i    o    n ,

     K     9

Specific Companions

“It’s a perfectly ordinary electricdog.

”The Doctor, Nightmare of Eden

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While viewed as both meddling gods and dusty senators,the achievements of the Gallifreyans cannot be denied.An

ancient race who mastered time travel when the universewas still young, these ‘Time Lords’ were a technologicallyadvanced race of near immortals whose legend andinfluence touched the farthest corners of the universe.

However, such power also attracted enemies such as theGreat Vampires, the Fendahl, the Sontarans, the Racnossand the Daleks, with whom the Time Lords finally mettheir match in the cataclysmic Last Great Time War.

While bound by a strict law of non-interference, someGallifreyans such as the Doctor, the Master, the Rani and

the Meddling Monk have sought adventures beyond theCapitol.

Each of the following Time Lord artifacts could be thesubject of a game or series of games involving the Doctor,the Time Lords or any of his enemies. Future releases willdetail some of these items in more detail.

The Coronet of Rassilon allows the wearer to

Control other beings by force of will.The Crown and the Key of Rassilon both allowaccess to the Matrix, the virtual depository of allTime Lord knowledge.The Great Key of Rassilon is part of the Demat

Gun, a powerful weapon of mass destruction.

The Harp of Rassilon unlocks a secret chamber in

the chambers of the Gallifreyan High Council.

The Rod of Rassilon allows the user to drain and

control the forces within the Eye of Harmony.

The Ring of Rassilon grants the wearer immortality

 – but see The Five Doctors!

The Sash of Rassilon protects the wearer fromthe terrible forces of the Eye of Harmony.

The Time Lord President and his elite guards

MORALE

9

MOVE

6

DEF

3

HITS

2

STR

2

AGI

3

INT

10

Time Lord President, Big time cheese Faction: Hero

Weapon Range Hit Str NotesNone

Information:The political leadership of Gallifrey is split between theChancellor and the President.The Presidency has variedbetween a ceremonial position and an authoratitive one.Succession into the position is usually by being named bythe outgoing President himself.

Notable Appearances:The Deadly Assassin,The Invasion of Time,The Five Doctors

Special Rules:Invent, Leader (2),Time LordThe President’s Leader ability can only affect Gallifreyans(other than the Doctor, the Master or Omega). Artifacts of Rassilon: The Time Lord President has access toseveral ancient Gallifreyan artifacts. In many cases theactual function of these devices has been lost in time. Eachcounts as an Artifact (see page 16) and see right.President: All Gallifreyan models (except the Doctor, theMaster or Omega) can reroll one failed Morale check per

turn if the President is within 12”.

     U     N     I     T     F     i     l    e    :     3     0     1     0

     7     6     /     1     4     /     0     3

     T     i    m    e     L    o    r     d     P    r    e    s     i     d    e    n     t

Gallifrey and the Time Lords

Time Lord Artifacts

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MORALE

6

MOVE

6

DEF

3

HITS

2

STR

2

AGI

3

INT

9

Time Lord, Master of the universe? Faction: Hero

Weapon Range Hit Str NotesNone

Information:Time Lords have far greater physical capabilities than theaverage human.Although posessing great knowledge andthe power of time travel, they do not interfere in the

affairs of other races, perhaps due to the moralcomplexities of meddling with the flow of time.

Notable Appearances:The War Games,The Three Doctors,The Deadly Assassin,The Invasion of Time, Arc of Infinity,Trial of a Time Lord 

Special Rules:Invent, Repair,Time Lord

     U     N     I     T     F     i     l    e    :     0     3     0     5     6     9     /     0     6     /     0     7

     T     i    m    e     L    o    r     d

MORALE

7

MOVE

6

DEF

3

HITS

1

STR

3

AGI

3

INT

7

Chancellery Guard, Capitol fellow Faction: Hero

Weapon Range Hit Str NotesBrawl melee 4+ 3 StunsStaser Pistol 12” 4+ 4 Laser, Pistol

Information:Appointed by the Castellan, the Chancellery Guard are theelite troops tasked with protecting the High Council andthe Capitol.

Notable Appearances:The Invasion of Time, Arc of Infinity 

Special Rules:Body Armour. Guard Commanders have Leader (2).

     U     N     I     T     F     i     l    e    :

     0     4     1     2     7     8     /     1     5     /     0     6

     C     h    a    n    c    e     l     l    e    r    y     G    u    a    r     d

MORALE

7MOVE

6DEF

3HITS

1STR

3AGI

3INT

7

Outsider, Gallifreyan gone native Faction: Hero

Weapon Range Hit Str NotesBrawl melee 4+ 3 StunsOutsiders may use any Primitive weapons, requiring 3+ to hit.

Information:Outside the Capitol lie wastelands where Gallifreyans whohave become disenchanted with their race’s lifestyle and

morals live a more primitive life.

Notable Appearances:The Invasion of Time

Special Rules:Outsider Leaders have +1 Morale and the Leader (3) ability,which can only be used on other Outsiders.

     U     N     I     T     F     i     l    e    :     1     8     0     2     7     8     /     1     5     /     0     6

     O    u     t    s     i     d    e    r

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     T     i    m    e     L    o    r     d     P    e    r    s

    o    n    a     l     i     t     i    e    s

Doctor Who Miniatures Game © 2006–8 Graeme Dawson.This product is free and not for sale.

MORALE

6

MOVE

6

DEF

3

HITS

3

STR

3

AGI

4

INT

10

The Master, Villainous Time Lord Faction: Monster

Weapon Range Hit Str NotesTissue Compression 6” 3+ 4Eliminator

Information:The Master is a Time Lord like the Doctor, although he isscheming, evil and cunning. He has given himself over tovarious plots to destroy the Earth, the Galaxy, the Time

Lords etc. and also to steal the Doctor’s remainingregenerations.

Special Rules:Hypnotise, Invent, Luck (3), Repair,TARDIS,Time Lord.Obey Me!: The Master may activate any Monster modelwithin 6” that has not yet activated this turn the momentan enemy model gets within 6”of him.Safer Behind Bars: The Master is worth 2 VP to the Heroicside if he can be captured.You Have Tricked Us!: Once the Monster player’s forcesbecome wiped out (see page 12), they gain 1 VP foreliminating the Master.At this point the Master willattempt to leave the table by the shortest route.

Notable Appearances:The Daemons, Frontier in Space,The Deadly Assassin,The Keeper of Traken

“I am the Master, and you will obeyme!”The Master, said on numerous occasions.

     U     N     I     T     F     i     l    e    :     0     2     0     1     7     1     /     0     8     /     0     1

     T     h    e     M    a    s     t    e    r

MORALE

9

MOVE

6

DEF

4

HITS

3

STR

4

AGI

3

INT

10

Omega, Anti-matter megalomaniac Faction: Monster

Weapon Range Hit Str NotesAnti-matter Touch melee 2+ 3 Disruptor

Force of Will 12” 2+ n/a See Below

Information:Omega was the solar engineer who created the supernovawhich gave the Time Lords the source of their power.Transported to a realm of anti-matter he has vowedrevenge on the Time Lords.

Special Rules:Invulnerable (3), Leader (1), Invent, RepairForce of Will: Models affected by Omega’s Force of Will 

attack must roll half their Int or less on 2D6 or lose 1 Hit.Survivors cannot activate in their next action phase.

Notable Appearances:The Three Doctors

     U     N     I     T     F     i     l

    e    :     1     3     0     1     7     3     /     1     0     /     0     1

     O    m    e    g    a

‘Arc of Infinity’ Omega

The profile above is for Omega asseen in his anti-matter realm in TheThree Doctors.When he later returns

to threaten Gallifrey his profile is quite different,and will be covered in a future release.

31

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Doctor Who Miniatures Game © 2006–8 Graeme Dawson.This product is free and not for sale.

UNIT stands for United Nations Intelligence Taskforce, andits main purpose is to tackle the growing threat to Earth

from hostile alien forces.

Following an attack on London by the Great Intelligence,the United Nations formed UNIT to monitor extra-terrestrial activity – mankind had begun to attractattention to the Earth through launching space probes.

UNIT has scientific personnel as well as its military force,but the greatest asset it possesses is the Doctor, who for atime was UNIT’s unofficial scientific advisor.

The Brigadier leads the UNIT assault

MORALE

8

MOVE

6

DEF

3

HITS

2

STR

3

AGI

3

INT

7

The Brigadier, UNIT commander Faction: Hero

Weapon Range Hit Str NotesBrawl melee 3+ 3 StunsPistol 12” 4+ 3 Pistol

Information:The Brigadier has seen too many alien threats to remainsceptical about the menace to Earth. He is a staunch allyof the Doctor, although their methods sometimes clash.

Notable Appearances:The Invasion,The Daemons, Mawdryn Undead 

     U     N     I     T     F     i     l    e    :     2     6     0     5     7     3     /     1     0     /     0     5

     T     h    e     B    r     i    g    a     d     i    e    r

Special Rules:Leader (2), Luck (2)Inspirational: UNIT models and Companions within 12” of the Brigadier may use his Morale for tests if required.

MORALE

8

MOVE

6

DEF

3

HITS

2

STR

3

AGI

3

INT

7

Captain Yates, UNIT officer Faction: Hero

Weapon Range Hit Str NotesBrawl melee 4+ 3 StunsPistol 12” 4+ 3 PistolGrenade 8” 4+ 4 2” Blast, Scatter

Information:Captain Yates can take control of UNIT investigations,although he has proved susceptible to brainwashing.

Notable Appearances:The Green Death, Invasion of the Dinosaurs

     U     N     I     T     F     i     l    e    :     0     2     0     1     7     1     /     0     8     /     0     1

     C    a    p     t    a     i    n     Y    a     t    e    s

Special Rules:Leader (2), Luck (1)Easily Convinced: Any opposing model trying to gain controlof Captain Yates may reroll the dice if the first attempt

does not succeed.

UNIT

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Doctor Who Miniatures Game © 2006–8 Graeme Dawson.This product is free and not for sale.

UNIT Leaders

UNIT models can only use their Leader ability on otherUNIT models of lower rank, civilians (includingscientists) and the like.The typical UNIT chain of command as seen on screen looks like this:

General > Brigadier > Captain > Sergeant > Soldier

Unique models are always counted as being of a higherrank than generic models of the same rank. UNIT defend their HQ from alien attack

MORALE

8

MOVE

6

DEF

3

HITS

2

STR

3

AGI

3

INT

7

Sergeant Benton, UNIT officer Faction: Hero

Weapon Range Hit Str NotesBrawl melee 4+ 3 StunsSMG 16” 4+ 3 Burst, Cannot AimGrenade 8” 4+ 4 2” Blast, Scatter

Information:A committed soldier, Benton often takes charge of UNITsoldiers during investigations. His down to earth nature isoften at odds with the foes he faces doing his duty.

Notable Appearances:The Three Doctors,The Green Death

     U     N     I     T     F     i     l    e    :     0     2     1     1     6     8     /     0     6     /     0     3

     S    e    r    g    e    a    n     t     B    e    n     t    o    n

Special Rules:Leader (1), Luck (1)

UNIT Sergeants:Other UNIT Sergeants can use this profile – they lose theLuck ability, have only 1 Hit and don’t count as unique.

MORALE

7

MOVE

6

DEF

3

HITS

1

STR

3

AGI

3

INT

7

UNIT Soldier, First line of defence Faction: Hero

Weapon Range Hit Str NotesBrawl melee 4+ 3 StunsRifle 24” 4+ 3 May substitute Rifle for SMGSMG 16” 4+ 3 Burst, Cannot AimGrenade 8” 4+ 4 2” Blast, Scatter

Information:UNIT Soldiers have faced a variety of alien menaces, butoften prove ineffective against their technologies.

Special Rules:A maximum of 1 in 3 UNIT Soldiers may carry grenades,and this must either be shown on the model, or otherwise

be clearly indicated.

     U     N     I     T     F     i     l    e    :     4     8     1

     1     2     7     9     /     3     0     6

     U     N     I     T     S    o     l     d

     i    e    r

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“Jenkins! Chap with the wingsthere – five rounds rapid.”

The Brigadier, The Daemons

     U     N     I     T

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Doctor Who Miniatures Game © 2006–8 Graeme Dawson.This product is free and not for sale.

MORALE

7

MOVE

6

DEF

3

HITS

2

STR

3

AGI

3

INT

7

UNIT Heavy Weapon Team, Hard hitters Faction: Hero

Weapon Range Hit Str NotesBrawl melee 4+ 3 StunsHeavy Weapon varies 4+ varies Cannot Aim

UNIT File: 793/24843

UNIT Heavy Weapon Team

UNIT Heavy Weapons

Each Heavy Weapon Team carries one of the following

weapons between the two men:

BazookaRange: 24” Str 6 Damage 1D6A Bazooka is a short ranged anti-tank weapon,morethan capable of taking out a Dalek.

Heavy Machine GunRange: 40” Str 4 BurstThe HMG can lay down an impressive amount of fire. Itis mostly used in an anti-personnel role.

MortarRange: 18-36” Str 4 4” Blast, 2D6” ScatterThe Mortar fires indirect (i.e. in an overhead arc) so itcan target anywhere within its range, not just withinline of sight. Mortars suffer an automatic –1 hit penaltydue to their indirect fire unless a friendly model (whoacts as a spotter) has line of sight to the target point.

MORALE

7

MOVE

6

DEF

3

HITS

1

STR

3

AGI

3

INT

7

UNIT Sniper, Crack shot Faction: Hero

Weapon Range Hit Str NotesBrawl melee 4+ 3 StunsSniper Rifle 24” 4+ 3

Information:UNIT Snipers are rare but are brought into play whenprecision firepower is necessary.Their sniper rifles aremore powerful versions of the UNIT rifle, and the snipers

have been trained to ascertain and strike at weak points intheir targets.

Special Rules:Restricted Use: See above.Sniper Scope: Aimed shots using the sniper rifle can befired at up to 30”, do not suffer the –1 hit penalty for long

range shots, and count as Str 4 hits.Well Concealed: If the UNIT Sniper is in cover, he cannotbe targeted until the firer is within 12”.

     U     N     I     T     F     i     l    e    :     1     2     9     4     7     1     /     4     0     6

     U     N     I     T     S    o     l     d     i    e    r

Information:UNIT Heavy Weapon Teams are limited in numbers but

are more effective than standard UNIT soldiers.Their usecan sometimes slow down or even repel an alien attack.Each team is allocated one of the weapons on the right.

Special Rules:2 Man Team: The UNIT Heavy Weapon Team consists of 2men and 1 weapon mounted on a single large base – theprofile above is for the entire team.The team can fire atfull effectiveness until it loses its last Hit.Restricted Use: One UNIT Heavy Weapons Team or Snipermay be fielded per 8 standard UNIT Soldiers.

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    r     M    o     d    e     l    s

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Doctor Who Miniatures Game © 2006–8 Graeme Dawson.This product is free and not for sale.

A whole host of other types of model can make anappearance during games. Some are useful, (Scientists),

some are a hindrance, (Civilians), and some can be both(Administrators, Security Guards or Primitive Warriors).

These other models can appear in play on either side, orcan be randomly controlled using the humble D6.TimeScoops can also be utilised if you need an extra player totake control of all these models – see The Five Doctors.

Most games are considerably improved by the liberaladdition of several of these models – perhaps the Dalekshave captured a cache of Scientists, or some vital artifact isin the hands of hostile Primitive Warriors. It’s a big

universe – anything is possible.

MORALE

7

MOVE

6

DEF

3

HITS

1

STR

2

AGI

3

INT

7

Administrator, Bureaucratic leader Faction: Hero

Weapon Range Hit Str NotesNone

Information:Administrators might be in charge of anything from afactory to a Space Station.They take a bit of persuading tohelp the Doctor’s cause, but can be useful allies.

Special Rules:Leader (2), Fears Aliens.The Administrator’s Leader ability may only be used on modelsunder his command.Sceptical: Roll 1D6 when the Administrator is activated. Ona 5+ both the Administrator and another friendly modelwithin 6” (opponent’s choice) count as having beenactivated this turn, and can take no actions.This ruleceases to have any effect once a monster gets within 12”.

     U     N     I     T

     F     i     l    e    :     1     1     0     2     6     7     /     0     4     /     0     4

     A     d    m     i    n     i    s     t    r    a     t    o    r

MORALE

6

MOVE

6

DEF

3

HITS

1

STR

2

AGI

3

INT

7

Civilian, Helpless monster bait Faction: Hero

Weapon Range Hit Str NotesNone

Information:Civilians seem to be everywhere and frequently fall preyto alien beings of all descriptions.

Special Rules:Fears Aliens.

     U     N     I     T     F     i     l    e    :     0     1     1     1     7     5     /     1     3     /     0     3

     C     i    v     i     l     i    a    n

Science is your friend

Other Models

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Doctor Who Miniatures Game © 2006–8 Graeme Dawson.This product is free and not for sale.

MORALE

7

MOVE

6

DEF

3

HITS

1

STR

3

AGI

3

INT

6

Warrior, Historical fighter Faction: Varies

Weapon Range Hit Str Notes

Melee attack melee 4+ 3 1 Hit or Stuns if unarmedWarriors may use suitable weapons from their technological era, needing 4+ to hit.

Information:Warriors either represent fighters from Earth’s past, orfrom undeveloped cutures from another planet (e.g. theSevateem).

Warrior Leaders:Warrior Leaders have +1 Morale and Leader (1–3), eitherfrom natural bravery or from some artifact or totem they

carry.Their Leader ability can only be used on otherWarriors.

Notable Appearances: An Unearthly Child,The Savages,The Highlanders,The Face of Evil,The Visitation

Special Rules:Fears Aliens not native to their own world.Low-tech: Warriors fighting technological enemies counttheir Def and Str at –1.They may add +1 Def if they carry

shields, and some Warriors can be equipped with theequivalent of Body Armour (see page 17).

     U     N     I     T     F     i     l    e    :     2     3

     0     5     6     4     /     0     1     /     0     6

     W    a    r    r     i    o    r

MORALE

6

MOVE

6

DEF

3

HITS

1

STR

2

AGI

3

INT

8

Scientist, White coated monster food Faction: Hero

Weapon Range Hit Str NotesNone

Information:Scientists can be put to good use by forces trying to stopaliens – which is why they are often targeted by them.

Special Rules:Fears Aliens, Invent, Repair

     U     N     I     T     F     i     l    e    :     2     2     1     2     7     3     /     1     1     /     0     1

     S    c     i    e    n     t     i    s     t

MORALE

7

MOVE

6

DEF

3

HITS

1

STR

3

AGI

3

INT

7

Security Guard, Friend or foe? Faction: Hero

Weapon Range Hit Str NotesBrawl melee 3+ 3 StunsSecurity Guards may use suitable modern or advanced weapons, depending on their historical era,needing a 4+ to hit.

Information:Security Guards are employed for duties guardingeverything from Oil Rigs to Moonbases.Their equipmentvaries depending on their culture and technological era.

Special Rules:Fears Aliens until a Fear based Morale test is passed.Body Armour (optional).

     U     N     I     T     F     i     l    e    :     0     2     1     1     6     8     /     0     6     /     0     3

     S    e    c    u    r     i     t    y     G    u    a    r     d

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     A     l     i    e    n     L    a    c     k    e    y     &     A    m     b    a    s    s    a     d    o    r    s

    o     f     D    e    a     t     h

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Doctor Who Miniatures Game © 2006–8 Graeme Dawson.This product is free and not for sale.

MORALE

6

MOVE

6

DEF

3

HITS

1

STR

2

AGI

3

INT

7

Alien Lackey, Foolish manipulator Faction: Monster

Weapon Range Hit Str NotesNone

Information:Alien invasion plans are frequently made easier by thepresence of greedy individuals hoping to ally themselveswith the alien cause for their own ends.These lackeysinvariably fall at the ‘hands’ of their ‘allies’.

     U     N     I     T     F     i     l    e    :     0     5     1     0     8     8     /     2     5     /     0     1

     A     l     i    e    n     L    a    c     k    e    y

MORALE

7

MOVE

4

DEF

3

HITS

1

STR

3

AGI

3

INT

8

Ambassador of Death, Radioactive alien Faction: Monster

Weapon Range Hit Str Notes

Radioactive Touch melee 3+ 4 DisruptorRadioactive Blast 6” 3+ 4 Disruptor

Information:The Ambassadors of Death were brought to Earth tointiate conflict between Earth and the aliens.TheAmbassadors themselves were not hostile to humanity.

Special Rules:Alien (when unhelmeted), Infiltrator (while helmeted),Invulnerable (3)Radioactive: During the end phase, all non Mechanoid , non-Ambassador models within 6” of any Ambassadors willtake an automatic Str 2 hit from the alien’s radioactivebodies.

Notable Appearances:The Ambassadors of Death

     U     N     I     T     F     i     l    e    :     0     4

     0     4     7     0     /     0     7     /     0     3

     A    m     b    a    s    s

    a     d    o    r    o     f     D    e    a     t     h

“I don’t know what came downin Recovery 7, but it isn’t human.

”The Doctor, The Ambassadors of Death.

A patrol of suicide Daleks turn up to ruin the party

Monster & Villain Profiles

Special Rules:Infiltrator, Leader (1), SabotageBad Influence: The Alien Lackey’s constant wheedling causesany single model within 6” to shoot at –1.In The Way: The monster player gains +1 VP if they manageto kill their lackey.

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Doctor Who Miniatures Game © 2006–8 Graeme Dawson.This product is free and not for sale.

Autons colonise worlds by landing their spherical energyunits, which each contain part of the Nestene Intelligence.

The first physical Autons take over manufacturing facilitiesto create more plastic forms for the Nestene to control.

Auton Special RulesIt Just Came Off In My Hand: Uncontrolled Autons cannotactivate, are hit automatically in melee and count their Def as 2.Plastic: Any hit caused by bullets or other blunt weaponscan be disregarded by rolling 2+ on 1D6.Steady: This model counts as using up 2 of the player’sactivations for the turn if it runs.   The Autons activate to take over the planet

MORALE

9

MOVE

0

DEF

4

HITS

3

STR

4

AGI

0

INT

9

Nestene Intelligence, Tentacled terror Faction: Monster

Weapon Range Hit Str NotesTentacle Crush melee 4+ 4 1D6 attacks, roll each turn

Information:The Nestene Intelligence is an alien life form with anaffinity for plastic. It is comprised of many individualintelligences.

Notable Appearances:Spearhead from Space

Special Rules:Alien, Leader (3), Resist VacuumThe Nestene Intelligence’s Leader ability only affects Autonsand Auton Copies, but it can use its Leader ability on any  Auton model on the table.Controller: The Nestene Intelligence controls all Autons(including Copies) on the table. If it is destroyed all Autonswill count as uncontrolled .Plastic: See above.

     U     N     I     T     F     i     l    e    :     2     4     0     1     7     0     /     0     7     /     0     1

     N    e    s     t    e    n    e     I    n     t    e     l     l     i    g    e    n    c    e

MORALE

8

MOVE

6

DEF

3

HITS

1

STR

3

AGI

2

INT

7

Auton, Living plastic automaton Faction: Monster

Weapon Range Hit Str NotesCrushing Blow melee 4+ 4Blaster 12” 4+ 4

Information:Autons are constructs of the Nestene consciousness.Theyoften take the form of shop dummies and can “come alive”seemingly at the will of their controller.

Special Rules:Alien, Controlled, Resist VacuumUncontrolled Autons may take no actions.It Just Came Off In My Hand, Plastic, Steady: See above.

Notable Appearances:Spearhead from Space,Terror of the Autons

     U     N     I     T     F     i     l    e    :     0     3     0     1     7     0     /     0     7     /     0     1

     A    u     t    o    n

Autons

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Doctor Who Miniatures Game © 2006–8 Graeme Dawson.This product is free and not for sale.

MORALE

8

MOVE

6

DEF

3

HITS

1

STR

3

AGI

3

INT

8

Auton Copy, Living plastic duplicate Faction: Monster

Weapon Range Hit Str NotesCrushing Blow melee 4+ 4Blaster 12” 4+ 4

Information:Auton Copies are nearly identical plastic copies of humans, able to take their place in order to subvertauthority and to help further the Auton cause.

Notable Appearances:Spearhead from Space,Terror of the Autons

Special Rules:Controlled, Infiltrator, Leader (1), Resist Vacuum.Uncontrolled Auton Copies may take no actions.It Just Came Off In My Hand, Plastic, Steady: See page 38.Wax Copy: Auton Copies may replace any non unique

enemy model with no more than 2 Hits at any pointduring the game, the original model having been destroyedby the Autons previously.The copy will not need to useany weapons or equipment possessed by the originalmodel – its own strength and inbuilt hand blaster alongwith the element of surprise are usually enough.Theopposing player immediately gains a number of VP equal tothe replaced model’s original Hits.

Special Rules:Controlled,Resist Vacuum.Uncontrolled Animated Plastic models are removed from play 

as they are normally harmless.Plastic: See page 38.Temporary Control: The Auton player can expend oneactivation if the Nestene Intelligence is in play. If 4+ can berolled on 1D6 then a suitable plastic object within 1D6” of an enemy model can be animated by the Intelligence.Theobject becomes an Animated Plastic model with the profileabove.

Information:Animated Plastic objects come in different forms – examples include the doll which kills Farrel, the inflatable

chair which suffocates McDermott, or even the lethaltelephone cord installed in the UNIT HQ by the Master.

     U     N     I     T     F     i     l    e    :     1     7     0     1     7     0     /     0     7     /     0     1

     A    u     t    o    n     C    o    p    y

MORALE

0MOVE

2DEF

3HITS

1STR

3AGI

3INT

0

Animated Plastic, Auton consumer object Faction: Monster

Weapon Range Hit Str NotesPlastic Attack melee 4+ 3 Models in melee may not break free.

     U     N     I     T     F     i     l    e    :     1     6     0     1     7     1     /     0     8     /     0     1

     A    n     i    m    a     t    e     d     P     l    a    s     t     i    c

“The people I represent, Mr Farrell,can never have too much plastic.”The Master, Terror of the Autons

Nestene Energy Units

These are plastic spheres around afoot in diameter.They contain partof the Nestene Intelligence. EachEnergy Unit counts as a  Minor 

 Artifact – it allows a +1 bonus to InventionBreakthrough or Progress rolls and is worth 1 VP tothe side which holds one.

Notable Appearances:Terror of the Autons

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Doctor Who Miniatures Game © 2006–8 Graeme Dawson.This product is free and not for sale.

     A    x    o    n    s

Golden skinned beings called Axons offer humanity amiraculous substance – Axonite – which has the ability to

replicate substances. In reality they intend to drain the lifeforce of the planet, leaving it lifeless while they continuethrough space to other unsuspecting worlds.

Axon Special RulesChange Form: Axons can change between humanoid andtentacled forms at will when they are activated.Group Mind: For each 25% of their force removed ascasualties, each Axon loses 1 point of Int and Morale.

MORALE

9

MOVE

6

DEF

3

HITS

1

STR

3

AGI

3

INT

9

Axon (humanoid), Golden benefactor Faction: Monster

Weapon Range Hit Str NotesNone

Information:Axons travel through space and use their humanoid formwhen they first make contact with a species. In this formthey appear harmless and benevolent.

Notable Appearances:The Claws of Axos

Special Rules:Alien, Invulnerable (2) to Primitive and Modern weapons.Change Form: See above.Fair Form: Whilst in their humanoid forms,Axons do notcause fear as other Aliens do to some models.Group Mind: See above.

     U     N     I     T     F     i     l    e    :     1     3     0     3     7     1     /     0     8     /     0     3

     A    x    o    n     (     h    u    m    a    n    o     i     d     )

MORALE

9

MOVE

6

DEF

3

HITS

1

STR

4

AGI

2

INT

9

Axon (tentacled), True form of Axos Faction: Monster

Weapon Range Hit Str NotesExplosive Tentacle 6” 2+ 5 Target may roll Agi test to avoid. May

also be used in melee.

Information:The Axon’s true forms are shambling masses whose evilnature is only too clear.They have tentacles which delivera fatal explosive charge to those who get too close.

Notable Appearances:The Claws of Axos

Special Rules:Alien, Invulnerable (2) – see above, SlowChange Form, Group Mind: See above.Natural Form: After activating a Tentacled Axon, it’s playermay immediately activate another by rolling a 6 on 1D6.

This free activation can also activate further Axons.

     U     N     I     T     F     i     l    e    :     1     3     0     3     7     1     /     0     8     /     0     3

     A    x    o    n     (     t    e    n     t    a    c     l    e     d     )

Axons

The tentacles of Axos prepared to bury deep

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     A    x    o    n    s     &     T     h    e     C    e     l    e    s     t     i    a     l     T

    o    y    m    a     k    e    r

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Doctor Who Miniatures Game © 2006–8 Graeme Dawson.This product is free and not for sale.

MORALE

9

MOVE

6

DEF

3

HITS

1

STR

3

AGI

3

INT

9

Axon Copy, Servant of Axos Faction: Monster

Weapon Range Hit Str NotesAs original model

Information:Axon copies are created to infiltrate the enemy. Despitetheir appearance, they are identical to forms of Axos.

Notable Appearances:The Claws of Axos

Special Rules:Infiltrator, Invulnerable (2) – see Axon (humanoid).Change Form: See page 40.Axon Copies which revert toeither alternative Axon form may not change back into anAxon Copy.

Group Mind: See page 40.Replacement: If the Axon player can roll 5+ on 1D6 whenthey activate an Axon model, that model can take on theappearance of any enemy model within 6” of any Axon

model on the table, becoming an Axon Copy. Jamming theAxon Copy will cause it to revert to a Tentacled Axonform.

Axon Copies can either be represented by a humanoidAxon model or a model identical to the one being copied,if you have a spare.

     U     N     I     T     F     i     l    e    :     3     /     0     7     /     1     3     0     3     7     1     /     3

     A    x    o    n     C    o    p    y

MORALE

9MOVE

6DEF

3HITS

2STR

3AGI

3INT

9

The Celestial Toymaker, Shall we play a game? Faction: Monster

Weapon Range Hit Str NotesNone

Information:The Celestial Toymaker is a manipulative immortal whoposesses nearly unlimited power. He seeks to play games

with worthy opponents – win or lose they are destined to join him for eternity.

Notable Appearances:The Celestial Toymaker 

Special Rules:Invulnerable (4), Luck (4)Create Toy: The Toymaker may expend one action per turnto roll 1D6. On the roll of 5+ he can create a Toy.Plaything: The Toymaker can force one enemy model withthe highest Int to play against him in a game.That model is

removed from the board, and must make an Int testagainst the Toymaker each turn. 6 Successful tests and theToymaker and his Toys are defeated.

     U     N     I     T     F     i     l    e    :     0     2     0     4     6     6     /     0     3     /     0     7

     T     h    e     C    e     l    e    s     t     i    a     l     T    o    y    m    a     k    e    r

The Toys of the Toymaker

Toys have the same profile as

Civilians,with the Blocker, Controlled and Invulnerable (2) abilities.

To defeat a Toy, a model within 4” must either beat itat 2 opposed Int tests on consecutive turns, orsimply trust to their luck – roll 1D6 once for themodel and the Toy.The highest roll will succeed.TheToys are natural cheats and so can add +1 to eitherof these rolls, and the Toymaker can also use his Luckto influence the outcome.

Defeated Toys are removed from play. Roll 1D6

when a Toy is defeated – on the roll of 5+ no moreToys can be brought into play.

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Doctor Who Miniatures Game © 2006–8 Graeme Dawson.This product is free and not for sale.

Cybermen are 7 foot tall cybernetic humanoids. Originallyflesh and blood, they seek to convert suitable races to

create more Cybermen.They are possessed of greatstrength, and are contantly upgrading their appearance asnew technology is developed.

Cybermen Special RulesCyber Director: Certain Cybermen were led by remoteindividuals – these Cybermen can activate an extra modelduring each of their turns. Mind Control: Some Cybermen utilise sonic waves tocontrol other models. If such a Cyberman expends anaction, an enemy model within 4” will now count asControlled unless it can resist an opposed Int test.

Cybermen

This time the Cyber assault would not be thwarted

MORALE

8

MOVE

6

DEF

4

HITS

1

STR

5

AGI

2

INT

8

Cyberman (CyberMondasian), Balaclavas on Faction: Monster

Weapon Range Hit Str NotesCrushing Blow melee 3+ 5Heat Lamp 12” 3+ 4

Information:These are the earliest known Cybermen.They invaded theEarth when their home planet Mondas entered our SolarSystem in 1986.These Cybermen were less advanced thantheir later brethren, and still displayed remnants of theirformer humanity.

Notable Appearances:The Tenth Planet

Special Rules:Alien, MechanoidCyber Director, Mind Control: See above.

     U     N     I     T     F     i     l    e    :     0     8     1     0     6     6     /     0     4     /     0     2

     C    y     b    e    r    m    a    n ,

     C    y     b    e    r     M    o    n     d    a    s     i    a    n

MORALE

8

MOVE

6

DEF

5

HITS

1

STR

5

AGI

3

INT

8

Cyberman (Early Cyberfaction), Fans of radio Faction: Monster

Weapon Range Hit Str NotesCrushing Blow melee 3+ 5Sonic Blaster 8” 3+ 3 DisruptorEnergy Rifle 12” 3+ 4

Information:Aided by industrialist Tobias Vaughn, this group of Cybermen attempted a world wide invasion. Moreadvanced than the CyberMondasians, they were defeated

by the newly formed forces of UNIT led by the Doctor.

Notable Appearances:The Invasion

Special Rules:

Alien, MechanoidCyber Director, Mind Control: See above.

     U     N     I     T     F     i     l    e    :     2     3     1     1     6     8     /     0     6     /     0     3

     C    y     b    e    r    m    a    n ,

     E    a    r     l    y     C    y     b    e    r     f    a    c     t     i    o    n

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Doctor Who Miniatures Game © 2006–8 Graeme Dawson.This product is free and not for sale.

MORALE

8

MOVE

6

DEF

5

HITS

1

STR

5

AGI

3

INT

8

Cyberman (CyberNeomorph), Upgraded model Faction: Monster

Weapon Range Hit Str NotesCrushing Blow melee 3+ 5Cyber-Gun 16” 3+ 4 DisruptorCyber Grenade 12” 4+ 4 Blast 2”, Scatter, Leader/Lieutenant only

Information:CyberNeomorphs represent the pinnacle of Cybermandevelopment as seen on Earth in the twentieth century.They have access to time travel technology and have

attempted to alter their history on numerous occasions.

Special Rules:Alien, Mechanoid

Notable Appearances:Earthshock,Attack of the Cybermen, Silver Nemesis

Cyber Leaders & LieutenantsCyber Leaders are field commanderswho normally control an entire Cyberforce. Lieutenants are often found in

command of squads of Cybermen.

Cyber Leaders have the same profile as standardCyberNeomorphs, except with 2 Hits and the Leader (2)ability.They are classed as unique.

Cyber Lieutenants have the same profile as standardCyberNeomorphs, with the Leader (1) ability.

     U     N     I     T     F     i     l    e    :     0     9     0     3     8     2     /     1     9     /     0     6

     C    y     b    e    r    m    a    n ,

     C    y     b    e    r     N    e    o    m    o

    r    p     h

MORALE

9MOVE

6DEF

5HITS

2STR

6AGI

3INT

9

Cyber Controller (CyberNeomorph), Big head Faction: Monster

Weapon Range Hit Str NotesCrushing Blow melee 3+ 6Cyber-Gun 16” 3+ 4 Disruptor

Information:Rescued from its tomb on Telos, the Cyber Controller wasrebuilt into the form of a CyberNeomorph but retains all

of its former capabilities. It either leads the armies of theCybermen from a communications centre on Telos, or willoccasionally enter the field of battle to lead its army.

     U     N     I     T     F     i     l    e    :     0     5     0     1     8     5     /     2     2     /     0     1

     C    y     b    e    r     C    o    n     t    r    o     l     l    e    r ,     C  -     N    e    o    m    o    r    p

     h

Special Rules:Alien, Leader (2), MechanoidCommunicator: The Cyber Controller’s Leader ability has an

unlimited range.

Notable Appearances: Attack of the Cybermen

Cyber Slaves

Some organic subjects are found tobe unsuitable for full conversion intoCybermen, or have the processinterrupted before it can be

completed.They remain in a partly cybernised state – gaining +1 Str and Def but losing –1 Morale and

counting as Controlled by the Cyberman player. Inaddition they gain the following ability:

Unwilling Conscript: If at the end of any turn a Cyber Slaveis not within 6” of a Cyberman, the Cyber Slave musttake a Morale test.A failed result will result in an

immediate Move towards the nearest table edge.

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Doctor Who Miniatures Game © 2006–8 Graeme Dawson.This product is free and not for sale.

MORALE

10

MOVE

4

DEF

2

HITS

1

STR

1

AGI

3

INT

6

Cybermat, Cybernetic pest Faction: Monster

Weapon Range Hit Str NotesPoisonous ‘Bite’ melee 4+ 4 Cannot affect Mechanoids

Information:The tiny metal rat-like Cybermats are used by theCybermen to infiltrate and weaken enemy defences bypreying on the defenders before an all out attack.

Special Rules:Alien, Mechanoid, Sabotage, SmallHardly Noticed: 2 Cybermats can be activated using a singleactivation.Alternatively a single Cybermat may berelocated in cover no closer than 6” to an enemy model.Surprise: On the turn Cybermats move into melee, theiropponent must count their Def at –1.

Notable Appearances:The Wheel In Space,Tomb of the Cybermen

     U     N     I     T     F     i     l    e    :     1     1     0     5     6     8     /     0     5     /     0     7

     C    y     b    e    r    m    a     t

MORALE

6

MOVE

6

DEF

4

HITS

2

STR

4

AGI

3

INT

9

Tobias Vaughn, Electronics genius Faction: Monster

Weapon Range Hit Str NotesNone

Information:Tobias Vaughn is the head of International Electromatics

(IE), a worldwide company developing technology for thebenefit of humanity – or so it seems.He plans to bring aninvasion force of Cybermen to Earth, and destroy themonce they have outlived their usefulness. His body has alsobeen partially cybernised.

Notable Appearances:The Invasion

Special Rules:Hypnotise, Leader (1)Vaughn’s Leader ability only affects IE personnel.

Commanding: Models activated using Vaughn’s Leader abilitymay reroll failed Morale tests.

     U     N     I     T     F     i     l    e    :     0     2     1     1     6     8     /     0     6     /     0     3

     T    o     b     i    a    s     V    a    u    g     h    n

Packer

Packer is Vaughn’s head of Security,and combines brutal sadism withalmost laughable incompetence.He counts as a unique SecurityGuard (see page 36) armed with a Pistol.He has theLeader (2) and Bungling abilities. His Leader ability canonly be used on IE security personnel.

Bungling: If a heroic model expends a Luck point

within 6” of Packer roll 1D6.On 5+ that point takeseffect but is not considered spent.

Cybermen guard their slaves on Telos

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Doctor Who Miniatures Game © 2006–8 Graeme Dawson.This product is free and not for sale.

Daleks originated on the planet Skaro, where the Kaledrace pursued a relentless war with the Thal people. In the

end genetic mutation caused by radiation threatened towipe out the Kaleds until Davros created the Dalek – aform in which the mutated Kaleds could survive.

Dalek Special Rules Armoured Shell: Daleks are automatically destroyed if theyfall from any height, and cannot go prone.They can break free from melee combat with no penalty.Dalekinium Armour: Dalek casings are made from superhard metal – a Dalek may ignore any hit it receives if it canroll more than the attacking weapon’s Str on 1D6.

Daleks

Imperial Daleks patrol the planet Kembel

The Daleks yet again get hold of the TARDIS

MORALE

8

MOVE

6

DEF

5

HITS

1

STR

2

AGI

2

INT

8

Dalek, Mutant xenophobic exterminator Faction: Monster

Weapon Range Hit Str NotesDalek Blaster 16” 4+ 4 Cannot Aim, Disruptor, Laser, 2 ShotsManipulator Arm melee 4+ 2 Engineer only – see below

Information:The Daleks are the Doctor’s ultimate adversaries.Theyhave an insatiable desire to wipe out all non-Dalek formsof life – unless they want to use it as slave labour.They arefeared throughout the galaxy as merciless and emotionlessconquerors and killers.

Special Rules:Alien, Hover, Mechanoid Armoured Shell, Dalekinium Armour: See above.

Notable Appearances:The Daleks

Dalek Patrol LeadersPatrol Leaders typically command Dalek patrols of 2–4Daleks.They have the same profile as the standard Dalek,above, with the Leader (1) ability.

     U     N     I     T     F     i     l    e    :     2     8     1     2     6     3     /     0     1     /     0     2

     D    a     l    e     k

Dalek Engineers

Dalek Engineers are used whenfine control of objects is required,such as manipulating hazardous orvolatile material, or for repairs of 

sensitive equipment.

Dalek Engineers have the same profile as a standardDalek, with the addition of a Manipulator Arm, andthe Invent and Repair abilities.You may field 1 Dalek Engineer for every 6 standard Daleks in your force.

“You make your incompetencesound like an achievement.”Dalek, The Daleks’ Master Plan

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“We meet at last.I wondered if we ever would.”The Doctor to the Dalek Emperor, Evil of the Daleks

     D    a     l    e     k    s

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Doctor Who Miniatures Game © 2006–8 Graeme Dawson.This product is free and not for sale.

MORALE

0

MOVE

0

DEF

6

HITS

3

STR

0

AGI

0

INT

9

Dalek Emperor, Ultimate commander Faction: Monster

Weapon Range Hit Str NotesCannot attack

Information:The Dalek Emperor is a huge immobile Dalek-like formhard-wired into the systems of the Dalek city on Skaro.The mere presence of the Emperor induces fanatic loyalty

in all Dalek forces, making them almost unstoppable.

     U     N     I     T     F     i     l    e    :     0     1     0     7     6     7     /     0     4     /     0     9

     D    a     l    e     k     E    m    p    e    r    o    r

Notable Appearances:Evil of the Daleks

Special Rules:

Alien, Force Field (4+), Leader (2), Mechanoid Absolute Command: Friendly Dalek forces automatically passall Morale tests while this model is on the table. If destroyed, Dalek forces count as being Wiped Out.Communicator: The Emperor’s Leader ability can be used byany friendly Dalek models of the table.Dalekinium Armour: See page 45.Immobile: The Emperor is hit automatically in meleecombat – do not roll.Unstoppable Destiny: The Emperor grants the Dalek player2 points of Luck per turn.These points cannot be savedfrom turn to turn – use them or lose them.

MORALE

9

MOVE

6

DEF

5

HITS

3

STR

2

AGI

2

INT

8

Dalek Supreme, Force commander Faction: Monster

Weapon Range Hit Str NotesDalek Blaster 16” 4+ 4 Cannot Aim, Disruptor, Laser, 2 Shots

Information:On several occasions Dalek forces have been led by theDalek Supreme.This Dalek is usually of a slightly differentdesign to other Daleks, and carries the authority of the

Emperor into the field to ensure Dalek victory.

     U     N     I     T     F     i     l    e    :     2     8     1     1     6     4     /     0     2     /     0     2

     D    a     l    e     k     S    u    p    r    e    m    e

Special Rules:Alien, Hover, Leader (2), Mechanoid Absolute Command: See above. Armoured Shell: See page 45.

Communicator: See above.Dalekinium Armour: See page 45.

The Emperor’s Guard

In its imposing Dalek city on Skaro,the Emperor still fears attack, sohas created an elite Dalek Guardto protect itself.These black-domed Daleks have a standard Dalek profile and arearmed with a Disintegrator and a Blaster.They canreroll one miss each turn, and can shoot once witheach weapon using their shoot action.

Weapon Range Hit Str SpecialDisintegrator 12” 4+ 4/5* 1D3 Hits*Str 5 vs Mechanoids

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Doctor Who Miniatures Game © 2006–8 Graeme Dawson.This product is free and not for sale.

MORALE

6

MOVE

6

DEF

3

HITS

2

STR

1

AGI

2

INT

9

Davros, Kaled scientist Faction: Monster

Weapon Range Hit Str NotesPersonal Blaster 6” 4+ 3

Information:Davros’ twisted appearance retains a semblance of theoriginal Kaled form, although with Dalek design elements.He is uttery evil and without remorse or compassion – 

like his creations.

Notable Appearances:Genesis of the Daleks

     U     N     I     T     F     i     l    e    :     0     8     0     3     7     5     /     1     2     /     0     4

     D    a    v    r    o    s

Special Rules:Alien, Hover, Invent, Leader (2), Mechanoid Armoured Shell: See page 45.Crippled: Davros is hit automatically in melee combat – 

there is no need to roll.Fanatic Leadership: Friendly Daleks within 12” of Davroscan reroll failed Morale tests.

MORALE

8

MOVE

6

DEF

6

HITS

2

STR

2

AGI

2

INT

8

Special Weapon Dalek, Mobile tank Faction: Monster

Weapon Range Hit Str NotesDalek Destructor 12” 4+ 6 No hit modifier for firing at over half

rangeThe Special Weapon Dalek may not make melee attacks

Information:The Special Weapon Dalek is a rare variant mounting ashort range Destructor instead of the usual Blaster.

Notable Appearances:Remembrance of the Daleks

     U     N     I     T     F     i     l    e    :     1     9     1     0

     8     8     /     2     5     /     0     1

     S    p    e    c     i    a     l     W

    e    a    p    o    n     D    a     l    e     k

Special Rules:Alien, Mechanoid Armoured Shell, Dalekinium Armour: See page 45.Targeting Computer: The Special Weapon Dalek can useboth its actions to shoot in one turn.

MORALE

7

MOVE

6

DEF

3

HITS

1

STR

3

AGI

3

INT

7

Dalek Trooper, Human collaborator Faction: Monster

Weapon Range Hit Str NotesBrawl melee 4+ 3 StunsDalek Blaster 16” 4+ 4 Disruptor, Laser

Special Rules:

Body Armour

     U     N     I     T     F     i     l    e    :     0     8     0     2     8     4     /     2     1     /     0     4

     D    a     l    e     k     T    r    o    o    p    e    r

Notable Appearances:

Resurrection of the Daleks

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Doctor Who Miniatures Game © 2006–8 Graeme Dawson.This product is free and not for sale.

MORALE

9

MOVE

4

DEF

4

HITS

1

STR

4

AGI

1

INT

5

Gel Guard, Protoplasmic servant Faction: Monster

Weapon Range Hit Str NotesAnti-matter Claw melee 3+ 4 DisruptorAnti-matter Blast 12” 3+ 4 Disruptor

Information:Gel Guards are created from pure thought by Omega.Appearing as roughly humanoid masses of bubblyprotoplasm, they can materialise in the positive universeand are able to obey simple commands.

     U     N     I     T     F     i     l    e    :     3     0     1     2     7     2     /     1     0     /     0     1

     G    e     l     G    u    a    r     d

Special Rules:Alien, Controlled, SlowUncontrolled Gel Guards are removed from play. Anti-matter Creature: Gel Guards in the positive matteruniverse gain the Invulnerable (2) ability.Creation of Will: While in the anti-matter universe, asuccessful hit on a Gel Guard can be negated if Omegaforfeits his next action.

Notable Appearances:The Three Doctors

MORALE

8

MOVE

6

DEF

3

HITS

1

STR

3

AGI

3

INT

7

Draconian, Reptilian conqueror Faction: Monster

Weapon Range Hit Str NotesBrawl melee 3+ 3 StunsLaser Rifle 24” 4+ 4 Laser

Information:Draconians are a proud race of reptilian humanoids whowere first encountered by humans in the 26th Century – both races heavily engaged in empire building.Relations

with the Draconians have varied between hostility and anuneasy standoff.

Special Rules:AlienHonour Bound: Draconians have a strict code of honour.They will not attack prone models nor do they gain theusual +1 bonus when making rear attacks.Rival Empire: See right.

Notable Appearances:Frontier in Space

     U     N     I     T     F     i     l    e    :     2     4     0     2     7     3     /     1     0     /     0     3

     D    r    a    c    o    n     i    a    n

New Ability: Rival Empire

The centuries of enmity betweenthe rival empires of Earth andDraconia has led to suspicion,conflict and fierce entrenchment of 

beliefs between both races.

Games set during this era with Draconians andhumans on opposite sides can be bloody affairs.Both sides may count their Morale as being +1 if they are on opposite sides during a game.

“Created from the raw stuff ofmatter. An organism that can exist inyour world and in mine.

”Omega, The Three Doctors

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Doctor Who Miniatures Game © 2006–8 Graeme Dawson.This product is free and not for sale.

MORALE

8

MOVE

5

DEF

5

HITS

1

STR

4

AGI

2

INT

8

Ice Warrior, Martian conqueror Faction: Monster

Weapon Range Hit Str NotesMartian Claw melee 4+ 4Sonic Blaster 20” 4+ 4 Compare Blaster’s Str against target’s

Def or Str, whichever is lower

Information:Ice Warriors are reptilian humanoids, covered in scalyarmour.Although slow and seemingly hesitant in an oxygenatmosphere they are fearsome opponents to face. Luckily,

later in their history they join the Galactic Federation andbecome a force for peace.

Special Rules:Alien, SlowHeat Intolerant: See below.

Notable Appearances:The Ice Warriors,The Curse of Peladon

Ice Warrior Squad LeaderSquad Leaders have the Leader (1) ability,and lead units of 3–5 Ice Warriors intobattle.

     U     N     I     T     F     i     l    e    :     2     5     1     1     6     7     /     0     5     /     0     3

     I    c    e     W    a    r    r     i    o    r

MORALE

8

MOVE

6

DEF

4

HITS

2

STR

4

AGI

3

INT

8

Ice Lord, Noble Martian leader Faction: Monster

Weapon Range Hit Str NotesMartian Claw melee 4+ 4Sonic Blaster 20” 4+ 4 Compare Blaster’s Str against target’s

Def or Str, whichever is lower

Information:Ice Lords are rarely encountered off Mars, and are theultimate leaders of their warrior classes.They are affordedthe utmost respect by their race, and expect the samefrom other aliens. Slaar, Izlyr and Azaxyr are typicalexamples of Ice Lords.

     U     N     I     T     F     i     l    e    :     2     5     1     1     6     7     /     0     5     /     0

     3

     I    c    e     L    o    r     d

Special Rules:Alien, Leader (2), SlowHeat Intolerant: An Ice Lord in very warm conditions mustroll 3+ on 1D6 when activated or be unable to take anyactions.The model still counts as having been activated.

Notable Appearances:The Ice Warriors,The Curse of Peladon

Ice Warrior Sonic Rifle

The Sonic Rifle is a more powerfulversion of the Sonic Blaster carried bymost Ice Warriors. Only 1 Ice Warrior in

every 2 Ice Warrior squads may carry a Sonic Rifle, as itis a great honour to do so.

Weapon Range Hit Str SpecialSonic Rifle 24” 4+ 5 As Sonic Blaster

“Then we shall decide… Whether to

go back to our own world, orconquer this.”Varga, The Ice Warriors

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Doctor Who Miniatures Game © 2006–8 Graeme Dawson.This product is free and not for sale.

MOVE

6

DEF

6

HITS

4

STR

6

AGI

1

INT

6

K1 Robot, Abused electronic creation Faction: Monster

Weapon Range Hit Str NotesGiant Pincers melee 4+ 6

Information:The K1 Robot was created by Professor Kettlewell andwas used to further the ends of the fringe group of whichhe was a member.The Robot suffered mental breakdowns

due to being forced to act against its programming not toharm human beings.

Special Rules:MechanoidCompassion: The K1 Robot will not harm Screamercompanions, unless they attack it first.Living Metal: The first time the K1 Robot is hit by advancedor invented weaponry, roll 1D6. On the roll of 3+ it willgain 1D6 Hits and now counts as Large.

Information:Morbius was a Gallifreyan High Council leader, whorebelled and committed terrible war crimes. Defeated andbelieved killed, the scientist Solon has found Morbius’ stillliving brain on the planet Karn. It has been grafted onto abody built from the parts of others.The resulting traumahas driven Morbius insane.

Special Rules:AlienRage: If Morbius defeats all his opponents in melee, he canimmediately move 1D6” towards his nearest opponent.

Notable Appearances:The Brain of Morbius

     U     N     I     T     F     i     l    e    :     2     8     1     2     7     4     /     1     2     /     0     1

     K     1     R    o     b    o     t

MORALE

8

MOVE

6

DEF

4

HITS

3

STR

4

AGI

2

INT

10

Morbius, Reanimated Time Lord criminal Faction: Monster

Weapon Range Hit Str NotesMassive Pincer melee 4+ 5

     U     N     I     T     F     i     l    e    :     1     7     0     1     7     6     /     1     3     /     0     5

     M    o    r     b     i    u    s

MORALE

0

Metal-eating Virus

Kettlewell developed a virus which

was capable of attacking the livingmetal used to build the Robot.

If the metal-eating virus comes into contact with theRobot, roll 1D6 in the end phase of each subsequentturn.The Robot will lose 1 Hit on the roll of 3+.

Kettlewell & Solon

Both men were flawedgeniuses whose creative abilities might have been aforce for good. Instead their respective creationsultimately kill them.

Count Kettlewell and Solon as unique Scientists with anInt of 9.They have the Leader (1) ability, which will onlywork on their creations, and only on the 1D6 roll of 4+.They also count as having the In The Way ability – see

the Alien Lackey profile on page 37. In addition Solonhas the Medic ability, and Kettlewell gains Infiltrator .

Notable Appearances:Robot

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Doctor Who Miniatures Game © 2006–8 Graeme Dawson.This product is free and not for sale.

MORALE

9

MOVE

6

DEF

5

HITS

1

STR

4

AGI

4

INT

8

Movellan, Disco android Faction: Monster

Weapon Range Hit Str NotesBrawl melee 3+ 4Movellan Blaster 20” 4+ 4 Disruptor. Can be set to Stun.

Information:Movellans are a race of striking humanoids – which hidesthe fact they are an android race.They have been locked inlogical stalemate with their enemies the Daleks and are

looking for a way to break the deadlock.

     U     N     I     T     F     i     l    e    :     0     1     0     9     7     9     /     1     7     /     0     1

     M    o    v    e     l     l    a    n

Special Rules:Mechanoid,RepairUnlike other Mechanoids , Movellans may run.Great Strength: If this model expends a special action it will

gain +1 Str for this turn only.Power Pack: Movellans wear their small cylindrical powerpacks on their belts.A model may choose to forgo itsmelee attack with a Movellan to attempt to grab it. Eachmodel must make an opposed roll using the higher of theirStr or Agi stats, with the Movellan gaining a +1 bonus tothis roll. If the power pack can be removed the Movellancannot activate and counts as a casualty.The Invent abilitycan be used on power packs – after a success any suchpack reinserted into a Movellan will cause it to becomecontrolled by the inventing player.

Notable Appearances:Destiny of the Daleks

MORALE

7

MOVE

6

DEF

4

HITS

2

STR

4

AGI

2

INT

5

Ogron, Brutal hireling Faction: Monster

Weapon Range Hit Str NotesCrushing Blow melee 4+ 4

Blaster 16” 4+ 3 Disruptor

Information:Ogrons possess great strength and imposing physicalpresence.This combined with their limited intellect, has ledthem to be used as shock troops by many races in theuniverse – including the Daleks.

Special Rules:AlienGreat Strength: See the rules for Movellans, above.

Notable Appearances:Day of the Daleks, Frontier in Space

     U     N     I     T     F     i     l    e    :     2     4     0     2     7     3     /     1     0     /     0     3

     O    g    r    o    n

Movellan Virus

The Movellans invented this deadly gasto use in their war against the Daleks.

It has a 2” radius of effect – Daleks(including Davros) within this area are infected on the1D6 roll of 3+.At the end of each of their turnsinfected models will lose 1 Hit on the 1D6 roll of 3+.

The Master about to cut someone down to size

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Doctor Who Miniatures Game © 2006–8 Graeme Dawson.This product is free and not for sale.

MORALE

8

MOVE

6

DEF

4

HITS

2

STR

4

AGI

3

INT

7

Robot of Death, Perfect crewmember Faction: Varies

Weapon Range Hit Str NotesCrushing Grip melee 3+ 4

Information:The Robots aboard the Sandminer aid the small humancrew in all aspects of its day-to-day functioning.They comein three models – mute Dums, more intelligent Vocs and a

single controlling Super Voc.The profile above is for a Voc.

Notable Appearances:The Robots of Death

     U     N     I     T     F     i     l    e    :     2     9     0     1     7     7     /     1     4     /     0     5

     R    o     b    o     t    o     f     D    e    a     t     h

Special Rules:MechanoidFirst Principle: A Robot may not cause harm to a livingmodel.This may be disregarded if the Robot is

reprogrammed with a Repair roll at a –2 penalty.Not Created Equal: Dums use the above profile, with Int 6.Super Vocs are unique, have Int 8 and the Leader (2) ability,which can only be used on other Robots.

MORALE

10

MOVE

6

DEF

5

HITS

2

STR

5

AGI

1

INT

5

Robot, Servitor, Metal servant Faction: Varies

Weapon Range Hit Str NotesGrapple melee 4+ 5Capture Cables 4” 4+ n/a Target automatically capturedBlaster 12” 4+ 3 Disruptor

Information:Robots of all sizes and descriptions have been used toperform unpleasant, dangerous or repetitive jobs by themore technological races of the galaxy.

The profile above can be extensively modified as everytype of robot is designed for a specific purpose. Robots

can have up to 2 inbuilt weapons from the list above.

     U     N     I     T     F     i     l    e    :     2     2     0     2     7     5     /     1     2     /     0     3

     R    o     b    o     t ,     S    e    r    v     i     t    o    r

Special Rules:Mechanoid Autonomous: Servitor Robots activate every turn for free.Change Program: Robots can alter their current program byexpending an action and rolling 4+ on 1D6.They can alsobe reprogrammed using the Repair ability, or shut downcompletely using Repair or Sabotage.

Programmed: Servitor Robots must obey one of theprograms listed below at all times.

Robot Programs

Capture/Destroy:The Robot will attempt to capture ordestroy either a single model or a group of models.Captives must be returned to a chosen location.

Guard: The Robot must remain within 6” of adesignated spot, and can attack any unfriendly models

which enter this area.

Protect: The Robot will protect a person or item. Itmust remain within 2”, and can attack models at itsplayers discretion.

Patrol: The Robot will either patrol an indicatedperimeter, or proceed to a predetermined series ofwaypoints. It may attack unfriendly models which

come within range of its weapons.

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Doctor Who Miniatures Game © 2006–8 Graeme Dawson.This product is free and not for sale.

MORALE

8

MOVE

6

DEF

4

HITS

1

STR

4

AGI

3

INT

7

Sea Devil, Amphibian menace Faction: Monster

Weapon Range Hit Str NotesSlimy Arm melee 4+ 4Sea Devil Ray Disc 16” 4+ 4 Can also fire with Str 3 and Blast 2”

Information:Sea Devils usually strike from deep water, attacking ships,floating platforms and underwater and coastal bases.Tomost humans they seem cold and detached.

Notable Appearances:The Sea Devils,Warriors of the Deep

     U     N     I     T     F     i     l    e    :     2     6     0     2     7     2     /     0     9     /     0     3

     S    e    a     D    e    v     i     l

Special Rules:Alien,AquaticSome Sea Devil detachments, i.e. Elite Group One – as seen inWarriors of the Deep – wear heavy armour.This counts asBody Armour , but its bulkiness will reduce the Sea Devils Move to 5.

MORALE

8

MOVE

5

DEF

4

HITS

1

STR

4

AGI

2

INT

8

Silurian, Ancient reptilian race Faction: Monster

Weapon Range Hit Str NotesReptilian Grip melee 4+ 4Third Eye 12” 3+ 4 1 Hit or Stuns

Information:Silurians are not inherently violent, and have engaged indiscussions with the Doctor.They are, however, firm in thebelief that it is they who have claim to the Earth.

Special Rules:Alien

Some Silurians have also been noted with heavier armour – if worn this will grant them the Body Armour ability.

     U     N     I     T     F     i     l    e    :     0     7     0     2     7     0

     /     0     7     /     0     2

     S     i     l    u    r     i    a    n

Notable Appearances:Doctor Who and the Silurians,Warriors of the Deep

Sea Devils and Silurians are two distantly related reptilianspecies.They occupied the Earth millions of years ago

before an impending catastrophe forced themunderground into hibernation.Their awakening did notcome until the latter half of the twentieth century, andmisunderstandings between humanity and the reptiles hasbrought all three species into conflict on several occasions.

Silurians are land based and are more intelligent than SeaDevils, who live underwater.The Silurians use their cousinsas warriors, as well as related creatures such as the Myrka.

Sea Devils & Silurians

‘Man mussst be desstroyed’

“He talks of sharing our planet withapes. I shall wipe them out.

”Silurian, Doctor Who and the Silurians

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Doctor Who Miniatures Game © 2006–8 Graeme Dawson.This product is free and not for sale.

MORALE

8

MOVE

6

DEF

5

HITS

3

STR

4

AGI

2

INT

5

The Myrka, Lethal Sea Devil pet Faction: Monster

Weapon Range Hit Str NotesElectrical Charge melee 2+ 6 Any model in base contact with the

Myrka will suffer this attack 

Information:The Myrka is a bio-engineered ocean dwelling hexapodused by the Sea Devils as a shock weapon. Its lethalelectrical attack can repel most attackers.

Notable Appearances:Warriors of the Deep

     U     N     I     T     F     i     l    e    :     0     6     0     1     8     4     /     2     1     /     0     1

     T     h    e     M    y    r     k    a

Special Rules:Aquatic,Alien, SlowDeep Ocean Dweller: Myrka hate bright light, so operatingin this environment lowers their Morale to 5, and requires

2 activations to be spent in order to activate the Myrka.

MORALE

8

MOVE

6

DEF

4

HITS

1

STR

4

AGI

3

INT

8

Sontaran, Cloned warrior Faction: Monster

Weapon Range Hit Str NotesGrapple melee 4+ 5Sontaran Blaster 18” 4+ 4 Disruptor

Information:Sontarans are a short, stocky race of cloned humanoidswhose culture is devoted to their war with the Rutan.Although powerful, their unfamiliarity with Earth’s gravityand exposed probic vent are two of their weaknesses.

Special Rules:Alien, Body Armour

High Gravity Homeworld: Sontarans frequently operate onworlds with a much higher gravity than Earth. Roll 1D6 inthe end phase for each Sontaran who ran or engaged inmelee combat during the turn. On the roll of 6, the modelwill suffer –1 Str. Lost points can be recovered by spendinga full turn in a Sontaran spacecraft. Sontarans reduced to 0Str are removed from play.Probic Vent: A Sontaran struck in the rear with a natural hitroll of 6 has been struck in the vulnerable probic vent – they must count their Def as 2 against this attack.

Notable Appearances:

The Time Warrior,The Sontaran Experiment,The Invasion of Time,The Two Doctors

     U     N     I     T     F     i     l    e    :     1     5     1     2

     7     3     /     1     1     /     0     1

     S    o    n     t    a    r    a    n

Sontaran CommandersSontaran Commanders lead battle groupsof 8–12 Sontarans.They have 2 Hits andthe Leader (1–2) ability.

Sontaran Field AgentField Agents like Linx (The Time Warrior )or Styre (The Sontaran Experiment) usually

work alone and are required to be moreself sufficient.They have 2 Hits, Invent andRepair , 9 Morale and count as unique.

Sontaran Battle Rifle

1 in 4 Sontarans can be armed with themore powerful Battle Rifle instead of thestandard Blaster.

Weapon Range Hit Str SpecialBattle Rifle 24” 4+ 5 Disruptor

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55

Doctor Who Miniatures Game © 2006–8 Graeme Dawson.This product is free and not for sale.

New Status Effect: Varga Poison

If an affected model rolls a 6 in any end phase they will

be controlled by the monster player next turn. 3 suchrolls and the model will turn into a new Varga Plant.

Making Varga Plants

Images of Varga Plants in Doctor Who havemostly been lost in the mists of time – this does have one advantage in that youcan make them look like nearly anything.Here’s how I made mine:

Ingredients: Miniature bases, cocktail sticks,

foam sponge, wool, white glue, paint.

 Method: Cut a cocktail stick shorter thana model and stick onto the centre of abase. Cut chips from the sponge about10-15 mm across and about 5-10mmthick and push onto the cocktail stick.Glue short sections of cocktail stick horizontally round the plant to resemblespines.Add bits of wool to the top.

Finish: I painted my plants green with red

spines, and based them to match myother models.

Thal, Blonde survivor

Weapon Range Hit Str NotesNone

Information:The Thals encountered by the first Doctor on Skaro arethe descendants of the people who went to war with theKaleds, which ruined the surface of the planet.They are

now opposed to violence – unlike the mutated andxenophobic creatures the Kaleds have become – Daleks.

Special Rules:Pacifist:Thal rolls to hit can never be better than 5+.Thals who cause an opponent to lose their last Hit mustmake an immediate Morale test.

Notable Appearances:The Daleks

     U     N     I     T     F     i     l    e    :     0     4     0     1     6     4     /     0     1     /     0     2

     T     h    a     l

MORALE

7

MOVE

6

DEF

3

HITS

1

STR

3

AGI

3

INT

7

Faction: Hero

Varga Plant, Unfriendly flora

Weapon Range Hit Str NotesPoisonous Spine 4” 4+ n/a See below

Information:Varga Plants were developed by the Daleks to guardsensitive areas from unwelcome intruders.They are ableto move and fire poisonous darts which drive victimsinsane – eventually turning them into another Varga Plant.

Special Rules:SlowVarga Thorns: Models struck by a Varga Plant’s poisonous

spine attack are affected by the status effect Varga Poison,as detailed below. Models in base contact with a VargaPlant in the end phase of any turn must make an Agi testor also be affected.Varga spines do not affect Mechanoids.

Notable Appearances: Mission to the Unknown

     U     N     I     T     F     i     l    e    :

     0     9     1     0     6     5     /     0     3     /     0     2

     V    a    r    g    a

     P     l    a    n     t

MORALE

0

MOVE

2

DEF

3

HITS

1

STR

0

AGI

1

INT

0

Faction: Monster

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Doctor Who Miniatures Game © 2006–8 Graeme Dawson.This product is free and not for sale.

MORALE

8

MOVE

6

DEF

5

HITS

2

STR

5

AGI

2

INT

4

Yeti, Shaggy robot Faction: Monster

Weapon Range Hit Str NotesYeti Claws melee 4+ 5Web Gun 6” 4+ 5 Blast 2”, Stays on table

Information:Yeti were created by the Great Intelligence, a formless evilexisting in space.Appearing to be the mysterious creaturesof the Himalayas, they were in fact powerful androids. On

the second occasion the Yeti were encountered they usedadvanced weaponry which could create a lethal web.

Special Rules:Alien, Controlled, Mechanoid, SlowRoar: A Yeti can expend both actions and roar.All Yeti nowcause fear for the remainder of the turn.Web Fungus: The web fungus produced by the Yeti’sweaponry stays on the table.The web counts as difficultground and causes a Str 5 hit to models moving through it.

     U     N     I     T     F     i     l    e    :     3     0     0     9     6     7     /     0     5     /     0     2

     Y    e     t     i

Notable Appearances:The Abominable Snowmen,The Web of Fear 

MORALE

8

MOVE

6

DEF

4

HITS

special

STR

3

AGI

2

INT

8

Zygon, Aquatic refugee Faction: Monster

Weapon Range Hit Str NotesStinging Arms melee 4+ 3 Sting – see below

Information:The Zygon homeworld was destroyed in a stellarexplosion and some members of their race have takenrefuge under Loch Ness.They intend to alter the Earth’satmosphere to make it more suitable for their species.

Special Rules:Alien,AquaticBody Print: Zygons can take over the appearance of anyonethey have captured, either during the game or previously.See right for full details of body prints.Sting: Zygons making a successful melee attack against anon Mechanoid model may roll 2D6 and count the highest

result when rolling to wound their opponent.

     U     N     I     T     F     i     l    e    :     3     0     0     8     7     5     /     1     3     /     0     1

     Z    y    g    o    n

Notable Appearances:Terror of the Zygons

Yeti Control Sphere

These small metal spheres fit into a cavityin the chest of a Yeti.Without a sphere, aYeti cannot be activated. Control Spheres

count as Minor Artifacts – they allow a +1 bonus toInvention Breakthrough or Progress rolls and are worth1 VP if the heroic side holds one or more.

Zygon Body Prints

Appearing identical to the original, Zygonsuse these copies to further their plans.Body Prints use the Zygon profile but

lose the Sting and Alien abilities, and gain Bad Influence – see the Alien Lackey on page 37, Infiltrator , Leader (1) andSabotage.A Body Print can use its Leader ability on any

model which has not activated this turn. Body Printswhich are hit revert to the normal Zygon profile.

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Doctor Who Miniatures Game © 2006–8 Graeme Dawson.This product is free and not for sale.

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    a    p     B    a    s    e     !

 A tenth planet – identical to Earth – has appeared inthe Solar System and is draining all power fromthe world.This process will be catastrophic if it cannot be stopped. Meanwhile, atSnowcap base at the SouthPole, the Doctor and basecommander General Cutler discover theinhabitants of the

tenth planet areattempting entry – Cybermen, the tenthplanet being Mondas, their homeworld.

ForcesHeroes and Allies: The Doctor, Ben and Polly.General Cutler (use the profile for the Brigadier), DrBarclay (Scientist), 12 Base Soldiers, including 2 Sergeants(use UNIT profiles). Monsters and Villains: 24 CyberMondasian Cybermen – of which only 12 will ever be on the table at any one time.

The TableDivide the table into 2 24x48” sections. One representsthe surface above the base, and should have scatteredsnow mounds and perhaps a frozen lake (counts as difficultground).The second is the underground base itself. Itshould have 6–8 rooms with various corridors connectingthem. One room should be allocated as the control room,another the lab (where inventions can be worked on).Nominate one point in the control room as the Z-bomblaunch station (see below).A hatch connects the two areasof the table (see map key areas 2 and 3).

Set Up6 Base Soldiers set up in the Snowcap Base setup area onthe surface, the remaining heroic models can beginanywhere inside the base. 12 Cybermen begin in theirsetup area on the surface.

InitiativeDetermine initiative as normal for all turns

Special RulesThe Antarctic surface is undergoing a ferocious blizzard.At

the start of each turn roll 3D6 – no model may shootfurther than this distance this turn.

If the heroicforces are wiped out,

then General Cutler willmove directly to the control

room and activate the Z-bomb, thebase’s ultimate deterrent weapon. From

this point, the game will end within 8 turns.TheZ-bomb launch mechanism can be disabled using theRepair ability – this can be achieved automatically if aCyberman gets adjacent to it.

The Cybermen have landed a considerable assault force – if a Cyberman is killed, you can place another Cybermanmodel on the table if there are sufficient reserves.Thisnew model should be at least 12” farther behind themodel just removed from play. Replacement modelscannot be placed directly inside Snowcap base – they mayinstead be positioned at the entrance hatch (area 3).

Ending the GameThe heroic player wins if he can defeat the Cybermen.TheCybermen player wins if he can get to the Z-bomb launchstation and disable it – the Cybermen will then use it todestroy the Earth. If the Z-bomb is launched, the gameends in a draw – Mondas will be destroyed but the Earthwill be severely irradiated. No other Victory Point rulesare used in this scenario.

Defend Snowcap Base! Antarctica, 1984

ScenariosMap Key

1: Base Control Room2:Access Hatch (Lower)3:Access Hatch (Upper)

: Str 4 Door

1

2

S   n  o  w  c  a   p   B   a  s  e  

S   e  t  u   p   A  r  e  a  

C    y  b  e  r  m  e  n   S   e  t  u   p   A  r  e  a  

   1   2   ”

   2  4   ”

3

“It’s all over?… …but it isn’t at all.It’s far from being over.

”The Doctor, The Tenth Planet

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The Great Intelligence has invaded the London Tubenetwork.The British Army, under the command of 

Colonel Lethbridge-Stewart, have beenmobilised to stop the Intelligence’spawns – the fearsome Yeti!

The Yeti have a new weapon, a deadly web-like substancewhich is spreading furiously through theunderground network.Thisweb of fear has cut Lethbridge-Stewart and his allies off from their 

main force and he must now battle hisway past the Yeti to escape to freedom…

ForcesHeroes and Allies: The Doctor and one companion. ColonelLethbridge-Stewart (use the Brigadier’s stats) with 6soldiers (use UNIT stats) and Professor Travers (Scientist). Monsters and Villains: 4 Yeti.

The TableThe 48x48” table represents the twisting tunnels andservice passageways of the London Underground tubetunnels.These tunnels should be 4” wide with a minimumof 3 exits on the heroic table edge and 4 on the monsteredge.A central 8” wide tunnel runs across the board – themain tube tunnel, with a train if you wish.

There should be 2 maintenance areas on the heroicplayers side of the table which contain suitable equipmentto invent with.These areas are behind doors with Def 3and 2 Hits.

Set UpThe heroic models set up in the tunnels within 4” of theirtable edge – models need not set up in the same tunnel.

The Yeti begin within 6” of the monster table edge, amaximum of 1 Yeti in each tunnel.The Yeti player shouldplace 2 Yeti Control Spheres on the table, no closer than24” to each other.

InitiativeDetermine initiative as normal for all turns

Special RulesThe Yeti are armed with Web Guns which can create 1x4”blockages in the 4” wide side tunnels.This web stays onthe table unless a Yeti model moves through it (they are

immune to its effects).The Great Intelligence cannot fullycut off access in this part of the London Underground, so

at least one clearroute must be left

between the heroic andmonster sides of the table at all

times.

Unknown to the heroic forces, the hypnoticeffect of the Great Intelligence has already been at work within their ranks.At any point during any monster turn,the Yeti player may take control of one of the armysoldiers (not the Colonel).This model now counts asControlled unless the hypnotic influence can be broken.

End of the GameThe heroic forces are trying to escape this section of thetunnels.The game ends when all heroic models get off theYeti table edge, or are removed from play. If all the Yeti aredefeated the game will also end.

A Tangled Web London Underground, 1967

Doctor Who Miniatures Game © 2006–8 Graeme Dawson.This product is free and not for sale.

58

     S    c    e    n    a    r     i    o    :     A     T    a    n

    g     l    e     d     W    e     b

2

2

3

3

3

3

1   H  e

  r  o   i  c    S  e

  t    U  p   A  r  e

  a

Map Key1: Main Line

2: Maintenance Area3:Yeti Start Point

: Door

“If you fail, London’s finished –England itself, perhaps.”The Brigadier, The Web of Fear

Victory PointsThe heroic side scores the following Victory Points:

The Doctor off the monster table edge +4 VP 

Lethbridge-Stewart / Travers / Companionoff the monster table edge +2 VP Per soldier off the monster table edge +1 VP Either Yeti Control Sphere obtained +1 VP 

The Yeti player scores the same points for eliminating the

heroic models. No other VP rules are used in this scenario.The side with the most VP at the end of the game wins.

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     S    c    e    n    a    r     i    o    :     L    o    c    a     t    e     S    w    a    r    m

      L    e    a     d    e    r     !

59

Doctor Who Miniatures Game © 2006–8 Graeme Dawson.This product is free and not for sale.

The Nestene Intelligence has landed on Earth and hascreated a spearhead of plastic Autons with

which to begin its invasion of the planet.

The Intelligence is housed inplastic spheres whichhave fallen likemeteorites. One of them has beentracked by both theNestene and theDoctor to the vicinity of aremote farmhouse.As the small squad of UNIT troopers search the

farm buildings the Autons are advancing…

ForcesHeroes and Allies: The Doctor and one companion, theBrigadier and 8 UNIT soldiers.The UNIT soldiers can bearmed with any combination of Rifles and SMGs. Monsters and Villains: 6 Autons.

The TableThe 48x48” table should have a farm with at least 3buildings in the centre 12”.The remainder of the tableshould be covered in patches of woods and undergrowth.

Set UpThe heroic models set up in the farm, behind the walls.The Autons each set up within 6” of any table edge.

InitiativeDetermine initiative as normal for all turns.

Special RulesBefore play players should take turns placing 6 objectivemarkers, no closer than 8” to any model or any tableedge. One of these markers represents the NesteneEnergy Unit, the others are false signals and can be

ignored. Neither player should know the real location of the Energy Unit. A marker is revealed when a modelreaches its location.

One of the farm outbuildings – determine which beforethe game starts – is full of junk which can be utilised bythe Doctor to create inventions.

End of the GameThe game ends when one side gets the Energy Unit off thetable, or one side is destroyed or retreats off the table.

Victory PointsVictory Points arescored according to the

rules on page 25; in addition theside ending the game with the

Nestene Energy Unit gains +4 VP.

Alternate ScenarioPoacher Sam Seeley has decided to remove the NesteneEnergy Unit from his farm as the UNIT soldiers have beenround asking him too many questions.The Nestene Intelligencehas picked up the signal from the Energy Unit and hasdispatched several Autons to collect it.

The table set up is the same as the main scenario.

Sam counts as a Civilian armed with a Shotgun and carriesthe Nestene Energy Unit. He begins within the farm walls.4 Autons each begin within 6” of any table edge.

If Sam expends only a single move action and does notmove faster than 3” in a single turn he manages to keepthe Energy Unit safely covered and will remain undetectedby the Autons unless he is in direct line of sight to at leastone of them.

If he expends a single move action but moves faster than3” he will be detected on the 1D6 roll of 4+. He isautomatically detected if he runs, fires his shotgun or getsinto line of sight to an Auton.Check for detection everyturn.

If the Autons have not detected Sam then roll 1D6 whenone is activated: On the roll of 1–3 the Auton must move1D6” in a random direction. On 4+ it can move normally.

The heroic player wins if he can get the Energy Unit off 

any table edge.The Autons win if they retrieve the EnergyUnit (probably by killing Sam).

Locate Swarm Leader! England, 1970

  A  u  t  o  n    S

  e  t    U  p

   A  r  e  a

  6   ”

1   2   ”   

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Sontaran Field Major Styre of the G3 Military  Assessment Survey has lured a human GalSec 

vessel to Earth.To determine the ability of the human race to resist invasion,Styre is conducting barbaric experiments on the crashsurvivors.

The Doctor, Sarahand Harry havearrived by Transmatbeam from the NervaBeacon (see The Ark inSpace ).They must free the GalSec 

crew and if possible defeat Styre, whileescaping the clutches of the Sontaran’s patrolling Servitor Robot.

ForcesHeroes and Allies: The Doctor and 2 companions. 4 GalSecprisoners who do not count as being in play until they arerescued. Each prisoner counts as an unarmed SecurityGuard with the Slow ability due to their extremely weak physical condition. Monsters and Villains: 1 Sontaran (use the Field Agentstatistics) and a Servitor Robot armed only with CaptureCables – which can capture a maximum of 4 models atonce.

The TableThe 48x48” table should be covered in rocky and hillyoutcrops.A 6” circle of Transmat spheres sits in the centreof the table, and Styre’s spherical Sontaran spaceship iswithin 4” of one corner.There should be no other man-made structures on the table.

Set UpThe Doctor and companions set up within 6” of thecorner opposite the Sontaran spaceship.The GalSec

prisoners set up at the middle of each table edge. Styresets up within 4” of his spaceship, an the Robot beginswithin 4” of the Transmat circle.

InitiativeDetermine initiative as normal for all turns.

Special RulesThe ground underfoot is rough and dangerous – if anymodel runs then roll 1D6 before they take their secondmovement action. On the roll of 1 the model has fallen orotherwise come to harm.They will suffer a Str 2 hit, or

the player can elect to have the model stunned instead.

At the end of each Sontaran turn,

roll 1D6. On the roll of 4+the Sontaran player must reduce

the Str and Dex of one single GalSecprisoner by –1. Models reduced to 0 Str or

Dex are removed as casualties – see the VictoryPoints rules below.

Models may spend a standard action to search the groundfor a makeshift weapon. On the 1D6 roll of 4+ they canpick up either a stout stick (+1 Str in melee for the firstturn) or a rock (Str 3 thrown weapon).

Heroic models can exit the table only by entering theTransmat circle – the Doctor has repaired it prior to thestart of the game.

Prisoners can be rescued by getting any heroic model inbase contact.A successful Str test or Repair or Sabotageroll is needed to break the bonds holding the GalSeccrewmembers prisoner.

End of the GameThe game ends when all the heroic models are off the

table, captured or killed, or if Styre is killed.

Victory PointsThe Victory Point rules on page 25 are not used in thisscenario. Both sides score points as follows:

Heroic Monster 

GalSec model off the table +1 VP 

GalSec model killed while captured +1 VP 

Styre killed +2 VP 

Styre survives at end of game +2 VP 

If Styre is killed the heroic player scores VP for half theremaining captured GalSec crewmembers.

     S    c    e    n    a    r     i    o    :     T     h    e     S    o    n     t    a    r    a    n     E    x

    p    e    r     i    m    e    n     t

60

Doctor Who Miniatures Game © 2006–8 Graeme Dawson.This product is free and not for sale.

The Sontaran Experiment Earth, far future Map Key1: Heroic Models Start Point

2:Transmat Circle3: GalSec Prisoner

4: Sontaran Spaceship3

4

33

3

12

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InitiativeThe heroic forces get the

first turn.

Special RulesAt the beginning of the Dalek turn roll 1D6.

1D3 Dalek Troopers can enter play on the 1D6 roll of 4–5, or a single Dalek on the roll of a 6. Models enteralong the neutral table edge. Once a total of 6 Dalek Troopers or 2 extra Daleks have entered play stop rollingfor reinforcements.

Roll 1D6 every time a Guerrilla model fails a Morale test.On the roll of 1–2, the model activates it’s recall unit anddisappears back to the 22nd Century – remove the modelfrom play.

End of the GameThe game will end when one side or the other is wipedout, or leaves the table.The Guerrilla side can declaregame end at any point – the game will finish after theDalek player gets another full turn.

Victory PointsThe standard Victory Point rules on page 25 are used inthis scenario.

Guerrilla warriors from 200 years in Earth’s futurehave sent two units back in time to try and alter 

the course of history. One group isattempting to kill Sir Reginald Styles(see Day of the Daleks ), theother is investigating thepresence of Daleksand a temporal disturbance in the year 1984.

The Daleks plan tocapture the Doctor and send aduplicate of him to Gallifrey to

assassinate the Time Lord President.They are in the initial stages of setting this trap whenthe sudden appearance of the guerrillas forces themto take action.

The guerillas also have a secret weapon – some of the Movellan virus, gained through encounters with the Dalekinvasion forces in their own time.

ForcesHeroes and Allies: 12 Guerrillas (count as Security Guards,armed with SMGs) One has Morale 8, and Leader (2) andtwo have Leader (1). Half of the Guerrilla models carrygrenades of Movellan Virus – see right. Monsters and Villains: The Dalek side consists of a ForceCommander (counts as a Black Dalek), one Patrol Leader,and 2 Daleks.

The TableThe 48x48” table represents an area of deserteddockyards, and should have scattered warehouses, gantries,quaysides etc. There should be plenty of crates and otheritems to hide behind.Warehouses should have at least 1door – any doors will be locked on the 1D6 roll of 4+.Locked doors have Str and Def of 4.

Set UpThe Guerrillas begin within 12” of one table edge anddeploy first, the Daleks within 12” of the opposite edge.

     S    c    e    n    a    r     i    o    :     M     i    s    s     i    o    n     E    x    p    e    n     d    a     b     l    e

61

Doctor Who Miniatures Game © 2006–8 Graeme Dawson.This product is free and not for sale.

Mission: Expendable London Docklands, Earth, 1984 Map Key1:Water (impassable terrain)

2:Warehouse3: Gantry

   H  e  r  o

   i  c    S  e

  t    U  p   A

  r  e  a

   M  o  n  s  t  e  r

    S  e  t    U

  p   A  r  e  a 1

2

3

It was always nice to sit down and reflect after an alien invasion

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     S    c    e    n    a    r     i    o    :     F    o    r     W     h    o    m

      t     h    e     D     i    v     i    n    g

     B    e     l     l     T    o     l     l    s

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Doctor Who Miniatures Game © 2006–8 Graeme Dawson.This product is free and not for sale.

Special RulesIf the Master, or amodel he has hypnotised,

activates and spends all hisactions in a building, roll 1D6. On a

5+ he has found his component, otherwiseanother building needs to be searched.The

component will always be found in the last building to besearched on the table if it has not otherwise been found.

End of the GameThe game will end when either one side is destroyed orthe Master gets his stolen component off any of the threeland table edges.

Victory PointsUse the Victory Points rules on page 25; remember theMaster has Victory Point rules of his own. If the Mastergets his component off the table the Sea Devils gain 2 VP.

The Doctor has come to Devils Bay, the site of aremote UNIT base in the Scottish Highlands,

where they are having trouble with thereadings from an underwater probe.

Previously the Doctor hastaken a vital component from the Master’s TARDISand, desperate toleave Earth, hewants it back. He hastracked the Doctor to DevilsBay, and with the help of the Sea

Devils intends to create a diversion todistract both the Doctor and UNIT while hesearches for his component and makes his escape.

The game begins when the Sea Warriors emerge from thewater to the astonishment of the UNIT troops on guard...

ForcesHeroes and Allies: The UNIT force comprises the Doctorwith up to 2 companions, 9 UNIT troopers with eitherRifles or SMGs, Sergeant Benton and an additional UNITSergeant. Monsters and Villains: The Sea Devils get the Master with 8Sea Devils and 2 Sea Devil Sub-commanders with theLeader (1) ability.All Sea Devils wear heavy armour, givingthem the Body Armour ability (see page 53).

The TableThe table’s north edge is water; only the Sea Devils maymove across it. Most of the rest of the table representsthe UNIT base. It is surrounded by a Str 5 chain fence,which does not block Line of Sight for shooting.The UNITbase should have at least 4 buildings, one of which shouldbe declared before the game starts to be a laboratorywhere the Doctor may create inventions.The base should

have various crates and other military bits to hide behind,and make sure the area outside the base has someboulders and trees and stuff as well.

Set UpThe Sea Devils begin the game within 4” of the north edgeof the board.The remaining UNIT troops can set upanywhere within the base.The Master can be placedanywhere on the table out of sight of any model from theUNIT side, or can enter the table along any land edge atthe start of one of the Sea Devil’s turns.

InitiativeDetermine initiative on the first turn as normal.

For Whom the Diving Bell Tolls Scotland, Earth, 1980 Map Key1:Water (Sea Devils only)

2: Chain Fence3: Gate and Sentry Post

1

2

3

S   e  a   D  

e  v  i   l    S   e  t  u   p   A  r  e  a  

  4   ”

  6   ”

The Sea Devils prepare their assault on the world of man

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     U    s    e     f    u     l

     W    e     b    s     i     t    e    s

63

Doctor Who Miniatures Game © 2006–8 Graeme Dawson.This product is free and not for sale.

The internet is amazingly useful for the Doctor Whowargamer.Take a look at these reccommended websites:

DWMG SitesThe main site hosts all the rules downloads in PDF formatas well as all sorts of other useful files. New downloadsare available monthly.www.drwhominiatures.co.uk

The DWMG Yahoo! site has exclusive releases, forums,up/downloadable files, pictures and more.games.groups.yahoo.com/group/

doctorwhominiaturesgame/

Other Doctor Who GamesOther Doctor Who game sites include Invasion Earth (thefirst DW wargame) and the unofficial DW card game, whichcan be downloaded free.games.groups.yahoo.com/group/DrWho-

Invasion-Earth/

www.siskoid.com/whoccg/index.html

Doctor Who SitesThe BBC is the home of Doctor Who and their site hasinfo, pictures, clips, games and much more.Wikipedia haseditable pages on almost every DW subject imaginable.

www.bbc.co.uk/doctorwho/classic/

en.wikipedia.org/wiki/Doctor_who

The following sites are also full of great Doctor Whomaterial (listed in no particular order):www.gallifreyone.com/

www.drwho-online.co.uk/www.shillpages.com/dw/dwia.htm 

The Blue Planet? The 8th Doctor investigates

Useful Websites

Doctor Who Sites continueddrwhotht.phenominet.com/

www.shannonsullivan.com/drwho/

www.drwhoguide.com/who.htm 

Miniatures and ScenicsDoctor Who features a fairly notable cast of monsters andpersonalities – from Cybermen and Daleks, to the Master,Omega and Davros to name a few. Black Tree Design havestock of lots of models from the 1st through to the 8thDoctor’s eras.

www.blacktreedesign.com 

Wargames Foundry and Copplestone Castings make a hugerange of historical, present day and futuristic miniatures,many of which would be suitable for DW gamingwww.wargamesfoundry.com/main.asp

www.copplestonecastings.co.uk/

Gripping Beast produce Falklands War era British soldierswhich can be used for UNIT – useful if you’re on a budget.Chiltern Miniatures produce similar, plus some very niceVictorian era models.

www.grippingbeast.com 

www.chilternminiatures.co.uk/

These are only a small number of manufacturers whomake models suitable for the DWMG . Check the forums of The Miniatures Page for all sorts of advice or post a queryand you will get loads of replies.theminiaturespage.com/

 Ainsty used to produce all manner of scenic items, fromcrates through to vehicles, tunnel walls and spaceshipinteriors.Their range is now being produced by Old Crow .www.oldcrowmodels.co.uk/

If you’re on a budget, there are several pages of downloadable standup figures for DW gamers.The secondaddress has printable buildings in various styles. Simplyattach to sturdy card and cut out. Free and easy!www.members.tripod.com/˜into_the_shadows

/models/

 pagesperso-orange.fr/midgard/ww2/

Worldworks Games has purchasable packs of PDF cardstock scenery which are incredibly detailed and comprehensive.Many of these packs have add ons so you can customise

your creations.www.worldworksgames.com/store/

Appendix

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     D    e    s     i    g    n    e    r    s     N    o     t    e    s     &     C    r    e     d     i     t    s

Doctor Who Miniatures Game © 2006–8 Graeme Dawson.This product is free and not for sale.

The DWMG:2 needed to come about to rationalise thevarious PDFs released since May 2006. Many of them had

included new rules as they were thought of, and some likethe Cybermen and Dalek releases had such good stuff inthem they had to be in a basic rules set.

Emails sent in and posts made on the Yahoo! site suggestedother things, such as including more examples and makingother rules tweaks (although most of the rules have stayedpretty much the same). I hope these changes make thegame better, plus they also prove it’s not all ‘me me me’.

The rules had to be bigger to incorporate clarificationsand more examples, and I initially settled on 60 pages,

which was 50% up. Now it has reached 64 pages, and it’sfitting that there are also over 50% more profiles – including Captain Yates, who was accidentally missed fromthe 1st Edition, and a whole section on Gallifrey and theTime Lords.

A 3 month break from work in early 2006 allowed me tohammer on with the 1st edition at record pace, withRichard the artboi and myself playtesting rules every fewweeks until we had mostly knocked it into shape.Which isactually a pretty good way to go about it.

This time the rules have taken well over a year, and havebeen written in such diverse places as a storm batteredScottish island, the world’s smallest cottage in Yorkshire,and various cafes in Prague. Making life harder is the factthat monthly DWMG releases have had to be written atthe same time – some months went by with only a fewsentences finished on the 2nd edition.

The look of the rules have undergone some subtletransformations, with better fonts in place, images at150dpi instead of 72dpi (more than 4 x the resolution of the 1st edition), and getting stupidly annoying things fixedlike getting the text to line up with itself across the

columns. Finally the rules look more like the business.

I had initially thought that a simple rewrite and tweak would be fairly straightforward, but it has turned into amonster project which like all monster projects will beundeniably good to get finished.

I h h h l l h d h

2nd Edition Designers NotesThe DWMG:2 has been a collaborative effort, so thanks forall the emails and posts on the Yahoo! site. I hope I have

taken on board all the best of suggestions.The followingpeople deserve special mention for their specific rules:

Gallifreyan rules on pages 29–30, Omega onpage 31, Draconian on page 48 and Tangled Webscenario on page 58 written by Karl Perrotton.

Cybermen rules on pages 42–43 written by Greg

Storey.

Ice Lord rules on page 49 written by Roland Thorne.

Everything else has mostly been written by myself (notforgetting Richard’s input on the 1st Edition, much of 

which survives in this one.)

Big thanks to Alice and Michael Spencelayh for checkingthe drafts of the rules and fixing the numerous typos,grammatical errors and the ever troublesomeapostrophies (still having problems with its and it’s!)

Image Credits Multiple images on the same page i.e. (i), (ii) etc. arenumbered in order of the text flow.

8th Doctor picture on page 3 is from Oblivion,

published by Panini books.Miniature photos on pages 2 & 5 are courtesy ofRichard Abbott: richardabbott.net/Images on page 45(iii), (iv), 46(ii) by Redders:www.reddersdaleks.com/

Photos on pages 3, 6, 9, 13(ii), 17, 19, 20, 21(iv), 24,

31(ii), 34(i), 38(i), 53(i), 62 by Karl Perrotton.

Photos on page 42, 51(iii), 53(ii) by murpam1908.

Photos on pages 4, 6(ii), 7(i), 8, 10(ii), 13(i), 16, 22, 23,

34, 45(i), 55 (iii-v) by Graeme Dawson.

Photo on page 21(iii): www.ebay.co.uk/

Photo on page 21(iv): www.wallpaperbase.com/

All other images are ultimately © BBC Worldwide Ltd.

DedicationRespect and thanks are due to all involved in bringingDoctor Who to life over the years, both in front of andbehind the cameras. Special respect is paid to all of thoseindividuals who are no longer with us.

Credits