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THE BATTLE FOR CANARY WHARF

An introduction to the
by Graeme Dawson and Wayne Peters
The Game Turn
1. Determine initiative
2. First player actions
3. Second player actions
4. End phase
Actions
Move
Shoot one action only
Aim one action only
Special Action
Situation
Attacked from rear
Defending obstacle
Attacking over obstacle
Attacking model in rear
Modifier
1 Def
+1 Def
1
+1
Situation
Target half range or more away
Target is partially hidden
Target is prone at more than half range
Target is stunned
Modifier
1
1
1
+1
Strength Higher
2 or more 1
Defence Higher
1 2 3 or more
Equal
2+ 3+ 4+ 5+ 6 X
An X on the table
indicates the target
cannot be wounded/
damaged by a hit of
that Strength.
Wound / Damage Table
Hand to Hand (HtH) Combat Modifiers Table Shooting Modifiers Table
Player reference
Invention Table
Invention Type Progress Total Effects
Crippling Blow 10
Jammer 12
Weakness 12
Weapon 15
Your opponent chooses a point 12 away from your inventor(s). If any of your models can reach this point your
opponent must make morale tests as if they had suffered 50% of their models as casualties.
Roll 6: on 13 your jammer has a range of 666 inches, and is effective against one target in range on 2+. On
the roll of 46 roll another 6. Your jammer has a range equal to 5x this roll, use the unmodified roll as the effect
number all eligible models within range must roll for effect. Using the jammer takes a shoot action. Affected
models count as stunned during that players next action phase.
Roll 6: on 13 you have discovered a minor weakness, on 46 you have discovered a major weakness. Roll
another 6: on 13 the weakness is against shooting hits, on 46 it is against hand to hand hits. When affected
models are hit by attacks of the relevant type they must count their Def as 1 (minor weakness) or 2 (major
weakness).
Roll 666 for the range of the weapon. It hits on 4+ and automatically inflicts 1 Hit do not roll to wound. On
the hit roll of 1 the weapon has malfunctioned and needs a Repair or Int roll at 2 to get it working again.
The Doctor Who Miniatures Game game text 20069 Graeme Dawson. Doctor Who and all associated trademarks and images are BBC Worldwide Ltd.
The Battle for Canary Wharf
An introduction to the Doctor Who Miniatures Game
The Doctor Who Miniatures Game (DWMG) allows two or more players
to battle it out on a tabletop using metal or plastic miniatures. These
rules and some dice enable all sorts of heroic and villainous acts to be
carried out.
This booklet contains all the rules you need to get started playing, as
well as a guide for 2 battles based on the episodes Army of Ghosts
and Doomsday and some cardboard models so you can get playing
straight away. All you need to add is a tape measure, some six-sided
dice (three is ideal) and an opponent.
When the rules indicate to roll dice, the symbol 6 is used. If more than
one is to be rolled, multiple symbols are used, e.g. 666. If the roll
needs to be modified, a + or and the modifier will be given after the
number of dice, e.g. 66+2. If a number between 1 and 3 is needed,
roll one dice and half the result, rounding up. The symbol for this is 3.
Models and the Profile
Most models in the game are different you wouldnt expect Civilians
and Daleks to be alike! Each has a profile detailing their strengths
and weaknesses profiles for all the models in the enclosed Battle for
Canary Wharf scenarios are given on pages 6 & 7. Each model has a
number of statistics which can go from 0 (not applicable) to 10 (and
sometimes more). The stats used are:
Movement (Move): How fast a model can move across the table, in inches.
Defence (Def): How resistant the model is to weapons fire, hand to hand
attacks and other damage.
Hits: A model can only be wounded a number of times equal to this stat
before they are out of the game.
Strength (Str): Sheer physical force. Mainly used in hand to hand attacks.
Agility (Agi): Useful for avoiding falls and performing other nimble tasks.
Intelligence (Int): Thinking and reasoning ability. Used when inventing.
Morale: High Morale shows bravery, recklessness or determination.
Special Abilities: Models may also have special abilities. These are given in
their profile and full details are listed on pages 7 & 8.
Attacks: Any hand to hand or ranged weapons the model carries are also
listed on their profile. Weapons have the following stats:
Range: The maximum range in inches the weapon can fire. Hand
to hand weapons do not have a range.
Hit: The minimum number you need to roll to hit. If a weapon has
more than one attack there will be a multiplier (e.g. x2)
Str: The strength of any hit caused by the weapon.
Notes: Any special rules the weapon may have.
01
The Doctor Who Miniatures Game game text 20069 Graeme Dawson. Doctor Who and all associated trademarks and images are BBC Worldwide Ltd. 02
The Game Turn
The game takes place as a series of turns until the game ends. There
are 4 phases to each turn as detailed below. If you have more than two
players add more action phases after the second players actions.
1. Determine Initiative
2. First player actions
3. Second player actions
4. End phase
Initiative
Each player rolls 6, the highest roll becomes the first player. On a tie
the player who was the second player last turn becomes the first player.
Play goes clockwise round from the first player.
Action Phases
When a player gets to their action phase they may activate a number of
their models. Players must obey the most important rule in the game:
You only get to activate half your models (round up) each turn!
You can change the models activated each turn. Dont count captured or
stunned models when determining how many models to activate.
The Leader Ability
Some models have the Leader special ability a very useful ability!
When a Leader is activated, they can immediately activate a number of
friendly models within 6 for free equal to their Leader ability.
Actions
Activated models get 2 actions to spend from the list below. Complete
each models actions before activating another. Models do not have to
use both actions. Models can take two move or special actions in the
same turn, but you cant shoot or aim twice. Actions can be spent to:
1. Move up to the Models Move stat in inches
2. Shoot with a ranged weapon
3. Aim before shooting
4. Perform a special action see page 4
Movement
For each action spent moving, models can move up to their Move stat
in inches. Models can move all round, but be careful which way you
end up facing as models can only see to their front this is important if
shooting. Each move action can get a model up or down one level (or
flight of stairs) if they are adjacent to the stairs or a ladder. You cant go
up or down and move horizontally with the same action.
Obstacles
If a models movement will take it over rough ground or an obstacle like
a wall roll 6. The model must count its Move as being the roll of the
dice until the rough ground or obstacle is cleared. If the model doesnt
have enough Move to get across an obstacle it must halt as it reaches
it. Models with a Move of less than 6 count this roll as 1, and as +1 if
their Move is more than 6.
Dropping to the Ground
Humanoid models (not Cybermen or Daleks) can drop to the ground
(or get up if already on the ground). This takes up 2 of movement, so
a model with a Move of 6 can stand up and move 4 with the same
action. While you are on the ground each inch moved counts double (so
the same model can crawl 3 with each move action spent). Dropping
to the ground (or going prone) make models harder to hit if the firer is at
long range and might hide them entirely if they are behind an obstacle.
The Doctor Who Miniatures Game game text 20069 Graeme Dawson. Doctor Who and all associated trademarks and images are BBC Worldwide Ltd.
03
Shooting
Many models carry firearms and if they take a shooting action they are
allowed to fire them, as long as:
1. The firer has not already fired this turn or suffered a fall
2. Their target is within the weapons maximum range
3. The target is not in hand to hand combat and can at least be
2. partially seen
4. The target is in the front 180 arc of the firer (i.e. you cant
4. shoot behind you!)
Hand To Hand Combat
Hand to hand combat occurs at the end of each players action phase.
All of your models who are in base contact with one or more enemy
model get to strike their opponent with fists, weapon butts, tentacles etc.
Hand to hand combat is free, and you dont need to spend any actions
to do it. Your opponents get to strike back as well.
Once in base contact with an opponent, models will usually stay fighting
until they or their opponent(s) are felled. If a model wishes to leave
hand to hand combat while he still has standing opponents, they must
activate as normal. Each opponent gets to make an immediate free
attack, which will hit on 2+, regardless of their listed hit score. If the
retreating model survives this, they may move away as normal.
Most models get only one attack unless otherwise indicated on their
profile. Hand to hand attacks can be allocated to any or all models in
base contact. Models attack in a strict order:
1. Models who have entered hand to hand combat this turn
2. All other models in order of their Agility, high to low. Equal
2. results strike at the same time
As models usually dont attack in hand to hand combat simultaneously,
models can be removed from play before they get a chance to strike. A
maximum of 4 models may attack any single opponent.
Roll To Hit
Roll 6 a hit will be scored on your target if the result is equal or less
than your models Hit value for the weapon being used. There are
various hand to hand combat modifiers these are listed on the Hand
to Hand Combat table on the inside front cover.
No Weapons
If a model doesnt have any hand to hand weapon listed on their profile
they can still make improvised attacks, although they will need to roll 5+
to cause a hit. Use the models own Strength for these attacks.
Roll To Wound/Damage
Wounds are worked out as shooting hits see page 4.
Roll To Hit
Roll 6 a hit will be scored on your target if the result is equal or less
than the models Hit value for the weapon being used. There are
various modifiers to shooting attempts to take account of all kinds of
conditions these are listed on the Shooting table on the inside front
cover.
Roll To Wound/Damage
If a hit is scored, see page 4 to see if the target suffers a wound (or
damage if robotic!). The Strength used to determine this equals the
weapons Strength.
Aiming
Models which aim get to roll an extra 6 to hit when they shoot. Each
resulting hit gets to roll to wound, although the shot cant cause more
wounds than it could have if it was fired without being aimed in this
case discard the extra hits.
04
Capturing
Models can be captured if an enemy states they are attempting a
capture before rolling for any hand to hand attacks. If they wound
their opponent in hand to hand combat they must then succeed at an
opposed Strength test use the best Strength the capturing model has
(this represents either brute force or having a scary gun barrel poked
into your ribs!). If this is successful the model is captured discount the
wound(s) scored. See page 5 for rules for the capture status effect.
Taking A Hit
When models are affected by shooting, hand to hand combat or any
other mishap, we need to determine if they suffer damage and lose Hits.
Compare the Strength of the attack with the models Defence on the
damage table on the inside front cover. Roll 6 for each possible point of
damage each dice scoring equal or more than the indicated number
has caused damage and the affected model must lose 1 Hit.
Models & Hits
Models remain in play as normal until they lose their last Hit. They may
be only incapacitated but they still count as being out of the game.
Models with multiple Hits must have their wounds noted somehow.
Special Actions
Special Actions cover all the other things models can get up to in a
game. There are two types of special action:
Free Actions are simple and dont take up any actions at all. Sample free
actions include opening or closing a door, operating a button or lever, or
picking up or dropping an item.
Standard Actions use up one action. They include operating a complex
machine, picking a lock, giving orders or using the Repair ability.
Stat Tests
Models can use their innate abilities to achieve things, such as using
their Strength to lift a barrier, or their Intelligence to solve a puzzle.
These situations are called Stat Tests, and are resolved in similar ways.
Strength & Agility Tests
Roll 6. The test succeeds if the roll is equal or less than the relevant
stat. Strength tests are used to break free from an enemy, lift a heavy
object, or barricade a door against the Cybermen. Agiity tests are used
to cross a narrow ledge or dodge a falling piano.
Intelligence & Morale Tests
Roll 66. The test succeeds if the combined roll is equal or less than
the relevant stat. Intelligence tests are made while inventing (see page
5) or to understand a complex machine or weapon. Morale tests are
mainly used if your side is taking a beating in a battle.
Standard or Free Action?
Agility and Morale tests are free actions, while Strength and Intelligence
tests usually take longer so are counted as standard actions.
Opposed Tests
If 2 or more models are trying to do equal but opposite things then each
model rolls 6. Each side takes their highest roll and add the single
highest relevant stat. Add +1 for each model on the same side helping.
The highest result wins.
The Doctor Who Miniatures Game game text 20069 Graeme Dawson. Doctor Who and all associated trademarks and images are BBC Worldwide Ltd.

The Torchwood Institute has a

motto if its alien, its ours.

05
The End Phase
In the end phase both players do the following, beginning with the first
player:
1. Take a Morale Test if required
2. Roll to remove Status Effects
Morale
Models dont keep fighting forever if the cause is hopeless. If your side
has lost half or more of its models (50%) then you must make a single
Morale test using the best Morale value on your side. If you have lost
three quarters (75%) of your models then use your best Morale at 2.
If you fail this test then pick one of your models and remove it from the
game. Roll 3 and move this number of your models a single Move
action away from the closest enemy models, or towards the closest
table edge if that is nearer. Models who reach any table edge are
removed from play.
Status Effects & Stunned
Status Effects are conditions which might affect models over several
turns. The status effects in these rules are Stunned and Captured:
Stunned: Models who are stunned may not activate.
Captured: Remove both the captured and the capturing model from play.
If the captured model loses the captured status effect it has escaped
place it at a table edge of the owning players choice. The capturing
model is immediately placed at its owners players table edge or start
area as determined by the scenario.
Models who are either stunned or captured are not counted among a
players models when working out how many models they get to activate
each turn.
To remove a status effect roll 6 for each Hit the model currently has. If
any of these rolls come up 6 the status effect is removed in time for the
next turn. You cant roll to remove a status effect in the same turn you
have been affected by it.
Inventions
Doctor Who is full of inventions, often created by the Doctor out of junk.
These rules allow players who have models with the Invent ability to
make all sorts of (hopefully) useful things to aid their sides fight.
First the player needs a source of parts suitable locations on the table
for inventing should be specified before the game starts, Next, decide
which invention you are going to work on (from the table on the inside
front cover) and which race or specific creature the invention will effect.
The invention begins with 0 Invention Progress points.
The Invent Roll
Models inventing need to activate and spend both activations its hard
work! The inventing model makes an Intelligence test. If successful they
can add 6 points to the Invention Progress score. The invention will be
complete when this number reaches the required number as given on
the invention table on the inside front cover.

Extra Inventors
Each extra model with the Invent ability within 2 who activates to help
can add +1 to either the Intelligence test or the Invention Progress roll.
Ready! Coming or Not!
When the Invention Progress score reaches the required number, your
invention is complete see the Invention table for full details on how it
works. The invention is ready for use from the next turn.
The Doctor Who Miniatures Game game text 20069 Graeme Dawson. Doctor Who and all associated trademarks and images are BBC Worldwide Ltd.
06 The Doctor Who Miniatures Game game text 20069 Graeme Dawson. Doctor Who and all associated trademarks and images are BBC Worldwide Ltd.
The Doctor, Renegade Time Lord
Move 6 Def 4 Hits 3 Str 3 Agi 4 Int 10 Morale 9
Special Abilities: Invent, Leader (1), Luck (6), Repair,
Sonic Screwdriver, Surprise/Confuse, TARDIS,
Thinker Not A Fighter, Time Traveller
Attack Range Hit Str Notes
Sonic Screwdriver 6 4+ N/A Stuns Mechanoid models. Models

get +1 to lose this status effect.
Rose Tyler, Plucky companion
Move 6 Def 3 Hits 2 Str 2 Agi 3 Int 6 Morale 7
Special Abilities: Determined, Leader (1), Luck (3),
Monster Magnet, Screamer, TARDIS, Time Traveller
Attack Range Hit Str Notes
None
Yvonne Hartman, Torchwood head girl
Move 6 Def 3 Hits 2 Str 2 Agi 3 Int 7 Morale 9
Special Abilities: I Did My Duty, Leader (2),
Monster Magnet, Top Secret Access
Attack Range Hit Str Notes
Pistol 12 4+ 3 Pistol
Torchwood Captain, Stalwart fighter
Move 6 Def 4 Hits 1 Str 3 Agi 3 Int 7 Morale 8
Special Abilities: Blocker, Body Armour, Highly Trained,
Leader (2)
Attack Range Hit Str Notes
Brawl HtH 3+ 3 Stuns
Pistol 12 3+ 3 Pistol
Torchwood Corporal, Squad leader
Move 6 Def 3 Hits 1 Str 3 Agi 3 Int 7 Morale 8
Special Abilities: Blocker, Body Armour, Highly Trained,
Leader (1)
Attack Range Hit Str Notes
Brawl HtH 4+ 3 Stuns
Assault Rifle 16 4+ 3 Burst
Torchwood Soldier, Elite warrior
Move 6 Def 3 Hits 1 Str 3 Agi 3 Int 7 Morale 8
Special Abilities: Blocker, Body Armour, Highly Trained
Attack Range Hit Str Notes
Brawl HtH 4+ 3 Stuns
Assault Rifle 16 4+ 3 Burst
Torchwood Scientist, Technological meddler
Move 6 Def 3 Hits 1 Str 2 Agi 3 Int 8 Morale 6
Special Abilities: Fears (Cybermen & Daleks), Invent,
Repair, Top Secret Access
Attack Range Hit Str Notes
None
Battle for Canary Wharf Profiles
The following 11 profiles detail the stats, abilities and weaponry for all
the standup models included in this booklet. This will enable you to fight
the scenarios on pages 912 and also to make up your own battles.
See page 1 for a description of the stats used and pages 78 for the
ability and weapon special rules. If you want to have these stats handy
when youre playing your games why not make a copy of these pages
and cut out each models profile, keeping it nearby for reference.
The Doctor Who Miniatures Game game text 20069 Graeme Dawson. Doctor Who and all associated trademarks and images are BBC Worldwide Ltd.
Special Ability Rules
The following rules detail all the special abilities the models in the Battle
for Canary Wharf scenarios possess. Note that some models may have
different abilities (and/or rules) than the main game.
All Round Fire: Daleks can fire all round 360.
Armoured Body: Roll 6 if this model is wounded. The damage is negated if
the die roll exceeds the attacking weapons Strength.
Blocker: Models who get within 2 of a Blocker can go no further, unless
they move to leave this area. Models lose this ability if stunned or in
hand to hand combat.
Body Armour: Roll 6 if this model is wounded. Str 3 hits are negated on
5+, Str 4 hits negated on 6.
Determined: Roses Morale counts as 8 if within 12 of the Doctor.
Download Shared Files: If this model is eliminated, immediately choose
another Cyberman to upgrade to the Cyber Leader.
Fears (models): These models must pass a Morale test to move within 6
of a feared enemy. If a feared enemy moves within 6 they must pass
a Morale test or they will immediately make a single Move action away
from that enemy.
Force Field: Roll 6 when each time these models are hit. Hits are negated
on the roll of 3+.
Hacker: This ability can open doors as a Sonic Screwdriver, or allow
access as the Top Secret Access ability, with a standard special action
and the roll of 5+ on 6.
Highly Trained: Torchwood troops are elite so Corporals and Soldiers can
reroll one hit dice when using their Assault Rifles. All troops (including
Captains) are trained to hit weak points so hit rolls of 6 are counted as
Str 4 hits.
07
Cyber Leader, Metal commander
Move 6 Def 5 Hits 1 Str 5 Agi 2 Int 8 Morale 8
Special Abilities: Armoured Body, Download Shared Files,
Leader (2), Mechanoid, Synchronicity
Attack Range Hit Str Notes
Shocking Grasp HtH 3+ (x2) 5
Cyber Gun 16 3+ 4 Disruptor
Cyberman, Dimensional traveller
Move 6 Def 5 Hits 1 Str 5 Agi 2 Int 8 Morale 8
Special Abilities: Armoured Body, Mechanoid,
Synchronicity
Attack Range Hit Str Notes
Shocking Grasp HtH 3+ 5
Cyber Gun 16 3+ 4 Disruptor
Dalek, Cult of Skaro
Move 6 Def 5 Hits 2 Str 2 Agi 1 Int 8 Morale 8
Special Abilities: All Round Fire, Armoured Body, Force
Field, Hover, Mechanoid, Sec: Leader (1), Caan:
Hacker, Jast: Repair, Thay: Luck (2)
Attack Range Hit Str Notes
Sucker! HtH 3+ 4 Use Suckers Str when capturing
Dalek Blaster 16 4+ (x2) 4 Disruptor, Laser, Str 5 vs Mechanoids
Genesis Ark, Bigger on the inside
Move 4 Def 6 Hits 3 Str Agi Int Morale
Special Abilities: Armoured Body, Force Field, Hover,
Immobile, Mechanoid, Protect The Ark
Attack Range Hit Str Notes
None
The Doctor Who Miniatures Game game text 20069 Graeme Dawson. Doctor Who and all associated trademarks and images are BBC Worldwide Ltd.
Special Ability Rules (continued)
Hover: These models ignore the movement rules for rough ground and
obstacles.
I Did My Duty: If Yvonne becomes a Cyberman she will return to the
Torchwood players control if their forces are reduced to 50% or less.
Immobile: The Ark cannot make hand to hand attacks and is hit
automatically by models in base contact. The Ark can only be moved
using Dalek Secs Leader ability.
Invent: See page 5.
Leader (x): See page 2.
Luck (x): This model can reroll any single 6 once per turn which effects
them or a model within 6. They can use this ability the indicated
number of times in a single game.
Mechanoid: This model cannot move twice in the same turn, and may be
vulnerable to certain weapons or inventions.
Monster Magnet: If this model is captured, their side must make a single
immediate Morale test (page 4).
Protect The Ark: At least 1 Dalek must stay within 3 of the Ark at all times.
Repair: Damaged equipment may be fixed by using a standard action
and passing an Intelligence test.
Screamer: If there are enemy models within 6 when this model is activated
roll 6. On 4+ any friendly model within 6 may take a free action.
Sonic Screwdriver: The Doctor can open any door within 4 by using a
special action and rolling 4+ on 6.
Surprise/Confuse: The Doctor can take a free activation once per game, at
any point.
Synchronicity: Instead of activating half of their models, the Cyberman
player may move all of them up to 4. Half of the models still get to use
their remaining single action.
TARDIS: Only models with this ability can enter the TARDIS. Inventions
can be worked on inside it.
Thinker Not A Fighter: You cannot use the Doctors Morale when attempting
to hold your forces together in the end phase (if they have lost 50% or
more models).
Time Traveller: This model can prime the Genesis Ark.
Top Secret Access: Only this model (and others with it) can enter certain
designated areas of the board (useful if making up your own games).
08
Weapon Special Rules
(x2): Roll 66 when rolling to hit with this weapon. All dice which score
a hit are eligible to wound/damage the target.
Burst: Roll 666 when rolling to hit. All dice which score a hit are
eligible to wound/damage the target. Burst weapons cannot be aimed.
Disruptor: Roll 66 when rolling to wound/damage with each hit from this
weapon, and use the best roll.
Laser: Laser weapons do not suffer the 1 penalty for long range shots.
Pistol: Pistols get +1 to hit if firing at a target 6 away or closer.
Stuns: No wounds are inflicted, but the model is stunned (see page 5).

Its the twenty-first century you

cant have particle guns

The Doctor Who Miniatures Game game text 20069 Graeme Dawson. Doctor Who and all associated trademarks and images are BBC Worldwide Ltd.
Scenario: Back To The TARDIS!
The Army of Ghosts have invaded the world, and the sphere has unleashed
the Cult of Skaro. The Doctor needs some vital equipment from the TARDIS
to begin the fightback but the route is bound to be patrolled by both
Cybermen and Daleks. Yvonne trusts the Doctor as far as she can throw
him so decides to accompany him with four of her men.
Forces
Heroes and Allies: The Doctor, the TARDIS, Yvonne,
1 Torchwood Corporal, 3 Torchwood Soldiers.
Monsters and Villains: 2 Cybermen, 1 Dalek (choose
one of the Cult of Skaro).
The Table
The 48x48 table represents one floor of the huge
Torchwood Tower. It features twisting corridors, 46 wide,
with as many rooms as you can fit in. Rooms should be
between 5x6 and 8x10. If you have lots of wargames scenery
then get going. Otherwise youre going to have to get creative.
Use a flat surface such as a table or the floor for the floor of the building.
For the rooms either use books or DVDs to mark out their location, or
cut long 2 wide strips from card, bend around something suitably sized
(say, a book or DVD) to get 4 90 angles and join the ends. The pages
of standups have door symbols you can photocopy, cut out and stick
to your walls to represent the ways in and out of the rooms. Each room
should have 13 doors. Also on the standup pages are some crates to
copy and assemble to provide cover inside your rooms.
What Is A Scenario?
A scenario is an extra set of rules detailing the layout of a specific
battle, forces for each player and any special rules used in the battle. A
scenario will also detail what each player is trying to accomplish, when
the game will end and how to determine who has won.
The Battle for Canary Wharf Scenarios
There are 2 scenarios given in the next 4 pages the first needs only
a few models, the second is a bigger battle with more ambitious forces
on each side. Once you have played a few games you can use the
standup models to fight battles you can make up yourself.
09
4
Set Up
The heroic player places the
TARDIS in the middle of one wall.
All heroic models are set up within 6
of any point along the opposite wall.
The monster player sets his Cybermen anywhere along one of the other
walls, within 4 of each other. The Dalek sets up anywhere along the
remaining wall. Monster models cannot set up within 12 of any heroic
models.
Map Key
1: Heroic player start edge
2: Cybermen start edge
3: Dalek start edge
4: TARDIS
3
1
2
The Doctor Who Miniatures Game game text 20069 Graeme Dawson. Doctor Who and all associated trademarks and images are BBC Worldwide Ltd. 10
Initiative
Determine initiative on all turns as normal.
Special Rules
The monster player doesnt activate half his models as usual. Instead
they can activate either their Cybermen or the Dalek each turn.
Optional Rule: Patrol the Building
If the Cybermen or the Dalek have each other in their sights when the
monster player activates, the activating model(s) must either enter hand
to hand combat or shoot at the other alien(s). If heroic models are also
in sight then roll 6 on the roll of 4+ the monster player can activate
his models without restrictions. On the roll of 13 they must activate and
obey the restrictions given above.
Monster models not activated in each turn will continue their relentless
patrol. If heroic models are in sight they will move towards them up to
their full move distance, and shoot if they are able. Otherwise roll 6 to
determine their actions:
6
12
35
6
Action
Hold the model(s) do not move
Advance move full distance ahead
Retrace steps model(s) turn 180
Torchwood Advanced Weapons
Torchwood is able to utilise captured alien technology in their fight
against the enemies of Great Britain. Torchwood personnel can use
these weapons, needing to roll 4+ to score a hit.
Particle Gun
Range: 18 Str: 5 Special: Disruptor, Laser
Plasma Gun
Range: 16 Str: 4 Special: Autofire, Disruptor
Autofire: This weapon may be fired twice in one turn, at
the cost of one action per shot.
Searching Rooms
Heroic models who spend an action searching a room might unearth
something of value. Provided the room hasnt been searched already roll
6 to see what the room holds:
6
14
5
6
Room Contents
Administration there is nothing of use in the room
Advanced Weapons Lab you may pick up either a Plasma Gun
or a Particle Gun (stats on the right)
Tech Store inventions can be worked on in this room
End of the Game
The game will end if the Doctor makes it into the TARDIS or one side or
the other is removed from play. The heroic side wins if the Doctor gets
into the TARDIS, or if the heroes manage to eliminate both Cybermen
and the Dalek without the Doctor getting killed. The monster side wins if
they kill or capture all the heroic models. Any other result is a draw.
The Doctor Who Miniatures Game game text 20069 Graeme Dawson. Doctor Who and all associated trademarks and images are BBC Worldwide Ltd.
Scenario: All Hell Breaks Loose
More by accident than design forces from the three factions battling it out
in the Torchwood Tower meet in the great hangar space.Although each
side has formulated other plans the opportunity to inflict significant damage
could swing the outcome of the entire conflict.
2 Player Game Forces
Heroes and Allies: The Doctor, Rose, 2 Torchwood Corporals,
8 Torchwood Soldiers, 1 Torchwood Scientist, plus
either Yvonne or 1 Torchwood Captain.
Monsters: Choose either Cybermen or Daleks:
1 Cyber Leader, 8 Cybermen or
3 Daleks (choose three of the Cult of Skaro), the
Genesis Ark.
3 Player Game Forces
Heroes and Allies: The Doctor, Rose, 2 Torchwood Corporals, 6
Torchwood Soldiers, 1 Torchwood Scientist plus either Yvonne or 1
Torchwood Captain.
Cybermen: 1 Cyber Leader, 5 Cybermen.
Daleks: 2 Daleks (choose two of the Cult of Skaro), the Genesis Ark.
The Table
The 48x48 table represents one floor of the huge Torchwood Tower.
It is mainly a single huge open space, although it does feature several
floor to ceiling blast walls and several storage rooms around its
perimeter. Feel free to put dozens of crates, cargo containers and other
assorted clutter around the floor, but if you have a suitably sized model
space ship or similar why not put that in as well.
Set Up
The heroic player places his models in the centre 24 of one wall. If
playing a 2 player game, the monster player sets up in the centre 24 of
the opposite wall.
If you are playing the 3 player game, each monster side (Cybermen and
Daleks) set up on opposite walls, adjacent to the wall the heroic player
has placed his models. Their 24 set up areas are the halves of their
walls furthest from the heroic players set up wall.
Initiative
Determine initiative as
normal on all turns.
Special Rules
Each side may be able to bring on reinforcements during the game to
aid their hard pressed combatants. Each player should roll 6 in the end
phase. On the roll of 6 the player can bring on the following models from
their starting edges:
Torchwood: 1 Torchwood Corporal or 2 Soldiers. Max 3 reinforcements.
Cybermen: 1 Cyberman. Max 2 reinforcements.
Daleks: 1 Dalek. Max 1 reinforcement.
Players get a limited number of reinforcements (successful rolls, not
models in total) after you have your full allocation of reinforcements
stop rolling. Reinforcements have to come from your dead models, so
dont roll if you dont have the models you need!
In the three player game, the first player to eliminate all of the models
from one opponent can bring on one set of free reinforcements in the
end phase of the current turn.
Map Key
1: Heroic player start area
2: 2 Player monster start area
3: 3 Player monster
start area
1
2
3
3
11
Objectives
Each force is trying to achieve a different primary objective these are
given below as well as the secondary objectives which are common to all
sides. Players should remember that winning the game will depend on
achieving your primary objective first!
Torchwood: Activate 3 out of the 4 Main Power Linkages (see below).
Cybermen: Capture 6 humans for Cyber-conversion.
Daleks: Prime the Genesis Ark.
Secondary Objectives: Eliminate opposing models.
If the Daleks capture any model with the Time Traveller ability then dont
use the usual capture rules. Instead immediately place both models
(Dalek and Time Traveller) in base contact with the Genesis Ark. While
the Time Traveller is in base contact with the Genesis Ark they must
make an Agility test under the following conditions:
1. The model is attacked in hand to hand combat
2. The model is about to use a Move action
If the Agility test fails, the Genesis Ark becomes primed and the Daleks
achieve their primary objective see The End of the Game, below.
Tech Stores
Scattered throughout the cavernous space are Tech Stores small
crates of equipment and parts destined for future study by Torchwood.
Mark the underside of 2 counters with Invent, and 1 counter each with
Plasma Gun and Particle Gun. The remaining 2 counters should be left
blank. Shuffle the counters then players should take turns placing the
6 tech store counters on the table. Each should be more than 8 from
another counter and 8 from any table edge. If any model from the
Torchwood side gets into base contact with a counter it is revealed.
Note that Cybermen and Daleks cannot reveal counters.
12
Invent counters allow models with the Invent ability to err invent,
while the 2 Gun results will score the finder a Plasma or Particle gun
respectively (stats on page 12). Blank counters are just junk and are
of no use whatsoever. Unrevealed and Invent counters are counted
as having Def 5 and 1 Hit and can be removed by the careless use of
weapons fire from Cybermen and Dalek forces.
End of the Game
The game will end when one force achieves their primary objective or
has the only models remaining on the table. This side has obviously won
the scenario submit to their rule! (Until the next battle)
As soon as any player has achieved their primary objective then the
game will end at the end of the current turn.
Assemble the 4 Main Power Linkages (instructions adjacent to the
pieces) and place one within 4 of the centre of each table quarter. They
can be activated by any model on the Torchwood side simply by getting
into base contact and spending an action.
Models captured by the Cybermen will be permanently turned into shiny
new Cybermen if the roll to remove their captured status effect results in
a 1 or 2. Models who are allowed to roll more than one dice to remove
status effects will only be converted if 2 or more dice come up 1 or 2.
The Cyber-converted model is now permanently out of the game. If
Yvonne Hartman gets converted then her I Did My Duty ability means
she will return to play as the next Cyber reinforcement if possible.

Hostile elements will be deleted.

The Doctor Who Miniatures Game game text 20069 Graeme Dawson. Doctor Who and all associated trademarks and images are BBC Worldwide Ltd.
So youve played a few battles, now what? Why not make up some
scenarios using the rules and the stand up models you already have?
Some ideas for scenarios include:
Rescue: Get Yvonne or Rose (or anyone else) back from the enemy.
Holding Action: Hold off a much stronger force as a diversion.
Testing Run: A raid on the enemy with new found experimental weaponry.
Or if youre feeling in the mood for an all out rumble, why not download
more copies of the card models, make some much bigger forces and
have as big a battle as you can manage? The Battle for Canary Wharf PDF
including 3 pages of standup models can be found here, as well as a
planned PDF of examples of play and other exclusive goodies get it
before it gets deleted by invading aliens:
www.drwhominiatures.co.uk/wharf.html
Assembling your Models
Print out onto card or simply stick your paper
printouts onto card afterwards. Cut round the
lines. See right for how to assemble the standup
models. There are instructions on the pages
for building the Genesis Ark (the Main Power
Linkages are the same). The TARDIS and
containers simply assemble into boxes.
Using Miniatures in your Canary Wharf Games
All of the card standups included in this release can be converted into
miniatures. Space precludes including exactly what they are here, but
check out the link above for full details and links to suitable models
More Doctor Who Miniature Game Action
Once you have played the scenarios on pages 912 and had a go at
some games of your own, you might be looking for some more gaming
ideas. Luckily The Battle for Canary Wharf is only the start. Point your internet
browser here:
www.drwhominiatures.co.uk/
The web site has the DWMG 2nd Edition
rules, a 64 page PDF detailing models
and scenarios from the original series
of Doctor Who, 196389. The basic
rules include stats for classic monsters
like Autons, Sontarans, the Master and
the forces of UNIT to your games try
out the six scenarios or make up your
own with the rules for Victory Points.
The Secondary Control Room adds an
index, reference sheet, stat cards and
exciting event cards to the game.
Fans of the new series dont worry there are currently 3 releases
detailing the Doctor since he has returned to the screen:
Bad Wolf: The 9th Doctor from the Nestene to The Parting of the Ways.
Welcome to Torchwood: The 10th Doctor from the Sycorax to Doomsday.
Last of the Time Lords: More 10th Doctor, from a bride to the Master.
Further Doctor Who Miniatures Game material online includes:
Carnival of Monsters: 32 page Compendium including 9 scenarios.
The Daemons: Magical beings cause havoc in the middle of England.
The Dalek Invasion of Earth: Fight Skaros finest in the ruins of London.
The Five Doctors: 8 player game with multiple Doctors and the Master.
The Key to Time: All 6 stories in the quest for the all-powerful artifact.
Shada: The 8th Doctor and Romana revisit the past to uncover a mystery.

Fold Glue
About the Illustrator
Wayne Peters works as a computer game environment artist. He
loves art, RPGs, sci-fi film, TV & books. He lives in Warwickshire
with his wife and two children. www.crowstuff.co.uk/
The Doctor Who Miniatures Game game text 20069 Graeme Dawson. Doctor Who and all associated trademarks and images are BBC Worldwide Ltd.
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