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The Pirate Planet

The Key
to Time
4th Doctor Campaign
2nd Edition Supplement by Graeme Dawson,
Karl Perrotton & Chris Viau

CONTENTS
Contents . . . . . . . . . . . . . . . . . . . 1
Copyright & Dedication . . . . . . . . . . 1
Introduction . . . . . . . . . . . . . . . . 2

The Ribos Operation . . . . . . . . . . . 3


Garron . . . . . . . . . . . . . . . . . . 3
Unstoffe . . . . . . . . . . . . . . . . . . 3
Graff Vynda-K . . . . . . . . . . . . 4
Sholakh . . . . . . . . . . . . . . . 4
Leviathan Invincible . . . . . . . . . 4
Shrieve . . . . . . . . . . . . . . 5
Shrieve Captain . . . . . . . . . . . 5
The Cannon . . . . . . . . . . . . . . 5
Shrivenzale . . . . . . . . . . . . . . 5
Binro . . . . . . . . . . . . . . . . . . . 6
The Seeker . . . . . . . . . . . . . . . 6
Scenario: One of our Skringe
Stones is Missing . . . . . . 78

. . . . . . . . . . 9
The Captain . . . . . . . . . . . . . 9
Polyphase Avitron . . . . . . . . 9
Mr. Fibuli . . . . . . . . . . . . . . 10
The Nurse . . . . . . . . . . . . 10
Pirate Guard . . . . . . . . . . . . 10
Mentiad . . . . . . . . . . . . . . . 11
Psychic Interference Transmitter . 11
Air Car . . . . . . . . . . . . . . . 11
Captain Random Oath Generator . 11
Scenario: Battle of the Bridge . . 12

The Stones of Blood

. . . . .
Amelia Rumford . . . . . . .
Ogri . . . . . . . . . . . . .
Making the Stones of Blood
Vivien Fay . . . . . . . . . .
The Cailleach . . . . .
Cessair of Diplos . . .
Cultist . . . . . . . . . . . . .
Leonard de Vries . . . . . .
Megara . . . . . . . . . . . .
Scenario: All Tied Up . . .

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. . . . . .
Prince Reynart . . . . . . . . .
Princess Strella . . . . . . . . . .
Swordmaster Zadek . . . . . . .
Swordmaster Farrah . . .
Taran Soldier . . . . . . . . .
Taran Weaponry . . . . .
Count Grendel . . . . . . . . .
Taran Horse . . . . . . . . . . . .
Horses and Riding . . . . .
Taran Wood Beast . . . . . . .
Taran Android . . . . . . . . .
Using Androids in the Game . .
Scenario: Get Me To The Church
On Time . . . . . . . . . .

17
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18
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18
19
19
19
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20
20

The Androids of Tara

Copyright, Credits & Dedication


Doctor Who, its logo and all associated images including
screen captures are BBC Worldwide Limited. No
copyright infringement is intended. The Doctor Who
Miniatures Game and all related PDFs are free and should
not be sold for profit.
All game text, layout & design Graeme Dawson except
where noted in the next paragraph.

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The Power of Kroll

. . . . . . . . . . 22
Ranquin . . . . . . . . . . . . . 22
Swampie . . . . . . . . . . . . 22
The Refinery Crew . . . . . . . 23
Refinery Crewman . . . . . 23
Thawn . . . . . . . . . . 23
Dugeen & Harg . . . . . . 23
Rohm Dutt . . . . . . . . . . 23
Do You Canoe? . . . . . . 23
New Vehicles . . . . . . . . . 24
Swamp Rider . . . . . . . 24
Canoe . . . . . . . . . . . 24
Tentacle of Kroll . . . . . . . 24
Battlefield Hazards of Delta Three . 25
Scenario: Romp in the Swamp . . 26

The Armageddon Factor

. . . . . . .
The Marshal . . . . . . . . . . . .
Princess Strella . . . . . . . . . . .
Drax . . . . . . . . . . . . . . .
The Shadow . . . . . . . . . . .
Mute . . . . . . . . . . . . . .
Scenario: Mentalis As Anything . .

27
27
27
28
28
28
29

Garrons Guide to Miniatures


& Scenery . . . . . . . . . . . 30

Stat Cards

. . . . . . . . . 3136

21

This version work in progress date 08.11.09


4 The Ribos Operation, Androids of Tara, Armageddon
Factor and Garrons Guide by Karl Perrotton.
4 The Pirate Planet & Power of Kroll by Chris Viau.
4 The Stones of Blood and general editorial overlordship
by Graeme.
4 Miniature photos by Karl Perrotton.
This release is dedicated Katie Cybermat Dawson, who
at 1 is still munching those bernalium rods

01

Contents

Doctor Who Miniatures Game 20069 Graeme Dawson. This product is free and not for sale.

The Key to Time

Doctor Who Miniatures Game 20069 Graeme Dawson. This product is free and not for sale.

The Key to Time


As each story is self contained within the overall plot, then
allow models who take part in the scenarios as presented
here to recover all Hits and Luck points etc. lost in the
course of each scenario, before starting another. Who
knows how much time elapsed between the events on
screen in each story?

You have been chosen for a vitally important task.


The White Guardian, one of the two most powerful beings
in the Universe, appears to the Doctor and offers him a
quest he is unable to refuse. The Doctor must locate the
six missing segments of the Key to Time, in order that it
does not fall into the hands of the evil Black Guardian.
Reluctantly agreeing, the Doctor finds the TARDIS has
gained another Time Lord the young and inexperienced
Romanadvoratrelundar (or Romana as the Doctor insists
on calling her). With a Tracer to locate each segment the
two set off with K9 after a somewhat spiky start.

If you are playing multiple scenarios set within the same


story then lost points will need to be accounted for I
would suggest that each lost point is recovered on the
6 roll of 4+. If you allow players to roll to recover Luck
points first then those points can be spent to try to aid the
recovery of other lost points. Models reduced to 0 Hits
can still roll to recover their lost Hits if they dont get
any back then assume they can continue with a single Hit.
Heroes are meant to be made of strong stuff, after all.

be plenty of other
TimeThereLordsmustwhod
be delighted
I have chosen you, Doctor.

The White Guardian not taking no for an answer

The Key to Time supplement details all six stories in Doctor


Whos sixteenth series. Each details the personalities and
monsters encountered and special rules needed to play, as
well as a scenario based on the story. As usual, feel free to
use the provided stats and rules as tools to come up with
more scenario ideas theres a lot of possibilities!

The final confrontation with the Black Guardian, and stats


for both Guardians, are not included. The Guardians are
beings so powerful they can literally cause almost anything
to happen, so including them directly in the game might
allow things to get out of hand slightly. Instead there are
two new event cards (below) to represent the influence of
these awesome beings.

The White Guardian

The Black Guardian

Heroic player only

Monster player only

Cancel any event card just


played. Immediately draw
another event card.

Gain control of one Companion


model until you roll 5 or 6 on
6 in any end phase.

You will come to no harm.


The White Guardian,
The Ribos Operation

02

Your concern is with the Doctor


The Black Guardian,
Mawdryn Undead

New Event Cards


Here are 2 new event cards
inspired by The Key to Time
although they are suitable for use in
any DWMG game, using any forces.
The Secondary Control Room
supplement contains the full basic
deck of event cards. Event cards
can also be found in other selected
DWMG scenario releases.

Doctor Who Miniatures Game 20069 Graeme Dawson. This product is free and not for sale.

The Ribos Operation

The Ribos Operation


On the planet Ribos, Garron is engaged in a scam to sell
the world to the despotic Graff Vynda-K, the deposed
ruler of Leviatha. He has convinced the Graff the planet is
rich in Jethrik a rare and powerful mineral by placing a
large chunk of it on view in a cabinet of crown jewellery. In
reality the Jethrik is the first segment of the Key to Time.
The Doctor and his new assistant Romana arrive in the city
of Shur where they become entangled in the schemes of
Garron, the Graff and the unwitting city guard. The Graff
realises he is being deceived, and hunts down the two con
men, the Doctor and Romana in the labyrinth of tunnels
beneath the city

It was a fair cop for Shur

Garron

UNIT File: 020978/16/01

Garron, Intergalactic con man l

Faction: Hero

MOVE

DEF

HITS

STR

AGI

INT

MORALE

Weapon

Range

Hit

Str

Notes

Last Ditch Punch

melee

4+

Stuns

Information:

Special Rules:

Garron is a likeable rogue. Even when his quick wits and


silver tongue seem to fail him, he seems possessed of an
uncanny ability to extricate himself from even the most
terminal situations. A clever con-man and valuable ally, just
remember to check your pockets before you leave him.

Luck (4)
Bad Influence: Garrons incessant fast-talking causes any
single model within 6 to shoot at 1.
Sleight of Hand: Garron can reroll any Agility test made to
pick pockets (if in base contact) or palm objects.
Wrist Speaker: Garron can spend a special action to activate
Unstoffe, no matter where he is on the table.

Unstoffe

UNIT File: 020978/16/01

Unstoffe, Right hand (con) man l

Faction: Hero

MOVE

DEF

HITS

STR

AGI

INT

MORALE

Weapon

Range

Hit

Str

Notes

Quick Cosh

melee

4+

Stuns

Information:

Special Rules:

A capable and unassuming fraudster, Unstoffe suffers the


indignities that Garrons plans often foist upon him with
great aplomb.

Luck (1)
Tall Tale Teller: Unstoffe is able to spin a spell-binding yarn by
spending a special action. A single opponent within 4 who
fails an Int roll cannot activate in their next turn.

03

Graff Vynda-K

UNIT File: 020978/16/01

Graff Vynda-K, Deposed despot l

Faction: Monster

MOVE

DEF

HITS

STR

AGI

INT

MORALE

Weapon

Range

Hit

Str

Sabre Strike
Laser Staff
Thermite Pack

melee
12
placed

4+
4+
2+

3
4
6

Notes
Laser, Pistol
As High Explosive (DWMG page 14)

Information:

Special Rules:

The Graff Vynda-K is the exiled tyrant of Levithia. He was


deposed by his people and replaced by his half-brother.
Swearing revenge, he intends to buy Ribos from Garron,
hoping to turn it into a training ground for his army.

Body Armour, Leader (2), Luck (2)


The Graff s Leader ability can only be used on his Invincibles.
Hes Quite Mad You Know: : The Graff is an unstable
individual his aide, Sholakh is all he has left of his previous
glory. If Sholakh is killed during action, the Graff will enter
an uncontrolled rage. He can reroll his hit rolls and no
longer needs to make Morale checks, but his opponents
are allowed to reroll their rolls to wound the Graff.

Sholakh execute them!

The Graff in a good mood, The Ribos Operation

Sholakh

UNIT File: 020978/16/01

Sholakh, Loyal Leviathan veteran l

Faction: Monster

MOVE

DEF

HITS

STR

AGI

INT

MORALE

Weapon

Range

Hit

Str

Sabre Strike
Laser Staff

melee
12

4+
4+

3
4

Notes
Laser, Pistol

Information:

Special Rules:

A veteran of many campaigns with the Graff, Sholakh is a


grizzled soldier, confidante and aide to his liege in all things.

Body Armour, Leader (1), Luck (1)


Sholakhs Leader ability can only be used on the Invincibles.
Bodyguard: Sholakh activates for free if the Graff is within 6.
Veteran: Sholakh can reroll one failed hit roll per turn.

Leviathan Invincible

Leviathan Invincible, Graffs warrior


UNIT File: 020978/16/01

The Ribos Operation

Doctor Who Miniatures Game 20069 Graeme Dawson. This product is free and not for sale.

Faction: Monster

MOVE

DEF

HITS

STR

AGI

INT

MORALE

Weapon

Range

Hit

Str

Sabre Strike
Laser Staff

melee
12

4+
3+

3
4

Notes
Laser, Pistol

Information:

Special Rules:

The Invincibles have chosen exile in order to protect their


lord as he schemes to regain his power.

Blocker, Body Armour

04

Shrieve

UNIT File: 020978/16/01

Shrieve, Guard of Shur

Faction: Monster
MOVE

DEF

HITS

STR

AGI

INT

MORALE

Weapon

Range

Hit

Str

Pike

melee

4+

Notes
When wielding Pike, Agi counts as 2

Information:

Shrieve Captain:

The Shrieves guard the throne room and reliquary in Shur,


and keep order in the city. Needless to say, much of their
job is menial and boring.

Captains command around a dozen


Shrieves. Each Captain and his men
are detailed one responsibility, such
as guarding the royal jewels. Captains
have the Leader (2) ability, which can
only be used on their Shrieves.

Special Rules:
Blocker, Body Armour

The Cannon
The Shrieves have access to a primitive cannon, powered by gunpowder.
One model can move it at half speed, or two models can move it at their
full Move rate. Models moving the cannon may not run. The cannon has
Def 4 and 3 Hits.
A model can spend a special action to fire the cannon due to the fuse
it will fire at the start of the owning players next turn. The cannon fires
a powerful blast cut a triangle from a full sheet of A4 card (US: letter).
Models fully or partially under this template will
each take 3 Str 5 Hits on the roll of 3+.
Cannon
template: cut
this shape from
A4 card

If the cannon is fired in the catacombs, place


a rockfall 66 inches from the front of the
cannon.

This would bring the house down

Shrivenzale

UNIT File: 020978/16/01

Shrivenzale, Reptilian quadraped

Faction: Neutral

MOVE

DEF

HITS

STR

AGI

INT

MORALE

Weapon

Range

Hit

Str

Claws and Bite

melee

4+

Notes
2 Attacks

Information:

Special Rules:

The Shrivenzale is a feared beast which is allowed to roam


the reliquary at night, in order to keep the jewels contained
within guarded without need of the Shrieves. It is a green
reptile with a viscious nature. Other Shrivenzales live in the
catacombs beneath the city.

Alien, Slow
Alien Instinct: The Shrivenzale cannot be activated using
another models Leader ability.
Hungry Beast: The Shrivenzale will move automatically
towards the nearest model in the end phase of each turn.

05

The Ribos Operation

Doctor Who Miniatures Game 20069 Graeme Dawson. This product is free and not for sale.

Binro, The heretic l


MOVE

DEF

HITS

STR

AGI

INT

MORALE

Weapon

Range

Hit

Str

Notes

None

Binro

UNIT File: 160978/16/01

Faction: Hero

Information:

Special Rules:

Binro has guessed the true nature of the stars and of


Ribos place in space. His views have made him unpopular
and now he scrapes a living in the concourse of Shur.

Poor Wretch: If Binro expends an action and succeeds at an


opposed Int test with a model within 2, his victim loses
their Blocker ability for the remainder of the turn.

The Seeker, Mad old woman l

The Seeker

UNIT File: 160978/16/01

The Ribos Operation

Doctor Who Miniatures Game 20069 Graeme Dawson. This product is free and not for sale.

Faction: Monster

MOVE

DEF

HITS

STR

AGI

INT

MORALE

Weapon

Range

Information:
The Seeker uses primitive rituals to determine the location
of sought individuals. She also manages an equally accurate
line in predictions.

Special Rules:
Psychic
The Bones Are Alive: When any other model uses Luck while
the Seeker is in play roll 6 and consult the table, right.

06

Hit

Str

Notes

None

6 Result
13 Your fate is sealed
The expended Luck point has no effect. The
model cannot use any further points of Luck
in this game.

46 The Ice Gods are with this one

The model gains the reroll but does not


expend the point of Luck used. All further
rolls on this table are at +1 (not cumulative).

One of our Skringe Stones is Missing

Map Key

1: Heroic set up area

The Catacombs, Ribos, date unknown

2: Monster set up area


3

The Graff Vynda-K is not a happy man. Having


uncovered Garrons plans, the Graff
has pursued the conman and his
accomplices (the Doctor and
Romana) into the catacombs
beneath the city.The
Graff plans to retake
the Jethrik and make
the fools pay for their
insolence

Forces

Binro, The Seeker, Garron, Unstoffe, 3 Shrieve Guards and


the Shrivenzale.

The Table
The 48 square playing area should represent the
catacombs beneath the city of Shur. The tunnels are quite
literally a maze and should therefore include a number of
dead-ends and small tombs. Try to make the tunnels at least
3 wide where possible.

Heroes and Allies: The Doctor,


Romana and K9.
Monsters and Villains: The Graff Vynda-K,
Sholakh and 4 Leviathan Invincibles.
Additional Models: You will also need the following
models, which can come into play as a result of activating
markers as detailed below:

Special Rules
There are 10 unique
event markers used in this
scenario. Before play starts these
markers should be shuffled and placed
faced down on the table. The markers
represents either a clue or an obstacle to locating the
Jethrik. Divide the markers equally between both players.
Taking turns, the players may place them around the board.
None may be closer than 12 from any model or 3 from a
table edge.
Each marker has the Blocker special ability which means
players may not pass it unless they activate it, which they
achieve by coming into base to base contact with the
marker. Each time a player activates a marker read the
instructions and place the appropriate models or instigate
the effect immediately.

End of the Game


The objective for both sides is to collect 3 clue markers.
Once they have all three, they have successfully gathered
enough information and the Jethrik is revealed. Note that
some markers can change sides during play.
Otherwise the game will end when either side is eliminated
or exits the table.

Victory Points

A deadly Shivenzale stalks the catacombs


Set Up
Heroic models set up within 3 from any table edge. The
opposition set up within 3 of the opposite table edge.

Initiative

Use the Victory Points rules on page 25 of the DWMG


rules. Players gain 1VP for each clue marker activated.

whole dirty gang of you will


dieThetogether

Sholakh gets job satisfaction, The Ribos Operation

Determine initiative as normal on all turns.

07

The Ribos Operation

Doctor Who Miniatures Game 20069 Graeme Dawson. This product is free and not for sale.

Doctor Who Miniatures Game 20069 Graeme Dawson. This product is free and not for sale.

The Ribos Operation

Clue & Obstacle


Markers
Cut out these handy
markers to use in
the Skringe Stones
scenario. If you
decide to use the
backs youll need to
print out 2 copies
of this page to get
enough backs (as
they all need to be
identical).
1st Row: Clue
2nd Row: Obstacle
3rd Row: Backs

Clue Markers
Each of these markers counts as one of the three needed
to win the game. Binro, the Seeker and Garron & Unstoffe
count while their models are within 4 of the players other
models. Binro, Garron & Unstoffe are heroic models so will
join the heroic player, while the monster player will have to
capture them to get the credit (as non-combatants keeping
a model in base contact counts as a capture).
The Seeker will join the side of any player who attains base
contact as long as this is not contested by any of the other
players models. If these models are killed then their marker
bonuses are lost for the rest of the game.
Ancient Carvings: Scribings in the walls reveal a route
through the maze.Your side gain the initiative next round.
Binro: You stumble across this wise local who has extensive
knowledge of the catacombs. He joins your party and
may be activated on your next turn if desired. Binros
knowledge brings you one step closer to the Jethrik.

Tracer: The faulty Tracer begins to work again leading you


one step closer to the Jethrik.

Obstacles
Obstacle markers are intended to delay the players and add
some spice to the game. Their effects are given below.
Rockfall: The passage going forward is blocked by a sudden
rockfall! To pass the rockfall 8 actions must be spent to dig
through the rubble otherwise you must go back the way
you came. Multiple models can help to reduce the number
of turns required to clear the blockage.
Shrieve Cannon: The Shrieves have set up their cannon
and lit the fuse! Get your opponent to place the Cannon
template 66 inches in front of the obstacle marker.
See page 6 for rules for damage. The resulting rockfall is
covered in the paragraph above.
Shrieve Guards: Replace the obstacle marker with 2 Shrieve
Guard models. They join the opposing players forces and
may be activated on their next turn if desired.

Garron & Unstoffe: The two conmen have returned to the


catacombs to retreive the Jethrik. The pair join your party
and may be activated on your next turn if desired.

Shrivenzale: Your opponent places the Shrivenzale 66


inches from the player who uncovered the card.

Seeker: You stumble across this crazed old soothsayer who


joins your party and may be activated on your next turn if
desired. The Seekers knowledge brings you one step closer
to the Jethrik.

Thermite Bomb: The Graffs explosives go off unexpectedly.


Roll 6 and place the marker that number of inches away
from the obstacle marker. Place the 4 Blast Marker at its
centre. The bomb explodes as a High Explosive charge.

08

Doctor Who Miniatures Game 20069 Graeme Dawson. This product is free and not for sale.

The Pirate Planet

The Pirate Planet


The Doctor and Romana trace the second segment of the
Key to Time to the planet Calufrax. However, after arriving
they realize they are not on Calufrax, but on a world that
has been hollowed out and fitted with transmat engines
capable of materializing the whole planet around other
unsuspecting worlds.
Zanak, the pirate planet, plunders these worlds of their
mineral wealth and leaves them a shrunken husk held by
powerful gravitational forces in a trophy room. The whole
outrageous operation is masterminded by the Captain, a
cyborg survivor of his spaceships crash landing. But is he
the real power on this planet?

Was that a gun or even more robotic rebuild?

The Captain

UNIT File: 300978/16/02

The Captain, Half man, half shouter l

Faction: Monster

MOVE

DEF

HITS

STR

AGI

INT

MORALE

Weapon

Range

Hit

Str

Robot Arm
Laser Pistol

melee
12

4+
4+

4
4

Notes
Laser, Pistol

Information:

Special Rules:

Partially replaced by robotic parts after a near fatal


Spaceship crash, the Captain is merely a puppet for his
nurse, the wicked Queen Xanxia.

You Will Be Avenged!: The Captain counts his Morale as 0 on


the turn following the death of Mr. Fibuli or his Avatron.

By the left frontal lobe of the Sky


Demon!

Special Rules:
Leader (2), Luck (1), Mechanoid
The Captains Leader ability may only be used on Mr. Fibuli, his
Polyphase Avitron and his guards.

The Captain in a good mood, The Pirate Planet

UNIT File: 300978/16/02

Polyphase Avitron

Polyphase Avitron, Robot parrot l

Faction: Monster

MOVE

DEF

HITS

STR

AGI

INT

MORALE

Weapon
Beak Blaster

Range

Hit

Str

4+

Notes
Disruptor

Information:

Special Rules:

The Polyphase Avitron performs the same function as a


parrot on the shoulder of an ancient Earth pirate with
the added ability to kill those who displease its master.

Flyer (4), Mechanoid, Small

09

Mr. Fibuli

UNIT File: 300978/16/02

Mr. Fibuli, Loyal first mate l

Faction: Monster

MOVE

DEF

HITS

STR

AGI

INT

MORALE

Weapon

Range

Hit

Str

Notes

None

Information:

Special Rules:

Mr. Fibuli is usually in the front line of the Captains wrath,


which has caused him to become nervous and apologetic,
especially when bringing the Captain bad news.

Invent, Repair
Yes, Captain: Mr. Fibuli counts his Morale as 7 while he is
within 6 of the Captain.

Nurse

UNIT File: 300978/16/02

Nurse, Projection of Queen Xanxia l

Faction: Monster

MOVE

DEF

HITS

STR

AGI

INT

MORALE

Weapon

Range

Hit

Str

Notes

None

Information:

Invention Results vs the Nurse:

Her last few seconds of life stored by time dams, Queen


Xanxia is attempting to solidify her projected image using
the power of plundered planets.

When inventing a device to fight the Nurse, check below


for its effect on her.
Minor/Major Weakness: Add 1 or 2 respectively to the 6
roll when rolling to hit the Image Projector.
Jammers: If successfully jammed, the Nurse can do nothing
for the remainder of this turn, and the following turn.
Weapon: An invented weapon operates normally and does
not need to make the 6 roll to hit the Image Projector
(thus hitting the Nurse on a 4+).
Achilles Heel: If the location can be reached by the inventor,
the Nurse is immediately destroyed.

Special Rules:
Medic
The Nurses Medic ability can only be used on the Captain.
Projection: If the Nurse is hit by weapons fire or struck
in melee, roll a further 6. On a roll of a 6 her Image
Projector has been damaged and the Nurse will lose 1 Hit.

Pirate Guard, In it for the uniform

Pirate Guard

UNIT File: 300978/16/02

The Pirate Planet

Doctor Who Miniatures Game 20069 Graeme Dawson. This product is free and not for sale.

Faction: Monster

MOVE

DEF

HITS

STR

AGI

INT

MORALE

Weapon

Range

Hit

Str

Notes

Brawl
Laser Rifle

melee
24

4+
4+

3
4

Stuns
Laser

Information:

Special Rules:

None too clever, the Captains guards are still very effective.

Blocker

10

Faction: Hero
MOVE

DEF

HITS

STR

AGI

INT

MORALE

Weapon

Mentiad

UNIT File: 300978/16/02

Mentiad, Pariah psychic

Range

Hit

Str

6+

Psychokinetic Blast

Notes
Stuns. No effect on Mechanoids.

The Psychokinetic Blast is activated as a Mentiad Power (see below), not using a shooting action.

Information:

Special Rules (continued):

Mentiads are members of a telepathic gestalt of psychics


who are feared by the general population. Despite this they
are good, their power a by-product of Zanak strip mining
other worlds.

For each additional Mentiad you can add 1 to the die roll
when using the Psychokinetic Blast or the Telekenesis powers,
or add 2 to the length of the Force Wall.

Special Rules:
Mentiad Powers: As a special action a Mentiad can use one
of their special powers once per turn. Their psychic field
gets stronger the more Mentiads bolster any power.You
can choose up to 4 additional Mentiads who are within 4
of the original user of the Mentiad power.

Psychic Interference Transmitter


The Pyschic Interference Transmitter is
able to disrupt psychic fields over great
distances. When it is activated, Mentiads
cannot combine to increase their powers.
The Pyschic Interference Transmitter affects the entire
table. It has Def 3 and 1 Hit and counts as Small.

Air Car
Ships Boat
Air Cars allow the Captains
Guards to travel between
his bridge, perched on a cliff,
and the city below. They are
unarmed and simple to operate,
as the Doctor discovers.

The Captains Oath


Generator
If you need a random
insult to throw at your
opponent during a game,
simply roll 6666 and
apply the roll of each dice
to a different column on
the table to the right.

1D6
6
1
2
3 By the
4
5
6

Column 1
black
fiery
maloderous
nefarious
putrid
rotting

Half of these Mentiads (round up) count as having been


activated, and having used one special action. The remaining
Mentiads used cannot otherwise activate this turn.
Force Wall: Place a 2 long barrier with the centre
within 6 of the Mentiad. Weapons or models trying
to pass this barrier must beat the walls Def of 5 to
break through. Roll to damage using either the Str of
the model or weapon before rolling to hit and damage
as normal. The Force Wall remains in play until the
start of the heroic players next turn. Multiple Force
Walls cannot be placed closer than 2 to each other.
Psychokinetic Blast: See the above profile.
Telekenesis: Roll 6. The Mentiad can open any door or
cause a Str 4 hit within 4 on the roll of 6+.

Type: Flyer
Notable Appearances: The Pirate Planet
Weapons: None

Cap Def Armour Hits Speed Special

4 5
Column 2
moon
tentacles
pits
hells
sewers
deserts

5+ 2
1D6

Column 3
fifth
damned
of the eternal
frozen
rancid
forbidden

12

Flyer, Large

Column 4
sky demon
hell hound
hag queen
beast king
forgotten god
vampire lord

11

The Pirate Planet

Doctor Who Miniatures Game 20069 Graeme Dawson. This product is free and not for sale.

The Pirate Planet

Doctor Who Miniatures Game 20069 Graeme Dawson. This product is free and not for sale.

Battle of the Bridge Zanak, date unknown

Romana and Pralix lead the Mentiads up the mountain


side as the Doctor, K-9 and Kimas appropriate an
2
air car to take the high road.
Meanwhile, Mr. Fibuli is frantically
trying to repair the transmat and
aid the Captain against the
1
Mentiads.

Forces

5
4

Heroes and Allies:


The Doctor (4th),
Romana, K-9, Kimas, Pralix
and 9 Mentiads
Monsters and Villains: The Captain
and his Polyphase Avitron, Mr. Fibuli, the
Nurse and 10 Pirate Guards.

The Table

start area

2: Romana & 5 Mentiads start area


3: Pralix & 4 Mentiads start area
4: The Bridge
5: Transmat Control
: Door (Def 5, 2 Hits)

The table is 48 square and is divided into four sections


(shown on the map), each about 12 wide. The city
section (A) contains scattered buildings but is otherwise
clear terrain. The plains (B) comprise open ground with
scattered trees, bushes and broken ground.
The mountainside (C) should contain much more broken
terrain all models count this section as difficult ground.
The Bridge (D) comprises several rooms, separated in
some cases by doors. Weapons fire between sections is
not permitted unless the firer is right on the line between
sections, as the map is somewhat condensed with regards
to actual distances.You can represent the mountainside
with flat terrain as long as players are aware of this.

Map Key

1: The Doctor, K9 & Kimas

Initiative
The heroic side gains the first turn. Determine initiative as
normal on all future turns.

Special Rules
Both Transmat controls need 2 Repair rolls before Zanak
can relocate and mine the planet Terra of all its Quartz
(and incidentally wiping out the entire population).
Inventions can be made in the Bridge and the Transmat
areas. The Transmat controls have Def 5 and 1 Hit each.

End of the Game


The game ends if both Timelords are killed or captured,
both the Captain and Nurse are killed or at the end of the
turn following the turn in which both Transmat controls
have been repaired, sabotaged or destroyed.

Victory Points

Set Up
The Doctor, Romana, Pralix, K9, Kimas and the Mentiad
start positions are given above.
The Captain, Polyphase Avitron, Mr. Fibuli and the Nurse
start on the Bridge. Place one Pirate Guard with the air car
within 12 of the Doctor he can only take off if he has
captured any heroic models. The remaining Pirate Guards
may be deployed anywhere on the Bridge.

12

Heroes and Allies: The Polyphase Avitron and Mr. Fibuli are
worth 1 VP each. The Captain and the Nurse are worth 2
VP each. If both Transmat controls are put out of action the
heroic side gains 4 VP.
Monster and Villains: The Doctor is worth 2 VP, other unique
heroic models are worth 1VP each. If both Transmat
controls are repaired the Zanak will jump and the Monster/
Villain side gains worth 4 VP.

Doctor Who Miniatures Game 20069 Graeme Dawson. This product is free and not for sale.

The Stones of Blood

The Stones of Blood


The third part of the Key appears to be on 1970s Earth,
with the readings leading to a stone circle. The Doctor and
Romana can get no clue as to its exact whereabouts.
They meet archaeologist Amelia Rumford and her friend
Vivien Fay who give them some information on the history
of the stones, a site of ancient ancient worship. After the
time travellers encounter the Ogri, huge sentient stones
with a taste for blood, the ancient Celtic goddess the
Calleach captures Romana but is she all she seems?
The final part of the tale begins to play out in a hyperspace
vessel with two very literal-minded justice machines

So this was the sharp end of Druidism

UNIT File: 281078/16/03

Amelia Rumford

Amelia Rumford, Septuagenarian archaeologist l

Faction: Hero

MOVE

DEF

HITS

STR

AGI

INT

MORALE

Weapon

Range

Hit

Str

Notes

Enthusiastic Truncheon

melee

4+

Stuns

Information:

K9 vs the Rolling Stones

Amelia has surveyed the stones many times, and is content


with life in her country home with Vivien. When the
Doctor arrives she proves to be a spirited ally.

K9 can elect to put up a force field against


approaching Ogri. The wide field allows
a hit on 2+, but on the roll of 1, K9 gains
the Recharging status effect and cannot
activate until it is removed. Ogri affected by the force
field cannot activate in this turn or the next.

Special Rules:
Luck (1), Slow
Can We Fix It?: Amelia gains the Repair ability while K9 is
within 4 .

Faction: Monster

MOVE

DEF

HITS

STR

AGI

INT

MORALE

Weapon

Range

Hit

Str

Plasma Drain

melee

3+

Notes
Victim cannot move this turn or next

Ogri

UNIT File: 041178/16/03

Ogri, Stony exteriored silicon life form

Information:

Special Rules:

The Ogri hail from Ogros in the Tau Ceti system but are
now under the control of Vivien Fay. Their presence is the
cause of local legend about the stones.

Alien, Large, Slow


Heavy Rock Band: Ogri cause a Str 5 crushing hit to any
model, vehicle or building they contact while moving.

13

Making the Stones of Blood


There are no miniatures for the Ogri, but that doesnt
matter as there are 2 simple ways to make them. Either
find some suitable stones, glue to a base and paint if
needed, or make some from Doctor Who-ish polystyrene:
Cut some polystyrene to approximately 5075x25x20mm
(23x1x3/4 if you prefer imperial entanglements). Sculpt,
base, then either paint with sand textured paint or cover in
white glue and fine sand to get some texture on it.
Paint as stone, adding bits of green scatter if you want. If
you want to do the light up version, youre on your own

Vivien Fay, Been around the block l

Vivien Fay

UNIT File: 281078/16/03

The Stones of Blood

Doctor Who Miniatures Game 20069 Graeme Dawson. This product is free and not for sale.

Faction: Monster

MOVE

DEF

HITS

STR

AGI

INT

MORALE

Weapon

Range

Hit

Str

Surprise Grapple

melee

3+

Information:
Vivien Fay is the pseudonym of Cessair of Diplos, a wanted
galactic criminal. She has been on Earth for nearly 4000
years as a variety of different people through the ages.

Capture only. Use Hit value if opposed


by weapon.

face!
IItsknowyourthatfriend,
Fay.
Miss

Amelia and the Doctor get arty, The Stones of Blood

Special Rules:
Infiltrator, Luck (2)
Many Guises: Vivien can adopt the guise of the Cailleach
or Cessair at the beginning of any of her activations. She
cannot return to her Vivien Fay persona.
Misdirection: Vivien can influence the non-shooting roll of a
single model within 6 by 1, once per turn.

In the guise of this celtic goddess,Vivien


keeps alive the bloodthirsty rituals
which feed the stones.Vivien can change
into her Cessair guise at the beginning
of any of her activations.

Special Rules:
Leader (2), Luck (1)
This ability can only affect de Vries or Cultists.
The Cailleach is armed with a sacrificial knife, hitting
on 4+.
Call Ogri: If the knife hits, a single Ogri may take one
immediate free action.

Cessair of Diplos
Cessair is ruthless, and has been hiding
on Earth to escape justice. She appears
as a silver skinned woman.

Special Rules:

The Cailleach

14

Notes

Leader (1)
This ability can only affect Ogri.
Cessair is armed with a force rod, hitting on 4+.
Hyperpace Shift: If the force rod hits, the player can elect
to transfer the affected model into hyperpace instead of
rolling to damage. Unless the hyperspace ship is in play, the
model must roll 6 on 6 in any end phase to reappear at
any table edge, having found a method to return.

Weapon

Range

Str

Sacrificial Knife
Force Rod

melee
6

User
4

Notes
Call Ogri
Disruptor,
Hyperspace Shift, Laser

Cultist

UNIT File:220571/03/09

Cultist, Worshipper of the stones

Faction: Monster

MOVE

DEF

HITS

STR

AGI

INT

MORALE

Weapon

Range

Hit

Str

Improvised Weapon

melee

5+

Notes
Stuns or Captures

Leonard de Vries

Information:

A student of Druidic lore, de Vries


becomes out of his depth when
his worship of the stones, the nine
travellers, takes on a bloody and
murderous twist. de Vries has a
sacrificial knife (see page 14) and the
Leader (1) ability, which can only be
used on other Cultists.

The followers of de Viries naively believe they are simply


reenacting ancient Druidic rituals.

Special Rules:
Fears Aliens
Human: The heroic player loses 1 VP for each Cultist killed.

Ravens and Crows


These birds are reputed to be the eyes
and ears of the Cailleach. If you have
some bird miniatures based, the monster
player may place 3 anywhere on the
table. Heroic models are counted as having 1 less point
of Luck while they are within 6 of a bird base.

Hello, I hope that knifes been


properly
sterilised.

The Doctor believes cleanliness is next to godliness

Megara

UNIT File:220571/03/09

Megara, Very literal justice machine

Faction: Varies

MOVE

DEF

HITS

STR

AGI

INT

MORALE

Weapon
Dissolution Beam

Range

Hit

Str

4+

Information:
Appearing as glowing points of light, the Megara take justice
very seriously and apply the consequences to the letter.

6
12

Disruptor, Laser

Sentence
Innocent: The model is not guilty of any
crimes and will be ignored by the Megara
unless attacked.

Special Rules:
Flyer, Mechanoid, Small
Judge: Megara are controlled by the player with the initiative
each turn. Roll 6 on the table to the right the first time
any model is within 4 of a Megara in each end phase.
Jury: Models may appeal by spending a special action and
winning an opposed Int test against a Megara.
Executioner: Megara may only use their Dissolution Beam
against models found guilty, or who attack them.

Notes

34

Deliberating: Roll again next turn, applying


1 for a heroic model, and +1 for a monster
model.

56

Guilty: The Megara will use their weaponry to


carry out their sentences after one full turn,
unless the model is appealing.

15

The Stones of Blood

Doctor Who Miniatures Game 20069 Graeme Dawson. This product is free and not for sale.

The Stones of Blood

Doctor Who Miniatures Game 20069 Graeme Dawson. This product is free and not for sale.

All Tied Up Boscombe Moor, Cornwall, present day

Map Key

The Doctor has become entangled with Leonard de


Vries Celtic cult, themselves the unwitting pawns
of Vivien Fay and her Ogri pawns.Tied to a
huge stone, his options for rescue seem
limited. Meanwhile Vivien Fay the
Cailleach is about to cut
him down to size.

3
1

12

Approaching from
the other end of the
moor is the unlikely
rescue team of Romana, K9
and Amelia Rumford. So far so
good apart from the Ogri rumbling
up just behind.

1: Romana, K9 & Amelia start line


2: Stone circle
3: Ogri start edge

2
3

Forces
Heroes and Allies: The Doctor, Romana, K9, Amelia
Rumford and 2 hikers (use Civilian stats).
Monsters and Villains: Vivien Fay, de Vries, 4 Cultists and 3
Ogri.

The Table
The 48 square playing area represents the Cornish moor
around the stone circle of the Nine Travellers. The area has
scattered woods, brush, broken ground and low hills. Place
the stone circle 12 from the centre of one table edge.
The circle should be about 10 across (and ideally should
be comprised of nine stones) and surround three stone
sacrificial slabs.

Special Rules
Tied to a stone, and
intended to be sacrificed, the
Doctor and the hikers begin the
game with the Tied Up status effect.
While they have this effect, models cannot
activate, although they are of course able to roll to remove
the effect in each end phase.
Monster models in the stone circle cannot activate until
any of the captives moves from their stone slab. After this
point they can activate as normal.Heroic models who
become captured are immediately placed on an empty
stone slab (if one is available) with their captor in bae
contact. The captive gains the Tied Up status effect.
In the end phases of turns 3, 4 and 5, place a single Ogri
adjacent to any point on any of the indicated table edges.
The Ogri are not required to enter from different table
edges.

End of the Game


The game will end when all models on the heroic side have
been eliminated, have left the table (by the edge opposite
the stone circle) or by Cessairs Hyperspace Shift, or have
been captured. The game will also end if all monster models
leave the table, are eliminated or are captured.

Set Up

Victory Points

The Doctor and the hikers each begin tied to a stone slab.
The remaining heroic models begin on a line exactly 12
from the opposite table edge. de Vries and the Cultists
begin within the circle. The Ogri do not begin play on the
table.Vivien can either begin with Amelia (as Vivien) or in
the stone circle as the Cailleach. The monster player can
place 3 Birds (see page 15).

Score Victory Points as per the main DWMG rulebook. The


heroic side gains +1 VP for each unique model they get off
the table edge opposite the stone circle, and loses 1 VP
for each hiker killed.

Initiative
Determine initiative as normal on all turns.

16

Ogri you shall do my bidding!


The Cailleach liked her minions to be in the loop

Doctor Who Miniatures Game 20069 Graeme Dawson. This product is free and not for sale.

The Androids of Tara

The Androids of Tara


On the peaceful planet of Tara, where chivalric nobles
mingle with ultra-modern android technology the Doctor
and Romana uncover the fourth segment of the Key to
Time almost immediately.
But the time-travellers find themselves drawn into a power
struggle for the Taran throne between the rightful heir
Prince Reynart and the scheming Count Grendel of Gracht.
Android doubles, look-a-likes and (many, many) kidnappings
force the Doctor to match both wits and swords against
the villainous Count against a backdrop of castles, knights
and captive fair maidens.

The map had been stolen from the Dinosaur invasion one

Prince Reynart

UNIT File: 281078/16/03

Prince Reynart, Heir apparent l

Faction: Hero

MOVE

DEF

HITS

STR

AGI

INT

MORALE

Weapon

Range

Hit

Str

Electric Epee

melee

4+

Information:

Notes
1 Hit or Stuns. Disruptor

does not fear death


ifAheswordsman
faces it with honour.

Then hes an idiot!

The rightful heir to the Taran throne, the Prince plans to


marry the Princess Strella. The treacherous Count Grendel
has other plans however.

Special Rules:
Inspirational: Friendly models within 12 can use the
Princes Morale value for tests if required.

The Doctor puts Swordsman Farrah straight

UNIT File: 041178/16/03

Princess Strella

Princess Strella, Locked-up lookey-likey l

Faction: Hero

MOVE

DEF

HITS

STR

AGI

INT

MORALE

Weapon

Range

Hit

Str

Notes

Tapestry Smash

melee

2+

Stuns

Information:

Special Rules:

Kept captive in Castle Gracht, Grendel intends to marry


the Princess to gain the Taran throne. After this, he intends
to dispose of her.

Monster Magnet
Worth Fighting Over: All models within 6 who fail a Morale
test by a single point may reroll.

17

UNIT File: 281078/16/03

Swordmaster Zadek

Swordmaster Zadek, The old guard l

Faction: Hero

MOVE

DEF

HITS

STR

AGI

INT

MORALE

Weapon

Range

Hit

Str

Electric Sabre

melee

3+

Notes
1 Hit or Stuns. Disruptor

Information:

Swordsman Farrah

This stoic soldier is Prince Reynarts personal bodyguard


and leads the assault on Castle Gracht to free his Prince
and the kidnapped Princess Strella.

Farrah is a young soldier of the Prince


and is utterly devoted to his leige. He
assumes the Doctor is a spy when he
finds him fishing on the Princes estate.

Special Rules:
Leader (2), Luck (1)
Zadeks Leader ability can be used on any friendly soldiery.

He has the same stats as Zadek, but


lacks his Leader ability and has only Def 3.

Something about the towers of Castle Gracht still niggled the Count

Taran Soldier, Well equipped warrior

Taran Soldier

UNIT File: 281078/16/03

The Androids of Tara

Doctor Who Miniatures Game 20069 Graeme Dawson. This product is free and not for sale.

Faction: Varies

MOVE

DEF

HITS

STR

AGI

INT

MORALE

Weapon

Range

Hit

Str

Brawl
Electric Sabre
Electric Crossbow

melee
melee
24

4+
4+
4+

3
3
4

Notes
Stuns
1 Hit or Stuns. Disruptor
Disruptor

Information:
The soldiers of Tara are only lightly armoured, but benefit
from technologically advanced weaponry.

Special Rules:
None
Taran Soldiers are equipped with either a Sabre or a Crossbow.
Soldiers of Prince Reinhart are heroic models, while those of
Count Grendel are counted as monster models.

18

Taran Weaponry
These medieval weapons have been
augmented to deliver an electric charge.
Taran weapons therefore do not suffer
the usual penalties associated with the
Primitive or Move or Fire weapon effects. In addition
they have the Disruptor ability.

Count Grendel

UNIT File: 041178/16/03

Count Grendel, Master of the sword, Knight of Gracht l

Faction: Monster

MOVE

DEF

HITS

STR

AGI

INT

MORALE

Weapon

Range

Hit

Str

Electric Epee

melee

3+

Notes
1 Hit or Stuns. Disruptor

Information:

Special Rules:

This charming and dashing villain will stop at nothing to


seize the Taran throne devising a series of elaborate plans
to ensure he obtains the crown. The Count has two loyal
henchmen; the surprisingly erudite hunchback Till and the
silent but deadly Kurster (use Security Guard stats for both
add a point of Luck to each).

Leader(1), Luck (1)


Brilliant Tactician: Grendels machiavellian plans allow his side
to automatically win the Initiative once per game.
Dodge: The Count is reputedly the greatest swordsman on
Tara. He can dodge one melee attack made per turn by
rolling 4+ on 6. Dodge cant be used while mounted.
Horseback: See below.

Horse, Taran Tonto


MOVE

DEF

HITS

STR

AGI

INT

MORALE

Attack

Range

Hit

Str

Trample

melee

4+

Models can mount (if adjacent) or dismount


a horse with a special action. Models without
the Horseback ability must pass an Agi test.
While mounted, riders gain +1 Def and can
gallop if they spend both actions moving,
allowing the horse to move at double speed.

Notes

Attackers receive a 1 hit penalty against


riders (mounts cant be attacked), and if hit by a rider or
his horses trample attack, must make an Agi test or fall
prone.

Horses and Riding


Grendel and some Taran nobles ride horses as Knights of
their lands. Brief rules for horses are given here see the
Carnival of Monsters release page 18 for more complete
rules for horses and their riders.

Models who fall from a horse take a Str 3 hit.

UNIT File: 281078/16/03

Taran Wood Beast

Taran Wood Beast, Un-bearable animal

Faction: Neutral

MOVE

DEF

HITS

STR

AGI

INT

MORALE

Weapon

Range

Hit

Str

Big Bear Claws

melee

4+

Notes

Information:

Special Rules:

This ferocious bear-like troll is a native of Taran forests.


Few remain, but Count Grendel keeps a few on his estate
to hunt for sport.

Alien, Slow
Animal Instinct: The Wood Beast cannot be activated using
another models Leader ability.
Hungry Beast: The Wood Beast will move automatically
towards the nearest model in the end phase of each turn.

19

The Androids of Tara

Doctor Who Miniatures Game 20069 Graeme Dawson. This product is free and not for sale.

Taran Android, Robot in disguise

Android

UNIT File: 041178/16/03

The Androids of Tara

Doctor Who Miniatures Game 20069 Graeme Dawson. This product is free and not for sale.

Faction:Varies

MOVE

DEF

HITS

STR

AGI

INT

MORALE

Weapon

Range

Hit

Str

Brawl
Hidden Laser

Melee
12

4+
4+

4
4

Notes
1 Hit or Stuns
Laser

Information:

Madame Lamia

Only Taran commoners can build androids, which are used


to supplement the planets plague-decimated population.

A cold and loyal servant of the Count,


Madame Lamia creates the Android
duplicates the Count needs to further
his nefarious schemes. She counts as
a Scientist note that Tarans with the
Invent ability have further rules.

However, this has not stopped the ruling classes from


adapting some models to mimic specific individuals or to
act as living weapons in their courtly games of intrigue.

Special Rules:

Creating Androids

Infiltrator (if duplicating a model from the opposing side),


Mechanoid
DOS Is An Imitation: Android duplicates have all the physical
abilities of the model they are impersonating until they are
revealed (assume most people arent looking too closely).
A model which uses a special action while in base contact
with a suspected Android will force it to be revealed (if it is
so) on a successful Int test.

The Invent ability is used to create Androids, so follow the


usual rules for inventing with the following exceptions:
Before beginning, the inventing player must declare which
model the Android will duplicate. Only 66 are rolled
when making the Breakthrough roll.
When the Progress score reaches 15, do not roll on the
result table. Instead the completed Android is ready!

Using Androids in the Game


The presence of android duplicates in a game adds a level
of unpredictability you can only get when theres four
identical people roaming about. Print out the 4 cards
below. Each player draws one in secret. The cards indicate
the number of Androids each player can put into play. The
heroic side can add +1 to this number if they can succeed
at a Repair roll, while the monster side gets the +1 if
Grendel and/or Lamia is in play.
Before the game players must secretly note which model
each Android is duplicating. Androids can be used in the
following ways:

0
20

Body Double: If a duplicate is about to be removed as a


casualty, it can be revealed as an Android. Keep the model
in play this time its the real thing!
Cunning Ruse: Models with Android duplicates who are
captured can be revealed for the Androids they really are.
The capturing player loses 1 VP immediately.
Tin Man Hit Man: Duplicates can be revealed at any time
by their owning player, for example to strike with their
weapons at an unsuspecting enemy target, or to reveal or
spoil an ongoing plot of some kind.

Get Me To the Church on Time! Tara, date unknown


The dastardly Count Grendel has kidnapped Prince
Reynart, Princess Strella and her double, Romana.
He has blackmailed the Prince and Romana
into marrying, threatening Strellas life if
they refuse.Then he plans to kill
the Prince, marry Romana,
kill her and then
become King!

start area
4: Chapel

3
1

However, the Doctor


and the Princes
loyal retinue have other
(thankfully simpler) plans, and
have laid siege to Castle Gracht to free
the rightful heir. Can the Doctor stop the
ceremony before the Archimandrite declares the
doomed couple lawfully wed?

Map Key

1: The Doctor & K9 & start area


2: Heroic start area
3: Grendel, Till & Kurster

2
Count Grendels men may
start anywhere within the
castle walls, but cannot start closer
than 6 to the Doctor.

Forces
Heroes and Allies: The Doctor, K9, Zadek, Farrah and 6 of
the Princes loyal soldiers.
Monsters and Villains: Count Grendel, Till, Kurster, 8 of the
Counts personal guard and one Taran Wood Beast.

The Table
The 48 square playing area is divided through the middle
with the impassable walls of Castle Gracht. A 6 square
gatehouse sits in the middle of the wall straddling the open
gate to the castle. One side of the wall should represent
the wooded outskirts of the castle.
The other side of the wall is the inside of the Castle a
courtyard with several buildings, one of which should
ideally represent Grachts family chapel where the wedding
takes place. The chapel should be placed on the outside
edge of the board opposite to the castle wall. One building
should be chosen as Madame Lamias lab and can be used
by any model with the Repair/Invent abilities. Add scatter
terrain such as crates, wells and carts to break up the area.

Set Up
The Doctor and K9 begin in the gatehouse having just
sneaked into the castle and opened the gate for Prince
Reynarts men. These troops, led by Swordmaster Zadek
must start at least start six inches from the castle walls. Up
to one third of the Princes men can attempt to sneak into
the castle via an underground tunnel.
Do not place these infiltrating models on the table at the
start of the game, but instead roll 6 in the end phase. On
the roll of 6 the heroic player chooses a short table edge
inside the castle, the monster player places the infiltrators
within 4 of each other at any point on this edge.

Count Grendel, Till and Kurster must all start within 6 of


the Church. The Taran Wood Beast may start anywhere
outside of the Castle, but cannot begin closer than 8 from
any heroic model.

Initiative
The element of surprise gains the heroic side gains the first
turn. Determine initiative as normal on all future turns.

End of the Game


The objective for both sides is the chapel. Monster forces
must protect it and the Heroic forces must reach it. If
over half the Heroic forces are able to remain within 6
of the church for two consecutive activations, then they
are deemed to have stopped the ceremony and freed the
prisoners and the game ends.
The wedding ceremony will proceed and the game will end
at the end of turn eight if the game has not been won by
the heroic player. Otherwise the game ends when one side
is destroyed or retreats off the table.

Victory Points
Use the Victory Points rules in the core rulebook. If the
ceremony is stopped by the heroic side they gain 2 VP,
conversely if it goes ahead the monster player will gain 2 VP.

Stop! Thats not the Princess!

Swordsman Farrah sees the wires poking out

21

The Androids of Tara

Doctor Who Miniatures Game 20069 Graeme Dawson. This product is free and not for sale.

The Power of Kroll


The Doctor and Romana arrive on the marsh moon of
Delta Magna in search of the next segment of the Key to
Time, but are caught in the conflict between the native
Swampies and the crew of a chemical refinery.
The presence of gun runner Rohm Dott complicates
matters, and to make things worse, the Swampies intend to
awaken Kroll, the giant god that lives beneath the swamps.
This is a five way fight and one side is enormous. With K9
is stuck in the TARDIS (literally) so can the time travellers
avoid the infighting and get the segment? It could be staring
them right in the face tentacle.

The midnight movies had been getting great turnouts

Ranquin

UNIT File: 231278/16/05

Ranquin, High Priest of Kroll l

Faction: Hero

MOVE

DEF

HITS

STR

AGI

INT

MORALE

Weapon

Range

Hit

Str

Spear

melee

4+

Notes
Can also be Thrown

Information:

Special Rules:

Ranquin leads the Swampies in worship of the great squidgod Kroll, and in attacks against the human dryfoots. He is
soon to fatally discover that Kroll shows no great favours
to his followers.

Leader (3) can only be used on Swampies.


High Priest: Ranquin can reroll failed Morale tests if caused
by Krolls fear ability.
Inspirational: Swampies within 12 can use Ranquins Morale.
Swampie: See below.

Swampie, Green skinned native

Swampie

UNIT File: 231278/16/05

The Power of Kroll

Doctor Who Miniatures Game 20069 Graeme Dawson. This product is free and not for sale.

Faction: Hero

MOVE

DEF

HITS

STR

AGI

INT

MORALE

Weapon

Range

Hit

Str

Spear

melee

4+

Notes
Can also be Thrown

Information:

Special Rules:

The disposessed peoples of Delta Magna are treated as


little more than animals by the humans of the system. This
has provoked violence from the swamp dwellers.

Swampie: Swampies are at home in their environment


by spending one activation, a Swampie in the swamp can
be moved to any other part of the swamp on the table,
no closer than 12 to another non-Swampie model. This
model does not count as having been activated. Swampies
are also Aquatic even though they cant breathe underwater.

22

The Refinery Crew


The refinery is manned by a skeleton crew of only four
Thawn, Fenner, Dugeen and Harg. They are assisted by a
passive Swampie named Mensch (who counts as a monster
model).

UNIT File: 231278/16/05

Refinery Crewman

Refinery Crewman, Company man

Faction: Monster

MOVE

DEF

HITS

STR

AGI

INT

MORALE

Weapon

Range

Hit

Str

Brawl
Blaster Pistol
Blaster Rifle

melee
12
24

4+
4+
4+

3
4
4

Notes
Stuns
Disruptor, Pistol
Disruptor

Information:

Special Rules:

The four members of the refinery are frequently at each


others throats, but all view themselves as superior to the
green skinned Swampies.

Repair
Luck (1) Fenner only.

Thawn, the Boss


Thawn bullies his subordinates to
get things done. He has the Leader
(1) ability, which can only be used on
Fenner, Dugeen, Harg and Mensch.

Dugeen & Harg, Techs


The refinerys Technicians are
particulary adept at running repairs.
They count as having Int 8 when using
their Repair ability. They carry only
Blaster Pistols.

Rohm Dutt

UNIT File: 231278/16/05

Rohm Dutt, Two-faced gun runner l

Faction: Monster

MOVE

DEF

HITS

STR

AGI

INT

MORALE

Weapon

Range

Hit

Str

12

4+

Concealed Pistol

Notes
Disruptor, Pistol

Information:

Special Rules continued

Rohm Dutt is supplying weapons to the Swampies so they


can defend themselves against the attacks of the refinery
crew. His weapons prove to be faulty, as he is in fact in the
pay of Thawn.

If any weapons explode Rohm Dutt exchanges his Infiltrator


ability with the In The Way and Safer Behind Bars abilities:

Special Rules:
Infiltrator
Two-Faced Traitor: Rohm Dutts guns (count as SMGs) are
faulty and will explode on a hit roll of one, causing a Str 3
hit to the holder and destroying the weapon.

In The Way: The monster player gains +1 VP if they manage


to kill Rohm Dutt.
Safer Behind Bars: Rohm Dutt is worth 2 VP to the heroic
side if he can be captured.

Do You Canoe?
Rohm Dutt uses a canoe to get around stats for this can
be found on page 25.

23

The Power of Kroll

Doctor Who Miniatures Game 20069 Graeme Dawson. This product is free and not for sale.

Doctor Who Miniatures Game 20069 Graeme Dawson. This product is free and not for sale.

New Vehicles
The Swamp Rider and the Canoe are located at opposite
ends of the travel spectrum but each allows its user(s) an
ideal way to get around the swamps.

Vehicle

Swamp Rider

Canoe

Water way to travel


Lacking any form of native
groundcraft skills, these airboat
vehicles are the easiest way for
the refinery crew to get around
the swamps of Delta Three.

Get your oar in


Small and silent, his canoe lets
Rohm Dutt move around the
swamp without attracting the
attention of those he would
rather avoid humanoid or
tentacled.

Type

Cap Def Armour Hits Speed Special

4 5
2 3

Swamp Rider Hover


Canoe

Boat

5+
6+

3 12
1 5/6

Large
Speed 6 if crewed by 2 persons (2 rowers!)

The Swampies had found a cause worth dyeing for

UNIT File: 231278/16/05

Tentacle of Kroll

Tentacle of Kroll, Swamp God pseudopod

Faction: Monster

MOVE

DEF

HITS

STR

AGI

INT

MORALE

Weapon
Embrace of Suckers

Range

Hit

Str

3+

Notes
Can Capture automatically

Information:

Special Rules:

The God of the Swampie people, Kroll has been mutated


to giant size by the segment of the Key to Time it has
ingested.

Invulnerable (2), Slow, Causes Fear


God of the Swamp: Tentacles of Kroll are not affected by the
Battlefield Hazards of Delta Three (see page 26).
Hunts by Surface Vibration: Models that activate within 6 of
a Tentacle will attract its attention, causing the tentacle to
move 6 inches towards the model that activated, before it
performs any actions.

Kroll is massive so is best represented by just some of his


(many) tentacles rising from the swamp to gather prey.

24

Doctor Who Miniatures Game 20069 Graeme Dawson. This product is free and not for sale.

The Power of Kroll

Battlefield Hazards of Delta Three


Delta Three is a wild and dangerous place and adventures
on the moon might throw up all manner of hazardous
events. If either player rolls a 1 for their initiative roll,
then something is about to happen. Use the other players
initiative roll on the hazards table below to determine
what event occurs. The player with the initiative makes any
decisions as noted on the table.
Swampies who do not activate are counted as being under
the effect of the Tall Grass event.

Hazards Table

Event

Effect

Gas Eruption

A burst of swamp gas bubbles up with an explosion of foul gas and water.
Choose one model. Place the Blast template 66 inches away in a random
direction. All models in this area are knocked to the ground.

Giant Tentacle

Kroll is hungry! Choose one model. Place a Tentacle of Kroll 66 inches


away in a random direction.

Mighty Kroll

The huge mass of Kroll appears on the horizon. Choose a table side. All
models must make 2 fear based Morale tests. For each test which is failed,
that model will take a move action towards the opposite table edge.

Sticky Bog

The ground underfoot is more water than ground. Choose one model. All
models within 3 count as being in difficult ground.

Storm

A riot of rain whips across the table and just as quickly dissipates. All models
have an additional 1 penalty to hit with ranged weapons and everyone
counts as being in difficult ground this turn.

Tall Grass

The thick reedy swamp grass offers protection to the stealthy. Choose
one model. As long as that model does not move it cannot be the target of
ranged attacks, or be attacked by the Tentacles of Kroll.

Counters for the Mentalis As Anything


Armageddon Factor Scenario on Page 29
Here are 4 counter fronts and 4 backs.
You will need 2 copies of this page to
be able to make up the 7 counters
required simply discard one Drax and
one counter back and youll have the 7
you need.

KILL
SWITCH

COUNT
DOWN

KILL
SWITCH

25

Doctor Who Miniatures Game 20069 Graeme Dawson. This product is free and not for sale.

Romp in the Swamp Delta Three, date unknown


The Doctor has his suspicions about the Swampie God
Kroll, but needs to investigate their village to confirm
his theory. Meanwhile the refinery personnel
are out to capture the time travellers
and the gun runner Rohm Dutt,
but have a back up plan of
4
launching their supply
16
rocket to destroy the
Swampie settlement
and/or Kroll.

Map Key

1: The Doctor & Romana start point


2: Swampie Village
3: Refinery
4: Tentacle of Kroll
5: Swamp Rider
6: Canoe

16

Forces
Heroes and Allies: The Doctor,
Romana, Rohm Dutt, Ranquin and 8
Swampies (two armed with SMGs).
Monsters and Villains: All four Refinery crew.
Neutral: 2 Tentacles of Kroll.

The Table
The 48 square table is a mix of swamp and grassy islets. A
wide (68) river runs between two table corners. At one
end sits the refinery, the Swampie village is adjacent to the
other corner. Place a suitably icthoid altar to Kroll in the
centre of the village. The swamp areas of the table count as
difficult ground. The Swamp Rider and Rohm Dutts canoe
begin at the indicated points.

Set Up
The Refinery crew all start within the Refinery up to two
can start in the Swamp Rider. Ranquin, the Swampies and
Rohm Dutt start in the village. The Doctor and Romana
start in the center of the table. The Tentacles of Kroll start
as shown on the map.

Initiative
Roll normally for initiative. Battlefield Hazards are not used
on the first turn of the game.

Special Rules
The player who wins the initiative must activate one
Tentacle of Kroll of their choice during their turn this
activation is free. River movement (swimming or by Swamp
Rider) will activate Tentacles as per their Hunts By Surface
Vibration ability on the 6 roll of 5+. Canoeing is safe.
If the Doctor or Romana get into base contact with the
Kroll altar, spend an action and pass an Int test they figure
Krolls true nature as the segment of the Key to Time.
Once this has been achieved, if the model with the tracer
(Romana at the beginning of the game) scores a melee
hit against any Tentacle, Kroll will revert to his true form
remove all Tentacles from play. Rolls of 2 & 3 on the
Battlefield Hazards table now count as No Effect.

26

Once the Refinery crew


takes a casualty (by any
means), any crewman in the
installation can reprogram the supply
rocket to target Kroll (if Kroll has been
turned into the segment, they will target the village). Any
model with the Repair ability can see to the task. Once the
rocket is reprogrammed, it will launch after 6 +4 full turns
and the game will end.
The launch may be stopped by any model in the Refinery
with a successful Sabotage roll, or by simply smashing the
controls they have Def 4 and 3 Hits.

End of the Game


The game ends if one side is eliminated or captured, the
rocket is launched or the launch sequence is sabotaged.

Victory Points
Use the Victory Points rules in the core rulebook. The
heroic side gains +4 VP if they retrieve the Key segment.
The monster player scores double VP for each captured
unique heroic model at the end of the game.

Doctor Who Miniatures Game 20069 Graeme Dawson. This product is free and not for sale.

The Armageddon Factor

The Armageddon Factor


The final segment of the Key is traced to the planet Atrios,
engaged in a long war with the neighbouring Zeos. The
Marshal of Atrios is under the control of the Shadow,
an agent of the Black Guardian. He and his servants, the
Mutes, inhabit an unseen third planet positioned between
Atrios and Zeos the Planet of Evil.
With Atrios ultimate strike frozen in time by the Doctors
jury-rigging of the Key to Time, it transpires that Atrios
Princess Astra is the real sixth segment. The Shadow
converts her into the segment, but the Doctor snatches it
and escapes to the TARDIS, finally completing the Key. He
then receives a message from the White Guardian

Mentalis was vulnerable to attacks by dwarfs and children

The Marshal

UNIT File: 200179/16/06

The Marshal, True military mind l

Faction: Monster

MOVE

DEF

HITS

STR

AGI

INT

MORALE

Weapon

Range

Hit

Str

Iron Fist

melee

4+

Notes
1 Hit or Stuns

Special Rules:

The Marshal of Atrios was the commander of his peoples


war against Zeos, secretly under the Shadows influence.
He launched a final strike against Zeos, unaware that this
would also destroy Atrios.

Controlled, Infiltrator (while controlled), Leader (2)


The Marshals Leader ability can only be used on members of
Atrios military forces. If uncontrolled, the Marshal returns to
heroic control.
Might Is Right: The Marshal can reroll one failed Morale test
per turn.

Princess Astra, Final piece of the puzzle l

Faction: Hero

Princess Astra

UNIT File: 200179/16/06

Information:

MOVE

DEF

HITS

STR

AGI

INT

MORALE

Weapon

Range

Hit

Str

Notes

None

Information:

Special Rules:

Astra was kidnapped by the Shadow and transmuted to her


true shape. After the Doctor defeated the Black Guardian,
Princess Astra was restored to her humanoid form and
returned to normal life, ruling her planet and presumably
marrying her sweetheart Merak.

Monster Magnet

27

Faction: Hero
MOVE

DEF

HITS

STR

AGI

INT

MORALE

Weapon

Range

Hit

Str

Monkey Wrench

melee

4+

Notes
1 Hit or Stuns

Drax

UNIT File: 170279/16/06

Drax, Time Lord tinkerer l

Information:

Special Rules:

A mechanical genius, Drax knew the Doctor from Gallifrey


and, like him, left and wandered the universe. Forced to
build the Mentalis supercomputer, he later assisted the
Doctor in recovering the final segment of the Key to Time.

Invent, Luck (2), Repair, Time Lord


Bad Influence: : Drax mockney wide boy manner causes any
single model within 6 to shoot with a 1 hit penalty.
Tech Whiz: Drax can reroll any failed Invent or Repair roll.

The Shadow

UNIT File: 030279/16/06

The Shadow, Ancient servitor l

Faction: Monster

MOVE

DEF

HITS

STR

AGI

INT

MORALE

Weapon

Range

Hit

Str

Skeletal Swipe

melee

3+

Notes
1 Hit or Stuns

Information:

Special Rules:

An agent of the Black Guardian, this mysterious immortal


manipulated the Marshal to try and foil the Doctor and
Romanas quest for the Key to Time.

Hypnotise, Leader (2)


Ancient Evil: The Shadow is an ancient evil and causes Fear.
Bright Light! Bright Light!: The Shadow has a deep aversion to
bright light. If operating in daylight conditions, he suffers 1
hit penalty on all his attacks.
Controller: The Shadow is the controller of the Marshal and
the Mutes. If he is removed from play then they count as
uncontrolled.

The Key to Time is miiiiiiiiiiiiiiine

The Shadow had got what he wanted for Christmas

Mute, Silent but deadly

Mute

UNIT File: 200179/16/06

The Armageddon Factor

Doctor Who Miniatures Game 20069 Graeme Dawson. This product is free and not for sale.

Faction: Monster
MOVE

DEF

HITS

STR

AGI

INT

MORALE

Weapon

Range

Hit

Str

Brawl
Laser Pistol

melee
12

4+
4+

4
4

Notes
Stuns
Laser, Pistol

Information:

Special Rules:

The Mutes are silent, hooded individuals who dwell inside


the Planet of Evil. Utterly under the power of the Shadow,
they only exist to do his bidding.

Controlled, Slow
Bright Light! Bright light!: See the Shadows profile, above.

28

Mentalis As Anything Zeos, date unknown

Map Key

1: Heroic set up edge


2: Monster set up area

The Marshal of Atrios is preparing a devastating counterstrike against his planets ancient enemy, Zeos. But
the Doctor finds that Zeos is deserted save
for the giant computer Mentalis, which
is controlling the war.
Threatened with
destuction, Mentalis
is preparing its self
destruct sequence
which will destroy both
planets. Can the Doctor
shut down Mentalis and stop the
Armaggedon Factor?

In addition, if any
hero has collected
two markers, they will be
able to use their Invent ability.

Forces
Heroes and Allies: The Doctor, Romana and K9.
Drax can also come into play as the game progresses.
Monsters and Villains: The Shadow and 8 Mutes.

The Table
The 48 square playing area represents the bunker
complex surrounding the supercomputer Mentalis. The
giant pyramid-shaped computer itself sits on one edge of
the table. The rest of the table should be scattered with six
to eight large pieces of sci-fi machinery, pipes, computer
banks, cooling towers, data nodes etc. Extra scatter terrain
such as computer banks and barrels should be liberally
applied across the board to provide extra cover.

Set Up
The Doctor, Romana and K9 start on the table edge
opposite Mentalis. The Shadow and the Mutes start within
6 of Mentalis.

Initiative
Determine initiative as normal on all turns.

Special Rules
The heroic side must locate four kill switches to disable
Mentalis. These switches are hidden amongst seven
encounter markers two of which are marked with Self
Destruct and one marked Drax. Before play, players should
take turns placing the objective markers face down, no
closer than 8 to any model or any table edge. A marker is
turned over when a model enters base contact.
Once both Self Destruct markers are revealed then the
countdown begins and Mentalis will self destruct after four
full turns unless disabled.If the Heroes uncover the Drax
marker, the itinerant Time Lord may join their forces.

The Doctor has created a substitute


sixth key segment out of chronodyne, which
gives the Key the following powers. Each power may only
be used once per game and requires a special action to use.
Time Scoop: The Doctor may summon 6 Swampies,
Shrieve guards, Pirate Guards or Taran Troopers. These
forces will appear 6 inches from the Doctor and will
join the heroic side. Choose whatever models you have
available, using the statistics from earlier in this release.
These models have the Time Scoop status effect. If models
lose this effect they are removed from play (back to their
own time and space).
Time Eddy: The heroic side automatically wins Initiative in
the next round.
Time Lock: Each monster model must pass an Int test or be
unable to activate this turn.

End of the Game


The game ends when the Heroes have collected all four
Kill Switch markers or once the countdown ends if they
uncover both Self Destruct markers, or when one side is
destroyed or retreats off the table.

Victory Points
Use the Victory Points rules in the core rulebook. In
addition, the Heroes receive +1VP for each Kill Switch
marker they uncover.

Blast!

The Doctor after accidentally setting Mentalis off

Markers are given at the foot of page 25.

29

The Armageddon Factor

Doctor Who Miniatures Game 20069 Graeme Dawson. This product is free and not for sale.

Garrons Guide to Miniatures & Scenery

Doctor Who Miniatures Game 20069 Graeme Dawson. This product is free and not for sale.

Garrons Guide to Miniatures & Scenery

It seems to me you are looking


for a good deal on some likely
miniatures and items of scenery
for your Key to Time games. As
it just so happens, myself and
my business companion Unstoffe
have travelled far and wide and
can offer you our considerable
expertise naturally for a small
compensation. Here is what we have uncovered, we will discuss
terms once you have seen what is on offer.

Black Tree Design

BTD have the following Key miniatures listed on their


website at this time: The Cailleach, Count Grendel, Pirate
Guard, Rohm Dutt, the Shrivenzale, Swampie Leader,
Swampie, The Captain, The Marshal,Vivien Fay and the Taran
Wood Beast. They aso have the 4th Doctor, Romana, K9,
and might I humbly commend the Garron miniature as well.
www.blacktreedesign.com/

The Ribos Operation


The Shrieves might be made by adding fur hats and cloaks
to the Ceorls from Muskateer Miniatures. For Binro, the
lad Unstoffe here and the Seeker you might need to scour
medival ranges and see what you can find.
tiny.cc/bWGax
For the walls and rooms of the catacombs, then Dwarven
Forges Fantasy walls are great but expensive. Old Crow now
produce Ainstys old range and their Caves of Gloom walls
could be suitable. Or you could go cheap and use a black
table and card tunnel floorplans.
www.dwarvenforge.com/
www.oldcrowmodels.co.uk/

The Pirate Planet


Mr. Fibuli looks like a Star Wars Imperial Officer (hint),
while the Nurse could be a repainted Jo Grant. The
Polyphase Avatron you might have to make, as robotic
parrots seem to be a bit thin on the ground. Mentiads are
tough, but Eureka might work at a push (link on right).
Worldworks make cardboard sci-fi interiors which are great
and cheap, as long as you like lots of glue, or Dwarven Forge
go sci-fi as well if youre feeling flush (link above). Check
out the retro sci-fi resin Air Car from the second link
(picture on page 6).
tiny.cc/world287
tiny.cc/aircar

30

The Stones of Blood


With its Earth-based setting, I cant recommend Artizan
Designs Thrilling Tales range enough for humans and cultists,
although the American Pulp Figures are also awesome. Tinsel
on a flying base, perhaps for the Megara?
www.artizandesigns.com/
www.pulpfigures.com/

The Androids of Tara


Westwinds Gothic Horror range offer a nice selection of
Zendarian vampie hunters and troopers that would be
excellent for the Taran troops on either side with minimal
conversion (sets GH00030, 31 & 32). Wargames Foundry do
have some swashbucklers as well:
www.westwindproductions.co.uk/
tiny.cc/RKl6D
There are a number of castle walls sets available from
games and toy suppliers e.g. the Games Workshop Fortress
range. Even more numerous are medieval buildings suitable
for the courtyard internal buildings.Various eBay sellers
provide cheap, pre-painted resin options as do TSS Systems.
tiny.cc/fortress668
totalsystemscenic.com/

The Power of Kroll


Copplestone Castings Kiss Kiss Bang Bang range (link below)
has security guards you could use as rig personnel. Games
Workshop has tentacles, and the last link is just one example
of fine Kroll inspired apparel available online.
tiny.cc/kroll
www.etsy.com/shop/ObeyMyBrain

The Armageddon Factor


Mutes and the Shadow could be represented by any
number of cultist miniatures Pulp Figures (link above) and
Eureka both produce ranges that would suit.
tiny.cc/eureka671
There are any number of industrial or technical terrain
ranges that could be used including Armorcast,Tablescape
and Magister Militum amongst others.Copplestone Castings
also do some wonderful resin 70s computer banks in the
Kiss Kiss Bang Bang and Future Wars ranges:
www.armorcast.com/
www.tablescape.co.uk/
www.navigatorminiatures.com/default.asp
www.copplestonecastings.co.uk/

Garron

Str

Agi

Int

Morale

Morale

Notes

Weapon

Range

Hit

Str

Notes

Stuns

Quick Cosh

melee

4+

Stuns

Agi

Int

Morale

Str
3
4
6

Notes
Laser, Pistol
As High
Explosive

Leviathan Invincible
SPECIAL:

Str

Agi

Int

Morale

Range

Hit

Str

Sabre Strike
Laser Staff

melee
12

4+
3+

3
4

Notes
Laser, Pistol

Shrieve Captain
SPECIAL:

Str

Agi

Int

Morale

Range

Hit

Str

Pike

melee

4+

SPECIAL:

Morale

Weapon

Range

Hit

Str

Sabre Strike
Laser Staff

melee
12

4+
4+

3
4

Notes
Laser, Pistol

Shrieve

Guard of Shur

Move

Blocker, Body Armour

Def Hits

Str

Agi

Int

Morale

Weapon

Range

Hit

Str

Pike

melee

4+

Notes
When wielding
Pike, Agi counts
as 2

Shrivenzale

Reptilian quadraped

Move

Alien, Slow
Alien Instinct, Hungry Beast

Def Hits

Str

Agi

Int

Morale

Notes

Weapon

Range

Hit

Str

When wielding
Pike, Agi counts
as 2

Claws and Bite

melee

4+

Notes
2 Attacks

DWMG 2nd Edition

Def Hits

DWMG 2nd Edition

Blocker, Body Armour, Leader (2)

Weapon

Int

Shur looks like a nice warm hat

Agi

DWMG 2nd Edition

Def Hits

DWMG 2nd Edition

Blocker, Body Armour

Weapon

Str

Graffs warrior

Body Armour, Leader (1), Luck (1)


Bodyguard,Veteran

Def Hits

SPECIAL:

Hit
4+
4+
2+

Move

SPECIAL:

SPECIAL:

Str

Loyal Leviathan veteran l

DWMG 2nd Edition

Def Hits

DWMG 2nd Edition

Body Armour, Leader (2), Luck (2)


Hes Quite Mad You Know

Sholakh

Range

Int

Str

melee
12
placed

Move

Agi

Hit

Sabre Strike
Laser Staff
Thermite Pack

Str

4+

Weapon

Move

Def Hits

Range

Deposed despot l

Move

Luck (1)
Tall Tale Teller

melee

Graff Vynda-K

Move

SPECIAL:

SPECIAL:
Def Hits

Right hand (con) man l

DWMG 2nd Edition

Luck (4)
Bad Influence, Sleight of Hand,
Wrist Speaker

DWMG 2nd Edition

Move

Unstoffe

Intergalactic con man l

Binro

Str

Agi

Int

Morale

6
Weapon

1
Range

Hit

Str

Notes

Agi

Int

Morale

2
Range

Hit

Str

melee
12

4+
4+

4
4

Notes

Int

Morale

1
Range

Hit

Str

Notes

SPECIAL:

Agi

Int

Morale

Range

Hit

SPECIAL:

Str

Notes

Def Hits

Str

Agi

Int

Morale

1
Range

Hit

Str

4+

Notes
Disruptor

Nurse

Projection of Queen Xanxia l

Move

Medic
Projection

Def Hits

Str

Agi

Int

Morale

Weapon

None

Flyer (4), Mechanoid, Small

2
Range

Hit

Str

DWMG 2nd Edition

Str

DWMG 2nd Edition

Def Hits

Weapon

Move

Invent, Repair
Yes, Captain

Robot parrot l

Beak Blaster

Laser, Pistol

Loyal first mate l

Polyphase Avitron

Weapon

Mr. Fibuli

Notes

None

Pirate Guard

Agi

Int

Morale

SPECIAL:

SPECIAL:

Str

Pariah psychic

Move

Mentiad Powers

Def Hits

Str

Agi

Int

Morale

Weapon

Range

Hit

Str

Notes

Weapon

Brawl
Laser Rifle

melee
24

4+
4+

3
4

Stuns
Laser

Psychokinetic
Blast

1
Range

Hit

Str

6+

DWMG 2nd Edition

Def Hits

DWMG 2nd Edition

Blocker

Mentiad

In it for the uniform

Agi

SPECIAL:

SPECIAL:

Str

Robot Arm
Laser Pistol

Move

Str

DWMG 2nd Edition

Def Hits

DWMG 2nd Edition

Leader (2), Luck (1), Mechanoid


You Will Be Avenged!

Weapon

Def Hits

Half man, half shouter l

Move

Psychic
The Bones Are Alive

None

The Captain

Move
Weapon

None

Move

SPECIAL:

SPECIAL:
Def Hits

Mad old woman l

DWMG 2nd Edition

Poor Wretch

DWMG 2nd Edition

Move

The Seeker

The heretic l

Notes
Stuns. No effect
on Mechanoids

Amelia Rumford

Def Hits

Str

Agi

Int

Morale

SPECIAL:

SPECIAL:

Luck (1), Slow


Can We Fix It?

Move

Alien, Large, Slow


Heavy Rock Band

Def Hits

Str

Agi

Int

Morale

Weapon

Range

Hit

Str

Notes

Weapon

Range

Hit

Str

Enthusiastic
Truncheon

melee

4+

Stuns

Plasma Drain

melee

3+

Vivien Fay

Str

Agi

Int

Morale

Weapon

Range

Hit

Str

Surprise Grapple

melee

3+

SPECIAL:

SPECIAL:
Def Hits

Str

Agi

Int

Morale

Range

Hit

Str

melee

5+

Str

Agi

Int

Morale

Range

Hit

Str

Sacrificial Knife

melee

4+

Notes
Stuns or
Captures

Megara

Weapon

Very literal justice machine

Move

Flyer, Mechanoid, Small


Judge, Jury, Executioner

Def Hits

Str

Agi

Int

Morale

Notes

Weapon

Call Ogri

Dissolution
Beam

1
Range

Hit

Str

4+

DWMG 2nd Edition

SPECIAL:

Move

Fears Aliens
Human

Improvised
Weapon

Def Hits

Worshipper of the stones

Weapon

Fears Aliens, Leader (1)


Human

Cultist

Disruptor,
Hyperspace Shift,
Laser

DWMG 2nd Edition

Call Ogri

Notes

Foolish head of the cult

Notes

DWMG 2nd Edition

DWMG 2nd Edition

Leonard de Vries

Move

3
4

7
3

Str

3
Str

Hit

Hit

Morale

4+

4+

Int

Morale

Range

Agi

Range

Int

melee

Str

Force Rod

Agi

Sacrificial Knife

Def Hits

Weapon

Str

Weapon

Leader (1)
Hyperspace Shift

Def Hits

Capture only

Wanted intergalactic criminal l

Leader (2), Luck (1)


Call Ogri

Notes

Cessair of Diplos

Move

Move

SPECIAL:

Masked Celtic goddess l

SPECIAL:

SPECIAL:
Def Hits

Victim cannot
move this turn
or the next

DWMG 2nd Edition

DWMG 2nd Edition

Move

Infiltrator, Luck (2)


Many Guises, Misdirection

Notes

The Cailleach

Been around the block l

Stony exteriored silicon life form

DWMG 2nd Edition

DWMG 2nd Edition

Move

Ogri

Septuagenarian archaeologist l

Notes
Disruptor, Laser

Prince Reynart

Str

Agi

Int

Morale

Range

Hit

Str

Electric Epee

melee

4+

Notes

Stuns

SPECIAL:

Hit

Str
3

SPECIAL:

Range

Hit

Str

4+
4+
4+

3
3
4

Notes

Stuns
1 Hit or Stuns.
Disruptor
Disruptor

Count Grendel
Master of the sword, Knight of Gracht l

Str

Agi

Int

Morale

Weapon

Range

Hit

Str

Electric Epee

melee

3+

Count Grendels man

Move

Def Hits

Str

Agi

Int

Morale

Weapon

Range

Hit

Str

Brawl
Electric Sabre
Electric
Crossbow

melee
melee
24

4+
4+
4+

3
3
4

Notes

Stuns
1 Hit or Stuns.
Disruptor
Disruptor

Horse

Trusty mount

Move

Gallop

Def Hits

Str

Agi

Int

Morale

Notes

Weapon

Range

Hit

Str

1 Hit or Stuns.
Disruptor

Trample

melee

4+

Notes

DWMG 2nd Edition

Def Hits

1 Hit or Stuns.
Disruptor

Taran Soldier

M
DWMG 2nd Edition

Leader (1), Luck (1)


Brilliant Tactician, Dodge, Horseback

Notes

DWMG 2nd Edition

Morale

melee
melee
24

3+

Int

SPECIAL:

Range

Agi

Morale

melee

Str

Brawl
Electric Sabre
Electric
Crossbow

Int

Weapon

Move

Agi

Electric Sabre

Def Hits

Str

Weapon

DWMG 2nd Edition

Def Hits

1 Hit or Stuns.
Disruptor

Prince Reynarts man

Move

Move

Luck (1)

Notes

Taran Soldier

Devoted young soldier l

DWMG 2nd Edition

DWMG 2nd Edition

3
3

Swordsman Farrah

Str

SPECIAL:

Str

Hit

Hit

Morale

3+

4+

Int

Range

Range

Agi

melee

1
melee

Str

Electric Sabre

Tapestry Smash

Def Hits

Weapon

Morale

Weapon

Leader (2), Luck (1)

Int

1 Hit or Stuns.
Disruptor

The old guard l

Agi

Notes

Swordmaster Zadek

Move

Str

SPECIAL:

Weapon

Def Hits

SPECIAL:

Move

Monster Magnet
Worth Fighting For

SPECIAL:

SPECIAL:
Def Hits

Locked-up lookey-likey l

DWMG 2nd Edition

Inspirational

DWMG 2nd Edition

Move

Princess Strella

Heir apparent l

Taran Wood Beast

Str

Agi

Int

Morale

Range

Hit

Str

Big Bear Claws

melee

4+

Notes

Madame Lamia
SPECIAL:
Def Hits

Str

Agi

Int

Morale

Weapon

1
Range

Hit

Str

Notes

None

Swampie
SPECIAL:
Def Hits

Str

Agi

Int

Morale

Weapon

Range

Hit

Str

Spear

melee

4+

SPECIAL:

Weapon

Range

Hit

Str

Brawl
Hidden Laser

melee
12

4+
4+

4
4

Ranquin

Move

Str

Agi

Int

Morale

Weapon

Range

Hit

Str

Spear

melee

4+

Thawn

Move

Def Hits

Str

Agi

Int

Morale

Str
3
4

Notes
Stuns
Disruptor

Dugeen

Refinery tech l

Move

Repair count Int as 8

Def Hits

Str

Agi

Int

Morale

Notes

Weapon

Range

Hit

Str

Stuns
Disruptor

Brawl
Blaster Pistol

melee
12

4+
4+

3
4

DWMG 2nd Edition

3
Hit

3
4

4+
4+

Leader (1), Repair

Str

Morale

Range

Refinery head man l

Hit

Int

Notes
Can also be
Thrown

4+
4+

Agi

melee
24

Range

Str

Brawl
Blaster Rifle

Leader (3)
High Priest, Inspirational, Swampie

Def Hits

Weapon

High Priest of Kroll l

melee
24

Def Hits

Notes
1 Hit or Stuns
Laser

Brawl
Blaster Rifle

DWMG 2nd Edition

SPECIAL:

Weapon

Luck (1), Repair

Can also be
Thrown

Refinery crewman l

Notes

Fenner

Move

DWMG 2nd Edition

Swampie

DWMG 2nd Edition

Morale

Green skinned native

Move

Int

DWMG 2nd Edition

Invent, Repair

DWMG 2nd Edition

Agi

Ice cold android assembler l

Move

Str

SPECIAL:

Weapon

Infiltrator, Mechanoid
DOS Is An Imitation

Def Hits

SPECIAL:

Move

SPECIAL:

SPECIAL:
Def Hits

Robot in disguise

DWMG 2nd Edition

Alien, Slow
Animal Instinct, Hungry Beast

DWMG 2nd Edition

Move

Taran Android

Un-bearable animal

Notes
Stuns
Disruptor, Pistol

Harg

Agi

Int

Morale

Weapon

Range

Hit

Str

Brawl
Blaster Pistol

melee
12

4+
4+

3
4

Int

Morale

Range

Hit

Str

melee

3+

SPECIAL:

Str

Agi

Int

Morale

6
Notes

Ancient servitor l

Str

Agi

Int

Morale

Range

Hit

Str

melee

3+

1 Hit or Stuns

Time Lord tinkerer l

Move

Invent, Luck (2), Repair, Time Lord


Bad Influence,Tech Whiz

Def Hits

Str

Agi

Int

Morale

Weapon

Range

Hit

Str

Monkey Wrench

melee

4+

Notes
1 Hit or Stuns

Mute

Silent but deadly

Move

Controlled, Slow
Bright Light! Bright Light!

Def Hits

Str

Agi

Int

Morale

Notes

Weapon

Range

Hit

Str

1 Hit or Stuns

Brawl
Laser Pistol

melee
12

4+
4+

3
4

Notes
Stuns
Laser, Pistol

DWMG 2nd Edition

Def Hits

DWMG 2nd Edition

Hypnotise, Leader (2)


Ancient Evil, Bright Light! Bright Light!,
Controller

Notes

Drax

Skeletal Swipe

DWMG 2nd Edition

DWMG 2nd Edition

SPECIAL:

Def Hits

SPECIAL:

Move

Controlled, Infiltrator, Leader (2)


Might Is Right

Morale

Weapon

True military mind l

Str

Int

The Marshal

Hit

Agi

Notes
Disruptor, Pistol

4+

The Shadow

Range

None

Move

Str

4+

melee

Str

Str

Hit

12

Iron Fist

Def Hits

Hit

Range

Weapon

Monster Magnet

Range

Can Capture
automatically

Final piece of the puzzle l

Weapon

Notes

Princess Astra

SPECIAL:

SPECIAL:

Agi

Embrace of
Suckers

DWMG 2nd Edition

Str

Weapon

Move

Invulnerable (2), Slow, Causes Fear


God of the Swamp,
Hunts By Surface Vibration

Morale

Concealed Pistol

Def Hits

Int

Weapon

DWMG 2nd Edition

Move

Agi

Stuns
Disruptor, Pistol

Swamp God pseudopod

* or In The Way & Safer Behind Bars

Str

Notes

Tentacle of Kroll

Infiltrator*
Two-Faced Traitor

Def Hits

SPECIAL:

Move

SPECIAL:

SPECIAL:

Str

Two-faced gun runner l

DWMG 2nd Edition

Repair count Int as 8

Def Hits

DWMG 2nd Edition

Move

Rohm Dutt

Refinery tech l

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