Day of the Daleks: Cangames 2016 DWMG
This game was based on the TV episode Day of the Daleks, using the DWMG rules and a scenario based on one designed by Martin Porter on his Prydonian Chapter Blog, http://theprydonianchapter.blogspot.com/2011/12/day-of-daleks.html.
I ran it at Cangames 2016 in May of that year and expanded Matt's scenario to make it a six player game.
Introduction
There have been strange goings on at Auderly House. Ghostly intruders
appear and then vanish. Several U.N.I.T. soldiers guarding the building have
disappeared, however crusty old diplomat Sir Reginald Styles refuses to consider
holding the upcoming peace talks anywhere else.
The Brigadier decides it’s time he called in his Scientific Advisor.
The Board
Auderly House is an old house set in parkland with a long curved driveway.
The estate is surrounded by a high wall that requires one move and an
AGI test to climb over. Inside the grounds are trees, bushes, out houses, a
tumbledown folly - meaning lots and lots
of cover. Outside is parked
a U.N.I.T. Land Rover with an HMG in the back and Styles’s diplomatic car. The playing area was approximately 4' x 4'.
Overview with Audelry House in the Centre |
Monster Set Up
The monster player gets to control both the Daleks and their Ogron side
kicks, and the Guerrillas. The Daleks and the Guerrillas both want to kill
Styles, although for different reasons. The Daleks think he is a force for good who will
prevent a nuclear war, the Guerrillas think he’s a villain who is trying to start
one.
The Daleks will Time travel to Auderly House in three teams, each of one
Daleks and two Ogrons. The idea is to bracket the house to avoid Styles slowly
getting into his car and driving away - which is what he would obviously do if
the attack was launched from only one side…..
The Guerrillas are fewer in number and only have three figures, (Anat,
Boaz and Shura) who must all arrive at once. All have normal human Security
Guard stats except for Anat
who has Leader (2) and Luck (1). They are armed with Ogron Disintegrator Pistols
(Range 12", STR 4, Disintegrater, Pistols) and High Explosives.
Both the Daleks and the Guerrillas have a detailed map of Auderly house
and so can plan the point of their arrival accurately. However they have no
idea who is guarding the place or where they are located. The Monster player should mark on a sketch
map of the board exactly where the two Daleks and the Guerrillas are due to
materialise, which must be within
6 inches of a table edge, before the Heroic player sets up their
figures.
Natural Enemies
The Daleks wish to finish off the Guerrillas even more than they want to
get Styles and the Guerrillas know this.
If a Guerrilla finds themselves in line-of-sight of a Dalek or Ogron
they will immediately hide in the nearest cover where they cannot shoot. Whilst
hiding they cannot shoot and cannot
be seen unless a figure comes within 6 inches. (The ease with which they
can do this, and the ability of the Guerrillas to slip past U.N.I.T. patrols
without being seen suggests the Guerrillas are actually wearing some kind of
hi-tech reactive camouflage clothing that can adapt itself immediately to its
surrounding - but that is just speculation.)
If there is nowhere to hide the Guerrillas and Daleks will shoot at each
other, regardless of what else is going on. This shooting will be simultaneous.
Heroic Set Up
Sir Reginald Styles (Administrator with
Luck(1), Miss Paget (Civilian), the Brigadier and the Doctor are in the main
house.
To guarding Styles the Brigadier has team of twelve U.N.I.T. soldiers
led by Captain Yates and Sergeant Benton and including a bazooka team. Some will be deployed
either on their own or in pairs around the grounds keeping watch, at least one
of which must be by the front
gate and
another in his Sunday best is at the front of Auderly House. The rest can be
in reserve at the main house, ready to be sent where they‘re needed.
All leaders have walkie talkies and there is a phone in the gate house
and cabin to Auderly house switchboard linked to Brigadiers walkie talkie. All vehicles come with drivers.
The aim of the game is to keep Styles alive at any cost.
Brigadier:
GPMG in Land Rover + 2 crew
1 Medic (pistol) [heal 1 wound
4+, recovered from 0 wounds stunned for next turn, p18]
2 Troopers with Rifles
1 Trooper with SMG
Captain Yates:
Bazooka and loader.
2 Troopers with Rifles
1 Trooper with SMG
Sgt. Benton
2 troopers with 2” Mortar
(Range Min 7”, max 24”, hit 4+, Str. 4, 2” Blast, scatter 1D6).
1 Trooper with SMG
2 Troopers with Rifles
Overview, one of the UNIT players sets up his troops. |
Playing the Game
The Monster player automatically moves first in the first turn. They roll for each of the three
time travelling parties and on a 4, 5 or 6 they materialize. If they
fail on turn one they come in automatically on turn 2. Once on the board they have a turn to move or
shoot before U.N.I.T. can react.
The Brigadier cannot react until he has word of the attack from one of
his men who has seen a Dalek, Ogron or Guerrilla, and not been disintegrated
for his trouble. He can then, if he wants, try to persuade Styles to leave the
building. This takes a whole turn and a U.N.I.T. soldier must be assigned to
Styles to see he actually moves, otherwise he will endlessly collect together
his papers. Otherwise, unless Styles can actually see Monsters shooting at him,
he will stay put.
Styles can be loaded into either car and as he will hide on the floor it
is not necessary for the Heroic player to reveal which car Styles is in if they
both drive off at once.
The Doctor
Once he comes face to face with a Monster the Doctor will have no
trouble working out what’s going on. By making an Invention Breakthrough roll he can re-tune his
sonic screwdriver to manipulate the time travel devices and send them back to
the 22nd century. This is
done in the normal way and the Doctor has to be within 6 inches and requires a roll of 4, 5 or 6. Only
one figure can be sent back at a time.
Doctor can also convince the guerillas they should not kill Styles if he
is within 6” and wins an opposed intelligence test versus the guerilla leader.
Expanded Scenario:
As this was a 6 to 8 player game one change I made was to the original scenario was to add in some extra troops, the Heroic side gained the 12th Doctor accompanied by Galifrey Guards and the evil side gained Gold Daleks with Pig Slaves.
Rule Amendment: Vehicles
Obviously this scenario won’t work
if U.N.I.T. can just load Styles into their disintegrator proof vehicles and
drive him away.
If a vehicle is hit by a
disintegrator gun dice as normal to see if the car or a random passenger is
hit. If it is the car, and the weapon’s STR overcomes its DEF 3 the car stops
due to damage to the engine or wheels. It can be fixed by a Repair, but you
probably won’t have time.
The diplomatic car may move
cross country on the lawn as it is considered good going but you must roll a 4+
on a d6 for each activation you move more than 8”, if you don’t succeed you hit a rabbit hole
and the vehicles needs to spend an action to free itself.
Dalekenium Bombs
The Guerillas have a limited number of these devices that are especially
lethal to Daleks, damaging their armoured casings. They are however quite
unstable and cannot be thrown. They must
be placed by a successful melee hit (successful wound not necessary). If the attacker survives the melee they may
attempt to jump free by rolling a successful Agility test and they may move 3”
away.
Dalekanium range 0” Str.
6 effect: blast 3’’ 2D6
damage placed
Winning and Losing
If the Heroic player can get Styles off the board in more or less one
piece then they have won. Styles goes off and negotiates a peace treaty and the
world is safe.
If Styles is shot and wounded by one of the Monster player’s figures
then they have won.
However it turns out subsequently he really was a baddy trying to wreck
the peace talks. If it was the Daleks that got him then they have inadvertently
changed history and exterminated themselves. That is the problem with low-tech
time travel - it creates paradoxes whenever it’s used.
The Game:
UNIT forces take up defensive positions around Auderly House |
Sir Reginald Sytles and Miss Paget are near the diplomatic car to the left of the house |
The Third Doctor and Joe can be seen in front of the UNIT vehicle mounted Machine gun |
The Diplomatic car makes ready to leave |
UNIT Bazooka squad led by Captain Yates moves towards some Daleks who have appeared. |
A Gold Dalek and 2 Ogrons advance towards the house |
UNIT starts to take casualties |
The Brigadier guards Styles and Miss Paget |
A Dalek blasts a Guerrillas |
The Brigadier tries to persuade Styles it is time to leave |
A Grey Dalek guns down a second Guerilla |
Two Ogrons over their leader a Gold Dalek |
Close fighting between Daleks, Orons and UNIT
troopsled by Sgt. Benton, both sides take casualties.
|
UNIT troops with a 2 inch mortar attempt to hold
off the advancing Daleks while the remainder
of the UNIT troops and the Doctor approach
|
The tide is turned when the Doctor used his invention skill to modify his Sonic Screwdriver to return the Daleks to their time. This caused them to miss a turn before being able to attempt to return. When they did return, they arrived at the Railway tunnel.
Meanwhile the 12th Doctor had appeared and was slowing the arrival of any reinforcements. He was also sending Daleks back to their time stream.
The abandoned Railway tunnel is the main landing area for time travellers resulting in a clash between the 12th Doctor and the Gold Dalek. The Galifrey Guards take down a Pig Slave. |
The Ogrons and Daleks gun down defenders and advance on the front of the house. |
The Brigadier then had an easy time of getting Sir Reginald out the back gate with little in the way of opposition.
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