The character of the Doctor was initially shrouded in mystery. All that was known about him in the early days was that he was an eccentric alien traveler of great intelligence who battled injustice while exploring Time and Space in an unreliable old time machine called the TARDIS. (The TARDIS is much larger on the inside than on the outside, and is stuck in the shape of a 1950s-style British police box.)
The initially irascible and slightly sinister Doctor quickly mellowed into a more compassionate figure and it was eventually revealed that he had been "on the run" from his own people, the Time Lords of the planet Gallifrey. Also, like all Time Lords, the Doctor had the ability to "regenerate" his body when near death. This concept allows for the convenient re-casting of the lead actor. Ten actors have played the part for television.
A Time Lord can regenerate twelve times and the Doctor has gone through this process (and its resulting after-effects) on nine occasions, with each of his incarnations having his own quirks and abilities:
Despite these shifts in personality, the Doctor has always remained an intensely curious and highly moral adventurer, who would rather solve problems with his wits and sonic screwdriver than through violence.
Over time certain controversial revelations about the Doctor have been made. For example, in The Brain of Morbius, it was hinted that the First Doctor may not have been the Doctor's first incarnation; throughout the Seventh Doctor's era it was hinted that the Doctor was more than just an ordinary Time Lord and in the 1996 television movie it was revealed that the Doctor is actually half-human on his mother's side. By the time of the 2005 series, the Ninth Doctor had become the last known surviving Time Lord.
Alien Invasion Rules for the Doctor
Usually the Doctor is attached to U.N.I.T. and will act as an individual group using their Action cards. Occasionally he may operate alone but accompanied by one or more assistants. If the Doctor is operating independently of U.N.I.T. he should have his own Action cards in the deck, usually his allotment is seven Double Action cards and no Singles or Triples.
The Doctor and his companions form a 'fluid' group. Any number may break off and form a tempory group of their own that will require actions being allocated to it to be able to function. These groups can move back and recombine with the Doctor himself at a later date or meet up and form a bigger group of their own which may, itself, split again to form entirely new groups.
If the Doctor is operating with U.N.I.T. he may join and leave any existing U.N.I.T. group freely (actions allowing) which gives him some protection from enemy fire as he can't be targeted in a group.
Each of the Doctor's companions should have at least one fairly unique skill that will play a part in the scenario. Some can be fighters but shouldn't just be gun-wielding maniacs, there are enough of them around already. Individual companions will be described below as they're invented. All companions will have the RUN! special ability as detailed later although they will have different modifiers to the 1D6 roll. Female companions should have a -1 so they can trip up a lot.
The Doctor has the following skills:
Regenerate if necessary when a Special Event card is drawn. The Doctor will appear in the TARDIS.
TARDIS. The Doctor never begins a scenario on the board; instead, as his first action, he may place the TARDIS anywhere he chooses. The TARDIS is invulnerable and the Doctor cannot be harmed while he is in it.
Timelord ability, the Doctor may rearrange any remaining face up Action cards as an Action. Any visible Action cards after the one used to initiate the Timelord ability may have their order changed.
RUN! May move 1D6+4 inches in a straight line if targeted before the shooting is resolved in an attempt to get out of line of sight. (Sadly this requires some form of measuring device to be present. I'll try to come up with an alternative.)
Talk, if the Doctor makes contact with a group from another faction he can 'talk' to them. Whilst talking to the Doctor that group can take no other Action. the Doctor may use an Action to move away from a group he is 'talking' to. If the Doctor contacts a number of groups engaged in close combat he will 'talk' to all the groups present and their combat will not be resolved until after he has left. Once the Doctor moves away none of the groups will be locked by the close combat and may also move away as their Actions permit. If a card is drawn that calls for close combats to be resolved and there are stll groups in contact when the Doctor is no longer present the hand-to-hand fighting will be resolved as normal.
The Doctor is killed by:
Open- 9, Cover- 12, Buildings- 15
In addition to any scenario specific victory conditions, The Doctor can claim a victory if Davros is killed.
The United Nations became aware that the world faced threats from extraterrestrial sources, and that with the space program sending probes deeper and deeper into space, mankind had drawn attention to itself. Consequently, the United Nations established UNIT with the mandate to investigate, monitor and combat such threats. Lethbridge-Stewart was promoted to the rank of Brigadier and put in charge of the British contingent, which was apparently under the purview of the British government's Department C19.
The newly formed UNIT's baptism of fire was an invasion by the Cybermen. UNIT repulsed this, with the Second Doctor's help. Following this, Lethbridge-Stewart became convinced of the necessity of scientific advice in battling extraterrestrial threats, and recruited Dr Elizabeth Shaw from Cambridge. Coincidentally, the Third Doctor had been exiled to Earth by the Time Lords, and he agreed to join UNIT as its Scientific Advisor just in time to help defeat the Autons.
UNIT first operated out of an office building in London and subsequently moved to a headquarters in the country that had been built over the ruins of a priory. Its main headquarters is with the United Nations in Geneva.
Alien Invasion Rules for U.N.I.T.
U.N.I.T. operates in sections (see above) with each section split into two fire teams. Each fire team can move or shoot independently of the other but it only requires one action for both of them to be able to do things as the complete section is the 'group'. Therefore U.N.I.T. is a very mobile and tactically aware force that can respond quickly to a changing environment.
When any U.N.I.T. forces are deployed there must also be an HQ element present. There are various HQ permutations available but usually there will be a command section and a support section making up a group. Again, a single action will allow both parts of the group to act independently.
All U.N.I.T. personel are human and have standard toughness:
Open- 6, Cover- 9, Building- 12.
Here is a typical U.N.I.T. force:
Two sections of two fire teams each.
Each fire team comprises:
2 Rifles 1D6 each, 1 LSW 2D6, 1 LAWS 4D6
Section total 16D6
Brigadier 1D6 allows linked fire
Sgt. Benton 1D6
Signals allows off-board fire support
2 rifles 1D6 each (one of these is the Sig)
1 LAWS 4D6
Attached HMG 8D6 Once the HMG has fired it costs an action to pick it up before it can be moved. Deploying it to fire does not cost an action.
Section total 16D6
U.N.I.T. has access to quite a bit of off-board equipment and specialist forces, a sample is listed here and more may be added over time.
Tank which moves as an independent vehicle and can take 50 points of damage before being destroyed, regardless of what terrain it occupies. It's weapons do 10D6 in a 6 inch template area.
Air strike arrives if needed and made available in a scenario when a Special Event card is drawn. The U.N.I.T. player can place a 6 inch template any where on the table and subject any groups it touches to 10D6 damage. Not available if the radio operator is dead.
Company Mortar fire is called in as an action by the HQ section and does 8D6 damage in a 6 inch template which can be placed anywhere that the U.N.I.T. commander figure can see. Not available if the radio operator is dead.
In addition to any scenario victory conditions, U.N.I.T. can claim a victory if all the aliens are killed or leave the planet.
The Daleks (pronounced "DAH-lecks") are a fictional extraterrestrial race of mutants from the television series Doctor Who. The mutated descendants of the Kaled people (referred to in the first Dalek serial as "Dals") of the planet Skaro, they inhabit tank-like mechanical casings; a ruthless race bent on universal conquest and domination, utterly without pity, compassion or remorse. They are also, collectively, the greatest alien adversaries of the Time Lord known as the Doctor. Their most infamous catchphrase is "EX-TER-MIN-ATE!", with each syllable individually screeched in a frantic electronic voice.
The Daleks were created by writer Terry Nation and BBC designer Raymond Cusick and were first introduced in December 1963 in the second Doctor Who serial. They became an immediate hit with the viewing audience, featuring in many subsequent serials and two 1960s motion pictures. They have become synonymous with Doctor Who and their behaviour and catchphrases are part of British popular culture.
I've painted twelve standard Daleks in a range of colours, organised into groups of three. They are commanded by Davros who is attended by two extra 'suicide' Daleks as a bodyguard.
Davros with some early model 'suicide' Daleks.
All Dalek figures and Davros are from Black Tree Design.
Alien Invasion Rules for Daleks
Daleks operate in squads of three.
Each Dalek rolls 6D6
Davros is accompanied by a pair of 'Suicide' Daleks as a body guard.
In addition to their normal 6D6 damage, Suicide Daleks may self destruct. They each move 4D6 inches before exploding for a 6 inch area blast of 10D6.
Davros himself has no combat capability but allows the other Daleks to have linked fire.
DALEKS MUST SHOOT THE NEAREST NON-DALEK GROUP WHEN THEY FIRE.
Daleks ignore all terrain for movement calculation.
Daleks are killed by 24 points of damage regardless of cover.
In addition to any scenario specific victory conditions, the Daleks can claim a victory if the Doctor is killed.
The Cybermen are a fictional race of cyborgs who are amongst the most persistent enemies of the Doctor. Cybermen were originally a wholly organic species of humanoids originating on Earth's twin planet Mondas that began to implant more and more artificial parts into their bodies. This led to the race becoming coldly logical and calculating, with emotions usually only shown when naked aggression was called for.
Cybermen are very tough but a bit slow to react. Only the group with the Cyberman Leader can take more than a single action per card. This means that Double and Triple Action cards only allow multiple groups to act, not a single group to act more than once. Cybermen operate in groups of four to eight as the controlling player wishes and have the Link fire ability.
If the Cyberman Leader dies all other Cybermen stop what they are doing and remain stationary. Once a new leader is appointed, this happens automatically when a Special Action card is drawn, they can move and shoot again. The new Leader is chosen by the controlling player who should replace the existing figure with the previously killed Cyberman Leader figure.
Since Cybermen use other humanoids to make more Cybermen, if there is a Special Action card drawn and there is currently an active Cyberman Leader then a new squad of Cybermen may be placed in the Cybermen’s start area so long as there are four ‘dead’ models to recycle which is the minimum number required.
Cybermen will gain a vctory if they kill the Doctor. They will also be able to claim victory by carrying out scenario winning conditions, for example: Cybermen collect energy sources, humans for conversion, space ships (especially time travelling ones) and like destroying gold which is fatal to them.
Each Cyberman does 3D6 damage
As stated earlier, Cybermen are very tough, the following totals are needed to kill one.
Open-12, Cover- 15, Buildings- 18.
Zorgles and the Alpha Zorgle. Golgo Island figures from East Riding Miniatures, perfect Doctor Who monsters.
Zorgles are normally white furred and peaceful but the twisted Alpha Zorgle uses his stolen psychic helmet to amplify his own hate and spread it to other nearby Zorgles. As their anger increases the Zorgles turn red and become ferocious beasts intent only on killing and destroying anyone and anything in their path.
These are plastic D&D miniatures. They make a nice threatening stone creatures force to menace the Earth (or lurk on a far away world).