Matakishi's Tea House

A simple little site...

The Story...



Green glowing meteorites have fallen to Earth, several have landed on a section of a large city. The local residents have taken some into their homes as souvenirs, others are still lying in the streets. The meteorites are actually alien eggs and both the Daleks and the Spugs want them so they have dispatched forces to Earth to claim them. UNIT, alerted by The Doctor are rushing to stop them. The MiB are after the eggs to research so they arrive on the scene too.
Carnage is sure to ensue.

The Location


Here is a map of the city I use for this scenario when I run it at conventions. It covers a 6ft x 4ft table.
Anything similar will do of course.


UNIT Briefing




A meteor shower has fallen on a part of the city. The Doctor informs you that these ‘meteors’ are actually alien artifacts which must be recovered at all costs.


Arriving at the scene you realise that your job is going to be complicated both by the presence of others who also want to collect the artifacts and by the fact that local people have moved and collected some for souvenirs.

The hunt is on.

You will win a victo
ry if you collect 4 of the artifacts.
You will also win a victory if Davros is killed.
You will also win a victory if all the aliens are killed or leave the planet.

UNIT Forces

2 Squads of 2 sections each.
1 HQ section with attached HMG and the Brigadier
The Doctor.

Air support, armour and company mortars are unavailable at this time due to the large numbers of civilians that are still in the area.

UNIT Firepower

Each section comprises:
2 Rifles 1D6 each, 1 LSW 2D6, 1 LAWS 4D6
Total 8D6

HQ Section
Brigadier 1D6 allows linked fire
Sgt. Benton 1D6
2 rifles 1D6 each
1 LAWS 4D6
Total 8D6

Attached HMG 8D6
Total 8D6

The Doctor
1D6 in close combat.

Special ability: RUN! May move 1D6 in a straight line if targeted before shooting is resolved.
Special ability: Regeneration. Regenerates as a Special event.
Special ability: Timelord. May rearrange action cards as an action.
Special ability: 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 rolls 6D6 when searching for eggs with any roll of a 6 resulting in the egg being found.

Humans are killed by 6 points of damage in the open
                                  9 points of damage in cover
                                12 points of damage in hard cover.

The Doctor is killed by 9 points of damage in the open
                                  12 points of damage in cover
                                  15 points of damage in hard cover.

Dalek Briefing




A meteor shower has fallen on part of an Earth city. These ‘meteors’ are actually alien artifacts which you have been tracking through space. You believe that the genetic material encoded in these artifacts will enable a newer, stronger race of Daleks to be born. The artifacts must be recovered at all costs.

Arriving at the scene you realise that your job is going to be complicated both by the presence of others who also want to collect the artifacts and by the fact that local people have moved and collected some for souvenirs.

The hunt is on.

You will win a victory if you collect 4 of the artifacts.
You will also win a victory if you manage to exterminate the Doctor.

Dalek Forces

4 squads of 3 Daleks each
2 suicide Daleks
Davros

Dalek Firepower

Each Dalek rolls 6D6
Total 18D6

In addition the suicide Daleks who accompany Davros may self destruct. They each move 4D6 inches before exploding for an area blast of 10D6.
Davros himself has no combat capability but allows 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.

MIB Briefing




A meteor shower has fallen on a part of the city. Your scanners inform you that these ‘meteors’ are actually alien artifacts which must be recovered at all costs for research.

Arriving at the scene you realise that your job is going to be complicated both by the presence of others who also want to collect the artifacts and by the fact that local people have moved and collected some for souvenirs.

The hunt is on.

You will win a victory if you collect 4 of the artifacts.
You will also win a victory if you succeed in a research roll for every different alien present.

MIB Forces

5 pairs of operatives
1 clean up Team consisting of 2 sections of 5 men each and a truck
2 cars

MIB firepower

Each group of Operatives throws a D6 to see how many actual D6 to roll when they shoot.

This is increased by a further D6 for each successful research roll that has been made.
Each action spent researching lets you roll 1D6 for each team on the table. A 6 is a success. This success is only available once per different alien.



The Clean up team arrives with heavy weapons when a Special Action is drawn if the MiB player wants them. Each man rolls D6 equal to the current successes +1 for shooting. This is because they’ve been deployed from HQ equipped with the current ‘best intel’ weapons for the job. Therefore, if only one success has been made before they arrive each man will roll 2D6 per shot. The heavy weapons in each squad get an additional D6 to this.
Clean Up sections can link fire.
Deployed Clean Up teams do not add to subsequent study rolls nor do they reap any benefit from them.

MIB are killed by 9 points of damage in the open
                          12 points of damage in cover
                          15 points of damage in hard cover.

Spug Briefing




A meteor shower has fallen on a part of a human city. The Hive Queen informs you that these ‘meteors’ are actually alien eggs which will add to the gene pool of the Hive and must be recovered at all costs.


Arriving at the scene you realise that your job is going to be complicated both by the presence of others who also want to collect the artifacts and by the fact that local people have moved and collected some for souvenirs.

The hunt is on.

You will win a victory if you collect 4 eggs.
You will also win a victory if you capture 4 Little Green Men

Spug Forces

2 Assault Squads, each comprised of:
1 Burrower Worm
3 Hellmites
6 Warriors, 1 of which has a support weapon
1 Hellmite Controller
1 Leader

1 Scout Squad comprising:
5 Warriors
1 Leader

Due to your recent arrival on the planet you have no existing tunnels and so cannot place any Spug Holes. However, there is an existing sewer system that you may access.

Spug Firepower

Spugs roll 1D6 per weapon and can combine fire for linked actions. Heavy weapon rolls 4D6
Mites roll 2D6 in close combat only but may be exploded by their Controller for a 3 inch radius blast effect of 4D6, any other Mites caught in an explosion will blow up also and this damage will be linked to the previous damage.
Spug Commanders roll a total of 3D6 because they have enhanced close combat weaponry.
Burrowers can attack in melee if they appear next to a group of enemies. They roll 6D6.

Spugs are tough and require the following scores to kill:
Open- 9, Cover- 12, Building etc.- 15.
Mites require the same as humans:
Open- 6, Cover- 9, Building etc.- 12.
Burrowers are armoured and require 30 in order to kill them regardless of terrain.

City Residents



Non combatants start in 3 groups of 7. Every group will move once on a Civilians card.
They will move a full move directly away from an alien or other threat but remain outside buildings.


Gangstaz will begin in 2 groups of 6 each with a vehicle. They will shoot at the nearest non City resident group for their first action (as a drive by possibly) and move for the second or vice versa.
Each Gangsta rolls 1D6 for shooting.


A Grell attacks a MIB

Grells will hatch on a Special event card from each found egg that rolls a 5 or 6. They will immediately attack the group they are with for 4D6. No retaliation.
Any human killed by a Grell will become a Grell controlled zombie in the same group. Aliens will become Grell controlled Alien zombies. Grell zombies attack with 1D6 (2D6 for alien zombies) in close combat only and require 9 points to kill regardless of terrain (head shot). All zombies die immediately if the controlling Grell dies.


Zombies


Alien Zombies


Spugs with their LGM come under fire

Little Green Men will hatch on a Special action from each found egg that rolls a 1 or 2. They will immediately attach to the group they are with.
LGM are immune to all weapons but will attack anyone who attacks the group they are with. They will grow in size and use their antenna which shoots a 6D6 disintegration ray. This is an immediate response to an attack and requires no action.
After this retaliation the LGM will run 4 moves from it's group and wait to be found by someone else.

Searching for eggs every figure in the building rolls 1D6 when an action is used to search. The Doctor rolls 6D6. Any roll of a 6 results in the egg being found.

Resources


This link will allow you to download a set of Action Cards for the Civilians, Gangstaz and Grell.