Age of Clockwork
Background
After the incident of the horse and the mirror at Versailles, the strange
clockwork Automatons who had pursued Madame de Pompadour were kept at
the palace by King Louis XV as a curiosity piece. Unable to get them to work
again Louis asked his craftsmen and scientist to help him restore them to
their former selves. None of these men were able to bring them back to life.
Finally a mysterious merchant arrived at the palace and offered to repair
them at no charge. Louise was thrilled by the idea and soon enough the
Automatons were back working, acting as servants in the palace and
performing basic parlour tricks for Louis and his guests
With the death of Louis XV and the revolution during his successors reign,
the Automatons were left in an empty palace which was then sealed off from
the outside world by the Assemble nationale.
Within the desolate palace grounds the Automatons began their final task, a
task placed into their AI by the merchant. They began to construct, slowly
but surely, a transmitter through time and space
Setup:
On a standard 3&3 board, place the Transmitter a short measurement of
the centre of the backline of one edge. One Automaton must be placed in
contact with it. The other Alien figures must be placed with a short
measurement of the backline. The Doctor places his figures within a short
measurement of the opposite edge and takes the first turn. Use plenty of
woodland terrain to represent the overgrown gardens of Versailles.
The Doctors Briefing
The Doctor has arrived in Versailles in 1791, drawn by a mysterious beacon
planted in the grounds which is sending a signal out in to the universe. As
the TARDIS materializes The Doctor, Sarah Jane Smith and K9 are met by a
pair of Preachers. The Preachers explain that they too have followed this
signal as it is reaching out into their alternative universe. The Automatons
are attempting to summon Cybermen to enlightenment Europe! The
transmitter must be shut down. The Doctor Player wins if the
Transmitter is shut down.
Alien Briefing
The Automatons are attempting to summon Cybermen from the alternative
universe to Versailles in accordance to their reprogramming. The longer then
Automatons are able to hold the transmitter and the signal, the more
Cybermen will appear through the void. Only The Doctor and his companions
can stop them and must be defeated. The Alien Player wins if all enemy
figures are eliminated.
Forces:
The Doctor
Sarah Jane Smith
K9 MK IV
2 Preachers (use Sgt Bentons profile)
Name
Quality
Combat
4+
C2
Automatons
4 Automatons
1 Cyberman on table
3 Cybermen in reserve
Special Rules
Heavy Armour, Steadfast
The Transmitter:
The Alien Player MUST have a figure within base contact of it at all times.
The figure in contact with the Transmitter may use any of their actions to
attempt summon a Cyberman. A D6 is rolled and a natural roll of 6 means a
Cyberman is placed in contact with the transmitter. At most 4 Cybermen may
be in play at any one time.
The Doctor Player can shut down the transmitter by getting a figure in
contact and using an action. Again a D6 is rolled a 6 means the transmitter
is down for good. The Doctor figure may use his Superior Touch ability to +2
to his (and only his) roll.