Back to Contents
Back One Page
Go To Next Page
PART FOUR
THE CAST OF THOUSANDS

ALIENS

A great many aliens have been encountered by the Doctor on his travels, and to detail them all in terms of the TIME LORD rules would warrant a book on its own. The aliens presented here, therefore, are of necessity a selection of old and recent enemies. It is inevitable that some people's favourites will be missing, but it should be easy enough to create them.

Some enemies, particularly the Daleks and Cybermen, have changed considerably since their first appearances in the DOCTOR WHO series, and it is here that it is important to stress that TIME LORD is an interpretation of the DOCTOR WHO universe. If any referee wishes to make certain monsters tougher or weaker than they appear here, he should feel free to do so. At the same time it is important to remember that many of the numerical values assigned to abilities have been chosen to give a balanced game, especially as far as combat goes. It is possible, for example, but very difficult to damage a Dalek or Cyberman with rifle fire -- players should not count on their ability to do so -- and it would take an increase of only 1 to these aliens' Armour value to make them virtually invulnerable.

The aliens presented here are also only typical of their types: in most cases, the statistics are for warriors of a particular culture. Referees should bear in mind that aliens such as the Daleks also have scientists and engineers, just as humans do. Feel free to add or remove abilities to create specialists.

Where doubt about abilities has arisen, the most dramatically effective version of an alien has been chosen: the Cybermen detailed in TIME LORD, for example, are those that appeared in The Moonbase and The Tomb of the Cybermen. When different backgrounds conflict, TIME LORD uses the most consistent one or fills in a few details!

The referee should, if possible, watch a video tape of an episode containing the aliens that are going to be used in an adventure to get a better idea of their mannerisms and their strategies. Make a note of any special abilities that do not appear in Part Three: these are powers that are not available to player characters.

At all times, remember that aliens are full characters. They are not a succession of monsters to be blown away by trigger-happy companions. Role-play them convincingly, and make sure that they convey the full menace of their television counterparts.

AUTONS AND THE NESTENE INTELLIGENCE

Auton

Weapons: Blaster (Wounds 6 on kill, Wounds 3 on stun), fist (Wounds 3)
Armour: Full Armour 8
Strength: 5, Special Immunity (bullets) 2
Control: 2, Brawling 2, Marksmanship 2
Size: 3
Weight: 4
Move: 3
Knowledge: 2
Determination: 6
Awareness: 4, Disguise 2

Autons are the mindless slaves of the Nestenes, robots fabricated from plastics and given crude human features. They look like shop window mannequins, and can pass for humans when they are dressed appropriately and given face masks. Autons have a characteristically jerky, lumbering movement that can betray their true identity. Each one embodies part of the Nestene intelligence, a group mind that in parts can control individual Autons and report back to the mental core.

A sophisticated version of the basic Auton, the replicant, can be made using the mind print of a person. Replicant Autons are indistinguishable from the real person and can think for themselves; they have the physical strength of an Auton and the mental powers of their subject.

Weapons

Built into the right hand of every Auton is a blaster that inflicts 6 Wounds; it inflicts 3 Wounds when set to stun, but Autons have not been known to use this setting. The fingers of the Auton's hand flip downwards to reveal the narrow gun barrel. An Auton inflicts 2 Wounds if it strikes with its fists.

Armour

The resilient plastics body of an Auton counts as full Armour 8. In addition, if any attack from a firearm which gets through armour but fails to overcome its special ability of Special Immunity (bullets) inflicts no Wounds, because the bullets are absorbed.

Weaknesses

If an Auton can be deprived of contact with the Nestene intelligence, it is immobilized. The Doctor might typically achieve this by building a MacGuffin that jammed the brain waves of the controlling Nestene.

 

Nestenes

Weapons: Tentacle (inflicts Wounds 5 a turn after grapple attack)
Armour: Full Armour 7
Strength: 5
Control: 6, Brawling 2, Marksmanship 2
Size: 2
Weight: 5
Move: 2
Knowledge: 8
Determination: 7, Hypnotism 1
Awareness: 3

Nestenes is the collective name for a disembodied, mutually telepathic intelligence that takes corporeal form as a cephalopod -- a giant octopus. The intelligence travels through space, seeking out suitable planets to colonize. When it finds one, it sends a swarm of meteorites -- plastics globes containing part of its being -- to the planet, in the hope that the scientifically curious will study the globes: whoever finds one first is mentally attacked by the intelligence to provide it with an agent who can prepare for the full materialization of the Nestenes on the planet. Whoever the intelligence takes over, it imbues with its ability of Hypnotism (but only at the agent's Determination).

Plastics materials are the Nestenes' tools: they can control molecularly adjusted plastics to create the robot-like Autons or to make ordinary household objects into weapons of terror. The intelligence needs to destroy any native population in an area so it can materialize in complete safety.

Weapons

In its corporeal form, the intelligence attacks with its tentacles with the aim of grappling and then crushing its attackers. Each round after a successful grappling attack has been made, the intelligence inflicts 5 Wounds on its target unless that person can break free.

Plastics that its servants have molecularly adjusted can be controlled by the intelligence. Inflatable chairs can be made to suffocate people, plastic dolls or cables animated to strangle them, and plastic flowers made to spray suffocating films in people's faces. Plastics objects vary in Strength, Control and Move, but are typically Strength 3, Control 3 and Move 1. All count as attempts to suffocate the defender, in effect working like a slow-acting poison with an attack rate of one action turn and maximum Wounds of 4. The plastics objects are activated by heat or sonic signals: a drop in temperature deactivates them.

Armour

The thick, rubbery skin of the corporeal form has full Armour 7.

Weaknesses

Like its Auton subjects, the Nestenes can be driven away by a device emitting the correct frequency to disrupt or block its mental processes.

 

CYBERMEN & CYBERMATS

Cyberman

Weapons: Blaster (Wounds 8 on kill, Wounds 4 on stun), fist (Wounds 6), electric charge (Wounds 3)|
Armour: Full Armour 9
Strength: 6, Iron Constitution 2, Special Immunity (heat, radiation, disease, cold) 3
Control: 3, Marksmanship 2, Martial Arts 1
Size: 3
Weight: 5
Move: 3
Knowledge: 6, Computing 1, Cryptanalysis 1, Cybernetics 1, Explosives 1, Science 1
Determination: 7, Indomitable Will 1
Awareness: 2, Precision 1, Tracking 2

Cybermen are neither evil nor good, just clinically logical in their actions: they have no concept of fear, pity, joy or cruelty, owing to their scientific advances. The once human inhabitants of their home planet, Mondas, developed the science of cybernetics to the extent that they could replace every part of the human body, except the brain, with metal or plastic parts. They became Cybermen, silver humanoid giants that are immune to the extremes of heat and cold and free from the ravages of disease. Eventually, their scientists eliminated what they saw as imperfections in their brains: emotions, without which they have become creatures of pure logic.

Human bodies, however, are essential to the survival of the Cybermen, because the Cybermen can increase their numbers only by converting suitable subjects. It is the object of propagating the Cyberman race that drives them to travel through space (they have not, as yet, discovered time travel). Earth and its colonies are therefore often chosen as targets of Cybermen attacks; it was during such an attack on Earth in 1986 that the first Doctor destroyed Mondas, which had returned to its home solar system. Captured humans are cyberized, a process of physical replacement and mental conditioning, in order to become Cybermen; those that reject the conditioning are often used as workers or infiltrated as superhuman spies into target societies. Cybermen have also developed mind-controlling machines used in combination with neurotoxins to enslave weak-willed humans.

The Controller, the leader of the Cybermen, seldom leaves their adopted home planet of Telos. Expeditions are led by a Cyber Leader; patrols are headed by a Cyber Lieutenant. These Cybermen have Knowledge 7.

Because their weak, fleshy frames have been replaced, Cybermen are preternaturally strong. Their lack of fear makes them terrifying warriors to encounter, especially considering their resistance to most other species' weapons. They have a good grasp of tactics and know that their invulnerability disconcerts an enemy. They are completely immune to vacuum, because they do not need to breathe, which coupled with their resistance to cold and heat means they survive where humans would perish -- even outside spaceships.

Extreme cold, however, forces Cybermen into hibernation. The Tombs of the Cybermen on Telos are riddled with refrigerated chambers to which the Cybermen retreat when they must conserve energy. Whenever an invasion force of Cybermen travels through space, the bulk of it travels in cryogenic silos from which it must be awakened.

Cybermen look just silver-coloured metal men, about 2.1 metres tall. Hydraulic pipes run over their flexible metal skin and into the accordion- like unit on their chests, where a small metal grille conceals a heat-exchanger. The chest unit also houses communication equipment and a light. Their faces are impassive metal masks, with only circular holes where eyes should be, and a harsh slit for a mouth. The optical units can be switched to see into the infra-red spectrum. Instead of ears, a Cyberman has antennas that emerge from the side of its head and connect to the top.

Cybermen speak with a perfectly flat, twangy electronic voice: their speech circuits are incapable of inflection. With no lip movement and no body language to observe, Cybermen are disturbing simply because of their sheer inhuman behaviour.

Weapons

Cybermen carry blasters that use electrical energy and which inflict 8 wounds when set to kill and 4 Wounds on stun. The solid, tubelike weapon clips onto the base of the chest unit. In addition to their hard, metal fists, which inflict 6 Wounds, Cybermen can discharge part of their internal power to stun an enemy. The electrical discharge from their fingertips inflicts 3 Wounds and counts as a ranged weapon with a range of zero areas.

Armour

The metallo-plastic skin of a Cyberman counts as Armour 9 full armour.

Weaknesses

Cybermen need recharging periodically: each hour a Cyberman is mobile counts as a cumulative difficulty against Strength against which each Cyberman must test at the end of every hour in order to remain active. Cybermen are always mobile, therefore, for the first six hours after activation because their Strength automatically beats the difference for the first five hours.

The grille in the centre of a Cyberman's chest unit is the only physical weak point: it is Armour 3 and counts as a Size 7 target.

Gold counts as a fast-acting poison, Wounds 5, with a rate of decay of 1 an action turn. It must be administered through a Cyberman's chest grille because it works by corroding the elements of the heat- exchanger, causing the Cyberman to seize up.

The metallo-plastic armour of a Cyberman is vulnerable to particular combinations of organic solvents. These vary in effectiveness, but count as fast-acting poisons that bypass armour and directly attack a Cyberman's Strength. The one used against the Cybermen in The Moonbase would be Wounds 4.

 

Cybermat

Weapons: Bite (Wounds 4 to penetrate armour, injects Wounds 4 poison), energy bolt (Wounds 4, range 1 area)
Armour: Full Armour 9
Strength: 2
Control: 2, Leaping 2, Marksmanship 1, Stealth 3
Size: 6
Weight: 2
Move: 2
Knowledge: 2
Determination: 6
Awareness: 4

Cybermats look like giant silverfish. They are about 50 centimetres long and built from flexible metal segments. A cybermat's bulbous head has two large white eyes, two antennas, and a frill of short, cream-coloured tentacles which brush the ground. Cybermen employ these small, semi-intelligent robots to infiltrate enemy bases, where they secretively destroy materials and personnel, depriving the base of any materials that might be used against the Cybermen. Cybermats typically move through the service tunnels and ventilation ducts.

Weapons

A Cybermat's main weapon is its poisonous bite, which inflicts 4 Wounds but only for the purposes of penetrating armour: it does no real damage. Instead, if the Cybermat's bite gets through armour, it injects one of two types of venom.

The most commonly used venom is a neurotoxin, which counts as a Wounds 4 fast-acting poison with an attack rate of one research turn. This does not kill although it does induce unconsciousness if it beats the Strength of its target: if it reduces the victim's Wounds to his death point, it means that person can be conditioned by the Cybermen's mind-controlling apparatus. The second type of venom is deadly: it is a Wounds 4 fast-acting poison with an attack rate of one action turn.

Cybermats may also be equipped with specialized venoms: in The Wheel in Space they used a metal-corroding fluid to destroy the space station's supply of bernalium.

Cybermats can emit a weak energy bolt from their eyes. It has a range of 1 area, inflicts 4 Wounds, but only paralyses its target. The Wounds inflicted count only as an increased difficulty against the target's Move.

Armour

As Cybermats are constructed from the same tough metallo-plastic used to build Cybermen, they have full Armour 9.

Weaknesses

A Cybermat's eyes count as Size 8 unarmoured targets; shooting both out will deactivate but not destroy the creature.

 

DALEKS & THE BLACK DALEK

Dalek

Weapons: Blaster (Wounds 8 on kill, Wounds 4 on stun)
Armour: Full Armour 9
Strength: 4, Iron Constitution 2, Special Immunity (radiation) 2
Control: 1, Marksmanship 3
Size: 4
Weight: 5
Move: 2
Knowledge: 6, Computing 1, Cryptanalysis 1, Explosives 1, Robotics 1, Science 1
Determination: 6, Command 2, Gloating 1, Indomitable Will 1
Awareness: 2, Tracking 3

Black Dalek

Weapons: Blaster (Wounds 8 on kill, Wounds 4 on stun)
Armour: Full Armour 9
Strength: 5, Iron Constitution 2, Special Immunity (radiation) 2
Control: 1, Marksmanship 3
Size: 4
Weight: 5
Move: 2
Knowledge: 7, Computing 1, Cryptanalysis 1, Explosives 1, Robotics 1, Science 1, Temporal Science 1
Determination: 6, Command 2, Gloating 2, Indomitable Will 2
Awareness: 2, Tracking 3

Created on the planet Skaro by the Kaled scientist Davros as engines of war and as the ultimate form of the Kaled race, the Daleks are undoubtedly the most evil creatures the Doctor has ever had to fight. They are utterly ruthless, calculatingly efficient creatures that are bent on dominating the universe: their might and technology are such that they instill fear into other intelligent species. Time is no longer a barrier to the Daleks, which can travel to a limited extent through time using taranium-powered machines.

Daleks are divided into two warring factions: pure strain and Imperial Daleks. Pure strain Daleks have grey and black armour and are led by the Supreme Dalek, an abnormally intelligent mutant specially bred for the purposes of leadership. The Supreme Dalek is also known as the Black Dalek, because its armour is coloured black. Pure strain Daleks seek only to exploit Davros's skills and do not acknowledge him as leader: to them he is only a resource of knowledge.

Imperial Daleks are the result of Davros's further experiments to breed infallible Daleks that are totally loyal to him. They have cream and gold armour and are led by the Emperor Dalek, which in reality is Davros in cream-coloured Dalek armour topped with a spherical case that hides his true form.

All Daleks have no benign emotions because Davros biogenetically engineered these weaknesses from their minds, leaving them only with strong emotions such as hate, revenge and cruelty. The weaknesses of the Daleks is that they are too logical and rely too heavily on their computers; they have lost the powers of intuition and inspiration.

Both factions use other species to compensate for their limited mobility. Ogrons are particularly favoured because they are stupid but loyal; human mercenaries are used reluctantly because they are by nature treacherous. The Daleks also enslave the populations of planets they conquer to provide work forces to exploit mineral resources, especially in dangerous environments.

Dalek armour is shaped like a pepper pot about 1.5 metres tall. The lower, slab-sided part is covered in large hemispherical nodules; its manipulator arm and blaster are connected to the mid section by ball-and-socket joints and may be replaced by other weapons and tools such as a cutting torch. A single eye-stalk juts out of its dome-shaped head. The Dalek creature itself is a hideous, green, multi-tentacled mutant about 60 centimetres across. It is as dangerous outside its protective shell as it is inside, owing to its incredible will to live and a murderous desire to kill. The mutant itself has Control 4 and Move 1; the values of Control 1 and Move 2 are those of its armour.

Although Daleks are linked into a communication network, they also have the power of speech through a built-in electronic voice box. The harsh, grating voice box enunciates individual syllables: the word exterminate, for example, comes out as ex-ter-min-ate. Their conversation tends to be along the lines of: 'Exterminate', 'The Doctor is an enemy of the Daleks, he must be exterminated' and 'Halt or you will be exterminated'.

Weapons

A Dalek's built-in blaster inflicts 8 Wounds when set to kill and 4 Wounds on stun. When set to stun, the blaster paralyses an opponent; the Wounds value is added to the difficulty of any action that character attempts until the Wounds are healed.

Armour

The metal casing that houses a Dalek is equivalent to full armour offering protection of Armour 9. The armour houses and protects a Dalek's power plant, battle computer and life-support systems; if these are removed, it is possible to squeeze a human into the armoured shell.

Weaknesses

A Dalek's physical weak points are its eye-stalk and the manipulator arm, both of which are Size 6, Armour 6 and Strength 4. Attacks against these weak points only disable the respective part of the Dalek; they do not injure the creature inside. A Dalek with a disabled eye-stalk, for example, cannot see.

A virus developed by the Movellans specifically attacks Daleks: it is equivalent to a slow-acting poison, Wounds 4, with an attack period of 24 hours. There is no known cure.

Daleks are supremely arrogant and overconfident; they often underestimate their enemies.

 

Draconians

Weapons: Blaster (Wounds 6 on kill, Wounds 3 on stun)
Armour: Full Armour 3 (scaly skin)
Strength: 4
Control: 3, Marksmanship 1, Martial Arts 1
Size: 3
Weight: 4
Move: 3
Knowledge: 6, Astrogation 1, Computing 1, First Aid 1, Science 1
Determination: 5, Command 1
Awareness: 3, Eloquence 1

Draconians are a proud and noble species of lizard men whose empire at one time borders that of Earth in the Milky Way galaxy. Although they have a strong martial tradition and a warrior's code similar to that of the Japanese samurai, they respect the empires of other people and realize that war against an enemy as strong as Earth would be costly. In many ways they think and act like humans.

About 2.2 metres tall, Draconians have tall, pointy heads topped by a small crest of green scales. Their brown faces are elongated with a black forked beard; green scales spread up from the neck, round the ragged, pointed ears and the back of the head. Flowing green and gold robes cover their scaly green bodies, and pointed, ornamental wings curve from the robes at the shoulders. The Draconians have earned the derogatory nickname of Dragons owing to their green skin and reptilian nature. Draconians speak with a harsh, slightly sibilant voice.

The Draconians are ruled by an emperor, whose court is on their home planet of Draconia. His rank is denoted by a large blue gemstone on a broad, blue sash; princes of Draconia have a green sash with a green gemstone. Draconians of rank should be greeted with the words, 'My life at your command.'

Draconians are as civilized and as scheming as the next alien. Yet they are honourable: it is virtually unheard of for a Draconian to break his word, and it takes much provocation for the Draconians to breach their treaties. Women are treated as second class citizens -- they are not even permitted to speak directly to the emperor, and to do so is a tremendous breach of etiquette.

The Doctor has twice helped the Draconians. At the time of the fifteenth emperor, he saved them from a deadly plague for which he was made a noble of Draconia. In Frontier In Space, the third Doctor averted a potentially catastrophic war between Earth and Draconia.

Weapons

Draconians use blasters that inflict 6 Wounds when set to kill and 3 Wounds when set to stun. Their talon-like hands inflict 2 Wounds.

Armour

A Draconian's tough, scaly skin counts as tough leather full armour, providing protection of Armour 3.

Weaknesses

A Draconian's pride may provoke hasty action, otherwise they have no particular weakness.

 

HAEMOVORES & THE ANCIENT ONE

Haemovore

Weapons: Claw (Wounds 4)
Armour: Psychic Shield counts as Armour 8 vs certain attacks
Strength: 4
Control: 2, Brawling 2
Size: 3
Weight: 4
Move: 3
Knowledge: 4
Determination: 5, Limited Telepathy 1, Psychic Shield 3
Awareness: 3

Ancient One

Weapons: Claw (Wounds 5)
Armour: Psychic Shield counts as Armour 8 vs certain attacks
Strength: 5, Fuse Metal 1, Quick Recovery 2
Control: 2, Brawling 2
Size: 3
Weight: 5
Move: 3, Swimming 2
Knowledge: 6, Poisons 2, Science 1
Determination: 5, Command 2, Limited Telepathy 2, Psychic Shield 3
Awareness: 3

Haemovores are at the end of a possible evolutionary path for the human race: they are vampiric mutants whose origins lie in the pollutants with which, in the far future, man poisons the Earth. If man cleans up the Earth and stops pouring chemicals and sewage into its seas and oceans, the Haemovores may never have been: their appearance will have been nothing more than a temporal paradox.

Known as the Ancient One, the first of the Haemovores has by far the greatest powers. It is to the lesser Haemovores what Dracula is to the vampires he creates: it guides them mentally and can destroy them by exerting its will through the telepathic link that binds them. The Ancient One and lesser Haemovores alike can all create new Haemovores by draining the blood from their victims: anyone killed by a Haemovore in turn becomes one.

At first, a newly created Haemovore resembles the person it once was. Its skin, however, is now a deathly white; its lips, a full red; and its fingernails, long talons. Although it still has the power of speech, its voice has become harsh and sibilant. In time, as the chemical mutation passed on by its creator takes hold, a new Haemovore loses the power of speech and communicates through telepathy. Its skin, too, changes: it puffs up and turns pale blue, becoming encrusted with white, barnacle-like growths. A millennium or two of mutation produces the final form: a broadly built, 2.2 metre tall creature of like power to the Ancient One.

The creatures live in small communities in the depths of the oceans, or in wrecks and caves on the seabed. Each community is led by the oldest present Haemovore, the one with the greatest powers. Only their craving for human blood -- a scarce resource in their future Earth -- brings them from the oceans. Much of their power for rational thought, however, has gone; they have become creatures of instinct.

Fenric, an evil intelligence banished for centuries into the shadow dimensions by the Doctor's trickery, brought the Ancient One back through time to twentieth century Earth as part of a trap to catch the Doctor. Although the Ancient One perished, and Fenric's physical form was again destroyed, the Haemovores may yet again rise from the depths.

Weapons

The sharp claws of a Haemovore inflict 4 Wounds; those of the Ancient One inflict 5 Wounds.

Armour

A Haemovore has no natural armour, but is protected against certain attacks by its Psychic Shield.

Weaknesses

Haemovores are repelled by a person's faith, which creates a psychic barrier that they cannot penetrate. Anyone who tries to resist the Haemovores must remain motionless in an area and concentrate on an object or a person they have faith in. They create a psychic barrier to the Haemovores of a difficulty equal to their Determination plus any relevant special ability. A Haemovore that fails to beat the difference between its Awareness and this difficulty is repelled by the person's psychic field.

Fuse Metal [Strength]

This unusual ability is the power to form metal by pressure alone. It allows the Ancient One to form talismans that act as a focus for Limited Telepathy, opening the mind of the victim to the Ancient One's and allowing the creature to Command the victim to enter the sea.

Limited Telepathy [Determination]

Limited Telepathy is the exertion of mind power to communicate with other people or creatures at a distance. At a number of areas less than the total ability of the telepathic creature, communication is automatic; at ranges greater than or equal to the ability, the creature must beat the difference, with a difficulty equal to the distance in areas. Limited Telepathy allows communication only between other telepathic creatures.

Psychic Shield [Determination]

This ability provides a mental barrier against kinetic physical attacks. It is effective, therefore, against bullets, blunt weapons and edged weapons, but useless against as passive attack such a poison gas. It counts as Armour of protection equivalent to the total Psychic Shield ability -- Armour 8 for a Haemovore.

 

ICE WARRIORS & ICE LORDS

Ice Warrior

Weapons: Blaster (Wounds 8 on kill, Wounds 4 on stun), claw (Wounds 5)
Armour: Full Armour 9
Strength: 5, Pain Resistance 2, Special Immunity (cold) 2
Control: 2, Brawling 2, Marksmanship 2
Size: 3
Weight: 5
Move: 3
Knowledge: 6
Determination: 5
Awareness: 3, Acute Hearing 1, Bureaucracy 1, Tracking 1

Ice Lord

Weapons: Blaster (Wounds 8 on kill, Wounds 4 on stun), claw (Wounds 5)
Armour: Full Armour 9
Strength: 5, Pain Resistance 2, Special Immunity (cold) 2
Control: 3, Marksmanship 1, Stealth 1
Size: 3
Weight: 4
Move: 3
Knowledge: 7, Computing 1, Electronics 1, Engineering 1, Law 1, Mechanics 1, Robotics 1, Science 1
Determination: 6, Command 1, Gloating 1, Indomitable Will 1
Awareness: 3, Acute Hearing 1, Bureaucracy 2, Eloquence 1

Ice Warriors are the warlike inhabitants of Mars who have adapted to their planet's cold, arid environment. There are two distinct orders in the military hierarchy: the Ice Lords and the Ice Warriors themselves. Ice Lords are the officers, performing the role of diplomat or expedition leader; Ice Warriors are the NCOs and ordinary soldiers that are assigned bodyguard work on diplomatic missions.

The Ice Warriors have a long tradition of expansion by military conflict, and their solutions to problems are usually direct and violent. Yet they are capable of great subtlety, harnessing their scientific advances to adjust the climate of planets to render them suitable for occupation. Their technology, however, is heavily based on trisilicate, a mineral that is abundant on Mars and which they are eager to exploit sources of. Trisilicate is the material used in their electronic circuits, performing much the same role as silicon does in Earth technology.

Like humans, Ice Warriors are a political species and able to recognize that negotiation, not war, is sometimes the answer to conflict or the advancement of their civilization. At one time the Martian empire has been part of a federation of planets that has included Earth, Alpha Centauri, Arcturus and Peladon; at others, however, the Ice Warriors have been bent on the domination of Earth. It cannot be assumed that the Ice Warriors are automatically the enemy: they may well be allies!

It is easy to understand why Ice Warriors were mistaken for Vikings when they were first discovered on Earth, frozen in a glacier. Their armoured, scaly carapace, ridged limbs and helmet make them look as if they belong to an ancient civilization. Tufts of fur stick out from the joints in their green armour, however, and at 2 to 2.2 metres tall, they are clearly alien. Ice Lords are slightly built versions of the Ice Warriors, without the heavy carapace. Instead of hands, both types have heavy pincers.

Seemingly betraying a reptilian background, the Ice Warriors speak in low, sibilant tones; even when silent, their breathing sounds laboured. Ice Warriors tend to move slowly and deliberately.

Weapons

The blaster attached to an Ice Warrior's right wrist inflicts 8 Wounds when set to kill and 4 Wounds when set to stun. It uses sonic energy. When striking with its claws, an Ice Warrior inflicts 5 Wounds.

Armour

An Ice Warrior's green, horny carapace and helmet count as full Armour 9.

Weaknesses

The only weak point in an Ice Warrior's armour is the gap that exposes its mouth and jaw. This gap counts as an Armour 3, Size 7 target.

Ice Warriors are used to cold, dry climates so they are particularly vulnerable to humid heat. A temperature of 20 degrees celsius counts as an environmental difficulty of 4 to an Ice Warrior; every 5 degrees centigrade above this increases the difficulty by one. At the end of every action turn during which the ambient temperature difficulty is 5 or more, each Ice Warrior must beat the difference between its Strength and the difficulty to remain conscious. The heat does not inflict any Wounds, but the Ice Warrior can recover consciousness only by beating the difference between its Strength and the environment.

 

Mechanoids

Weapons: Blaster (Wounds 7 on kill only), electric shock (Wounds 3)
Armour: Full Armour 5
Strength: 4
Control: 1, Marksmanship 3
Size: 3
Weight: 5
Move: 2
Knowledge: 6, Computing 1, Electronics 1, Engineering 1, Mechanics 1, Robotics 1, Science 1
Determination: 6
Awareness: 3, Precision 1

Mechanoids are the colonizing robots used by Earth to find and prepare planets for human occupation. Constructed during the first few years of Earth's expansionist period, the Mechanoids have largely been forgotten, and the commands needed to gain access to the beautiful cities they create lost by man. When anyone encounters a Mechanoid city, the robots will confine him indefinitely until they are given the codes that they should receive from the colonists. Such prisoners will be well catered for, but it is a sterile existence.

On the planet Mechanus, the Daleks attacked and largely destroyed a Mechanoid city in their attempts to catch and exterminate the Doctor. Mechanoids, however, are used to repairing each other, and have infinite patience to rebuild their work should it be destroyed.

A Mechanoid is about 1.7 metres tall and looks like a multi-faceted, angular sphere on a low circular base. The metal triangular panels that comprise its outer skin conceal circuits, sensors and its weaponry. At the top of the sphere, a small column topped by a broad, flat metal cone sticks out: the column contains the Mechanoid's main audio sensors. A narrow metal band runs round the middle of the robot and houses the two, slender metal feelers that the Mechanoid uses to operate machinery. Mechanoids have grating, electronic voices, and precede and finish their simple commands with spoken binary sequences.

Weapons

Behind a front panel on each Mechanoid is a blaster that uses heat energy. It inflicts 7 Wounds and can only be used to kill. A Mechanoid can electrify its outer skin to protect it from physical assault: anyone touching this receives an electric shock that inflicts 3 Wounds.

Armour

Mechanoids have the equivalent of plate metal full armour, providing protection of Armour 5.

Weaknesses

Mechanoids are easily destroyed by most blasters, and have no particular weakness apart from their logical and restricted thinking.

 

Movellans

Weapons: Blaster (Wounds 7 on kill, Wounds 3 on stun), fist (Wounds 2)
Armour: Full Armour 6
Strength: 5, Iron Constitution 1
Control: 3, Brawling 1, Marksmanship 1
Size: 3
Weight: 4
Move: 3
Knowledge: 6, Astrogation 1, Computing 2, Electronics 1, Explosives 1, Robotics 2
Determination: 6, Command 1
Awareness: 3, Precision 2, Striking Appearance 2

Strikingly attractive by human reckoning, with golden skin, dark, elongated eyes, and white plaited hair, the Movellans are not what they seem. Beneath their ribbed and padded close-fitting white tunics and knee-britches, is a humanoid body of plastics and metal: the Movellans are coldly logical robots. Their uniform also consists of white mid-length boots and a silver gun-belt, which also holds a power pack.

Movellans are the deadly enemies of the Daleks, using their powerful battle computers to try to outwit Davros's creations. Yet doing so has resulted only in stalemate: whatever the Movellans' computers plot, the Daleks' computers counter and vice versa. The stalemate is only broken in the far future when the Movellans develop a virus that attacks only Daleks: it virtually destroys the entire species.

The Movellans are utterly ruthless, although they may well appear helpful and considerate when first met, an impression that is heightened by their soft, gentle voices. Their robotic nature, however, is revealed by their lack of emotions and efficient, probing conversations. Movellans are reluctant to be touched or seen in death by aliens: it would immediately reveal that they are not creatures of flesh and blood. They will sacrifice temporary allies and even themselves to attain their goals.

Movellan scout ships have a crew of no more than a dozen, but the onboard computer has the power to replicate any of the crew members that are destroyed. The spaceship itself, partly buries itself on landing as a means of self-defence.

Weapons

Movellans carry a small, cone-shaped blaster that has a built-in hand shield. The blaster inflicts 7 Wounds when set on kill, and 3 Wounds when set on stun. These robots, however. inflict only 2 Wounds with their fists.

Armour

A Movellan's resilient body is equivalent to full Armour 6.

Weaknesses

The external power pack on each Movellan's belt is a serious weakness. If it is removed, the Movellan is deprived of power and collapses slowly to the ground. The power pack counts as a Size 7 target. Movellans are also completely logical: irrational actions are likely to outwit them.

 

Ogrons

Weapons: Blaster (Wounds 6 on kill, Wounds 3 on stun), fist (Wounds 2)
Armour: Body Armour 3
Strength: 5, Pain Resistance 2
Control: 3, Blunt Weapons 1, Brawling 1, Marksmanship 1
Size: 3
Weight: 5
Move: 3, Running 1
Knowledge: 2, First Aid 1, Wilderness Lore 1
Determination: 5
Awareness: 2, Tracking 1

Brutal and stupid, Ogrons have two great qualities: they are tough fighters and they are loyal to their masters. Brought out of a primitive, almost Stone Age existence by the Daleks to fulfil a role as mobile, aggressive guards, Ogrons have become mercenaries, hiring themselves out to whoever or whatever needs their services. Yet they are still a primitive people: Ogrons live in cave dwellings on their home planet, which they simply call Homeworld now they have discovered the existence of other planets. Known as Ogros to other civilizations, it is a bleak, rocky planet; it is also home to a large predatory reptile that the Ogrons worship as a god.

Ogrons are about 2.2 metres tall and look like dark-skinned apes. They are largely bald, apart from some long, straggly hair that hangs down from the back of their heads. A prominent bony ridge casts their small, dark eyes into shadow; their heavy jaws heighten their almost neanderthal look. They typically dress in coarsely woven, baggy tunics and leggings, over which they wear a stout jerkin.

Although Ogrons are capable of following orders well, they have no sense of initiative, and often overlook details that their masters consider important. They have gruff, deep voices which are difficult to understand. Although they may be lacking as conversationalists, Ogrons have an intuitive grasp of technology, and easily comprehend the function, if not the workings, of blasters, spaceships and the like.

Weapons

Ogrons are armed with heavy duty blasters that inflict 6 Wounds on kill and 3 Wounds on stun. Their tough hands inflict 2 Wounds.

Armour

An Ogron's jerkin is equivalent to tough leather body armour, offering protection of Armour 3.

Weaknesses

Ogrons are superstitious and dreadfully afraid both of their god and their masters. Their stupidity means they are easily outwitted, unless they are in the company of an intelligent leader such as the Master or a Dalek.

 

Robots

Weapons: Blaster (Wounds 6 on kill, Wounds 3 on stun), fist (Wounds 4)
Armour: Full Armour 7
Strength: 4
Control: 2, Brawling 1, Marksmanship 1
Size: 3
Weight: 5
Move: 2
Knowledge: 6, Computing 1, Electronics 1, Engineering 1
Determination: 6
Awareness: 2, Keen Sight 1, Tracking 1

Robots are an incredibly varied type of machine and can have greatly differing abilities. The most dangerous robots, however, are often humanoid in shape: the abilities listed above are such a robot whose duties include servicing machinery or guard duty. Specialized robots will have skills more appropriate to their duties.

Robots have an important role to perform: they remove the need to use men for onerous, repetitive tasks and also help to cut overheads by obviating the need to pay wages. A robot will continue to work tirelessly, provided that no one interferes with its programming.

Many of the Doctor's opponents use robots of some sort, and they are of sufficient menace not to be disregarded. Particularly intelligent robots become aliens menaces in their own right, such as the Movellans.

Weapons

Not all robots are equipped with blasters, but those that are inflict 6 Wounds on kill and 3 Wounds on stun. A robot's powerful hands inflict a number of Wounds equal to its Strength.

Armour

Most robots have a metal skin or framework which is equivalent to full metal plate Armour 7.

Weaknesses

A robot is blinded if its optical sensors are covered or shot out; the sensors are Size 7 unarmoured targets. It can be completely discombobulated by disconnecting or destroying vital circuits.

 

Sea Devils

Weapons: Blaster (Wounds 6 on kill, Wounds 3 on stun), claw (Wounds 2)
Armour: Full Armour 6
Strength: 5, Iron Constitution 2, Special Immunity (pressure) 3
Control: 3, Brawling 1
Size: 3
Weight: 4
Move: 3, Swimming 3
Knowledge: 6, Computing 1, Electronics 1, Engineering 1, Explosives 1, First Aid 1, Science 1
Determination: 5, Command 1
Awareness: 3

Sea Devils are an intelligent reptilian species that live in underwater, air-filled cities at the bottom of Earth's oceans. The are the underwater cousins of the Silurians, and like them retreated into hibernation chambers many thousands of years ago when a planet threatened to crash into the Earth. Many Sea Devils are still in hibernation awaiting the signal to awake: their instruments have yet to give the all clear because the collision never occurred. Only a few colonies have come to man's attention as a result of his investigations of the seabed triggering the Sea Devils' alarms.

Once rulers of a great underwater civilization, the Sea Devils are not a martial species. Together with the Silurians, they made great scientific advances and developed a sophisticated culture. Those colonies that have woken to find man, a jumped up ape, running and ruining their planet naturally wish to remove this usurper. If the Sea Devils could trust man, however, and man could trust the Sea Devils, it would be possible to share the planet. The third Doctor tried, but failed, to achieve this compromise in The Sea Devils.

Sea Devils are manlike lizards with a tough, green and brown leathery skin. Their turtle-like heads have beaked mouths and golden eyes with large black pupils. On each side of the head, a fan-shaped frill of skin sweeps backwards from the temple to shoulder level. They dress simply in a blue net robe that is tied at the waist by a white gun belt. Although Sea Devils are reptilian, they are much like humans in their mental make-up, with the same emotional frailties and strengths.

Weapons

Sea Devils carry a compact, circular blaster that uses heat energy and inflicts 6 Wounds on kill, 3 Wounds on stun. It can be adjusted to act as a cutting torch, inflicting 6 Wounds an action turn at a range of zero areas. A Sea Devil's clawlike hands inflict 2 Wounds.

Armour

The natural leathery skin of a Sea Devil counts as full Armour 6.

Weaknesses

The only physical weaknesses in a Sea Devil's skin are its eyes, which are unarmoured Size 7 targets. Hexachromite gas is a deadly poison to Sea Devils, counting as fast-acting poison, Wounds 5.

 

Silurians

Weapons: Blaster (Wounds 6 on kill, Wounds 3 on stun), claw (Wounds 2)
Armour: Full Armour 6
Strength: 5, Iron Constitution 2, Special Immunity (heat) 2
Control: 4
Size: 3
Weight: 4
Move: 3
Knowledge: 6, Computing 1, Electronics 1, Engineering 1, Explosives 1, First Aid 1, Science 1
Determination: 4, Command 1
Awareness: 3

Silurians should more accurately be described as Cretaceans, although their first given name has stuck. They once ruled the Earth at the time of the dinosaurs, when apes were considered as unintelligent playthings. The impending disaster of a planet crashing into the Earth forced the Silurians to retreat into underground caverns, where they went into hibernation. The disaster, however, never happened: the planet went into orbit round the Earth and became known as the Moon. The Silurians' instruments never detected the post-disaster conditions they expected, forcing the Silurians into a sleep of many thousands of years.

There are colonies of Silurians all over the Earth, but the creatures awaken only when man's scientific experiments unleash enough energy to activate their hibernation machinery. Silurians are dismayed that man, a mere ape, is the dominant life-form; the Silurians would like to see the upstart eliminated so their golden civilization could be restored.

Silurians have manlike brown bodies that are covered in fine scales; their splayed feet have three toes and their three-fingered hands end in talons. Flat trapezoid ears jut out from the side of their heads, and the top of their heads are ridged and crested. A collar of rough skin falls down to their shoulders. A third eye, located in the central crest, emits infra-red radiation that can be used as a weapon or emitted in pulses to operate scientific machinery, electronic locks and the like. The small, round and almost sucker-like mouth is not suited to human speech, resulting in a deep, warbling voice.

The Silurians are related to the Sea Devils, their underwater counterparts who were also forced into hibernation.

Weapons

A Silurian's third eye in the centre of its forehead is both a weapon and a means of operating equipment. As a weapon, it inflicts 6 Wounds when set to kill and 3 Wounds when set to stun; it has a maximum range of four areas. It uses heat, focusing infra-red energy on its target, and can therefore be used as a cutting torch to melt and reform steel and rock: in this mode it inflicts 6 Wounds at a range of zero areas.

Armour

A Silurian's tough skin counts as full Armour 6.

Weaknesses

Silurians are vulnerable to hexachromite gas, which is poisonous to them. It counts as a fast-acting poison, Wounds 5. It is also possible to shoot at a Silurian's small eyes: these are heavily lidded and count as Size 8 targets.

 

Soldiers

Weapons: Depends on time and space. No firearm capable of inflicting more than 6 Wounds on kill
Armour: Depends on time and space. None better than Armour 6
Strength: 4
Control: 3
Size: 3
Weight: 4
Move: 3
Knowledge: 4, First Aid 1, Wilderness Lore 1
Determination: 3
Awareness: 2

Many of the Doctor's adventures take place on Earth or on one of Earth's colonies, where he encounters all types of people. Opposition, however, is most often provided by security guards or soldiers: whether the guards are from medieval England or a starship, they are all basically the same: only the weapons and armour differ. Apart from a few basic soldiering skills, these men have few special abilities. They are also limited conversationalists: the longest line such referee characters are likely to get in an adventure is 'Aaargh!' -- the number of A's is optional.

Ancient worlds

Greek and Roman warriors wear plate metal body armour, offering protection of Armour, as well as a plate metal helmet, which protects the head as partial armour 5. Their main weapon is the spear; at the referee's discretion they may have a sword as a secondary weapon and a shield. Warriors from countries such as Egypt would not have the benefit of armour, but would be similarly armed.

Medieval worlds

Knights are usually equipped with flexible metal body armour, which offers protection of Armour 4. They will be armed with a sword and shield. Castle guards will be armed with a spear and have soft leather body armour, which offers protection of Armour 2. Wall guards may be armed with crossbows instead of spears.

Industrial revolution worlds

Guards and soldiers alike will have no armour and use muzzle-loading muskets. Remember that these weapons are inaccurate and increase the difficulty to hit a target by one.

Modern worlds

When on special assignments, soldiers may be given plastics fibre body armour, which offers protection of Armour 5. Normally, however, they are unarmoured except for a plate metal helmet, which is partial Armour 5. Soldiers will usually be equipped with automatic rifles or submachine-guns, both of which count as guns with magazines. UNIT troops are in this category.

Future worlds

Man has long realized that the best armour he can make is useless against the destructive power of blasters. Soldiers in this period will be unarmoured apart from a plastics fibre helmet, which counts as partial Armour 5. They will be armed with blasters that inflict 6 Wounds when set to kill and 3 Wounds when set to stun. Gallifreyan Citadel guards fall into this category.

Hosted by www.Geocities.ws

1