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PART FOUR
THE CAST OF THOUSANDSALIENS
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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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. |
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