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.

Sontarans

Weapons: Blaster (Wounds 6 on kill, Wounds 3 on stun, range 4 areas)

Armour: Full Armour 8

Strength: 6, Special Immunity (high gravity) 2

Control: 3, Marksmanship 2, Martial Arts 2

Size: 3

Weight: 5

Move: 3, Piloting 1

Knowledge: 6, Astrogation 1, Computing 1, Electronics 1, Engineering 1, Robotics 1, Science 2, Temporal Science 1, Wilderness Lore 1

Determination: 6, Command 2, Gloating 1

Awareness: 1, Acute Hearing 2, Keen Sight 2

Sontarans are built and bred for war, a subject at which they are masters after countless years of conflict with the Rutans, a sort of intelligent, phosphorescent green jellyfish. The Sontarans' home planet, Sontar, has a high gravity, and the species' stocky, heavily muscled bodies reflect this. Their manlike form is encased in flexible, gunmetal-coloured space armour; a smooth, dome-like helmet with narrow eye holes provides complete protection for the head. A translation box on a wide belt allows a Sontaran to understand and speak any language.

Meeting a Sontaran is like meeting Humpty Dumpty with an attitude. By human reckoning, Sontarans are ugly: they have smooth-skinned, brown dome-like heads, with squat features and small red piggy eyes. Coarse bristles sprout in tufts from their ears and chins. A superstitious people might easily believe them to be goblins. Sontarans have only two fingers on each hand and opposable thumbs.

Although Sontaran technology is highly advanced, bordering on limited time travel, it is geared to war. Much of the time, Sontarans are encountered individually and are usually scouts sent out to reconnoitre terrain or analyse the physical and mental weaknesses of the enemy. Scouts have spherical spaceships, about 5 metres in diameter, that are equipped with the necessary laboratory equipment to assist their in tasks and which also act as the control centre for their operations. Wherever there is a scout, a full invasion force is sure to be close by.

Sontarans are clones: all of them look alike. They consider all other methods of reproduction as weaknesses, pointing out that up to a million cadets are hatched at a time at the Sontaran Military Academy, enabling the species to sustain tremendous casualties in war. Sontarans act alike, too: they respect military hierarchy and are used to ordering people about; Sontarans have little skill at negotiation. It must not be forgotten that although they are a martial race and relish even other people's conflicts, they have a high intelligence.

Weapons

The Sontarans are highly dependent on their equipment, which compensate for a shortage of real abilities. The main tool is a multi-purpose blaster and control rod, a narrow black tube about 30 centimetres long that is slung from the right side of a Sontaran's belt. When used as a weapon, the blaster inflicts 6 Wounds when set to kill and 3 Wounds when set to stun; it has a limited range of 4 areas.

By modulating the light energy it emits, the rod can be used to hypnotize and control subjects. It is considered as having Determination 4 and a range of zero areas for this purpose. Weak pulses from the rod can be used to control Sontaran machinery.

Armour

Sontaran space armour counts as full Armour 9.

Weaknesses

A Sontaran's only weakness in its armour is the probic vent at the back of its neck, which is exposed even while the protective helmet is worn. It counts as an unarmoured Size 7 target.

Sontarans need to recharge their energy periodically, retreating to their space ships to do so. Each hour a Sontaran is away from its ship counts as a cumulative difficulty against Strength against which it must test at the end of every hour in order to remain active. Sontarans are always mobile, therefore, for at least six hours after each recharging.

Tractators & THE GRAVIS

TRACTATOR

Weapons: Claw (Wounds 2)

Armour: Body Armour 4

Strength: 4

Control: 2

Size: 3

Weight: 5

Move: 2

Knowledge: 3

Determination: 3, Control Gravity 1

Awareness: 3

GRAVIS

Weapons: Claw (Wounds 2)

Armour: Body Armour 4

Strength: 4

Control: 2

Size: 3

Weight: 5

Move: 2

Knowledge: 6, Astrogation 1, Electronics 1, Engineering 1, Mechanics 1, Science 1

Determination: 5, Control Gravity 1

Awareness: 3

Tractators are harmless burrowing beetles that live in tunnels beneath a planet's surface. Sometimes, however, the species produces a Gravis, a super-intelligent Tractator with the ability to unite the lesser Tractators into an organized force.

The Gravis is the driving force behind the expansion of the species, which can grow only by colonizing new planets. With the ability to construct sophisticated and accurate mining equipment, the Gravis oversees the building of tunnels to turn the centre of a planet into a giant gravity motor, enabling the Tractators to travel through space.

Tractators, however, need a supply of humans, or other intelligent minds, to provide the living intelligence that powers and guides their mining machinery. If no such minds are readily available, the Gravis will seek to divert passing spaceships, causing to crash on the planet. Once the colonists have built up sufficient numbers to guarantee a permanent supply of usable minds, the Tractators move in, picking on weakened, sleeping or sick targets and dragging them through the very earth by dint of their gravitational powers. These people are then harnessed to the mining machines, which they operate until their minds burn out.

When awakened by the Gravis, Tractators stand upright and are about 2 metres tall. The back of a Tractator is protected by black chitinous segments; tufts of black fur stick out from the overlapping sections. Its underbelly is a pale brown colour as is the broad, sucker-like base which allows it to move. It has a pair of short, stubby arms with ridged, shovel-like hands. The Gravis is identified by its predominantly green skin, instead of the more usual brown. Large, glassy eyes stare out sideways from an almost fishlike head, and instead of teeth, short tendrils are visible between the Tractator's thick lips. Two antennas, about 40 centimetres long, stick out from the top of the head and provide the means of directing and channelling gravitational energy.

Weapons

The main weapon used by Tractators is their Control Gravity ability. The concentrated gravity field manifests as a pink nimbus around its target. If forced to, a Tractator will attack with its stubby claws, which inflict 2 Wounds.

Armour

A Tractator's chitin counts as body armour with a protective value of Armour 4. Its soft underbelly counts as soft leather partial armour, offering protection of Armour 2.

Weaknesses

The Gravis is the Tractators' greatest weakness. Without him, the Tractators revert to harmless, purposeless creatures. Knocking the Gravis unconscious or moving him away from the same planet will break his control.

Control Gravity [Determination]

The ability to influence gravitational fields through mental control is imparted by the Gravis to his subservient Tractators. The strength of the gravitational force is equal to the Tractator's total ability (6 in the case of the Gravis, 4 in the case of other Tractators). The difficulty of moving a target is equal to its Weight plus the number of areas it is to be moved. A living subject in the gravitational field can try to break free using its Strength against a difficulty equal to the total mental ability of the Tractators. Tractators may increase the strength of the field by concentrating the mental power against one subject: the rules for group fire are used, but the effect is to increase the Tractators' total ability at Control Gravity.

Yetis and the Great Intelligence

YETI

Weapons: Web gun (grapple attack, Strength 7), talon (Wounds 5)

Armour: Full Armour 8

Strength: 5, Iron Constitution 2, Special Immunity (heat, cold, pressure) 2

Control: 2, Brawling 2, Marksmanship 2

Size: 3

Weight: 5

Move: 3

Knowledge: 2

Determination: 6, Indomitable Will 2

Awareness: 3, Precision 1, Tracking 1

Yetis are unintelligent robots that are controlled by the Great Intelligence, a being of pure thought from another dimension. They are its tools on Earth, carrying out physical tasks that either the intelligence or its human agents cannot manage.

Originally constructed in the Himalayas, the Yetis were given the form of abominable snowmen. They are about 2.1 metres tall, bipedal and covered in long shaggy brown fur. Their red eyes, black leathery snout and yellow fangs are barely visible through the mass of fur. Yetis look almost comically squat because of the breadth of their bodies, yet they are dangerous: their hairy hands end in razor-sharp talons, which the Yetis usually slash violently at an enemy. The creatures have a terrifyingly loud roar.

Human agents control the Yetis about by moving scale models over maps of the local terrain: the models act as a focus through which the intelligence can channel its Determination to make the Yetis do its bidding.

Weapons

Yetis are sometimes equipped with web guns that emit a tough, resilient cobwebby substance that binds or envelops its target. The guns have a range of only 1 area. Although the web does no damage, it counts as a successful grappling attack made by an opponent with Strength 7. It slowly suffocates a target, counting as a Wounds 6 slow-acting poison with an attack period of one action turn. The web also has the ability Special Immunity (fire) 3, enabling it to resist burning and even to contain explosions.

A Yeti inflicts 5 Wounds when it attacks with its talons.

Armour

The metal skeleton and cladding of a Yeti is equivalent to full Armour 8.

Weaknesses

Each Yeti receives its instructions through a silver control sphere about 10 centimetres in diameter that fits into a cavity in its chest. A flap of fur usually conceals and holds in the sphere, which is a Size 7 target. Without a control sphere in place, a Yeti is inactive: it is like a machine that has been turned off.

Control spheres, however, are semi-intelligent and will seek out inactive Yetis: they have Move 1 for this purpose and can fly or levitate. Their other relevant abilities are Strength 3, Control 3, Weight 2 and full Armour 8.

The Great Intelligence

Exiled from another dimension, the Great Intelligence drifts through time and space, seeking entry into the world of men. It requires a mental focus in order to materialize: this focus can be the mind of an oriental mystic caught wandering in the astral plane, or even an active relic of the intelligence's previous visitations, such as a Yeti control sphere. If its focus is destroyed before it can build up sufficient power to enter the physical world, the intelligence is temporarily banished. It is theoretically possible to destroy the intelligence in psychic conflict, but even the Doctor's mind is too weak to contemplate such an action.

Once the intelligence has a human agent, which in effect it hypnotizes and then possesses, it can gather together the materials necessary to build its robot servants, the Yetis, and their control spheres. A pyramid of control spheres is sufficient a focus for the intelligence to channel itself through. Its prime human agent gains the mental abilities of the intelligence.

The Great Intelligence has no corporeal form, just the abilities of Knowledge 8, Determination 8 (Special abilities of Hypnotism 1, Indomitable Will 1 and Telekinesis 1) and Awareness 7. It can exert its powers through space, to restrain or move objects. This telekinetic ability can produce physical manifestations similar to cobwebs, tangible evidence of the intelligence's work. The TARDIS was once restrained in this fashion.

Telekinesis [Determination]

This special ability gives the intelligence the power to lift, move or restrain inanimate objects by thought alone: the difficulty of doing so is equal to the object's Weight plus the number of areas to be moved.

Zygons

Weapons: Electric charge (wounds 4, range 0), fist (Wounds 2)

Armour: Full Armour 6

Strength: 5

Control: 3, Brawling 1

Size: 3

Weight: 4

Move: 3

Knowledge: 6, Computing 1, Cybernetics 1, Electronics 1, First Aid 2, Science 2

Determination: 6, Gloating 2, Independent Spirit 1

Awareness: 3, Shapechange 3

Zygons are refugees from a stellar explosion that destroyed their home world of Zygos. A Zygon's manlike body is upright and bipedal; its green and orange skin, however, looks unpleasantly rubbery and is slimy to the touch. A great dome-like head meets the shoulders direct; there is no trace of a neck. Lines of sucker-like nodules run along the limbs and spine, and form a crest on the Zygon's head; a Zygon's fingertips end in small suckers. Deep-set, small eyes, a pug nose and a slight, puckered mouth give the Zygons an air of brooding menace.

Their burbling, sibilant voices sound menacing and betray the fact that Zygons are arrogant. Confident in their own superiority over other species, the Zygons seek new worlds to make habitable: they prefer warm wet climates. Because they are desperate to survive, Zygons will use any tactics they feel are necessary, even going as far as committing genocide. The Doctor had to deal with a Zygon spaceship and crew on Earth in Terror of the Zygons, when the Zygons planned to modify the Earth's climate to make it more suitable for their species and its herds of Skarasens, amphibious dinosaur-like creatures whose lactic milk is a vital component of the Zygons' life cycle. Zygon spaceships usually carry tanks containing Skarasen embryos.

Zygon technology uses organic materials, with the result that it resembles the creatures themselves: consoles have rubbery nodules as controls, and connections are usually in the form of suckers on long rubbery stalks. Even a Zygon spaceship is partly organic. Zygons have developed a body transference machine that allows them to adopt the physical form of any creature, provided that they have recorded its body print. The usual procedure is to capture suitable specimens, preferably including key political figures, record their body prints and allow shapechanged Zygons to take their places. The specimens need to be held onboard the Zygon spaceship in the event that their body print fades.

Weapons

A powerful electrical charge emitted from a Zygon's fingertips is its only offensive weapon: it inflicts 4 Wounds and counts as a close-combat attack. A Zygon's fists inflict 2 Wounds.

Armour

Zygons have a tough hide, but they can be damaged by bullets. Their skin is equivalent to full Armour 6.

Weaknesses

Zygons have no real physical weaknesses. Their arrogance, however, can lead them to underestimate their opponents.

Shapechange [Awareness]

The ability of Shapechange is a very sophisticated form of Disguise. It is the ability exactly to mimic the physical appearance of another creature or person. Particularly advanced shapechanging techniques, usually machine assisted like that of the Zygons, also transfer some or even all of the copied subject's memory.

VILLAINS

Throughout his travels, the Doctor has met and made some enemies that have returned again and again, either to seek revenge for their defeats or simply by chance. These villains are characters in their own right that deserve careful role-playing by the referee. None of them would unnecessarily endanger themselves, and certainly would make the most of any opportunity to escape should events prove too dangerous for them.

Referees who like to give their players a challenge could easily give one player the role of a villain. Such a player should co-operate with the referee as far as developing a plot goes, but should also improvise, creating deadly traps for the other players to fall into. Having a real villain, rather than letting the overstretched referee handle the task, will give players a real third party to negotiate with and outwit.

Davros

Apparent age: over 100

Species: Kaled

Equipment: Armoured, mobile base (body Armour 9)

Strength: 3, Cheat Death 3, Iron Constitution 2, Regenerative Powers 2

Control: 2, Sleight of Hand 2

Size: 4

Weight: 5

Move: 2

Knowledge: 7, Computing 2, Electronics 1, Engineering 1, Mathematics 1, Poisons 1, Pseudoscience 2, Robotics 2, Science 1

Determination: 7, Command 1, Gloating 1, Indomitable Will 2

Awareness: 2, Acute Hearing 2, Bureaucracy 2, Eloquence 3

The Kaled scientist Davros is responsible for one of the greatest evils ever to be inflicted on the universe: the Daleks. Originally created as simple engines of war to eliminate the Thals, the Kaleds' rivals on the planet Skaro, the Daleks have gone on to terrorize the universe. Yet they are beaten time and time again by the Doctor; they even lose their centuries-long war with the Movellans, who develop a virus that is deadly to Daleks. It is the weaknesses of the Daleks that bring them back to Davros, who in turn needs the Daleks to satisfy his lust for power.

Although Davros is a genius, he is clearly quite mad. But his madness makes him the most dangerous paranoid megalomaniac in the universe. He is determined to eliminate the weaknesses of the Daleks and bring his creations back under his control, and he has no compunction about killing or crippling people in the course of his scientific experiments. He is as ruthless and cruel as the Daleks, although he still has vestiges of benign emotions which enable him to manipulate other people through pity.

The Daleks are now split into two factions: pure strain Daleks and Imperial Daleks. Pure strain Daleks are those created by Davros's original genetic experiments; Imperial Daleks are the more advanced Daleks that Davros is currently experimenting on to produce the ultimate fighting machine. Mutants that Davros produces which are unsuitable as Daleks are rejected and consigned to the outside world to survive on their own. These mutants usually stay near to Davros's laboratories, making fearsome guards.

Davros rules the Imperial Daleks in the guise of the Emperor Dalek. A cripple, Davros was already confined to an armoured, self-powered chair before his creations turned on him. This base is like the bottom half of a Dalek, with black panels and silver hemispheres in rows on each slab. It contains his life-support system, communications equipment, and even a few dirty tricks to overcome enemies. As Emperor, Davros has simply topped this base with a broad dome, about 1.5 metres in diameter, with a single eye-stalk. The front of the dome can be lifted to reveal Davros himself.

His wrinkled, brown-skinned and hairless head is surrounded by a cage of electrodes. In the centre of his forehead, suspended by the cranial cage, is a blue electronic eye which allows Davros to see: he is otherwise blind. His upper body is covered by a black, plastics tunic. One arm hangs uselessly by his side, the end disappearing into the top panel of his armoured chair; his right arm and hand control the switches and buttons. Davros's voice is electronically augmented, and sounds like the harsh, metallic voice of a Dalek.

Weapons

Davros has no offensive capability. The control panels of his armoured base, however, may conceal probes and drugs that can be used to bend the minds of people and Daleks to his will. Davros needs to be in the same area as his victim to strike with such weapons.

Armour

Davros's armoured base is made of the same material as Dalek armour; it is equivalent to body armour offering protection of Armour 9. In his guise as Emperor Dalek, Davros has the equivalent of full Armour 9.

Weaknesses

Like his creations, Davros is not very mobile. His upper body is vulnerable to aimed shots if it is not protected by the Emperor Dalek dome and counts as an unarmoured Size 6 target. Davros is aware of his weaknesses, however, and even resorts to using simulacra of himself to decoy attacks.

The main control panel on his armoured base houses his life support controls. Anyone who learns of their existence and location can threaten to turn Davros off, in which case he becomes quite amenable to their demands.

Sabalom Glitz

Apparent age: late 30s

Species: Human

Equipment: Blaster (Wounds 6 on kill, Wounds 3 on stun), grenade (Wounds 7), Armour 5 body armour

Strength: 5

Control: 4, Brawling 2, Lockpicking and Safecracking 1, Marksmanship 2, Stealth 2

Size: 3

Weight: 4

Move: 3, Piloting 1, Running 1

Knowledge: 5, Astrogation 2, Computing 1, Electronics 1, Engineering 1

Determination: 3, Independent Spirit 2

Awareness: 3, Bargaining 3, Gambling 1

Glitz, a small-time crook with small-time ambitions, is more a rogue who finds himself on the wrong side of the Doctor than a real enemy who is out for the Doctor's blood or brain. Although he will co-operate when circumstances require teamwork, Glitz is always out for himself and constantly looks for opportunities to improve his wealth, health and general safety. If that means shooting or betraying someone, Glitz is happy to do so.

If Glitz cannot negotiate a good deal for something he wants or win it in a game of chance, he will put his mind to stealing it. He has great confidence in his bargaining ability, even when opposed by obstinate or unwilling traders, and is sometimes too confident for his own good. Glitz will consider working for a patron -- even someone like the Master -- if he believes that he will gain in the end. He is not an idiot, though, and seldom trusts his patrons. Even the crew of his spaceship, The Nosferatu, are not worthy of his trust: he sold one particularly mutinous crew.

In effect Glitz is a buccaneer of the space lanes, although he prefers to describe himself as a scholarly philanthropist. He is fond of using long words to confuse his minions and to make him appear more educated than they are. His rough background is betrayed, however, when he comes across objects of great value, to which his usual response is 'Must be worth a lot of grotzits' or 'I can do you a deal on that.' A native of the planet Cilostephus, in the constellation of Andromeda, Glitz has spent some time studying, as he might say, the architecture of rudimentary behavioural reform establishments: in other words, he has been in prison.

The Nosferatu, Glitz's spaceship, is any craft that Glitz happens to acquire on his travels. The Nosferatu 1 was destroyed on Ice World; The Nosferatu 2 was simply the commandeered vessel of Ice World's late ruler, Kane. Glitz's propensity for gambling and adventure means he is likely to lose and gain several spaceships, so his craft may not be immediately recognizable to the Doctor.

Although Glitz is lazy and prefers his minions to do any hard work, he will take over when competence is required. He resents being pushed around by anyone, even if they have the authority and are in the right.

A stocky, well-built man, Glitz wears swashbuckling attire: a loose-fitting, multi-coloured silk top, a studded leather shoulder-guard worn over his right shoulder, baggy black trousers and calf-length brown boots. His curly black hair is greying slightly, and his sideburns are fashioned into narrow bars. Glitz's green eyes are mischievous and calculating.

Although Glitz rarely works alone, he seldom works with the same people twice, usually because he has diddled them out of any promised remuneration. His crew typically consists of criminals like himself but without the brains for organized action. At the end of Trial of a Time Lord, Glitz left Ice World accompanied by the Doctor's companion Mel, who was determined to change his criminal ways. In future encounters with Glitz it may be that Mel is present, probably still trying to reform him.

Weapons

His blaster can be set to stun, inflicting 3 Wounds, or to kill, inflicting 6 Wounds. For contingencies, Glitz usually carries a small but powerful grenade which is concealed up one sleeve of his tunic. The grenade inflicts 7 Wounds to anyone in the same area when it explodes and 3 Wounds to anyone in an adjacent area.

Armour

Glitz wears virtually unnoticeable plastics fibre body armour beneath his tunic. Aimed attacks need to be made at his head or limbs to avoid hitting this protection, which is Armour 5.

The Master

Apparent age: early 40s

Species: Gallifreyan

Equipment: Tissue compression eliminator (Wounds 9, range 1 area), or a blaster (Wounds 6 on kill, Wounds 3 on stun)

Strength: 4, Absorb Form 1, Cheat Death 3, Iron Constitution 2

Control: 5, Leaping 1, Martial Arts 1, Sense of Balance 1, Sleight of Hand 1, Stealth 2, Thrown Weapons 1

Size: 3

Weight: 4

Move: 3, Driving 1, Piloting 1, Running 1

Knowledge: 6, Astrogation 1, Computing 2, Electronics 2, Explosives 2, First Aid 2, Law 2, MacGuffin 2, Mechanics 1, Medicine 2, Occult 2, Pseudoscience 1, Science 2, TARDIS 2, Temporal Science 2

Determination: 7, Command 1, Gloating 2, Hypnotism 1

Awareness: 4, Acting 2, Con 3, Disguise 3, Eloquence 2, Striking Appearance 2

The Master and the Doctor are contemporaries, rival Time Lords from their student days at the Academy on Gallifrey. Although the Master is also a renegade, he is dedicated to creating chaos and destruction throughout the universe, sometimes just for the fun of it. At the same time he seeks power over others. Once friends, the Doctor and he are now the bitterest of enemies: the Master is determined to kill the Doctor and lays deadly traps through space and time to attain this objective.

No trick is too low for the cunning Master. He will threaten and endanger the lives of innocents and enlist the help of the most dangerous aliens in the universe if he believes it will give him power. The Master has even resorted to working with the Daleks. He is an ally of dubious worth, however, as he is always out for his own good, and will betray his allies if it is expedient to do so.

Charm and subtlety are the two main weapons of the Master. He is devilishly charismatic, disarmingly polite and well-dressed, enabling him to sway people to his way of thinking by simple argument and strength of personality. If gentle persuasion does not work, he uses hypnotism; if that fails he resorts to anger, threats and abuse. It is in failure that the Master's megalomaniac personality comes forth, although he is quick to suppress any outbursts of temper.

The Master's plans, however, are seldom straightforward. He uses a devious selection of traps to snare the unwary or to ensure he has time to escape when his plans go wrong. His quest for power leads him to investigate powerful civilizations in attempts to learn their secrets. The Master will use the superstitions and beliefs of a people against them while manipulating their technology. Yet he sometimes underestimates both the resolve of the people and the power of their technology, ending up with nothing.

He is a formidable expert at disguise, using rubber masks to hide his true appearance and deceive his enemies.

Unlike the Doctor, the Master no longer has the power of regeneration because he has reached the end of his natural life cycle. By force of will and hatred for the Time Lords and the Doctor, however, the Master kept his decaying thirteenth incarnation alive long enough to absorb body of Consul Tremas of Traken, whose form he now adopts. The Master has dark, short swept-back hair, a pointed beard and moustache, and blue eyes and dark, brooding eyebrows. He wears a simple black jacket and trousers, with an ornate collar that is embroidered with silver in a diamond pattern. He wears black gloves.

Weapons

The Master's deadliest weapon is the tissue compression eliminator, which looks like a black rod about 4 centimetres in diameter and 25 centimetres long. It is equivalent to a blaster that inflicts 9 Wounds but has a range of only one area; if it kills its target, that person is shrunk to one sixth of his height and weight. The discovery of the doll-like remains of this weapon's victims is a sure sign that the Master is around.

Sometimes the Master will use an ordinary blaster that inflicts 6 Wounds on kill and 3 Wounds on stun. He also has recourse to a variety of explosive traps and electronic gimmicks.

Absorb Form [Strength]

If the Master's body fails him, he can attempt to absorb the body of another. He must first beat the difference between his total Absorb Form ability and the target's Strength to physically take over. If he succeeds, he must then beat the Determination of the host's mind using his Determination in order to control both mind and body.

The Meddling Monk

Apparent age: late 40s

Species: Gallifreyan

Equipment: None

Strength: 3, Cheat Death 3, Iron Constitution 2, Regenerative Powers 3

Control: 4, Blunt Weapons 2, Stealth 2

Size: 4

Weight: 4

Move: 3, Running 1

Knowledge: 6, Astrogation 2, Electronics 2, First Aid 2, History 2, MacGuffin 1, Medicine 2, Pseudoscience 1, Robotics 1, Science 2, TARDIS 2, Temporal Science 1

Determination: 5, Gloating 2

Awareness: 4, Acting 2, Con 2, Disguise 2, Intuition 1

Like the Doctor, the Meddling Monk is a renegade Time Lord who cannot abide the restrictive practices of his people. The Monk, however, is a mischief-maker and interferes with the proper course of events on planets in his attempts to improve history. He is the Prometheus of the cosmos, bringing technological fire to its people.

The Monk believes that technology should be given to primitive societies so they can improve their lot in life. He also champions the underdogs, historical losers who he believes have a better culture and deserve to survive rather than perish at the hands of a crasser people. It was his intention, for example, to forestall the Viking invasion fleet that left King Harold's forces to exhausted to beat off the Normans in 1066. Only the Doctor's timely intervention thwarted the Monk's plan. Although he is a clever and devious schemer, the Monk is careless; his motives and plans are sometimes transparently obvious.

Very much into creature comforts, the Monk has a habit of accidentally leaving anachronistic clues to his presence. Although his TARDIS's chameleon circuit works, allowing the time and space machine to fit in with its surroundings, the Monk carelessly leaves objects outside it: in his secluded base, it is possible to find modern kitchen equipment and power lines. The Monk will use any technological aid he can to further his plans, from gramophone records for sound effects to atomic cannons to destroy his enemies. He is a collector, too, hoarding trophies in his TARDIS that have been taken from all periods and places in time and space.

The Monk is not an evil character, just a misguided one. He is quite jovial, and incredibly pleased with himself, when his schemes are running smoothly. Yet he behaves childishly and sulks when his plans are balked. He longs to get revenge on the Doctor, who has twice stranded him, and may well turn up as a third party in an adventure, completely unconnected with main events.

Most of the time, the Monk dresses in a brown habit and round cap, a disguise that allows him to pass freely through the primitive societies which he seeks to enlighten. He has a round, cheerful face, brown, slightly greying hair, and green eyes.

Weapons

The Monk is not normally armed, nor does he wear armour, although his TARDIS usually has stocks of weapons from all times. He is quite handy with improvised blunt weapons.

The Rani

Apparent age: mid 40s

Species: Gallifreyan

Equipment: Blaster (Wounds 6 on kill, Wounds 3 on stun), communications bracelet

Strength: 4, Cheat Death 3, Iron Constitution 2, Regenerative Powers 3

Control: 4, Brawling 2, Escapology 1, Sleight of Hand 1, Stealth 2

Size: 3

Weight: 4

Move: 3, Running 1

Knowledge: 7, Computing 1, Electronics 1, Explosives 2, First Aid 2, MacGuffin 1, Mathematics 1, Medicine 1, Poisons 1, Pseudoscience 1, Robotics 1, Science 1, TARDIS 2, Temporal Science 2

Determination: 6, Command 1, Gloating 2, Indomitable Will 1

Awareness: 4, Acting 2, Con 3, Disguise 3, Striking Appearance 2

The Rani is an exceptionally talented Time Lord whose main talent is neurochemistry; she is also an outstanding genetic engineer. Her completely unethical approach to her experiments, however, resulted in the Time Lords banishing her from Gallifrey, and she is forced to experiment wherever she can temporarily set up a base. Her TARDIS is a monument to her genius: inside, preserved or dormant specimens of creatures are displayed like ornaments in glass containers.

Although the Doctor has ruined her experiments in the past, she considers herself above the need for petty feuding. The Doctor is merely a brilliant tool for her to use to further her experiments, and she seeks him out only when his talents are necessary to success. Her great talent for disguise, however, means that the Doctor often fails to recognize her and only too late realizes who he is up against. The Rani uses stealth and subtlety to achieve her objectives, and seldom tries to be too clever for her own good. Her traps, however, are usually elaborate.

Human beings are a particularly rich source of raw materials for her experiments: the Doctor has said she regards people only as walking heaps of chemicals. She also uses chemicals and drugs rather than mental powers such as hypnotism to ensure obedience. It does not matter to her whether the drugs cause pain or death; such side effects are not enough to make her abandon her experiments.

Out of her disguises, the Rani is a strikingly attractive and imperious woman. Her heart-shaped face has high cheekbones; her eyes are a chilling blue-grey. Long, brunette hair tumbles down over her shoulders and back. She typically wears futuristic clothing: a crimson, sparkly tunic, crimson trousers and red-leather mid-length boots. On her left wrist she wears a broad, metallo-plastic bracelet which provides audiovisual communication with her minions and spy cameras, as well as operating scientific apparatus.

Weapons

The Rani does not habitually carry a weapon unless she believes her victim is going to resist, nor does she wear armour. In such events she carries a small blaster that inflicts 6 Wounds when set to kill and 3 Wounds when set to stun.

Usually she relies on an impressive arsenal of traps to protect her base or to stop captives escaping. These typically take the form of mines detonated by trip wires. The mines inflict 10 Wounds to anyone in the same area who treads on them: anyone who enters the same area as a mine will be blown up unless they can beat the difference between their Awareness and the difficulty of spotting the mine (its Size of 6).

The grubs she impregnates with mind-controlling drugs and feed to her potential slaves suppress the Determination of their host, making them subservient to the Rani's will. The drug is equivalent to a Wounds 4 fast-acting poison: if it beats the difference between its Wounds and the target's Strength, the subject's mind becomes receptive to the commands of the Rani. The poison does not injure its target, but the total Wounds it inflicts is the difficulty that the person has to beat to recover from the drug and throw off the Rani's control.

Sil

Apparent age: indeterminable

Species: Mentor

Equipment: Tub of marshmallow slime, translation box, skin counts as full Armour 3

Strength: 3, Cheat Death 2

Control: 2

Size: 5

Weight: 3

Move: 1, Swimming 3

Knowledge: 6, Computing 2, Law 2, Mathematics 2, Poison 1

Determination: 4, Command 2, Gloating 3

Awareness: 4, Bargaining 3, Bureaucracy 2, Con 1

Sil is a particularly sadistic member of the Mentors, a highly intelligent slug-like species from the planet Thoros Beta. The Mentors are skilled traders in the universe's commodities who are rarely on the losing side of a deal. They will hide the true worth of a resource if it means they can pay a lower price for it: their goal is to obtain maximum profits, even at the expense and hardship of others.

Not all of the Mentors are as corrupt and distasteful as Sil; they are just small creatures making big business. Sil, however, has been corrupted by the power that his trading position provides and is decidedly decadent. His human bodyguards are treated as little better than slaves: they carry out strong-arm work as well as mundane tasks such as spraying Sil with the water that he needs to prevent his skin from drying out.

Sil is a devious and deviant schemer who is as repugnant in nature as he is in appearance. He relishes the pain of others and delights in their torture. His voice gurgles and splutters words, often incoherently owing to a fault in the translation box he wears on his left breast. To him, another's distress is an opportunity for entertainment, especially if it is a member of the ugly human race that is suffering. Sil has a particular dislike of the Doctor's assistant Peri, who he considers is particularly repulsive.

Despite his overt love of painful entertainment, Sil is a fawning coward who seeks only to gain favour in his employer's eyes. He works for the Galatron Mining Corporation, one of the main trading companies of Thoros Beta, and is paranoid that one of its rivals will usurp his company's position as an exploiter of valuable resources.

The Mentors are green-skinned and about 1 metre long. They have well-muscled chests and arms, but instead of legs they have a tapering, segmented tail. By human standards a Mentor is repulsive to look at: although its face has human features, the eyes are large and bulging, and its teeth are sharpened to points. A bony crest surmounts the head, and a loose, slimy frill of skin surrounds the neck and spreads over a Mentor's shoulders.

Mentors are naturally creatures of the sea. Although they have adapted to life on land, they are not particularly mobile and need human assistance to move freely. The Mentors employ drugged and obedient human guards to protect them and to carry the palanquins in which they ride.

Weapons

Sil is not armed: he relies on his guards to protect him. They are far future soldiers, armed with blasters that inflict 6 Wounds on kill and 3 Wounds on stun; they wear metal, open-faced helmets that count as partial Armour 5.

Armour

Sil's slimy green skin is equivalent to full Armour 3.

Weaknesses

Physically, Sil is far from a threat and could be easily destroyed. Yet he is backed by the weight of the Galatron Mining Corporation; if the corporation's faith in Sil were destroyed, he would suffer a more crushing defeat.

TRANSPORT

The third Doctor was particularly fond of flashy or gimmicky means of transport, whether it was to chase people, escape from them or just for everyday travel. In TIME LORD, the abilities of different types of vehicles are important only in chase scenes, when it is important to work out whether the bad guys close on the Doctor and his companions, or vice versa. At tactical level during action turns, it is unlikely that a vehicle will ever be used at its full speed, so the Move ability of each type of transport is only its speed relative to other means of transport.

A driver or rider with a Move special ability such as Driving adds this to the Move of the vehicle to determine how far it can move each action turn. If he has to control the vehicle, however, to do stunts or manoeuvres, his Move plus any relevant special ability is used.

Mechanical vehicles have Strength abilities that indicate their motive power, typically used to push objects out the way or tow other vehicles out of trouble. An attack directed at a vehicle has to overcome its Strength to put it out of action. When used as a fast-moving ram, the number of areas it moves is the number of Wounds it inflicts on a target; it also has to resist this using its Strength so that it is not put out of action. Any attack that puts a vehicle out of action does not necessarily destroy the vehicle: it usually indicates that a vital component has been damaged and must be repaired or replaced. Some vehicles have the ability to resist damage better than others: such vehicles have the special ability of Damage Resistance.

Vehicles are subject to the same terrain difficulties that affect characters. Some vehicles, however, have tracks or broad tyres that allow them to travel more easily over certain types of terrain. Such vehicles have an additional ability, called Rough Terrain. Although it may appear that boats can travel as fast as cars, it must be remembered that they are permanently in difficulty 2 terrain.

Damage Resistance [Strength]

This ability allows an inanimate object to withstand impacts and attacks owing to its construction or component materials. Damage Resistance would be used to protect a car in a crash, for example, or to withstand gunfire. The ability acts as a type of Armour: any Wounds inflicted that do not beat the Damage Resistance count as superficial damage and do not count against the total that puts the vehicle out of action.

Rough Terrain [Move]

Rough Terrain is the ability of vehicles to move easily over terrain, such as mud or shingle beaches, which has a difficulty of more than 1. Some vehicles can apply this to all such terrain; others can apply it to only certain types of terrain. In all cases, the Rough Terrain ability is added to a vehicle's Move to determine its total ability which is matched against the difficulty of the terrain.

Light aircraft

Strength: 6, Damage Resistance 1, Size: 2, Weight: 6, Move: 6

Light aircraft typically carry from one to four people: the category loosely covers prop-planes such as First World War biplanes, Tiger Moths and Cessnas. A light aircraft must travel at least four areas a turn otherwise it stalls and may crash. To regain of a stalled aircraft the pilot must beat the difference between his Piloting ability and a difficulty of 6. The Piloting ability is essential to be able to fly a light aircraft.

Bicycle

Strength: 4, Damage Resistance 1, Size: 4, Weight: 3, Move: 4

A pedal bike is an emergency item of transport for one person. Bicycles can usually be found propped against lampposts in town and city streets during the twentieth century on Earth.

Car

Strength: 6, Damage Resistance 2, Size: 2, Weight: 6, Move: 6

Cars are the predominant form of transport on twentieth and twenty-first century Earth. The are like mobile areas, able to hold five people and still allow them to use certain abilities. Air cars, far future cars that use repulser fields to keep them off the ground, treat all terrain as difficulty 1.

Helicopter

Strength: 6, Damage Resistance 1, Size: 2, Weight: 6, Move: 6

The Brigadier uses a two-man helicopter quickly to get to crisis areas. Helicopters can hover in the air and do not have to move each action turn they are airborne. They cannot, however, be used to ram targets otherwise they crash! The Piloting ability is essential to be able to fly a helicopter.

Horse

Strength: 5, Control: 4, Size: 2, Weight: 5, Move: 4, Knowledge: 1, Determination: 2, Awareness: 3

Used as a beast of burden and a means of making men more mobile, the horse is typically used by primitive societies. It conveys an advantage to its rider in combat: the rider's Defence is increased by 1. Horses will also instinctively react to an attack against them by lashing out with their hoofs, inflicting 5 Wounds.

Hovercraft

Strength: 6, Damage Resistance 1, Size: 2, Weight: 5, Move: 5, Rough Terrain 3

Hovercraft use a cushion of air to float above the ground or water. They can range in size from tiny one-man or two-men craft (use the above abilities) to passenger vessels (as above, but Size 1, Weight 7).

Jet bike

Strength: 4, Damage Resistance 1, Size: 4, Weight: 5, Move: 6

Jet bikes are the waterborne equivalent of motor scooters. These small, manoeuvrable craft propel themselves along using jets of water; if the rider falls off, they automatically slow down and travel in a circle, enabling the rider to swim over and remount.

Land Rover

Strength: 6, Damage Resistance 2, Size: 2, Weight: 6, Move: 6, Rough Terrain (land only) 2

UNIT troops favour these durable, rough terrain vehicles and use them to transport personnel and equipment. A Land Rover can easily transport six people.

Lorry

Strength: 7, Damage Resistance 2, Size: 1, Weight: 7, Move: 6

Lorries are used to convey large quantities of materials or men, and therefore might carry anything from tea chests to troops. They are typically equivalent to two or three areas in size.

Motor bike

Strength: 5, Damage Resistance 2, Size: 3, Weight: 5, Move: 6

Small, powerful and fast, motor bikes are the sexiest form of transport that a companion can hope to drive. Protective gear, such as a plastics fibre helmet and soft leather clothes, is recommended. Tricycle versions with balloon tyres are available: these vehicles have the additional ability of Rough Terrain (land) 1.

Rowing boat

Strength: 2, Damage Resistance 2, Size: 2, Weight: 5, Move: 5

Largely suitable for rivers and inshore work, rowing boats are a slow and cumbersome form of transport. Their advantage is their carrying capacity, equivalent to one area of space. The category includes punts and canoes.

Speed boat

Strength: 3, Damage Resistance 2, Size: 2, Weight: 5, Move: 7

Speed boats are the nippiest form of waterborne transport in TIME LORD and just the thing to use to chase or escape from villains. Motor boats have a Move of only 6 because they are, in effect, rowing boats with outboard motors.

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