!!!!!!!!!!!!!Warning - UNEDITED PAST THIS POINT!!!!!!!!!!!!!!!!!!!! The Daleks (Skarosians) These fearsome aliens are actually small mutated beings that live inside armored vehicles. These shells have a Move of 9 and their Dalekanium armor gives them PD 4, DR 50; the shell has HT 125. The creature sees by means of a visual sensor mounted on an "eyestalk" (DR 5, HT 18), and manipulates objects via a "sucker" arm attatchment (DR 6, HT 20). Dalek weaponry usually consists of a disruptor rifle mounted as it's other "arm" (use the stats for Disruptors, p. UT 126). These are powered by an internal generator and do not need reloads. Black and Supreme Daleks use particle-beam weapons (use stats for the Blaster Rifle, p. UT 125). Both types can be set to do only Stun damage (see the rules for Stunners). Another weapon type that has been used is a slugthrower (use stats for an Assault Carbine, UT 125, increasing Shots to 100). The Dalek itself is a small creature located at the heart of the shell. It has average stats of ST 7, DX 15, IQ 11, HT 13. It's limbs have devolved to tentacles. Dalek tentacles end in claws which do 1d cutting damage. Daleks can survive only two hours outside their shell life support system. They are invertibrates, and due to the genetic damage suffered by their race and the manipulations of their creator, Davros, cannot perform any fine manipulation tasks. If outside their shell, the Daleks move is 3, although it can leap as though it has ST 15. All Dalek equipment is either mentally controlled or operated by races enslaved specifically for that task. Dalek shells also contain 52 sensor globes, which give the Dalek Radar Sense and Ultrasonic Hearing in a 360 degree arc around the shell. Each globe is -5 to be hit in combat, and has no DR and 5 Hit points. Every 5 globes destroyed gives a -1 to the Sense roll for those special senses. When all are destroyed, the Dalek loses the use of those senses. However, Daleks naturally rely on their vision, limited as it is. Daleks have poor depth perception and a form of "tunnel vision" due to the construction of their eyestalk, and have been known to panic (after a fashion) when their visual sensors are impaired. Other features on the Dalek shell are -3 to be hit. Daleks are bred to be overconfident and completely ruthless. Their answer to any resistance on the part of subject races is complete annihilation. They are extremely single-minded and only retreat from an objective when it is absolutely clear that they cannot win. Their harsh grating cry of "EX-TERM-I-NATE" is one of the most feared sounds in the galaxy. Black Daleks (the "lieutenants" of the Dalek armed forces-which is to say, the Dalek race) are ST 8, DX 14, IQ 13, HT 14. The Supreme Daleks (their Captains) are ST 10, DX 12, IQ 15, HT 15. Perhaps the most famous opponents of the Time Lords, the Daleks should be considered a TL 10 civilization for baseline skill determination when needed, as well as a good guide as to what kind of equipment the Daleks would develop on their own (as opposed to steal or bargain for). An individual Dalek is really not very tough, actually. The average Dalek has ST 2, DX 10, IQ 12 and HT 3, with a MV of 3. It's when the Dalek is in its armor suit, however... THEN it becomes a problem! The pepper-pot shaped conveyance gives the Dalek a MV of 6 (most times limited to movement on flat surfaces), grants the Dalek a PD of 2 and a DR of 75, and is equipped with a blaster rifle that does 14d+2 damage (UT49). For purposes of pushing through doors and barriers, the suit gives a Dalek a ST of 14, with no lifting or fine manipulation granted with that ST. The suit also carries a wide array of communications equipment to keep in touch with other Daleks. Skill levels for using this suit and its equipment average out to be about 11. The Cybermen (Mondosians) The Cybermen are a race from the planet Mondas, the lost "tenth planet" of the Sol system. They have almost completely replaced their organic parts with mechanical ones. They are as cold an emotionless as the metal they are now made of. Cybermen have ST 20, DX 12, IQ 14, HT 15. Their metallic skin gives them PD 4, DR 40. Their Move is 4. Cyberleaders have ST 25. These stats representn the Mark VI Cyberman, the most recently encountered type. Earlier models would be less physically powerful, and have somewhat less armor, but still be more than a match for most weapons possessed by humans. Cyberman weaponry consists of a Cyberweapon, which is basically a Blaster Rifle. It is powered through induction circuits in the Cyberman's hands and will not run out of shots while being held by a Cyberman. If taken away and used by a human, it has 10 shots worth of stored power. The weapon can be set to Stun rather than do normal damage. Cybermen draw operating power from a broadcast generator that is always nearby. Without this, a Cyberman can operate for 72 hours before his respiratory system shuts down and he suffers brain-death. (The brain is one of the only organic systems left.) Newer models of Cyberman can draw power from ambient cosmic rays or other enviornmental energy sources, thus needing neither generators nor storage batteries. Cybermen are functionally identical, although they have names for identifcation purposes, and are programmed with skills appropriate to their function. Cybermen have one major vulnerability. The respirator units located on their chest require a rare element that is attractive to the element Gold. In dust form, Gold clogs up the respirator and cooling functions. This causes a rapid death as the Cyberman literally suffocates and overheats at the same time. This does an immediate 4d damage to the Cyberman (armor does NOT protect) and 4d every round thereafter. This will undoubtably kill the Cyberman within a few rounds. Other than this, Cybermen are nearly invulnerable. They all have the Combat Reflexes and High Pain Threshold advantages. Cybermen cannot reproduce in the natural fashion, so they must perpetuate themselves by forcibly converting other humanoid races to Cybermen. This usually means humans, since they are genetic twins of the original Mondasian race, but Gallifreyans and any other near-human species can be converted. The process is painful, long, and irreversible. If interrupted, the partially- converted being must roll a 3 or 4 on 3d to survive. It HAS been done, but not often. Cybermen have none of the benevolent emotions of humanity, and are not motivated by greed, although they do seem to want to conquer the galaxy; perhaps this is just simple survival, their goal being to convert every being in the galaxy to Cybermen, or perhaps there's more to it than that. One thing is certain; the Cybermen rank right beside the Daleks as the most dangerous enemies ever to battle The Doctor. The Cybermen, second on the hit parade as it were, should be considered a TL 9 civilization. Note that like the Daleks, the Cybermen are not above borrowing other technologies if it suits their end. Cybermen have on average ST 14, DX 10, IQ 11, and HT 14, with a MV of 6. Their cyber bodies give them a PD 1 and DR 65. The weapon of choice is the blaster rifle, which does 12d damage (UT49). On the down side, their armored bodies have a weak spot, the breathing grills in their chest, which are only DR 5 (but due to their size are at a -7 to target). Cybermen further have the unfortunate weakness of gold, which when applied in attacks to their chest grills does 6d damage over and above any additional from the attack itself. Their skill levels average out to 12. Cyberman history a 'la the Discontinuity Guide: Mondas, Earth's twin, had an elliptical orbit that took it beyond the solar system. Far from the sun, the Mondosans began to weaken, but their scientists developed cyvernetic techniques to compensate for this. Large numvers of Cybermen left Mondas, searching for a new home. They first encountered the Doctor when invading "Planet 14" (mentioned in "The Invasion"), and then turned their attention to Earth in 1969. (The Doctor, perhaps accidentally, let slip about the Nemesis's regurn to Earth, but later used this to his own advantage.) Meanwhile, the (more primitive) Cybermen left behind on Mondas developed "energy grabbing" technology, and began to install a gigantic propulsion unit on their planet (mentioned in "Attack of the Cybermen"). This brought Mondas back towards the Earth in 1986 (although the sun would surely have made a better power source). The Doctor encountered the Cybermen (from his point of view) for the first time, and the Mondasians were destroyed. Having found out about the destruction of Mondas, in 1988 the Cybermen hatched a plan to use the validium to turn Earth into the new Cyber planet ("Silver Nemesis"). Despide their thorough breifing (which included knowledge of Lady Peinforte) they were defeated by the seventh Doctor, and the Cybermen experienced another huge setback to their plans of galactic conquest. The Cybermen needed a new base, and decided on Telios, the planet of Cryons ("Attack of the Cybermen"). The Cryons were largely destroyed, and their cryogenic technology was used to store an increasing number of Cybermen. However, the Cybermen were continually active elsewhere. In 2070 the second Doctor encountered another group of Cybermen ("The Moonbase"): according to "The Tomb of Cybermen", they were - in part - attempting to replenish supplies after the destruction of Mondas. In the 21st or early 22nd centuries the Cybermen launched another plan, this time involving Station W3 ("The Wheel in Space"). Later the Cyber toombs on their adopted home of Telos were disturbed by the Doctor ("The Tomb of the Cybermen"). In the 26th century a number of galactic powers united against the Cybermen. The Cybermen, starved of "donors" and attacked with gold, were almost completely defeated. The crew of a single Cyberman scoutship, ignorant of Telos, attempted to destroy Voga in the late 27th century ("Revenge of the Cybermen"), but were foiled by the fourth Doctor. Forced to consolidate their position on Telos, the Cybermen, like the Daleks before them, began to experiment with time travel technology. However, their science was incapable of producing a functioning time machine. Instead, they stole a time machine from another, unknown race ("Attack of the Cybermen"), and plundered its secrets. Their first intervention was to travel to 1985 in order to save Mondas and destroy the Earth, ensuring that humans would never contribute to and alliance against it. When this failed 15,000 Cybermen travelled back to the 26th century in an abortive attempt to change the outcome of the Cyberwars ("Earthshock"). Perhaps this was the last-ditch plan of a once powerful race. !!!! The X-ray laser is their weapon in "Tomb of the Cybermen", "The Invasion" (flame thrower?), "Earthshock"(thermal lance, their own weapons kill them ,androids can fire beams that dissolve tissue) !!!! can be killed by plastic speayed in chest? The Ice Warriors Mars history a 'la the Discontinuity Guide Ignoring the Ice Warriors, Mars has a straightforward history. It had some form of life twelve million years ago, destroyed by the Fendahl after it escaped the fifth planet. Horus constructed the pyramid to control Sutekh's imprisonment around 5000 BC. In 1970, the mars probe six met alien ambassadors there, although as the meeting was breif and in one location (Mars is a big planet), perhaps the Warriors were there during this period, possibly living underground. [Varga's statement that "ice is our friend" hints that they inhabit the polar ice-caps of their native world.] By the late 40th century, the planet had been colonized by Earth ("The Daleks' Masterplan"), although this could be in peaceful coexistence with the Martians, and in the far future the Usurian company terraformed the planet to provide a home for the population of Earth ("The Sun Makers"). This would definitely have destroyed the Ice Warriors or forced them to move. "The Seeds of Death" takes place in the 21st century (where mars is again described as "dying") and "The Ice Warriors" around 3000. The Peladon stories are set after this, during which time the Martians have made peace with mankind and joined the Federation. Concerning Varga's original misssion to Earth: Arden speculates that Varga has been frozen in the perfafrost sicne "the first Ice Age", which is normally presumed to be a reference to the Pleistocene era, the first epoch of the Quaternary period (between 1.8 and 1.3 million years ago). However, estimates given as to how long the Warriors have been frozen do not tie in with this. The Doctor speaks of "centuries" and Victoria of "Thousands of years". In addition, the story takes place in an area previously inhabited by man. This suggests that the Ice Warriors landed on Earth and were trapped in the glacier during the first stages of the present "Ice Age", which Clent dates as having begun about a hundred years previously. (They burrowed down into the glacier: thus, mastodons are found at the same level.) If millions of years had elapsed, Miss Garrett wouldn't have been so worried about the possibility of nuclear material being released as it would have been decayed. The Ice Warriors A reptilian race with ties to Mars (no matter what the Viking space probes say!), this race has been portrayed as both good and evil, although which side they play on doesn't affect their stats. Their civilization is probably just verging on TL 9, although from the way they have been portrayed one could assume that their race had still somewhat within TL 8. The average Ice Warrior soldier has ST 13, DX 9, IQ 10, HT 12 and MV 5. Their leaders the Ice Lords tend to have ST 13, DX 9, IQ 12, HT 12 and MV 5. The soldiers have armor that grants them PD 2 and DR 40 and are armed with disruptors that do 6d (UT51), while Ice Lords have laser pistols that do 1d (UT22). In the presence of humid heat, the Ice Warriors suffer 1d per five minutes for every ten degrees F above 70 degrees F. (That's every 5 degrees C above 25 degrees C.) Skill levels are usually at 10 for Ice Warriors, and 12 for Ice Lords. The Nestene Consciousness The Silurians The original intelligent species on Earth, these intelligent dinosaur-like beings can be encountered either during their native time (the Cretaceous) or when humans disturb them in the 20th Century. Their civilization could be arguably called TL 4-5, just on the verge between the two. The average Silurian has ST 12, DX 10, IQ 13, HT 11, and MV 5. Their bodies provide DR 20 protection, while their third eye does 3d damage as a laser (S61). Their average skill levels tend to be 11. The Ogrons The Sea Devils The Sontarans A race of militaristic clones. (The statistic given below are for a Sontaran infantry soldier) The Sontarans were the creation of the Emperor Sontaris, a bioengineered copy of himself, utterly dedicated to complete control of the universe. Physically, Sontarans are squat and very strong due to the high gravity of their homeworld. They are heavily armored and wear helmets to protect their heads. Sontarans are bioengineered to feed on the life energy of other species. Members of the Sontaran Army Space Corps undergo an operation that enables them to live off the energy produced by their ships. A vent coming out of their neck allows for this process. A blow to this area of the Sontaran will render it unconscious. Sontarans are arrogant and militaristic. They are one of the few races to become time conscious and have limited time travel abilities. ST +3 (30pts) DX -1 (-10pts) IQ +2 (20pts) HT +6 (60pts) Heavy Worlder Race Bonus (45pts) G-Tolerance: .5g Increment. Toughness +1 (10pts). Reputation: Everyone (10pts). Appearance: Hideous (-5pts). Enemy: Ruthans <=12 (-60pts). Overconfidence (-15pts). Shortsword@14 (32pts), Brawling@14 (24pts), Tactics: Small Unit@12 (4pts), Beams Weapons: Blasters@15 (16pts). Small vent on back of neck which if hit will render Sontaran unconscious. (-1pt) Equipment: Disruptor, 2+6 Imp (Damage), +10 (Acc) Body Armor: Heavy (-3) 12xST 192 lbs. Reaction Bonus -4 It costs 150.0 to be a Soldier Class Sontaran. As the only race to have actually landed troops on Gallifrey, the Sontarans have the enmity of the Time Lords and that grudging admiration of their enemies, which is why they are included here. The Sontarans are a TL 9 civilization. The Sontarans (as they are all clones, there won't be any variation from this norm) have ST 15, DX 10, IQ 12, HT 14 and MV 6. Their armor grants them PD 3 and DR 60. Their main weapon is a disruptor that does 8d (UT51), although as a race that prepares well for war Sontarans may show up well prepared for a mission with a whole arsenal to use. Skill levels are at 13 for all combat skills, and 10 for all others.