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Welcome to the Doctor Who Solitaire Story Game...


Love! Pride! Hate! Fear! Have you no emotions, sir?
(The First Doctor The Tenth Planet)
Cybermen originally humanoids from Earth long forgotten twin world, their ranks now comprise of beings from
dozen of worlds, their emotions purged and strength increased, all featureless and identical in files of steel
drones. Now the Doctor Who Solitaire Story Game gives you the opportunity to recreate some of the Doctors
most bitter struggles against the Cybermen from the Classic Series - from the arrival of Mondas to the fall of Telos.
Can you defeat them, or will you be forced to become like them...?

How to Use this Expansion


The Classic series of Doctor Who was very different to the regenerated
version first seen in 2005, especially in its portrayal of the soulless
Cybermen. The New Series has portrayed them as the survivors of an
alternate Earth where humanity must be upgraded into Men of Steel. But
the Classic Series saw the Doctor encounter Cybermen of many different
versions, yet all the product of Earths twin world Mondas, and the Doctor
would sometimes find himself on the enforced new home of the Cyber
Race, the planet Telos.
To integrate the contents of this expansion into the game you can use the following rules:

If you ever encounter v514 or xv01 then you may replace them with cv03, cv19, cv20 or cv21.

All the Adventures in this expansion may be placed as random destinations within e001b or in their respected
era within e001a. If you are ever directed to a434, then replace it with (roll D6): 1-3: ca42; 4-6: ca43

If you have an Adventure set within the Expansion Era then roll 1D6 and on 5-6, see Cyber Wars below.

Cyber Wars
The Cyber Wars were a huge galactic conflict that took place in the 26 th
century and where the Cybermen opposed the Earth Empire that had
allied itself with several other planets and systems. Eventually, with the
development of the Vogan glitter gun, and after much devastation
across the galaxies, the Cybermen were defeated and by the 29th
century, reduced to small remnant groups wandering through space. But
perhaps time can be rewritten
If you wish to use the Cyber Wars as a backdrop to Adventures set in the
Expansion era, use the rules below:
In an Expansion Era Adventure, when you are rolling for an Enemy, roll 1D6 and on a 1-2 replace that
Enemy with (roll 1D6): 1-2: cv03; 3-4: cv20; 5-6: cv21.
Add +1 to the number of Cybermen encountered in enemy events.
If you are Defeated by Cybermen, then in further Adventures all Cybermen in the Expansion Era have an
additional -1DM penalty when revealed.

If you encounter any Troops with Marksman (including any leaders of those Troops), add +2 to their Brawn
in combat with Cybermen.

cv19. Mondasians
You have encountered the Cybermen of Mondas (DM: -1; Goals: 1-2:
ce99; 3-4: e222; 5-6: e239), the twin world of Earth which became
involved in an unknown interstellar incident which tore it from the suns
orbit and sent it into the depths of space. Struggling to survive the
already logic-minded Mondasians began to adapt their bodies to the
hostile conditions, deeming gender, mortality and emotions as needless.
Mondasians are each Brains 5, Brawn 8, Bravery 6 (Machine). Roll 1D3
for the number you have encountered here, adding +1 if the Turn
Number is 5-8, +2 if the Turn Number is 9+ and a further +1 if you can
Oppose. If there are at each four Cybermen here then one of them is
Cyberman Zheng Brains 6, Brawn 9, Bravery 6 (Machine).
If you have had e144 or e147, then the Mondasians are in the presence of the Committee see cv19a below in
addition to Mondasians encountered. Choose from options below:
Fight: Combat occurs as normal. If you wish to Surrender see below with -1 to the roll. If you later wish to escape
the combat, see Evade below. If you win a Fight against the Mondasians gain a +1 DM or if you can
Oppse them then they are instead Defeated.
Surrender: If the Committee is present see below, otherwise roll a 1D6: 1-2: The Cybermen ignore you and attack;
3-4: See ce93. 6: e062a with -1 to the roll.
Evade: Mondasians are fairly sluggish so you must make Running 7 rolls to escape. If you fail or choose not to
escape you must choose another option.
Hide: You must make Thief 8 rolls before any option. If you fail, choose another option but any Evade or Talk
options have a -1 to initial rolls.
Follow: This is only possible after a successful Hide. Make a Follow Action: 2-4: Discovered: choose another
option with -1 to the roll; 5-7: You get lost in the corridors see e078; 8-10: e082; 11+: e147.
Talk: This option cannot be chosen if the Committee is here. You try and confuse the Cybermen so you can escape
make a Brains Roll with your Brains reduced by 1 for every previous attempt at this option and another -1
if Zheng is here. If you succeed, gain +1 DM. If you fail you must Surrender or Fight.

cv19a. The Committee


You have encountered the Committee a computerized and soulless
voice. Once twelve of Mondas wisest and greatest scientific minds, the
members of the Committee choose to sacrifice their mortal bodies to form
a gestalt intelligence, giving unemotional opinion in the time of crisis.
They decree that survival is above all other needs, and that sacrifices
must be made
Increase number of Cybermen encountered by +1. If you get captured
then see e061 with a -1 to the roll. You may roll for a Goal Event
however as the Committee cannot help not soullessly speaking of its
ambitions for the Cybermen.
Once you have encountered the Committee you can find a way of putting them out of action. If you have Poison
and manage to find a Laboratory (e102) or make a Tracking 8 roll in a Cyber Tomb (e147) as an Action then
you find some nutrients to pour into the Central Chamber if you can all make a Thief 8 roll. If you succeed, then
the Committee malfunctions and the Mondasians are Defeated. If you fail the Thief roll then you are discovered
take a -1 DM and roll 1D6: 1-2: ce93; 3-4: e063; 5-6:e062a with -1 to the roll.
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cv20. Telosian Cybermen


You have encountered the invincible Cybermen. After the destruction of
Mondas, the Cybermen invaded the planet Telos where they used the
cryogenic technology of the indigenous population to create vast tombs.
Their crushing defeat in the Cyber Wars saw them retreat into the tombs
where they were thought to be extinct. But the Cybermen were only
regaining their strength and waiting for the right moment to strike
The Cybermen (DM -2; Goals: 1-2: ce96; 3-4: ce98; 5-6: e228) are
each Brains 4, Brawn 10, Bravery 9 (Machine). Roll 1D3 for the number
of Cybermen you have encountered, adding +1 if the Turn number is 5-8,
and +2 if the Turn number is 9+.
Roll 1D6, add +1 if the Turn number is 7+ and +2 if you can Oppose. If the result is 5+ then the Cybermen are
led by the Controller see cv20a below. If the Cybermen are not with the Controller, choose from options below:
Fight: Combat occurs as normal. If you wish to surrender, see below with -1 to the roll. If you later wish to escape
the combat, see option below. If you win a fight against the Cybermen, gain a +1DM or if you can Oppose
then they are instead Defeated.
Surrender: Roll 1D6: 1-4: The Cybermen attack you anyway see Fight option; 5-6: ce93.
Evade: The Cybermen march at a relentless pace so you must make Running 7 rolls to escape. If you fail, or
choose not to escape, you must choose another option.
Hide: You must make Thief 8 rolls before any other option. If you fail, or choose not to hide, choose another
option but initial Running rolls are made with a -1 penalty.
Follow: This is only possible after a successful Hide. Make a Follow action: 2-4: Discovered: choose another
option with -1 to the roll; 5-7: Lose quarry event ends; 8-9: e082; 10+: cv20a.
Talk: You may try to confuse the Cybermen so you can escape. If you can make a successful Brains roll with your
Brains reduced by 1 for each Cyberman and by 1 for each previous attempt using this option, then you
succeed gain a +1DM. If you fail, choose another option either Surrender or Fight.
v520a. The Cyber Controller
The Cyber Controller is the supreme leader of the Cybermen and is
Brains 9, Brawn 10, Bravery 10 (Machine), and gives an extra -1DM
penalty when first encountered. The Controller is flanked by an extra
1D3+1 Cybermen. Once you have encountered the Controller, add +1 to
the number of Cybermats (cv03a) encountered. Choose an option below:
Fight: Combat occurs as normal. If you wish to surrender, see below with
a -1 to the roll. If you later wish to escape the combat, see option
below. If you win a fight against the Cybermen, gain a +1DM or if
you can Oppose then they are instead Defeated. If you ever kill the
Controller then the Cybermen are instantly Defeated.
Surrender: Roll 1D6: 1-2: The Controller orders you to be killed see the Fight option; 3-6: See ce93.
Evade: The Cybermen are all around you so you must make Running 9 rolls to escape. If you fail, or choose not to
escape, you must choose another option.
Confront: You may only choose this option if you can Oppose. Make opposed Brains rolls against the Controller
adding any Computers. If you succeed, then it is Defeated. If you fail then see ce93.

cv21. Cyberman Neomorphs


You have encountered the Cyberman Neomorphs (DM -2. Goals: 1-2:
ce98; 3-4: e239; 5-6:cv21a), the most advanced incarnation of the
Cyber race! These Cybermen possess primitive time travel technology
and even seem to have some rudimentary emotional values enough to
deem what is irrelevant. Overseen by Cyber Leader, the Cybermen
Neomorphs continue to attempt to convert all to their own creed
Each Cyberman is Brains 4, Brawn 8, Bravery 9 (Machine). Roll 1D3+1
for the number encountered, adding +1 if Turn 5-8, +2 if Turn 9+ and a
further +1 if you can Oppose. If there are at least four Cybermen here
then one is the Cyber Leader Brains 8, Brawn 9, Bravery 9 (Machine).
In addition if you ever in e144 or e147 here then they are also with the Cyber Controller upgraded into an
improved Neomorph form and Brains 9, Brawn 9, Bravery 9 (Machine).
Choose from the options below:
Fight: Combat occurs as normal. If you wish to Surrender, see below with -1 to the roll. If you later wish to Evade
the combat, see option below. If you can win a fight against the Cybermen, then gain a +1 DM or if you
can Oppose then they are instead Defeated.
Surrender: This option can only be selected if a Cyber Leader or Controller is here. Roll a 1D6: 1-3: The
Cybermen deem your surrender irrelevant and attack! 4-5: See e063 with -1 to any Escape Rolls. 6:
e061. Also roll for a Goal Event as the Cyber Leader or Controller cannot overcome the need to goad
an emotional response with their plans.
Evade: Cybermen move at a decent pace so you must all pass Running 7 rolls to escape. If you fail or choose not
to escape you must choose another option.
Hide: You must make Thief 8 rolls before any option or choose to Talk, Evade, Surrender or Fight.
Follow: This is only possible after a successful Hide. Make a Follow Action: 2-4: Discovered: choose another
option with -1 to the roll; 5-7: You get lost see e078; 8-9: e082; 10+: e147.
Talk: You may try to confuse the Cybermen so you can escape. If you can make a Brains Roll with your Brains
reduced by 1 for each Cyberman here (the Cyberleader reduces it by 2 and the Cyber Controller by 3). If
you succeed then gain +1 DM. If you fail you must Surrender or Fight.
Confront: You can only choose this option if you can Oppose and either the Cyber Controller or Cyber Leader is
here. You try to convince the Cyberneomorphs that you can defeat them. If you can make an opposed
Brains roll against the Cyber Leader or Controller (adding +2 if you have 25 or more Brawn here), you
have Defeated them. If you fail you lose -1 DM and must choose to either Fight or Surrender.
cv21a. Destroy Peace Treaty
(Goal 4) You discover that the Cybermen seek to destroy a collection of
aliens which are meeting to unite to destroy their species, intending to
detonate an explosive device which will kill all the participants! Five turns
after this Goal is revealed, take a -1DM penalty, all Allies in your party
with Bureaucrat are killed and increase the number of Cybermen in all
future encounters by 1. If you have Aware, 2 Bureaucrat, Pilot, 3 Troop
and 25 Bravery here, gain +2 DM.

ca42. Mondas 1986 (Present Era)


You have arrived within what appears to be an underground city, constructed under a sky of cold hard rock. The
buildings are sleek yet lack any kind of beauty or quality they are merely functional. You fight back the
uncomfortable chill in the air and determine to find out exactly where you are
Special: If the Enemy is cv19, add +1 to the number of Mondasians encountered. Add +1 to any Escape roll on
Cyber conversion (ce93)
Enemy (D6): 1: cv19; 2: cv19; 3: cv19; 4: cv03; 5: cv03; 6: cv03
Character (D6): 1-2: Enemy; 3: e119; 4: e285; 5: ce101; 6: e017
Event 1 (D6): 1: e033; 2: e120; 3: e035; 4: e096; 5: e112; 6: e002
Event 2 (D6): 1: e145; 2: e120; 3: e069; 4: e215; 5: e033; 6: e002
Plot (D6): 1: ce55; 2: e210; 3: e157; 4: e149; 5: e142; 6: e150
Location (D6): 1: e144; 2: e144; 3: e102; 4: e297; 5: e297; 6: e094

ca43. Telos - 2530 (Expansion Era)


You have arrived on the planet Telos, situated in the outer reaches of the Milky Way at the height of humanitys
first major expansion and exploration into the stars. It is reputed to be the new home of the Cybermen, yet
archaeologists insist that they are all housed in their icy tombs in hibernation. At least thats what you hope
Special: Add +1 to the number of Cybermen encountered here. You may Investigate from the start of the
Adventure. If cv20 are the Enemy here, count the first Enemy encounter as a Reveal only.
Enemy (D6): 1: cv20; 2: cv20; 3: cv20; 4: cv21; 5: cv21; 6: cv21
Character (D6): 1: ce94; 2: ce95; 3: ce95; 4: ce101; 5: ce100; 6: e020
Event 1 (D6): 1: e177; 2: e085; 3: e265; 4: ce59; 5: e035; 6: e002
Event 2 (D6): 1: ce59; 2: e160; 3: e089; 4: e215; 5: e145; 6: e002
Plot (D6): 1: e139; 2: e235; 3: e153; 4: e159; 5: e142; 6: e150
Location (D6): 1: e147; 2: e147; 3: e147; 4: e097; 5: e064; 6: e217

ca44. Voga 2890 (Imperial Era)


You are in the underground caves of the planet Voga, the famous planet of Gold and of the Vogans, old enemies
of the Cybermen in the Cyber Wars. The planet was attacked by the Cyber Race to remove a major source of
their greatest weakness and now it has drifted through space
Special: If you encounter ce20, then roll 1D6 for the Adventure (all Adventures become Expansion Era) it links
with: 1-2: ca18; 3-4: ca23; 5-6: ca10.
Enemy (D6): 1: cv03; 2: cv03; 3: cv21; 4: cv07; 5: v512; 6: v545
Character (D6): 1: ce97; 2: ce97; 3: ce97; 4: e246; 5: e024; 6: ce94
Event 1 (D6): 1: e027; 2: e034; 3: e088; 4: ce30; 5: e120; 6: e002
Event 2 (D6): 1: e088; 2: e160; 3: e089; 4: e085; 5: e027; 6: e002
Plot (D6): 1: ce10; 2: e179; 3: e139; 4: e154; 5: e173; 6: e150
Location (D6): 1: ce20; 2: ce20; 3: e067; 4: e158; 5: e253; 6: e209
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ca45. Sector 16 - 2526 (Expansion Era)


You have landed within the confines of a cargo freighter in deep space, packed with crates and containers on a
ship bound for the planet Earth. But theres something disturbing about the lack of crew, and how most of those
containers look like the right sort of shape to hold people... or something humanoid in any case
Special: If no Enemy is here you are at -2 to Talk Actions with any Spaceship Crew (e019), if an Enemy is here,
gain an extra +1 bonus. Add +1 to the D6 roll on e036, counting a 7 as 6.
Enemy (D6): 1: cv21; 2: cv03; 3: cv05; 4: cv07; 5: cv01; 6: v527
Character (D6): 1: ce41; 2: ce94; 3: ce100; 4: e081; 5: e024; 6: e019
Event 1 (D6): 1: e151; 2: e036; 3: e069; 4: ce28; 5: e267; 6: e002
Event 2 (D6): 1: ce27; 2: e267; 3: e160; 4: e036; 5: e145; 6: e002
Plot (D6): 1: e140; 2: e260; 3: e157; 4: e139; 5: e155; 6: e150
Location (D6): 1: e257; 2: e257; 3: ce29; 4: ce29; 5: e036; 6: e097

ca46. Earth - 2526 (Expansion Era)


You have landed on Earth in the time of great colonial expansion beyond the realms of the Solar System whilst the
Colonies debate the increasing threat of the Cybermen in an upcoming Galactic Conference. But the TARDIS has
brought you to the entrance of a group of caves, dripping water and dark shadows
Special: Take a -1DM penalty if Cybermen (any type) are the Enemy here.
Enemy (D6): 1: cv21; 2: cv03; 3: v531; 4: cv12; 5: cv06; 6: v545
Character (D6): 1: ce06; 2: ce41; 3: ce94; 4: e081; 5: e020; 6: ce63
Event 1 (D6): 1: e088; 2: e027; 3: e035; 4: ce28; 5: e223; 6: e002
Event 2 (D6): 1: ce30; 2: ce73; 3: e215; 4: e116; 5: e115; 6: e002
Plot (D6): 1: e148; 2: e142; 3: e153; 4: e179; 5: e139; 6: e150
Location (D6): 1: e055; 2: e067; 3: e158; 4: e217; 5: e217; 6: e147

ca47. Earth - 1985 (Present Era)


You have landed at 76 Totters Lane, a long-standing junkyard in the city of London. Once you lived here with
your granddaughter and even after some two decades little has changed. But theres something wrong here
like that distress signal youve picked up. Not that any human communicator could make that signal
Special: Gain a Luck point. You may Investigate here from the start of the Adventure. If you encounter e050 then
roll 1D6 and on a 1-3 they attack you before you can try any other option.
Enemy (D6): 1: cv21; 2: cv12; 3: cv19; 4: cv13; 5: v540; 6: v500
Character (D6): 1: ce63; 2: e022; 3: e049; 4: ce90; 5: e050; 6: e041
Event 1 (D6): 1: e034; 2: e151; 3: e075; 4: ce46; 5: e078; 6: e002
Event 2 (D6): 1: e145; 2: e160; 3: e034; 4: e223; 5: e116; 6: e002
Plot (D6): 1: ce23; 2: e173; 3: e148; 4: e157; 5: e260; 6: e150
Location (D6): 1: e028; 2: e158; 3: e252; 4: e255; 5: e144; 6: e091
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ce93. Cyber-conversion
Your Human Characters are in danger of being converted into Cybermen
and to become purged of emotion and feeling to join the soulless ranks!
Instead of an encounter, roll 1D6 for each captured Character and if the
result is a 1 (or a 2 if the Character is a Victim) then the conversion is
completed and add +1 to the number of Cybermen in encounters for the
rest of the Adventure. Lose a Luck point for each Ally converted and 3
Luck points for each Companion.
Characters may not attempt to Escape from conversion and must be
rescued. Non Human Characters must see e060 instead.

ce94. Cyber- Androids


You have encountered 1D3 Androids silent killers that lurk in the shadows. Take a -1 DM penalty (once only)
and you may now Investigate in this Adventure. Each Android is Brains 2, Brawn 10, Bravery 8 (Laser, Machine,
Minion). Choose from the options below:
Fight: Combat occurs as normal. If you later wish to try to escape or
surrender, see the option below. If you win a fight against the
Androids, gain a +1 DM or roll for a Plot event.
Evade: The Androids are fast and deadly so you must make Running 9
rolls to escape, or choose another option.
Hide: You must make Thief 8 rolls before any other option. If you fail, or
choose not to hide, you must choose another option but any
initial Running rolls are made with a -1 penalty.
Follow: This is only possible after a successful Hide. Make a Follow action: 2-4: Discovered: choose another
option with -1 to the roll; 5-7: Lose quarry event ends; 8-9: e082; 10+: e144.
Surrender: Roll 1D6: 1-2: The Androids attack you anyway; 3-4: e060; 5-6: e061.

ce95. Cryons
You have encountered the Cryons natives of the planet Telos that rely
on a sub-freezing temperature to survive. Once the rulers of their world,
they have been nearly eradicated by the Cybermen, but resistance
groups are attempting to take back the planet...
There are 1D3+1 Cryons here, each Brains 6, Brawn 5, Bravery 6
(Marksman, Thief, Tracking, Troop). If there are at least four Cryons here
then one is a resistance leader Brains 7, Brawn 4, Bravery 7
(Charisma, Demolitions, Science, Screamer, Victim). You try to enlist their
help make a Charisma Roll with a +2 if the Enemy is any type of
Cybermen and see below:
2-5: You accidently cause offence and are imprisoned see e059 with -1 to the roll.
6-8: You speak for a while with the Cryons and learn some interesting information roll for a Plot Event. They
then return to their shelter the encounter is over.
9+: You and the Cryons find a common bond and they become your Allies for the rest of the Adventure. They
also know something useful roll for a Plot Event. Gain +2 to any Move Actions in a Cyber Tomb (e147).

ce96. Cybermen Reborn


(Goal 4) You have discovered that the Cybermen are attempting to
revitalize their numbers and rise from their icy tombs after centuries of
hibernation! All Cybermen encounters for the next 3 Turns are -2 in
number (cancel the encounter if 0 or less). Three Turns after this Goal has
been revealed, add an additional +1 to the number of Cybermen
encountered and take a -1DM penalty. If any of your party is ever
captured by Cybermen, automatically see ce93. If you have 25 Bravery
and 3 Computers, gain a +2 DM.

ce97. Vogans
You have encountered 1D6+1 Vogans subterranean aliens and deadly
enemies of the Cybermen. Each Vogan is Brains 4, Brawn 5, Bravery 5
(Marksman, Running, Troop). If there are at least 5 Vogans here then
they are accompanied by a Vogan leader roll 1D6: 1-3: Vogan
Warlord Brains 6, Brawn 6, Bravery 7 (Bureaucrat, Engineering,
Gloating, Madman, Victim); 4-6: Vogan councilor Brains 6, Brawn 3,
Bravery 6 (Bureaucrat, Charisma, History, Marksman). You may attack
them or choose from the options below:
Surrender: Roll 1D6: 1-2: They attack you; 3-6: e059
Evade: You must make Running 8 rolls to escape or choose another option, but with -1 to the roll.
Talk: Make a Charisma roll adding +1 if an Enemy here (+3 if Cybermen) but -2 if a Vogan Warlord here:
2-5: You are attacked.
6-8: You are asked to surrender (e059) or are attacked.
9-11: You are questioned. If there is a Vogan leader here, make Charisma roll (with above modifiers) and if
successful, then see result 12 below. If you fail or there is no Vogan leader here then see e059.
12+: The Vogans join you as Allies roll for a Plot event. All Vogans with Marksman are +2 Brawn against
any Cyberman. All TARDIS Characters may also be given a bag of gold dust which adds +3 to any
Charisma roll to any Bandit, Mercenary or Character with Thief. It can also be hurled at any Cyberman
or Cybermat with a successful Marksman 7 roll to destroy the target.

ce98. Change Cyber-History


(Goal 5) Temporal. You discover that the Cybermen are attempting to
change their own history through time travel, preventing Mondas from
ever being destroyed! 1D6+1 Turns after this Goal is revealed, take a -1
DM penalty (-2DM if on Mondas or Earth) and Cybermen are +1 in
number in encounters and to all Qualities. If you have 20 Brains, Aware,
2 Science and any Time Lord Character can make a successive
Engineering 9 roll, then gain a +2DM.

ce99. Drain Planet Energy


(Goal 4) You have discovered that the Cybermen intend to drain the energies of Earth in order to restore Mondas
to its former position. After 1D3 Turns the Enemy is +1 to all Qualities and you lose an additional -1DM for each
further Temporal Event here. If you have 25 Brains, 2 Aware and History here, gain a +2 DM.

ce100. Brotherhood of Logicians


You have encountered members of the Brotherhood of Logicians, a
society of human colonists and scientists overseen by Eric Klieg, who
believes that pure logic is the key to control and power, and together with
his allies has no concerns in forming alliances with any dark forces
present! Klieg is Brains 10, Brawn 5, Bravery 4 (Computers 2, Gloating,
History, Madman, Science, Victim) and is with the beautiful but ruthless
Kaftan Brains 9, Brawn 4, Bravery 5 (Charisma, Computers, Poison,
Science, Screamer, Thief) and their powerful servant Toberman Brains
2, Brawn 9, Bravery 8 (Minion, Running).
Take a -1DM Penalty. If there is already an Enemy here, refer to that event to see who is with the Brotherhood, but
then return here and choose from the options below:
Talk: Roll 1D6 and if the result is 1-2 you cannot choose this option. You try to confuse Klieg so you can escape
make an opposed Brains roll against Klieg (with a -1 to the roll unless you have Gloating here). If you fail
take a -1 DM penalty and choose another option. If you succeed gain a +1 DM. If you can Oppose and the
Enemy is not here, you can try to convince him that the Enemy will eventually turn on him. If you can make a
Gloating 10 roll (add any Science or Computers you personally have), Klieg and his followers become
unreliable Allies. Gain +1 DM but at the end of each turn roll 1D6 and if the result is 1-2 then they leave.
Fight: Combat occurs as normal. You can later Surrender or Evade with -1 to the Running roll.
Evade: You must make a Running 7 roll or else choose another option.
Surrender: See e061 with -1 to the roll but gain +1DM or reveal the Goal if the Enemy has been revealed as
Klieg cannot resist gloating.
Hide: You must make a Thief 8 roll or choose another option.
For each further Enemy Encounter, roll 2D6, with +1 if the Turn Number is 8+: 2-5: Encounter Klieg alone; 6-8:
Encounter Enemy; 9-12: Encounter Klieg and Enemy. All Brains rolls in Enemy Encounters are an additional -2 to
the roll when Klieg is present.

ce101. Failed Conversion Units


You encounter a group of 1D6 gaunt human prisoners that have been
partly converted into Cybermen - but the conditioning doesnt always
work They are each Brains 5, Brawn 8 and Bravery 6 (Engineering,
Machine, Marksman, Pilot, Running, Thief, Victim). Your options are:
Talk: Make a Charisma roll, adding +2 if the Cybermen are Enemies:
2-7: You are attacked see below.
8-9: They allow you to surrender see e059, or they attack you.
10-11: They depart without incident.
12+: They join as Allies. Roll for a Plot event. If they are ever
captured with ce93, reduce the conversion D6 roll by -1.
Evade: You must make Running 8 rolls to escape or choose another option, but with -1 to the roll.
Fight: Combat occurs normally. If you wish to surrender, see e059 with -1 to roll.
Surrender: Roll 1D6: 1-3: You are attacked; 4-6: e059 with -1 to roll
Hide: Make Thief 8 rolls before other options. If you succeed you may Follow them as an Action next turn: 2-4:
Discovered (as fail); 5-7: Lose them; 8-10: Plot event; 11+: e082. If you fail to hide other options are -1 to roll.

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