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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.
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.
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).
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.
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