The final
Dalek story with William Hartnell as
the Doctor was the sprawling epic, The Daleks’ Masterplan, and its
prequel episode, Mission to the Unknown. Although audio, reconstructions, a
two-part Target novelization, and (apparently) a graphic novel of this story
exist, the story itself still has several missing pieces. Both the story’s
length and relative obscurity mean that potentially game-able elements are not
going to make it into this entry.
Masterplan Dalek: Init +1; Atk plunger
arm +2 melee (1d3) or energy weapon +5 ranged (1d6+3) or flame thrower +2
ranged (1d6 plus catch fire); AC 17; HD 1d12; MV 30’; Act 1d20; SP long-range
communication, flame thrower (Ref DC 15 or catch fire, 1d6 damage per round
until save succeeds); SV Fort +12, Ref +0, Will +7; AL L.
Black Dalek: Init +3; Atk plunger arm
+3 melee (1d4) or energy weapon +6 ranged (1d7+4); AC 19; HD 4d12; MV 30’; Act
1d20; SP long-range communication; SV Fort +14, Ref +0, Will +9; AL L.
Dalek Supreme: Init +3; Atk plunger arm
+4 melee (1d4) or energy weapon +7 ranged (1d8+4); AC 21; HD 6d12; MV 30’; Act
1d20; SP long-range communication; SV Fort +18, Ref +0, Will +12; AL L.
The Daleks
in The
Daleks’ Masterplan, like the Daleks in The Chase, have advanced
time travel technology. They do not seem to have the same ability to levitate,
although the judge may decide that this is simply not seen on-screen (or
referred to in the novelizations). They do have a new arm, which is used to
clear vegetation in the story, but which would make a devastating weapon – a
flame thrower that affects all targets within a 5ยบ
arc up to a range of 20’.
Other Critters & Beings
Beaus
Persuaded to
join with the Dalek Alliance by Zephon, Beaus was a tall humanoid wearing an
armoured survival suit. He had a dark visor, and apparently breathed chlorine
gas, making his features difficult to distinguish. His helmet had an antenna at
the top for long-range communication. Should his helmet be breached (8+ damage
in a single blow against AC 20 or a Mighty Deed result of 5+ against AC 15), he
takes 1d4 damage each round in a standard atmosphere. During this time, he also
has a -1d penalty on the dice chain to all rolls.
Beaus: Init +0; Atk buffet +1 melee
(1d3); AC 15; HD 3d8; hp 16; MV 30’; Act 1d20; SP long-range communication,
chlorine-dependent; SV Fort +4, Ref +0, Will +5; AL L.
Celation
The Master
of Celation was a hairless humanoid covered in black spot-like patches. One of
the more powerful of the delegates in the Dalek Alliance, Celation goes on to
form a Galactic Council with the other survivors of Dalek treachery. While this
was certainly a setback for the Daleks at the time, the Time War in new Doctor
Who suggests that the Daleks surmounted it.
As an
interesting side note, “celation” literally means “concealing pregnancy or
delivery” – perhaps the “spots” are actually some form of reproductory organ?
If Celation were semi-aquatic, they could be ducts for egg-laying, or they
could be areas where the species can reproduce via budding. Very little is
known about the species in The Daleks’ Master Plan.
Celation: Init +2; Atk buffet +0 melee
(1d3); AC 10; HD 1d8+2; hp 8; MV 30’; Act 1d20; SV Fort +2, Ref +1, Will +6; AL
N.
Gearon
Little is
known of Gearon, a humanoid with an egg-shaped head whose features were hidden
by a visor and a silver or black space suit. He arrived in a huge space ship,
making it likely that the strength of his people was in their fleet, rather
than in individual prowess.
Gearon: Init +0; Atk buffet +0 melee
(1d3); AC 15; HD 1d4; hp 4; MV 30’; Act 1d20; SP space suit offers +5 to AC and
Fort saves (already included in statistics), visor grants immunity to gaze or
sight-based attacks; SV Fort +5, Ref +0, Will +4; AL L.
Malpha
Malpha was a
humanoid creature whose pale skin was
covered with a patchwork of dark “veins”.
Like all of the delegates working with the Daleks, very little is known
about Malpha or his people.
Malpha: Init +0; Atk buffet +1 melee (1);
AC 11; HD 1d4; hp 3; MV 30’; Act 1d20; SV Fort +2, Ref +1, Will +5; AL L.
Screamer
Giant bats
found on the planet Desparus, screamers are known for the loud noises that they
make when hunting prey. Their screams confuse and immobilize victims who fail a
Will save (DC10) for 1d3 rounds. Affected creatures can do nothing but cower,
granting the screamers a +2 bonus to attack rolls.
Screamer: Init +6; Atk bite +4 melee
(1d5); AC 14; HD 2d8; MV fly 40’; Act 1d20; SP scream; SV Fort +4, Ref +4, Will
-2; AL C.
Trantis
A sharp-toothed
and physically imposing humanoid reminiscent of the Futurekind seen in Utopia and The Sound of Drums, Trantis represented the Outer Galaxies. Trantis gains a +3 bonus to opposed Strength
checks.
Trantis: Init +0; Atk buffet +5 melee
(1d3+3) or bite +3 melee (1d5+3); AC 12; HD 4d8+4; hp 24; MV 30’; Act 1d20; SP strength;
SV Fort +6, Ref +2, Will +8; AL L.
Varga Plant
These
mutated plants from the planet Skaro can shoot out thorns as though they were
darts. Any creature struck by a thorn must succeed in a DC 24 Fort save or lose
1d3 Personality and 1 Agility per turn. When Personality reaches 0, the
creature is transformed into a Varga plant. If the creature has more than a 0
Agility at the time, it is mobile. There is no known natural cure for Varga
infection. Even attempts to remove the condition (as a disease) using a cleric’s
ability to Lay on Hands, or a neutralize
poison or disease spell, are made at -1d on the dice chain.
Varga plants
have a dim consciousness whose only instinct is to kill living animals. They
seem to prefer humanoid forms to all others for their targets, leading to some
speculation they are not natural, but were bred either by the Daleks, or by the
Thals or Kaleds during their long war on Skaro. Whatever the truth may be,
Daleks imported Varga plants to the planet Kembel for security, and it is quite
possible that similar measures were taken on other worlds.
Dalek
creatures are not immune to Varga plants, but the thorn darts of the Varga
cannot penetrate a Dalek casing, even with a natural “20”. All forms of armor
grant an additional +2 bonus against Varga plant attacks, except shields, and a
character completely covered in armor with a lowered visor is immune to their
darts.
Varga plant: Init -2; Atk slam +0 melee
(1d3) or thorn +1 ranged (1 plus infection); AC 9; HD 1d6; MV 20’; Act 1d20; SP
infection, armor gets added bonus; SV Fort +1, Ref -2, Will +5; AL C.
Visians
Invisible predators
which the First Doctor described as “vicious”, Visians are 8-foot tall bipeds
with roughly humanoid forms. They were described as “thin, bony, with two long,
clawed arms, feet like birds' claws, and a narrow head with a beak” in the
novelization. They may have been related in some way to the migratory Krafayis
seen in Vincent and the Doctor.
Whether or not the Visians are capable of speech is also an open question.
Because of their invisibility, any ranged attack made against a Visian has a
50% chance of missing, regardless of the attack roll.
Visian: Init +0; Atk claw +2 melee
(1d3) or peck +0 melee (1d5); AC 17; HD 2d8; MV 30’; Act 1d20; SP invisible; SV
Fort +1, Ref +7, Will +4; AL C.
Zephon
A humanoid
composed of seaweed-like tendrils, Zephon may well be a plant-animal hybrid. Although
it spoke with a human-like voice, and wore a hooded robe, it has no discernable
features. A similar creature was imprisoned in the Dauntless Prison in an
episode of the unofficial Doctor Who
spin-off series, K-9.
Zephon: Init +0; Atk by weapon +0 melee
(by weapon); AC 12; HD 2d4; hp 6; MV 30’; Act 1d20; SV Fort +2, Ref +0, Will +5;
AL L.
The Time Destructor
This Dalek
weapon manipulates time, vastly speeding its passage on a scale as large as a
planet, or within a scope as limited as a single individual. It was powered by
a small amount of taranium, an extremely rare element found on Uranus. The tarranium
core was small enough to easily pocket, but represented more than a billion
tonnes of processed ore.
Within the Time
Destructor’s area of operation, 1d3 years pass per round for the first minute. Thereafter,
for each minute, the number of years which pass increase by +1d on the dice
chain, until 1d30 years per round is reached. Thereafter, the Time Destructor
accelerates to 1d3 centuries per round, continuing up the dice chain each turn
until 1d30 centuries pass each round. This is the maximum output of the device.
Most
creatures caught within the operational area of the Time Destructor take 1d3
points of permanent ability score damage for each year they are aged. The judge
may allow long-lived creatures (such as dragons or elves) or time-sensitive
creatures a DC 10 Fort save each round to resist damage caused by the device. A
creature which is both long-lived and time-sensitive, which would include
Gallifreyan Time Lords, gain a +4 bonus to this save.