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V10. Spacecraft
The TARDIS has encountered a huge spacecraft as it leaves the Time Vortex. Roll 1D6:
1-2: It is hostile and fires upon the TARDIS unless you make a Charm 8 roll. If fired upon, roll 1D6. 1-2: No effect, 3-4:
There is a flash on the console - see V02; 5-6: There is a lurch as the TARDIS is hit and Damaged. After encountering
the spacecraft, you then reach your Adventure.
3: You have encountered a hostile Dalek fleet – roll 1D6: 1-4: You must make a TARDIS 9 roll to dematerialise in time or
the TARDIS is Damaged. In your next adventure, if a Military Enemy is possible, the Enemy must be Daleks; 5-6: V017.
4-6: You land on the spacecraft – roll 1D6: 1: V018; 2-6: Roll for a Space Adventure on TM01.
V016. Imposter
To your horror, you discover that one of your Companions is not real – they have been replaced by an illusion, a robot
duplicate or some other such doppelganger or facsimile. If you do not have a Companion, ignore this event.
Roll 1D6: 1-3: The imposter begins an (Attack) Conflict; 4-6: The imposter collapses without further incident.
Then roll 1D6 to see how you can recover your Companion who will be held in the Enemy Lair and must be Rescued with
no Escape Actions possible: 1-3: By returning to your most recent Adventure where it is considered to be the Defeat
Phase with the same Enemy and Goal as before. Set Danger to 12 and Knowledge to 0; 4-6: By rolling for a random
Destination (TM02) and playing an Adventure as normal with +1 Danger and +1 Knowledge.
V017. The Crucible
You have landed on the enormous flagship in the centre of the Dalek fleet – the mighty
Crucible. Before you can leave, the TARDIS is trapped in a powerful force-field and when
you emerge you are immediately surrounded by 1D3+1 Daleks, each Brains 1, Brawn 8,
Bravery 3 (Troop). You must evade the Daleks, escape into the Crucible and deactivate
the force-field before the Daleks destroy the TARDIS.
To evade the Daleks, you must make a Running 9 roll. If you fail, the Daleks surround you
and take you to a cell – Captured (9). If Captured and you fail an Escape Action you must
roll 1D6. If the result is 1, you are exterminated by the Daleks and the game is over.
If you Evade the Daleks or Escape Capture then you have fled into the Crucible. You must find the force-field generator by making
a Move 8 Action. If you succeed, you must make a Computers 10 roll as an Action to deactivate the force-field and another Move 8
Action to return to the TARDIS. Until you reach the TARDIS, roll 1D6 here after each Action, adding +1 for each subsequent roll:
1-3: No encounter.
4-5: Encounter 1D3+1 Daleks (each Brains 1, Brawn 8, Bravery 3, Troop). Roll 1D6 and if the result is equal or less than the
number of Daleks, then they are led by the Supreme Red Dalek (Brains 5, Brawn 8, Bravery 5, Leader). You must
either try to Evade (Running 8) or Surrender (Captured 9). If you are Captured by the Supreme Dalek, choose to lose
2 Luck OR 1 Idea card. If Captured and you fail an Escape Action you must roll 1D6. If the result is 1 (1-2 if Captured
by the Supreme Dalek), you are exterminated by the Daleks and the game is over.
6-7: You discover that the Crucible has arrived in orbit somewhere. Roll for a Random Destination (TM02), with a Military Enemy
option (roll again if none). Begin Adventure in Dilemma Phase, add +1 Danger and roll 1D6 for the Enemy: 1-3: E002; 4-
6:E015. Immediately encounter this Enemy. If you escape the Crucible, you must immediately go to that Adventure. If you
roll 4-7 here again, have an Enemy Encounter (from E002 or E015) instead.
8+: The TARDIS is consumed by the nuclear furnace inside the heart of the Crucible. The game is over.
Type of Destination
Dimensional - A018 A022 A018 A022
Holiday 8 A001 A003 A016 A024
Space 8 A014 A024 A010 A010
Vortex Events
Something has interrupted your flight through the Vortex. Roll 2D6:
2: V18; 3: V07; 4: V10; 5:V05; 6: V03; 7: V01; 8: V02; 9: V04; 10: V06; 11: V15; 12: V11
Vortex Events
Something has interrupted your flight through the Vortex. Roll 2D6:
2: V18; 3: V17; 4: V10; 5:V05; 6: V03; 7: V01; 8: V02; 9: V04; 10: V06; 11: V09; 12: V11
Vortex Events
Something has interrupted your flight through the Vortex. Roll 2D6:
2: V18; 3: V17; 4: V10; 5:V05; 6: V03; 7: V01; 8: V02; 9: V04; 10: V06; 11: V14; 12: V11
Vortex Events
Something has interrupted your flight through the Vortex. Roll 2D6:
2: V16; 3: V07; 4: V10; 5:V05; 6: V03; 7: V01; 8: V02; 9: V04; 10: V06; 11: V12; 12: V11
Vortex Events
Something has interrupted your flight through the Vortex. Roll 2D6:
2: V19; 3: V12; 4: V10; 5:V05; 6: V03; 7: V01; 8: V02; 9: V04; 10: V06; 11: V14; 12: V11