Thursday, 18 September 2025

Dalek Scoutship

A write-up of the Dalek Scoutship from Tyranny of the Daleks.  This is using the second edition rules for the Doctor Who Roleplaying Game from Cubicle 7.

Dalek Scoutships inside a Battleship

A dark shape against the stars, the Dalek Scoutship is the silent workhorse of the Second Dalek Empire. Compact, swift, and unnervingly spartan, these vessels slip into unexplored systems without fanfare, probing worlds before the main fleets arrive. They carry Daleks, Robo-Men, prisoners, or whatever the Empire requires, but always with the same purpose: to prepare a planet for subjugation.

The craft itself is brutally utilitarian. There is space for two Daleks or up to eight Robo-Men, but “space” is all it offers; no seats, no restraints, no comfort. The Daleks regard turbulence as irrelevant, and many humanoid passengers have been thrown against bulkheads during transit, sometimes with fatal results. To travel in one is to feel like so much cargo.

The Scoutship’s design reflects its role as a first-response vessel. Twin trans-solar discs generate lift, while stubby wings stabilize it if flying in an atmosphere. The controls are deliberately crude so that even a Robo-Man can fly it, though in practice the craft largely pilots itself once a destination is set. Sensors are minimal, communications link only to Dalek command channels, and there are no weapons at all. The Empire considers stealth and expendability to be armament enough.

Despite its stripped-down nature, the Scoutship is fast. In a typical planetary atmosphere it can reach up to 4,000 km/h, though structural stress usually forces lower speeds. In the vacuum of space it travels at up to 1% of light speed, making it an efficient interplanetary courier. 

Rarely (and in game terms normally with the spending of Story Points) some Scoutships are fitted with an experimental Relativistic Drive, capable of hurling the vessel to a terrifying 70–80% of light speed. Engaging such a drive is a gamble: without precise computer handling, or a player’s Hard difficulty level Coordination + Transport rolls, the Scoutship is almost certain to disintegrate within minutes. Even expert repairs (Hard Ingenuity + Technology rolls) may only buy a little time before the vessel tears itself apart. (In game terms 2d6 minutes after the Relativistic Drive is engaged without computer control, the Scoutship will explode, destroying everyone and everything inside. If the Technology roll is made, this is extended by a further 2d6 minutes).

In short, the Dalek Scoutship is a paradox: fragile yet fearsome, crude yet dangerously effective. To encounter one is to glimpse the patient reach of the Empire, and perhaps to steal a tool of survival from the claws of its masters.

Concept: Short range scout

Focus: Scout ship

Awareness 3, Coordination 4, Ingenuity 2, Presence 3, Resolve 3, Strength 3

Distinctions: None

Weapons: None

Tech Level: 9

Story Points: 6

Dalek Scoutship ascending from the surface of Galentor


Saturday, 30 August 2025

Hoverbouts

 A write-up of the Hoverbouts from Tyranny of the Daleks.  This is using the second edition rules for the Doctor Who Roleplaying Game from Cubicle 7.

HOVERBOUTS

Exterminator Daleks on hoverbouts attack! The Exterminators are flying on Striker class Hoverbouts.

When Daleks rise from the battle lines they often do it flying on Hoverbouts – shimmering antigravity discs wider than a Dalek’s own base. Each platform usually skims ten to twenty metres above the ground, slipping over forests or city spires with effortless menace, and can climb far higher whenever the mission demands.

Powered by transolardisc technology, these craft are especially used by squadrons of Exterminator Daleks. In perfect formation they bank, roll, and surge forward, their riders blasting targets long before any ground force can answer.

The Second Dalek Empire fields two distinct models:

Protector Hoverbout

Armour 8

Hit Capacity 15

Speed Average

Typically used by Command, Science and Drone Daleks


Striker Hoverbout

Armour 3

Hit Capacity 10

Speed Fast

Typically used by Exterminator Daleks.

Protector Class Hoverbouts exchange velocity for durability, wrapping their motive cores in reinforced plating that shrugs off smallarms fire.

Striker Class Hoverbouts strip away excess shielding, turning every scrap of mass into raw thrust. The result is blistering speed, perfect for rapid attack runs and lightningfast redeployments.

Anybody from ground level firing up at a Dalek on a Hoverbout is most likely to hit the Hoverbout rather than the Dalek due to the angle. To hit a Hoverbout with a Dalek on top of it from ground level using a ranged weapon such as a rifle or a laser gun requires an opposed roll of the attacker’s Coordination + Conflict v the Dalek’s Coordination + Transport (remembering that Exterminator Daleks have a Hoverbout specialisation in Transport and assuming the attack is within range). If it is a Striker Hoverbout, this roll will be at a Disadvantage due to the Hoverbout’s speed of Fast.

To actually hit the Dalek on top requires the same roll but rolled with Disadvantage. If you are trying to hit the Dalek on a Striker Hoverbout, this would also give the Dalek a +2 bonus as well as having to roll at a Disadvantage.

Daleks prize Hoverbouts because they conserve a travel machine's internal power, offer an extra layer of defence, and, in the case of the Striker, provide a faster means of travel. Wherever these discs appear, their sinister hum usually heralds swift destruction from above.

The Dalek Commander descends to the surface of Galentor on a Hoverbout following the initial successful conquest of the planet in 4078, accompanied by the Revelator Dalek.


Monday, 25 August 2025

Drone Daleks

 A write-up of Drone Daleks from Tyranny of the Daleks.  This is using the second edition rules for the Doctor Who Roleplaying Game from Cubicle 7.

DRONE DALEKS

A Drone Dalek (in blue) reports to the Dalek Commander

For statistics, see the 2nd edition rulebook for the Doctor Who Roleplaying Game, page 225.

In addition, Drone Daleks are sometimes equipped with cutting torches:

Plasma cutting torch - Heavyduty industrial cutter. This appendage to the gunstick emits a focused plasma arc beam capable of melting or fusing most known alloys, doing 5 points of damage per round.

Distinction - Unlock/Seal - can only be used to cut metallic objects including doors, bulkheads or armour plating and the door or wall etc, has to be reduced to 0 hit capacity before it is cut through in a hole large enough for a Dalek to travel through.

Can be treated as a shortrange energy weapon in close combat. Damage is (3/5/8); ignores 2 points of physical Armour due to heat damage, but can overheat; on a roll of double 1s the torch powers down for one round.

Special: Generates intense light; any adjacent target, including anyone in close combat with the Drone Dalek, not wearing appropriate eye protection must make an Awareness + Resolve v 9 test or be dazzled (lose 2 Awareness points).

The torch has to be fitted over the end of the gunstick, and this operation takes two rounds to fit, and two rounds to remove, assuming all the equipment is in good working order.


Character notes

Every empire needs its legions, and the Second Dalek Empire marches to war on the backs of its most unrelenting force, the Drone Daleks. Numberless, tireless, and pitiless, these are the foot soldiers and labourers of the Dalek war machine. They are the ones who hold the ground after the skies have burned and the cities have fallen. Where Intruder Daleks sneak and Exterminator Daleks slaughter, the Drones descend like a tidal wave of metal and fire, flooding through breach points and spreading across the rubble-strewn landscape until nothing remains but obedience or ash.

Aboard the Dalek Battleships of the Galen Division, Drones perform endless cycles of maintenance, tending to the engines and systems that keep the fleet aloft. But when war is declared, their purpose changes in an instant. As soon as the first strike clears a path, Drone Daleks are deployed in overwhelming numbers to secure, patrol and dominate what remains. It is said that, in the silence after a battle, one can sometimes hear their emotionless cry of “EXTERMINATE!” still echoing across the smouldering ruins, repeating long after all resistance has gone.

Do not mistake their rank for weakness. A single Drone Dalek is a formidable adversary, fully armed and capable of annihilating an entire squad of soldiers. In close quarters, they can be fitted with cutting torches to slice through reinforced bunkers, sealed bulkheads or desperate holdouts who believe they still have time to escape. They are designed to eliminate hope as thoroughly as they eliminate targets.

The Galen Division fields a terrifying force: two companies of Drone Daleks, two hundred in each, aboard each of its four Battleships. These eight companies form two complete battalions, enough to occupy a continent or subjugate a planet in days.

Drone Daleks wear the cold colours of inevitability, deep blue armour, burnished silver sensory hemispheres, gunsticks, and limb mounts. When they arrive, it signals one terrible truth: the extermination has already begun, and they are here to make sure it never ends.


Drone Daleks on hoverbouts with two Battleships in the background


Sunday, 22 June 2025

The Exterminator Dalek

A write-up of the Exterminator Dalek from Tyranny of the Daleks.  This is using the second edition rules for the Doctor Who Roleplaying Game from Cubicle 7.

EXTERMINATOR DALEK

Concept: Elite Armoured Mutant Soldier

A squadron of Exterminator Daleks on hoverbouts. Note Tarack is visible in the background

Focus: Superiority

Homeworld: Skaro

Tech level: 9

Short-term goal: Exterminate!

Long-term goal: Exterminate!


Awareness 4, Coordination 2,

Ingenuity 4, Presence 4,

Resolve 4, Strength 8


Skills: Conflict 5, Convince 3, Medicine 2, Knowledge 3 (Dalek military tactics), Science 6, Survival 5, Technology 7, Transport 5 (Hoverbouts)

Distinctions: Dalek - its mutated body is housed in Dalekanium, reducing damage by 10, and protected by a forcefield that reduces the effects of projectile weapons by two stages (those shooting at it will have their result reduced for example from Success to Almost, or Almost to Disastrous). It can fly, hover, and survive in space or underwater. It can also interface with technology, and, if necessary, self-destruct (3/6/9 damage in a 10m radius).  


Weapon: Exterminator (4/L/L) - The legendary Dalek weapon usually kills with a single shot.

Flamethrower (optional)

Short-range Area Weapon

Damage: 3/5/8

If target is flammable, damage is +2

It is an area attack, covering targets up to two areas away in line of sight.  Targets that burn will continue to do so afterwards at 2 points of damage per round until extinguished.  Physical armour when only protect until it is destroyed by fire. When used, the flamethrower is indiscriminate, and may affect nearby cover or allies. Also see Fire rules on page 102 of the 2nd edition rulebook for how disastrous fires can become, which is the Exterminator's aim when using it. The flamethrower can be used to clear out trenches, set wooden or other organic material structures on fire, and so forth and has been found to be a demoralising weapon to use against less armoued targets.

Limitation: The flamethrower only has enough fuel for four attacks before it needs to be refueled.  When used, it replaces the normal Exterminator gunstick. The flamethrower is normally only affixed to one Exterminator per squadron, and it takes three action rounds to remove the normal gunstick and install the flamethrower, assuming that everything is in good repair and condition, and vice versa. An Exterminator Dalek with a flamethrower does not carry a replacement gunstick with them when on combat missions.


Speed: Like all Daleks, normal traveling speed is Slow. Flight is Average. In a hoverbout, an Exterminator can travel at Fast speed.  Exterminator Daleks can fly, hover and survive underwater and in space.

Story Points: 6


Character notes

Out of the sky, on screaming hoverbouts, come the Exterminator Daleks, black-armoured and trimmed with burnished silver that flashes like gunmetal in the sun. They are the elite shock troops, deployed whenever a planet must be broken or a rebellious sector brought to heel. Travelling at full speed they smash through defensive lines, then decelerate in perfect unison to unleash a blizzard of focused energy fire that scours trench, bunker and battlesuit alike. Every blast is punctuated by the metallic war cry “EXTERMINATE!”, a chorus that has become a death knell for countless soldiers across the cosmos.

The Exterminators operate in disciplined squadrons of twenty and can split at a moment’s notice into four hoverbout-flights of five, to chase fleeing prey or strike at multiple targets. Within the Galen Division, each of the four Dalek Battleships carries five full squadrons, one hundred Exterminator Daleks in total, ready to descend wherever resistance dares to flare. Their black casings are studded with silver hemispheres, and their guns, manipulator arms and sensor stalks share that same mirror finish, so battlefield spotters learn to fear the gleam as much as the silhouette.

Once an engagement zone has been pacified these shock troops seldom linger. Drone Daleks arrive in overwhelming numbers to perform the slow grind of occupation, much like infantry marching in after an armoured blitz. The Exterminators are already rising on their hoverbouts, veering toward the next hotspot that demands swift and absolute eradication.

Part of a squadron of Exterminator Daleks on hoverbouts over the surface of Galentor




Friday, 20 June 2025

The Intruder Dalek

A write-up of the Intruder Dalek from Tyranny of the Daleks.  This is using the second edition rules for the Doctor Who Roleplaying Game from Cubicle 7.

INTRUDER DALEK

Intruder Dalek on the forest floor on Galentor

Concept: Infiltration-Class Unit of the Second Dalek Empire

Focus: Reconnaissance

Homeworld: Skaro

Tech level: 9

Short-term goal: Exterminate!

Long-term goal: Exterminate!


Awareness 5, Coordination 5,

Ingenuity 4, Presence 3,

Resolve 4, Strength 6


Skills: Athletics 3 (Climbing), Conflict 3, Medicine 2, Science 4, Subterfuge 5 (Sneaking), Survival 3, Technology 5 (Sensory operations)

Distinctions: Dalek - its mutated body is housed in a thin layer of Dalekanium, reducing damage by 7, and protected by a forcefield that reduces the effects of projectile weapons by one stage (those shooting at it will have their result reduced for example from Success to Barely, or Almost to Failure). It can survive in space or underwater. It can also interface with technology, and, if necessary, self-destruct (3/6/9 damage in a 10m radius).  


Equipment and weaponry:


Digital Manipulator Claw (x 2) 

Two multi‑jointed, micro‑servo “hands” for manipulation and articulation in the field, often used to assist with climbing, or to tear and pull vegetation, animal life and so forth out of the way when traversing planetary surfaces.

Combat Use: The Digital Manipulator Claw can be put to use in close combat if required.,  An Intruder Dalek may attempt a Grapple/Disarm attack: roll Coordination + Conflict vs. target’s Coordination + Athletics. On success, the Dalek can seize a handheld item belonging to the target (such as a gun) or pin a limb (target is restrained until they break free with a Strength + Athletics v Scientist Daleks’ Strength + Conflict  test).  The Intruder Dalek can also use the Digital Manipulator Claws in close combat just as a human would with their arms and fists in fighting hand-to-hand in accordance with normal combat rules.


Pincer Gunsticks (x 2)

The Intruder Dalek is equipped with two metallic pincers at the front, underneath the head turret.  These have the following functions.

Weapons: The pincers are used by the Intruder Dalek to assist with cutting through vegetation and foliage, and can also be used in this way as weapons in close combat with +2 to Strength. The Intruder Dalek can attack with both pincers in one round, with the usual penalty for more than one action, either against one target or against two targets at the same time.  In addition, if a pincer is used in close combat to attack a target that has been successfully grappled with a Digital Manipulation Claw that attack has Advantage.

Plasma cutting and welding torch - Heavy‑duty industrial cutter & fuser. Distinction - Unlock/Seal Each pincer can emit a focused plasma arc beam capable of melting or fusing most known materials, applying a damage factor of 5 per combat round.  This can be used on metal, brick, stone, rock or wooden walls, for instance, and helps the Intruder Dalek enter otherwise secure locations. Unlock/Seal - can only be used to cut or seal up objects.

Combat use of torch: The pincer’s torch can be treated as a short‑range energy weapon in close combat. Damage is (3/5/8); ignores 3 points of physical Armour due to heat damage, but can overheat; on a roll of double 1s the torch powers down for one round.

Special: When the torch is being used, it generates intense light; any adjacent target, including anyone in close combat with the Intruder Dalek, not wearing appropriate eye protection must make an Awareness + Resolve v 9 test or be dazzled (lose 2 Awareness points). It is careful not to use the torch if it might give its position away.

Exterminator (3/L/L) - In addition, the pincer’s point can open to reveal an Exterminator weapon,  slightly less powerful than the usual. It is normally cautious about using it in case it gives away its position. It takes one round to switch from the pincer’s normal use to that of the Exterminator. It can only fire one Exterminator per round due to the energy drain.


Speed: Normal travelling speed for an Intruder Dalek is slow when infiltrating, Average in normal mode, and Fast speed when in open terrain and galloping on its six legs.

Story Points: 6


Character notes

“The first claws on the ground … and the last thing you’ll never hear.”

First onto the ground and last to be detected, the Intruder Dalek is the silent herald of any Dalek incursion. From the moment its drop‑pod hisses open, this six‑legged horror vanishes into the landscape, its beetle‑black carapace absorbing starlight while telescopic, microscopic and infrared optics sweep the horizon for the faintest trace of resistance. Each humming hemisphere along its back crackles with unseen data, sifting electromagnetic chatter for troop movements and power signatures, while hypertuned audio receptors drink in every whispered consonant a kilometre away. In motion it looks ungainly; roughly five metres of turret, thorax and chitinous limb, but every joint rotates with lethal grace: four points of articulation per leg, armoured shields along each segment, and hydraulic strength enough to vault craters or, with the enormous gripping strength of its "feet", cling to rock like a titanic insect.

At its prow gleam paired Digital Manipulator Claws, capable of rending jungle vines or lifting a butterfly’s wing without tearing it. Those claws seize foliage, slice samples, or snap shut around the wrists of an unfortunate sentry, dragging the captive toward the Dalek’s unblinking eye for analysis. Behind them, smaller pincer probes flick out, shearing bark, armour plate or, when curiosity turns to cruelty, the soft tissue beneath a helmet. A front hatch irises wide to swallow whatever the Dalek harvests: chemical swabs, alien flora, entire severed heads destined for later cerebral interrogation. Samples are catalogued, coded and stowed deep in the machine’s belly before it melts back into shadow.

The only Dalek caste to walk on articulated legs, an Intruder can scamper over scree, wade through marsh, or sink beneath leaf litter to wait, motionless, for hours, days, even weeks. Many a patrol has marched past an innocuous mound of rubble only for the “rubble” to rear up once their backs are turned, scuttling after them in uncanny silence. It moves with almost no noise at all, a stealth at odds with its size, and when the moment comes to sprint it drops into a terrifying six‑legged gallop that closes distance faster than most soldiers can shout a warning. Normally silent, it only rarely speaks, but if it does, its voice is lower and more guttural than is normal for a Dalek.

During the opening strikes of the Galen Campaign, swarms of Intruder Daleks crawled across three continents, mapping fortifications and severing communications before the first battle‑fleet entered orbit. Most have since redeployed to fresh theatres of war, yet each of the four Dalek battleships in the Galentor system still carries a quintet of these infiltration specialists. Somewhere, even now, one of them is out there, buried beneath debris, sensors twitching, waiting for the precise second the time travellers dare to breathe too loudly.




Saturday, 14 June 2025

The Scientist Dalek

A write-up of the Scientist Dalek from Tyranny of the Daleks.  This is using the second edition rules for the Doctor Who Roleplaying Game from Cubicle 7.

SCIENTIST DALEK

Scientist Dalek in the base on Tarack

Concept: Research-Class Unit of the Second Dalek Empire

Focus: Superior Science

Homeworld: Skaro

Tech level: 9

Short-term goal: Exterminate!

Long-term goal: Exterminate!


Awareness 4, Coordination 3,

Ingenuity 6, Presence 2,

Resolve 3, Strength 5


Skills: Conflict 1, Medicine 4, Knowledge 5, Science 9 (*specialisation), Technology 9

* Usually a Scientist Dalek will have a Science specialisation of one type or another, typically astrophysics, planetary science, biology, chemistry, genetics, nuclear science and so forth.  Some pursue more exotic fields of scientific study.

Speed: Normal travelling speed is Slow and cannot increase its speed beyond this level without spending Story Points.  The Scientist Dalek cannot fly or hover.

Distinctions: Dalek - its mutated body is housed in a thin layer of Dalekanium, reducing damage by 5, and protected by a forcefield that reduces the effects of projectile weapons by one stage (those shooting at it will have their result reduced for example from Success to Barely, or Almost to Failure). It can survive in space or underwater. It can also interface with technology, and, if necessary, self-destruct (3/6/9 damage in a 10m radius).  

Weapon: Exterminator (3/L/L) - The Scientist Dalek weapon is slightly less powerful than the usual.

Story Points: 5


Equipment:


Integrated Tool Appendages:

A standard Scientist Dalek has eight appendages . Typical appendages include the following:

Data probe - Interfaces with computers, alien databases, and ship systems and reduces Difficulty level to Technology or Knowledge rolls involving digital systems, decryption, or alien data formats by 3. May spend 1 Story Point to instantly extract a specific piece of data, provided access is granted.

Auto-syringe Injector - For injections, gene-editing, or chemical analysis and reduces Difficulty level to Medicine rolls when treating or experimenting on biological life forms by 3. May use in close combat as a single-target attack (Coordination + Medicine vs. opponent’s Coordination + Athletics). On success, the target’s Strength is Injured as per Conditions for 1d6 rounds, or such other Condition as the Gamemaster decides such as hallucinating.

Laser scalpel - Precision cutting tool for surgical, dissection or scientific purposes, Reduces Difficulty level of Medicine, Science, or Technology rolls by 3. In combat, at effectively hand-to-hand range, it  can act as a low-power energy weapon. (2/4/6) damage, ignores 2 points of physical Armour through heat damage. 

Plasma cutting and welding torch - Heavy‑duty industrial cutter & fuser. A less precise instrument than the Laser Scalpel, this appendage emits a focused plasma arc beam capable of melting or fusing most known alloys; doubles as a micro‑forge for on‑the‑spot fabrication. Can also be used to heat scientific samples as a burner, especially if held by the Digital Manipulator Claw. 

Distinction - Unlock/Seal - can only be used to cut metallic objects including doors, bulkheads or armour plating, or to seal them up again. If the Scientist Dalek engages in building a Temporary Gadget (see page 119 of the Second Edition), the use of the Plasma Torch reduces the Difficulty of the Ingenuity + Technology roll in jury-rigging a temporary gadget by 3.  Can be treated as a short‑range energy weapon in close combat. Damage is (4/6/8); ignores 3 points of physical Armour due to heat damage, but can overheat; on a roll of double 1s the torch powers down for one round.May spend 1 Story Point instead of rolling damage to inflict the “Sealed In/Sealed Out” narrative effect—welding a hatch, bulkhead, or armour joint shut instantly (Gamemaster discretion for size). 

Special: Generates intense light; any adjacent target, including anyone in close combat with the Scientist Dalek, not wearing appropriate eye protection must make an Awareness + Resolve v 12 test or be dazzled (lose 4 Awareness points).

Magnetic Claw - Magnetic manipulator used for lifting heavy metallic materials or retrieving metal objects. Grants +2 to Strength-based rolls involving lifting, retrieving, or anchoring magnetic or metallic equipment that is subject to magnetism. Can be used to remotely disarm or pull metallic objects (such as swords, metal guns etc) out of someone's grasp with a successful Strength + Conflict v opponent’s Strength + Athletics roll.

Universal Manipulator (Plunger) - Classic Dalek interface and utility tool. Adaptable to various interfaces and tech.Provides no additional mechanical bonus, but counts as having the appropriate tool for virtually any Technology, Engineering, or Security roll.

Multi-Interface Sensor Probe - Scanning probe for environmental, biological, or material analysis. Distinction: Scan - reduces Difficulty to Science or Awareness rolls by 3 when analysing surroundings, energy signatures, unknown substances and so forth.

Digital Manipulator Claw - Multi‑jointed, micro‑servo “hand” for ultra‑fine tasks. The Scientist Dalek uses this when it needs to perform feats of precision handling or articulation no bulky casing should logically allow, from threading nanoscale wiring to filleting a trans‑temporal parasite without rupturing its chrono‑sac. It is a gyro‑stabilised, twelve‑digit claw with nano‑scale force‑feedback. It can rotate 360°, adjust grip pressure from feather‑light to hydraulic crush, and even micro‑solder or laser‑etch at the tips.  It is normally only ever seen by non-Daleks as the "C" shaped metallic claw at the end of an arm, which is the default setting when not in use. When being used, the claw can take on a wide array of different configurations and shapes in order to carry out the work required. 

Distinction: Reduces the Difficulty level for Technology, Science, Engineering, or Subterfuge rolls by 3 that demand extreme precision (e.g., defusing a quantum bomb, tuning time machine circuits, or picking a vacuum‑sealed lock). If a Scientist Dalek has two Digital Manipulator Claws working together on one item, then any such rolls referred to above are made with Advantage.  Not all Scientists Daleks have two Digital Manipulator Claws! 

Combat Use: The Digital Manipulator Claw is not built to injure, but in close combat, if someone attacks it, a Scientist Dalek may attempt a Grapple/Disarm: roll Coordination + Conflict vs. target’s Coordination + Athletics. On success, the Dalek can seize a handheld item belonging to the target or pin a limb (target is restrained until they break free with a Strength + Athletics v Scientist Daleks’ Strength + Conflict  test). 

Special: Micro‑Assembler Mode: Spend 1 Story Point to fabricate or repair a tiny component (no larger than a matchbox) without lab equipment, provided raw materials are present. 

Stability Field: Built‑in counter‑torque gyros negate shake; the Scientist Dalek can perform fine work even during starship turbulence or minor explosions and such like; ignore up to –2 situational penalty points from environmental vibration.

Close up showing Digital Manipulator Claw

Dalek gunstick (defensive model, as above)


Additional optional equipment not part of the Scientist Dalek (unless bolted on):

Portable Laboratory Module (PLM) (Optional) 

A backpack sized module carried by support Drone Daleks or attached to a Scientist Dalek’s casing to assist in scientific work. Contains lab-grade scanning and synthesizing equipment.  

Armour : 3 Hit Capacity: 8

While the PLM is deployed (it folds out on articulated struts or plugs into local power), the user gains the following abilities:

Reduces the Difficulty level of any Science, Medicine, or Technology rolls that involve analysing, synthesising, or engineering anything smaller than a starship part by 3.

Rapid Analysis: Spend 1 Story Point to identify an unknown substance, pathogen, or energy signature in one action instead of minutes or hours.

On‑Site Fabrication: Spend 1 Story Point and succeed at an Ingenuity + Technology roll (Difficulty 15) to produce a single-use gadget or antidote that replicates any modest sized gadget (Gamemaster discretion is advisable).

Containment Field: Generates a micro‑stasis chamber able to store volatile samples safely. Anyone trying to break in must beat an Ingenuity + Technology 21 or Strength + Athletics v 18 test; failure triggers a shock field (3/5/7 damage, ignores 2 physical Armour from heat)

PLM Built‑in Sub‑Systems

Spectro‑Scanner: Auto‑succeeds on routine chemical/biological identification; still roll for advanced or alien samples.

Nano‑Synth Rack: Allows creation of basic compounds, cultures, or mechanical nanites with a successful Ingenuity + Science roll (Difficulty 12+).

Temporal Phase Comparator: Gives Advantage (roll 3d6, keep best 2) on detecting temporal anomalies within fitymetres.

Bio‑Shield Screen:  +5 Armour versus toxins, radiation, or microscopic entities while operating the lab.

Drawbacks 

Dalek Interface:  Non‑Dalek users suffer –5 on rolls until they spend at least one scene bypassing the interface with an Ingenuity + Technology v 18 roll.

Power Hunger : Without external power the bonuses drop to +1 and Rapid Analysis costs 2 Story Points after 600 rels (fifteen minutes.)

Vulnerable Hardware: If the PLM takes 5 points of damage in one scene, it shorts out, removing all bonuses until repaired (Ingenuity + Technology v 18 roll, take one hour).


Story Points: 5


Character notes

“Scientific progress must serve the will of the Emperor! Obedience is knowledge! Dissent is error!”


The Scientist Dalek is a specialist caste within the Second Dalek Empire, designed not for war but for relentless experimentation, data analysis, and technological innovation. Their blue-cased exteriors and eight versatile appendages distinguish them from standard units. These appendages include manipulators, surgical tools, scanning arrays, and the classic Dalek gunstick—more for defence than assault.

Scientist Daleks operate in advanced research stations, laboratories, and field expeditions across galaxies. Their work ranges from cloning programmes and trans-dimensional physics to biogenic weaponry and AI evolution. Though intellectually brilliant, they are not autonomous thinkers: their findings must align with the Emperor’s doctrine. Discoveries contradicting official ideology often result in ‘recalibration’... or extermination.

Scientist Dalek in the Command Battleship


In the Galen Division, there are two Scientist Daleks stationed in the base on Tarack, both of which are assigned to Project Mugati operations, carrying out biogenic experiments relating to parasitic relationships amongst life forms on Galentor and how to convert them to Dalek use.  One of the others is assigned to one of the Invasion-Class Battleships in cis-Tarack space, taking measurements and capturing samples for Project Mugati.  Finally the other two are stationed throughout Dalek operations in the Galentor system as required to service other obligations, such as those needed for astrogation and planetary observation to ensure ship safety in deep space.

 

A Scienctist Dalek addresses the Dalek Commander


Saturday, 7 June 2025

The Revelator Dalek

A write-up of the Revelator Dalek from Tyranny of the Daleks.  This is using the second edition rules for the Doctor Who Roleplaying Game from Cubicle 7.

REVELATOR DALEK 

The Revelator Dalek monitors Romana

Concept: Armoured Mutant Intelligence Analyst

Focus: Superiority

Homeworld: Skaro

Tech level: 9

Short-term goal: Exterminate!

Long-term goal: Exterminate!


Awareness 5, Coordination 3,

Ingenuity 6, Presence 7,

Resolve 3, Strength 5


Skills: Conflict 2, Convince 1, Intuition 5 (Insight), Knowledge 6 (Intelligence Analysis), Science 6,  Technology 4

Distinctions: Dalek - its mutated body is housed in Dalekanium, reducing damage by 10, and protected by a forcefield that reduces the effects of projectile weapons by two stages (those shooting at it will have their result reduced for example from Success to Almost, or Almost to Disastrous). It can fly, hover, and survive in space or underwater. It can also interface with technology, and, if necessary, self-destruct (3/6/9 damage in a 10m radius).  

Weapon: Exterminator (4/L/L) - The legendary Dalek weapon usually kills with a single shot.

Speed: Like all Daleks, normal travelling speed is Slow. Flight is Average.

Story Points: 6


Character notes

Among the specialised ranks of the Dalek Empire—Strategists, Scientists, Drones—there exists a more obscure classification: the Revelator Dalek. Unlike the frontline units or those designed for tactics or research, the Revelator Dalek’s purpose is to seek out hidden truths—subtle anomalies in enemy behaviour, irregularities in time, and internal threats to Dalek supremacy. It is not mystical, but it is perceptive. It functions as an intelligence analyst with a deeper mandate: to detect what the Supreme Dalek calls “the unknown variables.”

Physically, a Revelator Dalek is similar in structure to other Daleks, though its distinctive gold livery and unusually reflective casing give it a ceremonial presence. Its eyestalk is reinforced with additional sensors, and its manipulator arm has been adapted for fine motor control, allowing it to interface with sensitive technology and neural interrogation systems. Its voice is recognisably Dalek, but higher in pitch and less consistent—often conveying a brittle, almost strained tone, as if its thought processes are under more pressure than normal.

Revelator Daleks are not programmed for open warfare. They are  deployed sparingly, typically stationed aboard command ships or deep within Dalek installations where their analytical skills can be used to examine prisoners, decrypt captured data, and study irregularities in Dalek operations. It is frequently called upon when the Dalek command structure encounters something it does not understand—especially involving time travel, paradoxes, or the Time Lords.

In these situations, Revelator Daleks serve as a kind of philosophical technician—not a seer, but a specialist in interpretive logic. It is not given to prophecy, but rather to evaluating evidence others might dismiss. Because of this, it sometimes draws unwelcome conclusions, and its reports are known to include warnings or implications that challenge the assumptions of the Supreme Dalek or even the Emperor. As a result, the Revelator is respected, but rarely trusted.

Some Daleks regard it as dangerously close to questioning core doctrine, even though it never directly disobeys its programming. There are cases on record where the Revelator has recommended non-lethal outcomes or proposed delays in extermination pending deeper analysis. These suggestions are often ignored—but not always.

There are traces of the long lost Eternal Dalek in the Revelator Dalek’s biomechanical conditioning, which in turn can be traced back to the ancient and extinct Cult of Skaro.

The Dalek Commander consults with the Revelator Dalek on board the Command Battleship in the Galen System.