Matakishi's Tea House

A simple little site...

Doctor Who

The character of the Doctor was initially shrouded in mystery. All that was known about him in the early days was that he was an eccentric alien traveler of great intelligence who battled injustice while exploring Time and Space in an unreliable old time machine called the TARDIS. (The TARDIS is much larger on the inside than on the outside, and is stuck in the shape of a 1950s-style British police box.)

The initially irascible and slightly sinister Doctor quickly mellowed into a more compassionate figure and it was eventually revealed that he had been "on the run" from his own people, the Time Lords of the planet Gallifrey. Also, like all Time Lords, the Doctor had the ability to "regenerate" his body when near death. This concept allows for the convenient re-casting of the lead actor. Ten actors have played the part for television.

A Time Lord can regenerate twelve times and the Doctor has gone through this process (and its resulting after-effects) on nine occasions, with each of his incarnations having his own quirks and abilities:

Despite these shifts in personality, the Doctor has always remained an intensely curious and highly moral adventurer, who would rather solve problems with his wits and sonic screwdriver than through violence.

Over time certain controversial revelations about the Doctor have been made. For example, in The Brain of Morbius, it was hinted that the First Doctor may not have been the Doctor's first incarnation; throughout the Seventh Doctor's era it was hinted that the Doctor was more than just an ordinary Time Lord and in the 1996 television movie it was revealed that the Doctor is actually half-human on his mother's side. By the time of the 2005 series, the Ninth Doctor had become the last known surviving Time Lord.

The Third Doctor

The third Doctor is my Doctor of choice. He'll have companions that are a little more varied than previously though, and some will have guns.

Doctor miniature from Black Tree Design. TARDIS from Langley Models.

Alien Invasion Rules for the Doctor

Usually the Doctor is attached to U.N.I.T. and will act as an individual group using their Action cards. Occasionally he may operate alone but accompanied by one or more assistants. If the Doctor is operating independently of U.N.I.T. he should have his own Action cards in the deck, usually his allotment is seven Double Action cards and no Singles or Triples.

The Doctor and his companions form a 'fluid' group. Any number may break off and form a tempory group of their own that will require actions being allocated to it to be able to function. These groups can move back and recombine with the Doctor himself at a later date or meet up and form a bigger group of their own which may, itself, split again to form entirely new groups.

If the Doctor is operating with
U.N.I.T. he may join and leave any existing U.N.I.T. group freely (actions allowing) which gives him some protection from enemy fire as he can't be targeted in a group.

Each of the Doctor's companions should have at least one fairly unique skill that will play a part in the scenario. Some can be fighters but shouldn't just be gun-wielding maniacs, there are enough of them around already. Individual companions will be described below as they're invented. All companions will have the RUN! special ability as detailed later although they will have different modifiers to the 1D6 roll. Female companions should have a -1 so they can trip up a lot.

The Doctor has the following skills:

Regenerate if necessary when a Special Event card is drawn. The Doctor will appear in the TARDIS.
TARDIS. The Doctor never begins a scenario on the board; instead, as his first action, he may place the TARDIS anywhere he chooses. The TARDIS is invulnerable and the Doctor cannot be harmed while he is in it.
Timelord ability, the Doctor may rearrange any remaining face up Action cards as an Action. Any visible Action cards after the one used to initiate the Timelord ability may have their order changed.
RUN! May move 1D6+4 inches in a straight line if targeted before the shooting is resolved in an attempt to get out of line of sight. (Sadly this requires some form of measuring device to be present. I'll try to come up with an alternative.)
Talk, if the Doctor makes contact with a group from another faction he can 'talk' to them. Whilst talking to the Doctor that group can take no other Action. the Doctor may use an Action to move away from a group he is 'talking' to. If the Doctor contacts a number of groups engaged in close combat he will 'talk' to all the groups present and their combat will not be resolved until after he has left. Once the Doctor moves away none of the groups will be locked by the close combat and may also move away as their Actions permit. If a card is drawn that calls for close combats to be resolved and there are stll groups in contact when the Doctor is no longer present the hand-to-hand fighting will be resolved as normal.

The Doctor is killed by:
Open- 9, Cover- 12, Buildings- 15

In addition to any scenario specific victory conditions, The Doctor can claim a victory if Davros is killed.

The Doctor Cards

Here are the cards you'll need to use The Doctor with the Alien Invasion rules. They have been designed so you can print them out, fold them in half and laminate them in plastic wallets. Click on the sample card to download a pdf of the full set.