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.