Savage Worlds Doctor Who Adversaries


Through his adventures, the Doctor and his friends have encountered a myriad foes. Here are a couple of them.


Cybermen are horrific because they embody some of the worst traits of humanity.

Agility d6
Smarts d6
Spirit d4
Strength d10
Vigor d4
Pace 4

Cybermen are encased in an Infantry Battle Suit (+6).

Some models are equipped with a gun in their helmet (Range 5/10/20, Damage 2d8, RoF 1). More recent models can deliver a shock from their wrists (3d6 electrical, reload: 1 action) instead.

Cybermen add +2 when attempting to recover from being Shaken, do not suffer from Wound modifiers, and are immune to disease or poison.


A Cyber-conversion Chamber can convert a person to a Cyberman in a minute.

In the absence of a chamber, Cybermen can use drugs and perform the process manually. Game masters, use the Disease and Poison rules to simulate the victim succumbing to the process.


Most foes that a Time Lord faces threaten on a planetary scale, but Daleks are the only species that continually challenge the Time Lord on a universal scale.

Agility d4, Shooting d8
Smarts d8
Spirit d6, Intimidate d8
Strength d8
Vigor d4
Pace 4

Daleks also have 6 points of skills to spend depending on their specialty. A Dalek Pilot might also have a d10 Piloting skill, whereas a Technician might have a d10 Repair skill.

A Dalek is encased in Powered Armor (Heavy Suit, +14). Daleks suffer -4 to all Notice rolls. Dalek armor allows a Dalek to Fly for short durations, as per the Power.

A Dalek's eye stalk is particularly vulnerable. It is only slightly armored (+4), but is a Small target (-4 to hit). When a Dalek is hit in the eyestalk, it is blind and must make a Spirit check or self-destruct.

Most Daleks are equipped with an Improved Laser Rifle, which does 4d6 damage but is otherwise like a Laser Rifle.

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