DW: Cyberman (Mondas)

''This article is about the original Mondasian Cybermen. You may be looking for the Cybermen from Pete's World.''

The Cybermen are a race of assimilating cyborgs in the Doctor Who Expansion. They can convert humans into more Cybermen. Players who choose to play as Mondasian Cybermen can only take quests from other Mondasian Cybermen.

Stats
Health: 150

Strength: 30

Agility: 3

Influence: 3

Stealth: 4

Marksmanship: 6

Crafting: 5

Tech Skill: 6

Psionics: 0 (cannot upgrade)

Classes?
No.

Equipment
Cyberman bodies are naturally armoured, giving them a 60% damage reduction that does not work against electric damage and a 40% heat resistance.

Their cyberweapons, built into their arms, have the following stats (they are equipped with two as standard). One mode can be used per turn:

Some cybermen wield large weapons, not built into their bodies.

Special Abilities
Cybermen are affected by Machine conditions instead of biological ones. They are immune to Emergency Reboot.

Gold exposure is damaging to basic, unupgraded Mondasian Cybermen, doing 60 damage on exposure ignoring their armour.

Adaptation: When an advanced Cyberman takes damage from a weapon doing heat or electric damage, they can roll a die. If they get 5 or 6, they adapt to that weapon and from then on receive one-tenth damage from further attacks by that weapon. Cybermen can also adapt to environmental hazards and gold.

Time dilation: Advanced Cybermen can use this ability, which lasts for three turns. During this time, they can only be hit by weapons on a 6 or worse to hit. They can also attack twice per turn and do +10 damage in melee. Following use, they cannot use it again for three turns.

Spaceships
Cyberships have 100,000 armour and 40,000 shields. They have 60 speed and transmat devices.

Their weapons are as follows:

Allies
As well as other Cybermen, Cybermen can have cybernetic servants or converted animals as GM-controlled allies.

Cybermen can sacrifice allies to regain health. Cybermats have armour that gives them 15% resistance to conventional damage, no resistance to electrical damage and 5% resistance to heat damage. Restores 20hp when sacrificed. Cybermites have 5% resistance to conventional damage. If ten Cybermites are together they can attack a target and convert it into a new Cyberman on a roll of 5 or 6. Restores 10hp when sacrificed. Cyberhounds can convert compatible individuals into Cybermen by using a dart-tipped tongue. They hit their target on a 5 or a 6. Cyberhounds have a 25% resistance to conventional and heat damage, and a 10% resistance to electric damage. Restores 80hp when sacrificed.