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CYBERMONDASIAN CYBERMAN
Identity:  cyberMondasian - 1986 AD
Side:  Evil
Sex:  N/A
Age:  N/A
Height:  6' 2"
Hair:  Unknown
Eyes:  Unknown
Level:  4th
Experience:  9000
Training:  +1 Light Control Damage with Cyberweapon
First Appearance:  The Tenth Planet [Oct 8 - Oct 29, 1966]
Other Appearances:  None
1. Armour (Cyberium Cloth Coating):  ADR 50.
2. Bionics:  All cyberMondasians have the following cybernetics:
      a. Heightened Intelligence A (Computerized Brain)  +3
      b. Heightened Senses (Cybernetic Sensors):  [Infrared Vision] Cybermen can see in the dark and suffer no combat penalties for darkness.  [High Frequency Radio] Cybermen can communicate with each other via an internal radio (Range 250" radius).
      c. Heightened Strength A (Cybernetic Exoskeleton)  +8
      d. Heightened Endurance A (Cybernetic Replacement Organs)  +10
      e. Life Support (Cybernetic Replacement Organs) 
      f. Natural Weaponry (Cybernetic Exoskeleton):  +2 to Hit, +4 Damage in HTH Combat. The cyberman uses his full weight when determining Carrying Capacity and HTH Damage.
      g. Willpower (Computerized Brain):  Type A. The cold, computerized logic of a Cyberman grants an automatic Willpower Defense. Cybermen cannot be knocked unconscious by HP damage (a cyberman must reach 0 HPs before succumbing to unconsciouness).
      h. Weakness (Vulnerability):  The cyberMondasians are exceptionally vulnerable to high radiation levels. Intense radiation fields (or weapons) cause 2d12 Damage per phase exposed (this damage ignores the cyberman's armour).
      i. Weakness (Vulnerability):  The cyberman's cybernetic organs require cooling via an intricate series of vents, located within the chest unit (-4 to be hit due to its small size), to avoid overheating which leads to organ failure and then eventually death. Unfortunately, these cooling vents are especially vulnerable to errosian by Gold Dust. Should the vent be hit with gold dust, the cyberman receives 2d12 damage directly to HPs (ignore armour).
4. Special Weapon (Flash Cyberweapon):  [Attack as Light Control] +3 to hit, Range 80", 2d12 Damage, 1 charge/shot. The cyberman may use its own Power score to fuel the cyberweapon's attacks (otherwise the weapon will have 1d8 charges stored in it).
5. Weakness (Prejudice):  Cybermen view all other races as lesser beings - a potential resource to be ultilized as cyberlogic dictates - not as equals. Cybermen have no complusions against using lesser beings in their schemes and then betraying them later once their usefulness has come to an end.
Weight:  220 lbs. Basic Hits:  5 Agility Mod:  Nil
Strength:  20 Endurance:  22
Agility:  9 Intelligence:  15
Charisma:  13 Reactions from: Good:  -1     Evil:  -1
Hit Mod. (1.9) (2.6) (1) (1.2) =  5.928 Hit Points:  30
Damage Mod.:  +1 Healing Rate:  3.0
Accuracy:  Nil Power:  66
Carrying Capacity:  2244 lbs. Basic HTH Damage:  1d12
Movement Rates:  51" ground.
Det. Hidden:  12% Det. Danger:  16%
Inventing Points:  6.0 Inventing (45%): 
Knowledge Areas:  Astronautics, Military & Scientist (Cybernetics)
Origin and Background: (cyberMondasian)  The flesh was weak, so it was replaced with machinery. Emotions were eliminated. A new race was born - the Cybermen.
          Here is the Official BBC Cyberman site.

Training Bonuses: 
    2nd Level:  +1 Light Control Accuracy with Cyberweapon
    3rd Level:  +1 Light Control Damage with Cyberweapon
    4th Level:  +1 Light Control Accuracy with Cyberweapon

Notes: 

To Hit (Unarmed HTH):
+3
Damage (Unarmed HTH):
1D12 + 5
To Hit (Light Control):
+9
Damage (Light Control):
2d12 + 2