Doctor Who: Exterminate! The Miniatures Game
Doctor Who: Exterminate! The Miniatures Game Rulebook
Table of Contents
Table of Contents
Core Concepts
The following section explains the core rules to play a game of Exterminate!
Game Elements
Recruitment Cards
In Doctor Who: Exterminate! each faction is made up of several character miniatures selected from a series of Recruitment cards that contain all the information needed to play those characters.
The Guide to the Time Vortex booklet explains in more detail how to build a faction using the Recruitment cards to play the game.
All Recruitment cards share the following key elements:
- A Picture and number of miniatures: The picture represents the type of miniatures this Recruitment card brings into the faction. The number in the circle is a multiplier for the number of miniatures shown on the card.
- B Special traits and notes concerning the miniatures on the card. For convenience, all special traits and any additional notes are explained in detail on the back of each card.
- C The number of Fate tokens this card adds to the faction's Fate Pool.
- D Starter Set / Expansion icon used for easy separation of decks from different game expansions.
- E Special character icon – when applicable.
- F General profile or statistics line (stats) showing the following values:
- Movement: The maximum number of inches that the miniature on this card can be moved during a Movement sub-phase.
- Resilience: This is a combination of the miniature's body armour, natural resistance and training. The value on the card indicates the number of Combat dice rolled when a miniature is shot at.
- Melee: A miniature's skill in hand-to-hand fighting. This value is the number of Combat dice added to or subtracted from the total dice rolled during Melee combat.
- Shooting: This value is the number of Combat dice added to or subtracted from the total number of dice rolled when the miniature fires a gun or other ranged weapon.
A CHARACTER is any miniature on the board being managed by one of the players. This includes archetypes, agents and faction miniatures.
Combat Dice
All combats and other actions in Doctor Who: Exterminate! are resolved using Combat dice. These are specially designed dice with three sides showing hits, two sides showing defences and one side showing a surge. These results have various meanings depending on the situation.
These dice are used in different number ratios depending upon a miniature's skill or other circumstances.
Vortex Nodes
Vortex Nodes are tokens that can be collected by miniatures during a game of Exterminate!. Characters can collect a Vortex Node marker by just finishing their movement in base contact with it. Some Nodes will give the player only Victory Points (VPs) whilst others can also grant immediate advantages. There are three types of Vortex Nodes: Black, Time Anomalies and Spatial Disruptions.
- Black Vortex Nodes: These are a great resource of Victory Points but do not grant any other benefit to the miniature that has claimed them.
- Temporal Anomalies: When a token is revealed as a Temporal Anomaly, in addition to claiming the VPs, the miniature can immediately resolve a free Shooting action. The miniature may then complete its move normally.
- Spatial Disruptions: When a token is revealed to be a Spatial Disruption, in addition to claiming the VPs, the miniature can immediately move a distance equal to its Movement value.
Vortex Node markers are placed during set-up according to the scenario being played.
Vortex Nodes may never be dropped voluntarily, once you pick one up you must guard it with your life.
The additional effects of a Vortex Node are only applicable the first time they are picked up. If a Vortex Node is dropped for any reason, place this face up to mark it has been picked before.
The Victory Points granted by Vortex Nodes are only counted at the end of the game.
Wound Tokens
Some characters or lifeforms are more adept at surviving the hazards of the Time Vortex by being tougher or just simply lucky!
Miniatures with a wound value on their card may take a wound token to cancel out either a single Shocked or Exterminated result.
If a miniature already has a number of wound tokens equal to its wound value it may take no further tokens and must apply all shocked or extermination results.
Under Fire Tokens
Every time a miniature comes under fire from an enemy miniature, one Under Fire token is placed next to its base. Certain firearms are so powerful, threatening or effective that they place two Under Fire tokens instead of one.
A miniature receives Under Fire tokens if at least one Combat die hit result is rolled against it during a Shooting sub-phase, regardless of the actual effect during that round of shooting.
During the Upkeep phase, miniatures can roll to remove any Under Fire tokens they are affected by.
A miniature can only have a maximum of two Under Fire tokens at any time. Any further Under Fire markers received are ignored.The table below shows the effects of having one or two Under Fire tokens on a miniature.
- One Under Fire token: The miniature cannot Shoot during the Shooting sub-phase.
- Two Under Fire tokens: The miniature can neither Move nor Shoot during its activation.
However a miniature may still engage in Melee combat if it is within engage distance of an enemy even if it has one or two Under Fire tokens.
If engaged by an enemy miniature it must subtract 1 Combat dice for each Under Fire token.
Fate Tokens
Fate tokens represent those incidents of good luck that save the day when things are desperate and there seems to be no way out.
Your starting pool of Fate tokens is determined when you create your faction. Various recruitment cards give you one or more Fate tokens. The total number of tokens is called your Fate Pool.
Any Character can use their faction's Fate Pool, even if they did not directly contribute to the pool themselves.
Fate Tokens can be used to:
- Remove all Under Fire tokens from one miniature.
- Reroll any or all dice after they have been rolled to resolve an action.
- Immediately recover a Shocked miniature.
- Exterminate an enemy Shocked miniature during the melee round.
When multiple fate tokens are played against a single miniature the player with Initiative determines the order of effect.
Battle Cards
Doctor Who: Exterminate! uses a deck of 36 Battle cards. During the Set-Up, shuffle the Battle card deck and deal five Battle cards to each player. This is their starting hand.
During each turn players can use their cards to reinforce hits and defences during combat actions. A few special Battle cards will also allow players to change the results of dice scored in other rolls through the game.
Here is a quick description of the icons you can find on the Battle cards:
- Hit (combat resolution): Cards can be played during a combat resolution to add one hit to any roll before any defence cards have been played.
- Defence (shooting resolution): Cards can be played during a shooting resolution to add one defence to any roll after all hits have been calculated.
- Re-roll: Re-roll any or all the dice of a single hand of dice.
- Double: Double all the hits scored during a combat action.
- Cancel: Cancels all hits scored and any card played during a combat action.
- Surge: Use this card as if a surge had been rolled.
- Fate token: Use this card as if it were a Fate token.
- Any time: This card can be played at any time, including during another player's turn or to affect the result of dice rolled for any action or event resolution.
Adventure Cards
Doctor Who: Exterminate! comes with 15 generic Adventure cards for both players to use during their games.
In addition to the characters that form their faction and the Fate points provided by each Recruitment card, the faction may start a scenario with up to five Adventure cards. These can be picked randomly from the Adventures card deck provided in this boxed game or they can be selected from the player's own collection of Adventure cards.
Each Adventure card has all the relevant rules for its use printed upon it. The effects of some cards last for more than one phase or turn whilst others are discarded once used, and cannot be used again during the game.
Finally, certain cards must be turned over but not discarded when used and can only be used again after being recovered during the Upkeep phase (see page 13).
Adventure and Recruitment cards for existing miniatures in the miniatures range for Doctor Who: Exterminate! have been also included in this boxed game so you have all relevant gaming materials should you wish to expand your collection.
Battle Rules
Doctor Who: Exterminate! is a scenario-driven skirmish wargame played over a set number of turns in which opposing players move and fight with their miniatures in order to accrue the greatest number of Victory Points during a set number of turns.
Game Set-Up
After the players have decided which scenario to play, it is time to set up the gaming area, grab the counters and create each player's faction.
To create a faction, players must agree on the number of Recruitment cards they will be using. This is usually between one and five.
Players arrange the desired scenery elements according to their taste and collections.
Players also receive five random Battle cards from the Battle cards stack and the correct number of Fate tokens as shown on the Recruitment cards. Remember, it is possible that players may end up with more Battle cards in their hand as a result of the game's events but that no player may begin a game turn with more than five cards.
The Turn
Each turn is divided into three phases as follows:
- Initiative Phase
- Action Phase
- Movement sub-phase
- Shooting sub-phase
- Engage and Melee sub-phase
- Upkeep Phase
- Recover Shocked miniatures
- Roll to remove Under Fire tokens
- Replenish Battle card hand
- Refresh Adventure cards
1. Initiative Phase
At the beginning of each turn players roll five Combat dice to determine the order of initiative during that turn.
The player that scores the highest number of hits becomes the active player. Reroll all Combat dice in case of a tied roll.
2. Action Phase
When the initiative order has been resolved the sequence of play follows this simple structure:
- Movement Sub-phase
- Active player moves their miniatures.
- Next player moves their miniatures.
- Shooting Sub-phase
- Active player shoots.
- Next player shoots.
- Melee Sub-phase
- Active player moves and fights.
- Next player moves and fights.
Factions
Humans, Aliens or Supernatural beings – in fact any denizens of Time and Space are options when choosing which miniatures you wish to use to play Exterminate! All miniatures controlled by the same player compose the player's faction.
2.1. Movement Sub-phase
Movement is a key aspect to achieving particular objectives in Doctor Who: Exterminate!. Whether it's a Character moving behind cover, gathering Vortex Nodes or the Doctor and his Companions trying to perfect a gadget.
Characters can be moved in any direction up to the maximum number of inches indicated on their Movement profile with no restriction other than certain terrain features and other obstacles that can sometimes hinder them. See rules for Scenery & Terrain on page 14.
All players may pre-measure a character's movement before committing to the final position, but once a character has been moved it cannot be taken back.
You may move through miniatures from your own faction with no penalty, but you may not finish your move in contact with their base or the model itself. You may neither move through or finish within one inch of a non-friendly model in the Movement sub-phase.
To complete a movement action, place the movement ruler, or a tape measure flat against the base of the miniature and move it up to the character's movement value in inches.
Example: The Cyberman moves 3" out of his 4 Movement towards the Dalek to end in a position where it will be able to engage in melee later in the turn. Notice the measurement is made from the front of the base to the front of the base and must stop at least one inch from the enemy model.
2.2. Shooting Sub-phase
Starting with the active player, each faction has a chance to shoot with their characters. The shooting character is called the attacker with the miniature being shot at the target. To resolve a shooting action, choose a character from your faction, declare the target, and follow these three steps:
- Determine line of sight.
- Check range.
- Resolve the Shooting action: roll dice for hits and resolve damage.
2.2.1. Determine Line of Sight
For the attacker to be able to shoot it must be able to see its target – referred to as Line of Sight, or LOS. Use the width of the movement ruler provided and the distance between the two models to determine the corridor that links the attacker to the target. If there are no enemy miniatures, obstacles or walls (see page 14) even partially covered by the ruler, then the shot is clear.
If there are any of the above elements in this corridor, then the shot is inaccurate and the target is obscured.
Obscured Targets
The effectiveness of a shot can be affected by a number of factors and each one of them will increase the difficulty to hit the target. If the width of the ruler covers – even partially – an obstacle between the shooter and the target, we say it is an inaccurate shot. The shooting action receives a penalty of -1 Combat die for each obstruction. This may mean that some shots become impossible as the number of penalties reduces the number of Combat dice to 0 or less.
Obstacles in base contact with the shooting character do not count as obscuring the target. The character is using the obstacle as cover while trying to score a hit.
Line Of Sight Is Blocked
If the entire corridor of the shot is covered by an obstacle, then the LOS is blocked and the shot may not be taken.
Example: A Dalek has been shot at by a Cyberman armed with a Cybergun that has scored 3 hits. The Dalek rolls 4 Combat dice for its 4 defence value and scores 1 surge which cancels one of the hits scored. The other 2 hits remain and count as hits.
The attacker takes these two dice and rolls them, scoring hits and surge. Checking the damage results and applying the best result, the Dalek is now Shocked and must be so marked. If it had been Exterminated it would have been removed from the table.
2.2.2. Check Range
Once the Line of Sight has been confirmed, check the range to the target.
All weapons have an effective range described in inches in the weapon's profile. However, characters can fire their weapons up to twice the effective range but the shooting action is then considered inaccurate with a -1 Combat die penalty.
Running: If a character does not shoot during the Shooting sub-phase, it may run instead. After all, if Doctor Who has one constant, it is the amount of running the Doctor and others have to do! While running the character can make a second movement action during the Shooting sub-phase. Running follows all the rules from the Movement sub-phase and can be hindered in the same way by obstacles as described in Scenery & Terrain on page 14.
Using a tape measure: Some players may prefer to use a tape measure instead of the ruler provided. In fact, certain ranges may exceed the length of the ruler and a tape measure can be very handy! In this case, use the width of the tape measure instead of the ruler to determine the corridor of the shot for the purposes of working out line of sight and obscuring obstacles.
2.2.3. Resolving the Shooting Action
Assuming the target is in range the player resolves the shooting action. To do so, the attacker rolls a number of Combat dice. The number of dice to roll is the sum of:
- Weapon's value (this is expressed as the number of Combat dice to be rolled).
- Character's Shooting modifier value (a number of Combat dice to add or subtract from the total in the character's stat line).
- Minus one Combat die for every obstacle or other rule that makes the shot inaccurate.
The result of all the dice coming from one weapon must be applied to one single target – unless the weapon or character has the Burst or Blast special trait. If more than one target is valid, the attacking player may choose which miniature receives the attacks.
The defender then rolls a number of Combat dice based on:
- Defender's Resilience value (this is a number of Combat dice to be rolled).
- Plus one Combat die for cover.
Every defence rolled by the defender cancels a hit scored by the attacker. If any hits are left, roll for damage as explained on page 13.
Remember, any character that chooses to not shoot during the Shooting sub-phase may make an extra full move. After all, not every character wants to decimate the enemy or perhaps has their own agenda or mission to complete whilst the battle rages.
Playing Battle Cards During a Shooting Action
Players can use Battle cards from their hand to improve their chances at hitting and defending when involved in a shooting action.
After both players have rolled their Combat dice, the attacker can play first any hit Battle cards to boost its attack. Once this is done the target player can boost its defence with defence Battle cards accordingly.
Claiming Cover
When a target is in base contact with a piece of scenery that obscures a shooting action the miniature also benefits from cover.
When behind cover, the target can cancel a hit scored against it during a shooting action with a surge as well as a defence.
2.3. Melee Sub-phase
Following Initiative order, in the Melee sub-phase, the Active player can move any of their miniatures that are within 2" of an enemy miniature into base contact and engage in close combat. This is an engage movement and initiates a melee action.
Once engaged, resolve each combat in full, including damage resolution, before moving on to the next.
To resolve a melee combat, both combatants (attacker and target character) roll a number of Combat dice which is the sum of:
- The character's melee weapon value (this is expressed in a number of Combat dice to be rolled).
- Combatant melee value modifier (a number of Combat dice to add or subtract from the total in the character's stat line).
- Other modifiers:
- Engaging modifier: +1 Combat die to the miniature that initiated the combat.
- Multiple combat: +1 Combat die for each miniature after the first that is attacking the same target.
Compare the results obtained by both combatants. The side that scored the highest number of hits wins the melee round.
All weapons showing 'C' in their range value in the weapon's profile table can be used in melee (see Guide to the Time Vortex, page 10).
The player that rolls the most hits has won the melee. The winner then rerolls the dice that hit and applies the best result to the loser.
2.3.1. Melee Resolution
After resolving the melee action, check the overall result and apply the outcome:
- All of the combatants on one side are Exterminated. The winner needs to do nothing else and the melee ends.
- All of the combatants on one side are Shocked. The winner can immediately use a Fate token or an additional attack, if available, to finish off a Shocked target. The target is Exterminated and removed from play. Any Shocked miniatures left are pushed back one inch by the winner and the melee ends.
- There are fully operative combatants on both sides. The attacking Characters - including those that are Shocked - are pushed back one inch by the side that did not engage and the melee ends.
Playing Battle Cards in Melee
Similarly as with the use of Battle cards in shooting, after both players have rolled their Combat dice, the attacker can play first any hit Battle cards to boost its attack.
Once this is done the target player can boost its attacks with hit Battle cards accordingly.
Multiple Melee Attacks
Certain characters, weapons or special traits may grant the option to attack more than once in melee. This ability is normally described as Melee (X) where X is a number higher than one. Characters that can issue more than one melee attack can decide to do this in two ways:
All for One: A character with multiple melee attacks can use each additional attack to add +1 Combat die to the total number of dice allowed by its weapon or its profile modifier. All dice are rolled at once and any other modifiers apply normally. A miniature with the Melee (2) trait would therefore add +1 die to its attacks, Melee (3) would give +2 dice and so on.
One for All: A character with multiple attacks may attack more than one miniature. Any enemy miniature within one inch of the target is a valid additional target. Once declared, roll all the dice for each attack separately and resolve the outcome for each target. Targets get to respond normally to these attacks but be aware that if the character using Melee (X) becomes Shocked before the last round of attacks is resolved, it can be Finished Off normally by the declared target that did not resolve its attack yet.
Example: Two Cybermen have engaged a Dalek. The Cyberman Recruitment card has the Melee (2) special trait which means they can issue two attacks instead of one when engaged in melee. The Daleks have the Melee stat of 2 melee value.
The first Cyberman player decides to attack All for One using the Melee (2) special trait, which grants him one additional Combat die when attacking. The first Cyberman (+5 melee value) engages the Dalek and rolls to hit with seven Combat dice (5 Combat dice for its melee value, +1 Combat die for engaging and +1 Combat die for the additional attack that Melee (2) grants). The Dalek rolls 2 Combat dice as a response. All hit results from both rolls are compared, applying damage if necessary. This concludes the first Cyberman round of attacks. If the Dalek is still active, the second Cyberman will attack All for One with eight Combat dice (5 Combat dice for its value, +1 Combat die for engaging, +1 Combat die for the additional attack that Melee (2) grants and +1 Combat die bonus for being the second miniature to attack the same target).
Damage
After determining the final number of remaining hits after a shooting or melee attack; reroll that number of dice and check the results as follows applying the best outcome.
- Flesh Wound: The character is Fully Operative.
- Shocked: Lay the model on the spot. Shocked characters are recovered during the Upkeep phase (see next). Fate tokens can also be used to recover a Shocked character immediately after they have been Shocked .
- Exterminated: Remove the model from the table immediately. Nothing can be done to avoid this, unless a Fate token is used to save it!
Finish Off!
During a shooting or melee action, a Shocked enemy miniature can be declared as the target of an attack.
When shooting, any non-cancelled hit scored against a Shocked target can be rolled twice on the Damage table to try to Exterminate the character as usual. The target applies its Resilience value normally but cannot Claim Cover (see page 10).
In melee, an attacking character will automatically Exterminate its victim if at least one attack is rolled against it.
3. Upkeep Phase
At the end of each turn, starting with the active player, each player resolves the following steps.
- Recover Shocked miniatures
- Roll to remove Under Fire tokens
- Replenish Battle cards hand
- Refresh Adventure cards
3.1. Recover Shocked Miniature
Starting with the player with the initiative, all players stand their Shocked characters back up.
3.2. Roll to Remove Under Fire Tokens
During this phase, each character rolls one Combat die for every Under Fire token they have. A player may remove an Under Fire token for every defence scored.
A character with one Under Fire token cannot move during the Movement sub-phase. A character with two Under Fire tokens cannot Move or Shoot during the Action phase.
3.3. Replenish Battle Cards
Draw as many Battle cards as needed to bring your hand back up to five cards.
Alternatively, do not replenish your hand and recover one Fate token used during the game. A player can only benefit from this if the faction has fewer Fate tokens than it started the game with.
Finally, you can discard all your hand (which must contain at least three cards) to receive one free Fate token.
3.4. Refresh Adventure Cards
During this phase you can attempt to either Draw a new Adventure card from the Discard pile or recover one or more of your exhausted Adventure cards.
To attempt to recover an Adventure card from the discard pile a player will roll one Combat die. If the Die result is a surge the player may take the first face down Adventure card in the discard pile.
A player can recover an exhausted Adventure card by expending a Fate token. You can recover as many exhausted cards as you have Fate tokens. A recovered Adventure Card is placed face up and can be used in the next turn.
Appendix
Scenery and Terrain
Doctor Who: Exterminate! can take place anywhere in Time and Space. One skirmish can be set amid the corridors and living quarters of a space station, high above a future Earth, then the action can switch to the Victorian Era with a clandestine battle waged across the British Museum. Or perhaps a battle for an alien world is more to your liking, with twin suns, orange sky and plains of red grass. The actual location of your games is entirely up to you. Just use your imagination to adapt your favourite settings from the Doctor Who series to the scenarios in the Guide to the Time Vortex.
All rules for movement and combat assume that the battlefield is strewn with small objects that do not hinder the actions of the characters. However, certain pieces of scenery do reduce the mobility, visibility or the combat effectiveness of the characters.
1. Obstacles
We consider obstacles to be a type of scenery that presents a physical barrier between the character and the place they wish to move to, or between the character and their target when determining the Line of Sight to resolve an attack.
Anything solid that lies in the way of a miniature, except other friendly miniatures, is an obstacle.
An obstacle higher than two Combat dice stacked together is also a wall.
Common examples of obstacles are enemy miniatures, vehicles, barricades or large computer consoles!
A miniature cannot end its movement on an obstacle, but can try to cross it. To cross an obstacle a miniature should have enough movement to reach the other side. Roll one combat die and apply the result below.
- If the result is a hit, simply move the miniature across. The character has found an easy path through the obstacle or has simply jumped over it.
- If a defence is scored, the miniature is moved into base contact with the obstacle. Perhaps the character has changed its mind about crossing or it needs to think about a better way to get over it. Its movement action ends there!
- If a surge is scored, the character cannot move at all. The miniature stumbles and misses its movement action.
If a miniature starts its activation already in base contact with an obstacle, the controlling player can roll two Combat dice to try to overcome the obstacle instead of one, applying the best result. This also applies when running during the Shooting sub-phase.
Alternatively, if the miniature starts its activation in base contact with an obstacle, it can climb it instead of crossing it. See King of the Hill on page 15.
Obstacles can make shots which pass by them inaccurate (see Shooting, page 8).
2. Walls
Sometimes an obstacle is tall enough to present a real challenge to overcome. These obstacles act as impassable barriers for which we use the generic term walls.
Walls cannot be walked through or jumped over, but instead must be moved around. Walls can be a building or high vehicles like a hover van, for example. To check if an obstacle is also a wall, stack two Combat dice together. If the obstacle is taller than the height of the two dice, the object is considered a wall. A wall blocks all movement and LOS through it.
Example: Continuing with their Dalek hunt, a Cyberman is trying to move straight over a barrier to reduce the distance for a future combat engagement. The Cybermen player measures the distance to where he wants the Cyberman to move and rolls one Combat die scoring a defence. Although the Cyberman will not be able to cross the obstacle during this action, the controlling player can still move the miniature so it ends its movement against the obstacle. Ready to jump over during a following action!
3. King of the Hill
The way Doctor Who: Exterminate! is presented and the way it plays, invites you to make a more cinematic use of the scenery elements than just mere obstacles. Reaching higher ground could be the difference between life and death. While on higher ground, the miniature is considered the King of the Hill.
Jumping Onto Obstacles
At the beginning of the movement, if a miniature is in base contact with an obstacle, instead of following the normal rules for crossing, a character may decide to jump onto it.
Jumping onto an obstacle counts as the character's full movement and the obstacle must be wide enough to fit the model's entire base.
You can reposition a character on top of an obstacle up to 2" in any direction.
To jump off, a character measures his movement from his current position. This costs no extra movement.
The only limit to the number of characters that can stand on an obstacle is its actual physical capacity.
Any melee attacks made against a character on top of an obstacle are resolved by engaging the obstacle itself (move the attacking miniature so it ends in base to base contact with the obstacle).
The King of the Hill receives a +1 Combat die bonus for being on higher ground.
A miniature attacking a King of the Hill never receives the +1 Combat die bonus that miniature would normally receive for engaging.
If two miniatures are engaged in a melee action while on top of an obstacle neither of them receives any bonuses or penalties for engaging on higher ground.
Scenarios
Doctor Who: Exterminate! is played using one of the scenarios provided in the Guide to the Time Vortex and the Adventures booklet.
Scenarios are won by scoring more Victory Points than your opponent. Each scenario explains the way VPs are awarded and if factions have any special rules that could affect the rewards received.
As a general rule, you score one VP for Exterminating an enemy model and two VPs for Exterminating an enemy faction's Leader model. Of course, the Archetype models, such as The Doctor, his Companions and other named characters are worth far more VP's than a lowly 'grunt', so it's always worth expending resources to try and Exterminate them!
Epilogue
After reading these rules you are now ready to take to the Time Vortex, within which your games will take place, the wibbly-wobbly, timey-wimey, malleable nature of reality that waits to be moulded.
Assume control of one of the many factions of the universe, from myriad alien races or from the vast panorama of human history, all with their own agendas and plans, from simple survival to galactic domination.
Play one-off scenarios or take your faction through a series of linked missions using all your guile and cunning to make sure your faction comes out on top, fulfilling their destiny within the realms of Time and Space.
Your next step is to take a look at the scenarios and extra information in the Guide to the Time Vortex, gather your chosen miniatures and assemble your faction. Enjoy your incursion into the Time Vortex and try to achieve your mission goals.
Discover more on www.doctorwhotimevortex.com