I was messing around, and thought this might be fun...

By MrMerrey, in X-Wing Off-Topic

Type 40 T.A.R.D.I.S.

Small ship

Attack - 0

Agility - 2

Hull - 7

Shield - 7

Action

Focus, Evade

Spin - This action may be taken before or after your movement, but not both. Rotate this ship without moving it up to 180 degrees in wither direction.

Upgrades

Tech, System, Crew, Crew, Crew

Dial

5 |

4 |

3 \ | /

2 < \ | / >

1 < \ | / >

0 O

Pilots

The Doctor

PS 1

Pilot Ability - Regenerate

Every time this ship is hit by an attack, Increase your pilot skill by one and flip all Critical hits face down, then assign new damage cards. All enemy ships with range 3 then receive 2 stress tokens

Cost - 40

Pfrt, you'd need to fit at least 7 crew on there, it's bigger than it looks after all. ;) .

And then there's the time lord aspect, just put it at a different spot on the board. :P .

The Tardis deploys first, then takes a full round. After that, all other ships deploy.

OR

The Tardis deploys on round 3.

Edited by Crabbok

Type 40 T.A.R.D.I.S.

Small ship

Attack - 0

Agility - 2

Hull - 7

Shield - 7

Action

Focus, Evade

Spin - This action may be taken before or after your movement, but not both. Rotate this ship without moving it up to 180 degrees in wither direction.

Upgrades

Tech, System, Crew, Crew, Crew

Dial

5 |

4 |

3 \ | /

2 < \ | / >

1 < \ | / >

0 O

Pilots

The Doctor

PS 1

Pilot Ability - Regenerate

Every time this ship is hit by an attack, Increase your pilot skill by one and flip all Critical hits face down, then assign new damage cards. All enemy ships with range 3 then receive 2 stress tokens

Cost - 40

I hate you. Now I am going to have to spend the rest of my day off today fleshing out pilot abilities for different Doctors and making crew cards for companions. Thanks a lot. :P

(I came late to the Doctor Who party. I have seen everything since 2005 but have yet to see more than a handful of the older ones.)

Since the TARDIS has no offensive capabilities, it really needs to buff the other ships in your squad.

Some Pilot cards.

10th Doctor

Once per round, at any time in the round, acquire a Target Lock. Then choose a friendly ship at Range 1-2 and assign that ship one of your blue target lock tokens and a focus token. The chosen ship may then perform a free attack, even if a previous game affect specified that it could not perform any more attacks this round.

11th Doctor

At the start of the Combat Phase, you may choose to skip to the End phase. No ships may perform attacks during the combat phase this round.

12th Doctor

Once per match, at the start of the activation phase, you may place one of your destroyed ships anywhere back in the play area. Discard any damage cards assign to that ship and assign it shield tokens up to its shield maximum.

"War Doctor"

When another friendly ship is hit by an attack, the attacking ship suffers damage equal to that suffered by the defender.

Remember the Xmas episode where he saves Donna? Thing doesn't fly so well. Better at teleporting. Needs cloak and slam with free advanced slam and advanced cloak mods.

My thinking was more that the Doctor doesn't really take anyone else out, more just stops them doing what they want. He is like the ultimate stress bot.

I tried to simulate the teleporting with spin and an awesome dial while still using the games rules, plus there is the chance of it being mis flown on to an asteroid.

I also tried to make his ability represent his regeneration...