So, recently I have become a big fan of the British television show ‘Doctor Who.’ So, just for fun, I decided I would do a write up for a Doctor Who codex. Now, it is not split up into ‘armies,’ so much as separate groupings of ‘units,’ but anyways, enjoy:
Good Guys:
The Doctor:
WS4, BS4, S3, T4, W3, I5, A3, LD10, Sv 5+
Wargear:
Sonic Screwdriver: Every turn, The Doctor may chose to use one of the following abilities:
Automatically inflict D6 + 3 glancing hits on a vehicle within 24″.
Add 3 to a friendly units Armor save. If they have a 2+ armor save, add it to their invulnerable. (So, a 4+ armor save would become a 2+/5++. A 3+/6++ would become a 2+/4++.)
Automatically remove 4 from an enemy unit’s armor save. If it has an invulnerable save, remove that first. (So, a 3+/6++ would become a 6+. A 2+ save would become a 6+ save.)
Tardis Key:
At the beginning of every turn, the doctor may chose to summon the TARDIS directly to him. If he does so, the TARDIS does not count as moving at all, and may do everything as normal.
Special Rules:
The Doctor is immune to instant death.
TARDIS:
BS4, AV14, 14, 14.
Unit type: vehicle (skimmer)
Wargear: Atmospheric Controller
Instead of moving, (But not teleporting,) the TARDIS may chose to cause an Atmospheric disturbance. (A storm.) Any units within 18″ of the TARDIS, (including the TARDIS itself,) gains a D6+ cover save. (So a roll of 3 would give you a 3+ cover save.) A roll of 1 counts as a 2+ cover save, but the distance covered by the storm is increased by 6″. (For a total of a 24″ storm radius.)
Transport capacity: 30
Special rules:
The TARDIS is immune to melta/lance. In addition, if the TARDIS has been immobilized and has no weapons, it still cannot be wrecked by a glancing hit.
Every turn, during the movement phase, (either before or after moving, it doesn’t matter,) the TARDIS may teleport. Roll a D6. On a roll of 2+, the TARDIS may be placed anywhere on the board, and any people inside are also moved. They may then disembark, move, shoot, and assault as normal. On a roll of 1, there has been a slight mistake as to the time of arrival. Roll another D6. If the roll is equal or higher than the turn being played, (for instance, a 5 while on turn 4,) then the TARDIS is removed from the board until that turn (unless it is the same, in which you teleport as normal.) When that turn comes, place the TARDIS anywhere on the board, as per a normal teleport. If the roll is lower than the current turn, they have caused a Paradox. Remove the TARDIS and all of the models inside.
Jack Harkness:
WS4, BS4, S4, T3, W2, I3, LD9, Sv4+
Unit Type: infantry
Wargear:
Laser Blaster: Range 36″, S6, AP3, Special: Assault 4
Special rules:
Never die: Jack Harkness is immortal. Every time he is killed, (takes 2 unsaved wounds, or is hit by a weapon causing instant death,) place his model on its side. The controlling player may not use him on his next turn, but once the controlling player has finished the Assault phase, Jack Harkness may be placed upright, counting as an unwounded model.For the purpose of killpoints, if he is ‘dead’ on the last turn, he counts as a killpoint.
Bad Guys:
Dalek Leader:
WS2, BS5, S4, T5, W3, I3, LD10, SV 2+/4++
Unit Type: Jump Infantry
Wargear: Dalek Blaster
Dalek Cannon: Range 48″, S10, AP1, Special: Assault 2, Melta
Special Rules:
Fearless
EXTERMINATE!: In close combat, rolls to hit may be re-rolled.
Dalek:
WS2, BS4, S3, T4, W1, I2, LD10, Sv 2+/4++
Unit Size: 5-10 Daleks
Unit Type: Jump Infantry
Wargear: Dalek Laser
Dalek Gun: Range 24″, S8, AP1, Special: Assault 1, Melta
Special Rules: Fearless, EXTERMINATE!
For every five Daleks, one may be upgraded to a Gun Dalek
Gun Dalek:
WS2, BS4, S3, T4, W1, I2, LD10, Sv 2+/4++
Unit Type: Jump Infantry
Wargear: Dalek Cannon
Dalek Cannon: Range 60″, S9, AP1, Special: Assault 1, Large Blast, Melta
Special Rules: Fearless, EXTERMINATE!
Cyberman:
WS2, BS3, S3, T4, W1, I2, LD9, Sv3+
Unit Size: 5-20 Cybermen
Unit Type: Infantry
Wargear: Laser
Laser: Range: 24″, S5, AP3, Special: Rapid Fire
It is not complete, but it is a start. If you have any ideas, feel free to comment!