by Chris Smith
with additions by Jim Williamson
October 1st, 1998
I worked out these rules because of 2 reasons:
You can use them straight out the way they are or you can play out a scenario like Doom® with them.
To play out the scenario divide your players up into 2 sides.
Give one side an amount of monsters.
Give the other side a number of basic marines equal to the points of the other side.
Put down 1 marine for each player, no more.
When they get killed they use one of their other marines.
This should give the feel of the "Real" game.
Another thing that is cool to do is to play with the marines starting out with just Pistols and Fists and makeup counters to represent all
the other weapons.
As they pick up new weapons they can use them. It costs one action to switch weapons.
In any case there are a bunch of things you can do so have fun with it!
Here are Counters(31kb) you can print out.
Marines
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Special Rules:
Marines must have the pistol, but can have anything from the marine armory.
Structure:
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Marine Armory
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The Bad Guys
Zombie Marines
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Special Rules:
Zombie Marines have a pistol, this is included in their points cost.
Structure:
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Zombie Sergeants
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Special Rules:
Sergeants carry shotguns, this is included in their points cost.
Structure:
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Heavy Weapons Dude
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Special Rules:
Heavy Weapons Dudes use a Chaingun, this is included in their points cost.
Structure:
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Imps
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Special Rules:
Imps use balls of fire. They are included in the model's points cost.
Structure:
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Pink Demons
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Special Rules:
Pink Demons use Bites and Claws, this is included in their points cost.
Structure:
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Pain Elemental
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Special Rules:
Pain Elementals uses Claws, they are included in the model's points cost.
Structure:
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Lost Souls
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Special Rules:
Lost Souls use the Soul Ram, this is included in their points cost.
Structure:
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Cacodemons
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Special Rules:
Cacodemons use Balls o’ Fire, this is included in their points cost.
Structure:
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Knights of Hell
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Special Rules:
Knights use the Hell plasma, this is included in their points cost.
Structure:
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Barons of Hell
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Special Rules:
Barons use the Hell plasma and claws, these are included in their points cost.
Structure:
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Arachnotron
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Special Rules:
Arachnotrons use Plasma Launcher, this is included in their points cost.
Structure:
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Revenant
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Special Rules:
Revenants use Homing Missiles, they are included in the model's points cost.
Structure:
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Archvile
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Special Rules:
Archviles use blasts of fire, this is included in their points cost.
Structure:
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Mancubus
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Special Rules:
Mancubus use Plasma launchers, they are included in the model's points cost.
Structure:
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Spectre
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Special Rules:
Spectres use Bites and Claws, they are included in the model's points cost.
Structure:
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Nightmare Spectre
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Special Rules:
Nightmare Spectres use Bites and Claws, they are included in the model's points cost.
Structure:
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Cyber Demon
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Special Rules:
Cyber Demons use Hell Rockets, they are included in the model's points cost.
Structure:
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Rules for Depletable Ammo:
If a player fumbles while firing, that weapon is out of ammo. If a player misses, then on a 10 or less, that weapon is out of ammo. The player must either switch weapons or use an Ammo Counter to reload it. Players collect Ammo counters as they explore the map/board. Listed below are what each counter does, and how many of each a player can carry.
| Clip: A player may carry up to 20 of these counters. They are used for the pistol and the chaingun. It takes 2 to reload the pistol, and 5 to reload the chaingun. |
| Shells: A player may carry up to 10 of these counters. They are used for the shotgun and the super shotgun. It takes 2 to reload the shotgun and 4 to reload the supershotgun. |
| Box of Shells: A player may carry up to 5 of these counters. They are used for the shotgun and the super shotgun. It takes 1 to reload the shotgun and 2 to reload the supershotgun. |
| Box of Ammo: A player may carry up to 4 of these counters. They are used for the pistol and the chaingun. It takes 1 to reload the pistol, and 1 to reload the chaingun. |
| Rocket: A player may carry up to 25 of these counters. They are used for the Rocket Launcher. It takes 2 to reload the rocket launcher. |
| Box of Rockets: A player may carry up to 10 of these counters. They are used for the Rocket Launcher. It takes 1 to reload the rocket launcher. |
| Energy Cell: A player may carry up to 20 of these counters. They are used for the Plasma Rifle and the BFG 9000. It takes 5 to reload the either one. |
| Large Energy Cell:A player may carry up to 4 of these counters. They are used for the Plasma Rifle and the BFG 9000. It takes 1 to reload the either one. |
Using Equipment:
| Armor: Negates the next 2 wounds the character takes. After that the armor is useless. A character may only have 1 Armor Counter. |
| Mega Armor: Negates the next 4 wounds the character takes. After that the armor is useless. A character may only have 1 Armor Counter. |
| Helmet: For every full five counters a player has, they negate the next wound the character takes. After that the helmets are useless. A character may have 20 Helmet Counters. If a character receives a wound and has less than five Helmet counters, those counters are lost and the character recieves a wound. |
| Stimpack: This will restore 1 wound to the character. Stimpacks must be used immediately, a character may not carry them. If a character cannot use it, it is left in place. |
| MedKit: This will restore up to 2 wounds to the character. MedKits must be used immediately, a character may not carry them. If a character cannot use it, it is left in place. |
| Berserk Pack: This will restore the character to full health. It will also cause the character to go Berserk. The character will immediately drop any weapon it was carrying to use its fists. The character will do double damage with their fists (x2). This effect lasts for 3 turns. |
| Backpack: A character with a backpack can carry twice as much ammo as normal. When a character finds a backpack, they also get a reload for their current weapon (take the appropriate counters). A character may only have 1 backpack. |
| Radiation Shielding Suit: This will protect the character from acid, Poison, Lava and toxic waste. The bio suit is used immediately and will last for 3 turns. |
| Light Amplification Goggles: These give the character +2 MW. They also negate any enemies' invisibility and hiding benefits. They last for 3 turns. |
| Health Bonus: For every 5 of these a character has, they gain an extra wound. A character may not have more than 15 health potions. A character may go above their normal amount of wounds. As a character recieves wounds, health potions are removed before normal wounds. If a character takes a wound and has less than 5 Counters, those counters are lost and the character takes the wound. |
| Partial Invisibility: This will render a character partially invisible to all foes. Enemies will not shoot until the character attacks them first, and the character is at -2 to be hit (both CC and MW). This effect lasts for 3 turns. |
| Supercharge: This will give the character an additional 3 wounds, and an Armor Counter. When a character is wounded, these wounds will be removed first. A character may only have one Supercharge. |
| Invulnerability: This will make the character invulnerable to all damage for 3 turns. |
| Megasphere: This will give the character Mega Armor, Orb of Health, and restore the character to full wounds. |
| Scanner: If you are playing with a hidden map, this will reveal all parts still hidden. |
Special Terrain Pieces:
| Acid, Poison, Lava and Toxic Waste: Each action a character remains in this, they must make a DAM 20 save. |
| Barrels: Barrels have an A of 16. If a barrel is wounded, it does a DAM 13(x3) explosion. |
Here are Counters(31kb) you can print out.