SPACE-DOOM (or Doom-Hulk):
by Pelein (www.timexplorers.com/fritoxjugar)
Translated from the original spanish text by Omega2064
This is a variant of Doom (or Space-Hulk, if it is preferred) in which will be able to play
up to three players in solitary cooperative way/. In order to play you need the expansion
Doom.
The players will handle to the Zombies Commandos who will do the times of the Space
Marines of Space-Hulk. Each player will use the four figures of his chosen color.
The Marines will have to fulfill different missions while they try to survive the
overwhelming attack of the Aliens.
Whereas the Marines will begin in a concrete place of the map, the Aliens will appear
by different accesses distributed by the scene.
The Aliens will reappear indefinitely until the Markers of Contact are run out.
COMPONENTS OF DOOM THAT ARE USED IN THIS VARIANT:
Space Marines:
-12 Zombies Commandos (divided in three swarms by color)
Genestealers:
-12 Imps
-12 Spiders
- All the Land Floor tiles.
- All the doors (with access and normal, according to the mission).
- The Cards of Access (according to the type of mission).
- 36 Tokens de Vida (3 by marine).
- 6 Cards of turn order (they replace cards of Shod/Cover).
- 6 Cards of Reappearance (numbered from 1 to 3, and that they replace Cards of
Control).
- Of Space Hulk we will use the Markers of Contact (you can pillage that them in the
attached file of the final version of these rules).
WHAT WE USED and WE DID NOT USE OF DOOM:
We did not use ANY of the rules of Doom.
Unlike Doom, the Marines will not have to look for the ammunition nor arms.
They will not have shields either extra nor they will be able to heal its wounds.
They will have to turn making use of Points of Action. Each marine will begin the game
with three tokens of life that will simulate special characteristics of its armors.
Once it marine receives three wounds, it will die.
Each room and corridor will be closed by a door.
The cards of Order of Turn will be used to indicate Shod Weapon (side with red X) and
Covering fire (side with green circle).
The reappearance cards replace the markers of Points of Control of SH (up to 3 points
by round at the most).
WHAT WE USED and WE DID NOT USE OF SPACE-HULK:
There will be neither sergeants nor no Marine flame thrower.
Each personage will have a Bolter " modulable" that he will be able to transform itself
into Sniper and Lanzacohetes (to see more down).
There is Phase of no Control of Time.
While it does not have LdV between the Marines and the Aliens we will use the
Markers of Contact down mouth.
The Marines will have 4 Points of Action, whereas the Aliens (and the Markers of
Contact) they will have 6.
In Covering fire, if a double with the dices removes, the weapon jams.
MARINES´ PLAYER TURN:
4 Action Points.
Phase of Control of Time (eliminated)
Phase of Control
- Each player extracts a Card of Points of Control, that he will use as they explain the
SH rules.
Phase of Action
- The Marines move, shoot, open doors and other actions doing use of its 4 Points of
Action.
- The normal rules of SH as far as the PA are followed
- Action: To move (1 PA forwards, 2 PA backwards and the sides)
To turn (1 PA each 90 degrees)
To shoot Weapon (1 PA each firing)
Maintained fire (If it is attacked the same target without moving)
To move Ahead and To shoot (1 PA each step-I shoot)
To move back and To shoot (2 PA by step-I shoot)
Covering fire (2 PA)
Desencasquillar Arms (1 PA)
Abrir or To close Door (1 PA)
It attacks Hand-to-hand (1 PA)
AUTOMATIC ALIENS:
6 Action Points.
EACH Player Will extract a Marker of Contact nondeveloping the order of the needles
of the clock will place and it in one of the entrances of reinforcements alien of the scene
having followed.
The Aliens ALWAYS will move up to 6 PA towards the Marines, are where they are.
They will never flee and try to flank as far as possible.
First they will make like Markers of Contact non Developing.
As soon as there is LdV with any Marine, the Marker will be Developing and so many
Aliens in the adjacent spaces to the Marker (including this one) like the number of
aliens will be placed that it indicates.
The Aliens developings in the turn of the players Marine, could be attacked. The Aliens
developings in the turn Alien, will lose the turn.
The previous rule (in its dor variant) could be ignored in case an increase of difficulty
for the Marins is required.
- Marking Action of Contact:
To move (1 PA in any direction)
Abrir or To close Door (1 PA)
- Action Alien Developing:
To move (1 PA forwards, 2 PA backwards and the sides)
To turn (1 PA each 180 degrees)
It attacks Hand-to-hand (1 PA)
Abrir or To close Door (1 PA)
COMBAT:
AT A DISTANCE
- The Marines send TWO dices by firing. They guess right the 6.
- In Maintained Fire the second firing needs 5 or 6, etc.
- In Covering fire, it will be attacked any Alien that conducts a battle in view of
marinates, only in the turn Alien, without cost of PA and to a maximum distance of 12
spaces.
The weapon can jam.
There is no Maintained Fire.
HAND-TO-HAND
- The Marines send to 1 dice and Aliens 3 (and they remain with the major result).
Attacks CC are simultaneous and gains the one that removes the highest distance.
The Marine attacked in CC can improve their defense with the cost of p.m. that will be
added to their distance of defense. EXAMPLE: If a player has 2 p.m. and one of its
Marine is attacked CC, if the Alien removes 4 (as greater distance) and it marinates 3,
can use the 2 p.m. to tie and improve the distance of the Alien and thus to overcome it.
FACING:
- If a figure is attacked CC from the sides or the rear, it will be able to send his dices of
defense, but it will not damage the enemy.
If the defending desire, will be able to turn free, to be faced and thus to be ready to
respond to the following attack. This turn implies the loss of the Covering fire (there
were if it).
NEW ARMS:
Each Space Marine will come equipped with a Bolter de Asalto unitable, that could be
transformed into Gun Sniper and Lanzacohetes.
In addition, the Marins will be able to seal the routes of entrance of the Aliens with
Demolition charges.
Sniper gun:
- The cost of 4 PA Needs (or p.m.).
- 3 dices are sent and a result of 5 or 6 eliminates until a two located Aliens one behind
another one.
- There is maximum range no.
- There is no ammunition limit.
Rocket launcher:
- The Rocket launchers are disposable and each marine has A single firing.
- The cost of 4 PA Requires (or p.m.)
- 1 dice by each enemy is sent.
- A result of 3, 4, 5 and 6 means an impact.
- The reach of the rockets is of 6 squares and affect the eight squares that surround to
the objective, including this.
- The shot of the rocket is tense, does not bounce in the walls.
Demolition charges:
- They only serve to seal the places of access of the Aliens.
- The positioning of a load requires the use of 2 PA (or p.m.).
- If it marines cannot move away a minimum of THREE squares of the place of the
explosion or be placed under cover behind any obstacle, it will have to send a dice. If it
leaves 6, will receive a wound.