And Hell Followed...

This blog will contain all my thoughts and progress on my creation of an Advanced Campaign for DOOM: The Boardgame, modeled after Descent's Advanced Campaigns found in the Road To Legend and Sea Of Blood expansions.
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New Markers

Bryce K. Nielsen
United States
Elk Ridge
Utah
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There are a handful of new markers, used in both the Planetary Map and the tactical maps (the "normal" game). I am going to list out all the new markers and their uses, using placeholders for images I haven't completed yet. I'm hoping to use this as motivation to get all the images done (and done soon). In the final product these images will be on printable pages, with instructions to print on a label sheet, cut and affix to chipboard.

Props
The following markers are used while playing in Sector Levels and Encounters, i.e. the "normal" game.

Generators

Block Movement? Yes
Block Line of Sight? Yes

A Generator has 3 armor and 3 wounds, and can be attacked like a figure. When destroyed , deals 2 wounds ignoring armor to all figures adjacent to it.

Elevator

Block Movement? No
Block Line of Sight? No

The elevator transports the Marine Squad between Sector Levels and Encounters. To use an elevator, all surviving marines must be on a square in the elevator token and one marine must spend 2 movement points, at which point the marines are removed from the board.

Health Station

Block Movement? No
Block Line of Sight? No

When a health station is put on the map, put 5 wound tokens on or near it. Whenever a marine is in the same space as a health station, he may spend one movement point to receive one wound, not to exceed his maximum. Once all 5 wounds have been used to heal the marines, the health station serves no other purpose and may be removed from the board.

Bed, Desk, Table

Block Movement? No
Block Line of Sight? No

It costs two movement points to enter a bed, desk or table space. Figures in these spaces are elevated. An elevated figure attacking a non-elevated figure (i.e., attacking down) gains +1 range and +1damage. A non-elevated figure attacking an elevated figure (i.e., attacking up) loses -1 range and -1 damage. Remember that melee attacks ignore rolled range.

Storage Locker

Block Movement? Yes
Block Line Of Sight? Yes

Storage Lockers are found in many levels and contain many items for the marines. To open a storage locker, a marine must be adjacent to the locker and spent two movement points, where upon he rolls 3 blue dice and consults the storage locker chart for the level he is playing on. All items received from a storage locker are immediately distributed to any marine as the squad sees fit, regardless of which marine opened the locker.

Example: The green marine opens a storage locker and finds 2 shells and 1 plasma rifle. The squad decides that the blue marine should get the 2 shells and the red marine get the plasma rifle, even though neither of those marines are anywhere near the storage locker.

Barricade

Block Movement? Yes
Block Line of Sight? No

Barricades are wall like structures erected to aid the marines hold a position against the invaders. While any figure may stand on a barricade token, movement is blocked on the "wall" side. A figure standing on a barricade token gains the Agile ability from any attack that traces its line of sight through the "wall" side of the barricade (or "wall" side of any adjacent barricade).

Summoning Circle

Block Movement? No
Block Line of Sight? No

A summoning circle has no special rules, although certain missions may assign special rules to them.

Gas Can

Block Movement? No
Block Line of Sight? No

A marine that is standing on a gas can can spend one movement point to pick it up. Put the marker on the Marine’s tray. He can drop the can at any time during his turn for free. Certain missions dictate how gas cans are used.

Soldier

Block Movement? Yes
Block Line of Sight? Yes

Soldiers represent people that help the marines. Soldiers have 2 armor and 5 wounds, and are immune to traps, but can be attacked by invaders. They cannot perform movement actions or carry items. Soldiers move up to four spaces a turn and make one attack rolling one Red and one Blue dice, moving after all of the heroes have moved, and are controlled by the hero players.

Vehicle

Block Movement? No
Block Line of Sight? No

It costs two movement points to enter a vehicle space. Figures in these spaces are elevated. An elevated figure attacking a non-elevated figure (i.e., attacking down) gains +1 range and +1damage. A non-elevated figure attacking an elevated figure (i.e., attacking up) loses -1 range and -1 damage. Remember that melee attacks ignore rolled range. If a Marine or Soldier is in the weapon space of the vehicle, when they Attack they may opt to use the vehicle’s weapon instead of their own. If so, they roll Red, Green, Green and Yellow dice, ignoring any Ammo icons rolled. The attack follows all normal rules for attacking, except that the vehicle is always considered to have ammo.

Flame Wall

Block Movement? Yes
Block Line Of Sight? Yes

A Flame Wall is an intense spout of hell fire that not only blocks movement and line of sight, but has the Aura 1 ability. Any figures unlucky enough to be on a space where a Flame Wall appears immediately takes 2 damage ignoring armor and must be moved to the nearest, adjacent empty space (controlling figure's choice). All Flame Wall tokens are removed at the beginning of the Invader's turn.

Note: You can use the Lava Tokens from Descent for these tokens

Sealed Door

Block Movement? Yes
Block Line of Sight? Yes

A Sealed Door marker is placed from the Marine Card Welding Torch and prevents the door from being opened for any reason, including the Invader Card Smash.

Flare

Block Movement? No
Block Line of Sight? No

A flare prevents the invader keeps the hallways lit, preventing invaders from spawning. The Invader player may not spawn within line of sight of this token (just as if it were a Marine) up to five spaces away. Flares remain on the board until the end of that level.

M.A.S.H.

Block Movement? No
Block Line of Sight? No

A M.A.S.H. token is a mobile healing unit. Any marine that ends his turn on or adjacent to a M.A.S.H. token heals one wound.

Other Markers
These markers are included in the game, need to be printed to use, primarily on the Planetary Map, though some are used in missions.

Lieutenant Markers

Each Lieutenant has a marker to use on the Planetary Map, indicating which Sector/Outpost the Lieutenant is at. If the Lt is a 1x1 sized invader, then you use that same marker whenever the Marines encounter that Lt. Otherwise, there will be another marker to print that is the proper "size" of the Lt.

Note: I will post all the Lt's and their pictures on a separate blog post. Most of them are done, except for the 3 "generic" Hunter Lt's that all Avatars can use.

Avatar Hell Gate Marker

This token is used to indicate the Avatar's home sector. It is placed on the Planetary Map at the beginning of the game.

Marine Squad Marker

This marker is used on the Planetary Map to indicate which Sector/Outpost the Marine Squad is currently at.

Blazkowicz Descendant token

If the Harbinger Of Doom Avatar is in play, one marine will receive the Blazkowicz Descendant token as defined on the Harbinger's Avatar card. Whenever this marine is fragged, the Invader earns an extra Frag token.

Forgotten Ones

Forgotten Ones are special invaders that some Avatar upgrades bring in to play. They act like any invader figure and have a speed of 5, 1 armor, 1 health, and may make a ranged attack rolling a Yellow and Green dice. They have the Flying special ability.

Lost Souls

Lost Souls are special invaders that some Avatar upgrades bring in to play. They act like any invader figure and have a speed of 5, 2 armor, 1 health, and may make a ranged attack rolling a Yellow and Red dice. They have the Flying special ability.

Seeker

During the Guardian Lieutenant's map, he has the special ability of firing off Seekers (which he does not have while roaming the Planetary Map). These little buggers seek out the Marines and explode on them.

Land Mine Ammo

Ammo for a new type of weapon, when a Land Mine is placed, put the ammo token on any adjacent square. Whenever an invader walks on or adjacent to the land mine, it explodes, rolling a Red, Blue, Green, Green and +2 Damage and Blast 1 (the mine token is where the attack originates from).

Notes & Thoughts
Here's a couple brainstorming areas:
- Seekers: No clue what to do as far as stats here. Any suggestions would be highly appreciated.
- Forgotten Ones and Lost Souls: I'm not sure on their "stats". If anyone wants to suggest stats/abilities/etc, please do. I'm very open to improvements there.
- Land Mine stats: Not sure if that's powerful enough, etc. Some constructive criticism is needed here.
- Flare Image: I need a better pic. The one I have is too small resolution so will be 'fuzzy' when printed. It was hard to find, a screenshot from AvP, and the only one I could find. If anyone has any other pic ideas, I'm all ears.

That's it for the time being. As I do new Sector Levels, I come up with ideas that require different markers, and when that happens, I'll create new images for those. But in the meantime, I need to finish these ones!

-shnar
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