Sitting down by myself to go through 2 rooms to learn the rules turned into playing out a whole mission. Download the scenario preview to follow the action.
DICE ROLL ABBREVIATIONS: Colour [(R)ed, (Y)ellow, (B)lue, (G)reen] = Range/Damage
Drawing 'Alert', 'Marksman', and 'Scout' as Marine cards, I'm happy to notice the Alert/Scout combo of being able to nip around quickly with advance, and going straight into guard mode. I name my marine "Poncho", choose the red colour for him, and get ready to play.
MARINE: Poncho starts in the lounge of Sector 5, weapons lockers in the room next door. Poncho quickly sprints in that direction. Being a scout he moves quickly enough to snatch up all the weapons (machine gun, chopper, and boomstick) and ammo, declares "Groovy...", and ends his turn in the south of the room.
INVADER: Picks up a card, and has 2 spawn cards, and 4 event cards (charge, rage, dodge, jump the gun). A zombie is spawned around the corner from Poncho, who quickly charges after the brave marine (doubling his movement). Filled with rage, the zombie swings both big hammy fists, for a total of 4 wounds to Poncho! Not a good start.
MARINE: Poncho advances around the zombie to put his back to the western door, then unloads his shotgun at point blank range (Red = 1/3 + bullet, Blue = 0/3). The blast hits the zombie straight in the chest for 7 damage (shotguns are deadly), causing 3 wounds and laying the zombie down. Poncho ejects a spent casing out of the smoking gun and opens the door behind him to be confronted with...
Area 1: "There is a rustle of fabric, and you see the quick flash of a UAC uniform. You almost call out a greeting before the shadowy figure steps into the dim light. It's a young security guard that you've worked with, but he just stumbles towards you growling like a beast."
Poncho uses the last of his movement to move towards the two scientist zombies, and takes up a guard position with his shotgun while standing right next to both (using his Alert ability).
INVADER: 1 spawn cards, 4 event cards (dodge, jammed!, jump the gun). A zombie spawns back in the start area (where Poncho killed the other zombie...guess that shotgun blast wasn't that lethal after all), and shambles down the corridor after the marine, totally surrounding him. Just as he lurches forward to attack, Poncho interrupts the turn declaring "Eat boomstick death zombies!" (using his guard token). But the gun lets out nothing but a click. It's jammed (invader plays event card)! Dropping it, he whirls out the chainsaw with maniacal glee, and sweeps it in a wide arc (chainsaws have the sweep ability, allowing them to hit everything adjacent to the marine; in this case being three zombies). He rolls the dice (Red = 2/2) hitting all the zombies for 3 damage (chainsaws are deadly too). This wouldn't be enough to kill them, so Poncho takes better aim and swings again (his alert attacks count as being aimed), rolling (Red = 1/3) doing 4 damage. Poncho is covered in gore as he slices all of the zombies into mince meat! Poncho: "WHO'S LAUGHING NOW?!?!?!" (The Invader could have played the Dodge card to disallow the reroll, but zombies dodging is munchkin-ness, so he saves it for later). Finally, the imp at the end of the corridor advances towards Poncho, but is not in sight to lob a fireball.
MARINE: Poncho advances forward again, moving around the corner to confront the imp. From a safe distance he fires a controlled burst from his machine gun at a range of 4 spaces (Y = 2/2, B = 1/1, G = 2/0). The imp takes 3 damage, and disintegrates. Poncho continues his advance towards the end of the corridor, and crouches in a guard position just in front of a stack of grenades.
INVADER: 3 event cards (dodge, jump the gun, not quite). A dread stillness fills the sector as the invader does...nothing.
MARINE: Poncho advances to snatch up the grenades and a well needed health token (3 wounds back), and is faced with another blast door. He hits the opening button, the door slides open, and he is confronted with:
Area 2: "Portions of this room have collapsed, and the wet sound of tearing and chewing come from behind the rubble, where you can just make out two dog-like creatures standing over the corpse of a UAC scientist."
Poncho fires another controlled burst at the nearby zombie (Y = 3/1, B = 0/2, G = 1/1), putting it down. He dashes up to grab the ammo in the north of the room, then retreats into the corner to duck down in guard position.
INVADER: 1 Spawn card, 3 event cards (dodge, jump the gun, not quite). The armour is not quite where it seemed to be, swapping positions with the shotgun. A trite spawns from where Poncho came from, and scuttles forward to leap at the marine, but misses. This is no reason to smile, as the demons start to lumber forward. Just as the closest nears to attack, Poncho unloads with his shotgun at its head (R = 1/3, B = 0/3), blowing it away, and then walks the full-auto fire to the trite (R = 3/1), spreading it out as red goo over the floor. The last demon moves forward, halting just short of mawling distance.
MARINE: Keeping at range, Poncho fires again with his trusty shotgun at the nearby demon (R = 0/4 + bullet, B = 0/3) spraying buckshot into the walls and rubble but little else. He then darts around the rubble to the south, grabs a red security key from the corpse, and heads onwards to the remaining ammo, keeping up his guard with his weapons.
INVADER: Event cards (darkness, dodge, jump the gun). The demon follows, but Poncho shoots with his shotgun just as the demon nears (R = 3/1, B = 0/2). Poncho goes to adjust his aim to inflict more than a single wound on the monster, but the demon dodges, cancelling his ability to reroll the attack. Wounded then, but not stopped, the dog-like beast leaps forward to attack (R = 1/3, B = 0/3, B = 0/2), savaging the marine for 4 wounds!
MARINE: Poncho blasts once more into the demon (R = 1/3, B = 1/2), finally dropping the beast. He quickly advances around the room grabbing all the equipment, finishing on the health token on guard.
INVADER: 1 spawn card (hell knight), 2 event cards (darkness, jump the gun). The invader decides not to spawn the hellknight where he can get stuck behind rubble.
MARINE: Poncho advances towards the unopened door, sliding it open to reveal...
Area 3: "The corridor is ominously quiet. Ahead, you see the corpse of a marine lying on his back with several grenades still attached to his vest. Several shadowy forms begin moving towards you."
Poncho quickly takes 2 steps forward and tosses a grenade between the demon and imp (Y = 4/0 + bullet, B = 0/3, B = 0/3), blowing the imp sky high and blasting shrapnel into the demon to wound it. He then sets his guard and awaits the invader onslaught.
INVADER: 2 spawn cards (hell knight, demon), 2 event cards (darkness, jump the gun). The base is plunged into darkness, and a hell knight spawns just beyond Poncho's reduced vision in the corridor to the south. The wounded demon staggers towards poncho, who shoots it point blank with his boomstick (R = Miss, B = 0/3) with good aim (rerolls just the red dice, R = 1/3). With little cranium left, the demon slumps to the floor. Now the hell knight and zombie comes forward, and jump the gun to surround the marine, the Hell Knight moving to block the eastern corridor, the zombie in the south.
MARINE: Poncho sees no other option but to unload with boomstick death at hell knight (R = 3/1, B = 0/3), inflicting a wound, and walks the deadly blast onto the zombie (R = 1/3 + bullet) killing it (again). His second shot (R = 0/4 + bullet, B = 0/3) goes wild! Uh oh...
INVADER: 1 spawn card (demon), 1 event card (dark energies). The fallen demon in area 2 arises again behind the rubble, and stalks up behind Poncho to attempt an attack (R = miss, B = 1/1, B = 0/3). The hell knight meanwhile slams his fist at the marine (R = 1/3, 1/1, B = 0/3) inflicting 2 wounds and sending him flying southwards down the corridor. The monster follows, fully blocking Poncho's path forwards.
MARINE: As the hell knight advances on the fallen marine, filled with dark energies (heals the wound just before Poncho fires), Poncho shoots from the floor (R = 3/1, 1/1) failing to wound the monster. He 'advances' backwards down the corridor, setting up guard near the southern door.
INVADER: 1 event card (ambush). The hell knight follows, but falls short as Poncho again tries to drop the beast (R = 3/1, B = 0/3), inflicting just 1 wound. The demon follows close behind as...
MARINE: ... Poncho continues his shotgun onslaught, first firing into the hell knight (R = miss, B = 1/1), then trying again (R = 3/1, B = 0/2) barely scratching the creature (1 more wound).
INVADER: 1 spawn card (demon), 1 event card (ambush). A demon spawns behind the door to the south, who smashes through the barrier to attack Poncho (R = 1/3, B = 0/2, B = 1/1), goring him for 2 wounds. The hell knight comes from the other side and clumps Poncho upside the head (R = 0/4, B = 1/2, B = 0/3) for a whopping 3 wounds! Poncho is sent hurtling back to where he started, barely alive, while the last demon follows the hulking death knight. Before Poncho can react, the nearby ambushing demon spins round and attacks him again (R = 1/3, B = 0/2, B = 0/3), inflicting 2 wounds and chomping him in half!
MARINE: Poncho respawns on top of the grenades to the north of the gathered monsters, and swiftly throws one at them (Y = 3/1, B = 1/1, B = 0/3) wounding both a demon and the hell knight. He then retreats to the door to the north and prepares to guard himself against retaliations.
INVADER: 1 event card (sealed in). Just as the wounded demon turns around to lumber after him, Poncho throws another grenade a huge distance (6 spaces), relying on his marksmanship (Y = 1/3 uses aim to reroll to Y = 3/1 + bullet, B = 0/2, B = 1/1) to land the explosive between the monsters splattering them all over the corridor walls. The last demon stomps northwards but remains some distant away.
MARINE: Poncho decides to retreat, sliding the door open behind him to walk straight into...
Area 5: "This corridor is thick with hideous creatures, several of whom surround a dying scientist. "Help me," he crises, growing weaker by the second."
He quickly unloads his shotgun at the 2 zombies (R = 0/4 + bullet, B = 1/2) splattering the first, his second shot (R = 0/4 + bullet) going wild. Not liking the odds (or his swiftly depleting ammo), he advances eastwards to snatch up the waiting shells, then turns to guard against any creatures that might follow.
INVADER: 2 event cards (charged, sealed in). The demon in the southern corridor (his old nemesis) charges after him, to be dropped by a shotgun blast at point blank range (R = 1/3, B = 0/3). The other creatures follow, creating a wall of flesh cutting off any path back west.
MARINE: Poncho therefore keeps retreating eastward, opening the door to reveal...
Area 4: "Filing cabinets have been knocked over, partially blocking the door into this office. Lying on the floor nearby is a security card. Ominous, chittering noises come from above, and the ceiling is covered in webs."
He quickly advances forward, snatching up the blue security key card (G = 1/1...the key is working!) and the armour, heading towards the chaingun...
INVADER: 2 event cards (not quite, sealed in). ...which ends up being not quite where it appeared to be (swaps with the health token left back in the corridor). The demon and zombie both advance down the corridor, and Poncho decides to take a shot at the zombie with his machine gun, (Y 4/0 + bullet, B 1/1, G 2/0; rerolling Y&B for Y 2/2, B 0/3) his marksmanship being good enough to make such a long range shot (7 spaces), and drops the shambling corpse.
MARINE: As Poncho advances west back towards the chaingun he finds himself sealed in, so instead snatches up the berserk token and heads northwards to the blue security door.
INVADER: 1 event card (dark energies). The demon shambles forward and squats on the chaingun. Poncho will have to face the last room without the weapon.
MARINE: Poncho advances and open the security door, revealing...
Area 8: "The door opens into a room dominated by a huge steel door on the east wall. Near it a screen reads, "Lockdown in effect. Red clearance required." However, the room is also filled with horrific creatures barring your way."
'Not again!' he thinks, seeing the hell knights. He swiftly charges at the first with berserk fury, and slams his fist (R 3/1) through the creature's head! He then backs away to the northwest, keeping his distance and guard up against the remaining monsters.
INVADER: 1 spawn card (2 trites), 1 event card (dark energies). 2 trites spawn in the cobwebbed room to the south, and scuttle after Poncho. The hell knight stomps forward, while the archvile prepares to fire a pyrokinetic blast at the marine. Poncho interrupts with a concentrated burst of fire (Y 1/3, B 0/2, G 2/0, rerolling B for 0/3), ripping the fiend apart. I LOVE alert fire!
MARINE: Poncho slings his gun and sprints past the hell knight towards the exit door, sliding it open and plunging forward into sector 4. Success!
Going back over the notes, Poncho had gained 25 kill points (I think). Perhaps purchasing some ammo before sector 4 would be a good idea...
Super story! This game will be my first purchase for the new year! All I need now is to find some players. Question? can this game work solo? Will it have a solo version in the rules, or will I have to home grow one?
Thanks Jester for the great session report.
The Nicholas Cage of games! Oh god, not the beeeeeesssss!
It is pitch black. You are likely to be eaten by a grue.
Awesome. Nice use of the Alert ability. I hope Poncho makes it out alive.
Fantasy Flight Games
Da Black Gobo (#71818),
This was me playing with myself (stop smirking at the back!). There aren't any solo rules included, but I think you can do the Invader quite easily yourself and try not to cheat too much on the dice rolls . I think you'd have to play solo campaigns though so you get more involved. I thought that Doom would be most fun with 4 players, but we tried it with 4 and I think I actually enjoyed it more with just 1 or 2 marines. Maybe 'Knee Deep in the Dead' just gets a bit crowded with 3 marines. We'll find out as we drunkenly play it over christmas.
Andrew M. "Fish" Popowich
When you get a chance, we'd like to see Poncho continue the wild ride onto Scenario 2. :+)