2 through somesortofpyrokinesis. can attackfromadistancebyhurlingfireballs,possibly These humanoidinvadersmovefasterthanzombiesand numerous, andseemtohavegainedanuncannystrength. somehow beenpossessed. They areslow, extremely These invadersappeartobeUACpersonnelwhohave we haveobservedsofar. following informationaboutthevarioustypesofinvadersthat ing thecorridorsandrooms ofthebase.We havecompiledthe Our camerashavepickedupanumberofunusualentitiesroam- invasion. Irepeat, weare underinvasion. Marsbase.Wethe Union Aerospace are Corporation’s under rity breach inthedimensionalgatewayresearch facilityhere at All UACpersonnelbeadvised.There hasbeenacodered secu- Species Designation:Zombie ALERT! ALERT! ALERT! Species Designation:Imp barrage ofbullets. guns fusedtotheirarms,allowing themtofireaheavy These bloatedcreaturesareslow, buttheyhavepowerful to twistquicklyandsnapatanythingthatgetstooclose. powerful tearingjawsandsharpreflexes,allowingthem These dog-likeinvadersareslowerthantrites,butpossess the base’s airductstosurprisetheirvictims. have observed.Beware,astheycanmoverapidlythrough These spider-like invadersareamongthefastestentitieswe Species Designation:Mancubus Species Designation:Demon Species Designation:Trite appears extremelydangerous. Becareful! destroyed thecameras,sowe havenointelligenceonit.It We only gotafewblurryimagesofthiscreaturebeforeit them andengage! mon hugegoutsofflameatgreatdistance.Closewith a muchmorepowerfulpyrokineticabilitythatcansum- These humanoidinvadersaresimilartoimps,butemploy sweep oftheirarms.Keepyourdistanceatallcosts! entities. They canknockentire squadsasidewithone These giantinvadersarethestrongestofobserved Species Designation: Species Designation:HellKnight Species Designation: Archvile days withoutrecharging. make excellent meleeweaponsandcanrun forseveral These wereaccidentallyshipped tothebase,butthey quite accurateiffiredinshortbursts. guns. These weaponsarecapableofrapidfireand Certain personnelhavebeenissuedsmall-calibermachine minor damage,butammoforthemshouldbeplentiful. sidearm. These pistolshaveshortrangeandinflict only All securitypersonnelhavebeenissuedonestandard have nootherchoice. that youonlyattemptunarmedcombatwiththemif The invadersarephysicallypowerful.Itisrecommended read thisdownloadableweaponssummary. invaders. Although youwillhavetrainedonmostofthem,please are limited,butshouldbesufficientforneutralizingthe with whatevermeanspossible.TheweaponsattheMarsbase ty, seekoutothermarines,formsquads,andengagetheinvaders ly tocentralcommand.Ifyouare isolatedfrom themainfacili- Attention allMarines! Attention allMarines!Reportimmediate- Weapon Designation: MachineGun Weapon Designation:Chainsaw TETO!RDALERT! ATTENTION! RED Weapon Designation:Pistol epnDsgain Fist Weapon Designation: As withgrenades,youshouldavoidtheirblastradius. allowing youtokillinvadersbeforetheycanreachyou. Rocket launchersmakeeffective long-rangeweapons, up smallerinvadersinmoments. These heavyweaponsfireahailofbulletsthatcanchew radius. around acorner. Becarefulnottogetcaughtintheirblast Grenades aretheonlyweaponsthatcaneliminatethreats single shot. grievous woundsandcaninjureseveralinvaderswitha greatweaponatclosequarters,theshotguninflicts A epnDsgain oktLauncher Weapon Designation: Rocket Weapon Designation:ChainGun Weapon Designation:Grenade Weapon Designation:Shotgun down eventhelargest invader. of energy, andpacksapunchthatshouldbeableto take ing theBFG, useextremecaution.Itfiresamassiveblast Do weapon. you willfinditanextremelyversatileandeffective to find.Ifyouareablelocateaplasmagun,however, These weaponsarerareandenergy cellsforthemarehard not allow theinvaderstoclaimthisweapon! When fir- Weapon Designation:PlasmaGun Weapon Designation:BFG

3 4 K To getyoustarted,theserulesassumethatwillbeplayingthe In W Scenario Guide options foryour syflightgames.com vided withyourgame. You mayalsovisit Feel freetoinventyourownscenarioswiththecomponentspro- the win thegame. You willfindseveralready-to-playscenariosin and describethespecificobjectivesyoumustachieveinorderto will tellyouhowtosetupthegame,explainanyspecialrules, every game,ascenariomustbechosen.Eachindividual The heartof In D the invaderplayercancreatenastysurprisesbyplaying tives. Inadditiontosimplycontrollingthemonstersonboard, er willseektopreventthemarinesfromcompletingtheirobjec- marines acertainnumberoftimes.Failingthat,theinvaderplay- In manyscenarios,theinvaderplayer’s goalistofrag(kill)the specific missionobjectives. new weaponsandequipment,workingtogethertocomplete and corridorsoftheMarsbase,attackingmonsters,pickingup In thegame,marineplayersexploreclaustrophobicrooms invaders. marines, whileoneplayerwillcontrolthelegionofdemonic players willtaketherolesofheavilyarmedandhighlytrained to protectUACpersonnelanddestroytheinvaders.Upthree Corporation’s Marsbase.Marineshavebeendeployedtothebase through fromanotherdimensionintotheUnion Aerospace in 1to2hours,basedonthegroundbreaking spawn ahead ofyou. invader player. Doingsomayspoilsomeofthesurprisesthatlie before themarinescanescapeboard. The invaderplayertriestoscoreatotalof6marinekillsor“frags” rity door. must findtheredkeytokenandfighttheirwaytosecu- escape ademon-infestedsectionoftheMarsbase. To doso,they game byidSoftware. S I D O n OOM NEE ARNING c o D K b Scenario Guide t OOM e NEE j o : D e cards againstthedesperatemarines. n r THE E NTHE IN EEP m : c : D o a THE Do notreadthe E NTHE IN EEP t B : D r d

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t G D i B B AME EAD o is agamefor2to4players,playable OARD h o Scenario Guide scenario (thefirstinthe e n , themarineplayersstruggleto , demonicinvadershavebroken a

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m is the G e a unless youarethe m scenario D OOM e www.fanta- event computer . Before and C o have theammo). Attacks, pg.10). (providing they weapons witha weapon tokens may Weapons always usethe lined ingreen weapons out- Marines may Invaders e a along red bar melee attacks There are no Invaders and hi bottom their Marine 113 Equipment Tokens: 10 MarineOrder Tokens Tokens15 Armor 30 Wound Tokens 31 Prop Tokens: 14 PlasticDoorStands 14 Door Tokens 58 MapPieces: 3 MarineEquipmentBins 1 CompassRose Token 84 Cards: 6 CustomDice: 66 PlasticMiniatures: 4 ReferenceSheets 1 ScenarioGuide 1 RuleBook(thisbook) (see Melee weapons. m o these for R only e p 15 OtherEquipment Tokens 12 Health Tokens 21 Weapon Tokens Tokens45 Ammo 6 Teleporter Tokens 6 Encounter Tokens 3 Key Tokens 18 Obstacle Tokens 21 DeadEndPieces 6 IntersectionPieces 5 TurnPieces 14 CorridorPieces 12 RoomPieces 18 MarineCards 66 InvaderCards 2 Bluedice 2 Greendice 1 Reddie 1 Yellowdie 12 Zombiefigures 12 Impfigures 12 Tritefigures 6 Mancubusfigures Knightfigures 6 Hell 6 Demonfigures figures 6 Archvile 3 Cyberdemonfigures 3 Marinefigures f make o e n r e e n n c t e

s S h e e t

E x M P p Each square equals1space. Security doorshavetheir i a l e key printedonthem. a c p n e D Wound Rating ro Rating Armor Ammo Type Abilities Abilities Attack Dice s Movement Attack Dice a o Special Special t Rate o i r o s n The Plastic Figures The Compass Encounters Rose Token Damaging Teleporters Obstacles Obstacles Blocking Ducts included with There arefourkindsofcardboardproptokens detail onpage10. by certaininvaders.Ductsareexplained inmore Ducts explained inmoredetailonpage10. color) anywhereontheboard. Teleporters are ment. movetoanotherteleporter (of thematching a teleportertoken,hemay, foronespaceofmove- around theboard.Ifamarineisinsamespaceas Teleporters cific encountersandtheireffects. occupy. Eachindividualscenariodetailsitsspe- first marinethatendshismoveinaspacethey Encounters invader thatmovesintothem. Damaging obstacles squares theyoccupy. from movingortracinglineofsightthroughthe Blocking obstacles box. and allthegreen invaderfigures are returned tothe chooses thebluemarine.Thegreen marinefigure marines. Robchoosesthered marineandDarrell Example: game. ures returnedtotheboxmaynotbeusedin invader figuresofthosecolorstothebox. Any fig- return allunusedmarinefiguresandthe which colorfiguretheywilluseinthegame, Important: After themarineplayershavechosen in thegame. The directionthatafigureisfacinghasnoeffect Oversized Invaders,pg.11). some larger figuresoccupy2oreven4spaces(see Note thatmostfiguresoccupyasinglespace,but for combatandmovement. pies ontheboard,asthisaffects manyoftherules which exactspace(orspaces)thatafigureoccu- of theMarsbase.Itisalwaysimportanttoknow of aweapon’s north. This isneededtodetermine thedirection This tokenisusedtoindicatewhichdirection D board isconsideredone ways toformthegameboard.Eachsquareon The mappiecesarelinkedtogetherinvarious B Doors, pg.9). then onlywiththeappropriatesecuritykey(see only amarinecanopenorclosesecuritydoor, and invaders mayopenandclosenormaldoors,but doors and3securitydoors.Bothmarines are: The plasticfiguresincludedwith P C D M M OARD OOM R O O A A O obstacles M O P R P : behave liketeleporters,butcanonly beused I P R S N G P THE A S E I AME S E Rob andDarrell are playingthe S S ( enable rapidmovementforthemarines C B often grantcluesorequipmenttothe S , E OARD A encounters E R D represent themarinesandinvaders scatter S E N OOM O D S ( D prevent marinesandinvaders E G S : deal damagetoanymarineor I I E A AME (see later). THE N E T G space V , R O D teleporters, andducts A comes with11 normal A B K I D M OARD E A . E N G ) R R S A G M D AME OOM ) . These : THE . Preparing the Game for the first play To prepare for your first game of , please follow these steps: 1 2 3 Carefully punch out the cardboard pieces included with Insert the 14 cardboard doors into the plastic door stands Find the Cyberdemon pieces (there should be three pieces the game, being sure not to tear or damage them. Set included with the game. It is easiest to insert the doors at an in each of the three colors). Assemble the pieces so the fig- aside the 14 cardboard doors as you punch them out. angle into the side of the stands, as shown in the diagram ure appears as shown. If a figure does not stay together, below. Once assembled, you should not need to take the you may apply a small amount of epoxy glue. Once assem- doors apart again. bled, you should not need to take the Cyberdemons apart again.

REFERENCE SHEETS EQUIPMENT TOKENS SEE DIAGRAM These tokens are placed on the board as directed ( ) ARINE RDER OKENS Each player receives a reference sheet at the start by the specific scenario. They represent M O T The marine players use these tokens to take spe- of the game. Each reference sheet lists the abili- weapons, ammo, health, extra armor, and other Equipment cial actions, such as guarding, aiming, or dodg- ties and strengths of the invaders and weapons in items that can aid the marines in their battle Marine Order Tokens Tokens ing. the game. against the invaders. MARINE EQUIPMENT BINS AMMO TOKENS Each marine player receives an equipment bin Marine players use these tokens to keep track of DOOM DICE (of his color) which is placed in front of the their ammo supply. There are three types of Players use these dice to make attacks in DOOM: player. The equipment bin is used to track the ammo: shells/bullets, rockets/grenades, and THE BOARD GAME. The number on each die face Marine Ammo Tokens energy cells, each used by different weapons. Doom Dice Equipment Bin marine’s ammo, wounds, and armor. represents range, while the bullet holes represent damage. If one or more bullet icons are rolled MARINE CARDS during an attack, the attacking marine player At the start of the game, each marine player must remove an ammo token (of the type used) receives two or more of these cards. They grant a from his equipment bin. Finally, the red and yel- marine permanent special skills that will help him low dice both have a miss side: If a miss is rolled battle the invaders. Shells/Bullets Rockets/Grenades Energy Cell Marine Cards during an attack, the attack fails completely, Ammo Ammo Ammo regardless of the other dice rolled. INVADER CARDS The invader deck contains two types of invad- er cards: spawn cards and event cards. ARMOR TOKENS Spawn cards each feature a picture of one or Marine players will use these tokens to keep Doom Dice Explanation more invaders. They are used by the invader track of their armor rating. A marine’s armor player to “spawn” additional invader figures on Armor Token rating indicates how difficult it is for attacks to the board (see also Step 2: Spawn, pg. 7). wound him. Damage Event cards represent special actions and Invader Cards WOUND TOKENS events that the invader player may use against Marine and invader players both use these Bullet Icon Miss Icon 5 the marines (see also Playing Invader Event Wound Token tokens to keep track of injuries. When a marine Cards, pg. 6). takes his final wound, he is “fragged” (killed) Each invader card (spawn and event cards and must respawn (see Frags & Kills, pg. 9). Range Indicates alike) also contains a scatter diagram that is When an invader takes a number of wounds ammo usage used to determine how far some attacks deviate equal to its wound rating, it is killed and after missing their target. (see Scatter, pg. 11). removed from the board. 6 cards. is usedwhenapplyingthescatterdiagramsfoundoninvader in thedirection indicatedinthe Important: each scenario). forms the The invaderplayernowcreatesthepartofgameboardthat their own. D Follow thestepsbelowtopreparefor ettkn locatedhere(seediagrambelow). ment tokens invader figuresinthestartingareaasshown,wellanyequip- up theboardatbeginningofanewgame.Placemarineand The rulesforeachscenariointhe you’ll beplayingthe a scenariotoplay. Forthepurposesoftheserules,weassumethat The invaderplayerlooksthroughthe or blue—torepresentthemselves. of themshouldchooseonethethreemarinecolors—red,green, random ifyouprefer. The otherplayersarethemarines,andeach most experiencedplayertaketheinvaders,butyoumaychooseat Select oneplayertoplaytheinvaders.Itisrecommendedthat Place thesetokensontheequipmentbininindicatedareas. armor tokensbasedonthenumberofmarineplayers(seebelow). color. Marineplayersalsoreceiveammotokens,woundand Each marineplayernowreceivestheequipmentbininhis 5 4 3 2 1 G . EAD . . . .

a

C S C C P m H scenario. Otherscenariosmayhavespecialsetuprulesof U E nae cards(facedown) 5 invader R H h nae lyrreceives: player The invader O T T E O The firstarea of e set uplikethis the scenariois U O A starting area O to beginthe Place thecompassrose tokenneartheboard pointing

S T P S S S E T E E game. M A e A T A R A t N H T R E K S I u I N I N NEE C N G G E E of thescenario(speciallymarkedunder p F V N A D P A o E A M E NTHE IN EEP I D R Q E E Scenario Guide u E Scenario Guide I C U O R B E I r P S O A M

Scenario Guide A N O Reference sheet P E R D D N N l D EAD T a M 63 plastic T K invader figures H y . Thecompassrose NEE scenario. A explain howtoset E R e I B N D r O E NTHE IN EEP E and selects

S A S R D e 2 shells/bullets t ahmrn lyrreceives: Each marineplayer 2 armor tokens u tokens p first marineplayer The marineplayersittingtotheleftofinvaderis begins withthefirstmarineplayertakinghisturnonceagain. player hastakenhisturn,theroundisoverandnext first marineplayerandcontinuingclockwise. After theinvader During eachround,everyplayerreceivesoneturn,startingwiththe but notrevealthemtothemarineplayers. number ofmarines). The invaderplayershouldlookathiscards The invaderplayerthendraws5cards(regardlessofthe Cards 32 23 13 Marines below. Eachplayershouldplacethesecardsfaceupinhisplayarea. Each marineplayerdrawsthenumberofcardsindicated each deckindividually. Separate themarinecardsandinvadercards,thenshuffle D 3 shells/bullets,9wounds,and2armorinhisequipmentbin. marines. Sincethere are twomarineplayers,eachplaces the invaders,andtwootherplayerswilltakerole ofthe Example: 6 7 T aie hlsBlesWud Armor Wounds Shells/Bullets Marines u h ops oena theboardlikethis. Put thecompassrose near . OOM

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I C e Reference sheet a n r d c s e rounds . but attacks, evenwhenunloading. marinemayuseadifferent weaponeachtimehe Important: A completely resolvedbeforethemarinemakesnextattack. turn, but effects, anddiscard thecardinadiscardpile. event card,simply followtheprintedinstructions, resolvethe as theconditionsoncardhave beenmet. After playingan The invaderplayermayplayhis eventcardsatanytimeaslong EventCards Playing Invader the lastcardininvaderdeck,he that hishandsizeisreducedto8. When theinvaderplayerdraws hand, he If thisleavestheinvaderplayerwithmorethan8cardsinhis card To begintheinvader’s turn,theinvaderplayermust and theroundends. After theinvaderplayerhasresolvedall3steps,histurnisover player toact. The invaderplayer’s turnisdividedinto3steps. After allmarineshavetakentheirturn,itistimefortheinvader marine that A any direction (includingbackaround thecorner). corner, attackaninvader, andthenmove3additionalspaces in Example: his attackbefore,after, oratanypointduringhismovement. 1attack make marinethat A marinethat A marinethat A turn ofthemissingmarines. If playingwithlessthanthreemarineplayers,simplyskipthe Player’s Turn Turn 4:Invader Turn 3: Third MarinePlayer’s Turn Turn 2:SecondMarinePlayer’s Turn Turn 1:FirstMarinePlayer’s Turn The fourpossibleactionsare: his turnisoverandplaypassestotheplayeronleft. he isexecuting. actions do anythingbefore hehasdeclared whichofthefour action As thefirsteventofhisturn,amarineplayermustchoosean event As describedbefore,thecards in theinvaderdeckareeither shuffling thediscardpileintoanewdeck. thencreatesanewinvaderdeckby Frags &Kills,pg.9).He ing theinvaderplayer’s turn(seeMarine Orders,pg.9). the marinesspecialactions/abilitieslaterinround,oftendur- may beplacedatanytimeduringhisturn. These ordersgrant place 1marineorder 1 attack I T O S S C C D D B B A A N . . T T ...... H

N

V E E cannot attack U U E A A R R S S E P P Step 3: Activate Invaders Step 2:Spawn Step 1:DrawandDiscard A from thetopofinvaderdeck cards or P P E E D D N N D from thefourlistedbelow. M 1 1 R R R A A V V L L : : E I I during theturn.Inaddition,amarinethatreadiesmay must O O D D

antmove cannot N N O A A A R An advancingmarinecouldmove1spacearound a D D Y Y A A T T N N R U D D R R C C I P sprints ede can readies N N unloads spawn A A E E advances immediately selectanddiscardenoughcardsso during theturn. An advancingmarinemaymake L D E W W After themarinehasresolvedhisentireaction, A (see Movement,pg.7). Y C T A A E a oeu o8spaces upto8 move may O N N U cards. next tohismarineontheboard. The order R D D N a aeu o2attacks upto2 make may ’ R (see Attacking, pg.7).Eachattackis S may S N either D D I T S I I T S S U oeupto4spaces move C C S R A A oeupto4spaces move N O R R marineisnotallowedto A D D F : scores 1fragpoint o each marineplayer. for during histurn, during the and or draw 1 make may (see Exception in thediscardpile. are placedontheboard,usedspawncardis not on theboardforoneormoreofinvaders,he pg. 8).Iftheinvaderplayercannotfindalegalspace ures ontheboard(seeStep 2:Confirm LineofSight, on spacesthathaveno • spawned invadersontheboard: mayplace player The followingruleslimithowtheinvader shown onthecardandplacesthemboard. After playingaspawncard,theinvaderplayertakesinvaders 1 After drawinghiscardsfortheturn,invaderplayermayplay er continueshisturn. vated bothinvaders,thecard isdiscarded andthemarineplay- invaders before themarine’s turncancontinue. After hehasacti- event card. Thiscard allowshimtoimmediatelyactivateup2 ment token,theinvaderplayerdecidestoplay“It’s aTrap!” Example: scenario isrevealed). placement byaspawn card(orwhenanewarea of the the board,tomake thatfigureavailableforimmediate ures, hemaychoosetoremovean invaderfigurefrom board, butheisalreadyusingall ofhisavailablefig- If theinvaderplayerswishesto spawn afigureonthe invader playercannotspawnan additional hellknight. all sixhellknightfiguresarealready ontheboard, board thanthereareavailablefigures.Forinstance,if • or played tospawn Example: of invaders. between thetwodifferent groups invader playermustchoose When playingsuchacard,the are dividedinhalfbyagrayline. Important: Manyspawncards invader figures S S The invaderplayercannotplacemoreinvadersonthe The invaderplayermustplaceanyspawnedinvaders T T (and only1) ohanimpandazombie. both E E place thoseinvaders. After anyspawnedinvaders P P fe pwig3zmis h nae lyrfinds player spawning3zombies,theinvader After he canonlyplace2ofthemoutlinesight 2 2 : : :

After amarineplayerhaspickedupshotgunequip- I For purposesofspawningnewinvaders,other S S n This card maybe P P the marine,sothirdiswasted. do notblockamarine’s lineofsight A A v spawn cardfromhishand. W W either a N N d E line ofsight one demon e x r a

m S p p a to anymarinefig- l w e n i n can- g . and anewroundbeginswiththefirstmarineplayer. er figureontheboard,histurnisover. The roundisthencomplete, After theinvaderplayerhashadchancetoactivateeveryinvad- before, after, oratanypointduringitsmovement(seelater). attack ofspacesuptoitsmovementscore a number sults hisreferencesheet. When aninvaderisactivated,itmay er playersimplydeclareswhichinvaderisbeingactivatedandcon- times duringthemove. nal spaces) • The followingrulesapplytomovement: the diagrambelow. if hesochooses.Severalexamplesofmovementareshownin ling playermaychoosenottouseallofthefigure’s movement allowed movement,orissatisfiedwithitsposition. The control- across theboarduntilhehaseitherusedalloffigure’s The controllingplayermoveshisfigure,onespaceatatime, ment rateof5). recorded onthereferencesheet(forexample,atritehasmove- • turn (forexample,anadvancingmarinehasamovementof4). • with onekeydifference: Movement worksmuchthesameforbothmarinesandinvaders, ontheboardonce each invader After playingaspawncard(ornot),theinvaderplayermayactivate blue invaderfiguresarenotavailabletotheplayer. where onlytheredandgreenmarinefiguresarebeingused, are marine areplacedintheboxbeforegamestarts. These figures Remember thatallinvaderfiguresofthesamecolorasanunused S S M This marineisadvancing,sohe marine’s movementisbasedontheactionhehastakenfor A An invaderfigure’s movementisbasedonitsrate Figures maymoveintoanyadjacentspace T T not E E o P P . Justlikeanadvancingmarine,invadermaytakeitsattack v available totheinvaderplayer. Thus, inathree-playergame 3 3 moves 4spaces. : : e

A A , butmustremaincompletelyontheboardatall m C C T T e I I V V n A A t T T I I N N G G I I N N . To activateaninvader, theinvad- V V M A A D D E E o R R While youcan’tmovethrough enemy figures, youcansafely S S move around them...usually. v e (including diago- m and make e n t move

E one x a further informationonmeleeattacks. the referencesheetscan Weapons andinvadersthataremarkedwithabottomredbaron • The followingrulesapplytoattacks: which weaponthemarineisusing. ing. Iftheattackingfigureisamarine,playermustalsostate The attackingplayerdeclareswhich unless theenemyfigurehas • during movement,butmustendtheirturninanemptyspace. • Every attack(formarinesandinvadersboth)followsthesesteps: Oversized Invaders,pg.11. (i.e., thedemon,mancubus,hellknight,andcyberdemon).See • attack, andthenmoveanother2spaces. example, afigurewithmovementrateof4maymove2spaces, • obstacles, orenemyfiguresduringtheirmovement. • watch of thisrulesbookletforasummaryspecialabilities,including S A Special movementrulesapplytotheoversizedinvaderfigures Figures maypassthroughspacesoccupiedbyfriendlyfigures m Figures cansafelymovenexttoand/oraroundenemyfigures Melee attackscanonlybedeclaredagainst Figures cannotmoveintoorthroughcloseddoors,blocking Attacks maybemadeatanypointduringmovement.For T t E Step 5:Inflict Wounds Step 4:Determine Attack Success Step 3:CountRangeandRoll Attack Step 2:ConfirmLineofSight Step 1:Declare Attack p P t ). l 1 a e This marinemovesaround thecor- :

ner, attacksthezombie,andthen c s moves backaround thecorner. D k E C i L n A R g E only A T make meleeattacks.Seepg.10for T A watch C K space ability (seethelastpage his figureisattack- adjacent spaces.

7 8 is the space occupiedbytheattackingfigure tothetargeted space. This Next, theattackingplayercounts thenumberofspacesfrom ed spaceisalsoconsideredthetarget oftheattack. not haveablastradius,thesinglefigureoccupyingnominat- that havea not necessarilyanotherfigure. This isimportantforweapons Note thattheattackingplayernominatesa ammo type(see Ammo, lateron). ic kind,hemaynotdeclareanattackwithanyweaponusingthat • weapon token any otherweaponunlesshehasacquiredthecorresponding marinecannotuse outlined ingreenonthereferencesheets. A weapons stillrequireammotokensforuse). These weaponsare tol, andgrenadeweapons(althoughthepistol • line ofsighttothearchvile behind it. concealing thecyberdemon, and thedemonitselfisblocking obstacle isblockingthelineofsight tothezombie,corneris the demoninvadershadedingreen, butnotthoseshadedred. The Example: through oneinvadertohitanotherbehindit. blocking obstacles. Thus youcannot,forinstance,shootdirectly Line ofsightisblockedbywalls,closeddoors,otherfigures,and it occupiestothecenterofspaceistargeting. need onlytracealineofsightfromthecenteronespaces the spaceitistargeting. Ifattackingwithanoversizedinvader, you terrupted straightlinefromthecenterofitsspaceto In otherwords,theattackingfiguremustbeabletotraceanunin- In ordertoattackaspace,theattackermusthave S S If amarinedoesnothaveatleastoneammotokenofspecif- Marines arealwaysconsideredtohaveaccessthefist,pis- T T E E P P range The demon(highlighted marine cantracealine 3 2 nae towhichthe invader in green) istheonly : : In thediagramabove,marinehasalineofsightto blast radius

C C of theattack. . O O of sight. L U N i F N n I T R e M (see later). When firingweaponsthat do R

A L o N I N G f E E

S O & i F

g R S h O I G space L t H L T line ofsight A to attack,and T T A C K to it. one blue,andgreen die. Example 2: rolls oneyellowandgreen dice. Example 1: The specificdiceusedarelistedonthereferencesheet. rolls thedicecorrespondingtoattackingweaponorinvader. After determiningtherangeofattack,attackingplayer the rangeforhisattackis4spaces. that theshortestpathhecantracetohistarget is4spaces.Thus Example: to orgreater thantherangeneeded (4),theattackhits! Since nomisseswere rolled and thetotalrangeresult wasequal yellow dieandrange2onthegreen die),foratotalrangeof4. He nowaddstogetherthenumbers oneachdie(range2the gets theillustratedresult. and 1green die.Theplayerpicksupthetwodice,rolls them,and consults hisreference sheet,andfindsthatapistolrolls 1yellow decides toattackthedemonwithhispistol.Themarineplayer Example: attack failsandnodamageisdone. required rangeneededtohitthetarget, the If thetotalrolledrangeis greater total rangeoftherolleddiceis results ontherolleddice. The attack ing, theattackeraddsupallrangenumber he did,theattackautomaticallyfails.Ifnomissresultsareshow- First, theattackingplayercheckstoseeifherolleda S T E The marinetargetsoneof lighted inred). The range P the twospacesthat demon occupies(high- than therangeneededforattack. 4 : Using theexampleonabovediagram,marine As illustratedinthediagramabove,marinefinds

When themancubusisattacking,itrolls oneyellow, is 4spaces. D When attackingwiththepistol,marineplayer C E o T E u R M n I N t E i lower n A T equal toor g T hits

A than the R C K if the a S n U g C C e miss E Result Miss S S result. If available forspawningoncemore. invader figureissimplyremovedfromtheboardandbecomes its the numberofwoundtokensithasreceivedequalstoorexceeds the actualfigureonboard. An invaderfigureiskilledwhen er placesawoundtoken(fromthepilenearboard)nextto Conversely, whenaninvader suffers awound,theinvaderplay- pg. 9). from hisequipmentbin,hehasbeen place itnearby). When amarine removesthelastwoundtoken from hisequipmentbin(simplymovethetokenoff thebinand When amarinesuffers awound,he mustremoveonewoundtoken one woundtokennexttothedemon. demon’s armorandcauses1wound.Theinvaderplayerplaces demon. Thedemonhas3armor, sotheattackpenetrates green die)andannouncesthathehasdealt3damagetothe the diceherolled fortheattack(2onyellowdieand1 Example: single damagepointiswastedandtheattackhasnoeffect. damage pointisdealttoafigurewithanarmorratingof2+;the cause 3wounds. This alsoappliesinthecasewhereasingle age giventoafigurewithanarmorratingof2wouldstillonly Note thatany“leftover”damageiswasted.Forexample,7dam- would take2woundsifsubjectedto4damagefromasingleattack. to thetarget’s armorrating.Forexample,afigurewith2 target. An attackdeals1woundforeveryincrementofdamageequal It ispossibleforasingleattacktodealmorethanonewoundits of damagetogiveit1wound. its armorrating. Thus, ifafigurehas2armor, itwilltake2points or marineboth),thetotaldamagemustbeequaltogreaterthan the referencesheet.Inordertoinflictdamageafigure(invader on hisequipmentbin. An invader’s armorratingcanbefoundon marine’s A the figure’s this damagetohaveanyeffect, however, itmustfirstpenetrate total damage damage (bulletholes)showingontherolleddice. This isthe If theattackhits,attackingplayercountstotalnumberof are showing. attack, regardless ofhowmanybulleticons weapon. Only1ammotokenis discarded per token ofthetypeusedby attacking player mustimmediatelydiscard 1ammo rolled diceshowa ammo expenditure After amarinehasrolledforanattack, hemustalwayscheckfor require, norexpend,ammo. erence sheets. Weapons thatshowaninfinitysymbol( The ammorequiredbyaparticularweaponisillustratedontheref- attacks aredifferent innature. ammo bin.Invaderscanignoretherulesentirely, astheir have atleastoneammotokenofthecorrespondingtypeonhis In ordertoattackwithanygivenweapon,amarineplayermust Here aresomeotherrulesthatyouwilluseduringatypicalgame. on thelastpageofthisrulesbooklet. special abilityisrepresentedbyaniconthatdescribedindetail with thesespecialabilitiesbystudyingthereferencesheet.Each ing (andsomewhilemoving).Besuretofamiliarizeyourself Many weaponsandcreatureshavespecialabilitieswhenattack- A S S O P T M wound rating t E E M C P h I O A 5 e L : The attackingmarinenowcountsthetotaldamageon (

ro rating armor r armor M A I

N A dealt tothefigureintarget space.Inorderfor B R F R I L L I a niae nterfrneset.Akilled (as indicatedonthereferencesheet). A u . I N I T C . Ifoneormoreofhis E bullet icon I T l S E e S W O is equaltothenumberofarmortokens s N O L U Y N , themarine ) D S fragged (see Frags&Kills, Bullet Icon oo ) donot door’s closedposition.Itcostsafigure only iftheirfigureislocatedononeofthespacesadjacentto invaders toexpendmovementpointsopenorclosedoors,but don’t requirelineofsight).Itispossible forbothmarinesand Closed doorsblockmovementandallattacks(eventhosethat board toitsoriginalclosedposition. (by eithermarinesorinvaders),simplyslidethedoorbackonto opened, slideitoff theboardtooneside.Ifdoorisclosedagain between exactlyfourspaces(2infront,2behind). When adooris weapons fire.Closeddoorsarerepresentedbyadoortokenplaced The UACMarsbaseusesthickmetaldoorsdesignedtoblockheavy blocked byanoversizedinvader. destroy doors),andtheycannotbeclosedifthe“doorline”is attacks (althoughtheinvaderplayerhasa“Smash”cardthatcan to eitheropenorcloseadoor. Doorscannotbedestroyedby Three ofthedoorsingamehaveimagea ammo tokenofthetyperequiredbyweapon. another spaceunlessthemarinehasatleast1remaining the Important: When amarineisattacking withaweaponthathas given adjacent marines • movement pointstodoso). ment tokeninthespaceheisoccupying (itdoesnotcosthimany • • following rulesapplytoallequipmenttokens: weapons, armor, extrahealth,ammo,orotherspecialitems. The on itasdirectedbyeachscenario. This equipmentcanbenew As theboardisrevealed,varioustypesofequipmentareplaced invader playercandestroyasecuritydoorwiththe“Smash”card). Invaders canneveropenorcloseasecuritydoor(althoughthe now to thecompassroseindicatethatsecuritydoorsofthiscolorare Once akeytokenhasbeenpickedupbymarine,itisplacednext opened unlessamarinefirstfindsthecorresponding trated onthem. These doorsbegin play E D S S During histurn,amarinemaygive weaponorammotokensto During histurn,amarinemayautomatically pickupanequip- Equipment tokensmayonlybepickedupbymarines. E E Q O C C U blow-through O U U nokdfrallmarines unlocked for . D I R R R opened, setittoone P S I I side oftheboard. M o T T hnado is When adoor Y Y E o N D D T r O O ttecs f1mvmn on e token at thecostof1movementpoint per T s O O ability, theattack cannotbe“walked” to R R O S S K E N S for thedurationofgame. hnado isclosed, When adoor lines betweenspaces. it sitsononeofthe 2 spacesofmovement locked , andcannotbe key token key token illus- . Weapon Tokens Berserk Token Key Tokens Ammo Tokens Health Token Armor Token Adrenaline Token wound rating. regardless ofthe invader’s armoror is fragged. starting armorisdiscardedwhenamarine and anyarmorinexcessofamarine’s Armor cannotbegiventoothermarines, health tokens. his equipmentbin),hecannotpickup wound markershavebeenremovedfrom marine isalreadyatfullhealth(i.e.,no removed fromhisequipmentbin.Ifthe return upto3woundmarkerspreviously immediately discarditfromplayandthen marine picksupahealthtoken,hemust can usetotreattheirwounds. When a other medicalsuppliesthatthemarines These tokensrepresentpainkillersand bin providesamarine’s number ofarmortokensonhisequipment equipment bininthearmorarea. The armor equipmenttoken,heplacesitonhis marines. When amarinepicksupan that providesvaluableprotectionforthe These tokensrepresenthightecharmor proper areaofhisequipmentbin. up anammotoken,heplacesitonthe weapons. When amarinepicks marines’ These tokensrepresentammunitionforthe hit he mayonlyattackwithhisfists While amarinepossessesberserk token up his equipmentbinwiththe berserk token,heimmediatelyplaces itby marine berserk. When amarinepicksup These tokensrepresentadrugthatdrives ment fortheturn. line tokentoadd4spaceshismove- turn, themarinemaydiscardadrena- by hisequipment. At the picks upanadrenalinetoken,heplacesit boost amarine’s speed. When amarine These tokensrepresentadrugthatcan ammo tokenofthecorrespondingtype. fire agivenweaponifhehasatleastone weapon. Rememberthatamarinecanonly his referencesheettoshowthathehasthe up aweapontoken,hesimplyplacesiton against theinvaders. When amarine picks in theMarsbasethatmarinescanuse These tokensrepresenttheweaponsfound the game. unlocked forallmarinestherestof security doorsofthiscolorarenow the compassrose. This indicates thatall token, heimmediatelyplacesitnextto base. When amarinepicks upakey cards usedtounlocksecuredoorsinthe These tokensrepresentpasscodesorkey A H H W W A B B A K E r E E E M D D . E E R R A A Y m R R will A A M S L L E P P o o T T E O T O O N N H H R R r N N A O K K instantly killanyinvader T

T T L K K T T T I O T E O O o o N N O O N N O K K K K E k E E E K K S K K e N N E E N N E T n N N S S S N N O S S s S K K E start ro rating armor N N unfaded side S of alater , but any . , point.” Inthe wound tokenfromthepilenearboardandkeepsitasa“frag After amarinehasbeenfragged,theinvaderplayertakes one hewantstorespawnat. multiple suchspacesexist,themarineplayermaychoosewhich the spacethatcorrespondstorulesascloselypossible.If If alltheabovepointscannotbemet,marinewillrespawnin the spacewheremarinewasfragged. • The respawnspacemustbe space wherethemarinewasfragged. • The respawnspacemustbe • The respawnspacemustbea player placeshisfigurebackontheboardbyfollowingtheserules: During hisnextturn,beforeannouncingaction,themarine until thestartofhisnextturnto After reconcilinghisequipmentbin,thefraggedmarinemustwait marine cardsarenotaffected bybeing fragged. marine’s otherequipmenttokens(weapons,armor, etc.)andhis with. Any berserktokenonafraggedmarineisalsodiscarded. A now discardbackdowntothearmortokenshestartedgame marine hasmanagedtopickupadditionalarmortokens,hemust wound andarmortokenstohisequipmentbin.Ifafragged When amarineisfragged,theplayerreturnshis the board,rememberingwhichspacehelastoccupied. ment bin,heis When amarineremovesthelastwoundtokenfromhisequip- when theinvaderplayerplaysaspawncard). return totheboardagainasneeded(whenrevealinganewareaor returned tothepilenearboard.Killedinvaderfiguresmay returned totheinvaderplayer’s reserves,andthewoundtokensare board alongwiththeirwoundtokens. The invaderfigureis rating, itis When aninvaderreceivesanumberofwoundsequaltoitswound card theberserktoken. berserk token.Ifthemarineisfragged,hemustimmediatelydis- faded side. Then, attheendof marine’s The effects oftheberserktokenquicklyfade. At theendof of thisprocess,pleaseseethecover Play thencontinueswhereitleftoff. Foramoredetaileddescription bit oftextfromthe set upasdirectedbythescenario,invaderplayerreadsalouda ment, andothertokens.Oncethenewsectionofboardhasbeen player setsupthenewareaofboard,placesmonsters,equip- board, itis Whenever amarinehaslineofsighttoanunrevealedportionthe the game. invader playeraccumulates6fragpoints,heimmediatelywins order untilthefirstisused orremoved(seenextpage). that hasalreadybeenissuedan ordercannotreceiveanother marine A the game. by amarinewhodrewthe board. Notethatthespecial three orders( his turn(seeMarinePlayer’s Turn, pg.6),hemyplaceoneofthe When amarinechoosestotake M F E R X A A P R G L I O S N R next E a nyhv n re atanyonetime can onlyhaveoneorder & immediately I killed N O

aim G K K turn, heturnsthetokenover, revealingthehalf- fragged R I NEE D L . Killedinvadersaresimplyremovedfromthe , L E guard Scenario Guide S R D S E NTHE IN EEP revealed bytheinvaderplayer. The invader . Removethefraggedmarinefigurefrom , or Medic heal no more than16spacesaway dodge revealed emptyspace. at least8spacesaway respawn order mayalsobeplaced,butonly ready marine cardatthebeginningof following D EAD ) nexttohismarineonthe htdescribesthenewarea. that action atthebeginningof on theboard. scenario, assoonthe Scenario Guide turn, hediscardsthe marine . A from the starting . from

9 10 this orderfromtheboard marinethathasplacedahealordermay discard A heal order canbeused. any damagedealt byanattackmustberesolved beforeaheal an attack—butnotaftertheattack dicehavebeenrolled. Thus, at fullhealthmaynotbehealed). This abilitymaybeused marine mayreturn1woundtoken tohisequipmentbin(amarine either himselforamarinein an adjacentspace. The healed Only amarinewiththe both abilitiesareignoredforthatattack. Important: Ifanaimedattack ismadeagainstadodgingtarget, (which meansthathecan“dodge”multipleattacks). dodgeorderstayswithamarineuntilthestartofhisnextturn A attack dice,buthecanonlydothisonceperattack. marine canforce thezombietore-roll eitheroneorbothof the by azombie.Theinvaderplayerrolls 1red dieand1bluedie.The Example: each attack,andmustacceptthesecondresult. attack. The marineplayermay onlydothisoncefor player) tore-rollanynumberofdiceusedinthe attacked, forcehisattacker(usuallytheinvader marinethathasplaceda A make aninterruptattack. ning ofthemarine’s nextturn,or3)themarinediscardsorderto lowing events:1)themarinetakes1ormorewounds,2)begin- guardorderstayswithamarineuntildiscardedbyoneofthefol- A may notchangehismindlater. a marineplayerdeclinestomakeaninterruptattack,however, he the marineplayertohaveachancedeclareaninterruptattack.If and mustreverseanymovement/attackifitwasmadetoofastfor The invaderplayermustallowforaninterruptattackatanytime, continue histurn. completed andanycasualtiesareremoved,theinvaderplayermay marine toresolvehisinterruptattack. After theinterruptattackis player wasabouttoattackwithaninvaderfigure),allowingthe invader player’s turnisimmediately halted(eveniftheinvader lowing allthenormalrulesforlineofsightandattacking). The ately interrupttheinvaderplayer’s turn andmakeoneattack(fol- marine a At anypointduringtheinvaderplayer’s turn, an marinethathasplaceda A an aimedattack. moves 1ormorespaces,3)themarinediscardsordertomake lowing events:1)themarinetakes1ormorewounds,2) An aimorderstayswithamarineuntildiscardedbyoneofthefol- come. Whateverherolls, themarineisstuckwithsecondresult. miss, sohechoosestore-roll thisresult hopingforabetterout- The playerrolls 1yellowandgreen die.Theyellowdierolls a and discards hisaimorder. Hethenattacksanimpusinghispistol. Example: “miss” result). The marinemustkeepthesecondresult. dice afterrollingfortheattack(includinganyshowing ing anaimedattack. This allowshimtore-rollanynumberof discard theaimorder Before thismarinerollsdiceforanattack,he an marinethathasplacedan A D D G G H H A U U O O E I interrupt attack. aimed attack M A A A D D order. L R R G G D D E E may discardhisguardorder ( marinehasplacedadodgeorder andislaterattacked A S marinedeclares thatheismakinganaimedattack, A P P E C . I A L O to declarethatheismak- Medic R R dodge guard order D D at anytime aim E R R card canplacea ) ) order, may, when order maymake to immedi- may make to heal may Dodge Order Guard Order Heal Order Aim Order before results areignoredduringmeleeattacks. • • works justlikeanormalattack,withthefollowingexceptions. Melee attacksrepresentclosecombatbetweenfiguresin reference sheet weaponorinvaderwitha melee attacks. A invaders, butthemarinesmaysometimesalsohavetoresort Important: Onlyamarinewiththe mediccardmayeverplace marine discardstheordertohealhimselforanothermarine. lowing events:1)thebeginningofmarine’s nextturn,or2)the healorderstayswithamarineuntildiscardedbyoneofthe fol- A if themedichaddecidedtousehealorder before theattack. to healthemarine.Thefragcouldhavebeenprevented, ofcourse, wounds tothemarine,fragginghim.Itisnowtoolateformedic this time.Theinvadermakesastrong attackroll thatdeals3 weaker marine,butthemedicdecidesnottousehealorder at with only3woundsremaining. An invaderisabouttoattackthe during hislastaction.Heisnowstandingnexttoanothermarine Example: THE or use Spaces tasks andthenumberofspacesrequiredtoexecutethem: allowance toperformothertasks. The followingtableliststhese Besides moving,figurescanusesomeoralloftheirmovement M M sdTask Used meleeattackcanonlytarget an A meleeattackonlymisses ifamissresultisrolled.Range A O E Openorclosesecurity door*** Openorclosenormaldoor 2 Give1weaponorammo tokentoadjacentmarine* 2 Movefromoneductto another** 1 Movefromoneteleporter toanother* 1 1 Pickupatokeninyourspace 0 L B * aieonly, andonlywhenunlocked Marine *** ** Invaderfigures withthescuttleabilityonly * Marineplayersonly  V The bluemarinehasreadied aguardorder, andis nodrt ei i ieo ih.Atrthezombie tobeinhislineofsight. After in order atn o thezombietocomearound thecorner waiting for has startedmoving,themarinedecidestodiscard E fe thezombiehasmovedintothirdspace. after OARD a healorder. E Can beperformedevenwithnomovement i ur re andmakehisinterruptattack his guardorder E M marinewiththeMediccard hasreadied ahealorder A A E G N G T u T AME T may only A a A C . Meleeattacksaremostoftenusedbythe r C K T S d I O i N aemleatcs meleeattack make meleeattacks. A n S g

E adjacent x  a * red bottombar m space. p l e D on the OOM : Damaging Obstacle Blocking Obstacles Teleporters Exploding Duct Barrel exists). is revealedthatjoinsthem(assumingone the twopartsofmapseparateuntilanarea connected totherestofmap,simplykeep Exploring, pg.9).Ifthenewareaisnotyet diately revealedbytheinvaderplayer(see revealed. Inthiscase,thenewareaisimme- other endoftheteleporterhasnotyetbeen marinemaymoveviateleporterevenifthe A teleporter ofthesamecolor. a teleportertoanyspacecontaininganother invader) maymovefromaspacecontaining space ofmovement,amarine(butnotan part oftheboardtoanother. Byusingasingle Teleporters allowinstantmovementfromone decides tostay inthespace. during its ownturn/activation unlessit an additionalwound(forbeinginthespace) immediately take awound,but willnottake information onthisspecialability),must (see thebackofthisrulesbookletformore used totelefrag). marine (i.e.,ducts cannotrevealareasorbe revealed orthatareblocked(stood upon)bya • on theboard. ment, movefromanyductto otherduct • only byinvaderswiththe • exceptions: Ducts workliketeleporters,withthefollowing that containbarrels. Both invadersandmarinesmaytarget spaces automatic woundtoallfiguresadjacentit. Remove thebarrelfromboardanddeal1 attack), thebarrelimmediatelyexplodes. from adirectattackortheblastan barrel suffers even1pointofdamage (either ment likeblockingobstacles.Ifanexploding These obstaclesblocklineofsightandmove- damaging obstacle viathe figurethatismovedintoa Important: A its turn/activation. ly takesanadditionalwoundattheendof cle foritsentireturn/activationautomatical- figurethatremainsonadamagingobsta- A to thescenario). invader playeronefragpoint(ifapplicable fragged inthismanner, thefraggives wound, regardlessofarmor. Ifamarineis obstacle, thatfiguresuffers 1automatic enters sight ormovement. Whenever afigure Damaging obstaclesdonotblocklineof their rangethroughblockingobstacles. of sight(suchas py. However, attacksthatdonotrequireline as movementthroughthespacestheyoccu- Blocking obstaclesblocklineofsightaswell T D D E E D D B B Ducts canonlybeusedbyinvaders,andthen An invadercan,withonespace of move- Invaders cannotmovetoductsthat arenot L L X X U U A A E O O P P M M L C C C C L L E T T A A O O K K P S S G G a spaceoccupiedbydamaging I I D D O N N I I I I N N R G G N N G G T G G O O E O O R B B B B seeking S A A S S B B T T S S R R T T A A R R A A C C E E C C L L L L scuttle E E S S L L attacks) maytrace knockback E E S S S S ability. ability rules booklet). These weaponswill Some weaponshavethe block off teleportersbystandingonthem. is automaticallykilled.Itnotpossiblefortheinvaderplayerto a spacecontainingallorpartofaninvaderfigure,the that creatureexplodes.Inotherwords,ifamarineteleportsinto When ateleportingmarinematerializesinsideanothercreature, the invaderdodgecard)andan attack isaffected bybotha bere-rolled more thanonce. may asingleattackever those diceagain,keepingthenewresult. more ofthediceinvolvedinattack,andthenattackerrolls work thesameway. The playercausingthere-rollchoosesoneor B meaning thattheywilldeviatefromtheirintendedtarget space. they missedbecauseofinsufficient rangeorbya lowing twoways • taining damagingobstaclestheyenter. damaging obstaclespermove,nomatterhowmanyspacescon- the figure.Likewise,oversizedfiguresonlytake1woundfrom even ifablastorsweepattackcoversmultiplespacesoccupiedby • can betracedtoorfromthecenterofanythosespaces. • rules areassociatedwithoversizedfigures: Some invaderstakeup2oreven4spaces. The followingspecial other outandtheattackisnotre-rolledatall. how theattackcametobeaimed),thentwoeffects canceleach There aretwomaineffects that causedicere-rollsin into thespacethatfirsthalfjustvacated,or non-diagonal adjacentspace shown inthediagram. ular figures,andmustalwaysoccupyfourexistingspaces,as each occupy4spaces. When moving,thesefiguresmovelikereg- • types ofmovementareillustratedintheaccompanyingdiagram. in thesamediagonaldirection(alsocalled“sidestepping”).Both to a S R O T Other oversizedfigures(mancubus,hellknight,andcyberdemon) Oversized figuresoccupyallofthespacestheyfill.Linesight eosocp pcs demonmustmoveinoneofthefol- Demons occupy2spaces. A OARD Oversized figurescanonlybetargeted oncebyasingleattack, C E E V A - L diagonally adjacentspace E T E R R shows thatthemissedgrenade attackhasscat- The topcardofthedeckisturned faceupand F T tered 4spacesbacktowardsamarine.Ouch! O G S R E L I AME A Z R L S G E S D . S c These are a I 1) N t The demonmovesonehalfofitsbodyintoa V A t D blast dodges e E dodge R r while theotherhalfofitsbodymoves S aimed attack ability (seethebackcoverofthis by movingbothhalvesofitsbody

E and (whether viaamarineorderor scatter x aimed attacks a ne nocircumstances Under m if theymiss(whether 2) (again, regardlessof p The demonmoves l e miss . All re-rolls . All D OOM result), : If an THE and thenreshuffles thediscardpile intoanewinvaderdeck. card inthedeck,invaderplayerscoresanautomaticfragpoint, The drawninvadercardisdiscardedafteruse.Ifthiswasthelast ter movement. and withnoeffect. Seethediagram foradetailedexampleofscat- there isnoscattermovementandtheattackexplodesharmlessly Some scatterdiagramsshowa“miss”icon.Ifsuchcardisdrawn, explodes harmlessly. blocking obstacle,ormovethroughacloseddoor, theattack If thescattermovementcausesattacktomovethroughawall, new spaceinsteadofitsoriginaltarget. blocking obstacles,orthroughacloseddoor, theattackwillhitthis from theoriginaltarget space doesnotpassthroughanywalls, shown fromtheoriginaltarget space.Ifmovingtothisnewspace board. Then findthespaceindicated bythenumberanddirection card isfacingthesamedirectionascompassrosetokenon on thebottomofcard. Turn itsothatthecompassroseon the topcardofinvaderdeckandconsultingscatterdiagram If a and juststartsrolling dice,theinvaderplayercan invader playertheopportunitytoplayacard before heattacks invader ofyourchoice.”Ifamarineplayerdoesn’t givethe before amarineattacksaninvader. Remove1woundfrom an Example: ion. This isalsotrueforthemarineguardorder. player declareshisintenttoplaytheeventcardinatimelyfash- event cardalwaysreceivesprecedenceaslongtheinvader event cardcangooff beforeamarine cantakeanaction,etc.,the Whenever thereisaquestionoftiming,suchastowhetheran able chancetoplayhiscardsfirst. action turn” canbeplayed Event cardsthatsay“Playimmediately beforeamarinetakeshis theturn for has activatedhisfirstinvader theturn,butbefore he for hasdiscarded downto8cards er Thesecardsmustbeplayed your turn.” Many invadereventcardscontainthephrase“Playatstartof rupt andplayhiscard before theattackisresolved. T h pe right,thenup. the upper The Cyberdemonmoves right, thendiagonallyto I M blast I Asalways, theinvaderplayershouldbegivenareason- . N m G attack misses,determineitsnewdestinationbydrawing The “DarkEnergies” card reads, “Playimmediately O o A N v v D e e “ r m S T ni h aiepae declares his until themarineplayer s e A i R n z T e t O First theDemonmovesleft, d

lowing itsfront half),and then up(itsbackhalffol- F

E T f x then sidesteps. U i fe h nae play- theinvader after g R a N u . ” m r p e quickly l e inter- orownD topost your additionalscenarios,or For for allowingustomakethisgame. Hollenshead, andalltheotherwonderfulpeopleatidSoftware to: Special Thanks Blue MancubusGroup, Wil Hindmarch,ScottReeves. Playtesters: Publisher: Production: Sculpting by: Graphics by: Editing: Rules: Additional Design&Development: Game Design: C eevd OMadDO hrcesadiae 2004Id reserved. DOOMand3charactersimages© Office and/orsomeothercountries. All IdSoftware,Inc.property trademarks ofIdSoftware,Inc.intheU.S.Patentand Trademark Software, Inc. All rightsreserved.DOOMandIDareregistered sue ne ies.©2004FantasyFlightPublishing,Inc. is usedunderlicense.© r OMTeBadae©2004IdSoftware,Inc. All rights DOOM The Boardgame© e WWW Kevin Wilson, GregBenage,&Christian T. Petersen d Darrell Hardy, GregBenage,Christian T. Petersen i Christian T.Petersen ATS LGTGAMES FLIGHT FANTASY t Darrell Hardy The FFGStaff, theLastChancePlaytesters, . Scott Nicely, idSoftware Bob Naismith FANTASYFLIGHTGAMES s Kevin Wilson OOM Team XYZZY, MartyStratton, Todd scenarios, visit: Christian T.Petersen TM . COM

11 12 tiple blow-throughattacksagainstthesametarget duringoneattack. green orbluedieforeachattackmade. The attacker The attackermaycontinue“walking”hisattackaslonghedrops1 geted square,butthesecondattackwouldonlyroll1yellowdie. the attackercouldimmediatelyattackaspaceadjacenttofirsttar- a blow-throughattackrolls1yellowandgreendieforthefirstattack, removing either1greenorbluediefromtheattack.Forexample,if roll anotherattackagainstaspaceadjacenttothetarget spaceby space ismade(regardlessofwhetherithitsornot),theattackermay multiple spaces,oneaftertheother. After theinitialattackontarget increased to5iftheinvader/weaponhastwoaccuracyicons). each accuracyicon(e.g.,arollthatshowsrangeof3wouldbe aim marineorder(seeMarineOrders,pg.9). blast attackmisses,itcan er’s leftdecideswhichdice(ifany)aretobere-rolled).Finally, ifa one re-rollmaybemade(thefirstdodgingplayertotheattackingplay- affected byit.If a ing obstacles. weapon. Blastareascannotpassthroughwalls,closeddoors,orblock- target space,whereXisequaltothenumberofblasticons S P gun weapon,themarinecandrop twogreen dice(one B fe attackingtheadjacent zombiewithhischain After E Attacks withtheblastabilityaffect anareawithinXspacesofthe B l Attacks withtheblow-throughabilitycanbe“walked”into After attackingwiththeaccuracyability, add1totherangefor Attacks withtheaimedabilityare B A A C L L A C I o o ahsae oatc h te zombie. eachspace) toattacktheother for Blasts canbeblockedbywallsandobstacles. O M I C S W T E U A w D R - - The blastattackdealsitsfulldamagetoeachfigure L A T B - C

H blast attackisdodgedbymorethanonefigure,only Y l T R A O a h b U s G i r scatter H t l o i

t u E (see Scatter, pg.11). i x g e h a s

m E aimed attacks Second Attack First Attack p x l a e cannot m p l make mul- as perthe e This attacktakes place beforethemovingfiguremay takeanyother free attackagainst anyenemyfigurethatmovesintoan adjacentspace. (though itcannotbemovedthroughacloseddoororwall). movement isnotblockedbyanyinterveningfiguresorobstacles other non-blockingtokens,suchasequipment. This “knockback” spaces, althoughthesespacesmaycontaindamagingobstaclesor away fromitscurrentlocation. The figuresmustbemovedtoempty may immediatelymoveeachaffected target figureup to3spaces would beincreasedto5foranattackwithtwodeadlyicons). damage oftheattackforeachdeadlyicon(e.g.,aroll3 left decideswhichdice(ifany)are tobere-rolled). re-roll maybemade(thefirstdodging playertotheattackingplayer’s ed byit.Ifasweepattackisdodged bymorethanonefigure,only attacker yet revealed. move toaductspaceoccupiedbymarinefigure,oronethatisnot if theductswereadjacenttoeachother. Scuttlinginvaderscannot attack is8spaces. pass throughblockingobstacles. The maximumrangeofaseeking They stillcannotpassthroughacloseddoor(orwall),buttheycan After rollingforanattackwiththedeadlyability, add+1tothe D Sweep attacksaffect back attack(andafterapplyinganywounds),theattacker After inflictingatleast1damagetoafigurewithknock- S K Figures withthe watchful abilitymayimmediately takeone W W Seeking attacksdonotneedlineofsighttothetarget square. Invaders withthescuttleabilitycanmovebetweenductsas S S E W . The sweepattackdealsitsfulldamagetoeachfigureaffect- N E C A K E A A U O E D K K T T E T C L n I P K K T C C Y N S B L H H G o A E e F F C U U c K K e L L k k b i n a The marinethrows agrenade all enemyfigures adjacent tothe g c rudtecre atthe around thecorner zombie. The rangeis4

k E

x E damaging obstacle. The addition toanywounds incurred intheattack). from landingthere (in the hellknightknocks marine loses1wound attacking themarine, him 3spacesontoa x spaces. a fe successfully After a m m p l p e l e may makeonefreeattackforeverysuchmove. move intospacesthatareadjacenttothewatchfulcreature,creature er canmakeinthismanner. Ifthesamefiguremakesmorethanone action. There isnolimittothenumberoffreeattacksawatchfulinvad- dac None None None 1 2 0 Spaces 4 4 0 8 Special Ready Advance Attacks Unload Movement Sprint Action has resolvedhisentireaction,turnisoverandplaypassestotheleft. actionshewillbetaking. declared whichofthefour below. The marineplayermustfirstchoosebetweenoneofthefouractions Player’s Turn Turn 4:Invader Turn 3: Third MarinePlayer’s Turn Turn 2:SecondMarinePlayer’s Turn Turn 1:FirstMarinePlayer’s Turn H G D A E M M R M sdTask Used A E U O I o M a a Openorclosesecuritydoor*** Openorclosenormaldoor 2 Give1weaponorammotokentoadjacentmarine* 2 Movefromoneducttoanother** 1 Movefromoneteleportertoanother* 1 Pickupatokeninyourspace 1 0 o A C A D * aieonly, andonlywhen unlocked Marine *** ** Invaderfigureswiththescuttleabilityonly * Marineplayersonly  H L : u R G r r

v aiepae cannotdoanythinguntilhehasfirst marineplayer A Can beperformedevenwithnomovement D E marinemaydiscardhisaimordertoannouncethat one of A ( R i i n marine moves,orifhereceivesawound. second result. This orderisalsodiscardedimmediatelyifthe may thenre-rollsomeorallofthedice.Hemustkeep his attacksisan wound, oratthestartofhisnextturn. turn. This orderisalsodiscardedifthemarinetakesa interrupt attack the startofmarine’s nextturn. He mustacceptthesecondresult. This orderisdiscardedat may forcesomeoralloftheattackingdicetobere-rolled. : : marine’s nextturn. space. This orderisalsodiscardedatthestartof heal M e n n

O marinemaydiscardthisplacedorderto A When attacked,amarinewhohasplacedthedodgeorder d U E m e e D

1 woundtohimselforamarineinanadjacent N

I S e D C O P e n l C O r q a O t or N d N u aimed attack y L

e S Y at anytimeduringtheinvaderplayer’s I e e A ) S r : PlaceOrder 1 T n r

c s S medicmaydiscardthisorderto A ’ c

t s O e

F i . After rollingfortheattack,he T : o u  n * r

n C o make one After themarine s t s