Contents CHAPTER 1: WELCOME TO ETERNAL RPG ...... 3 1.1 DOOM SLAYER’S TESTAMENT 1 ...... 3 1.2 INTRODUCTION...... 4 CHAPTER 2: CHARACTER CREATION ...... 5 2.1 DOOM SLAYER’S TESTAMENT 2 ...... 5 2.2 BASIC STATS ...... 6 2.3 COMBAT STATS...... 7 2.4 CHOOSING A FACTION, CLASS AND BACKSTORY...... 8 2.5 CHOOSING STARTING EQUIPMENT...... 17 2.6 FINALIZING YOUR CHARACTER ...... 19 CHAPTER 3: PLAYING THE GAME ...... 20 3.1 DOOM SLAYER’S TESTAMENT 3 ...... 20 3.2 YOUR TURN IN COMBAT ...... 21 3.3 DEMON TURN IN COMBAT ...... 24 3.4 STATUS EFFECTS...... 26 3.5 CHARACTER ADVANCEMENT ...... 27 CHAPTER 4: FINAL TOUCHES...... 28 4.1 DOOM SLAYER’S TESTAMENT 4 ...... 28 4.2 SETTING UP A GAME ...... 29 4.3 FAQ ...... 30 4.4 CLOSING WORDS ...... 31 4.5 DOOM SLAYER’S TESTAMENT 5 ...... 32 APPENDIX A: CHARACTER SHEET ...... 33 APPENDIX B: PRE MADE EQUIPMENT ...... 36 APPENDIX C: ABILITIES ...... 41 APPENDIX D: DEMONS...... 42

CHAPTER 1: WELCOME TO RPG 1.1 DOOM SLAYER’S TESTAMENT 1 In the first age, in the first battle, when the shadows first lengthened, one stood. Burned by the embers of Armageddon, his soul blistered by the fires of Hell and tainted beyond ascension, he chose the path of perpetual torment. In his ravenous hatred he found no peace; and with boiling blood he scoured the Umbral Plains seeking vengeance against the dark lords who had wronged him. He wore the crown of the Night Sentinels, and those that tasted the bite of his sword named him... the Doom Slayer.

1.2 INTRODUCTION Welcome hell walkers of the mortal realms to an almost never before seen experience, a fan made Doom RPG. These parchments contain inside of them what is needed for a game master to run a bone chilling and action-packed tabletop experience pitting players against the strongest beings from the Doom games, inspired by the new lore from Doom Eternal. This RPG is mostly to aim to recreate the “puzzle combat” loop that the team over at created for Doom Eternal while giving a new twist to the franchise.

The question most reading this would have is why create a Doom RPG? Doom has never dipped into the tabletop gaming world outside of the board game made by Bethesda, and the concept itself doesn’t lend itself well to a narrative based genre like RPGs. However, the new concepts in Doom Eternal from factions to worlds has given inspiration to this project. Doom is no longer just about one man’s struggle against the forces of hell. As Hugo Martin said, they are creating a Doom universe. I just hope this project itself will help that vision be fully realized.

As a fan of Doom and video games in general, I have always tried to apply the mindset that made the series what it is today in all of my creative endeavours, hence why this will be a more heavily combat focused RPG. This is for all those people that want unique combat scenarios like those in the entire series but in a tabletop format to share with their friends, where narrative matters not next to the mechanics for how they strike down their foes. That isn’t to say that this system can’t have a narrative focused campaign in mind, in fact that’s why Doom Eternal has inspired this. It proves you can have engaging combat while having an intricate story. The versatility of this project can only be rivalled by the expanse of the wad community which is still going strong for the original game twenty-five years later.

This project aims to provide simple mechanics for newcomer players and Game Masters to get into tabletop RPGs while also providing mechanical depth to veteran players to continually enjoy new scenarios and new worlds to explore. Investment wise there is nothing to it. Using pieces from other RPGs is acceptable and highly encouraged to ignite creativity in players and Game Masters alike. Using a dice system ranging from D4’s to D100’s, unique encounters and games is the penultimate goal of this entire project, all easily available at your local games store. I hope you enjoy exploring your way through this rule book and remember

RIP AND TEAR, UNTIL IT IS DONE

CHAPTER 2: CHARACTER CREATION 2.1 DOOM SLAYER’S TESTAMENT 2 Tempered by the fires of Hell, his iron will remained steadfast through the passage that preys upon the weak. For alone he was the Hell Walker, the Unchained Predator, who sought retribution in all quarters, dark and light, fire and ice, in the beginning and the end, and he hunted the slaves of Doom with barbarous cruelty; for he passed through the divide as none but DEMON had before.

2.2 BASIC STATS Doom Eternal RPG like many RPG systems use stat based rolls to determine outcomes from things like combat to moment to moment actions like if one is able to hop over a small ledge. To the GM’s discretion, all type of actions can be determined by pure rolls, but it can be limited to just combat. In the end, everything will be focused around combat while other actions are a by-product of your main stats. This section will be dedicated to purely how to roll up stats for your character and what type of play style you wish to do.

Here is a list of the major stats: STRENGTH – Determines your base strength, how you are able to lift heavy objects among other things. The combat stats tied to this are Heavy Weapons, Ammo capacity and Glory Kill potential INTELLECT – Determines your intelligence, your perception of the battlefield and quick thinking. The combat stats tied to this are Plasma Weapons, Awareness and Bonus Equipment Points AGILITY – Determines your reflexes and sheer mobility, how quickly you can move and do actions. The combat stats tied to this are Melee Weapons, Movement and Evasion ENDURANCE – Determines your resilience to the harsh world that the legions of doom will offer. The combat stats tied to this are Health, Armour capacity and Glory Kill rewards

UNNATURAL – Determines your ability to do things that a normal human would not be able to do. The combat stats tied to this are Demonic Weapons, Argent Resistance and Anti-Corruption

As seen in the description, certain combat stats are influenced by these main stats, but others are determined by other means that will be explained in the Combat Stats sub- chapter. With these major five stats, you must determine which one will be your Major stat and which will be your Minor stat. Once you have chosen, roll a D12 for every stat. The rolls for your Minor and Major stat will be the base. From there, roll a D6 for both your Minor and Major stat. Take away the result of the D6 for the Minor stat (Re-roll if less than or equal to 0) while add the result of the D6 to your Major stat. If the combined amount is more than 35, minus from stats until you are less than 35. These will be your final base stats. An example stat line with Major Strength and Minor Unnatural looks like

STRENGTH INTELLECT AGILITY ENDURANCE UNNATURAL 11 (+4) 8 5 5 5 (-2)

2.3 COMBAT STATS The next thing to determine is combat stats. These stats are mostly determined by a multiplier of the basic stats, with some exceptions. If the number after multiplication is not a whole number, round up. These stats will be used in all facets of the combat to determine if you can survive the oncoming onslaught to your world. The following stats determined by base stats from our example are as follows

STAT NAME BASE STAT MULTIPLIER END STAT MOVEMENT (AGI) X1 5 HEALTH (END) X2 10 ARMOUR CAPACITY X1.5 8 (END) AWARENESS (INT) X3 24 AMMO CAPACITY (STR) X2 30 EVASION (AGI) X2 10 MELEE WEAPONS (AGI) X2.5 13 PLASMA WEAPONS X2.5 20 (INT) HEAVY WEAPONS (STR) X2.5 38 DEMONIC WEAPONS X2.5 8 (UNTL) GLORY KILL X1.5 23 POTENTIAL (STR) GLORY KILL REWARDS X1.5 8 (END) ARGENT RESITANCE X3 9 (UNTL) ANTI-CORRUPTION X3 9 (UNTL) BONUS EQUIPMENT X1 8 POINTS (INT)

The last few combat stats are determined by 2D20 rolls. These can only be increased by items that grant additional numbers to those stats. They are as follows

STAT NAME END STAT SMALL WEAPONS 22 MEDIUM WEAPONS 19 ACCURACY 27 STAMINA 31

The practical uses of these stats will be explained in the “Playing the Game” chapter.

2.4 CHOOSING A FACTION, CLASS AND BACKSTORY Doom has now evolved to have many factions to face the armies of the hell, all of which has been touched by the damned at one point or another. This has allowed for a much broader scope to create worlds and new factions to play around with while keeping the focus back on the one and only Doom guy himself. This section will cover the fluffier parts of your own personal demon slayer, their motivations and their classes. Factions is one of the biggest things you will need to consider since factions have their own classes and can drastically affect how your backstory is created. While there may be some overlap, most if not all factions will have their own reasons to face the oncoming hordes of hell. Each class from there will have benefits and downsides to the base stats, while also giving your first ability to use that is exclusive to the class. This will depend on what type of campaign your GM wants to run, but generally you can get away with having these factions together. Below is the list of factions, their classes and stat bonuses SENTINEL ARMY The Sentinel army were the last defenders or Argenta before Hell ravaged their planet. Civil war and general betrayal led to their downfall and Hell’s reclamation of Argent Energy. Many think they are long dead, but small pockets of survivors have now revealed themselves to restart the Army and assist Earth in their pushback against Hell.

CLASS NAME CLASS DESCRIPTION, STATS AND ABILITY NIGHT SENTINEL One of the surviving Night Sentinels from the betrayal and fall of Argent D’Nur, you have honed your skills in dealing with demonic incursions to be closer to your king, the Doomslayer himself. +5 Anti-Corruption +5 Melee weapons -5 Plasma Weapons -5 Bonus Equipment Points Wraith Sight: At the beginning of a turn, you can use an action to have +15 Awareness and +5 range on your weapon for that turn ARGENTA VANGUARD Protector to Argenta’s throne, you were one of the last lines of defence against the demonic horde. King Novik ordered you to leave him so that you and other Sentinels can rebuild the empire, which you take close to heart. +5 Armour capacity +5 Health -5 Movement -5 Glory Kill Potential Imperial Defence: On your last action, you can spend it to gain +10 fire, demonic and argent resistant armour for the next enemy phase.

REBORN MARAUDER Once a betrayer to the Sentinel Order, you realized your mistake and grief you have posed to your people. You have been corrupted, but your heart remains pure, trying to right the wrongs of your ways. +5 Demonic Weapons +5 Argent Resistance -5 Anti-Corruption -5 Glory Kill Rewards Sentinel Reaction: Once per enemy turn, you can put up your shield if they declare an attack action on you. You can block up to 3 of their attacks. DEATH SENTINEL While the Night Sentinels were made to push back the major forces of hell, you were there taking out higher class demons, disrupting Hell’s hierarchy. You relied on King Novik to point to your next target, but since the civil war you sat with your fellow Death Sentinels in silence, waiting for your next order. The order has finally come. +5 movement +5 evasion -5 Melee weapons -5 Heavy Weapons Weak Points: At the beginning of your turn, you can spend all your current actions to attack 3 times with guaranteed hits. Maximum wound rolls refunds you with 1 action. MAYKR LOYALIST One of the many servants to the priests and the Maykr’s, you ensured the continued peace between your people and these benevolent beings. However, there seems to be foul play at work as you fought back Hell’s forces, thus your faith has become wavered and weak. Nonetheless, you fight alongside your brothers for the glory of Argenta +5 Bonus Equipment Points +5 Ammo capacity -5 Argent resistance -5 Demonic weapons Slayer’s fragment: Once per battle, you can use a shard of Maykr technology to empower yourself. Once empowered, you can double all major combat stats for the next 3 turns

A.R.C. Defence Force

After the episodes labelled “Doom” by the UAC, Samuel Hayden broke off from the board and joined A.R.C. after realizing the corruption within the company. With A.R.C., he wields the crucible in hopes to continue Argent Energy research and to protect the Earth from the oncoming invasion. It was by his own hand that the Doomslayer was sent far away, a deed he never forgot. Many of the soldiers who followed him are of pure heart or know what the true dark nature of the UAC is…

CLASS NAME CLASS DESCRIPTION, STATS AND ABILITY A.R.C. FOOT SOLDIER A volunteer soldier recruited during the initial invasion of Earth. Your ultimate goal is to protect Earth from these monstrous beasts that dare to infect the minds and hearts of your fellow man. A human at heart, a soldier in mind. +5 Medium Weapons +5 Small Weapons -5 Heavy Weapons -5 Anti-corruption Morale Booster: On your last action, you can spend it to cheer on your party, granting them +5 anti- corruption, +10 Awareness and +10 glory kill potential A.R.C. SECURITY An ex UAC security officer who left with Hayden to assist A.R.C in the repulsion of hell’s forces. As one proficient with demons after mandatory UAC training, you stand by Hayden to save the Earth. +5 Health +5 Armour Capacity -5 Small weapons -5 Ammo Capacity Arm Shield: At the start of your turn, you spend an action point to activate a shield which doubles your current armour but halves your movement and restricts heavy weapons and melee weapons (unless if they are one handed)

A.R.C. PILOT A Pilot for A.R.C.’s range of mechs and vehicles, knowledgeable about a wide range of vehicles and how well they can destroy demons. Equipped with an experimental suit to interface with all UAC technology, your usefulness doesn’t end when you are in the cockpit +5 Small weapons +5 Movement -5 Health -5 Armour capacity Interface: Once per battle at the start of your turn, you can spend all your action points to attempt to interface with a demon with UAC technology using your intellect vs their demonic rating x2. If you succeed, you can control that Demon for a single turn.

A.R.C. MECHANIC As one of the many respected mechanics of Earth, A.R.C. has chosen you to assist in the push back against Hell. Your knowledge of machines serves you well as you hold machines of death to fight against the techno-barbaric hordes of Hell from your own home. +5 Bonus Equipment Points +5 Plasma weapons -5 Anti-corruption -5 Argent resistance Remote repairs: One per turn, you can spend all of your action points to remove BURNING, FREEZE or TOXIC status effects from your allies. A.R.C. RESEARCHER One of the many scientists driven away by the UAC as they showed their true colours, you have joined A.R.C. to continue your research without the moral dilemma that was once presented to you. Free from the grasp of the UAC and under Hayden’s management, you continue your quest to find a way to defeat Hell while making sure Argent Energy is ready to be used by Humanity +5 Argent Resistance +5 Accuracy -5 Stamina -5 Glory Kill Potential Argent Vaccine: Once per battle, you can spend all of your action points for a turn to use a vaccine to reduce Argent corruption from you or an ally by 10.

MERCS FOR HIRE Even in these times of damnation, there are always those who are looking for cash for their services. Individual Mercenary groups are on the rise even during the apocalypse that is unfolding all around humanity, picking up where A.R.C. is lagging. The sheer diversity of skills of all these merc factions coming together to save humanity (For a price) from the demonic hordes means that there is no shortage of meat to feed to the grinder (Merc classes don’t get default weapons but gain +5 equipment points)

CLASS NAME CLASS DESCRIPTION, STATS AND ABILITY TACTICAL SURVEYOR A mercenary who once served in the marine corps as front-line recon, you left to be part of a merc group stealing information from anyone or anything if the one who hired you paid well enough. Now with this demonic incursion your money flow and business has stopped, meaning you must pick up your weapon once more and fight for the sake of it. +5 Awareness +5 Evasion -5 Glory Kill Potential -5 Argent Resistance Battlefield recon: At the start of the battle, you can start within 12 inches of any demon and gain Partial Invisibility for 1 turn. ANTI-BIO TERRORIST A scientist from a rival company to the UAC turned merc, you were hired by both governments and rebel groups to create and destroy biological weapons of mass destruction. With the opening of the Hell Gates, your job now is coming up with a cure for these new biological afflictions in the form of Argent Sickness. You aren’t one to back down from a good fight either. +5 Plasma Weapons +5 Stamina -5 Accuracy -5 Melee Weapons Argent Research: Passively, if you are inflicted with Argent debuff stacks, you gain 3 points to your Plasma weapon and stamina stacks

PHOENIX A member of the phoenix mercenary group dedicated to burning down sensitive data of their clients with no questions asked. Quiet, mysterious and with an unknown history, this mercenary group and you only have one goal: Use the cleansing fires. With Hellfire spreading throughout the world, your fire has lost meaning and purpose. Like the Phoenix of legends, you hope to be reborn from the ashes, ready to burn brighter than ever. +5 Demonic Weapons +5 Heavy Weapons -5 Medium Weapons -5 Movement From the Ashes: For the first time you fail a saving roll in a single turn, the demon who damaged you receives the BURNING status effect.

JUNGLE PREDATOR Growing up in the last of the jungles on Earth, you have trained yourself to use the jungle to your advantage and built up a name for yourself. Now part of a merc group that uses the jungle as their hide away, you support freedom fighters who are also wealthy enough to support your own cause. With the demonic threat, you must step out from the regular jungle to the urban jungle and maybe even beyond to save what you hold dear +5 Awareness +5 Movement -5 Heavy Weapons -5 Stamina Thrill of the hunt: Once per turn, you can spend an action point to choose a demon to hunt. That demon has -5 armour against your attacks, but you become ENRAGED ASSASSIN OF THE ORDER What is known about you or your group is very limited, even more mysterious than the demonic cults of the UAC. Those who do know you beg for you to assist them in these dark times. Your own motives for taking out the core demons are not public knowledge, but you must do what you must do +5 Movement +5 Melee weapons -5 Armour Capacity -5 Ammo Capacity Key Target: Passively, if you attack a demon with a rating of 15 or higher from behind, you gain +5 damage against them

DEMONIC CULTS NOTE: THIS IS ONLY FOR SPECIAL CAMPAIGNS WHERE YOU ARE NOT FACING DEMONS! In games like these, it is better for the gm to make enemies based on the previous factions and classes AND DEMONS THAT YOU CAN CONTROL CAN BE PURCHASED WITH YOUR EQUIPMENT POINTS!

CLASS NAME CLASS DESCRIPTION, STATS AND ABILITY ACOLYTE One of the right hand men of the Hell Priests, you are following in their footsteps for the consumption of Earth so that one day you may lead the Hell Invasion of another race for the will of the Khan Maykr. Your powers grow and so does your will as Hell becomes stronger. Earth will fall and Hell shall rise. +5 Argent Resistance +5 Small Weapons -5 Heavy Weapons -5 Health Reclamation of souls: Once per turn, you can spend all your action points to heal Demons you control based on how many dead enemies are on the battlefield CHOSEN You are one of the members of the cult chosen to become one with the Demonic beings. Through the mix of sorcery and technology, it is now possible to become the demon. Your transformation has already begun, you feel the demon blood coursing through your veins. A highly respected member in the cult, you will serve on the front lines not as a mortal, but as a destroyer. +5 Demonic Weapons +5 Armour Capacity -5 Argent Resistance -5 Awareness Ascension: Once per battle, after killing an enemy you can choose to ascend into a demon with a rating equal to your maximum equipment points. When you die as that demon, you die as well.

SOUL BINDER A human working within the demonic city of Nekravol, you have been summoned by the Hell priests to help speed up the process of extracting human souls for Argent Energy. Your prowess of not only seducing mortal souls with the temptation of immortality but also binding these souls to be suitable for the extraction has earned you respect within the cults. Now your powers must be used on the war torn battlefields. +5 Argent Resistance +5 Bonus equipment points -5 Medium Weapons -5 Armour capacity Bounded by the damned: Once per turn, you can soul bind an ally to a demon that you control. Both gain the SOUL BOUND status effect. If you get enough blessings, you can upgrade this ability to bind a demon you control and an enemy. Any damage the enemy does to the demon is reflected back at them.

EMPOWERED SOLDIER You are a soldier from the last armies of Earth forced into the possession ritual. However, instead of being fully possessed, you have taken the demonic energies and made it your own, creating a very different type of beast. You are loyal to the Hell Priests but still have your own mind, one only wanting violence, death and destruction. +5 Heavy Weapons +5 Medium Weapons -5 Argent Resistance -5 Small weapons Death at all cost: Once per battle, you can spend an action to EMPOWER yourself and gain double actions for that singular turn. You will not be able to use any actions on your next turn. MAYKR EXPERIMENT To show loyalty to the Maykr race, the Hell Priests have sent a certain portion of humanity to become experiments to see if humanity is capable with Maykr technology. You were one of the poor victims. You are both of your own thoughts but also connected to the Maykr God-Mind meaning that your decisions are partly of those of the Khan Maykr. Your body is no longer yours, but you do not care. As long as humanity falls and Argent Energy can be restored in Urdak, nothing else matters. +5 Demonic Weapons +5 Melee Weapons -5 Awareness -5 Movement Will of the Khan: Once per battle if your health drops below 5, you can take a free FIRE action against your attacker and automatically damage them for 50% of their total health.

Of course, this is only scratching the surface of the factions of Doom and new factions/classes may be updated from new ideas or from community feedback. Watch this space for future editions.

Once you have chosen your faction and class, start by writing the backstory of your character by using the pointers given to you by the class description. Is your character a Night Sentinel who once supported the Betrayer and now wishes to hunt him down, or is your character an A.R.C. researcher who joined in the battle not to reclaim Argent Energy, but to destroy it? That’s up to you and your GM to decide. In many cases, this is just fluff, but it may come in handy for GMs who want a more narrative focused campaign. Using our previous stat line example, it seems only fair to make him an A.R.C. security officer. Thus far, our character will look like so:

NAME: Flynn Taggart

CLASS: A.R.C. Security

STRENGTH INTELLECT AGILITY ENDURANCE UNNATURAL 11 (+4) 8 5 5 5 (-2)

STAT NAME BASE STAT MULTIPLIER END STAT MOVEMENT (AGI) X1 5 HEALTH (END) X2 10 (+5) ARMOUR CAPACITY X1.5 8 (+5) (END) AWARENESS (INT) X3 24 AMMO CAPACITY (STR) X2 30 EVASION (AGI) X2 10 MELEE WEAPONS (AGI) X2.5 13 PLASMA WEAPONS X2.5 20 (INT) HEAVY WEAPONS (STR) X2.5 38 (-5) DEMONIC WEAPONS X2.5 8 (UNTL) GLORY KILL X1.5 23 POTENTIAL (STR) GLORY KILL REWARDS X1.5 8 (END) ARGENT RESITANCE X3 9 (UNTL) ANTI-CORRUPTION X3 9 (-5) (UNTL) BONUS EQUIPMENT X1 8 POINTS (INT)

STAT NAME END STAT SMALL WEAPONS 22 MEDIUM WEAPONS 19 ACCURACY 27 STAMINA 31

2.5 CHOOSING STARTING EQUIPMENT What is one of the first thing you think about when you think about Doom? The weapons and how well they feel to fire. So, it’s important to choose appropriate weaponry to fit with your playstyle. However, it doesn’t stop there since unless you wish to fight like , you will need other equipment to not feel as… naked. Every piece of equipment will have equipment points associated with it, which will help decide how much you can carry. With weapons, it is decided by the appropriate weapon stat, being equal to those stats. Other equipment will list the stat required for it. Weapons will have the following stats NAME – Name of the weapon, duh TYPE – Type of weapon (Small, medium, heavy, demonic and melee) EQUIPMENT POINTS – Equipment points required to equip this weapon AMMUNITION – How much ammo the weapon uses with every attack. WEAPON STATS – The numbers from the appropriate stats to wield it, use it well or master it. This will make sense in the “Playing the Game” section RANGE – The maximum range between you and your target to be able to use the weapon FIRE RATE – How many shots this weapon can do per fighting action DAMAGE – The damage each shot will do to an enemy DAMAGE TYPE – The type of damage each shot will do. Some demons will have resistances or weaknesses to different damage types. Your armour will also have the same WEAPON MODS – Additional attachments to the weapon for extra equipment points, giving it an effect different from the base weapon. Each class will have a starting weapon they get for free that does not take up equipment points. While it is encouraged to switch up weapons and even equip new weapons at the start to fit your playstyle, these are freebies so that you aren’t defenceless from the very beginning.

Weapons aren’t the only equipment. The other equipment falls into armour, combat and support. Armour is self-explanatory, it is your primary defence tool. Armour simply adds onto your Armour Capacity stat and will be explained further in “Playing the Game”. All you need to know for now is that higher number is generally good. However, there are some armour that have more slots for armour upgrades that you will find while playing through a campaign. It is the GM’s role to find appropriate armour upgrades that will help in your journey. Combat equipment is basically anything that is not a direct weapon, like grenades, arm blades and unstable batteries. These are usually one time use equipment, so don’t be afraid to use them to fill out your equipment points or toss them aside to free up equipment points. Lastly, support equipment are things that help in battle but usually don’t deal damage. They usually have abilities that can turn the tide of battle into your party’s favour, such things like crowd control or movement. These are usually one time use as well, so again don’t be afraid to pick them up or use them. Some equipment may be faction or even class restricted, so read carefully before picking anything. You will have to spend base equipment points on starting armour and other equipment unlike your base weapons.

Your starting equipment points is equal to your Major stat + Bonus Equipment Points stat.

Below are the classes and the name of their starting weapons.

Night Sentinel: Sentinel Spear Argenta Vanguard: Argent Cannon Reborn Marauder: Sentinel Axe Death Sentinel: Slayer Rifle Maykr Loyalist: Argent Rifle A.R.C. Foot soldier: Heavy Auto Cannon A.R.C. Security: Combat Shotgun A.R.C. Pilot: Vortex Rifle A.R.C. Mechanic: Torcher A.R.C. Researcher: Energy Pistol

For the base weapon stats and other equipment, please see Appendix B: Pre-made Equipment

2.6 FINALIZING YOUR CHARACTER The last part of creating your character is just adding in small miscellaneous details, like dreams and fears they have. This will provide detail for the GM to use for narrative based gameplay or an interesting mechanic when it comes to combat. The more detail you can provide about your character, the better. If you are the creative type, you can attempt to draw a portrait for your character on the character sheet. This will give a heightened identity to your character and make you feel a stronger connection to them. However, none of this is needed if you are just doing combat scenarios, in which case use this final section as a review of your character and whether or not they can help the Doom Slayer in his fight against Hell’s forces. Show them demon bastards that you have huge guts and rip into their sorry asses.

For a blank character sheet, please see Appendix A: Character Sheet.

CHAPTER 3: PLAYING THE GAME 3.1 DOOM SLAYER’S TESTAMENT 3 And in his conquest against the blackened souls of the doomed, his prowess was shown. In his crusade, the SERAPHIM bestowed upon him terrible power and speed, and with his might he crushed the obsidian pillars of the BLOOD TEMPLES. He set forth without pity upon the beasts of the nine circles. Unbreakable, incorruptible, unyielding, the Doom Slayer sought to end the dominion of the dark realm.

3.2 YOUR TURN IN COMBAT Combat is the main focus of this game and knowing how to fight will ensure a long and enjoyable campaign. Once a combat encounter has started, you cannot move forward until the combat has been finished. It’s all in or die for most situations. Work with your party and slay the demonic hordes that stand before you, or else you will not survive. In combat, you will have a set number of actions you can take. These action points can be spent in however you wish, if you have enough action points to complete the task. Here are the actions you can take during your turn in combat MOVE – Simple enough, you can move to a new spot with your movement stat. Measured in inches SHOOT – Shoot a volley of your currently equipped weapon if you have a target to use it on AIM – This action will allow an advantage for your next shooting attack and can target a weakpoint of a demon USE EQUIPMENT – Use any currently usable support equipment at your disposal. USE ABILITY – Outside of your class’ main ability, you can get other abilities which will help in combat. Note some of these abilities will cost more than one action so keep that in mind. For these abilities, see Appendix C: Abilities USE ENVIRONMENT – Allows you to use any environmental object or hazard to your advantage, from kicking barrels of toxic sludge to using Slipgates. The GM will call out to roll for a stat if necessary. GLORY KILL – You can attempt to glory kill a demon if they are in melee range. If successful, you get a whole bag of goodies in the form of ammo, armour and health. FRENZY MODE – You’ve noticed that bar at the bottom of your character sheet right? That’s your frenzy bar. Once that is full, you can go in a frenzy able to call out and roll for any action within 30 seconds. Any action you fail at is given to a demon to use for their actions. When you take an action that requires a roll, the complication of the roll will determine which roll you need to take. This is determined by a COMPARATOR and a COMBAT STAT for a D6 roll. Below is the table to follow for this method: CONDITION ROLL REQUIRED COMBAT STAT is 2x higher than 2+ COMPARATOR COMBAT STAT is higher than 3+ COMPARATOR COMBAT STAT equals COMPARATOR 4+ COMPARATOR is higher than COMBAT 5+ STAT COMPARATOR is 2x higher than COMBAT 6+ STAT

The number of action points you have is stamina/5 (Rounded to a whole number), meaning you get more the more you play. One thing you will have to keep in mind is that the frenzy bar rewards good description of your actions and how brutal your actions are, so don’t be afraid to go all out. The frenzy bar and how it is filled will be explained later. We will now go into more detail on what each action entails with specific rolls.

SHOOTING is performed by first choosing a target within your weapon’s range. Once chosen, you must consider the following things - Is the enemy within your awareness range? If not, you take a -25% penalty to your accuracy - Can your character see at least 50% of the demon? If not, you get a -50% penalty to your accuracy stat shooting them - Does the demon or your character have the “Flying” key word? If so, ignore the above and shoot away at normal accuracy - Are you affected by any blinding debuffs? Once you consider these things, next rolling for your accuracy which has the COMPARATOR of a d20 roll. If the determined roll is a success, you get a hit. Next is to roll for “wound” since not every shot will strike the target in a way that will affect them. The wound roll has the COMBAT STAT be the weapon type stat and COMPARATOR would be the actual weapon’s stat. For example, if we wanted to fire a Medium weapon with a weapon stat of 15 and we have a medium weapon stat of 25, then we roll for 3+. Once a wound has been done, the demon must perform a saving roll. If a demon fails their saving rolls, they take damage equal to the weapon’s damage. Keep in mind that depending on their resistances, they get a bonus or penalty for their saving rolls. We will discuss how this works for the player later. Another thing to keep in mind each DAMAGE TYPE has their own ammo pool and when you run out of ammo, you must switch your weapon. Out of ammo entirely and you must use your melee weapon or fists. Thank god for glory kills.

AIM will make your next SHOOTING action have a benefit based on what type of weapon you are using with it. Note this will only affect SHOOTING actions taken immediately after performing an AIM action. The AIM action will also allow for you to target a weak point of a demon, preventing them from performing certain attacks and actions if they fail the saving roll. Below are the effects for each weapon type. SMALL WEAPONS – Hits count as wounds. MEDIUM WEAPONS - +10 accuracy HEAVY WEAPONS – Wounds instantly destroys weak points MELEE WEAPONS – Re-roll failed hit rolls DEMONIC WEAPONS - +10 to Demonic Weapons stat

GLORY KILL is going to be your bread and butter action. When in melee range, you can attempt to perform a glory kill on an enemy demon. The COMBAT STAT is your Glory Kill Potential and the COMPARATOR is the demonic rating. Note you cannot attempt a glory kill if the demon is at full health, has weak points left or is multi-phase. If you perform a successful glory kill, roll to see your rewards with COMBAT STAT of Glory Kill Rewards and a COMPARATOR of Demonic Rating again. If it is a success, you get required roll amount of health and ammo for all DAMAGE TYPES back from it. Health can’t go over your Health stat and your Ammo cannot go over the Ammo Capacity stat.

FRENZY is a special mechanic that will encourage more player agency when it comes to battles and shake up how fights will play out. When you call out an action (Or several of them), your description of said action may allow you to gain points to your frenzy bar to your GM’s discretion. If the GM says it is a frenzy worthy action, instead of rolling for the action, roll a d20 for a base stat the GM calls out related to that action and the advantage/disadvantage to that stat. If it is your major stat, you can only get advantages. If it is your minor stat, you can only get the disadvantages. The modifiers to the rolls are as follows: -5 -3 +3 +10. You can only attempt a frenzied action multiple times if you succeeded in your previous attempts in the same turn. If you complete this feat, you will gain a point to your frenzy bar. For every 5 points of Unnatural, you can get one extra frenzy point if you roll a d20 under your unnatural stat Once full, Frenzy mode allows for any action to be completed within 30 seconds, rolling like you would for actual stats. The damage calculation and saving will be done afterwards, giving you time to wail on the damned. However, be careful what you roll for, if you fail any roll then the GM can assign that failed action to a demon, giving it more actions to work with in its’ turn. The maximum actions you can take is equal to your Endurance stat.

Once your entire party has spent all their action points, it shifts over to the demons’ side. Be prepared for the unexpected.

3.3 DEMON TURN IN COMBAT What is the point of combat if there isn’t anyone to fight? This section will cover what is going to happen in demon rounds of combat with both players and GMs. Since players are the life blood of the game, they’ll get covered first.

As a player, you can expect the demons to do the following things: ➢ Moving around to get a better spot to harm you ➢ Using an ability of theirs to harm you ➢ Using their attacks, be it ranged or melee, to harm you ➢ Just in general try to harm you Fear not, for you have multiple defences against these things. Much like the demons, you too have a saving throw if they wound you. This saving throw may mean the difference between life and death. If you experience a wound, first check how much potential damage each wound could do. After that, compare the damage type and see if you have any bonuses or negatives against that damage type with your currently equipped armour. Once you have gotten that, check the table for your saving roll for each wound with the COMPARATOR being the damage and the COMBAT STAT being your (Armour Capacity + your equipped armour amount)/2. There are very few items that allow for higher chances at succeeding at these save rolls, so keep them handy for difficult fights. If you manage to save all instances of wound rolls, you have the chance to make a single SHOOTING action against the demon that attacked you. This COUNTER-FIRE reaction will have a -50% penalty to accuracy like you would be shooting against a more hidden demon, even if they or you have the FLYING key word so use this reaction wisely. Another reaction is to dodge. Once a demon has declared an attack on you and it misses all attacks on you, you can move equal to your evasion combat stat. Some demonic attacks and abilities give you CORRUPTION. CORRUPTION goes up to 100% and every 20% of corruption gives -1 to all stats. Once corruption goes to 100%, it is considered the same as dying. Once again, you have a defence against it. Roll with COMPARITOR of corruption and COMBAT STAT of Anti-Corruption. Next, GMs will be explained how they can use the demons.

You’ve been twiddling your thumbs waiting for this GMs, the players know exactly how to do the fights, now it is up to you to construct them. Demons will not have traditional stats like players, but their own of stats that will be useful for you to determine how hard a combat encounter should be. Here is the list of demon stats DEMON NAME – Name of the demon DEMONIC RATING – How difficult the demon is HEALTH – How much health this demon has ARMOUR – Used to determine Demon Saving Throws (Same as player saving throws) MOVEMENT – How fast demons can move ATTACKS – If the demon is in melee range how many attacks they can do (If no melee weapons whatsoever, the demon does 1 damage for each attack) WEAPONS – The weapon each demon will have with them, each with their own sub stats for combat encounters ABILITIES – Any abilities associated with the demon to help on the battlefield

With the demonic rating stat, this will help you determine which demons you want on the battlefield to challenge your players. The combined demonic rating should be equal to the total equipment point stat of the player party. Of course, you can go higher or lower depending on circumstances, but that’s a good base line. For save throws, if you fail and the players chose to aim, any weapon that has “WEAK POINT” in the name cannot be used for the rest of the battle. For the weapons, they will have the following stats associated with them:

WEAPON NAME – Weapon name… yeah, not much more to say RANGE – Range of the weapon FIRE RATE – How many attacks the weapon can do in a single action DAMAGE TYPE – Damage type of the weapon. Can have advantage or disadvantage against player armour. HIT ROLL – Roll required to hit the player WOUND ROLL – Roll required to inflict a wound onto the player DAMAGE – The damage the weapon does if players fail in their saving roll EFFECTS – If the weapon has any effects to benefit the demon or harm the player, it will be stated here. Demons will not be able to use the same attack twice in a row unless if it is a melee attack. Demons will all have 5 action points to spend. For a list of demons to use or to help design your own demons, see Appendix D: Demons. Remember, you want to pose a challenge to the players, not necessarily “win” all the time.

3.4 STATUS EFFECTS There are many hazardous conditions that may occur while in the heat of battle. These status conditions will affect not only demons but players as well. Study this page to know what key status effects may occur during gameplay BURNING – Any enemy that attacks you will gain Armour equal to the damage they deal to you until their next turn. You only remain on fire for one turn. FROZEN – You cannot use any action or reactions in your next turn. TOXIC – You take automatic damage without any saves unless if you have the RAD SUIT key word. SHIELDED – You automatically pass a certain number of save rolls. If the shield is destroyed by a plasma weapon, the shield explodes dealing the shield value in damage automatically. Shields automatically degrade over turns. ENRAGED – You can only target the nearest enemy for attacks. If you are out of range to attack, you must move to attack range. This lasts a single turn. FEARED – You must run away from the source of the source of the status effect until it is out of your awareness range. This lasts two turns. PARTIALLY INVISIBLE – You cannot be targeted by attacks but cannot attack without losing this status effect. FLYING – You can target anyone within your range without penalty, but they are able to attack you without penalty as well. ARGENT – Player exclusive Status Effect. You will take increased damage equal to the number of argent stacks you have. This can only be removed by using an action and rolling with the COMPARATOR being the number of stacks and the COMBAT STAT being your Argent Resistance/5 OVERPOWER – Player exclusive Status Effect. Your attacks deal 4x more damage for the next turn OVERCHARGE – Player exclusive Status Effect. You move 2x as fast and don’t have to reload for the next turn BERSERK – Player exclusive Status Effect. You gain points equal to your remaining points in the frenzy bar. While you are under this status effect, you can gain points beyond your maximum. After the frenzy is over, you lose the points that you gained initially. SOUL BOUND – Player exclusive Status Effect. You and your ally receive each other’s glory kill rewards for the next turn EMPOWERED – Demon exclusive Status Effect. You move 2x as fast, have 2x actions and deal 2x damage until the source of the “Empowered” status effect has been killed. SUMMONED – Demon exclusive Status Effect. You cannot use movement actions until your next turn.

3.5 CHARACTER ADVANCEMENT AFTER a long slog through combat you expect some sort of reward, right? New equipment that you can use or juicy artefacts, right? That’s up to the GM if you earned new weapons to try out and play with. However, what he doesn’t decide is the main character advancement: Seraphim Blessings. A blessing is awarded to all players of the party to help them advance their character and “level” them up. Players also get to decide which member of their party should get an additional blessing to reward them for how they handled a combat encounter. Seraphim Blessings allow you to do the following things with your character - Give an additional point in your major stat (Up to 18 before including the bonus rolled at the start) - +1 equipment point not tied to your major stat - Remove Demonic Corruption - Increase Health, Armour or Ammo Capacity by 5 - +1 to any independent stat (Stats not tied to base stats) Players can save their blessings to unlock the following - +1 to any base stat (5 blessings) - Grab a new ability from Appendix C: Abilities (5 blessings) - +5 to any dependent stats (10 blessings) - Start the next battle with the Overpower, Overcharge or Berserk status effect (10 blessings) - Upgrade a single piece of equipment to not take any equipment points to keep (15 blessings)

More uses for blessings may come as this is updated so stay tuned.

CHAPTER 4: FINAL TOUCHES 4.1 DOOM SLAYER’S TESTAMENT 4

The age of his RECKONING was uncounted. The scribes carved his name deep in the tablets of Hell across eons, and each battle etched terror in the hearts of the demons. They knew he would come, as he always had, as he always will, to feast on the BLOOD OF THE WICKED. For he alone could draw strength from his fallen foes, and ever his power grew, swift and unrelenting. None could stand before the horde but the Doom Slayer. Despair spread before him like a plague, striking fear into the shadow-dwellers, driving them to deeper and darker pits. But from the depths of the abyss rose THE GREAT ONE, a champion mightier than all who had come before. THE TITAN, of immeasurable power and ferocity. He strode upon the plain and faced the Doom Slayer, and a mighty battle was fought on the desolate plains. The Titan fought with the fury of the countless that had fallen at the Doom Slayer's hand, but there fell the Titan, and in his defeat the shadow horde were routed.

4.2 SETTING UP A GAME Since we are nearing the end of this book, might as well talk about how this game should be ran. If anyone is familiar with war games, the combat sections should be like those. Large tables with lots of interesting terrain to fight through. Destroyed buildings, carcasses of large demons, demonic structures and remains of war machines are all encouraged to build a sense of a large-scale battle much larger than the party. You should also go for varying up the landscapes to fight in like Doom Eternal itself has done, from the world of Argenta with medieval like structures to Urdak with a truly Alien atmosphere. Since this is also an RPG, it is also highly encouraged to have sections of breathing that aren’t just shooting until everything dies. As a GM, it is up to you to think of environmental hazards and situations that players must use their stats to bypass. Will they need to lift the turret of a downed mech to get to their destination? Will they need to survive being shot out of an artillery canon so they can get to the next arena? Will they need to race out of a facility before the self-destruct sequence activates? It’s up to you and what story you want to tell with your players. Players, your job is to have fun with combat while helping the GM create an interesting scenario and game. Get into the head of your characters and what their motivations, dreams and hopes are, and consider how this demonic incursion may affect them. GM can only give the skeleton of an experience; you are the ones to fulfil it. It is wise to play this game at minimum with a group of 4 players so that combat experiences can get hectic and isn’t reliant on a single person to get through them. This is meant to be challenging, sometimes even nightmarish, but much like the actual Doom Eternal, once you get into the rhythm of combat and everything else, you will feel like the Doom Slayer.

Here are some campaign ideas to try out: ETERNAL DAMNATION – The events of Doom Eternal but with your party of humans and Sentinels instead of the legendary Doomslayer HELL ON EARTH – Your party under the watchful eye of Hayden fighting back the demonic hordes from assaulting the last remnants of human civilization CIVIL WAR – Your party is taking sides in the final battles of Argenta before the Khan Maykr’s plan is put into action KNEE DEEP IN THE DEAD – Combat focused campaign based on the events of Doom 1 INFERNO – Your party must fight through the core of Hell to escape the wrath of the demons who wish to torture and slaughter them THE RED PLANET – A more story focused campaign focused on ’s main story

4.3 FAQ Q. Is there a specific way we can set up campaigns for this game? Any specific structure that must be followed? A. No, it is up to the GM and the players. You can have entire sessions dedicated to just doing combat like a multiplayer table top war game, but you can also have traditionally structured campaigns with quests and “missions” that the party must complete to advance or face consequences. Combat encounters also don’t have to be just “shoot at everything until it all dies”, it can also include objectives, npcs other than demons and everything to flesh out a world for your players to partake in. The amount you get out of it is only limited to what you put into it. There will be a pre-made campaign pdf file in the future with detailed combat encounters, quests and areas for you and your party to take part in, so stay tuned.

4.4 CLOSING WORDS Well I hope all of you readers had as much fun reading and hopefully playing as much as I had writing this system up. I’ll keep an eye on any discussion about this and how much people enjoy/dislike it. After beating Doom Eternal I am sure this system will live up to the hype the actual game had received. I would like to extend a thanks to id software for bringing us 25+ years of Doom and allowing for such a creative community to exist. I would also like to thank Doom fans in general for being the ones who drove creativity on the PC market with thousands of high quality wads and modifications to the base game. My last thanks are extended to the people who helped me refine this to be better by tweaking certain parts and informing me of good mechanics to add. It has been a pleasure creating this and I hope you can fully enjoy it. For one last time, remember to RIP AND TEAR, UNTIL IT IS DONE

4.5 DOOM SLAYER’S TESTAMENT 5 And in his terrible rancor between worlds and through time, the Hell Walker found the wretch who shall not be named, but in his heresy was loyal to his evil cause. The wretch adorned the Doom Slayer in a mighty armor, wrought in the forges of Hell, impenetrable and unyielding. With sword and shield of adamantine strength, the Doom Slayer set to banishing all that were left unbroken by his savagery to the void. Yet as the mighty Titan fell and dread engulfed the armies of Doom, the demon priests of the Blood Temples laid a trap to capture this scourge of Hell. Insatiable, even by the vanquishing of the Great One, the Hell Walker sought prey in the tombs of the Blood Keep. And blinded by his fervor, the lure drew him in. The priests brought down the temple upon the Doom Slayer, and in his defeat entombed him in the cursed sarcophagus. The mark of the Doom Slayer was burned upon his crypt, a warning to all of Hell that the terror within must never be freed. There he lies still, and ever more, in silent suffering.

APPENDIX A: CHARACTER SHEET

APPENDIX B: PRE MADE EQUIPMENT NAME: FISTS WEAPON TYPE: Melee EQUIPMENT POINTS: NONE (Every player gets this) AMMUNTION: NONE WEAPON STATS: MELEE 5 RANGE: 2 FIRE RATE: 3 DAMAGE: 1 DAMAGE TYPE: Blunt

NAME: ENERGY PISTOL WEAPON TYPE: Plasma EQUIPMENT POINTS: 1 AMMUNTION: NONE (Never needs to reload) WEAPON STATS: PLASMA WEAPONS 10 RANGE: 30 FIRE RATE: 1 DAMAGE: 2 DAMAGE TYPE: Plasma

NAME: HEAVY AUTO CANNON WEAPON TYPE: Heavy EQUIPMENT POINTS: 3 AMMUNTION: 5 WEAPON STATS: HEAVY WEAPONS 15 RANGE: 25 FIRE RATE: 3 DAMAGE: 5 DAMAGE TYPE: Ballistic WEAPON MODS: PRECISION BOLT: If you use this weapon , Aim and Fire are the same actions and +5 damage but -2 Fire rate. +2 weapon equipment points MICRO MISSILES: If you use this weapon mod, you can attack 2 demons with 6 explosive type attacks, but Ammunition goes up by 5. +3 weapon equipment points.

NAME: COMBAT SHOTGUN WEAPON TYPE: Medium EQUIPMENT POINTS: 2 AMMUNTION: 10 WEAPON STATS: MEDIUM WEAPONS 15 RANGE: 15 FIRE RATE: 1 DAMAGE: 9 DAMAGE TYPE: Shell WEAPON MODS: STICKY BOMB: If you use this weapon mod, you can use your shooting action to fire a sticky bomb which detonates dealing explosive damage in a 6-radius area and destroy weak points without aiming. +3 weapon equipment points FULL AUTO: If you use this weapon mod, increase your fire rate to 5 but ammunition goes up by 5. +2 weapon equipment points

NAME: VORTEX RIFLE WEAPON TYPE: Medium EQUIPMENT POINTS: 4 AMMUNTION: 20 WEAPON STATS: MEDIUM WEAPONS 14 RANGE: 35 FIRE RATE: 1 DAMAGE: 10 DAMAGE TYPE: Ballistic WEAPON MODS: AFTERSHOCK: If you use this weapon mod, you can damage demons in a 10 radius around your main target if you wound. +3 weapon equipment points.

NAME: TORCHER WEAPON TYPE: SMALL EQUIPMENT POINTS: 1 AMMUNTION: NONE (Never needs to reload) WEAPON STATS: SMALL WEAPONS 10 RANGE: 15 FIRE RATE: 1 DAMAGE: 4 DAMAGE TYPE: Fire (Causes BURNING on wounds)

NAME: SENTINEL SPEAR WEAPON TYPE: Melee EQUIPMENT POINTS: 2 AMMUNTION: NONE WEAPON STATS: MELEE WEAPONS 15 RANGE: 3 FIRE RATE: 3 DAMAGE: 7 DAMAGE TYPE: Argent WEAPON MODS: RETURNING JAVELIN: If you use this weapon mod, you can throw this weapon up to a range of 20 but reduce fire rate by 2. +1 weapon equipment stat DOUBLE EDGE: If you use this weapon mod, you can double how many attacks you do but add +5 to the weapon stat. +1 weapon equipment point

NAME: ARGENT CANNON WEAPON TYPE: Heavy EQUIPMENT POINTS: 4 AMMUNTION: 20 WEAPON STATS: HEAVY WEAPONS 19 RANGE: 35 FIRE RATE: 1 DAMAGE: 15 DAMAGE TYPE: Explosive WEAPON MODS: SIPHON ROCKETS: If you use this weapon mod, any damage you do to an enemy will heal you, but ammunition goes up by 10. +3 weapon equipment points.

NAME: SENTINEL AXE WEAPON TYPE: Melee EQUIPMENT POINTS: 3 AMMUNTION: NONE WEAPON STATS: MELEE WEAPONS 19 RANGE: 5 FIRE RATE: 2 DAMAGE: 15 DAMAGE TYPE: ARGENT

NAME: SLAYER RIFLE WEAPON TYPE: Medium EQUIPMENT POINTS: 4 AMMUNTION: 15 WEAPON STATS: MEDIUM WEAPONS 20 RANGE: 25 FIRE RATE: 1 DAMAGE: 15 DAMAGE TYPE: Ballistic WEAPON MODS: ARGENT FILTER: If you use this weapon mod, your current Argent status effect stacks will add +1 damage to the weapon and remove 1 stack after every shot, but ammunition goes up by 10. +1 weapon equipment point.

NAME: ARGENT RIFLE WEAPON TYPE: Medium EQUIPMENT POINTS: 4 AMMUNTION: 5 WEAPON STATS: MEDIUM WEAPONS 17 RANGE: 20 FIRE RATE: 3 DAMAGE: 3 DAMAGE TYPE: Argent (Gives +1 stack of argent on enemy on DAMAGE)

EQUIPMENT NAME: FRAG GRENADE EQUIPMENT POINTS: 1 EFFECT: Throw this equipment up to 20 range. This equipment will explode dealing 10 damage to demons in a 5 radius.

EQUIPMENT NAME: SMALL MEDICAL VIAL EQUIPMENT POINTS: 1 EFFECT: Use this on yourself or an ally to heal 2 health

EQUIPMENT NAME: HOLO GRENADE EQUIPMENT POINTS: 3 EFFECT: Throw this up to 25 range. This equipment will spawn a hologram which will ENRAGE demons within a 5 range. This will last a turn and will count as a “player”

EQUIPMENT NAME: MEDIUM HEALTH PACK EQUIPMENT POINTS: 5 EFFECT: Use this on yourself or an ally to heal 5 health

EQUIPMENT NAME: HASTE SPHERE EQUIPMENT POINTS: 10 EFFECT: Use this to gain the OVERCHARGE status effect

EQUIPMENT NAME: QUAD SPHERE EQUIPMENT POINTS: 10 EFFECT: Use this to gain the OVERPOWER status effect

EQUIPMENT NAME: SOUL SPHERE EQUIPMENT POINTS: 15 EFFECT: Use this to fully heal yourself

ARMOUR NAME: ARC STANDARD ARMOUR EQUIPMENT POINTS: 3 ARMOUR VALUE: 10 EFFECTS: NONE

ARMOUR NAME: ARC SECURITY ARMOUR EQUIPMENT POINTS: 3 ARMOUR VALUE: 5 EFFECTS: Use an action to give yourself a SHIELD 3 status effect. Cooldown: 5 turns. -5 resistance to PLASMA attacks

ARMOUR NAME: ARC SCAVENGER ARMOUR EQUIPMENT POINTS: 3 ARMOUR VALUE: 7 EFFECTS: +5 Glory Kill Rewards

ARMOUR NAME: SENTINEL STANDARD ARMOUR EQUIPMENT POINTS: 4 ARMOUR VALUE: 15 EFFECTS: NONE

ARMOUR NAME: SENTINEL TRAINING ARMOUR EQUIPMENT POINTS: 4 ARMOUR VALUE: 11 EFFECTS: Demons who attack you will have the ENRAGED status effect unless if they are already enraged. +10 resistance against FIRE attacks

ARMOUR NAME: SENTINEL GUARD ARMOUR EQUIPMENT POINTS: 4 ARMOUR VALUE: 17 EFFECTS: +1 armour value for the rest of the battle if you kill a demon

APPENDIX C: ABILITIES ABILITY NAME RESTRICTIONS ABILITY EFFECT Drone Scan ARC faction Once per turn, choose a 10- radius area. Any demon in that area is considered in awareness range. Cooldown 3 turns Wraith Strength Sentinel faction Once per turn, increase your strength stat by 1 and your melee stat by 5 for the rest of that turn. Cooldown 2 turns. Demonic Knowledge Reborn Marauder and ARC Once per turn, increase the researcher damage of all your attacks by your current corruption percent/10 Anti-Fear stimulant ARC Foot soldier and ARC Once per turn, increase your security movement by 10 if in range of a demon with a rating of 10 or more. Peak Awareness Death Sentinel and ARC Pilot You can target demons with partial invisibility but have a 50% accuracy disadvantage Honour through combat Sentinel Faction Once per turn, if you kill a demon with a melee weapon, you can have another 3 actions to spend. Shrug it off None Once per battle, if you lose a saving throw that will kill you, you ignore that damage. The Will of the Slayer Night Sentinel and Maykr Once per battle, you can gain Sentinel the Berserk status effect but cannot use any actions on your next turn Close Call ARC security and ARC Once per turn, you can reroll all mechanic failed saving rolls. Frontline duty Night Sentinel and ARC Foot Once per turn if there are no Soldier allies within a 10 radius of you, your next saving throw will have a +1 advantage.

APPENDIX D: DEMONS DEMON NAME DEMON RATING Movement HEALTH ARMOUR ATTACKS POSSESSED CIVILIAN 1 3 5 2 1

DEMON NAME DEMON RATING Movement HEALTH ARMOUR ATTACKS POSSESSED SOLDIER 3 6 5 7 1

WEAPON RANGE FIRE DAMAGE HIT WOUND DAMAGE EFFECT NAME RATE TYPE ROLL ROLL UAC PLASMA 15 3 Plasma 4 4 2 None RIFLE

DEMON NAME DEMON RATING Movement HEALTH ARMOUR ATTACKS POSSESSED SECURITY 3 6 5 7 1

WEAPON RANGE FIRE DAMAGE HIT WOUND DAMAGE EFFECT NAME RATE TYPE ROLL ROLL UAC COMBAT 10 1 Shell 4 3 6 None SHOTGUN

ABILITY ABILITY DESCRIPTION Security Shield At the start of the turn, this demon can give itself a SHIELD 4 status effect which halves movement. Cannot re-use this ability until shield is drained.

DEMON NAME DEMON RATING Movement HEALTH ARMOUR ATTACKS IMP 3 10 5 4 3

WEAPON RANGE FIRE DAMAGE HIT WOUND DAMAGE EFFECT NAME RATE TYPE ROLL ROLL Fireball 10 3 Fire 4 5 3 If charged up, the fireball has a fire rate of 1 but does 6 damage instead Imp Claw 3 See Blunt 2 4 4 None Attack

ABILITY ABILITY DESCRIPTION Fast Climber Can scale up vertical surfaces without counting towards movement

DEMON NAME DEMON RATING Movement HEALTH ARMOUR ATTACKS POSSESSED 8 3 7 6 1 CHAINGUNNER

WEAPON RANGE FIRE DAMAGE HIT WOUND DAMAGE EFFECT NAME RATE TYPE ROLL ROLL UAC CHAIN 15 6 Ballistic 4 4 3 None GUN

ABILITY ABILITY DESCRIPTION Multi-shot This Demon can use its attacks multiple times in a single turn

DEMON NAME DEMON RATING Movement HEALTH ARMOUR ATTACKS CACODEMON 6 10 10 6 1

WEAPON RANGE FIRE DAMAGE HIT WOUND DAMAGE EFFECT NAME RATE TYPE ROLL ROLL PSYCHIC BILE 10 1 Demonic 4 3 6 +5% corruption on damage CACO BITE 3 See Blunt 2 2 10 None Attack

ABILITY ABILITY DESCRIPTION Flyer Passively has the FLYING status effect Big Eater If this demon is DAMAGED by an EXPLOSIVE attack that was shot after an AIM action that doesn’t kill the demon, this demon’s health is brought down to 1.

DEMON NAME DEMON RATING Movement HEALTH ARMOUR ATTACKS GARGOYLE 4 7 4 4 1

WEAPON RANGE FIRE DAMAGE HIT WOUND DAMAGE EFFECT NAME RATE TYPE ROLL ROLL GARGOYLE 10 1 Demonic 3 4 4 None ENERGY GARGOYLE 3 1 Blunt 2 2 3 None SCYTHE HAND

ABILITY ABILITY DESCRIPTION Winged This Demon at the start of its turn can decide if it is FLYING or not Multi-shot This Demon can use its attacks multiple times in a single turn

DEMON NAME DEMON RATING Movement HEALTH ARMOUR ATTACKS ARACHNOTRON 8 10 10 10 (-5 1 weakness to Ballistic and Fire

WEAPON RANGE FIRE DAMAGE HIT WOUND DAMAGE EFFECT NAME RATE TYPE ROLL ROLL PLASMA 20 3 Plasma 4 3 10 None CASTER (Weak point) GRENADE POD 15 1 Explosive 4 5 4 None

DEMON NAME DEMON RATING Movement HEALTH ARMOUR ATTACKS HELL KNIGHT 9 15 15 4 4

WEAPON RANGE FIRE DAMAGE HIT WOUND DAMAGE EFFECT NAME RATE TYPE ROLL ROLL KNIGHT FISTS 4 See Blunt 3 2 5 At the start of the Attacks turn, can leap movement distance and HIT all targets in a 5- radius area with a single attack.

ABILITY ABILITY DESCRIPTION Aggressive This demon is passively ENRAGED

DEMON NAME DEMON RATING Movement HEALTH ARMOUR ATTACKS REVENANT 9 8 9 7 (-2 1 weakness against explosives. +2 strength vs Ballistics

WEAPON RANGE FIRE DAMAGE HIT WOUND DAMAGE EFFECT NAME RATE TYPE ROLL ROLL ROCKET PACK 15 1 Explosive 3 3 7 None (x2) (Weak point)

ABILITY ABILITY DESCRIPTION Winged This Demon at the start of its turn can decide if it is FLYING or not

DEMON NAME DEMON RATING Movement HEALTH ARMOUR ATTACKS MANCUBUS 10 5 20 4 1

WEAPON RANGE FIRE DAMAGE HIT WOUND DAMAGE EFFECT NAME RATE TYPE ROLL ROLL FLAME 20 1 Fire 4 2 9 If this weapon LAUNCHERS causes the enemy (x2) (Weak to be on fire, the point) fire effect lasts an additional turn

ABILITY ABILITY DESCRIPTION Danger Zone If an enemy is within a 5-radius of this demon, then this demon can create a 5-radius hazard around it of the WEAPON DAMAGE TYPE for a single turn.

DEMON NAME DEMON RATING Movement HEALTH ARMOUR ATTACKS PINKY 12 5 10 15 (-10 1 from the back)

WEAPON RANGE FIRE DAMAGE HIT WOUND DAMAGE EFFECT NAME RATE TYPE ROLL ROLL PINKY MAW 3 See Sharp 4 2 6 None Attacks CHARGE 20 1 Blunt N/A 5 14 Do not roll for hits. When performing this attack, let the Pinky end up within 3 inches of the target.

ABILITY ABILITY DESCRIPTION Aggressive This demon is passively ENRAGED

DEMON NAME DEMON RATING Movement HEALTH ARMOUR ATTACKS CARCASS 9 5 10 7 1

WEAPON RANGE FIRE DAMAGE HIT WOUND DAMAGE EFFECT NAME RATE TYPE ROLL ROLL SONIC BOOMS 10 3 Argent 4 2 3 +1 Argent on wounds SPINNING 3 See Blunt 4 4 9 None TORSO Attacks

ABILITY ABILITY DESCRIPTION Blocking shots When an enemy decides to attack, this demon places a SHIELD 2 object in front of them. If this demon have placed a shield in the enemy turn, it cannot place another one until their next turn.

DEMON NAME DEMON RATING Movement HEALTH ARMOUR ATTACKS DREAD KNIGHT 14 15 15 15 5

WEAPON RANGE FIRE DAMAGE HIT WOUND DAMAGE EFFECT NAME RATE TYPE ROLL ROLL ARGENT 3 (7) See Sharp/Argent 3(4) 3(4) 8 Can choose to do BLADES Attacks either a short range attack or a long range attack. +1 Argent on Wound ARGENT 5 1 Argent N/A 3 5 This does not DISCHARGE need a target. Range refers to the radius around the Demon. +2 Argent on Wound

ABILITY ABILITY DESCRIPTION Aggressive This demon is passively ENRAGED Cyber Enhancements When below 25% health, this demon is EMPOWERED

DEMON NAME DEMON RATING Movement HEALTH ARMOUR ATTACKS PAIN ELEMENTAL 14 10 17 6 1

WEAPON RANGE FIRE DAMAGE HIT WOUND DAMAGE EFFECT NAME RATE TYPE ROLL ROLL LOST SOULS 15 5 Explosive 3 2 6 This demon can choose not to fire all of the lost souls. Remaining lost souls become a SHIELD

ABILITY ABILITY DESCRIPTION Flyer Passively has the FLYING status effect Explosive finale Upon death not by Glory Kill, this demon will explode on a 3+ dealing 5 instant damage to anyone within a 5 radius.

DEMON NAME DEMON RATING Movement HEALTH ARMOUR ATTACKS WHIPLASH 12 15 12 4 3

WEAPON RANGE FIRE DAMAGE HIT WOUND DAMAGE EFFECT NAME RATE TYPE ROLL ROLL EXTENDED 8 See Sharp 3 2 6 None WHIPS Attacks

ABILITY ABILITY DESCRIPTION Slither If this demon has made a MOVE action in its’ last turn, -1 disadvantage to HIT it.

DEMON NAME DEMON RATING Movement HEALTH ARMOUR ATTACKS TYRANT 25 7 32 12 1

WEAPON RANGE FIRE DAMAGE HIT WOUND DAMAGE EFFECT NAME RATE TYPE ROLL ROLL ROCKET 25 5 Explosive 3 3 10 None LAUNCHER MISSILE 25 15 Explosive 5 3 4 None VOLLEY LASER FOCUS 25 1 Plasma 4 2 10 Takes 2 actions to use. Instantly destroys shields no matter the value ARGENT BLADE 8 See Argent 3 3 7 +3 Argent on Attacks Wound

ABILITY ABILITY DESCRIPTION Super Heavy Cannot be targeted if there is another demon closer except in melee Commander Cyber Enhancements When below 25% health, this demon is EMPOWERED

DEMON NAME DEMON RATING Movement HEALTH ARMOUR ATTACKS ARCHVILE 25 9 20 12 1

WEAPON RANGE FIRE DAMAGE HIT WOUND DAMAGE EFFECT NAME RATE TYPE ROLL ROLL LINE OF 25 1 Fire 4 3 6 This affects all FLAMES enemies between the Archvile and the target. Inflicts BURNING on HIT FLAME BURST 15 1 Fire 4 3 12 Instantly destroys shields. Inflicts BURNING on HIT

ABILITY ABILITY DESCRIPTION Super Heavy Cannot be targeted if there is another demon closer except in melee Commander Summoning Every turn, this demon can spend all its’ actions to summon a demon with a rating equal to 10 + 2xTurn Number. After the summon, it gains a SHIELD 3 and the demon it summoned is EMPOWERED. Cannot use this ability two turns in a row.

DEMON NAME DEMON RATING Movement HEALTH ARMOUR ATTACKS DOOM HUNTER 20 15/10 20/10 12/5 5 (Both: +5 strength vs Ballistics

WEAPON RANGE FIRE DAMAGE HIT WOUND DAMAGE EFFECT NAME RATE TYPE ROLL ROLL MISSILE PODS 25 6 Explosive 4 4 3 None (x2) (Weak point) (Phase 1 only) DEMON 20 1 Argent 3 2 10 1 stack of Argent ARGENT on wound LAUNCHER CHAIN BLADES 4 See Sharp 2 2 5 None Attacks

ABILITY ABILITY DESCRIPTION Multi-phase Demon needs to be defeated multiple times to be killed Regenerating Shield This demon passively has a SHIELD 5 Status Effect. Regains this shield if not attacked (Phase 1 only) for a turn. Does not cover weak points. Armoured weak point Any weak point this demon has needs to be damaged 5x instead of 1 to destroy.

DEMON NAME DEMON RATING Movement HEALTH ARMOUR ATTACKS MARAUDER 25 15 25 15 5

WEAPON RANGE FIRE DAMAGE HIT WOUND DAMAGE EFFECT NAME RATE TYPE ROLL ROLL MARAUDER 10 See Argent 2 2 8 +1 Argent stack AXE Attacks and +10% corruption on DAMAGE DOUBLE 5 1 Shell 3 2 10 None BARREL SHOTGUN AXE 20 1 Argent 4 2 8 None PROJECTION

ABILITY ABILITY DESCRIPTION Quick Reflexes This Demon can use the DODGE reaction Shield of Argent D’nur When in range of the Double Barrel OR out of range of the Marauder Axe, if this demon is targeted, they can block all hits but can still be wounded and damaged. This does not go into effect if the attack is declared from behind this demon. Hound of the If SHIELD OF ARGENT D’NUR is activated, summon a Hound Familiar onto the Marauder battlefield.

DEMON NAME DEMON RATING Movement HEALTH ARMOUR ATTACKS HOUND FAMILIAR N/A 15 5 0 1

WEAPON RANGE FIRE DAMAGE HIT WOUND DAMAGE EFFECT NAME RATE TYPE ROLL ROLL HOUND BITE 3 See Sharp 2 2 4 The target cannot Attacks target the MARAUDER who summoned this demon for 1 turn

ABILITY ABILITY DESCRIPTION Familiar This demon does not get the SUMMONED status effect when brought onto the battlefield but will die if the demon who summoned it dies.