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Baptism of Hellfire

Introductory Scenario for DooM: The Boardgame

Summary GENERAL NOTES


Playtime: 30-90min When setting up, assume player order is always
Map size: 15x22 tiles, 45x66cm approx. Red, Green, Blue – thus, Green invaders only
appear in a two- or three-player game, and Blue
Tile Used only in three-player.
compass rose 1
All Marines start with only 2 clips of ammo, to
cap / end piece 3 illustrate that they are not prepared for this
X intersection 1 scenario. The do have their sidearms (Pistol
T intersection 3 tokens) with them, however.
2x3 hallway 2
L hallway 3 As the map is quite small and there are no
Watchful invaders, a Marine with both Scout and
large L hallway 1 Recon will not work in this scenario. Either ask the
4x4 room 1 player to draw again, or change one of the two
5x5 room 1 cards into "Handgun Specialist" – they can fire two
pistols at once, provided they have two pistols
door/broken door 6
chits. If you do not like either of these two
security door (blue) 1 modifications, try to use the NPCs to slow the
1x2 obstacle 2 Marine down – this is explained in the NPC
duct 1 section.
1x1 obstacle/duct 2
I also use the following House Rules:
1x1 obstacle/teleporter (red) 2
1x1 obstacle/teleporter (dark blue) 1 • Marines do not automatically have access
duct/barrel 4 to the Pistol – they need a Pistol token.
duct/clue 3 • To make them a little more useful, all
key (blue) 1 Pistols are Aimed weapons, like the Aim
Invader Ability. Marines can use this to
medpack 4 either increase their range, damage, or
bullets (ammo) 2 lower the chances of using up ammo.
nightstick (custom token) 1
pistol (custom token) 1 For a single-Marine game, the Invader starts with
three cards and draws only one every turn. For
two Marines, start with zero cards and draw two
This is meant to be a quick introductory scenario. It per turn. For three, start with two cards and draw
keeps things simple in terms of map, weapons, two per turn. This will mean that your choices are
powerups, and foes, which should help new limited at the beginning of the game, but should
players get a taste for the game without feeling increase as play goes on. I recommend not
overwhelmed. spawning until the Marines exit Area 1.
The scenario takes place just as the Mars Incident
begins, and uses only the weaker monsters: Trites, To keep things from getting boring for the Marines
Imps, and Zombies. To enhance the feeling of early on, pay extra attention to describing their
dread the Invader player attacks mainly through his surroundings, playing up the sights, the sounds,
Spawn cards, which should mean that the first few and the feel of Mars Base under attack. Make them
rounds pass without combat, letting the Marines jump – think of Acts I of Alien or Aliens. Make Mars
get used to moving and interacting with their Base feel menacing...
environment.
Once you get some spawn cards, try to introduce
The Invader player (you) should read over the only one type of monster to the Marines at a time,
whole scenario before running it, so there won't be to help them figure out their tactical options.
any surprises for him or her. There should be Later on, of course, feel free to throw everything
plenty for the Marines, though! you've got at them! If you get a spawn card with

v1.7 © 2007, Dima "nemchenk" Nemchenko


a monster that is not part of this scenario, you may the horror atmosphere ("and then there were
spawn either one Zombie, two Imps, or three none!") Don't forget to describe the NPCs demise
Trites. in full, gory detail.

The Zombies are the most dangerous invaders in However, if you have "the Flash" in your group (a
the scenario – keep them "back" until you've killed Marine with Scout and Recon), switch tactics and
some NPCs, then you can add atmosphere by attack the Marines instead of the NPCs. The NPCs
having those bodies rise up. For extra effect, usually move only 4 squares, and with no keycard
maybe have Trites "hatch" out of those downed "the Flash" is going nowhere!
Zombies later – think John Carpenter's "The
Thing." In general, try to make the Marines feel like they
need to be everywhere at once – attack from all
When spawning Zombies, feel free to mention sides, kill off NPCs when they are looking the other
sliding door noises from the direction of Areas 2 or way, make them feel under pressure! But, you
4, to suggest that these are UAC employees already knew that! ;-)
leaving their (locked down) quarters. When
spawning Imps or Trites, I like to allude to scuttling MISSION BRIEFING
noises, flashes of greenish light, smells of brim-
stone, and/or noises like fabric tearing.
Give the below (copies in Handouts section) to the
Marines while they are setting up, or summarise it
Describe the monsters to the Marines in detail;
for them:
never use the name of the monster (“Trite”, “Imp”,
“Zombie”) – the unfamiliar is frightening! If the
Marines use these names for their opponents (or,
even better, make up their own), fair enough. But What a way to start your rotation on Mars
as the Invader you do not want to make your Base! You've been here less than twenty
Forces of Unspeakable Evil too mundane! minutes, and already you have busted up a
million-dollar Shuttlecraft, pissed off your
Sergeant, and probably earned twelve weeks
of gruelling, punishing shit-detail, probably
NPCs repainting every square inch of the outside
super-structure of the base... Great! Your luck,
as ever, is holding.
The scenario has three Non-Player Characters that
the Invader player controls after the Marines finish
You step into the elevator after your kit-bags,
their turn, but before he draws or discards Invader
cards. Once the Marines have LOS to the NPC unceremoniously dumped on the floor, and
punch in SUBLEVEL 23 – one of the many
tokens, you can replace them with a figurine that
will not be used in the scenario, e.g. an Archvile. subterranean levels of the underground hive of
humanity that is UAC Research and
When fragged, mark their bodies with encounter
tokens. Use these if the Marines want to search Colonisation Station Delta-Three-Zero, better
known to Space Marine grunts throughout the
the bodies, or if you want to spawn zombies (but
again, keep track of these zombies so the Marines Solar System as Mars Base. Time to report-in
to the CO of the base, and get your quarters
can search the bodies later.)
and rota assignments.
All the NPCs can either Ready to move 4 and The doors slide shut and you feel the slight
Dodge, or Sprint 8. They have 2 armour and 1 lurch in your stomach that accompanies the
health. They do not count towards the Marines' hissing of the elevator's descent. You try to
LOS. ignore the cheerful "dings" as the readout
starts counting down: GROUND, SUBLEVEL
Move the NPCs as you see fit, but remember these 1, 2, 3... God, this is going to be another
are civilians who are scared and will act joyless, grinding assignment: heaving about a
accordingly. Use them to inject some tension and 50-pound spacesuit all day, and – when the
horror into the game – why not have one Sprint off Sun goes down and it gets too cold to work –
screaming down an unlit corridor at some crawling around like moles below the surface.
appropriate moment, forcing the Marines to make a Great!
quick decision: split up the group, or risk another
frag? You can only hope nothing else is going to go
wrong for you...
Try and direct your attacks at the NPCs: this gives
newbie Marines more of a chance, and heightens

v1.7 © 2007, Dima "nemchenk" Nemchenko


Once the Marines are set up and you have found AREA 1
all the tiles needed for this scenario, lay out the
elevator cabin (the START area), adjust the below
to compensate for a lone Marine, and read out:
The lift doors no longer work – leaning in, you
manage to force them open just enough to
step out into a slightly surreal scene. In front of
You are in the lift, descending below the you is a comfortable lounge: two sofas pushed
Martian surface, when the car lurches violently up against the walls, soft lighting coming from
sideways and the sound of a thundering various lamps and uplighters. At the far end of
explosion fills the confined space. You look at the room, two men in UAC overalls are looking
each other with wide-eyed surprise, bracing over their shoulders at you in surprise – it
yourselves against the walls of the tiny cubicle looks like they were in the middle of counting
which you realise is no longer moving. The up change for the vending machine behind
lights flicker, and the readout jumps crazily them.
between SUBLEVEL 12 and 13. Before
anyone has a chance to say anything, the lift
car plunges down again with the shriek of The two encounter tokens are UAC lab techs,
tortured metal, and you have but seconds to Archie and Gerard. If any Marine has LOS of
brace yourselves before the bone-crunching either NPC role-play their meeting.
impact.
They know very little about what is happening,
INVADER PLAYER: Roll (1xRed) for each Marine partly because nothing has happened yet. They
– they suffer that much damage. Roll for all the live on SL31 and work all over the base. This is
players first, then use your imagination to describe SL28, primarily a crew-quarters level. To get to
all of their injuries. Perhaps some are caught by SL23, they recommend using one of the three
surprise as the lift suddenly stops, while for others elevators on this level.
their Basic Training serves them in good stead.
After the level is locked down and their access
codes no longer work, they might suggest looking
The elevator car has stopped at least, and is for "Reg", the security guard they saw earlier.
mostly intact. The level readout is shattered
and dark, and in fact the cabin is now only If the Marines step on any of the squares
dimly lit by the flickering neon strip light, marked X, read out the following and lay out Area
dangling above your heads by it's wiring. The 2 or 4, whichever they have LOS to:
whole lift has definitely seen better days, and
you hope that the cost of the repairs won't be
taken out of your paycheques. Oh yes, your Suddenly, the walls and ceiling shudder with
luck is definitely holding up... the force of another large explosion some-
where in the Base. Dust and debris shower
you as you instinctively duck down, and the
Scenario Goals lights dim, then die.

Within seconds the backups kick in, casting a


The aim of this scenario is to figure out where pale, cold, flickering light over everything. One
you've ended up, and find a way to report in to of the UAC techs coughs up dust, then
the Base Commander on SUBLEVEL 23. You mutters: "What the hell was that?"
may need to obtain extra security clearance,
as you probably do not have the correct
access codes for this level of the base. If the Marines try the Blue door:

You each gain one "kill point" for dispatching


an invader, and 5 for every UAC employee that Above the door is a lit “emergency exit” sign.
you rescue. You can trade these points for You palm the access panel, but the readout
equipment or powerups at the end of the flashes “ACCESS DENIED: SECURITY
scenario. I score one frag when any UAC PERSONNEL ONLY”. Looks like you'll need to
personnel, including Space Marines, are killed. find someone with security clearance to open
Also, if I go through my whole deck of cards, I this door.
score a free frag as your CO looses patience.
If at any point I score 6 frags, I win.

Now, game on!

v1.7 © 2007, Dima "nemchenk" Nemchenko


AREA 2 AREA 4

The lights in this section of the corridor have The lights in this section of the corridor have
completely failed, and bits of wiring and rubble completely failed, and bits of wiring and rubble
hang from the ceiling. Dust is all over the floor, hang from the ceiling. Some light is falling from
crunching underfoot. Some light is filtering the glass viewplates in the two doors, and you
from the West door's viewplate, and you can can see more light at the far end, but
see more light at the end of the corridor, but everything else is in shadow.
everything else is in shadow.

Behind the two doors are corridors that lead to


If tried, both doors are locked down and won't open crew quarters, G01-G20 and G21-G39. But, if tried,
– both control panels say "Security Lockdown they won't open and the control panels say
Alpha." Behind the East door is the second lift, "Security Lockdown Alpha."
behind the West a corridor to crew quarters G40-
G59. Because of the darkness, Marines can't trace
LOS further than 4 squares in this area, although
Because of the darkness, Marines can't trace Invaders are not affected. That is also why Area 3
LOS further than 4 squares in this area, although is not placed until the marines reach the edge of
Invaders are not affected. That is also why Area 3 this area.
is not placed until the marines reach the edge of
this area.

AREA 3 AREA 5

The room is a smaller version of the lounge The door slides open, and you are looking
where you met the two UAC techs – the beyond it into a dark corridor. Hulking shapes
entrance to another lift, sofas, potted plants, lurch unsteadily towards you, arms
and a vending machine. Standing by the lift outstretched, growling.
doors, working the control panel, is a heavyset
UAC security guard.
Marines can't trace LOS further than 4 squares
in this area, although Invaders are not affected.
The guard is Constable Reginald "Regs" Balder. If
a Marine moves into LOS of Reg role-play the If all the Marines exit off the map:
encounter.

He is attempting to work the lift, trying to figure out You burst out onto the stairwell, the groans
what has happened. He will suggest that in an and growls of the last of the invaders are cut
"Alpha Lockdown" situation, he may have off as the door clicks shut. Sublevel 23 and the
clearance to use the emergency stairs in the north- Security station should be five floors up – you
west corner. better get moving!

Reg has the Blue key-card, a Pistol, two Clips, and


a Nightstick (Melee, 1xRed, Deadly), but he won't Marines get one killpoint for each invader they
relinquish them until his life is threatened and the dispatched, and 5 for every NPC that made it off
Marines save him. Even then, he will not give up all the board with them. The Invader gets one
his weapons at once, but will prefer to hang on to automatic frag for every live NPC that is still on the
either the nightstick, or the pistol and one ammo. board.

The third and final lift is inoperable, same as the


others. "Security Lockdown Alpha," baby!
TO BE CONTINUED...

v1.7 © 2007, Dima "nemchenk" Nemchenko


Player Handouts
Cut out the following and hand to your players
when appropriate:

What a way to start your rotation on Mars What a way to start your rotation on Mars
Base! You've been here less than twenty Base! You've been here less than twenty
minutes, and already you have busted up a minutes, and already you have busted up a
million-dollar Shuttlecraft, pissed off your million-dollar Shuttlecraft, pissed off your
Sergeant, and probably earned twelve weeks Sergeant, and probably earned twelve weeks
of gruelling, punishing shit-detail, probably of gruelling, punishing shit-detail, probably
repainting every square inch of the outside repainting every square inch of the outside
super-structure of the base... Great! Your luck, super-structure of the base... Great! Your luck,
as ever, is holding. as ever, is holding.

You step into the elevator after your kit-bags, You step into the elevator after your kit-bags,
unceremoniously dumped on the floor, and unceremoniously dumped on the floor, and
punch in SUBLEVEL 23 – one of the many punch in SUBLEVEL 23 – one of the many
subterranean levels of the underground hive of subterranean levels of the underground hive of
humanity that is UAC Research and humanity that is UAC Research and
Colonisation Station Delta-Three-Zero, better Colonisation Station Delta-Three-Zero, better
known to Space Marine grunts throughout the known to Space Marine grunts throughout the
Solar System as Mars Base. Time to report-in Solar System as Mars Base. Time to report-in
to the CO of the base, and get your quarters to the CO of the base, and get your quarters
and rota assignments. and rota assignments.

The doors slide shut and you feel the slight The doors slide shut and you feel the slight
lurch in your stomach that accompanies the lurch in your stomach that accompanies the
hissing of the elevator's descent. You try to hissing of the elevator's descent. You try to
ignore the cheerful "dings" as the readout ignore the cheerful "dings" as the readout
starts counting down: GROUND, SUBLEVEL starts counting down: GROUND, SUBLEVEL
1, 2, 3... God, this is going to be another 1, 2, 3... God, this is going to be another
joyless, grinding assignment: heaving about a joyless, grinding assignment: heaving about a
50-pound spacesuit all day, and – when the 50-pound spacesuit all day, and – when the
Sun goes down and it gets too cold to work – Sun goes down and it gets too cold to work –
crawling around like moles below the surface. crawling around like moles below the surface.
Great! Great!

You can only hope nothing else is going to go You can only hope nothing else is going to go
wrong for you... wrong for you...

v1.7 © 2007, Dima "nemchenk" Nemchenko


v1.7 © 2007, Dima "nemchenk" Nemchenko
Made with Tile System v2.0 running under WINE on OpenSuSE Linux 10. Edited using OpenOffice 2.0

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