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DOOM: THE BOARDGAME

EPISODE ABADDON
Abaddon is a self-contained six-scenario episode of
DOOM: the Boardgame where events take place on
the second moon of Mars, Deimos.
The episode uses a variant of the basic game rules.
The main difference between this variant and the
regular game is the addition of weight to all items.
The total weight of weapons, armor etc. a marine is
carrying hinders his/her movement. Additionally all
Marine Cards are divided in three categories.
All the rules modifications along with a new weights
& prizes table are on the last page for easy reference.
Some house-ruling is strongly encouraged for
example Scout is a very strong card in this variant.
This episode uses monsters and tiles from both the basic set and the expansion set. The maps
were made using TileSystem. Abaddon is designed to be one huge map with parts serving as
different scenarios. Marines will have to revisit some areas in order to win the episode. Security
keys stay with the marines throughout scenarios.

EPISODE BRIEFING
You can hardly believe it!
A decade in the service, decorations for valour and conduct beyond the line of duty – all gone. One night, one
damned night of drunken stupor and just a small bar brawl. Some idiot had drawn a blade and impaled himself
on it. Of course you had been the one to take the blame for it and that had only been the start of your troubles.
The wanker turned out to be the only rotten son of some high-ranking officer. So it had been the courts for the
lot of you and what a show it had been. With all the civil unrest back on earth and the recent rumours of bloody
events on Mars it had been a miracle you weren’t impaled on spikes outside the courthouse like some damn
rabbit. Headlines and the wide public had screamed for your blood and in a way the court had answered their
shrill call for gore. The sentencing had seemed almost like a relief, almost. Fucking fiasco.
Minimum of 20 years to be served in the prison, mining and research colony Abaddon on Deimos, the smaller
of the two moons of Mars. Only the worst of former military personnel serve their sentence on Abaddon. The
convicted felons tend to “expire” within a year from their arrival on the moon. Malfunctioning airlocks, mining
accidents, hazardous chemicals and machinery and the occasional “mysterious disappearance” are all part of the
dangers living on small dead rock in space. Basically it’s a death sentence.
The voyage to Deimos was uneventful, thanks to the isolation chamber. You and a few other prisoners arrived a
few hours ago and were greeted by a score of nervous and twitchy guards that all but threw you in the holding
cells. You didn’t get a good look at your fellow prisoners although some appeared familiar. The guards’
behaviour had put you on edge and you decided to keep your eyes open. Something strange is going on around
here.
I: OUT OF THE CELLS
SCENARIO I: AREA 3
There is armor and health in the corners but your eyes are drawn to the
OUT OF THE CELLS figure in a guard’s uniform that’s banging on a control panel. You
Remove all following cards from your deck for this scenario: Dark should kill it quickly before it lets other enemies escape from cells!
Summons, Soul Fire and all spawns with Demon, Mancubus or Hell If the zombies is still alive at the start of invaders turn:
Knight. Don’t spawn Commandos. The zombie manages to hit the master switch.
MISSION BRIEFING Connect the four cells in this area to the corridor.

You wake up with a start as you hear a guard running and screaming. IF A MARINE MOVES ON TO THE EVENT TILE (CONTROL PANEL):
The scream is cut short and the guard stumbles. A grenade drops from You can now control the cell door force fields. You may spend one
his hand and rolls to a control panel. The following explosion kills the movement: to connect/disconnect a cell to the corridor in this area or
guard and fries the control panel – force fields between the cells and the by using a master switch to connect/disconnect all the cells.
corridor fade. Is this your change of escape?
AREA 4
Connect the four cells in this area to the corridor. Marines can’t attack
inside a cell that’s not connected to a corridor. Ask the marines to throw a yellow dice, check the range and read
the descriptions below up to that number (X=0):
SCENARIO GOALS 0 You recognize this place. The airlock door leads to a landing
You must escape the cell blocks before I score six frags. In addition, platform by which you got here last night.
each time I draw the last card from my deck, I get one free frag against 1 The space shuttle might still be there.
you since your lives are at stake. 2 And there are bound to be weapons inside.
3 But the shuttle is protected by automatic security turrets which
All marines must exit through the gateway in area 7.
you don’t know how to override.
AREA DESCRIPTIONS 4 And the cockpit can be unlocked only with a blue security key.
In the floor of the winding corridor there are huge claw marks that lead
START AREA under the door. Maybe you shouldn’t enter there. Above the last door in
Without any armor or weapons save from your fists you hesitantly step the area is a sign that reads: “Gateway to Abaddon Central Hub”.
out of your cell wondering what made the guard scream. Your gaze falls
upon a creature lurking near a duct and you nearly scream yourself. AREA 5 (AIRLESS TERRAIN)
The shuttle is still here! Your happiness turns sour as you notice the
AREA 1 creatures lurking around the craft. They seem to be wary of the shuttle.
Another dead guard lies in a pool of his own blood near a desk while his
former comrade feasts upon his flesh. IF A MARINE OR AN INVADER MOVES NEXT TO THE SHUTTLE:
The shuttles autodefences are operational. Security turrets open fire.
IF A MARINE ENDS HIS TURN ON THE ENCOUNTER TILE:
The shuttle has Watchful ability and attacks with a red and two green
You strip the dead guard from the absolutely vital armor and find keys
dice (attack only to spaces next to the shuttle). The shuttle attacks every
to the desk. You quickly open a cabinet and find some weapons. At last
time when able to do so (no other attacks).
a fighting chance against these abominations.
Remove the encounter and give the marine one armor token. All IF A MARINE GETS INSIDE THE SHUTTLE:
marines may now use pistols. Place an unactivated sentry next to the Damn the cockpit is locked! Luckily you see some supplies.
marine (on a square previously occupied by the encounter). This is not airless terrain and the shuttle doesn’t attack here.
AREA 2 AREA 6
It looks like some guards made a last stand here. There’s a barricade at This is the guards’ locker room and shower. There are bodies
the end of the corridor. A guard seems to have locked himself in one of everywhere. You knew better than to enter. The scratch marks from the
the cells behind the protective force field. corridor lead to the shower where a huge creature is gulping down the
IF A MARINE MOVES ON TO THE EVENT TILE (CONTROL PANEL): remains of a space shuttle pilot. Luckily there are some weapons here.

You can now control the cell door force fields. You may spend one AREA 7
movement: to connect/disconnect a cell to the corridor in this area or Do not spawn invaders to this area.
by using a master switch to connect/disconnect all the cells.
Security hazard detected. Remove all unidentified organic material to
IF A MARINE TRIES TO USE THE CONTROL PANEL: gain access to the Gateway.
You fiddle with the controls and manage to hit the master switch. The IF ALL MARINES HAVE ENTERED THE AREA AND THERE ARE NO
switch seems jammed and the cell door force fields collapse. The dead INVADERS IN THE AREA:
guards rise up and turn their hungry eyes to you.
Gateway operational. The doors close and the other section of the
Connect the four cells in this area to the corridor. Replace the gateway opens. You made it out of the cell blocks alive. Hopefully
encounter with a zombie. If the marines try to use the control panel whatever happened in the cell blocks hasn’t spread to the Central Hub.
again, it works as described above.
II: THE CENTRAL HUB
SCENARIO II: IF A MARINE MOVES ON THE EVENT TILE:
You reached the operational communications station and start to search
THE CENTRAL HUB for an open channel. You push some buttons and a display lights up
with an image of a military reconnaissance officer.
MISSION BRIEFING
The officer demands your name and rank and a hasty explanation for
You must learn more of the situation at hand. The Central Hub houses the lack of communique from the facility. You give the account as best
areas like Communications, Residential and Power Core. as you can. The officer listens to your account in silence but cuts you
short after a while. He tells you to wait and the feed is transferred to
SCENARIO GOALS some sort of a command center.
Search the premises for vital information and learn more of your You don’t recognize any of the people you’re talking to but their
situation before I score six frags. Each time I draw the last card from uniforms are of military intelligence. You give your account in full this
my deck, I get one free frag against you since time is of the essence. time while being interrupted at times with a barrage of questions. At
All marines must exit through a yellow security door in area 5 or 6. long last your interrogators start giving you some information.
Scenario end text is in area 6 desciptions. There have been rumours that the Abaddon base is merely a front and
there’s strictly prohibited research being carried out in the facility.
AREA DESCRIPTIONS
Military intelligence has been planting suitable candidates to the colony
START AREA to investigate the situation and you were sent in in such a role, although
The other part of the Gateway. There must be a security station ahead. unknowingly. The trial had been a ruse to get you there covertly and
your commanding officer had guaranteed your cooperation.
AREA 1 You should’ve been contacted by an operative on arrival but something
You sigh out of relief seeing a security guard sitting behind a desk. has apparently gone terribly wrong. Either you’ve been compromised or
Ask the marines to throw a red dice. With a miss read and do X, worse. Your new mission is to locate the head of the facility, Doctor
otherwise read 0 and continue on. Kruger, find out what’s going on and terminate all potentially dangerous
X You’ve been ambushed! The invader may activate one creature. research before things escalade beyond control.
0 Then you notice the blank lifeless stare in his dead eyes. You Scans of the moon have shown that parts of the facility are located
almost walked into an ambush! beneath the cell blocks. Doctor Kruger is suspected to reside in this
area. Unfortunately there’re no known entrances so you should shake
IF A MARINE ENDS HIS TURN ON THE ENCOUNTER TILE:
things up and buy some more time with a little sabotage: overload cell
You find some weapons and notice a crude map of the area on the block sensors and security systems.
desk.: Residential lies somewhere to the west, Communications is to the
To do this you must infiltrate the Power Core which is sealed shut.
north and to the east is a mess hall along with Power Core.
There’re two ways in: the fuel depot or the reactor control room. You
Remove the encounter and give the marine a shotgun, a machine gun, 2 can choose on which one to lift the lockdown but you’ll also need the
bullets/shells ammo token and a grenade/rockets ammo token. yellow security key to gain entry.
IF A MARINE OPENS THE DOOR TO THE WEST: Remove one of the obstacles marked with X’s according to marines
You find an unactivated security turret inside this security cabinet. choice (area 5 or 6) and place yellow security door in its place.

AREA 2 AREA 6
An obese ogre-like creature blocks your way. Your eyes fall upon a At first glance you notice huge blast doors barring your entry to the
chainsaw on the floor. The thought of ripping the creature apart with Power Core. Next you start to take in your surroundings and deduce
the weapon makes you laugh out loud. that this area used to be some sort of center for entertainment.

The door in the north-west corner is broken and cannot be opened. Now blood from untold amounts of bodies has stained the floor a
shade of black. There’re pesky spider-like trites everywhere and they
AREA 3 (AIRLESS TERRAIN) have made bloody footprints on the ceiling and walls as well. In a side
Be careful! The lack of oxygen might turn you berserk. corridor leading to the Power Core control room you spot the ominous
shape of a vagary. You’ve just interrupted it’s feeding.
AREA 4 (3 SEPARATE AREAS)
IF A MARINE ENDS HIS TURN ON THE ENCOUNTER TILE:
This used to be a habitat chamber but it’s no longer occupied by
humans. There’s some equipment lying around. You search the dry husk of a dead guard and find a powerful weapon
along with ammunition.
Construct the areas separately as marines reveal them. When the
marines find the security key shout something inspiring. Give the marine a Plasma weapon and two Energy Cell ammo tokens.
IF THE VAGARY IS KILLED:
AREA 5
Communications: huge area with a score of deadly monsters. There’s an Death of the vagary seems to drive the trites insane.
operational communications station further in. Makeshift barricades All trites on board are killed (marines get frags from trites with
block your way but you might be able to shift some of them. Entry to corresponding colour).
Power Core fuel depot is under lockdown.
IF ALL MARINES EXIT THROUGH THE YELLOW SECURITY DOOR
Marines (and sentry bots) can push the small 1*1 obstacles in this area. (PLACED WHEN MARINES HAVE ACTIVATED EVENT IN AREA 5):
In order to do this a marine must be in an adjacent square to the
You have an unrewarding task ahead of you. Overloading the cell block
obstacle and must move towards the obstacle. The obstacle moves to
sensors and security systems will undoubtedly raise a lot of attention
the same direction the marine is moving. The marine must spend 1
and probably wreak some havoc to the entire facility. Yet you feel
additional movement for each square he/she pushes the obstacle. Any
anxious about the fight ahead.
invader caught “under” (not flying) a pushed obstacle is fragged.
III: POWER CORE

This map has been rotated


counter clockwise in order to
provide a larger picture.
SCENARIO III: IF THE RIGHT AMOUNT OF POWER REGULATORS ARE DESTROYED:
A huge explosion rocks the base as fire washes over the reactor and
POWER CORE coolant before blast doors close automatically. View from the
observation deck is permanently obscured and everything goes dark.
MISSION BRIEFING
All marines, sentries and invaders in areas 1 and 2 are fragged (doesn’t
You arrived on Deimos less than 12 hours ago as prisoners and now affect observation, marines get frags from invaders of corresponding
you’re hunting traitors. Strange how fast things seem to change. colour). If any marines are killed they cannot respawn to areas 1 or 2.
Close all doors to area 1 and remove reactor and coolant tiles. Resume
SCENARIO GOALS play with Darkness in effect that lasts two whole turns. At the start of
You must sabotage the Power Core to buy you some time to reach marines next turn read:
Doctor Kruger. You must do this before I score six frags. Each time I The scientist radios you but his broadcast is cut short as someone cuts
draw the last card from my deck, I get one free frag against you since on the line: “This is Doctor Kruger, the head of this facility. Whoever
the Power Core is a hazardous environment. you are, you’ve done untold damage to my research. My minions will
All marines must exit through the gateway in area 7. Marines start in exact my revenge.” Suddenly Duren is back online yelling something
either “Start area” or in area 4 (based on scenario 2). about a control panel but a loud booming and hammering from the
background is drowning his words. You can also feel the vibrations.
AREA DESCRIPTIONS
When Darkness ends read the following:
START AREA Power’s been restored: lights flicker and life support comes back online.
You emerge in the fuel depot among invaders and spent fuel rods. If more than the correct amount of regulators is destroyed (i.e.
Waste management was one the main jobs for prisoners on Abaddon. with grenades), the whole moon is destroyed and marines lose.
Your comrades have developed a taste for chemicals. A corridor
collapses and the monsters notice you – they also hunger for flesh. AREA 3 (AIRLESS TERRAIN)
Someone has fired rockets in here and the corridor has suffered
AREA 1 structural damage. As a result there’s no air.
Construct areas 1 and 2 at the same time. Obstacles blocking
movement from area 1 to area 2 or 5 can’t be smashed. AREA 4
When constructing this area for the first time, do not place any The reactor control room is smashed apart. There’s no obvious way to
obstacles except reactor blast doors that are marked with red X’s (2 proceed with your plan. Invaders have cornered a scientist who might
obstacles). The other obstacles will be placed later. Place the huge blast be able to help you if you reach him in time. A blue security key and
doors as seen in area 5 to the end of the corridors. some weapons are lying around.
The yellow security door cannot be opened before the right
AREA 1 (AFTER THE EXPLOSION) amount of power regulators in area 2 is destroyed.
When area 1 is revealed after the explosion, construct area 1 with
all obstacles and without any invaders. Construct area 5 as well. IF A MARINE ENDS HIS TURN ON THE ENCOUNTER:
The scientist, Doctor Duren by nametag, is merely unconscious and you
AREA 2 (REACTOR, COOLANT AND OBSERVATION) quickly proceed to wake him up. You outline your plan to override cell
Construct this area and area 1 at the same time. Do not place the block sensors and security systems and he laughs bitterly. It appears that
reactor tile unless reactor blast doors have been opened (area 4). with all the smashed monitors and calibration equipment it’s impossible.
This is the Power Core reactor and coolant. There’s an observation deck Like all scientists he rambles a bit and blurts out that the only way to do
with sentry controls at the east end. No human should be in here unless what you ask is to briefly overload everything by blowing up power
the reactor blast doors are closed since the reactor emits harmful regulators in the reactor. It seems this is your only option although it
radiation that would kill humans within minutes. could blow up the whole moon. After a brief but serious negotiation
Sentrys can only be activated from observation deck, flags are obstacles. Doctor Duren agrees to open the reactor blast doors when you are in
observation deck. He gives you a radio in order to keep in contact.
IF A MARINE MOVES ON ONE OF THE TWO EVENT TILES:
Remove the encounter from the board.
You can now control one of the sentries.
Replace one of the sentries with that of the correct colour. If the marine AREA 5
moves away from the event tile, replace the sentry with an unactivated Move the huge blast doors to places marked with red X’s.
one (wounds stay). Otherwise the sentry works as normal. The scientist forgot to carry the 1. There’re fires still burning and the
huge blast doors were torn away by the explosion. A huge monstrous
IF A MARINE IS ON ONE OF THE TWO EVENTS AND MARINES HAVE
creature is waiting you here. Kruger must’ve sent it.
RECEIVED RADIO FROM THE SCIENTIST IN AREA 4:

The scientist radios you to tell that he is opening the reactor doors. AREA 6
Remove the reactor blast doors in area 1 and construct the reactor. The Cyberdemon must’ve ploughed through the security station but
thankfully the gateway is still accessible. Only a few more meters to go.
Ask the marines to throw a blue and a green dice and read:
Power regulators (represented by Megasphere tokens) are keeping huge AREA 7
amounts of power in check. Hazardous radiation from the reactor
IF ALL MARINES ARE IN AREA 7:
saturates the air within the area. Duren says that you should destroy
[Range from throw above] power regulators. Their armor level is [Hits]. Your sabotage must’ve hampered Doctor Krugers plans and bought
you the time you need to stop him. As you make your way to the
Marines (does not affect sentries or invaders) moving in area 2 or 1
Gateway you can’t stop wandering what happened to Duren.
suffer 1 wound for each move they make when reactor blast doors are
open. Observation is unaffected.
IV: INTO THE FIRE
SCENARIO IV: AREA 6
You opened the door in time to witness Doctor Kruger enter a lift at
INTO THE FIRE the north wall. The lift starts its descent before you have time to
intervene. So there’s another floor below your feet. You must find a way
MISSION BRIEFING to continue your pursuit.
The power surge should’ve fried cell block sensors and security systems Smash all doors leading to area 7 and close the door to area 3
enabling infiltration to the underground testing and research site. You when all marines have entered area 6 or a door to area 7 is opened.
should prepare for a hard fight. Doors can’t be opened until the start of your next turn.
SCENARIO GOALS AREA 7 (4 SEPARATE AREAS)
You must penetrate the secret underground facility before I score six You’re sealed in. It’s a trap!
frags. Each time I draw the last card from my deck, I get one free frag
against you since that’s the way it is. AREA 8
Plasma weapon and ammo await you!
All marines must exit through the incinerator in area 10.
AREA 9
AREA DESCRIPTIONS
A red security door stands behind this security station manned by
START AREA invaders. You can hear faint thumping against the door and wonder
Looks like the Cyberdemon you killed before did some damage here. what secrets lie on the other side. Maybe there’s another way down but
You remember that the scientist Duren was screaming something about to get to it you need the red security key.
a control panel before his broadcast was disrupted. There’re two within The security door is placed on purpose one square away from the end
your reach. Maybe one of them will open a passage further in. of the tile.
IF A MARINE MOVES ON ONE OF THE EVENT TILES: AREA 10
The control panel of cell door force shields has suffered greatly from This area was made to manage and dispose biological waste. There’s a
the power surge you orchestrated. You search the panel for any hints of switch next to an incinerator that is on full blast. Nevertheless you can
a hidden switch but find none. Eventually you kick it out of frustration see a massive form moving behind the flames. Your eyes are drawn
and a hidden, descending passage is revealed. upon an Archvile in the middle of demonic rant.
Remove the event and replace nearby end tile marked with X’s with a Flame jets in this area don’t flip at the end of every round (they stay on).
corridor (X’s). The other corridor is connected via the other control Archvile in this area can summon one (free) invader at the beginning of
panel (or circling around). In this case remove the other event as well. your each turn if there’s an encounter within the line of sight of the
AREA 1 (AIRLESS TERRAIN) Archvile. When using this ability replace the encounter in sight with an
invader no larger than a demon. The invaders kill-value must be less or
The shuttle is still here! The creatures lurking around the craft seem to
equal to “6 – frags you have”.
be wary of it.
IF YOU USE THE ARCHVILES SPAWN ABILITY:
IF A MARINE OR AN INVADER MOVES NEXT TO THE SHUTTLE:
The Archvile spawns a hell-creature from a corpse.
The shuttles autodefences are operational. Security turrets open fire.
The shuttle has Watchful ability and attacks with a red and two green IF A MARINE ENDS HIS TURN ON ONE OF THE ENCOUNTERS:
dice (attack only to spaces next to and outside the shuttle). You capitalize the remains of a ritual sacrifice.
IF MARINES OPEN THE BLUE SECURITY DOOR: Marine receives one energy cell ammo token and is healed 3 wounds.
Damn! There’re no manual controls, only a direct pilot-interface. You’ll IF A MARINE MOVES ON THE EVENT TILE:
have to find a pilot to fly this vessel unless you want to try to link tour You pull the lever and the flames die out. A Cyberdemon rushes out.
unprotected brain to the shuttle?
Remove the event and place a Cyberdemon in the area marked with X’s.
If a marine wants to link his brain to the shuttle, he’ll die. Flip all flame jets (they don’t turn on anymore).
AREA 2 IF THE CYBERDEMON IS KILLED:
A group of zombies have turned this underground cavern into a The Cyberdemon dies and crashes down. You now have time to realise
recreational area suitable for them. Their murmur echoes from the walls that there’s a near-vertical chute behind the incinerator. There must be
and ceiling that are covered in slime. You feel nauseated. something at the bottom of the chute. Could this be your way down?
AREA 3 All marines must step out of the map behind the flame jets in
This intersection is guarded by a Vagary and her minions. There’re order to win this scenario.
spider webs hanging from the ceiling and you should be careful where IF THE WINNING CONDITION IS MET:
you step. At least you have the freedom to choose where to go next but
You begin your descent carefully bracing yourself against the sides of
still you wonder where’s the tough fight you were anticipating.
the chute. There’s a horrible stench coming from the area below and it’s
AREA 4 not making things any easier. Suddenly you slip and begin to fall
Supplies are littered among invaders in this tightly packed area. Health, uncontrollably. You hit the bottom hard and black out.
oxygen, adrenaline and a Chainsaw await you.

AREA 5 (AIRLESS TERRAIN)


This airless area is vacant of invaders. Thick metal doors block your way
to the east. Maybe there’s a way to open them nearby.
V: WHAT LIES BELOW
SCENARIO V: There’s a holding cell in one side of this room and a lever at the end of
a corridor. Could these two be connected somehow?
WHAT LIES BELOW IF A MARINE MOVES ON THE EVENT TILE:
MISSION BRIEFING You decide to pull the lever hoping to free whatever creature is in the
holding cell. Who knows, it might be grateful and decide to help you.
You’ve chased Doctor Kruger to caverns below the Abaddon base.
Unfortunately nothing seems to happen.
Now all you have to do is find him.
AREA 5
SCENARIO GOALS
Now that was a smooth ride! Fires light up this room but there’s barely
Find Doctor Kruger and end this nightmare for once and for all before anything here. There might be supplies on the other side of those doors.
I score six frags. Each time I draw the last card from my deck, I get one
free frag against you since there’re some nasty surprises waiting. AREA 6
All marines must exit via the lift in area 10. To reach the lift marines The door leading to area 9 is broken and can’t be smashed. Obstacles
must pull four levers (event tiles) in areas 1, 4, 6 and 8. holding the Cyberdemon can be smashed and the Cyberdemon takes
damage as normal. Flames correspond to the map (areas 5 and 6).
AREA DESCRIPTIONS Now this is more than you bargained for! A plasma weapon and armor
catch your eye but there’s a Hell Knight guarding them.
START AREA (AIRLESS TERRAIN)
This area is constructed one tile at a time: when a marine is on a IF A MARINE MOVES ON THE EVENT TILE:
map-tile, reveal tiles adjacent to that tile. Play Darkness in effect. You anxiously monitor your surroundings as you pull the lever hoping
Your head hurts. Partly because of the nasty fall and partly because of for a drastic reaction but nothing seems to happen.
the stench and gases all around. The surrounding area is filled with
rotting corpses, faeces and worse. It’s dark and you’re struggling for AREA 7
breath. There’s an oxygen cylinder nearby and as you’re reaching for it This must’ve been a warehouse of some sort but there’re only a few
you think that it might be a good idea to refrain from using firearms. supplies left. The teleportation process seems to be getting out of hand.

IF A NON-MELEE ATTACK IS USED IN THIS AREA: AREA 8


The attack ignites the gases and causes an explosion. The door leading to area 9 is broken and can’t be smashed. Obstacles
holding the Cyberdemon can be smashed and the Cyberdemon takes
Carry out the original attack normally. If it was an exploding attack,
damage as normal.
double the damage. If it wasn’t, attack the marine or invader that
initiated the original attack with a grenade (range 0). IF A MARINE ENDS HIS TURN ON ONE OF THE ENCOUNTERS:

AREA 1 You rummage through some remains and find what you’ve always
wanted: a weapon of your own choosing!
This area is constructed one tile at a time: when a marine is on a
map-tile, reveal tiles adjacent to that tile. Play Darkness in effect. Give the marine a weapon of his own choosing (not including Soul
Cube) and two ammo tokens for the weapon.
The airlock seals the gases and stench from reaching other areas. You
can breathe normally again but unfortunately it’s still dark. IF A MARINE MOVES ON THE EVENT TILE:
IF A MARINE MOVES ON THE EVENT TILE: Why are there always levers and stuff like that? Why can’t it ever be
simple like go in, kill monster, get out. If this lever doesn’t do anything,
There’s a lever here. And what do we do with levers of unknown
you’re going to retire. You pull the lever but nothing seems to happen.
function? You pull the lever but nothing seems to happen.
If all four levers have been pulled, remove all obstacles marked
AREA 2 with red X’s and the broken doors leading to area 9.
You emerge from the teleport to a small chamber with additional
teleports. The teleportation process seemed rougher than usual which is AREA 9
probably a side effect of the Power Core sabotage. You can hear Doctor With loud rumbling a passage is revealed and apparently the different
Kruger talking on the other side of the red security door. areas connect. A side effect is that there’s nothing keeping the monsters
in check anymore. That BFG in the intersection will be put to good use
Each time a marine uses a teleport, attack the marine with a dice
if you can reach it alive. There’s a door at the end of the hallway that
corresponding to the teleports colour (marine always moves
looks deceivingly like a lift door. But Doctor Kruger is nowhere in sight
through). Add one “Deadly” to the attack after each use of the
and neither is the red security key! What to do?
teleport. This is teleport specific and affects both “ends” (you can
mark this with health tokens next to a teleport in area 2). Read: AREA 10
The teleportation process is getting wilder with each use. Do not spawn creatures into this area.

AREA 3 The lift is empty! You might want to hurry inside and pursue your goals.
Support columns are keeping the ceiling from caving in. There’re some IF ALL MARINES ARE IN THIS AREA, THERE’RE NO INVADERS IN THIS
weapons and ammo here. AREA AND THE DOOR TO THIS AREA IS CLOSED:

The lift starts to ascend and you leave a horde of monsters behind.
AREA 4
Suddenly you can hear Doctor Kruger’s manic laughter through your
The door leading to area 9 is broken and can’t be smashed. Obstacles
radio: “Hahahaa! You fools! Now your fate is sealed. You’ll be devoured
holding the Cyberdemon can be smashed and the Cyberdemon takes
by my favourite! Hahhaaahaaa!!!”
damage as normal.
VI: FACE THE BEAST AND ESCAPE
SCENARIO VI: AREA 1
You start to recognize this place – Kruger’s hideout is close. Too bad
FACE THE BEAST AND ESCAPE you cleared the area of almost all useful equipment on previous visit.
MISSION BRIEFING AREA 2
Doctor Kruger has tricked you into entering the lair of some beast. The lift to Doctor Krugers hideout is here!
When you get out you’re going to find him and tear him a new one. IF A MARINE MOVES ON TO THE EVENT TILE:
SCENARIO GOALS You can now use the lift to get to Krugers hideout.

Face the beast and escape before I score six frags. Each time I draw the If the marine uses the lift, remove the lift-tile (X’s) and “connect” it to
last card from my deck, I get one free frag against you. area 4 (X’s) at the beginning of marines next turn. Return-trip is similar.

All marines must escape from Abaddon via the shuttle in area 6. AREA 3
When the lift arrives you see Kruger running through the security door
AREA DESCRIPTIONS
into the teleport room. In his haste he drops the red security key.
START AREA IF MARINES PICK UP THE RED SECURITY KEY:
Initially don’t place the airless corridor but place all obstacles.
You can hear Kruger begging you to open the door. The teleportation
The lift comes to a sudden stop and doors open. Beyond there’s a huge process must be chaotic. You decide to let him die a horrible death.
cavern with two closed blast-doors on the west wall. The caverns center
stage is dominated by a massive figure that must be the beast Doctor AREA 4
Kruger mentioned. The monster vaguely resembles a cacodemon but it Something is banging on the red security door.
is at least twice the size. Luckily it’s trapped between support columns.
Just as you’re watching it, the monster disgorges a huge plasma ball that IF MARINES OPEN THE RED SECURITY DOOR:
explodes near you. Behind the security door you find three ragged shuttle pilots. They’ve
been through a lot so you might want to share some of your equipment
The creature is 3*3 in size (X’s) so use whatever is handy to represent it.
The monster is basically a cacodemon with following exception: double with them. Now all you need is a shuttle to get you out of here.
health, armor, blast radius of the attack and all damage this creature Pilots are basic marines with 8 BMR, 8 wounds and no extra abilities.
does. Additionally the creature must attack each round and it only takes They have pistols and 1 armor each. When they die, they don’t respawn.
damage from its own attacks.
AREA 5
IF A NON-INTERRUPT ATTACK WOULD WOUND THE CREATURE: The shuttle is close now but there’re powerful invaders in your way. The
You put all your skill into the attack but the creature seems to absorb Gateway to Abaddon Central Hub is inoperable.
the damage. You must device a different strategy.
AREA 6 (AIRLESS TERRAIN)
The monster doesn’t suffer any wounds.
Your spirits soar as you see the shuttle ready to go!
IF THE CREATURE IS ATTACKING AND A MARINE SUCCESSFULLY USES
IF A PILOT ENTERS THE AREA:
AN INTERRUPT ATTACK THAT WOULD WOUND THE CREATURE:
The pilot disengages the shuttles autodefences.
You break the monsters concentration and its attack backfires.
The creature doesn’t take damage from the marines attack but instead IF THE AUTODEFENCES ARE OPERATIONAL AND A MARINE OR AN

attacks itself (center-square) and takes damage from this attack. INVADER MOVES NEXT TO THE SHUTTLE:

The shuttles autodefences are operational. Security turrets open fire.


IF THE CREATURE MANAGES TO WOUND ITSELF IN ANY OTHER WAY
(I.E. FAILED AND SCATTERED ATTACKS): Same as before: Watchful and attacks with a red and two green dice.
The creature roars in disbelief, it’s been ages since it last felt such pain. IF MARINES OPEN BLUE SECURITY DOOR AND THEY HAVE NO PILOT:
Even this mighty monster isn’t impervious to its own attacks. Damn – only a direct pilot-interface! You’ll need a pilot to fly this vessel
IF THE CREATURE IS DEFEATED: unless you want to try to link your unprotected brain to the shuttle?
With a deafening roar the monster succumbs to its death. You sigh out If a marine wants to link his brain to the shuttle, he’ll die.
of relief and that’s when the cadaver explodes. The blast tears support IF MARINES OPEN BLUE SECURITY DOOR AND THEY HAVE A PILOT:
columns and blast doors to pieces. The cavern is caving in!
The direct pilot-interface awaits an operator.
Remove all obstacles and construct the airless corridor. At the start of
your next turn replace obstacles marked with X’s and remove non- IF MARINES ARE INSIDE THE SHUTTLE AND PILOT IS ON THE EVENT:
airless tiles of the area (marines and invaders in this area are fragged). The pilot plugs himself into the interface but something goes horribly
The cavern has collapsed and buried the remains. The invader forces are wrong and he dies smoking and screaming. His remains slump to the
now in disarray but the monsters haven’t given up and are now hunting floor and you’ll have to face the facts: you’re never getting off this rock.
for you. The game is about to change so it’s time to device an escape! Just as the crushing despair fills your heart, you’re confronted by your
Draw to eight cards. This is your hand for the rest of the game greatest hero. Doctor Duren – bloodied and obviously insane – shoots
and you can play these cards as normal but you don’t draw his way through a horde of invaders while all the time singing the
additional cards. At the beginning of your each turn, reveal cards complete score to “Meet Me in St. Louis.” He jumps to the shuttle and
from your deck equal to twice the number of marines. These cards shouts: “Idiots, use the manual controls”. He bangs the console a few
are your “turn-hand” and you can play them as though they were times while muttering “it’s not a bug, it’s a feature”. The manual
in your hand. You may play multiple summon cards each turn. At controls spring from the console and Duren flies the shuttle out of
the end of your turn, discard the “turn-hand”. Abaddon. You’re safe now in the capable hands of a mad scientist.
RULES OF ENGAGEMENT
GENERAL DECK AND CARD MODIFICATIONS
Use the deck form the expansion set and place monsters on map as they Crushing Blow can be used against any armor.
appear (i.e. Cherub is a Cherub and not a Trite, spawn what you like). Jammed weapons copy can still be used (except grenades).
The main rules modification is the addition of weight to items. Idea is Medic: Heal ability and can carry Health Packs (4 kg each).
that the more you carry the less you move (Marine movement below). Tough: You always have at least one armor. You can’t give, lose or sell
Marines start with normal wounds but without weapons, armor (except your last armor. Your each armor weighs 10 kg.
with Tough) or ammo. For 1 or 2 marines one random marine card Marine Cards I (10 cards): Crack Shot, Danger Sense, Lean and Mean,
from categories I, II and III each (see Deck and Card modifications Lithe, Marksman (*2), Medic, Prepared, Recon, Sniper.
below). For 3 marines one random card from categories II and III each.
Marine Cards II (10 cards): Assassin, Big Guy, Careful, Officer,
No permanent armor (except with Tough). Armor can be dropped or Perfect Aim, Special Ops (*2), Survival Ops (*2), Tech Op.
given to other marines. When marines die they spawn with the same
Marine Cards III (8 cards): Alert, Efficient Killer, Front Guard,
amount of armor. If a marine with no armor would suffer any wounds,
Ground Assault, Killer Instinct, Scout, Tactician, Tough.
count the damage like the marine had one armor but double the amount
of wounds suffered (includes damaging obstacles, vacuum etc.). WEAPONS
Roll for weapon breakage immediately after a marine rolls an X but only
MARINE MOVEMENT
with the first attack roll (X’s in reroll don’t break the weapon).
A few definitions to calculate the amount of movement a marine has:
Pistols are unbreakable and can be fired without ammo tokens.
BMR Base Movement Rate of a marine is 8. This is not the actual rate Plasma Gun has Aimed in addition to Accuracy.
of movement for a marine. Marines may increase their BMR Turrets move immediately after owners turn before airlocks close.
between scenarios by spending kills (see prizes).
W Weight as in what is the total weight of all equipment, armor,
ENEMIES
weapons etc. a marine is carrying. Raged Maggot gets 3 attacks (not 4) and only one (not 2) with Watchful.

WC Weight Constraint is the amount of how much Weight is You may move the Trite before blowing it up with Trite Blast.
restricting the marine’s movement.
WEIGHTS (kg) & PRIZES
WC = W/10 rounded down Item Weight Cost
(i.e. WC for 40–49 (kg) is 4)
Armor 15 20
MR Movement Rate is the basic amount of movement for marines. Health Pack (Medic only) 4 5
Check MR at the start of marines each turn. Oxygen Cylinder 2 5
MR = BMR – WC. Adrenaline 1 5
The MR corresponds to “move 4 spaces” in the basic rule set. So all you Berserk, Invisibility, Megasphere 0 NA
have to do is use MR instead of a movement rate of 4 from basic rule Security Keys 0 NA
set and Marine Card abilities (i.e. Advance is “move up to MR and attack Security Turret 0 20 *
once” and Sprint is “move up to 2 * MR”). Shells/Bullets 1 3
There’re situations when a marine would get a decimal (or fraction) Energy Cell 2 5
number for the maximum amount of movement (i.e. with Assault card). Grenades/Rockets 3 5
If this happens, you have to decide whether to round the marine’s Pistol 0 NA
movement up or down. If the decimal in W/10 is 5 or more, the marine Machine Gun 5 10
moves less. For clarification see the example below. Shotgun 5 10
Not everything depends on the MR for example Earthquake and the Chainsaw 5 10
Knockback ability are not affected (use your brains). Rocket Launcher 5 20
Chain Gun 10 20
Example: A marine with basic BMR of 8 is carrying 37 kg. Now:
Plasma Gun 10 30
WC = 3 since W/10 = 3.7 rounded down is 3 BFG 20 40
MR = BMR – WC = 8 – 3 = 5 Soul Cube 0 NA
So the marine can for example move up to 5 spaces and Heal one wound 0 2
attack once (Advance) or move up to 10 spaces (Sprint). Heal three wounds 0 5
The marine has the Assault card and decides to Unload Permanent increase to Wounds 0 20 **
which in the basic rule set would allow him to attack three Permanent increase to BMR 0 20 **
times and move up to 2 spaces. This is half of the regular Additional random Marine Card I 0 25 **
movement of 4 in the basic rule set. Therefore the revised Additional random Marine Card II 0 45 **
movement rate is half of the MR. Additional random Marine Card III 0 65 **

In above we had the MR = 5 so MR/2 = 2.5. How much * Decrease the cost by 5 for every wound the turret has suffered.
should the marine be able to move? We had W/10 = 3.7 ** Increase the cost by 5 after every purchase (marine specific).
where the decimal is 7 and as stated in the rules we should There’re no limits to how many items of a given type a marine may buy
round the movement down (decimal is 5 or more). The except when there’re no more tokens. Marines may sell their equipment
marine can move up to 2 spaces (if the marine had been with half prize (sum it up first). Items with cost “NA” cannot be bought
carrying say 33 kg he could have moved up to 3 spaces). or sold. The last seven items on the list (upgrades) cannot be sold.

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