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Turn Sequence
A game (or scenario) in Doom and Unless a scenario specifies the order of
Gloom is divided into rounds. In each round, the players, players may choose to decide the
each player activates sequentially the models order in which they activate in each round at
he or she controls. Once a player has activated the beginning of the game or at beginning of
all models controlled by him/her, the player each round (in case the players prefer a more
passes the turn to the next player. The round random order in each round). To do so, the
ends once all models have activated. Then, a players roll 1d8 each. The player who has the
new round begins. highest score is first and the order of the rest of
the players is decided accordingly. As will
become obvious later in this ruleset, the order
of the players may not be followed within the
round but, in case at some point during the “Buying” the turn
game the next player needs to be decided, the
players should refer to the order, defined at the Alternatively, whenever the active
beginning of the round. player activates a model and rolls 2 or more
Once the order of the players has been failures, the reactive player may choose, instead
decided, the first player becomes “the active of spending the failures on reactions, to “buy”
player”. The active player nominates one of the turn at the cost of two reactions (the
his/her models and rolls 1,2 or 3d12. Each d12, reactive player does not need to roll for
that results in a value below or equal to the reactions – he/she simply declares that he/she
nominated model’s WIL, gives one action to the uses the two activation failures of the active
model. Each action may be spent in a number of player to start his/her own turn). In the case of
ways detailed in the following sections. After 1 action and 2 failures by the active player, if
that, the active player nominates another the reactive player decides to “buy” the turn,
model and so on, until all the active player’s the active player may still spend his/her action
models have been activated. Then the next on the chosen model. After that, the reactive
player becomes the active player. player becomes the active player and his/her
turn begins. In the case of 3 failures by the
Reactions active player, the reactive player may choose to
“buy” the turn and roll for up to one reaction,
Each failure on the activation roll (the as long as he/she has models to react with
1,2 or 3d12 roll detailed in the previous (remember, each model may react only once
paragraph) may be used by the opposing each round). Hence, a player’s turn continues
players to react. The opponent with a model, either until he/she has activated all of his/her
closest to the model with a failed activation roll, models or until another player “buys” it and
may react (if that player has no models that then the same happens to the new active player
may react, then the next player, with a model, and so on until all players have activated all of
closest to the model with a failed activation roll, their models (note that not all models may have
may react, and so on). The reacting player reacted). Then, the round ends.
(referred to as the “reactive player” from now A note on activations/reactions – A
on) chooses a model that will react and model may activate only once per round. A
allocates the reactions to it (it need not be the model may react only once per round.
closest model). A model may react only once in
a round. To do so, the player, controlling the Alternative Activation
reacting model, rolls up to as many d8 as the
number of reactions (the number of failed
Instead of rolling for activation, the
activations by the active player). Each die that
active player may decide to use alternative
shows a results equal or less than the SPD of
the reacting model counts as an action that may activation as long as there are no enemy models
be used by the reacting model, preceding any within 12” of the activating model. The
actions by the model, chosen by the active alternative activation does not require rolling of
player (the model, that has failed some of its any activation dice. Instead, the activating
activation rolls). After the reactive player has model receives automatically 2 actions but they
finished reacting, the turn passes to the active may only be spent on movement, running,
player, who continues with his/her turn until hiding, climbing and jumping.
he/she has activated all his/her models.
Movement
A model may spend a single action to An enemy model detects any hidden
move up to its SPD. It may move in a straight or models (they do not count as being hidden) if
curved line, unless otherwise specified by the they are within a radius equal to or less than
rules. A model may not spend more than 2 the enemy model’s SPD.
actions to move in this way, unless some special
rule or skill allows it. Climbing
Shooting
combat with a friendly model (friendly to the
A model may shoot once per a round, shooting model).
unless a special rule or skill allows the model to To see if a shot hits its target, a
shoot more times. To do so, the controlling shooting model applies any relevant modifiers
player spends one action of the to its RC and any relevant modifiers to the
activated/reacting model to shoot. The target model’s DEF. Then the shooting model
nominated target must always be the closest takes the difference between the modified RC
visible enemy model, unless the shooting model and modified DEF, rolls 1d8, and consult the
is standing at 4” or more height above the following table.
ground. A model may not shoot while there is
an enemy model, adjacent to it. A model may
not shoot at an enemy model, engaged in close
<=-3 -2 -1 0 1 >=2
8+ 7+ 6+ 5+ 4+ 3+
Strength - Endurance
<=-2 -1 0 +1 +2 >=+3
PB 1-5 1-4 1-4 1-3 1-2 -
KD 6-9 5-8 5-8 4-7 3-5 1-3
ST 10-12 9-11 9-10 8-9 6-8 4-7
If a model is pushed back, it moves 2” in A model that is knocked down has been
a direction, nominated by the controlling brought to the ground and will have a harder
player. This may cause the model to fall and time fighting. A model that is knocked down
suffer damage as described in the rules for a may not shoot, or attack in close combat until it
failed climbing roll when climbing down. A stands up. A knocked down opponent may cast
pushed back model may be pushed in contact spells or prayers at +2 difficulty (casting spells or
with one or more standing (not knocked down prayers is explained in the MAGIC & PRAYERS
and not stunned) enemy models. If that section of this ruleset). To stand up, the model
happens, each adjacent enemy model gets a needs to spend one action and this may be
free attack at the pushed back model. These done as either an activation or a reaction. All
attacks do not count as reactions for the enemy close combat attacks at a knocked down
models and are always primary attacks (primary opponent are at +2 CMB for the attacking
attacks are explained in the CLOSE COMBAT models. If an attack against a knocked down
section of this ruleset). If a model is pushed model (ranged or close combat) results in a
back but has no space to go to, it becomes “Pushed Back” result, the knocked down model
knocked down instead. If a model is pushed remains knocked down. If an attack against a
back while engaged with multiple opponents, knocked down model (ranged or close combat)
these opponents do not get free attacks. A results in a “Knocked Down” result, the knocked
model that has caused another model to be down model becomes stunned. If an attack
against a knocked down model (ranged or close model hit automatically and are at +1 STR. If an
combat) results in a “Stunned” result, the attack against a stunned model (ranged or close
knocked down model is taken out of action combat) results in a “Pushed Back” result, the
instead. In addition, a knocked down model model remains stunned. If an attack against a
may parry with a -2 modifier to the parry roll stunned model (ranged or close combat) results
(parry is explained in the CLOSE COMBAT in a “Knocked Down” or “Stunned” result, the
section of this ruleset). Additionally, a knocked stunned model is taken out of action instead. A
down model may use a shield block but a stunned model may not parry or use a shield
successful shield block adds 1 less END (shield block while stunned.
block is explained in the CLOSE COMBAT section
of this ruleset). Out of Action
Close Combat
Psychology
Rout Test Fear
At the beginning of each round, if a Some creatures have the Fear trait.
warband has 25% or more of its models taken Whenever a creature with Fear attacks, its
out of action, the controlling player must make intended target needs to pass a will test. If the
a rout test. To do so, the player takes a will test, target fails the will test, the target suffers a -2
using the will of the leader of the warband. If DEF modifier for all attacks made at it by the
the leader is knocked down or stunned, the will creature with Fear. Whenever a creature with
test is taken with the will of the hero with the Fear is attacked, the attacker need to pass a will
next highest will in the waband. If all other test. If the attacker fails the will test, the
heroes are knocked down or stunned, the will attacker suffers a -2 CMB modifier for all attacks
test is taken with the will of the model with the made by it against the creature with Fear.
next highest will in the waband. If the will test is
Rage
passed, the round continues as normal. If the
test is failed, the warband routs and leaves the Sometimes a model will be susceptible
field. The scenario/game is over for this to rage. If a model is subject to rage, it adds one
warband. extra primary attack to the maximum number
of primary attacks and one extra secondary A model that is subject to rage is no longer
attack to each type of secondary attacks it can subject to rage if it gets knocked down or
make, for the duration of the rage (the models stunned.
still needs to spend actions to take advantage of
Hatred
these extra attacks). A model that is subject to
rage and within charge distance from an If a model attacks an enemy that it
opponent always attempts to charge with the hates, the attacking model may re-roll once
maximum attacks possible, hence, the failed attack rolls.
controlling player must always roll 3d12 for
activation and must always aim to charge the Stupidity
closest available enemy with the highest A model under the effect of stupidity
possible number of available attacks. A model re-rolls once any successful activation rolls. The
that is subject to rage is immune to the effects result of the re-roll counts.
of Fear and other effects that require WIL tests.
Commands
Any hero may issue orders to a group of be spent only on movement actions for the
henchmen and /or heroes. To do so, the hero purpose of moving the marching models in a
may spend one action (not as a reaction). Then, given direction together.
the hero chooses which command to issue. The
possible commands are as follows: iii. Concentrate fire – Up to 3 models, at
least one of which is within a commanding
model’s WIL (not including the commanding
i. Regroup – Up to 3 models within the model) and within 6” of each other may shoot
commanding model’s WIL (not including the together. To do so, the active player may roll up
commanding model) may regroup. To do so, the to 3d12 as if activating a single model (use the
active player may roll up to 3d12 as if activating lowest WIL among the shooting models). Each
a single model (use the lowest WIL among the successful activation counts as an action for
regrouping models). Each successful activation each of the shooting models. However, these
counts as an action for each of the regrouping actions may be spent only on shooting and/or
models. However, these activations may be reloading. Special skills may not be used when
spent only on movement actions for the concentrating fire.
purpose of bringing the 3 models closer to each
other. iv. Group charge – Up to 3 models, at
ii. March – Up to 3 models, at least one least one of which is within a commanding
model’s WIL (not including the commanding
of which is within the commanding model’s WIL
model) and within 6” of each other may charge
(not including the commanding model) and
together. To do so, the active player may roll up
within 6” of each other may move together. To to 3d12 as if activating a single model (use the
do so, the active player may roll up to 3d12 as if lowest WIL among the charging models). Each
activating a single model (use the lowest WIL successful activation counts as an action for
among the marching models). Each successful each of the charging models. However, these
activation counts as an action for each of the actions may be spent only on charging and
marching models. However, these actions may potential additional close combat attacks.
Weapons & Equipment
Close combat weapons it gets one reaction that may only be used for
an attack against the charging model. This
Dagger: attack resolves before the attacking model
Strength bonus – none makes any attacks. This rule applies even if the
Special rules – Small blade reacting model has already reacted during the
Small blade – Attacks, made with this current round.
weapon, give the opponent +1 DEF, for the
purpose of determining whether the attacks Morning Star:
with this weapon have hit. Strength Bonus – +1 STR, when charging only.
Special Rules – Chain weapon, Heavy
Club/Mace/Warhammer: Heavy – A model, armed with this weapon,
Strength bonus – none may only use a shield in its off-hand.
Special Rules – Concussive Chain weapon – Attacks with this weapon
Concussive – If an attack with this weapon may not be parried and successful shield blocks
results in a knocked down or stunned outcome, against attacks, made with this weapon,
the knocked down/stunned model may roll only provide 1 less bonus END than normal.
up to 2d12 on its next activation and may not
react until the end of the next round. Flail:
Strength Bonus – +2 STR, when charging only.
Axe: Special Rules – Chain weapon, Two-handed
Strength bonus – none Two-handed – A model, armed with this
Special Rules – Armor piercing weapon, may not use any other weapon or
Armor piercing – A model, attacked with this shield/buckler in its off-hand.
weapon, suffers -1 DEF if it wears armor. If Chain weapon – Attacks with this weapon
other effects would remove the DEF bonus from may not be parried and successful shield blocks
armor anyway, disregard this rule. against attacks, made with this weapon,
provide 1 less bonus END than normal.
Sword:
Strength bonus – none Halberd:
Special rules – Parry Strength bonus – +1 Strength
Parry – refer to Parry in the Close Combat Special rules – Two-handed, Slow
section. Two-handed – A model, armed with this
weapon, may not use any other weapon or
Spear: shield/buckler in its off-hand.
Strength bonus – none Slow – A model, armed with this weapon, may
Special rules – Unwieldy, First Strike not make free primary attacks at enemies,
Unwieldy – A model armed with this weapon leaving combat.
may only carry a shield or a buckler in its off-
hand. Great weapon (great sword, great axe,
First Strike – Whenever a model armed with etc.):
this weapon is charged while being unengaged, Strength bonus – +2 Strength
Special Rules – Two-handed, Cumbersome, Light weapon – a model does not suffer a -1
Slow RC penalty for moving before shooting with this
Two-handed – A model, armed with this weapon.
weapon, may not use any other weapon or
shield/buckler in its off-hand. Thunder Powder Weapons
Cumbersome – Whenever a model armed
with this weapon activates while being Pistol:
engaged, all adjacent enemy models, not Weapon Strength = 4
engaged with any other models, may roll for up Maximum Range = 8”
to 1 reaction each. Successful reactions may Special Rules = Reload
only be used for an attack against the activating Reload – Once you fire with this weapon, you
model. This rule applies even if the reacting need to spend 2 actions to reload it.
models have already reacted during the current
round. This rule does not apply when the model Handgun:
armed with this weapon is charging. Weapon Strength = 5
Slow – A model, armed with this weapon, may Maximum Range = 28”
not make free primary attacks at enemies, Special Rules = Reload
leaving combat Reload – Once you fire with this weapon, you
need to spend 2 actions to reload it.
Ranged Weapons
Blunderbuss:
Short Bow: Weapon Strength = 3
Weapon Strength = 3 Maximum Range = 14”
Maximum Range = 18” Special Rules = One Shot, Shotgun
Special rules – none One Shot – this weapon may be shot only
once per scenario.
Bow: Shotgun – When shot, this weapon hits
Weapon Strength = 3 everyone under the comet-like template. No
Maximum Range = 24” need for to-hit rolls.
Special rules – none
Long rifle:
Long Bow: Weapon Strength = 5
Weapon Strength = 3 Maximum Range = 48”
Maximum Range = 36” Special Rules = Reload, Sniper
Special rules – none Reload – Once you fire with this weapon, you
need to spend 2 actions to reload it.
Crossbow: Sniper – A shot, made with this weapon, gets
Weapon Strength = 4 an extra +1 BS if it were a precision shot.
Maximum Range = 30”
Special rules – Reload Armor
Reload – Once you fire with this weapon, you
need to spend 1 action to reload it. We will first discuss the concept of
armor piercing in this section. Some types of
Throwing Knives: armor (light armor, heavy armor etc.) give a
Weapon Strength = As user’s Strength bonus to the DEF of their user. However, 1 of
Maximum Range = 6” this bonus is negated for each point of STR of an
Special rules – Light weapon attack, exceeding 3. For example, a model,
wearing heavy armor, naturally gets +2 DEF but
this bonus is reduced to +1 DEF if an attack at Rope and hook - A model, equipped with this
STR = 4 is made against that model. If the armor item, may re-roll failed SPD tests when climbing
piercing effect exceeds the DEF bonus from up or down.
armor, the excess armor piercing does not
decrease the remaining DEF of the model. Thus, Poison and drugs:
an attack at STR = 6 against a model with light
armor will only negate the DEF bonus from the Drugs and poison, once purchased, may
light armor and will not subtract additional 2 be used only once per battle/scenario and they
points of DEF from the DEF of the defending only last for the duration of one battle/scenario.
model. Having specified that, here are the types You may not poison thunder powder weapons
of protective equipment that models may use: and may use a single vile of poison on a single
weapon only. A single vile of a drug may be
Light armor: used on a single model only, at any point during
DEF bonus = +1 the battle/scenario.
Special rules = none
Putrid Aconitum – A weapon, poisoned
Heavy armor: with this type of poison, will automatically stun
DEF bonus = +2 its target on a roll of 8 to hit. This ignores the
Special rules = Limited Mobility endurance of the defender. The attacker may
Limited Mobility – A model equipped with still roll for damage to see if the defender is
this item suffers -1 SPD. taken out of action, instead.
Post-Scenario Sequence
After each scenario, the players need to 5. Hiring – each player may spend gold to
go through a post-scenario sequence. During hire new models (heroes and/or
this sequence, the players check what injuries henchmen) to his/her warband.
the models of their respective warbands have 6. Buying equipment – each player may
sustained, what experience and reputation the spend gold to buy new equipment for
models and warbands have acquired and spend his/her warband. Then, each player
the reputation on training the models, acquiring allocates any existing equipment to
new equipment and hiring new models to the his/her warband members.
warband. Hence, a post-game sequence
Once this sequence is complete, the players are
proceeds in the following manner:
ready to field their warbands on the tabletop
1. Injuries – each player rolls on the injury for yet another battle.
charts of the henchmen and heroes,
Injuries
controlled by him or her, that have
been taken out of action during the Each model that has been taken out of
scenario. action has to roll on the injuries chart after the
2. Experience – each player allocates scenario in which the model was taken out of
experience to the members of his/her action.
warband according to the rules,
described in the scenario.
3. Exploration – each player rolls on the
exploration chart to see what loot
his/her warband has found during the
scenario.
4. Training – each player may spend points
of experience to train the heroes and
henchmen in his/her warband.