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Doom Semi-Random Mission Creator

D.S.R.M.C v1.1
By Kunthar

General
This mod allows easy creation of short to medium sized Doom The Boardgame scenarios.
A great game from Kevin Wilson, published by FantasyFlightGames.
To use this mod you will need the first official expansion.

DSRMC is semirandom because the invader player will have many decisions to make and
can influence the scenario quite a lot.

Due to its random nature, scenarios can get very hard or quite easy for the marines.

As the system mainly consists of cards, it can easily be modified and expanded to include new
ideas, by changing or creating new cards. Feel free to publish your ideas!

This creation is for entertainment only, it shall only be distributed in its entirety. It cannot be
used in any commercial way. For questions and comments mail to kuniaghj@gmx.de

Have fun!

Card types
Missioncards describe the goal the marines have to achieve, they contain information
on level size, general setup and special rules.
Areacards link to the area templates, they have a list of areas printed on them, when
using an areacard randomly choose one of its entries, build the
appropriate area and connect it to the level. An areacard represents
several different areas that can be build from the same stack of map tiles.
There currently are the following sets:
1 S-type (starting area)
3 C-type (corridor areas)
4 R-type (room areas)
1 F-type (final area)
So the maximum size of a level would be 9 areas.
Flavorcards give some flavortext along with special rules that arise from the situation
within the area. They come in two types, exclusively for rooms or
corridors, they also define whether to place ducts. Flavorcards are never
drawn for S (starting) or F (final) areas.
Invadercards show, depending on the number of marines in the game, what invaders
will be placed in a new area.
Itemscards show what items will be available in a new area.
Preparations
Cut out the cards, I put them into card sleeves to give them some stability.
The game starts by creating the marines following the standard rules. In addition the team gets
(number of marines 1) health tokens. Make sure the area templates and all playing pieces
are within reach and choose or randomly pick a mission from the missioncards.

Missioncards have 2 portions:


Task The task defines the goal the marines have to achieve, it can also contain special
rules that affect the whole game. Thoroughly read the text and give the marines
all information they need so they know what to do.
Level The information on the bottom of the card shows what templates will be used to
build the level from. Behind the icons on the bottom of the card it gives the
number of corridors, rooms and fake doors (explained later). Take the following
cards:
start areacard
for each corridor, randomly draw an areacard and a flavorcard (each for
corridors)
for each room, randomly draw an areacard and a flavorcard (each for rooms)
final areacard if the setup graphic contains a F-area

The small graphic on a mission card shows how the general layout of the level will be. This is
best explained with the example from mission 1:

In this example take the following cards:


Start areacard, final areacard, 1 corridor areacard and 1 flavorcard
for corridors, 2 room areacards and 2 flavorcards for rooms.
1 Mission The graphic contains little boxes connected with lines. Each box
represents one area, boxes with multiple entries (like here 1C, 1R)
Escape through
indicate a multiarea.
Briefing

the red door!

This is a classic one, no


The lines between the boxes only represent that these areas are to be
special rules apply. connected, they do not say anything about the direction, this is
red door in final room
according to the invader players choice.
red key in dotted room Areas are generally connected in a linear way leading towards the
R
final area, there will be no areas branching off the main path, unless
Level

S 1C, 1R F
the description says so, like here. Linear doesnt mean that the areas
1 2 1 have to be placed in a straight line though.
The invader can choose the order of areas forming a multiarea.
Areas branching off a multiarea, branch off of the area the invader
chooses.

Create the start area, the invaderplayer places at least one door, he can place fake doors it he
likes. The remaining puzzle connectors are closed with caps.
Flipped areas
Some entries on the areacards have the word flipped behind the designated area. In such a
case the chosen area template should be flipped around its entrances axis. All spawnpoints for
invaders and items are also flipped.

Revealing a new area


Once a marine opens a door leading to a new area, the invader does the following things:
The invader player chooses one of his remaining areacards and one flavorcard to go with
it. He randomly picks the area template from the areacard and refers to the area templates
to see how to build the new area. In case a sidearea connects to this new area or he wants
to place a fakedoor, multiple doors will be placed, close the remaining connections with
caps. The invader player always chooses where to place the doors. He should make sure
that the following areas can be connected to the level at all and would not overlap it. He
also has to make sure, that the level structure follows the rules on the missioncard.
The invader player reads the flavorcards flavortext aloud, if it shows ducts, place them on
the map. He then checks if some special rules apply and acts accordingly. If additional
tokens are to be placed, obstacles can be placed wherever he likes unless they would
completely block movement or block spaces that are used for spawning invaders or items.
The level should be hard on the marines, but not impossible.
An invadercard is randomly picked, depending on the number of marines in the game, it
shows the invaders that will be placed within the new area. The invaderplayer can place
these invaders wherever he likes, but each one has to occupy a space containing a
pentagon (creature spawnpoints) on the area template. This also applies to large invaders,
they have to occupy a space containing a spawnpoint.
An itemcard is randomly picked, the items shown are placed on the itemspawnpoints
(seeking symbols on the area template) according to the invader players liking.

To quicken the setup of new areas, the marine players should help out and collect the invaders
and items, so that the invader players only has to place them.
It can occur that the picked area template cannot be connected to the map, in that case try to
flip the template first. If that doesnt help, randomly pick another template.

Revealing the final area


Revealing the final area is a little different:

Randomly pick a final area template from the final areacard.


There will be no flavorcard for the final area.
Randomly pick a set of invaders from the Final Area Invaders chart. Be sure to
crosscheck with the number of marines. Use a d6.
There will be no itemcard for the final area.
Fakedoors
Fakedoors are used to lead the marines astray and create the impression that they are moving
in a larger facility and cannot get everywhere. Each missioncard shows how many fakedoors
the invaderplayer can place during the entire game. Fakedoors cannot be opened in any way.
A marine standing beneath a door, immediately knows if this door can be opened or is only a
fake one.

Additional rules and changes


Some additional rules or changes apply to the original set when using D.S.R.M.C.
A Hellknight is worth 3 killpoints, a revenant 2 KPs. In some circumstances this might
influence the game, at least if the marines are counting KPs.
Healthpacks are no longer used for healing, they are collected by the marines and allow
respawning. Once picked up, the healthpack belongs to the whole team. When a marine is
killed, at the start of the next turn the team can spend a healthpack to respawn this marine.
A respawned marine is fully healed and stands in the space he got killed in. If this space is
occupied he chooses the closest free space.
When picking up a weapon, the marine can choose to get the appropriate ammo instead.
The invaderplayer wins, when all marines are down or they can no longer accomplish
their mission.

Cards & Stuff


The needed cards, charts and templates can be found on the following pages:
2 pages with 16 invader spawn cards, cut them out
2 pages with 16 item spawn cards, cut them out
1 page with 8 mission cards, cut them out
2 pages with 16 flavor cards, cut them out
2 pages with 9 area cards, cut them out
2 pages with invader spawn packages for final rooms
4 pages with start and final room templates
5 pages with corridor templates
7 pages with room templates
3 pages with an example game

Big thanks go to CRasterImage at the FFG Forum for creating his amazing mapeditor!
3 Marines 2 Marines 1 Marine 3 Marines 2 Marines 1 Marine
5
1

Invader
Invader

3 Marines 2 Marines 1 Marine 3 Marines 2 Marines 1 Marine


6
2

Invader
Invader

3 Marines 2 Marines 1 Marine 3 Marines 2 Marines 1 Marine


7
3

Invader
Invader

3 Marines 2 Marines 1 Marine 3 Marines 2 Marines 1 Marine

9
4

Invader
Invader
3 Marines 2 Marines 1 Marine 3 Marines 2 Marines 1 Marine
9

13
Invader
Invader

3 Marines 2 Marines 1 Marine 3 Marines 2 Marines 1 Marine


14
10

Invader
Invader

3 Marines 2 Marines 1 Marine 3 Marines 2 Marines 1 Marine


15
11

Invader
Invader

3 Marines 2 Marines 1 Marine 3 Marines 2 Marines 1 Marine

16
12

Invader
Invader
Chemicals Equipment Weapons Chemicals Equipment Weapons
5
1

Items
Items

Chemicals Equipment Weapons Chemicals Equipment Weapons


6
2

Items
Items

Chemicals Equipment Weapons Chemicals Equipment Weapons


7
3

Items
Items

Chemicals Equipment Weapons Chemicals Equipment Weapons

8
4

Items
Items
Chemicals Equipment Weapons Chemicals Equipment Weapons
9

13
Items
Items

Chemicals Equipment Weapons Chemicals Equipment Weapons


14
10

Items
Items

Chemicals Equipment Weapons Chemicals Equipment Weapons


15
11

Items
Items

Chemicals Equipment Weapons Chemicals Equipment Weapons

16
12

Items
Items
1 Mission 2 Mission 3 Mission 4 Mission
the escape the cyberdemon the dimensional gate the stand
Secure the control center and defen d it
Enter the abandoned installation and destroy
against the invaders until reinforcements
the dimensional gate. Be careful, the place in
Escape through arrive.
swarming with hostiles.
Kill the cyberdemon and
the red door! return to the starting area During setup, each marine chooses and gets
Place a red door in the control center.
1 turn after revealing the cc the door leading
either an MP or shotgun. The team also gets 1
for extraction. to the dotted room automatically opens and
sentrybot, choose the marine who controls it.
This is a classic one, no the area is revealed.
Another 5 turns later the red door opens and
Place 2 2x1 obstacles as 2x2 square to

Briefing
special rules apply. No special rules apply. represent the gate, it blocks LOS, place in mid
1 sentrybot per marine enters the map adjacent

Briefing
Briefing
to the red door.

Briefing
Place red key in addition to of final room. Gate has
The marines now have to close all doors
4 4
other items. (cannot be smashed or reopened) to the cc and
kill all invaders within it in order to win the
game.
when randomly picking the Separate the invaderdeck into spawns and
events. Invaderplayer only draws from events place 1 1x1 obstacle and 1 2x1 obstacle in the
final area invaders, make and plays the topmost spawncard each turn.
red key control center
here red door sure you get at least one control
R
here cyberdemon gate here center

S 1C, 1R F S 1C, 2R F S R R F S C R R

Level

Level
Level

Level
1 2 1 1 2 1 0 2 0 1 2 2

5 Mission 6 Mission 7 Mission 8 Mission


maze of the spider queen the scientists the strange relic
Find the 2 missing scientists and lead them to A strange relic has been located
the starting zone and into safety.
Enter the maze of the within the facility, get it and bring it
vagary and kill her Scientists cannot attack and have the back for research. Escape through
following stats: the red door.
5 2 5
trites have 2 armor Once the marines have the relic Create your own missions!

Briefing
Briefing

Briefing
for this game The scientists must end their move within 4 (soulcube), the invader may play 2
spaces of a marine, else they are lost. The
Briefing

marines win when all marines and scientists


spawncards per turn.
make it back to the starting area.
remove invaders worth 3 red door
relic
here
KPs from the final area 1 scientist per room, use lying body marker, here
when marine ends his turn on the marker F
invaders, add one vagary exchange it for a figure representing the
scientist
S C C red key
C scientist R R scientist here
here here
R

Level
Level

S 2C, 1R F S C C

Level
Level

3 1 2 2 2 1 2 1 1 0 0 0
1 Flavor 2 Flavor 3 Flavor 4 Flavor
Corridor Corridor Corridor Corridor
The ceiling has collapsed This must be some kind of
The corridor seems to be The lights are out and the and the debris is lying running gag in this cursed
strangely quiet. Some emergency lightning hasnt scattered through the facility...once again the
distant shadows are moving seen maintenance personnel whole area, creating lights have failed. the place
towards you, as though they for some time. Its flickering several nice hideouts. you isnt dark though, large

Flavor
Flavor
better prepare to be

Flavor
just had waited for lights make you feel flaming bursts protrude

Flavor
someone to pass by... somewhat uneasy... ambushed by whatever is from a broken pipe in the
lurking in these dark wall. You hope you wont
places... have to bypass them...

extra tokens to place


1x1 obstacle extra tokens to place
no special rules apply no special rules apply 1x1 obstacle 2 flame jets
1x2 obstacle they cannot be placed
they cannot be placed adjacent to each other

Special Rules
Special Rules
adjacent to each other
Special Rules

Special Rules
5 Flavor 6 Flavor 7 Flavor 8 Flavor
Corridor Corridor Corridor Room
The traces of some
It looks like this corridor The acidic stench in this
explosion mark the area. The The weakened structural
hasnt been used for some area makes it hard to
scorched remains of integrity of this forsaken
time, it is now heavily breathe, but the foul
furniture and maybe some installation shows off in
webbed. A chittering noise creatures in here seem to
bodies have almost been this very corridor. The
coming from above makes like it though. As they
dissolved by some greenish floor looks ver y unstable,

Flavor
Flavor you look up. I n disgust you realise your presence, they

Flavor
Flavor

liquid oozing fr om a broken short on choices you


see many spiderlike come to attack you, so that
pipe behind a scattered wall carefully move on...
creatures coming for you... you can never turn the
panel. You feel a bit uneasy
ventilation back on...
about the pools it forms...
Instead of drawing a
A marine starting his turn in
spawncard for this area
extra tokens to place this area receives only 3
Place 3 Trites per marine. extra tokens to place
2 goo tokens movement points for every 4
Put 8 on the dedicated 2 barrels
they cannot be placed he would usually get.
spawnspaces and the last 1 goo
adjacend to each other Invaders are unaffected.
one wherever you like.

Special Rules
Special Rules

Special Rules
Special Rules
9 Flavor 10 Flavor 11 Flavor 12 Flavor
Room Room Room Room
Entering the room, you cant The room looks like a small
Some heavy fight must have
believe what you see: laboratory, strange recently occured here, you see
The lights have failed, even the room is well lit and only gadgets lie scattered on traces of explosions and
the emergency lights are few traces of the vicious floor and cupboards, some bullet wholes all over the
out of order. The whole creatures invading the base cabinets have been knocked place. The lights in this area

Flavor

Flavor
are heavily damaged and are

Flavor
place is dark like a over. In all this mess you see

Flavor
can be found. Relieved you
mancubus backside... some chemicals you flickering...
realise that whatever it is, it
keeps the invaders at bay... recognise...
The flickering lights make it
Remove invaders from the remove 1 token from the
hard to aim, roll the red die to
invadercard worth itemcard determine how much the
Marines can only trace LOS killpoints equal to the effective range is increased.
number of marines in the extra tokens to place roll a red die each turn:
to spaces that are within a
game. (eg invaders worth 2 1 adrenaline MISS - range + 2
range of 5 spaces. BULLET - Range + 1
KPs in a 2 marine game) 1 health
Invaders are unaffected. ELSE - no change
Special Rules

1x1 obstacle

Special Rules
Invaders cannot be spawned

Special Rules
Invaders are unaffected.

Special Rules
in this area. 1x1 obstacle

13 Flavor 14 Flavor 15 Flavor 16 Flavor


Room Room Room Room
The room is dark and The area looks like a The remains of several
The moment you enter the room, employees are lying near the
unusually warm, the dank storage room of some sort, you perceive a strange and
air smells of decay and lots of tools a re lying on door leading out of the
terrible aura inherent to this
sulfur, a room those workbenches and desks. It place. With an unpleasant area. It looks as though
bastards from hell are they had problems opening
Flavor
Flavor

looks like the place has feeling in your stomach you

Flavor
probably going to like. But been left in a hurry and you carefully enter the room... the door which actually

Flavor
now you gonna disrupt their see a senrtybot you think looks quite battered...
little party and send them you could rea ctivate... The door cannot be opened
Whenever a marine kills a
back to where they came zombie, roll a red die. on a by using 2 movement points,
from... Remove 2 items from the tell them after the first try.
bullet it stays dead. Else lay
itemcard for this area. the figure on the side. On the To attempt to open the door
Place additional invaders next invader turn, all lying a marine needs to spend 1
worth killpoints equal to extra tokens to place zombies stand up again, using movementpoint and 1 attack.
the number of marines in 2 oxygen their whole activation. Marines Roll the yellow die. If the
this area. Remove 1 token 1 sentrybot can pass thro ugh lying zombies, rolled range is lower than
Special Rules
Special Rules

from the itemcard for this 1x1 obstacle they cannot end their move on

Special Rules
the number of attempts

Special Rules
area. 1x2 obstacle the space.
made in this way, it opens.
Area Area Area Area
Start Set Corridor Set 1 Corridor Set 2 Corridor Set 3

1 C1-1 1 C3-1
1 C2-1
1 S1 2 C1-1 flipped 2 C3-1 flipped
2 C2-2
2 S2 3 C1-2 3 C3-2
3 C2-2 flipped
3 S3 4 C1-2 flipped 4 C3-2 flipped

Template
Template
Template
Template
4 C2-3
4 S4 5 C1-3 5 C3-3
5 C2-3 flipped
6 C1-3 flipped 6 C3-3 flipped

Area Area Area Area


Room Set 1 Room Set 2 Room Set 3 Room Set 4

1 R1-1 1 R3-1 1 R4-1


1 R2-1
2 R1-1 flipped 2 R3-1 flipped 2 R4-1 flipped
2 R2-2
3 R1-2 3 R3-2 3 R4-2
3 R2-2 flipped
4 R1-2 flipped 4 R3-2 flipped 4 R4-3

Template
Template
Template
Template

4 R2-3
5 R1-3 5 R3-3 5 R4-4
5 R2-3 flipped
6 R1-4 6 R3-3 flipped 6 R4-4 flipped
Area
Final Set

1 F1

2 F2

3 F3

Template
4 F4
Final Area Invaders
1 2 3

4 5 6

1 Marine
1 2 3

4 5 6

2 Marines
Final Area Invaders
1 2 3

4 5 6

3 Marines
S1 start template S2 start template
S3 start template S4 start template
F1 final template F2 final template
F3 area template F4 area template
C1-1 corridor template C1-2 corridor template
C1-3 corridor template C2-1 corridor template
C2-2 corridor template C2-3 corridor template
C3-1 corridor template C3-2 corridor template
C3-3 corridor template
R1-1 room template R1-2 room template
R1-3 room template R1-4 room template
R2-1 room template R2-2 room template
R2-3 room template R3-1 room template
R3-2 room template R3-3 room template
R4-1 room template R4-2 room template
R4-3 room template R4-4 room template
The following pages will describe a sample setup of Doom:TB using the DSRMC. I wont go
into details on how the marines actually take their turns, but describe how the scenario is built
and what decisions the invader player takes.

I will try to keep this short and easy to understand. All cards are numbered, Flavor2 refers to
flavorcard number 2.
Best is to have the game and the DSRMC components in front of you, when getting through
the example, so you can immediately try it out.

GAME PREPARATIONS
We will have 1 invader player and 3 marines.
The marines are created using the standard rules, they take their equipment bins, wound,
ammo and order tokens and draw their skill cards.
A mission is randomly chosen, in this case it will be mission 1, The Escape.
Due to the mission, the invader player (IP) takes the following areacards: S, F and from
the C and R cards he randomly picks 1 C and 2 R. Lets say he gets C2, R1, R3, so he has
5 areacards in total.
From the flavorcard deck he randomly picks 1 for corridors and 2 for rooms. Lets say he
gets flavor7, flavor13 and flavor14.

START AREA
The game starts and the startarea is created. The IP takes the S-areacard and randomly (eg.
roll d4 if you got one) chooses S3 as the actual template.
The area is build according to the template, the IP chooses not to use the single fakedoor
he has and places only one door. He chooses it to lead to the west.
Once the marines open the door, the next area will be revealed.

AREA 1
The level structure on the mission card leads to a multiarea, an area with several entries.
The IP can now choose if he wishes a corridor or a room to follow, the corridor will then
follow later. He wants a room and chooses 1of his R-areacards and 1 R-flavorcard. Lets
say he picks R1 and Flavor13 to go with it.
A template from the R1 is randomly chosen, lets say its R1-4. The IP referes to the
templates and looks up how the R1-4 will be created. Once done, he connects it with the
puzzle connector indicated by the arrow to the starting area.
The IP reads the chosen flavorcard aloud and checks for special rules. Flavor13 indicates
that ducts will be placed, so all duct tokens are placed like shown on the template.
The IP could place up to 3 doors now: 1 fakedoor, 1 door leading to a corridor (remaining
from the multiarea) and 1 door leading to the branched off room with the red keycard. He
chooses to place 2 doors, one fakedoor and the one leading to the corridor. He secretly
chooses which one will be leading where. The remaining puzzle connector is closed with a
cap.
Next an invader card is drawn, lets say the we pick up invader14. Additional invaders
worth 3 KPs can be placed due to flavor13. The IP chooses where he wants to place what
invaders, but makes sure that each occupies at least one space with a spawn symbol on it.
You can say this is a bad start for the marines
Now randomly draw an itemcard, lets say we get item6. Again flavor13 has its effect, the
IP removes 1 item of his choice, he doesnt want the marines to grenades and places the
remaining tokens on the item spawn points (seeking symbols).
AREA 2
The next area has to be the corridor, the side room and the final room have both to be
connected to it. The IP plays the corridor areacard C2, the randomly picked template is
C2-1, the flavorcard has to be flavor7, so again the ducts will be placed.
2 doors will be connected to the area, the IP chooses which connector will be closed by a
cap and places doors at the others, choosing secretly which one will lead to the last room
and which one will lead to the final area.
Due to the flavorcard no invadercard will be drawn, 3 trites per marine will be placed
instead.
Lets say item13 is drawn, the tokens are placed on the map.

AREA 3
The marines activate the third area and are lucky, it the last room, not the final area. The
IP play his last R-areacard and the last R-flavor with it. Lets say the template is R2-3. No
more dorrs can be placed, to all connectors are closed. No ducts will be placed this time.
There are more items than itemspawnpoints, so the IP will first use all those spawnpoints
and put the remaining tokens wherever he likes.
An invadercard is drawn, lets say its invader9.
Again the flavorcard affects the area setup, the IP removes two tokens from the drawn
itemcard (lets say its item2), but has to place what is given on flavor13. In addition the red
keycard will be here, due to the missioncard.

FINAL AREA
The marines have now to track back to reach the final room. Once they open the door, the
final area is revealed. To determine the template, randomly pick an entry from the F-
areacard, lets say its F2.
No invader or item card is drawn for the F-area, instead roll a d6 and check the final area
invaders chart to see what is lurking here, lets say the marines roll a 5.
If the marines make it through the red door, they win.

Below you see the map created by this example.

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