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DOOM FOR AD&D!

"You're doomed!Definitely doomed!" Ever played DOOM, the computer game by ID Software? Do you love pumping buckshot into demons, smile when exploding barrels blow folk into mush, and laugh hysterically when you fire the BFG (Big Fraggin' Gun) into a room full of monsters, who then get totally nuked? If you've ever wondered what would happen should the Doom and AD&D universes collide, read on friend, and enjoy....


 
   
   
 
   
     
     
   
   
     
     
   
   
 
     
     


  Doom is all about some denizens of Hell who invade two secret military bases that humans have built on the moons of Mars: Phobos and Deimos. The demons are technologically inclined, not magical, and utterly vicious (in fact, they're almost as happy killing each other as humans). Apparently, the 21st Century Earth military were trying to build Gates, allowing fast travel across space, but the Doom denizens somehow took over the Gates, slaughtered the human personnel, and managed to warp Deimos into Hell. Military aid was sent from Mars, but most of the soldiers were quickly torn apart, the lone survivor had to travel through the different parts of the Phobos base, then reached Deimos by a Gate, and from there attacked the demons in their Hell HQ. A company called 'Union Aerospace Corporation' (U.A.C.), has research and chemical waste dumps on the bases, as they work with the military.

   So, what if the monsters tapped into a Gate that lead to the Forgotten Realms or Planescape? Alternatively, what if a band of heroes went through a Gate, and found that it lead to the Phobos base? The rules presented below were used to spring a 'Christmas surprise game' on some friends of mine: an elven town had been taken out by paralysing nerve gas the DOOM demons stole from the Phobos base, the monsters kidnapped the folk for experiments and totally annihilated the town. The elves found a Gate nearby, but no one they sent through had come back, so they begged the PCs to help. Divination's suggested Lower Planar influences, but the heroes didn't expect to find shotgun-wielding zombies on the other side of the Gate! DM's should have real fun inventing bizarre scenarios, and player's should have the chance to let their PCs unleash apocalyptic mayhem. If you don't want characters bringing DOOM items into normal campaign worlds, just say the futuristic stuff doesn't work in a magical universe, or point out the fact that PCs can't repair or recharge them.

 


DOOM RULES

MAGIC: In the Doom and Earth universes, magic is terribly potent because the local creatures and objects have little resistance, thus spells inflict +2hp/die damage (or +25%), and saves are made at -4. Spells work normally because the Gates allow a through flow of energies, this includes dweomers (and psionic powers) which summon creatures. However, since the magical fields on Earth and in the DOOM universe are so weak, characters can't regain their spells except over the course of months, too slow to be have much effect during the game. Psionics are less affected, PSPs are regained at 1/10th of the normal rate. Note that the DOOM creatures have fixed their Gates so that they function one-way, preventing would-be heroes from escaping (unless they have a Gate spell).

NPCs: There should be NPCs for characters to meet, otherwise PCs won't be able to use most of the items explained below. NPCs could be technical staff (treated as 1st-7th level wizards, but with no spells), DOOM soldiers (see below for details), security guards (3rd-5th level fighters), and even padres (4th-7th level clerics, no spells, but can Turn undead). Because of the possibilities of space and Gate travel, anybody or anything could be encountered: baatezus might attack the DOOM creatures, mistaking them for tanar'ri; cybernetic soldiers sent from an alternate Earth conquered by the demons could have been sent in with nukes to destroy the Gates; or what if the monsters had gotten hold of a witchlight marauder (see Spelljammer Monstrous Compendium 2), and are planning 'test fire' it on the PCs' home planet?

ITEMS: must make saving throws frequently, a pink demon's bite is a Crushing Blow vs. armour, while a baron of hell's claws should inflict -4 Crushing Blow saves due to their extreme Strength. The items in Doom aren't made of steel, but advanced metals and ceramics, they save as the best of Metal or Ceramic with a +2 bonus. Mono-carbide is a diamond-hard super-alloy equal to +5 quality. On an attack roll of natural '1', there's a 10% the weapon is damaged and thereafter inoperable (unless the PCs have proficiencies in 21st Century technology!)

ILLUSIONS IN DOOM: No creature on Earth/DOOM creature is resistant to illusions, and will always expect them to be real, unless they don't act right somehow, a fire made by phantasmal force wouldn't give off heat, but it would still confuse. Holograms are used by Earth folk, and so highly intelligent enemies may regard illusions as non-harmful holograms.


DOOM MONSTERS

  Notes: all DOOM monsters are either undead or Lower Planar types, they can be Turned by clerics, but not destroyed, and are considered to have double their Hit Dice for Turning attempts. Turning merely makes the monsters retreat out of close range, 50' or so. Doom creatures are classed as being from the Abyss. Holy symbols/water do not inflict damage, but they do cause pain to the DOOM denizens, so they avoid them. The monsters are so vicious they would willingly kill each other, but their mysterious leader's influence normally prevents this; however, if one of the creatures accidentally hits another, they will attack each other! On an attack roll of '4' or lower, even with melee attacks, a monster has hit one of its comrades. This doesn't happen between non-zombie creatures who hit their own type, they grudgingly cooperate with each other and are unharmed by their own special attacks. While the monsters can grunt and make other horrific noises, and can hear, they use a strange form of psionic telepathy for communication. Psionics can affect these creatures, but they should be treated as having extremely low MACs due to their alieness, telepathy, psychotic bloodlust and low/high intelligence; for example, a pink demon would have MAC 0, and a baron of hell MAC -5. Another problem with DOOM creatures is that the demons are incredibly tough, they should be considered to have at least 18 Constitution, their stats include average, uninjured hit points. All these critters are utterly fearless, even magical fear won't affect them. Doom monsters have 90' infravision and can sense invisible creatures' presence, although they can't actually see their exact whereabouts. The monsters are able to attack invisible creatures, but with the usual -4 THAC0 penalty, however, Hide in Shadows works against them normally as PCs can sneak around them if they're very careful. Zombies have normal immunities (Charm, Hold, Sleep, Cold), but poisons can harm them, they get a +4 saving throw bonus and are allowed a save even if none is normally allowed, poisons cannot actually kill the undead horrors, but can reduce them to 1 hp, or weaken them in other ways at the DM's option. Zombie humans and guards' reactions are slower than humans, reducing their number of weapon attacks and penalising Initiative by +2. Demons are immune to: Charm, Sleep, Hold, heat/fire, acid, diseases and chemicals (including poisons and acids), however, they do find magical attacks of these types unpleasant. In general, the monsters need to make an attack roll with their missile abilities. These creatures and their abilities are not considered magical, they are a consequence of the bizarre physics of their home Plane, and the technology they have adapted from humans. All DOOM monsters are cannibalistic.

ZOMBIE HUMAN: INT 1; AL CE; AC 6; MV 12; HD 2; THAC0 19; #AT 1 melee, 3 pistol; Dmg 1d8 melee, 1d8; SZ M; ML 20; XP 120, +2 Initiative penalty. Former humans, these folk have risen from the dead and become vicious killers. Very stupid, they often massacre each other in their frenzy . Each has a pistol with 1d20 rounds, and 1 spare magazine.

ZOMBIE SARGEANT: INT 4; AL CE; AC 5; MV 12; HD 3; THAC0 19; #AT 1 melee, 2 shotgun; Dmg 1d8+1 melee, 3d6 shotgun; SZ M; ML 20; XP 650, +2 Initiative penalty. Similar to zombie humans, these fellows were once base security police. Smarter and nastier than zombie humans, they sometimes hide in areas and ambush intruders. Each is armed with a shotgun holding 1d10 rounds, and they have 1d10 extra shells.

ZOMBIE COMMANDO: INT 7-8; AL CE; AC 2; MV 12; HD 5; THAC0 15, 20 minigun; #AT 2 melee, 20 minigun; Dmg 1d8+6 melee, 1d10 minigun; SZ M; ML 20; XP 500. Ex-soldiers, these folk have been killed and turned into real nasty menaces. They always set themselves up in ambush positions behind Hard Cover so they can create maximum carnage. Each has a minigun and 1d4x100 rounds of ammo. Turned as 10 HD. They have normal Initiative rolls.

IMP: INT 9-10; AL CE; AC 4; MV 12; HD 4 (23--32 hp); THAC0 17 melee, 13 missiles; #AT 2 melee, 1 missile; Dmg 1d8+1 melee; 2d8+2 missile; SZ M; ML 20; XP 650. Vicious humanoids from Hell, these red-eyed horrors are covered in short spikes (which could do 2d4 hp to anything constricting/wrestling them). They have the ability to hurl fiery missiles with a +4 attack bonus, the range categories are 20/40/100. Imps have 22+1d10 hp.

PINK DEMON: INT 2; AL CE; AC 0; MV 15; HD 7 (39-48 hp); THAC0 12; #AT 1; Dmg 5d4; SZ L 7' tall 5' wide; ML 20; XP 4,000. Pink demons are squat, bipedal, dull-pink coloured, vaguely humanoid brutes with enormous heads and golden eyes. These nightmares have backward facing legs (like an ostrich) and puny arms, their mouths, however, are enormous: 2' wide, 4' tall and filled with razor-edged incisor teeth the size of a man's hand. Occasionally they chew inanimate objects as they're not very bright and extremely carnivorous. Pink demons have 38+1d10 hp.

? SPECTRE: INT 2; AL CE; AC -4 (0); MV 15; HD 7 (36-48 hp); THAC0 12; #AT 1; Dmg 5d4; SZ L 7' tall 5' wide; ML 20; XP 5,000. Exactly the same as the pink demon, but almost totally invisible and very quiet, they can only be seen as vague shimmering forms, penalising enemy's attack rolls by -4. At a distance of 20 yards or more spectres cannot be spotted unless they move, characters have a slim chance to notice moving or nearby spectres before they attack, a PC's chance is equal to their Intelligence + Wisdom -10%. Characters and creatures that are only surprised on a '1' get a +20% bonus and don't suffer the -10% penalty. A failed roll means that the character is automatically surprised. The spectres' form of invisibility isn't an illusion, light is actually bent around them. Spectres have 38+1d10 hp.

LOST SOULS: INT 1; AL CE; AC 0; MV FL 6 (B) or FL 60 (E); HD 6 (43-48); THAC0 14; #AT 1; Dmg 3d6; SA ram, fire aura, explodes when killed; SZ T 3'; ML 20; XP 3000. Large flying skulls wreathed in fire, these stupid horrors drift lazily around, and then streak off at high speed to pursue prey. If a target is more than 50' away, they accelerate to ram them. The ram does 3d6 hp, plus they can bite in the same round, if they miss their target, they take 1d6 hp from hitting other objects. The fire around them does 1 hp damage per round to those in 3'. When destroyed they explode in a 10' diameter fireball that does 2d6 hp damage, save vs Breath Weapon for 0 damage is allowed. Lost Souls have 38+1d10 hp.

CACODEMONS: INT 12-14; AL CE; AC -2; MV FL 6 (B); HD 12 (91--96 hp); THAC0 9; #AT 1; Dmg 6d6; SZ H 15' diameter; SA ball lightning, swallow whole; ML 20; XP 13,000. Imagine a beholder that had all its eye stalks removed and replaced with spikes, then triple it in size and give it the ability to spit ball lightning! On a roll of 18+ cacodemons swallow man-sized creatures whole, they don't chew their food, and their mouth is AC 3. Trapped characters have -4 attack penalties and take 2d8+4 hp/round from the electricity generated in the beast's mouth area. Each round these red zeppelins of death can belch a 6' wide lightning ball that does 6d6 hp damage, metal armour is completely ignore for purposes of hit determination (except magical pluses) due to the electric effect. Since their lightning ball is so huge, an attack roll that misses by no more than 4 still inflicts 2d6 hp. The range categories for the ball lightning is 20/40/100. Cacodemons act as captains, ordering the lesser creatures around, and kill them if they disobey. They themselves are ruled by the barons of hell, whom they hate. Note that they can squeeze through 10' x 10' doors by 'deflating' themselves. Cacodemons have 90+1d6 hp.

BARONS OF HELL: INT 15-16; AL CE; AC -4; MV 15; HD 16 (109--128 hp); THAC0 5; #AT 1; Dmg 4d8+12 melee, 8d8 missile; SZ G 24' tall; ML 20; XP 16,000. The Barons of Hell resemble gigantic minotaurs with goat legs. They hurl 2' wide bolts of green energy that can melt a truck and their claws can smash down walls (the huge monsters have 24 Strength). Their energy bolts are considered to be 1/2 fire, 1/2 electrical in nature, the bolts have range categories of 20/40/120. Because of their incredibly tough hides, Barons of Hell take only 1/2 damage from attacks. Only weapons equal or better than +1 magic or quality can harm them. Each Baron of Hell has 108+1d20 hp. They can only get through doors 15' high and 10' wide.

CYBERDEMON: INT 17-18; AL CE; AC -6; MV 15; HD 20 (160 hp); THAC0 1, 5 missile; #AT 1 melee, 2 rocket launcher; Dmg 6d8+14 melee, 10d4+30 rocket (70 hp direct hit); SZ G 50' tall; ML 20; XP 43,000. The Cyberdemon is similar to a Baron of Hell, except its twice as big, its left arm has been replaced with a rocket launcher and it's covered with cybernetic implants and armour. All attacks inflict only 1/2 damage, except explosions (including rocket launcher attacks) which do only 1/10th of normal damage; the creature uses a rocket launcher as its main weapon and has deliberately insulated itself from such attacks. Although the cyberdemon can kick, bite, claw or hammer with its rocket arm, it has another melee attack form: it can stand on any creature less than 10' high, crushing them to death! (It's feet are 7' wide.) Creatures attacked in this manner are allowed a saving throw vs. Death, adjusted by Dexterity, to escape being killed outright. The power of this dreadful stomp can knock PCs to their feet in a 50' radius unless they save vs. Breath Weapon, again, Dexterity improves the chance of success. The cyberdemon's rocket launcher functions exactly like the item mentioned above, if the monster is slain, and someone with technological skills examines it, the rocket arm will contain 20+d20 missiles (it has an inexhaustible supply as ammunition is teleported to it when needed). Only weapons equal or better than +1 magic or quality can harm the cyberdemon. The cyberdemon acts as a fieldmarshall, a great worry is that its seems to have designed some of its cybernetic devices itself, indicating that it may come up with new modifications. As a combative creature, the cyberdemon is considered to be a 20th level warrior and has 25 Strength.

SPIDER MASTERMIND: INT 19-20; AL CE; AC -6; MV 15; HD 20 (130 hp); THAC0 12, 16 Vulcan cannon; #AT 1 or 20; Dmg 4d4+10 melee, 2d8+8 Vulcan cannon ; SZ G 30' tall, 60' wide; ML 20; XP 43,000. The brains behind the Doom creatures (but not the true leader), the spider mastermind is a giant brain creature fixed to an armoured platform that moves about on four titanium legs. For defence an invisible forcefield protects the vulnerable brain (which is otherwise AC 6). Naturally it has a weapon: a 20mm Vulcan cannon, a king-sized minigun with unlimited armour-piercing ammo! The Vulcan cannon is so powerful that it reduces a target's AC by 10, fortunately, the spider mastermind is not a warrior creature, so its THAC0 is poor, and like the minigun, the Vulcan cannon has a -4 THAC0 penalty. Range categories for the Vulcan cannon are: 100/300/1,200; the modifiers are doubled, -4 at Medium range, -10 at Long range. The spider mastermind is treated as a 20th level wizard for saving throw and attack purposes. Although it has eyes and arms, the monster relies heavily on cybernetic implants to provide information and manipulative abilities.


WEAPONS

Notes: Non-weapon proficiency penalties apply to attacks with advanced Earth weapons. Plasma weapons: half their damage can be considered Electrical in nature, the rest Heat, saving throws against plasma attacks are made as the worst of Magical Fire or Lightning. Many of the weapons have armour penetration abilities, reducing the target's physical AC, magical, Dexterity and Cover bonuses still apply; the DM will have to make judgement calls when monsters with thick hides are attacked with these weapons, a minigun would tear through chain mail, but not a dragon's 5'' thick, steel hard scales. Also, at point-blank range, 10' or less, most advanced weapons do maximum damage (they projectiles haven't lost any energy and its easier to strike vital areas). If a weapon can do more than 20 hp with a single attack it is considered to be the equivalent of +1 (like a shotgun at point-blank range), 40 hp=+2, 60 hp=+3, 80hp=+4, 100 hp=+5; this doesn't always apply as spirits (including elementals) are unharmed by physical damage. The plasma gun is an exception, it's treated as +1,+3 vs. Undead/Lower Planar creatures because of the gun's positive-energy nature. However, the DM can still rule that it takes magic to harm magical creatures, so even the BFG may be of limited use in an AD&D world. Some items need to be recharged with energy cells, the user merely has to touch the energy cell to the device's special connectors, and enough power will be drawn into the device to either recharge its internal battery, or totally exhaust the energy cell.

CHAINSAW Damage: 5d4 hp. No Strength damage bonus, but 'to hit' still applies. Warriors get normal number of extra attacks/round for their level. Small to Large creatures struck with this weapon cannot attack in same round due to continuos damage (including PCs). Weight: 10lbs. Used to cut building blocks, these deadly tools can saw through concrete and even steel, armour must save vs. Crushing Blow each round it's hit. The battery holds 100 charges, each charge powers the mono-carbide tipped chain-blade for 2 rounds. A large tree can be sawn through in 2 rounds, or a cut 1' deep in stone in 3 rounds. These advanced chainsaws are lightweight, with 26'' blades and engine units 1/2 the size of their 20th Century equivalents.

PISTOL Damage: 1d8 ROF: 5/1 Range: 10/20/50 Reduces target's physical AC by 5. Magazine holds 20 rounds. Weight: 2 lbs. Standard heavy calibre pistol. Clips weigh 1lb fully loaded. Takes 1 round to reload pistol, 3 bullets/round when filling magazine.

PUMP ACTION SHOTGUN Damage: 3d6 ROF: 3/1 Range: 50 (no range penalties due to shot spread) Reduces target's physical AC by 5. The shotgun's pellets spread out in a cone that is 1'' wide per yard travelled, so it's 3' wide at 36 yards. Magazine holds 10 rounds, 2 rounds can be reloaded in one round. Weight: 5lbs. Shotguns are still used because their soft lead pellets don't make sparks, or penetrate walls, a great danger in space-bases. Note that a hit from a shotgun would eliminate a stoneskin spell, because of the numerous pellets, but no damage would be inflicted as most of the impact would be absorbed.

MINIGUN Damage:1d8+1 ROF: 20/1 Range: 20/50/200 Reduces target's physical AC by 7. The minigun has a -4 THAC0 penalty, and range modifiers are doubled (-4 at Medium range and -10 at Long range), this weapon is inaccurate as it's aimed from the hip, users don't mind the lack of precision as this awesome weapon is designed to 'hose-down' its target with high-volume firepower. Magazine holds up to 1,000 rounds. It uses the same ammunition as the pistol. Only characters with Strength 16 or more can use this monster--mauler as it weighs 25 lbs and the recoil is fierce, despite gyro-stabilisers. Ammo is carried in a backpack container. Every 100 rounds weighs 5lbs. These miniguns use a gas-bleed chaindrive system, and so don't require energy cells to work, but are thus slower firing than may be expected. DOOM miniguns are 1/2 the size of their 20th Century counterparts.

ROCKET LAUNCHER Damage: direct hit inflicts maximum damage of 70 hp, 10d4+30 in 5' diameter, 8d4+20 in 10', 6d4+10 in 15', 2d4+5 in 20', save vs. Breath Weapon for 1/2 damage is allowed for non-direct hits if target uses its action that round purely to avoid the missile. Targets physical armour class is not a factor, only Dexterity, magic, cover or movement affect whether rockets hit, and they detonate on striking solid objects. ROF: 2/1 Range: 50/100/300 10% of damage is fire. Magazine holds 10 rockets. Weight: 5lbs. Uses small 'mini-rockets' (4'' long x 1'' thick) which have focused blast patterns to reduce collateral damage. Items/areas are generally considered AC 5. Two feet long and three inches thick, this device is compact devastation. The rocket launcher has no armour penetration capability, the rockets are designed to blow up troops, light structures or vehicles, not tanks. Note that although the rockets don't produce much large shrapnel, a stoneskin will be totally destroyed by the hundreds of tiny splinters caused by the explosion.

The effect of a direct rocket hit...

PLASMA GUN Damage: 1d10+2 ROF: 10/1 Range: 30/60/90 Reduces target's physical AC by 7, except metal armour which functions normally. Magazine holds 100 charges. Weight: 5 lbs. Rifle has own battery, which is recharged by plugging in 'power cells', which are then discarded. Although plasma guns are designed so that they do little damage to vehicles or buildings, they are deadly against creatures. The 5'' wide plasma bolts don't penetrate very deeply or ricochet, but they cause severe burns and steam-expansion shock to organic material, metal however, partially earth's their power.

BFG (Big Fraggin' Gun) Damage: direct hit 20d4+80, area 100' radius around target takes 10d4+30 (victims of area attack are allowed save vs. Breath Weapon for 1/2 damage if there is protective cover to jump behind. The blast stops automatically just in front of the BFG so owner and associates should be safe) ROF: 1/1 Range: 30/90/400. Inaccurate, -4 THAC0 penalty, however, the target's physical armour class is not a factor, only Dexterity, magic, cover or movement affect shots from the BFG. Even if it misses the primary target, the plasma charge detonates on hitting a solid object. A person firing a BFG goes last in the round, as it takes seevral seconds to energize before firing. Takes same energy cells as plasma gun, maximum of 600 charges. Each shot uses 40 charges. Fires huge 5' wide ball of blue-white plasma that can vaporise creatures, if the plasma hits a wall, it not only disintegrates a 5' hole, the vaporised material causes a small explosion. A hit from a BFG can leave a 10' hole in a 2' thick concrete wall! When the plasma ball hits, it sends out a weakened plasma pulse in all directions. The BFG is a 'smartgun', an onboard computer modifies the plasma on firing so that the blast area never hits the user (well, almost never).


ARMOUR

Notes: Both types of armour are made from non-flammable plastic/ceramic mixtures, and may not be repaired by PCs. Designed to protect against 21st century Earth weapons, these armours do not suffer the armour penetration abilities of the weapons mentioned above. These advanced armours absorb some of the damage from physical attacks that injure the wearer, including spells such as fireball, but not necromantic attacks, which harm the spirit. Damage from the magic missile spell is not absorbed as it only affects creatures, so it presumably hits exposed flesh unerringly, or passes through material. For example, a PC wearing security armour is bitten by a pink demon for 20 hp of damage, 1/2 of the damage, 10 hp, is absorbed by the armour (it now has 65 hp left), damaging it, and the PC takes 14 hp.

SECURITY ARMOUR is a green coloured flack-jacket used by police and security forces. It gives AC 2 and 1/2 of the damage (rounded down) inflicted on the PC is instead absorbed by the armour, the armour has 75 hp and is destroyed when reduced to 0 hp. Security armour is similar to leather armour in weight and bulk.

COMBAT ARMOUR is blue coloured and used by combat squads, it gives AC -2, and 1/2 of the damage (rounded down) inflicted on the PC is instead absorbed by the armour, the armour has 150 hp and is destroyed when reduced to 0 hp. Combat armour is as heavy and bulky as plate mail.

 


MEDICAL EQUIPMENT

Notes: The medical packs contain bandages, pastes and syringes. The medicines can neutralise poisons, giving another saving throw with +4 bonus, and regenerate lost tissue, even damage caused by fire or acid, as the enzymes and synthetic tissues directly replace what was lost. Medical packs can only be used once, and on one person. These items work normally for humans, but demihumans or partially human creatures have a 50% risk that the item works incorrectly, the DM should randomly decide what happens.

SMALL MEDI-KIT heals 8+1d4 hp, weighs 3lbs.

LARGE MEDI-KIT heals 24+1d6 hp, weighs 5 lbs.

BERSERK PACK Totally heals all damage, user's Strength is boosted to 19 and Constitution to 19, the effects last for 1 hour. The pack comes with a pair of razor-edged mono-carbide brassknuckles that do 1d4+5 hp (not stun damage as blades are sharp). Together with the Strength bonus, the user can do 1d4+12 hp of damage with a single punch! The 'razor' knuckles can be used two-weapon style. Designed as a special forces weapon, the berserk pack is normally employed when firearms would be dangerous, or deception is needed. A side-effect is that the user requires double the usual amount of food and water that day. Weight 5lbs. Works by flooding the user with chemicals, hormones and nanobots.

 

OTHER ITEMS

FLASHLIGHT This has a flexible head which can be angled, together with a clip it can thus be used in the hand or clipped to the user's lapel, leaving hands free. Illuminates 100' x 40' cone, power holds 10 charges, 1 charge lasts for 1 hour. The flashlight can emit infrared or ultraviolet light if desired. Weighs 1lb.

AUTOMAP a small computer, it displays a full map of a specific level, does not show items/creatures/non-human constructions, but does show nature of human areas (e.g. ''medical section'' or ''blue access door''). The battery lasts for days, but can be recharged. Normally, automaps display the level on which they are found; they were designed to help new arrivals, but for security reasons, base personnel weren't supposed to carry them to different levels, instead, they were to be stored in lockers near the entrance to a level.

RADIATION SUIT can only be used once, its seals, air tank etc. are designed for a single use to prevent later contamination. Surprisingly it rolls up into a bundle the size of a large blanket to allow easy portage. It provides protection for 30+d10 rounds. The suit can absorb 100 hp of damage from fire, heat, radiation, and chemicals before being destroyed. It can protect its owner from vacuum, but the suit balloons up, making movement impossible. The suit also keeps gasses and germs out.

NIGHT VISION GOGGLES provide vision as good as daylight viewing. Their battery holds 20 charges, each charge lasts 1 turn. Weight 1lb.

EXPLODING BARRELS drums of inflammable chemicals are stored in the base, an attack that does 7+ hp of damage will detonate them (treat barrels as AC 5), explosions do 6d6+20 hp in 5' diameter, 4d6+10 in 10', 2d6+5 hp in 15'. The DM may allow save vs. Breath Weapon for 1/2 damage if appropriate. These often explode in appalling chain-reactions.

SPHERES:

Notes: Strange orbs around 6' across found floating in some locations. They don't seem to be usable by the monsters. Their origin is mysterious, they may be accidentally created by the dimensional portals, or perhaps they are creations of an enemy of the DOOM monsters? When touched by an individual, they disappear and their powers are bestowed on the lucky soul. A person can be under the effect of several spheres at the same time. Their description is given first, then their effects.

HEALTH SPHERE Blue with face inside. Gives the person who touches it 100 hp, this heals damage, and can give bonus hit points. Bonus hit points are temporary, damage is taken from these extra hp first.

INVISIBILITY SPHERE Resembles glass ball with internal blue and red rings. Renders a creature invisible for 1d10+10 rounds, +4 AC/saves/surprise bonus, also, any attack aimed at the character is 50% likely to miss. However, the character's shape can vaguely be seen as a shimmer. The DOOM monster's are able to sense intruders so they can still attack an invisible character. This form of invisibility is not an illusion, instead light is bent around the creature.

INVULNERABILITY SPHERE Green with skull face, makes immune to physical damage (but not poison) for 1d10+2 rounds, while in operation the character can only see in black and white shades, similarly, he is coloured black and white.


ENVIRONMENT

Although the demons seem to come from the Abyss, they use a lot of human technology, even in their own Plane. The Earth bases have all the gizmos we have today, plus whatever the DM can think of, for instance, the bases have artificial gravity generators. Many of the lights in the bases are damaged, and their are numerous dark areas.

CHEMICAL WASTE: The Phobos base was used as a dumping ground for Earth's most hazardous chemicals. There are pools, barrels and boxes filled with all kinds of noxious stuff. The DM can put whatever he wants in them: hydrofluoric acid contaminated with plutonium (a left over from nuclear reprocessing, the acid inflicts quadruple damage and is considered Type E contact poison, and the radiation could permanently reduce a PC's Constitution by 1); bio-chemicals that might mutate characters (Strength might be increased and Charisma lowered, or psionic wild talents could be awoken); or unstable military explosives, which could be useful if some beasties were nearby!

BOXES: To make shipping easy, U.A.C. packs most things into boxes that are cubes that are either 1, 2 or 3 metres on a side. The boxes are made of light weight ceramics, about the weight of wood, the material makes saves as the best of Ceramic or Stone, with a +2 bonus and is AC 4. Boxes are sealed with a glue that is meant to be removed by a sonic device, which shatters the bonding agent. The box-openers are bulky devices about 8'' square with handles, their battery holds 50 charges, 1 charge can open a box.

DOORS AND LOCKS : Most doors open whenever someone comes near, but some of these are stuck or jammed (which can be dealt with by Open Door rolls etc.). Others have had their mechanisms broken, but these could still be opened by finding a computer or lever that controls an area's doors. There are three classes of door: security/airlock; heavy; and light. Security/airlock doors are thick and incredibly strong, AC -4, HP 150, save on 4+. Heavy doors are AC 0, HP 100, save on 7+. Light doors are AC 3, HP 50, save on 11+.

Special areas can only be entered with colour-coded access cards (red, blue and yellow). Many of the plastic access cards will have been damaged and finding an intact one can be a challenge. Although not in the computer game, its reasonable to include doors secured by keys, keyboards requiring code numbers, thumbprint locks, and normal key locks. Only locks with keys could be picked by an AD&D thief or knocked open by a wizard, the other types are way too complicated and strange. However, doors can be reduced or disintegrated.

TREASURE: Beside the useful equipment, the military bases contain personal items of jewellery etc., and the research labs use platinum, iridium and other expensive materials.


THE DOOM SOLDIER

The PCs may encounter some of the Earth soldiers that are still alive, or the DM might let a player have a DOOM trooper as a character! A DOOM soldier is considered to be a 10th-level commando (explained below), he uses Method V to roll for his stats, and gets a +1 bonus to Strength, Dexterity, Constitution and Intelligence (18 maximum). This is because of military bio-chemical improvements and advanced learning methods. However, initially he gets the magical saving throw and damage penalties as described previously (-4 saves, +2hp/die damage or +25%), if he (or she) lives in a magical Plane for a while, the penalties are reduced to a permanent -2 save vs. magic. A DOOM character can initially have any proficiencies he wishes at the ordinary cost, thanks to Earth schooling (he doesn't have to pay more to learn proficiencies from another class). If he goes to an AD&D Plane, his native language automatically changes to Common (including Read/Write).

COMMANDO: The DOOM soldiers are trained commandos, experts in the arts of evasion, infiltration, demolition and assassination. Commandos are considered a sub-class of the Warrior group, and use the appropriate attack, saving throw tables etc. Experience points are as for a paladin. A commando must have 15 Strength, Dexterity and Constitution, and 14 Intelligence and Wisdom. Commandos may learn one weapon specialisation (which gives +1 hit/+2 damage at short range with any of the DOOM weapons). Besides the weapons listed in the section on DOOM weapons above, a commando can have proficiencies with other exotic armaments (from spear guns to heavy artillery), but the only AD&D weapons he can have proficiencies with are dagger and crossbow, which are still used (though with the DM's permission he may have studied martial arts weapons, practised fencing with the sabre etc.)

Two proficiency slots (1 weapon, 1 non-weapon) must be spent on Demolition's (Intelligence, no penalty), which allows the character to create explosive and incendiary devices, given the right materials, and determine where there placement would cause most damage. In AD&D, a commando could make bombs or napalm (Greek Fire that ignites on contact with air) using smoke powder or other materials, timers and fuses would be a problem though.

A commando gets a bonus proficiency in martial arts, he can inflict 1d3 hp (+Strength bonuses) of real damage by a kick, punch etc. on a humanoid creature, the character gets his normal number of melee attacks, plus 1. Commandos also get the Endurance proficiency as a bonus.

As they are trained to survive anywhere on Earth, for the cost of 2 non-weapon proficiency slots, commandos learn Survival--General, they can use the survival proficiency in any Earth environment. In an AD&D setting, a penalty of at least -4 would apply to the use of this skill.

A commando has all the skills of a thief, which are adjusted for armour and Dexterity. A commando begins with 40 percentage points, which he can distribute as he wishes, and gains a further 20 points for each level he gains. Backstabs are handled as normal, however, the commando uses the THAC0 of a thief of the same level, but he keeps Strength bonuses etc.; backstabs are a bit tricky and require subtlety, not noisy lunges and other warrior-type mayhem. If a commando enters an AD&D Plane, his thief skills are all penalised by -5% because of the different environments. Although commandos can wear any armour, they generally prefer lighter equipment that doesn't interfere with their thief skills (security armour or leather armour would be their favourites).

Although a commando doesn't have any specific alignment or behaviour restrictions, some tend to love excitement, while others are strategists, or rogues given the choice of jail or 'The King's Shilling', and more than a few like being outside the normally military. Note that special forces do not recruit idiots or psychopaths (hence the high Wisdom and Intelligence score).


Doom is copyright of Id Software. This is just for fun! ;)