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.
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
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.
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
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.
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.
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
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.
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
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
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 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).
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.
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.
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
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
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.
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.
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
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 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
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).