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Online Scenario I:
Blood in the Shadows
A REA 2
The acrid stink of toxic wastes fills this area, along with sup-
plies and debris lying everywhere. Another small teleportation
unit is mounted nearby. Perhaps a bored engineer was perform-
ing experiments, or perhaps he cobbled them together out of
unneeded components. Whatever his motives, they’ve probably
gone to the grave with him.
This is the first official online scenario for D OOM : THE
B OARDGAME . It is designed to be shorter and play more quickly
than those included in the Scenario Guide . It is not intended to con-
tinue the story from the campaign in the Scenario Guide, and is not
intended to be played as part of the campaign. Send any questions
or comments to kevin@fantasyflightgames.com .
I F A MARINE ENDS HIS MOVE IN THE SAME SPACE AS THE ENCOUNTER :
Mission Briefing
You find a badly burned corpse here. It looks like one of the
engineers rigged a trap to destroy the invaders using the acidic
wastes produced by the machinery here, but it backfired on
him. Lying next to him is a small set of calibration tools that
you can use to adjust your weapons.
Since the invaders first started appearing, you’ve found yourself
in more than one terrifying situation as the marines have worked
to drive them back, but this one sets the bar to a new high.
You were patrolling the surface of Mars in a UAC rover when
there was an explosion caused by an unknown source, and the
rover was critically damaged. The radio and oxygen cylinders in
the rover were totally destroyed. Low on air, you were forced to
make your way to the nearest shelter with atmosphere—a main-
tenance base that has yet to be reclaimed from the demons.
Worse, when you were entering, the airlock doors refused to seal
all the way. You were forced to use the grenades you had with
you to blow the inner doors, destroying the atmospheric seal on
the base and letting the oxygen inside start to escape.
All you’ve got to defend yourself with is a pistol, and you’re
running out of ammo and air, but even a slim chance at survival
is better than none.
Give the marine 3 health tokens. He may discard 1 of these
tokens at any time before making an attack to make it an aimed
attack. One or both of these tokens can be given to an adjacent
marine during a marine’s turn for 1 movement point each.
Remove the encounter token from the board.
A REA 3
This dim area is filled with dark corners where invaders can
hide and is lit only occasionally by the sparks that pop from
various wrecked machines here. A large shadowy form growls
at you from up ahead.
I F A MARINE ENDS HIS MOVE IN THE SAME SPACE AS THE ENCOUNTER :
Another dead mechanic lies here, half of his flesh corroded
away by the spilled chemicals. A device lying near him looks
like it’s meant to be worn as a helmet. Putting it on, you can
see that it projects a heads up display onto your retina, warning
you of any threats approaching from the sides or rear.
Scenario Goals
You begin in the area next to the compromised air lock. Oxygen
hisses out into the chill martian night. Several trites, drawn by the
noise, move towards you.
You will need to find the red security clearance key and use it to
exit through the red security door. This will take you to a garage
where you can find a new rover to escape with. You must accom-
plish this before I score five frags. In addition, each time I draw
the last card from my deck, I get 1 free frag against you as the
atmosphere remaining in the base leaks away.
Give the marine the 2 small encounter tokens (the ones marked with
question marks). He may discard 1 of these tokens at any time when
he is attacked to prevent 1 wound from being inflicted. All of these
tokens can be given to an adjacent marine during a marine’s turn for
1 movement point, but they cannot be split between multiple
marines. Remove the encounter token from the board.
A REA 4
You’re close to the garage now, but there are a number of
invaders in this room, including an enormous mancubus lurking
near the door. Somehow, you’ve got to make your way past
them and get to the rover that you hope is waiting for you!
Area Descriptions
These descriptions should be read as the appropriate areas are
revealed by the marines.
I F THE MARINES ESCAPE THIS SECTOR SUCCESSFULLY :
A REA 1
Hustling into the garage, you find a rover, still gassed up and
ready to go, loaded with a fresh supply of oxygen cylinders.
Climbing in, you start it up and wave farewell to the maintenance
base once and for all. Of course, you still don’t know what caused
the original explosion in the first place, but you feel that you can
leave that particular mystery for someone else to solve.
Racks of equipment have been overturned here, creating a
maze of debris to pick your way through. A small teleportation
unit is mounted on one wall, and looks like it may still work,
although its purpose here is a mystery.
539335008.001.png
Key to Maps
Door
Security Doors
Encounters: See area
description for details
A REA 4
A REA 1
A REA 3
Start
A REA 2
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