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A
IM
A marine that has placed an aim order may make
an aimed attack.
Before this marine rolls dice for an attack, he may
discard the aim order to declare that he is mak-
ing an aimed attack. This allows him to re-roll any number of
dice after rolling for the attack (including any dice showing the
“miss” result). The marine must keep the second result.
Example: A marine declares that he is making an aimed attack,
and discards his aim order. He then attacks an imp using his pistol.
The player rolls 1 yellow and 1 green die. The yellow die rolls a
miss, so he chooses to re-roll this result hoping for a better out-
come. Whatever he rolls, the marine is stuck with the second result.
An aim order stays with a marine until discarded by one of the fol-
lowing events: 1) the marine takes 1 or more wounds, 2) the marine
moves 1 or more spaces, or 3) the marine discards the order to make
an aimed attack.
GG
UUAARRDD
A marine that has placed a guard order may make
an interrupt attack.
At any point during the invader players turn, a
marine may discard his guard order to immedi-
ately interrupt the invader players turn and make one attack (fol-
lowing all the normal rules for line of sight and attacking). The
invader players turn is immediately halted (even if the invader
player was about to attack with an invader figure), allowing the
marine to resolve his interrupt attack. After the interrupt attack is
completed and any casualties are removed, the invader player may
continue his turn.
The invader player must allow for an interrupt attack at any time,
and must reverse any movement/attack if it was made too fast for
the marine player to have a chance to declare an interrupt attack. If
a marine player declines to make an interrupt attack, however, he
may not change his mind later.
A guard order stays with a marine until discarded by one of the fol-
lowing events: 1) the marine takes 1 or more wounds, 2) the begin-
ning of the marine’s next turn, or 3) the marine discards the order to
make an interrupt attack.
DD
OODDGGEE
A marine that has placed a dodge order, may, when
attacked, force his attacker (usually the invader
player) to re-roll any number of dice used in the
attack. The marine player may only do this once for
each attack, and must accept the second result.
Example: A marine has placed a dodge order and is later attacked
by a zombie. The invader player rolls 1 red die and 1 blue die. The
marine can force the zombie to re-roll either one or both of the
attack dice, but he can only do this once per attack.
A dodge order stays with a marine until the start of his next turn
(which means that he can “dodge” multiple attacks).
Important: If an aimed attack is made against a dodging target,
both abilities are ignored for that attack.
HH
EAL
(S
PPECIAL
O
RRDDERR
))
Only a marine with the Medic card can place a
heal order.
A marine that has placed a heal order may discard
this order from the board at any time to heal
either himself or a marine in an adjacent space. The healed
marine may return 1 wound token to his equipment bin (a marine
at full health may not be healed). This ability may be used before
an attack—but not after the attack dice have been rolled. Thus,
any damage dealt by an attack must be resolved before a heal
order can be used.
Example: A marine with the Medic card has readied a heal order
during his last action. He is now standing next to another marine
with only 3 wounds remaining. An invader is about to attack the
weaker marine, but the medic decides not to use the heal order at
this time. The invader makes a strong attack roll that deals 3
wounds to the marine, fragging him. It is now too late for the medic
to heal the marine. The frag could have been prevented, of course,
if the medic had decided to use the heal order before the attack.
A heal order stays with a marine until discarded by one of the fol-
lowing events: 1) the beginning of the marine’s next turn, or 2) the
marine discards the order to heal himself or another marine.
Important: Only a marine with the medic card may ever place
or use a heal order.
M
ELEE
A
TTACKS
Melee attacks represent close combat between figures in DOOM:
THE BOARD GAME. Melee attacks are most often used by the
invaders, but the marines may sometimes also have to resort to
melee attacks. A weapon or invader with a red bottom bar on the
reference sheet may only make melee attacks. A melee attack
works just like a normal attack, with the following exceptions.
A melee attack can only target an adjacent space.
A melee attack only misses if a miss result is rolled. Range
results are ignored during melee attacks.
M
OVEMENT
A
CTIONS
Besides moving, figures can use some or all of their movement
allowance to perform other tasks. The following table lists these
tasks and the number of spaces required to execute them:
Spaces
Used Task
0 Pick up a token in your space*
1 Move from one teleporter to another *
1 Move from one duct to another **
1 Give 1 weapon or ammo token to adjacent marine*
2 Open or close normal door
2 Open or close security door***
Can be performed even with no movement
* Marine players only
** Invader figures with the scuttle ability only
*** Marine only, and only when unlocked
BB
LLOOCCKKIINNGG
OO
BBSSTTAACCLLEESS
Blocking obstacles block line of sight as well
as movement through the spaces they occu-
py. However, attacks that do not require line
of sight (such as seeking attacks) may trace
their range through blocking obstacles.
DD
AAMMAAGGIINNGG
OO
BBSSTTAACCLLEESS
Damaging obstacles do not block line of
sight or movement. Whenever a figure
enters a space occupied by a damaging
obstacle, that figure suffers 1 automatic
wound, regardless of armor. If a marine is
fragged in this manner, the frag gives the
invader player one frag point (if applicable
to the scenario).
A figure that remains on a damaging obsta-
cle for its entire turn/activation automatical-
ly takes an additional wound at the end of
its turn/activation.
Important: A figure that is moved into a
damaging obstacle via the knockback ability
(see the back of this rules booklet for more
information on this special ability), must
immediately take a wound, but will not take
an additional wound (for being in the space)
during its own turn/activation unless it
decides to stay in the space.
EE
XXPPLLOODDIINNGG
BB
AARRRREELLSS
These obstacles block line of sight and move-
ment like blocking obstacles. If an exploding
barrel suffers even 1 point of damage (either
from a direct attack or the blast from an
attack), the barrel immediately explodes.
Remove the barrel from the board and deal 1
automatic wound to all figures adjacent to it.
Both invaders and marines may target spaces
that contain barrels.
T
ELEPORTERS
Teleporters allow instant movement from one
part of the board to another. By using a single
space of movement, a marine (but not an
invader) may move from a space containing
a teleporter to any space containing another
teleporter of the same color.
A marine may move via teleporter even if the
other end of the teleporter has not yet been
revealed. In this case, the new area is imme-
diately revealed by the invader player (see
Exploring, pg. 9). If the new area is not yet
connected to the rest of the map, simply keep
the two parts of the map separate until an area
is revealed that joins them (assuming one
exists).
DD
UUCCTTSS
Ducts work like teleporters, with the following
exceptions:
Ducts can only be used by invaders, and then
only by invaders with the scuttle ability.
An invader can, with one space of move-
ment, move from any duct to any other duct
on the board.
Invaders cannot move to ducts that are not
revealed or that are blocked (stood upon) by a
marine (i.e., ducts cannot reveal areas or be
used to telefrag).
Guard Order
Heal Order
Dodge Order
The blue marine has readied a guard order, and is
waiting for the zombie to come around the corner
in order to be in his line of sight. After the zombie
has started moving, the marine decides to discard
his guard order and make his interrupt attack
after the zombie has moved into the third space.
GGuuaarrddiinngg EExxaammppllee
Blocking Obstacles
Damaging Obstacle
Exploding
Barrel
Duct
Teleporters
Aim Order
10


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