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Some guidance with DOOM, please
www.fantasyflightgames.com/ffg_content/Doom/doomfaq.pdf
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So the marines get at least 1 shot out of a gun this way?
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Cool man, yeah, whenever.
Nick, I believe I have a 2nd original set of 1st ed rules and mission book that I could send along. Shoot me your mailing address sometime and I'll drop 'em in the post whenever I find them.
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- Space Ghost
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- Space Ghost
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- southernman
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One thing I personally hate about Doom, though, is that your marine can be killed and then respawn. I know it makes sense seing as it is a port of a video game, but I would really like to come up with something where the game would remain more or less the same, but the fluff story could be altered.
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- Mr Skeletor
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1) Use the erratta in the FAQ. (ok, that's not a house rule!)
2) Instead of dealing each marines his ability cards, deal them all out into the middle of the table, and add 1 extra card. Then let the marines discuss and select cards for their marines as a group. This allows the marines to couple abilities which have synergy, and lets each marine specialise in different areas.
What abilities your marine ends up with makes a massive difference to the game, and if they haven't got good combos going they are fucked. So I highly recomend this house rule.
3) Haven't actually tried the following yet, but next game I will: instead of the standard 6 frags to win (I have no idea why Kevin made every map 6 frags!) alter it based on the size of the map. Currently I'm thinking of using the formula: [Frags needed = number of areas on map x 2.] Don't count the start area, only the numbered ones. I have no idea if that formula is too generous or what, so if anyone tries it let me know.
Thats really all I can think of. The expansion is not nessasary, but to me it adds a lot of fun so I recommend it, especially for the new beasties. Let us know how you go.
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Is the synergy between marine cards obvious or something we'll pick up on after a while? Just wondering if this would just needlessly add time and confusion to the first few games if we did that. Maybe just start as rules state and learn from that and then try this?
Really appreciate the response though.
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- Mr Skeletor
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Thanks Frank!
Is the synergy between marine cards obvious or something we'll pick up on after a while? Just wondering if this would just needlessly add time and confusion to the first few games if we did that. Maybe just start as rules state and learn from that and then try this?
Really appreciate the response though.
It is very obvious which cards work well together. If you have a skill card that gives your marnies +3 range, you don't want your other skill to be "does extra damage when attacking in hand to hand." That's useless. Instead you want to join it to a card which improves your ranged weapon abilities, by giving you extra damage or free aim or some shit. That way you can make that marnie "Shotgun man" (shotgun has hopeless range so extra range skills work brillantly with it.) Then arm this guy with a shotgun and he starts kicking ass.
Last time I played one marine took the card which gives you +1 starting armor, and another which gave him an extra 4 wounds, effectivly making a super tank. This guy was an absolute nightmare to kill, so what he did was grab the chainsaw and blocked halls and shit with him so my big guys couldn't get through. By the time I took him out the other marines were boards away and my big guns had no chance of catching up.
If you have the skill which lets you move through objects and figures, couple it with an extra movement skill to create a runner who can zip around the board collecting everything while the other 2 do the fighting. Or if 2 skills both involve 'aiming', make sure they go to the same marine. Stuff like that. Like I said, it's normally pretty obvious what will work well together, but experimenting helps.
Another tip - if you are playing with three marines, there probably wont be enough ammo to go around, so Have one be a close combat speciallist.
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- southernman
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One last question - would combining your changes with mads suggestion of weapons coming loaded be too much ?
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