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Knee Deep in the Dead Walkthrough

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Title: Knee Deep in the Dead Walkthrough


1
Knee Deep in the Dead Walkthrough
  • What follows is a record of an actual game of
    Doom The Board Game in which I played both
    sides. Commentary is included that will
    hopefully show what I was thinking at each step
    along the way.
  • I tried to play both sides as well as possible.
    However, when reviewing this game, remember that
    hindsight is always 20/20. Some risks that were
    taken did not pan out and other plans worked
    better than expected.
  • The game was played assuming that the Marine
    players were familiar with the scenario. I
    didnt feel like pretending that I didnt know
    what lie ahead.
  • On a technical note, some animation is used, so
    the file should be viewed as a slideshow, with
    clicking the mouse to advance.
  • For brevity, the exact roll of the dice will
    generally not be reveal, just the results. When
    it is important to reveal the exact dice the
    following format will be used range DIE damage
    bullets.
  • Examples
  • 2G1 gt The Green die rolled 2 range and 1 damage
  • 0R4 gt The Red die rolled 0 range, 4 damage and
    used an ammo.

2
Initial Setup
  • Invaders Cards
  • Dud
  • Darkness
  • Dark Energies
  • Mancubus
  • Zombie-Imp-Trite
  • none
  • none
  • none

This is the initial setup of the board and
Marines. The Marines will go in the order shown
Green, Red, and then Blue
Tough, Front Guard
Survival Ops, Scout
Tactician, Sniper
Frags Left
3
Marine Plans examining the board
  • Invaders Cards
  • Dud
  • Darkness
  • Dark Energies
  • Mancubus
  • Zombie-Imp-Trite
  • none
  • none
  • none

3
2
The board has three areas that are traps. Zone 1
is a time trap. It is a corridor that delays the
Marines. Marines going down this corridor will
waste 3-4 turns and give the Invader 9 to 12
cards. Zone 2 is another time trap if the
Marines go for the Blue Key. The trites will
delay the Marines long enough for the Invader to
spawn more monsters down the hall from
them. Zone 3 is the last time trap. The BFG and
rocket launcher are tempting, but the Marines
will have to determine if they are needed to win
the game.
Tough, Front Guard
1
Survival Ops, Scout
Tactician, Sniper
Frags Left
4
Marine Plans The Marines
  • Invaders Cards
  • Dud
  • Darkness
  • Dark Energies
  • Mancubus
  • Zombie-Imp-Trite
  • none
  • none
  • none

The Green Marine is a good guy to go first. Two
attacks when advancing will help clear out the
halls and the three armor will help. Candidate
for a shotgun. The Red Marine has a great combo.
Hell be able to run around and grab stuff
without worrying too much about the damage that
hell be taking. Good guy for the chainsaw. The
Blue Marine has another good combo. Tactician
means that he will always have an aim order.
Sniper will let him bring up the rear and still
shoot past his buddies. Machine gun would be
this guys choice.
Tough, Front Guard
Survival Ops, Scout
Tactician, Sniper
Frags Left
5
Marine Plans The Route
  • Invaders Cards
  • Dud
  • Darkness
  • Dark Energies
  • Mancubus
  • Zombie-Imp-Trite
  • none
  • none
  • none

First the Marines will pick up weapons in the
room. It will take two turns to get everything
gathered and organized. Next, the Marines will
run up Area 3. The spot marked A is critical in
order to block LOS for spawning. Next the Marines
will clear out Area 5. Once Area 5 is cleared,
there will be a debate as whether to gather the
goodies in Area 4 (leaving the Blue Key Alone!)
After that, the Scout will run into Area 2 and
get the Red Key.
A
Tough, Front Guard
Survival Ops, Scout
Tactician, Sniper
Frags Left
6
Marine Plans The Route continued
  • Invaders Cards
  • Dud
  • Darkness
  • Dark Energies
  • Mancubus
  • Zombie-Imp-Trite
  • none
  • none
  • none

Next the Marines will clear out Area 6. If the
Scout is still pretty healthy, it might be
worthwhile to go into Area 7 and get the Rocket
Laucher and BFG. The Rocket Laucher will be very
useful in clearing out Hell Knight from the Red
door with its Knockback ability. In the final
room, the best plan is to stick to the northern
wall and get to the Red Door as fast as
possible. It should take about 15 turns to
finish the mission.
A
Tough, Front Guard
Survival Ops, Scout
Tactician, Sniper
Frags Left
7
Turn 1 Marines Turn
  • Invaders Cards
  • Dud
  • Darkness
  • Dark Energies
  • Mancubus
  • Zombie-Imp-Trite
  • none
  • none
  • none

The first turn is all about picking up
equipment The Green Marine will Sprint. The Red
Marine will Sprint The Blue Marine will ready
and place a guard order on the Green Marine. The
Marines now have good LOS to everywhere in the
room. The Invader will have to play Darkness to
spawn anything and even then, it would have to be
small monsters.
Tough, Front Guard
Guard
Survival Ops, Scout
Tactician, Sniper
Frags Left
8
Turn 1 Invaders Turn
  • Invaders Cards
  • Dud
  • Darkness
  • Dark Energies
  • Mancubus
  • Zombie-Imp-Trite
  • none
  • none
  • none

This turn the Invader draws Surprise Attack,
Imp/Trite, and Zombie Trite. The Invader wants
to save the Darkness/Mancubus combo for the
Northern part of the map. Dud is being saved
for the Grenades in Area 3 Without being able to
spawn anything, the Invaders turn is over.
Tough, Front Guard
Guard
Survival Ops, Scout
Tactician, Sniper
Frags Left
9
Turn 2- Marines Turn
  • Invaders Cards
  • Dud
  • Darkness
  • Dark Energies
  • Mancubus
  • Zombie-Imp-Trite
  • Surprise Attack
  • Zombie/Trite
  • Imp/Trite

Turn 2 is about getting ready to storm Area
3. The Green Marine will Ready and give himself
an Aim order. The Red Marine will Sprint and
hand off equipment/ammo to the other
Marines. The Blue Marine will Ready and
Guard. There are some spots for the Invader to
Spawn, However, the Marine with the Aim is
protected from attack.
Tough, Front Guard
Aim
Survival Ops, Scout
Dodge
Tactician, Sniper
Guard
Frags Left
10
Turn 2 Invaders Turn
  • Invaders Cards
  • Dud
  • Darkness
  • Dark Energies
  • Mancubus
  • Zombie-Imp-Trite
  • Surprise Attack
  • Zombie/Trite
  • Imp/Trite

The Invader draws Jammed, Dodge, and Demon.
The Invader discards Dark Engergies,
Zombie/Trite, and Imp/Trite. The Invader spawns a
Demon. It advances against the Blue Marine. The
Blue Marine uses the Guard order with the Machine
Gun and hits for 5 damage, causing 1 wound to the
Demon. The Demon attacks the Blue Marine and hits
for 5 damage, causing 2 wounds. With that, the
Invaders turn is over.
Tough, Front Guard
Aim
Survival Ops, Scout
Dodge
Tactician, Sniper
Guard
Frags Left
11
Turn 3-Green Marines turn
  • Invaders Cards
  • Dud
  • Darkness
  • Jammed
  • Mancubus
  • Zombie-Imp-Trite
  • Surprise Attack
  • Dodge
  • none

Despite the Demon, the Marines keep to the
plan. The Green Marine Advances. He opens the
door and attacks the Zombie with the Shotgun
using the Aim order. The Invader interrupts the
attack by playing Jammed. The Marine switches to
the pistol. His first shot does exactly 4 damage
after re-rolling both dice with the Aim! He then
moves forward 2 and attacks the other zombie with
the pistol. He does 2 damage and uses an ammo
token. The zombie takes a wound.
Tough, Front Guard
Aim
Survival Ops, Scout
Dodge
Tactician, Sniper
Guard
Frags Left
12
Turn 3- Red and Blue Marines turn
  • Invaders Cards
  • Dud
  • Darkness
  • Mancubus
  • Zombie-Imp-Trite
  • Surprise Attack
  • Dodge
  • none
  • none

The Red Marine will Sprint, running up to the
important LOS point. As the Marine runs over the
grenades, he decides not to pick them up. They
are too valuable to risk being duded before they
can be used. The Blue Marine will Ready and
attack the Demon with the Machine Gun and hits
with 2G0, 2Y2, 1B1. The Invader plays Dodge and
makes the Marine re-roll the yellow die. The die
rolls 1Y3, killing the Demon. The Blue Marine
moves forward and gives the Green Marine a Guard
Order. This leaves the Marines with a reasonable
LOS to the rear
Guard
Tough, Front Guard
Survival Ops, Scout
Dodge
Tactician, Sniper
Frags Left
13
Turn 3-Invaders turn Part 1
  • Invaders Cards
  • Dud
  • Darkness
  • Mancubus
  • Zombie-Imp-Trite
  • Surprise Attack
  • none
  • none
  • none

The Invader draws Jump the Gun, Zombie/Trite and
Zombie/Imp. The Invader then spawns a Zombie,
Imp, and Trite The Invader first activates an
Imp. It moves and attacks the Green Marine. The
goal is to get rid of the Guard order before the
Zombie attacks the Blue Marine. The Imp hits and
does 3 damage, just enough for a wound and
removal of the Guard order. The Invader then
activates a Zombie to move and attack the Blue
Marine. The Zombie hits for 5 damage, causing 2
wounds. The newly spawned Trite stays where it is
at.
Tough, Front Guard
Guard
Survival Ops, Scout
Dodge
Tactician, Sniper
Frags Left
14
Turn 3-Invaders turn Part 2
  • Invaders Cards
  • Dud
  • Darkness
  • Mancubus
  • Zombie/Trite
  • Surprise Attack
  • Jump the Gun
  • Zombie/Imp
  • none

Next the Invader will activate the wounded Zombie
to attack the Blue Marine. The Zombie hits for 6
damage, causing 3 wounds. The Invader then
activates the Demon to attack the Red Marine and
plays the Surprise Attack card. The Demon rolls 6
damage for 3 wounds. The Demon then moves
away. Next an Imp move and attacks the Red
Marine. It misses after the Marine makes it
re-roll its dice. The final Zombie stays where it
is at.
Tough, Front Guard
Survival Ops, Scout
Dodge
Tactician, Sniper
Frags Left
15
Turn 4-Green Marines Turn
  • Invaders Cards
  • Dud
  • Darkness
  • Mancubus
  • Zombie/Trite
  • Jump the Gun
  • Zombie/Imp
  • none
  • none

The Green Marine will Advance. The first thing
that he does is attack the Blue Zombie with the
shotgun. The Shotgun does 6 damage, easily
dispatching the Zombie. Next, the Green Marine
shoots the White Zombie and does 6 points of
damage, destroying it as well Finally, the Green
Marine moves forward
Tough, Front Guard
Survival Ops, Scout
Dodge
Tactician, Sniper
Frags Left
16
Turn 4-Red and Blue Marines Turn
  • Invaders Cards
  • Dud
  • Darkness
  • Mancubus
  • Zombie/Trite
  • Jump the Gun
  • Zombie/Imp
  • none
  • none

The Red Marine will Advance and move two
spaces. As he moves next to the Demon, the
Demons Watchful ability goes off, doing 8 points
of damage (4 wounds). The Red Marine then sweeps
the Imp and Demon with the Chainsaw. Only 1
damage is rolled, which is ignored by the Demon
and Imp. (Forgot about the Deadly Attribute of
the Chainsaw) The Blue Marine Readies and shoots
the nearby Imp with the Machinegun doing 4
damage, which easily kills it The Marine then
moves forward and gives the Red Marine a Dodge
Order.
Tough, Front Guard
Survival Ops, Scout
Dodge
Tactician, Sniper
Frags Left
17
Turn 4-Invaders Turn part 1
  • Invaders Cards
  • Dud
  • Darkness
  • Mancubus
  • Zombie/Trite
  • Jump the Gun
  • Zombie/Imp
  • none
  • none

The Invader draws Ambush, Darkness, and Surprise
Attack and discards Zombie/Trite. Now is a good
time for the Darkness/Mancubus combo and the
Invader spawns in a Mancubus The Invader
activates the Mancubus, moves forward 2 and
attacks the Green Marine with Surprise
Attack. The attack does 7 damage (2 wounds)
without the need to re-roll. The Mancubus walks
the fire to the the Blue Marine, doing 4
damage. The Blue Marine is dead, giving the
Invader his first Frag.
Tough, Front Guard
Survival Ops, Scout
Dodge
Tactician, Sniper
Frags Left
18
Turn 4-Invaders Turn part 2
  • Invaders Cards
  • Dud
  • Darkness
  • Jump the Gun
  • Zombie/Imp
  • Ambush
  • none
  • none
  • none

The Invader activates the Demon to attack the Red
Marine and rolls 0B3, 0B3, and 2R2. The Marine
makes the Demon re-roll and the Red die indicates
a miss. The Invader then moves the Demon back
1. The Invader then activates the Zombie to
attack the Red Marine. The Zombie rolls 3R1,
0R2. As the Marine doesnt think that he can get
a lower damage result, he will take 1
wound. Finally, the Imp moves and attacks the
Marine doing 2 points of damage.
Tough, Front Guard
Survival Ops, Scout
Dodge
Tactician, Sniper
Frags Left
19
Turn 5- Green and Red Marines Turns
  • Invaders Cards
  • Dud
  • Darkness
  • Jump the Gun
  • Zombie/Imp
  • Ambush
  • none
  • none
  • none

The Green Marine will Advance and moves forward 2
Spaces. He shoots the Mancubus with the Shotgun,
doing 6 damage and using 1 ammo. He does not
use the blowthrough attack as the only results
that will do damage will also use an ammo.
Instead, he makes a second attack and does 4
damage, killing the Mancubus. The Marine then
moves back. The Red Marine takes an Advance
action. He moves and attacks the Imp. He does 2
points, just killing the Imp.
Tough, Front Guard
Survival Ops, Scout
Dodge
Tactician, Sniper
Frags Left
20
Turn 5- Blue Marines Turn
  • Invaders Cards
  • Dud
  • Darkness
  • Jump the Gun
  • Zombie/Imp
  • Ambush
  • none
  • none
  • none

The Blue Marine respawns, Readies, and moves
forward. The Marine attacks the Demon. The Blue
Marine rolls 6 Damage, killing the Demon. The
Marine continues to advance and places a Guard
Order.
Tough, Front Guard
Survival Ops, Scout
Tactician, Sniper
Guard
Frags Left
21
Turn 5- Invaders Turn
  • Invaders Cards
  • Dud
  • Darkness
  • Jump the Gun
  • Zombie/Imp
  • Ambush
  • none
  • none
  • none

The Invader draws Surprise Attack, Rage, and
Dud. The Blue Marine uses the Guard order and
attacks the Zombie with the Machine Gun, doing 5
damage. The Invader doesnt have anything to do,
so he passes.
Tough, Front Guard
Survival Ops, Scout
Tactician, Sniper
Guard
Frags Left
22
Turn 6- Marines Turn
  • Invaders Cards
  • Dud
  • Darkness
  • Jump the Gun
  • Zombie/Imp
  • Ambush
  • Surprise Attack
  • Dud
  • Rage

The Green Marine Readies and takes a Guard
Order. The Red Marine Sprints and goes after some
health tokens. The Blue Marine will Sprint and
collects some armor and a Chaingun.
Tough, Front Guard
Guard
Survival Ops, Scout
Dodge
Tactician, Sniper
Frags Left
23
Turn 6- Invaders Turn
  • Invaders Cards
  • Dud
  • Darkness
  • Jump the Gun
  • Zombie/Imp
  • Ambush
  • Surprise Attack
  • Dud
  • Rage

The Invader draws Dark Engergies, Charge, and Not
Quite. The Invader discards Dark Engergies, Not
Quite, and Surprise Attack. The Invader spawns a
Zombie The Invader activates the Zombie and plays
Charge and Rage on it. The Zombie attacks the Red
Marine and rolls 1R3, 0B2. The Marine has the
Zombie re-roll the Red die and it ends up 2R2.
The Marine takes 2 wounds. The Zombie attacks
again and rolls 1R3, 0R3. The Marine makes the
Zombie re-roll both dice and they come up 2R2 and
1B1, for 1 Wound. The Zombie then moves away.
Tough, Front Guard
Guard
Survival Ops, Scout
Dodge
Tactician, Sniper
Frags Left
24
Turn 7- Marines Turn
  • Invaders Cards
  • Dud
  • Darkness
  • Jump the Gun
  • Ambush
  • Dud
  • none
  • none
  • none

The Green Marine will Ready and take a Guard
Order. The Red Marine will Advance and pick up
the health pack and berserk token The Red Marine
will then attack the Zombie and kill it. The Blue
Marine will Sprint.
Tough, Front Guard
Guard
Survival Ops, Scout
Dodge
Tactician, Sniper
Frags Left
25
Turn 7- Invaders Turn
  • Invaders Cards
  • Dud
  • Darkness
  • Jump the Gun
  • Ambush
  • Dud
  • none
  • none
  • none

The Invader draw Its a Trap, Dark Energies, and
Smash. With nothing to Spawn and only a Trite to
activate, the Invader passes.
Tough, Front Guard
Guard
Survival Ops, Scout
Dodge
Tactician, Sniper
Frags Left
26
Turn 8- Marines Turn
  • Invaders Cards
  • Dud
  • Darkness
  • Jump the Gun
  • Ambush
  • Dud
  • Its a Trap
  • Dark Energies
  • Smash

The Green Marine will Ready, move and Aim. The
Red Marine will Sprint. The Blue Marine will
Sprint and hand off Ammo.
Aim
Tough, Front Guard
Survival Ops, Scout
Dodge
Tactician, Sniper
Frags Left
27
Turn 8- Invaders Turn
  • Invaders Cards
  • Dud
  • Darkness
  • Jump the Gun
  • Ambush
  • Dud
  • Its a Trap
  • Dark Energies
  • Smash

The Invader draws Dodge, Smash, and Zombie/Imp.
The Invader discards Its a Trap, Dark Energies,
and Smash. The Invader then passes.
Aim
Tough, Front Guard
Survival Ops, Scout
Dodge
Tactician, Sniper
Frags Left
28
Turn 9- Green and Red Marines Turn
  • Invaders Cards
  • Dud
  • Darkness
  • Jump the Gun
  • Ambush
  • Dud
  • Smash
  • Dodge
  • Zombie/Imp

The Green Marine Advances and opens the door. The
Marine shoots the White Zombie with the shotgun
doing 7 damage, killing the Zombie. The Marine
uses blowthrough on the Red Zombie doing 4
damage, killing the Zombie. The Marine uses his
second attack to shoot the Demon, using Aim. The
Invader plays the Dodge card to cancel the Aim.
The Marine rolls 1R3 and 0B2, missing the
Demon. The Red Marine Advances and steps next to
the Demon. The Demons watchful ability goes off
doing 6 points of damage (3 wounds.) The Red
Marine hits and kills the Demon and then moves
away.
Aim
Tough, Front Guard
Survival Ops, Scout
Dodge
Tactician, Sniper
Frags Left
29
Turn 9- Blue Marines Turn
  • Invaders Cards
  • Dud
  • Darkness
  • Jump the Gun
  • Ambush
  • Dud
  • Smash
  • Zombie/Imp
  • none

The Invader plays Ambush and activates the green
Zombie. If he didnt, then the zombies would
have been chaingun bait. The Zombie attacks the
Green Marine and does 4 damage (1 wound) The Blue
Marine Readies and shoots the Zombie with the
Machine Gun doing 5 Damage, killing the
Zombie. The Blue Marine moves and gives himself a
guard order The Dying Scientist gets a wound
token The Blue Marine could have taken an Unload
action and taken out both Zombies however, this
eliminates a Spawn point for the Invader.
Tough, Front Guard
Survival Ops, Scout
Tactician, Sniper
Guard
Frags Left
30
Turn 9- Invaders Turn
  • Invaders Cards
  • Dud
  • Darkness
  • Jump the Gun
  • Dud
  • Smash
  • Zombie/Imp
  • none
  • none

The Invader draws Not Quite, Jump the Gun, and 2
Trites. The Invader discards Smash. The Invader
then spawns 2 Trites. The Invader activates 1
Trite. When the Invader activates the Blue
Zombie, the Blue Marine uses his Guard order and
attacks the Zombie with the ChainGun, killing the
Zombie and using an ammo.
Tough, Front Guard
Survival Ops, Scout
Tactician, Sniper
Guard
Frags Left
31
Turn 10- Marines Turn
  • Invaders Cards
  • Dud
  • Darkness
  • Jump the Gun
  • Dud
  • Zombie/Imp
  • Not Quite
  • Jump the Gun
  • none

A small change in plans for the Marines. They
will clear out are Areas 6 and 7 before going for
the Red key. The Scout ability will let them get
the Red Key at will and this new plan will save
them time. This turns out to be a mistake as I
confused Scout with Recon. The Green Marine will
Sprint. The Red Marine will Sprint, but not too
far. The Marines need to keep LOS down both parts
of Area 3. The Blue Marine will Ready and give
himself an Aim order. The Body gets another wound
token.
Tough, Front Guard
Survival Ops, Scout
Dodge
Tactician, Sniper
Aim
Frags Left
32
Turn 10- Invaders Turn
  • Invaders Cards
  • Dud
  • Darkness
  • Jump the Gun
  • Dud
  • Zombie/Imp
  • Not Quite
  • Jump the Gun
  • none

The Invader draws Its a Trap, Surprise Attack,
and 2 Imps. The Invader discards Surprise Attack
and Zombie/Imp. The Invader then Spawns 2
Imps. The Invader activates the Red Imp. The Imp
attacks the Red Marine and rolls a miss on the
Yellow die. The Invader activates the Green
Imp. The Imp attacks the Red Marine and rolls 1B1
and 3Y1. The Marine has the Imp re-roll the
yellow die as there is only a 1 in 6 chance of
doing more damage and a 1 in 3 chance of doing
less. The re-rolled die results in a Miss! This
ends the Invaders turn.
Tough, Front Guard
Survival Ops, Scout
Dodge
Tactician, Sniper
Aim
Frags Left
33
Turn 11- Green Marines Turn
  • Invaders Cards
  • Dud
  • Darkness
  • Jump the Gun
  • Dud
  • Not Quite
  • Jump the Gun
  • Its a Trap
  • none

The Green Marine Advances. The Marine attacks the
Imp on the right with the shotgun. The Marine
rolls a Miss! The Marine walks the fire to the
next Imp and rolls a total of 4 damage, killing
the Imp. The Marine attacks the first Imp again.
This time he rolls 5 damage, killing the Imp.
Tough, Front Guard
Survival Ops, Scout
Dodge
Tactician, Sniper
Aim
Frags Left
34
Turn 11- Red Marines Turn part 1
  • Invaders Cards
  • Dud
  • Darkness
  • Jump the Gun
  • Dud
  • Not Quite
  • Jump the Gun
  • Its a Trap
  • none

The Red Marine will Sprint. As the Marine picks
up the Grenades, the Invader Plays, Its a
Trap. It is a tough choice right here. Should the
Invader attack with the Demons or with the Imps?
If both Demons attack the Green Marine, they
could score a frag, but then they would be
Grenade bait. If both Imps attack the Red Marine,
they could score a frag and prevent the Marines
from using Grenades before they are Duded.
Killing the Red Marine will also prevent the Blue
Marine from attacking a Demon as he would need to
stand on the body to get the BFG. After much
deliberation, the Invader decides to activate the
Imps.
Tough, Front Guard
Survival Ops, Scout
Dodge
Tactician, Sniper
Aim
Frags Left
35
Turn 11- Red Marines Turn part 2
  • Invaders Cards
  • Dud
  • Darkness
  • Jump the Gun
  • Dud
  • Not Quite
  • Jump the Gun
  • none
  • none

The Green Imp will activate first. It attacks the
Marine and rolls 3 damage, doing 1 wound. The Red
Imp is activated next. It attacks the Marine and
rolls 3 damage, doing 1 wound The Red Marine now
continues his turn. He sprints up to the body and
hands off the Grenades. As he ends his turn on
the body, the BFG vault is now open.
Tough, Front Guard
Survival Ops, Scout
Dodge
Tactician, Sniper
Aim
Frags Left
36
Turn 11- Blue Marines Turn
  • Invaders Cards
  • Dud
  • Darkness
  • Jump the Gun
  • Dud
  • Not Quite
  • Jump the Gun
  • none
  • none

X
A
Y
B
The Blue Marine will Unload. His first target,
using Aim, with Grenades is space X. He rolls
0B3, 0B3, and XY. The attack misses. The Marine
doesnt re-roll as there is a 1 in 3 chance of
using up the Grenades. Instead he hopes for a
good scatter. The scatter comes up 1 square East,
placing the grenade on A. This kills the Demon
and Zombie. The second attack with Grenades is at
Y. The Marine is throwing long as he doesnt
think that he will hit his real target space of
B. This way he will get the best chance of a good
scatter. He rolls 7 damage and 2 range. The
Scatter is 2 East, nailing his real target and
killing the Zombie and Demon.
Tough, Front Guard
Survival Ops, Scout
Dodge
Tactician, Sniper
Aim
Frags Left
37
Turn 11- Invaders Turn part 1
  • Invaders Cards
  • Dud
  • Darkness
  • Jump the Gun
  • Dud
  • Not Quite
  • Jump the Gun
  • none
  • none

The Invader draws Jump the Gun, Dodge and Rage.
The Invade will discard Jump the Gun. The Invader
will play Dud and get rid of the Grenades. The
Invader activates the Green Imp. The Imp attacks
the Red Marine and rolls 3Y1 and 0B3. The Marine
makes the Imp re-roll the yellow die as there is
a 2 in 3 chance of doing less damage. The Imp
rolls the same result. The Imp then moves over
1. The Invader then activates the Red Imp and
plays Rage on it. The Imp attacks the Red Marine
and misses the Marine (only 2 range). The second
attack gets a 4Y0 and 0B2. The Marine forces the
yellow die to re-roll as it gives him a 50/50
chance.
Tough, Front Guard
Survival Ops, Scout
Dodge
Tactician, Sniper
Frags Left
38
Turn 11- Invaders Turn part 2
  • Invaders Cards
  • Dud
  • Darkness
  • Jump the Gun
  • Not Quite
  • Jump the Gun
  • Dodge
  • none
  • none

The Invader rolls the same thing, killing the
Marine and earning the Invader his second frag.
Tough, Front Guard
Survival Ops, Scout
Dodge
Tactician, Sniper
Frags Left
39
Turn 12- Marines Turn
  • Invaders Cards
  • Dud
  • Darkness
  • Jump the Gun
  • Not Quite
  • Jump the Gun
  • Dodge
  • none
  • none

The Green Marine will Sprint and pick up a health
pack. The Red Marine will Re-Spawn. The Red
Marine Sprints. The Blue Marine Readies and moves
forward. He gives himself an Aim order and
attacks the Red Imp with the Chain gun. He rolls
2 damage (and 8 range), killing the Imp. He uses
the Aim and the blowthrough ability of the
Chaingun to attack the other Imp. He rolls 2G0
and 1R3. He re-rolls the Red die and gets 1R3
and kills the Imp. He then finishes moving.
Tough, Front Guard
Survival Ops, Scout
Tactician, Sniper
Aim
Frags Left
40
Turn 12- Invaders Turn
  • Invaders Cards
  • Dud
  • Darkness
  • Jump the Gun
  • Not Quite
  • Jump the Gun
  • Dodge
  • none
  • none

The Invader draws Jammed, Zombie Trite and 2
Zombies. The Invader discards Jump the Gun. The
Invader spawns a Zombie and a Trite. The Invader
then activates the Zombie to shut the door. The
Invader knows that the Red Marine will be running
back for the Red Key and it starting to set up as
much trouble for him as possible.
Tough, Front Guard
Survival Ops, Scout
Tactician, Sniper
Frags Left
41
Turn 13- Green and Red Marines Turn
  • Invaders Cards
  • Dud
  • Darkness
  • Jump the Gun
  • Not Quite
  • Dodge
  • 2 Zombies
  • Jammed
  • none

The Green Marine Advances. The Green Marine
begins to attack with the shotgun, but the
Invader plays Jammed. The Marine attacks with his
fists instead. The first attack does 1 damage,
which is ignored by the Mancubus. The second
attack does 3 damage, giving the Mancubus a
wound. At the start of the Red Marines turn, the
Invader plays Jump the Gun. The Red Marine
Sprints. He gets the BFG and 2 Energy Cells and
keeps moving. The Invader plays Not Quite and
swaps the Rocket Launcher and Blue Key.
Tough, Front Guard
Survival Ops, Scout
Dodge
Tactician, Sniper
Frags Left
42
Turn 13- Blue Marines Turn
  • Invaders Cards
  • Dud
  • Darkness
  • Dodge
  • 2 Zombies
  • none
  • none
  • none
  • none

The Blue Marine Readies and gives the Green
Marine a Guard Order.
Tough, Front Guard
Guard
Survival Ops, Scout
Dodge
Tactician, Sniper
Frags Left
43
Turn 13- Invaders Turn
  • Invaders Cards
  • Dud
  • Darkness
  • Dodge
  • 2 Zombies
  • none
  • none
  • none
  • none

The Invader draws Demon, Hell Knight, and Shaky
Footing. The Invader plays Dud on the
Grenades. The Invader then spawns a Demon. The
Green Marine then uses the Guard Order to attack
the Mancubus with the Shotgun. The Marine rolls
5 damage. The Marine makes the blowthrough
attack and does 4 damage, killing the
Mancubus. The Red Trite attacks the Red Marine
doing three damage. The Marine makes the Trite
re-roll. On the second roll, it does only 1
damage. The Trite then runs away.
Tough, Front Guard
Guard
Survival Ops, Scout
Dodge
Tactician, Sniper
Frags Left
44
Turn 14- Marines Turn
  • Invaders Cards
  • Darkness
  • Dodge
  • 2 Zombies
  • Hell Knight
  • Shaky Footing
  • none
  • none
  • none

The Green Marine Sprints The Red Marine Sprints
and hands off the BFG to the Blue Marine. The
Blue Marine Sprints and hands off the Chaingun
and 2 ammo to the Red Marine.
Tough, Front Guard
Survival Ops, Scout
Dodge
Tactician, Sniper
Frags Left
45
Turn 14- Invaders Turn
  • Invaders Cards
  • Darkness
  • Dodge
  • 2 Zombies
  • Hell Knight
  • Shaky Footing
  • none
  • none
  • none

The Invader draws Charge, Charge, and Panic. The
problem for the Invader is that he now has a full
hand however, all of the cards, except 2
Zombies, are perfect for Turn 15. On the other
hand, hitting the Red Marine will make getting
the Red Key harder. The Invader plays Panic to
get rid of the Dodge. Then Darkness and then
Spawns in a Hell Knight. The Hell Knight
activates and moves forward to attack the Red
Marine. The Hell Knight does 7 damage and Knocks
the Red Marine behind it. The Red Trite moves to
a safer area. The Trites are amassing.
Tough, Front Guard
Survival Ops, Scout
Dodge
Tactician, Sniper
Frags Left
46
Turn 15- Marines Turn
  • Invaders Cards
  • Dodge
  • 2 Zombies
  • Shaky Footing
  • Charge
  • Charge
  • none
  • none
  • none

A
The Green Marine will Sprint The Red Marine will
Advance and attack the Hell Knight with the
Chaingun. His first attack does 5 damage and uses
an ammo. The Blowthrough attack does 6
damage. The Red Marine moves. The Blue Marine
Readies and fires the BFG at point A. The BFG
does 10 points and uses an Ammo. The Marine then
moves and gives himself an Aim order.
Tough, Front Guard
Survival Ops, Scout
Tactician, Sniper
Aim
Frags Left
47
Turn 15- Invaders Turn
  • Invaders Cards
  • Dodge
  • 2 Zombies
  • Shaky Footing
  • Charge
  • Charge
  • none
  • none
  • none

The Invader draw ZombieImp, Charge, and
Panic. The Invader plays Panic on the Aim
order. The Invader then Spawns a Zombie and
Imp. The Invader activates the Imp. The Imp
attacks the Blue Marine, doing 4 points of
damage. The Zombie shuts the door. The Zombie
stays next to the door to ambush the Red Marine.
Tough, Front Guard
Survival Ops, Scout
Tactician, Sniper
Aim
Frags Left
48
Turn 16- Green and Red Marines Turn
  • Invaders Cards
  • Dodge
  • 2 Zombies
  • Shaky Footing
  • Charge
  • Charge
  • Charge
  • none
  • none

X
The Green Marine will Advance and open the
door. The Marine will throw a Grenade at point
X. The Grenade does 6 damage, killing the Zombie
and Demon. The Marine then moves. The Marine
shoots the Imp with the Shotgun, doing 4
points. The Red Marine will advance. He shoots
the Zombie with the Chain gun, doing 4 points of
damage. He then moves back a little.
Tough, Front Guard
Survival Ops, Scout
Tactician, Sniper
Frags Left
49
Turn 16- Blue Marines Turn
  • Invaders Cards
  • Dodge
  • 2 Zombies
  • Shaky Footing
  • Charge
  • Charge
  • Charge
  • none
  • none

X
The Blue Marine will Ready and give himself an
Aim Order. The Marine will then use Aim and fire
the BFG at point X The Invader will play Dodge to
counter the Aim. The Marine rolls4Y0, 0R4,
1B2, 0B3, 2G1, 2G1. The BFG hits, uses and ammo
and does 12 damage! The Marine then goes picks up
the last Energy Cell.
Tough, Front Guard
Survival Ops, Scout
Tactician, Sniper
Aim
Frags Left
50
Turn 16- Invaders Turn part 1
  • Invaders Cards
  • 2 Zombies
  • Shaky Footing
  • Charge
  • Charge
  • Charge
  • none
  • none
  • none

The Invader draws Dud, Shaky Footing and
Archvile. The Invader plays Dud, to get rid of an
Energy Cell. The Invader plays Shaky Footing to
slow the Marines down. The Invader spawns 2
Zombies. The Zombies are placed here to slow the
Red Marine down. The worst thing that could
happen would be for the Marine to get to the Red
key on the same turn that Area 2 is revealed. By
placing the Zombies here and with another Shaky
Footing card, it will take the Marine at least 3
turns to get the Red Key.
Tough, Front Guard
Survival Ops, Scout
Tactician, Sniper
Frags Left
51
Turn 16- Invaders Turn part 2
  • Invaders Cards
  • Shaky Footing
  • Charge
  • Charge
  • Charge
  • Archvile
  • none
  • none
  • none

The Invader plays Charge and activates the Hell
Knight. The Hell Knight attacks the Blue Marine,
does 6 damage, knockbacks the Blue Marine. Due to
Shaky Footing, the Marine will not be able to
reach the Medpack unless he Sprints. The Invader
activates the Archvile and attacks the Blue
Marine and does 5 damage after the re-roll. The
Trites stay where they are at. The might kill the
Blue Marine, but then they will be BFG bait.
They have a more important roll once the BFG is
used up. Right now, the Invader is stalling for
time. In 3-4 turns, hell get a free Frag and the
Red Marine has a gauntlet to run through.
Tough, Front Guard
Survival Ops, Scout
Tactician, Sniper
Frags Left
52
Turn 17- Marines Turn
  • Invaders Cards
  • Shaky Footing
  • Charge
  • Charge
  • Archvile
  • none
  • none
  • none
  • none

X
The Green Marine will Advance. The Green Marine
will throw a Grenade at point X. The Marine does
6 damage. The Marine throws a second Grenade at
the same spot. It misses, but scatters 1 south,
doing 8 damage and killing the Hell Knight. The
Red Marine Sprints. The Blue Marine Sprints.
Tough, Front Guard
Survival Ops, Scout
Dodge
Tactician, Sniper
Frags Left
53
Turn 17- Invaders Turn
  • Invaders Cards
  • Shaky Footing
  • Charge
  • Charge
  • Archvile
  • none
  • none
  • none
  • none

The Invader draws Sealed In,Dark Energies, and
Smash. The Invader will play Shaky Footing. The
Invader Activates the Archvile and attacks the
Blue Marine, doing 6 damage after the
re-roll. The Invader passes the rest of his
turn.
Tough, Front Guard
Survival Ops, Scout
Dodge
Tactician, Sniper
Frags Left
54
Turn 18-Marines Turn
  • Invaders Cards
  • Charge
  • Charge
  • Archvile
  • Sealed In
  • Dark Energies
  • Smash
  • none

X
The Green Marine will Advance. When the Marine
enters the room, the Invader plays Sealed in. The
Marine throws a Grenade at point X. The Grenade
will miss, but the Marine is hoping for a good
scatter. The Marine rolls 0B2, 0B2, XY. It
misses and scatters 3 South. The Marine tries
again and rolls 0B3, 1B2, 3Y1. It misses and
scatters 1 SE, hitting the Archvile for 6 damage.
(The scatter card was also a Mancubus) The Red
Marine will advance. The Red Marine attacks with
the Chainsaw, doing 4 points of damage and
killing both Zombies. The Blue Marine Readies and
gives Red a Dodge Order
Tough, Front Guard
Survival Ops, Scout
Dodge
Tactician, Sniper
Frags Left
55
Turn 18-Invaders Turn
  • Invaders Cards
  • Charge
  • Charge
  • Archvile
  • Dark Energies
  • Smash
  • none
  • none
  • none

The Invader draws zombieimptrite,
Demon/Mancubus, and Ambush The Invader will spawn
a Demon. The Invader will Activate the Green
Zombie. The Zombie attacks the Red Marine and
Misses. Next the Invader will activate the Red
Demon. It attacks the Red Marine and rolls 1B1,
0B3, AND 3R1. The Marine makes the Demon re-roll
the 0B3 die as it can not get a worse result. The
die rolls 0B2. The Green Demon actives It attacks
the Red Marine and Misses on the re-roll. It
isnt time for the Trites
Tough, Front Guard
Survival Ops, Scout
Dodge
Tactician, Sniper
Frags Left
56
Turn 19-Green and Red Marines Turn
  • Invaders Cards
  • Charge
  • Charge
  • Archvile
  • Dark Energies
  • Smash
  • Ambush
  • ZombieImpTrite
  • none

The Green Marine will Sprint. The Invader does
not play ambush right now as the Red Marine still
has a Dodge order. The Red Marine is in a
No-Gut/No-Glory situation and Sprints. The Red
Demon attacks and does 5 damage. The Green Demon
attacks and does 5 damage. The Green Demon
attacks again and does 3 damage. The White Demon
attacks and Misses! The White Demon attacks and
does 4 damage. The Marine ends his turn on the
body and gets the Red Key.
Tough, Front Guard
Survival Ops, Scout
Dodge
Tactician, Sniper
Frags Left
57
Turn 19-Blue Marines Turn
  • Invaders Cards
  • Charge
  • Charge
  • Archvile
  • Dark Energies
  • Smash
  • Ambush
  • ZombieImpTrite
  • none

X
The Invader now plays Ambush. He knows that when
the Red Marine dies, that hell Re-spawn at point
X. The Invaders goal is to get as much stuff
near that point to slow down the Red Marine. The
Invader plays Charge on the green Demon. The Blue
Marine Sprints.
Tough, Front Guard
Survival Ops, Scout
Dodge
Tactician, Sniper
Frags Left
58
Turn 19-Invaders Turn
  • Invaders Cards
  • Charge
  • Archvile
  • Dark Energies
  • Smash
  • ZombieImpTrite
  • none
  • none
  • none

The Invader draws 3 cards. The Invader gets
Sealed In, 2 Imps, and Imp/Trite. This causes
the deck to shuffle, giving the Invader a
Frag. The Invader Spawns in an Archvile The
Invader can not play Smash on the Blue Door (to
free the Trites) as it would give a shorter path
to the Red Marine. The Invader activates the
Archvile It attacks the Blue Marine and
misses. The Invader activates the Green Demon and
plays Charge on it. The Invader activates the
Trites. The Invader kills the Red Marine with a
Demon, giving him a Frag.
Tough, Front Guard
Survival Ops, Scout
Dodge
Tactician, Sniper
Frags Left
59
Turn 20-Marines Turn
  • Invaders Cards
  • Dark Energies
  • Smash
  • ZombieImpTrite
  • Sealed In
  • Imp/Trite
  • 2 Imps
  • none
  • none

The Green Marine will Sprint and open the Red
Door. The Red Marine Spawns in and will
Sprint. The Demon attacks and Misses The Demon
attacks and does 8 damage. The Demon attacks and
Misses The Demon attacks and does 7 damage. The
Blue Marine Readies and attacks the Demon with
the Machine Gun doing 4 damage and using an
ammo. He then moves and gives himself a Guard
order
Tough, Front Guard
Survival Ops, Scout
Tactician, Sniper
Guard
Frags Left
60
Turn 20-Invaders Turn Part 1
  • Invaders Cards
  • Dark Energies
  • Smash
  • ZombieImpTrite
  • Sealed In
  • Imp/Trite
  • 2 Imps
  • none
  • none

X
The Invader draw ImpTrite, ZombieImp, and
Surprise Attack. The Invader discards
Imp/Trite. The Invader Spawns in 2 Imps. The
Invader then plays Smash on the Blue Door. The
Blue Marine uses the Guard order with the BFG,
targeting point X. The Marine rolls 1R3, 3G0,
2Y2, 2G1, 1B2, and 0B3. Killing all of the
Trites. The Invader activates the Green Imp The
Imp attacks the Blue Marine and comes up short
with range. The Red Imp activates. It attacks the
Blue Marine using Surprise attack. It hits after
the re-roll for 3 damage.
Tough, Front Guard
Survival Ops, Scout
Tactician, Sniper
Guard
Frags Left
61
Turn 20-Invaders Turn Part 2
  • Invaders Cards
  • Dark Energies
  • ZombieImpTrite
  • Sealed In
  • Imp Trite
  • ZombieTrite
  • none
  • none
  • none

The Invader activates the Demon. The Invader
activates the Archvile. The Archvile attacks the
Blue Marine. It hits the Blue Marine after the
re-roll for 1 point of damage.
Tough, Front Guard
Survival Ops, Scout
Tactician, Sniper
Frags Left
62
Turn 21-Marines Turn
  • Invaders Cards
  • Dark Energies
  • ZombieImpTrite
  • Sealed In
  • Imp Trite
  • ZombieTrite
  • none
  • none
  • none

The Green Marine will Sprint. The Red Marine will
Sprint. The Invader plays Sealed In. The Marine
goes and picks up a health pack. The Blue Marine
Readies and shoots the BFG at the front of the
Demon. It misses and scatters 2 South. It still
does 10 points of damage to the Demon and uses
the last ammo. The Blue Marine then Moves and
gives himself a Dodge order.
Tough, Front Guard
Dodge
Survival Ops, Scout
Tactician, Sniper
Dodge
Frags Left
63
Turn 21-Invaders Turn Part 1
  • Invaders Cards
  • Dark Energies
  • ZombieImpTrite
  • Imp Trite
  • ZombieTrite
  • none
  • none
  • none
  • none

The Invader draws Dud, Shaky Footing and Not
Quite. The Invader spawns an Imp and Trite. The
Invader plays Shaky Footing. The Invader plays
Dud on the Blue Marines last ammo. The Invader
Activates the Archvile. It attacks the Red Marine
and rolls a miss. (It can not re-roll as the
Marine is Dodging) The Invader activates the
Green Imp. It attacks the Marine and rolls 1Y3
and 0B2. The Marine makes the imp re-roll both
dice as there is a 1 in 18 chance of doing more
damage. The re-roll yields 4 damage.
Tough, Front Guard
Dodge
Survival Ops, Scout
Tactician, Sniper
Dodge
Frags Left
64
Turn 21-Invaders Turn Part 2
  • Invaders Cards
  • Dark Energies
  • ZombieImpTrite
  • ZombieTrite
  • Not Quite
  • none
  • none
  • none
  • none

The Red Imp Activates. It attacks the Red Marine
and rolls a Miss. The White Imp activates. It
attacks the Red Marine and rolls a Miss as
well. The Trite activates. It attacks the Red
Marine and rolls a Miss.
Tough, Front Guard
Dodge
Survival Ops, Scout
Tactician, Sniper
Dodge
Frags Left
65
Turn 22-Marines Turn
  • Invaders Cards
  • Dark Energies
  • ZombieImpTrite
  • ZombieTrite
  • Not Quite
  • none
  • none
  • none
  • none

The Red Marine Sprints. The Blue Marine
Sprints. And with that, the game ends.
Tough, Front Guard
Dodge
Survival Ops, Scout
Tactician, Sniper
Dodge
Frags Left
66
The End
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