House Rules

here I hope to outline any rules which are against the written word of the DooM books. Anything which is added or altered in the games I play are introduced only to help clarify, simplify or enhance game play.

Special Rule - skill - "sharpshooter"

Marine Player skill - Sharpshooter
Campaign XP - purchase for 15 xp
This is a skill which I added many years ago having played the game extensively. This skill adds the ability for a marine player to use the SMG weapon in a secondary mode in place of firing the weapon normally.

Effects of sharpshooter SMG attacks:
     1 Yellow, 2 Green dice  - (reason: slightly less damage potential, while possible increase of range)
Attack benefits:
     +1 range
     +1 damage
     The attack automatically counts as an aimed attack

Ammo expenditure - Shotgun / blow-through

The rules as far as I am aware do not account for the secondary roll made for using a shotgun's blow-through attack. I see the blow-through of the shotgun as the effect of its 'scattered shot' rather than an effective secondary attack, as such, I DO NOT consider any ammo rolls of the blow-through attacks of the shotgun to expend an ammo token.


Ammo expenditure - Chain-Gun / blow-through

The attacks of the chain-gun are made because of the vast number of shells it spits out, as such I consider that the chain-gun has a high level of upkeep in regard to ammo consumption, to represent this any attack including blow-through attacks made by a chain-gun DOES spend an ammo token if the dice presents the ammo icon.

Weapon breakages

To follow a more dynamic campaign the marine weapons have a potential to break through wear and tear, or simple malfunction. at ANY time where the initial attack roll presents a miss (cross) the marine player regardless of any re-rolls allowed for continuing the attack (such as aimed attack) will then roll the 'miss' dice again. should the dice present another miss (cross) event the weapon is considered to become unusable.

The only divergences from this rule are that attacks made with a pistol must then roll the dice again and only break upon a third roll of the miss (cross) face, attacks made using fists ignore the breakage rule entirely.