Author's Note: Because DOOM and DOOM II are computer adventure games, equipment found during play doesn't quite work the way one would expect. The weapons don't have magazines for example. Technically, the Space Marine's pistol can fire up to 400 rounds on a single clip! In addition, some objects, such as the Light Amplification Visor or the Radiation Suit, wear out after a minute (or less) regardless of use. The equipment list below has been designed with realism in mind, and have been written up to be useful as campaign tools, not as a straight translation of the DOOM devices.
CHAINSAW: A typical medium-sized chainsaw. It will cut through wood, thin metal, thick brush, bone, demons...
Chainsaw: HKA 1d6+1, Increased STUN Multiplier (+1/4), Continuous (+1), Reduced Endurance (0 END; +1/2) (55 Active Points); Chainsaw Can Jam (i.e. Burnout; chance varies according to what is being cut through, normally it is a base 15- (-0), OAF (-1), No Knockback (-1/4), Real Weapon (-1/4). (total cost: 22 points) and Tunneling: 1" through 5 DEF material, Reduced Endurance (0 END; +1/2) (25 Active Points); Chainsaw Can Jam (i.e. Burnout; chance varies according to what is being cut through, normally it is a base 15- (-0), OAF (-1) (total cost: 12 points). Total Cost: 34 points.
Design Notes: This is a basic, straight forward write up of a chainsaw. It uses the Continuous advantage instead of Autofire to keep characters from chopping through trees (and people) in a matter of seconds.
As it is possible to use one's strength to increase the damage done by a chainsaw, the game mechanic used is HKA as opposed to RKA. A chainsaw will cut on its own (the spinning blade bites just fine all by itself), but bearing down with the chainsaw will do that much more damage.
A standard chainsaw runs off of a simple gasoline engine. Although it won't run forever, it is effectively Zero Endurance for combat purposes. (It is either that or give it an END Reserve that will allow it to run for about 15 minutes.)
The chainsaw can cut through most anything, although stone and metal might break the blade (hence the Real Weapon Limitation). Even cutting through wood can jam the blade, thus the Burnout Limitation. The Tunneling power is optional, but makes sense if the GM wants to allow characters to chop through doors, sheet metal, and walls of bone. Naturally, these two powers should be placed into a Multipower.
Combat Notes: Due to its size and unwieldiness, a chainsaw should be -1 OCV in hand-to-hand combat. Some chainsaws are long enough to warrant an extra 1" of Stretching, but these saws should be -2 OCV in a hand-to-hand fight. For those interested in a realistic treatment of a chainsaw, the Continuous advantage should only be usable if the target is Stunned, pinned, or otherwise immobile. It should also be noted that bearing down on a chainsaw will increase the chances of the blade jamming. This fact should just be included into the Burnout modifier and not be a separate limitation.
PISTOL: Your typical 9mm automatic pistol. General issue as a sidearm to officers and security personnel. A nice handgun, but virtually worthless against anything tougher than a Zombie Human or an Imp. Grab a shotgun if you can.
9mm Pistol: RKA 1d6+1, +1 OCV, +1 RMod (28 Active Points); 15 Charges (-0), OAF (-1). Total Cost: 14 Points.
SHOTGUN: This is your standard pump-action shotgun and is a nice all-around weapon. Kill a Zombie Sargent, and you can pick one up. This is usually a very good idea.
Shotgun: RKA 2 1/2d6, Increased STUN Multiplier (+1/4), +2 OCV, +1 RMod (63 Active Points); 8 Charges (-1/2), OAF (-1), Reduced By Range (-1/4). Total Cost: 23 Points.
COMBAT SHOTGUN: A double-barreled room broom! The combat shotgun fires both barrels at the same time, and can rid an area of nasties in very short order. The main draw back is that it only carries two rounds, and its break-action method of reloading is very slow.
Combat Shotgun: RKA 2 1/2d6, Increased STUN Multiplier (+1/4), +2 OCV (60 Active Points); 1 Charge (-2), OAF (-1), Reduced By Range (-1/4) (total cost: 14 points) plus RKA 2 1/2d6, Increased STUN Multiplier (+1/4), +2 OCV (60 Active Points); 1 Charge (-2), OAF (-1), Linked (-1/2), Reduced By Range (-1/4) (total cost: 13 points). Total Cost: 27 points.
Combat Notes: In order to represent the ability for the Combat Shotgun to hit multiple targets, Game Masters may want to give it the Area of Effect (Cone) Advantage.
CHAINGUN: A multiple barrel machine gun, the chaingun chews through its targets with a continuous hail of lead. Of course, it also goes through ammo like it was water.
Chaingun: RKA: 1 1/2d6, Autofire (5 shots; +1/2), +4 OCV, +2 RMod, 50 Shots (+1/2) (76 Active Points); Extra Time (Full Phase; -1/2), OAF (-1). Total Cost: 30 points.
Design Notes: Options for this weapon include the advantages of Area of Effect: Line, or Continuous (or both), which would allow the user to fire on a hex (and hit that hex) every phase. Of course, the chaingun is a natural for Suppression Fire.
ROCKET LAUNCHER: This relative of the LAW packs a powerful punch. Although it has only two rounds, dropping a rocket into a small pocket of demons can make all the difference.
Rocket Launcher: RKA 4d6, Explosion (+1/2), Increased STUN Multiplier (+1/4), +2 RMod (111 Active Points); 2 Charges (-1 1/2), OAF (-1). Total Cost: 32 points.
PLASMA RIFLE: Powered by a small fusion cell, this powerful energy weapon produces a continuous stream of energy bolts when fired. It is quite capable of shredding even the most toughest of demons, although its ammunition consumption is such that one may run out of shots long before the target has died.
Plasma Rifle: RKA 2d6, Autofire (10 shots; +1), +4 OCV, +4 RMod, 40 Shots (+1/2) (107 Active Points); OAF (-1), No Knockback (-1/4). Total Cost: 47 points.
BFG (BLAST FIELD GUN) 9000: A.k.a. the BFG 9000, this powerful weapon can kill most demons in a single shot. If fires a pulse of plasma energy that detonates into a massive explosion, killing virtually anything caught in the blast radius. The only real draw back is the extended warmup time and the fact firing the BFG it will deplete the power cell after only a single shot. Make sure you have a few spare magazines handy, you'll need them.
BFG 9000: RKA 6d6, Area of Effect (10" Radius; +1), +4 RMod (192 Active Points); 1 Charge (-2), Extra Time (Full Phase; -1/2), OAF (-1). Total Cost: 43 points.
Combat Notes: Although one can fire this off at ground zero in DOOM and not be affected, I felt giving the BFG 9000 Personal Immunity didn't make much sense. Cruel Game Masters may want to make the BFG Bulky for an extra -1/2 Limitation. Of course, this also lowers the characters DCV by 1/2, meaning it will be that much easier for demons to hit said character...
SECURITY ARMOR: This is a suit of heavy kevlar and armored plastic plates that covers the torso.
Security Armor: Armor (7 PD/7 ED) (21 Active Points); Activation Roll 11- or Locations 9-13 (-1), OIF (-1/2). Total Cost: 8 points.
COMBAT ARMOR: This type of armor adds titanium trauma plates and ceramic inserts to provide a more rigid defense against attacks.
Combat Armor: Armor (11 PD/11 ED) (33 Active Points); Activation Roll 11- or Locations 9-13 (-1), OIF (-1/2). Total Cost: 13 points.
Design Notes: To truly simulate the game, Armor should be bought with the optional form of the Ablative Limitation described on page 78 of HERO System 5th Edition.
STIMPACK: This small container holds a collection of stimulants and boosters.
Stimpack: Simplified Healing 2d6, Set Effect (2 BODY/6 STUN; -0) (20 Active Points); One Charge, Does Not Recover (-4), OAF (-1). Total Cost: 3 points.
MEDIKIT: A Medikit contains bandages and anti-toxins along with an assortment of stimulants, boosters and antiseptic sprays.
Medikit: : Simplified Healing 4d6, Set Effect (4 BODY/12 STUN; -0) (40 Active Points); One Charge, Does Not Recover (-4), OAF (-1). Total Cost: 7 points.
Design Notes: As with all of the "one-shot" devices and power ups found in DOOM and DOOM II, I have used the Limitations of One Charge, Does Not Recover. This means that you get one use out of an item and after you use it, the item is gone, used up, or empty. If you want to use that item again, you have to go find one, it will not magically replenish itself the next morning (or adventure or whatever). Use such items wisely!
BERSERK PACK: This package contains super-stimulants and adrenaline boosters, massively increasing the user's strength for a brief time.
Berserk Pack: Aid STR and BODY 10d6, Set Effect (+30 STR, +15 BODY; -0), Variable Effect (+1/2) (150 Active Points); One Charge, Does Not Recover (-4), OAF (-1). Total Cost: 25 points.
LIGHT AMPLIFICATION VISOR: This standard low-light filter allows one to see in even the dimmest of lighting conditions.
Light Amplification Visor: Ultraviolet Perception (Sight Group) (5 Active Points); OIF (-1/2). Total Cost: 3 points.
RADIATION SUIT: A radiation suit is used to survive a dip into pools of toxic waste and corrosive slime.
Radiation Suit: Armor (6 PD/6 ED), Hardened (+1/4) (22 Active Points); OIF (-1/2), 1/2 Value Versus Guns (-1/4), Hardened DEF Only Affects Acid And Toxic Waste Attacks (-1), Real Armor (-1/4) (total cost: 7 points) and Life Support (Expanded Breathing, Safe Environment [High Radiation]) (7 Active Points); OIF (-1/2). (total cost: 5 points). Total Cost: 12 Points.
Design Notes: The normal DOOM and DOOM II radiation suits last for about a minute, this suit is usable indefinitely. Creative Game Masters may want to apply some sort of variation of the Ablative Limitation, to simulate the suit deteriorating. The Real Armor Limitation represents the fact the radsuit is bulky, with heavy boots and thick gloves. A character's DCV might be lowered, and his ability to manipulate small objects and tools may be severely hampered.
These strange, other-worldly objects, are found scattered about the DOOM landscape. Although their origin is unknown, they are very, very useful in aiding a Space Marine in his fight against the demons.
HEALTH POTION: These small blue bottles can boost the user's health far beyond normal levels. Naturally, this boost only lasts for a short time.
Health Potion: Aid BODY 1d6, Can Add Maximum Of 74 Points, Set Effect (1.5 BODY; -0) (47 Active Points); One Charge, Does Not Recover (-4), OAF (-1). Total Cost: 8 points.
SPIRITUAL ARMOR: Appearing as small glowing helmets, these power ups increase the user's defenses for a short time.
Spiritual Armor: Aid PD, ED 1d6, Can Add Maximum Of 24 Points, Set Effect (1.5 PD and ED; -0), Variable Effect (+1/2) (27 Active Points); One Charge, Does Not Recover (-4), OAF (-1). Total Cost: 4 points.
SOUL SPHERE: This blue sphere provides a massive boost to the user's health when activated.
Soul Sphere: Aid BODY 10d6, Set Effect (15 BODY; -0) (100 Active Points); ; One Charge, Does Not Recover (-4), OAF (-1). Total Cost: 17 points.
MEGA SPHERE: A white glowing ball, this sphere immediately boosts one's health and defenses. Although the "power up" only persists for a short time, it is certainly welcome while it lasts.
Mega Sphere: Aid BODY, PD, ED 20d6, Set Effect (30 BODY, 30 PD, 30 ED; -0), Variable Effect (+1/2) (300 Active Points); One Charge, Does Not Recover (-4), OAF (-1). Total Cost: 50 points.
BLUR ARTIFACT: A multicolored glowing ball, this sphere renders one invisible for a full minute. The invisibility isn't complete, however, and in brightly lit areas, demons may see a slight visual distortion.
Blur Artifact: Invisibility to Sight Group (20 Active Points); 1 Unrecoverable Charge lasting 1 Minute (-3), OAF (-1). Total Cost: 4 Points.
INVULNERABILITY ARTIFACT: A glowing green sphere that contains a floating image of a skull, this mystical object renders who ever picks it up completely invulnerable for a full 12 seconds. While in this state, the user will see his surroundings as a brilliant white haze. Although many objects will be hard to pick out, Specters become quite visible!
Invulnerability Artifact: Force Field (120 PD/120 ED) (240 Active Points); 1 Unrecoverable Charge Lasting 1 Turn (-3 1/4), OAF (-1). Total Cost: 46 points.
Design Notes: This artifact is a perfect candidate for those who allow Full Damage Reduction in their games. The Force Field itself was bought using the idea that Full Damage Reduction was 120 points for either Energy or Physical invulnerability.
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