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Standard Issue

Close Combat Specialist

Punisher Shortsword

Rank Required: 1

Close Combat: 3 Dice
Fire Combat: 0 Dice
Cost: 0
Range Combat Specialist

Plasma Carbine

Rank Required: 1

Close Combat: 1 Die
Fire Combat: 3 Dice
Cost: 0

 

Armory

Doomtroopers may only ever have ONE option from the Armory.  Any purchased replace the Standard Issue weapon.

Violator Sword

5 Remn.

Rank Required: 3

Close Combat: 4 Dice
Fire Combat: 0 Dice
Cost: 3

Special Rules

Gehenna Puker

3 Remaining

Rank Required: 2

Close Combat: 1 Die
Fire Combat: 3 Dice
Cost: 2

Special Rules

Punisher Combo

5 Remaining

Rank Required: 2

Close Combat: 3 Dice
Fire Combat: 3 Dice
Cost: 2

Deathlock Drum

5 Remaining

Rank Required: 2

Close Combat: 1 Dice
Fire Combat: 4 Dice
Cost: 3

Violator Combo

  3 Remaining

Rank Required: 4

Close Combat: 5 Dice
Fire Combat: 3 Dice
Cost: 4

Special Rules

Nimrod Autocannon

3 Remaining

Rank Required: 4

Close Combat: 0 Dice
Fire Combat: 3+3 Dice or 6 Dice
Cost: 4

Special Rules

 

Combat Gear

Any number of Combat Gear may be carried (within spending limits) but each type can only be purchased once.  No multiple Command Helmets for extra actions or doubling up Explosive Ammo for twice as many extra dice.

Coagulant Auto-Injector

5 Remaining

Effect: Single use, roll three red dice and every "hit" rolled restores one wound

Cost: 1

Laser Sight

5 Remaining

Effect: For every shooting action one missed die roll may be re-rolled

Cost: 1

Cybernetic Power Arm

5 Remaining

Effect: Increase all Close Combats by one die.  Also up to one miss may be re-rolled

Cost: 2

Explosive Ammo

5 Remaining

Effect: Increase the number of dice rolled for Ranged Attacks by one

Cost: 2

Disruptor

3 Remaining

Effect: Renders all targets at minus one level of Armor for the Ranged attack.

Cost: 3

Grenade Launcher

5 Remaining

Effect: Mounts on the Plasma Carbine.  Uses Three red dice using the blast rule.

Cost: 2

Molecular Phaser

2 Remaining

Effect: Single use, Doomtrooper may ignore any obstructions to Movement for one turn.

Cost: 3

Teleporter

2 Remaining

Effect: Single use, Doomtrooper may be moved to any open square.

Cost: 3

Combat Medic Unit

3 Remaining

Effect: Remove up to four wounds from a Doomtrooper.  Can't be used if already dead.

Cost: 3

Targeting Eye

3 Remaining

Effect: For every Ranged attack up to two misses can be re-rolled

Cost: 3

Command Helmet

2 Remaining

Effect: Doomtrooper wearing the helmet gets one additional action per turn during the mission

Cost: 3