DOOM TROOPER EMPIRES







INTRODUCTION
Doom Trooper Theme.
Module for the Warp Empires system. 
You must use the Warp Empires system to play this game.
Various races fight for control of the planet Mars.

DISCLAIMER
Doom Trooper, Warzone, and Mutant Chronicles are copyrighted, licensed properties.
This is merely a Fan site.

MAP
Map of Terraformed Mars.
When creating a random Map roll on the Terrain Type Table:

ZONE TYPE TABLE
1D10	Type: Notes
1-2	City: Generate Income
3	Desert
4	Jungle
5-6	Plains
7	Mountain: Units except Flyers must stop upon entering
8	Ravine: No unit may enter except Flyers
9	Water: No unit may enter except Flyers & Water Units
10	Polar

FACTIONS
Each player picks one Faction:
Capitol
Imperial
Bauhaus
Mishima
Cybertronic
Brotherhood
Dark Legion
Each Faction has a unique Unit Set.
Each Set has 50 chits.


UNIT LISTS NOTATION
# = Copies of this Chit in the Set
Air = Flying Unit
Assault = Short Range Combat Specialist
Barrage = Long Range Firepower Specialist
Water = Amphibious Unit: Force +2 in or Adjacent to Water Spaces
Desert = Desert Unit: Force +2 in or Adjacent to Desert Spaces
Jungle = Jungle Unit: Force +2 in or Adjacent to Jungle Spaces
Armor = Heavy Body Armor or Armored Vehicles
Core = Basic Soldiers
Infiltration = Stealth Units
Defense = These Units get Force +2 when Defending
Leader = Veteran Personality
Fortification = These Units cannot Move
Poison = Unit specializes in Biological/Chemical Warfare


CAPITOL UNIT LIST
Unit Name		#	Force	Speed	Notes
Purple Sharks		5	3	FF	Air
Free Marines		5	4	S	Barrage
Sunset Strikers		5	3	M	Infiltration
Banshees		5	3	FF	Air, Barrage
Sea Lions		5	4	M	Water
Scorpions		5	2	M	Desert
Infantry		5	2	S	Core
Orcas			5	4	M	Armor
Captain			5	4	F	Leader
Citadel			5	5	-	Fortification


IMPERIAL UNIT LIST
Unit Name		#	Force	Speed	Notes
Rams Air Cavalry	5	1	FF	Air, Barrage
Trenchers		5	2	S	Defense
Blood Berets		5	4	F	Infiltration
Young Guard		5	2	M	Assault
Clansman		5	3	S	Assault
Golden Lions		5	3	M	Infiltration
Berserkers		5	3	M	Assault
Warhounds		5	3	S	Core
Chieftain		5	4	F	Leader
Citadel			5	5	-	Fortification
 

BAUHAUS UNIT LIST
Unit Name		#	Force	Speed	Notes
Venusian Rangers	5	4	M	Assault
Kommandos		5	2	M	Jungle
Hussars			5	2	M	Core
Dragoon			5	3	F	Armor	
Jaegers			5	2	M	Infiltration		
Blitzers		5	3	FF	Air, Infiltration		
Etoiles Mortant		5	4	S	Assault
Vulkans			5	4	S	Armor
Kommandant		5	4	F	Leader
Citadel			5	5	-	Fortification


MISHIMA UNIT LIST
Unit Name		#	Force	Speed	Notes
Samurai			5	3	M	Defense
Crimson Devils		5	2	F	Infiltration
Bushido			5	2	S	Assault
Tiger Dragons		5	3	M	Assault
Ronin			5	2	M	Infiltration
Ashigaru		5	2	S	Core
Meka			5	4	M	Armor
Warheads   		5	4	FF	Air, Barrage
Hero			5	4	F	Leader
Citadel			5	5	-	Fortification


CYBERTRONIC UNIT LIST
Unit Name		#	Force	Speed	Notes
Deathdroids 		5	3	M	Armor
Machinators		5	3	FF	Air, Barrage
Shock Troopers		5	3	S	Assault
Cuirassiers		5	4	M	Assault
Chasseurs		5	4	F	Barrage
Cybercurity		5	3	M	Infiltration
Volunteers		5	2	S	Core
Chemimen		5	2	S	Poison
Specialist		5	4	F	Leader
Citadel			5	5	-	Fortification


BROTHEHOOD UNIT LIST
Unit Name		#	Force	Speed	Notes
Death Angels		5	3	FF	Air, Barrage
Mortificators		5	3	F	Infiltration
Archangels		5	2	S	Core
Sacred Warriors		5	3	S	Defense
Valkyries		5	2	F	Assault
Mystics			5	4	M	Assault
Inquisitors		5	4	M	Armor
Assassins		5	3	M	Infiltration
Keeper of the Art	5	4	F	Leader
Citadel			5	5	-	Fortification


DARK LEGION UNIT LIST
Unit Name		#	Force	Speed	Notes
Nazgaroth		5	3	FF	Air
Legionnaires		5	2	S	Poison
Heretics		5	2	M	Infiltration
Necromutants		5	3	M	Core
Unholy Carronade	5	4	S	Barrage
Horde Troopers		5	3	S	Assault
Behemoth		5	4	M	Armor
Karnophages		5	3	M	Assault
Nepharite		5	4	F	Leader
Citadel			5	5	-	Fortification


VICTORY
You win if you control all the Cities on the Map

SETUP 
Each player starts with a City with 5 random units and a hand of 5 cards. 

ACTION DECK
Players share a common Action deck 

DRAW PHASE
First discard any cards you don't want. 
Each player draws 3 action cards.
Max hand size = 7. Discard excess cards.
If the deck runs out, shuffle the discard and draw from it. 

REVENUE PHASE
Income is in “Credits”
Every City produces 5 Credits per turn.

MOVE PHASE
Use Action cards to move stacks or units in stacks.
FF = A Flying unit can move 1-4 spaces & may jump over opposing stacks.
F = A Fast unit can move 1-3 spaces. 
M = A Medium speed unit can move 1-2 spaces.
S = A Slow unit can move 1 space. 
Non-flying Units can move into but not through opposing stacks. 

ACTION DECK CARD NOTATION
E = Event
B = Battle Event

ACTION DECK CARD LIST
Card Name		#	Type	Notes
Tactical Maneuver	15	E	Move 1 Stack
Operational Maneuver	10	E	Move 2 Stacks
Strategic Maneuver	5	E	Move 3 Stacks
Scanners		2	E	Look at target Stack
Hand-To-Hand		2	B	All your Assault Units get Force +3
High Morale		2	B	All Units in Stack get Force +1
Surprise Attack		2	B	Attacking Stack gets Force +8
Ambush			2	B	Defending Stack gets Force +8
Retreat			2	B	Negate Target Casualty
Botched Orders		2	E	Negate an Event Card Just played
Initiative		2	E	Draw 3 cards
Manifest Destiny	2	E	Look at next 7 cards in deck
Spy			2	E	Look at opponents Hand
Forced March		2	E	Move target Stack a Second time this turn
Assassination		2	E	Discard target Leader
Freelancers		2	E	Hire a Force = 3 Slow Core Unit Cost = 3
Strafe			2	B	All your Flying Units get Force +3
Missiles		2	B	All your Barrage Units get Force +3
Insertion		2	E	Move Infiltration Unit
Sortie			2	E	Move Flying Unit
Raiding Party		2	B	All your Infiltration Units get Force +3
Deadly Gasses		2	B	All your Poison Units get Force +3
Absorb Punishment	2	B	All your Armor Units get Force +3
Combat Tactics		2	B	All your Core Units get Force +3
Kill Zones		2	B	All your Fortification Units get Force +3
Leadership		2	B	Leader Unit gets Force +5
Mystic Arts		2	B	Brotherhood Unit gets Force +5
Dark Symmetry		2	B	Dark Legion Unit gets Force +5
Quality			2	B	Bauhaus Unit gets Force +5
Loyalty			2	B	Mishima Unit gets Force +5
Efficiency		2	B	Cybertronic Unit gets Force +5
Opportunity		2	B	Capital Unit gets Force +5
Discipline		2	B	Imperial Unit gets Force +5



LINKS
Mutant Chronicles
Warzone
Doom Trooper

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WARP EMPIRES RULESET

INTRODUCTION
Generic ruleset for a series of empire building/conquest games.
 
MAP
The map depicts an irregular, interlocked set of territories.

CONTROL MARKERS
Use chits to represent control markers.

UNITS
Use chits to represent units.
Units include Leaders & non-leader units.

DECK
Players share an action deck.
In some games, each player will have their own action deck.
The action deck cards allow you to move your units.

SETUP
Most Leader units will be in play.
Others will be mixed into the unit chit pile. 
Each player will start with several non-leader units in play.
Starting points of units will be determined by the scenario. 

TURN SEQUENCE
Players take turns. Each turn has 7 phases:
Draw Phase
Move Phase
Battle Phase
Revenue Phase
Recruit Phase
Upkeep Phase
Control Phase

DRAW PHASE
First discard any cards you don't want. 
Each player draws 5 action cards.
Max hand size = 7. Discard excess cards.
If the deck runs out, shuffle the discard and draw from it. 

MOVE PHASE
Use Action cards to move stacks or units in stacks.
A Fast unit can move 1-3 spaces. 
A Medium speed unit can move 1-2 spaces.
A Slow unit can move 1 space. 
Units can move into but not through opposing stacks. 
Fortifications cannot move (Move = 0).
Your opponent can only look at the top unit of your stacks

BATTLE PHASE
When two opposing stacks occupy the same territory there will be a battle.
Each unit has a force value.
Add up the total Force values for each side.
Players may play action cards to increase their force value. 
If one stack has a Leader and the other does not, the stack with the 
leader gets an additional 5 Force. 
The side with the highest force value wins.
The losing stack must retreat one space. 
The losing stack loses half of its units. The winner picks the first 
unit lost, the loser picks the remainder. 
Fortification units in the losing stack are destroyed automatically. 
The winning stack loses units with a force equal to at least half the force 
total lost by the losing stack. The winner decides which units are lost.
Destroyed units are returned to their chit pile.
Captured leaders are set aside and not returned to the chit pile.
After a battle both sides replenish their hands to 7 cards.

REVENUE PHASE
Gain revenue points for every revenue generating territory you control.

RECRUIT PHASE 
Draw 5 random units from the unit chit pile.
Purchase units. A units cost is equal to its Force value. 
If you purchased all the drawn units, draw another 1D6 random units. 
Revenue may be saved from turn to turn.
Discard unpurchased units back to your unit chit pile.
Units start in any revenue generating territory you control. 

UPKEEP PHASE
Number of Units that automatically receive upkeep = 5 x total Revenue.
Discard excess units. 
Example: You generate 10 revenue points per turn... 
You may have up to 50 units.

CONTROL PHASE 
Place a control marker on every revenue generating 
territory occupied by one of your units. 
Only one control marker per space. 

UNIT DECK ABBREVIATIONS
S = Slow
M = Medium speed
F = Fast
F = Force
F = Fortification
# = Number of that unit in the chit pile.







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