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==Event Cards== At the end of the Movement sub-phase of the Imperial Action phase, starting from the second turn, roll a D66 for each party on the board and apply the result below to it. (ex. in the previous turn, a cave-in has split the main party and the Terminator and Demolition Expert have become '''Lost'''. You roll once for the two models and the result is 36, while for the other group is 15. Apply the result of '''Dead Soldier''' to the Terminator's party and '''Nothing''' to the rest.) There exist 4 types of event cards, each with different interactions. There are: '''-Neutral:''' the most common type; it has no effect. '''-Setting:''' when this event is drawn, randomly select one tile a model in this party is on, but that was empty at the beginning of the turn. This event takes effect on that tile. Special tiles cannot be selected for Setting Events. If there are no tiles that can be selected, discard the Event. '''-Curse:''' Curse Events have negative effects that affect one or more models in the party. '''-Blessing:''' Blessing Events have positive effects that affect one or more models in the party. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> '''Events List:''' <div class="mw-collapsible-content"> {| class=wikitable |- valign=top ! Number !! Name !! Type !! Description !! Effect !! Notes |- | 11-36 || '''Nothing''' || Neutral || ''Nothing happens. As one your party relax slightly, using the moment of respite to collect their resolve to push on further.'' || - || - |- | 41 || '''Dead Soldier''' || Setting || ''A body lies up against the wall, a deep hole clean through one side to the other of its skull, a wound which you have come to see as the Blind Horror’s trademark. Although the death was unfortunate for the soldier, they died with their weapons unused, a blessing you can't just pass up.'' || You find a fully loaded '''Hot-shot Lasgun''' and 4 '''Hot-shot''' charges. || The objects found remain on the tile until it is discarded. |- | 42 || '''Dead Space Marine''' || Setting || ''The space marines in your group stand as one, heads bowed, blocking your view of a figure on the floor. As you get closer you see the impossible. The corpse of an Emperor's finest lies on the floor, his armor covered in slash marks that have cut through to the tough flesh beneath. One of the marines turns to look at you. He says nothing, but his message is clear. Leave us be.'' || You find a fully loaded '''Bolter''' and 2 '''Bolter''' charges. All {{W40kKeyword|Space Marines}} in the party have to spend their next action mourning their lost battle brother. || The objects found remain on the tile until it is discarded. |- | 43 || '''Dead Terminator''' || Setting || ''It stands there against a wall, supported by its own joints, a once-mighty testament to the power of humanity. For the scions this is the first time they have ever seen a dead terminator, such things simply don’t happen. The area shows that this most honored of battle brothers didn’t die without a fight. The walls are pitted with fist-sized holes where a volley of bolter shots missed their target; an acid burn on his power fist marks where it must have landed a blow into the monster. But even the efforts of the Emperor's finest still weren’t enough. The severed head acts as a warning, everyone can fall under the attacks of the beast.'' || You find a fully loaded '''Storm Bolter''' and 4 '''Bolter''' charges. All {{W40kKeyword|Space Marines}} in the group have to spend their next action mourning their lost battle brother. || The objects found remain on the tile until it is discarded. |- | 44 || '''Medical Supplies''' || Setting || ''You have found a pack of discarded medical supplies in a corridor, presumably left by some poor soul fleeing in abject terror. At least now they will find so use.'' || You find D3 '''Medkit'''s. || The objects found remain on the tile until it is discarded. |- | 45 || '''Unexploded Torpedo''' || Setting || Your party has found an unexploded relic, a Torpedo dwarfing you even when seeing just the tip of it. The head has some melta charges incorporated to melt everything nearby to slag, but something prevented the deadly weapon from going critical. Luckily for you, a member of your party knows how to gain access and cannibalize some of those melta charges for your own use. || You find D2 Melta Charges. || The objects found remain on the tile until it is discarded. |- | 46 || '''Cave-in''' || Setting || ''A wrenching cry of metal on metal assaults your ears as the miles-long hulk shifts around you under the strain of its own gravity. A few meters ahead of you the passageway collapses in on itself, annihilating anything below it and blocking off any chance of advancing. Your party is shaken at the sheer randomness of their lives being snuffed out, but still grateful that they might live a little longer. Regardless, the collapse makes it impossible for the party to progress.'' || Remove the Tile this card was drawn on and replace it with a cave-in tile; then randomly place all the models that were on that tile onto tiles that were originally connected to it. If the group splits into different smaller ones, then follow the normal rules for becoming '''Lost'''. || After the effect of the Event has been resolved, place and/or remove any tiles following the normal rules. |- | 51 || '''Ration Trolley''' || Setting || ''Not everything on board of a space hulk is scavenged by its inhabitants, they are just too vast, complicated, and ever-changing. This small ration trolley is such an example. Although time has made most of the packs inedible, and even fresh it does not bear thinking about what they are made of, a full stomach can go a long way towards making the impossible possible.'' || Roll a D6 for each model on the tile on which this card was activated; on a 3+ that model gains 1 '''Ration Pack'''. Then roll another D6 for each model; on a 6 that model gains 1 '''Ration Pack'''. || - |- | 52 || '''Frenzied Horror''' || Curse || ''A blood-curdling howl claws its way around the ship. As one you, your team and any other life on the Hulk clasps their hands to their ears at the noise-based assault. The tirade ends almost as quickly as it came upon you, but you are all left with a feeling of dread and horror. The Blind Horror is coming with a vengeance.'' || During the Blind Horror’s next phase, it may perform one additional action. In addition, every model in the Hulk loses 1 Morale point. || - |- | 53 || '''Distracted''' || Curse || ''Despite all the warnings, the protestation of common sense, and ignoring of survival instincts, a member of your party has stopped to examine something and has not realized that the rest of the party have moved on without them. As the rest of the party moves on a sightless face begins to stare at the helpless individual, its maw opening wide to reveal saliva-dripping tentacles, while a spiked tail sways backward and forwards, almost lazily, over the sightless visage.'' || Randomly select a non-{{W40kKeyword|Space Marine}} in the party that has moved during the Movement sub-phase. Move that model back to the tile it was on at the start of the Action phase; any Movement type Action is not refunded. Then, roll a D6; on a 4+ the '''Blind Horror''' may take an extra action during its next phase. || If no models in the party moved, discard this Event. |- | 54 || '''Whispers in the Dark''' || Curse || ''“What was that?!” Shouts a member of your party suddenly, their eyes flitting up and down the corridor. Confused and concerned you ask “What was what?” Even as you tighten your grip on your weapon. “I thought I heard something,” replies the first member of your party, fooling no one, but you continue on anyway because stopping is no longer an option.'' || Roll a D6 for each model in your party. On a 4+ that model loses a Morale Point. If that model is on a tile with an unlit Vent opening, do not roll a dice, the model automatically loses a Morale Point. || - |- | 55 || '''Faulty Ammunition''' || Curse || ''The conditions inside the Space Hulk take their toll even on steel. Upon inspection your party finds that some of their ammunition has spoiled in the harsh environment, leaving you precious weapons down in the fight against the encroaching dark.'' || Roll a D6 for each non-{{W40kKeyword|Space Marine}} in your party; on a 4+, that model loses one weapon charge in its inventory. || - |- | 56 || '''Faulty Weapon''' || Curse || ''Maybe an accidental splash of water caused some electronics to corrode or an important part just gave away by chance. Regardless, your weapon is now useful only as a club, horrific news in a world where your weapon is your only defense.'' || Roll a D6 for each non-{{W40kKeyword|Space Marine}} in your party. On a 6+ that unit loses 1 of its weapons. || - |- | 61 || '''Narrow Corridor''' || Curse || ''A chokepoint, the perfect opportunity for the Thing to attack under minimal fire and escape with one of our own.'' || If the '''Blind Horror''' makes a ''Spiked Tail Attack'' on the tile this card was drawn on, subtract 2 from the armor saves. If the Blind Horror makes an assault unto the tile this card was drawn on, only two models may fire overwatch. || - |- | 62 || '''Ceramite Door''' || Curse || ''Some doors on a ship are considered vital for the ships existence. They may act as a bulkhead to derp vacuum, act as a choke point to hold boarding parties at bay, or separate the rest of the ship from the reactor section. The door your party has encountered is such a door. You turn to your team's explosives expert and they shrug; you're going to need a lot of firepower to get through this door.'' || The next Locked Door Tile the party encounters counts as a Ceramite Door. Ceramite Doors require 2 uses of a Melta Charge to be removed. In addition, a model may not advance over where this door was. || - |- | 63 || '''What Happened to the Lights?''' || Curse || ''For some reason, the Hulk’s few lights have just gone out, plunging you into a darkness that is only broken by the small shafts of light from your mounted spotlights. The terminator too is uneasy, as even he could be torn open by a sudden strike from behind.'' || Until the end of the next turn, all models subtract 1 from their hit rolls and 1 from their Sight Distance characteristic. || If during a turn in which this event takes effect you roll a '''Backup Generator Online''', this effect ceases to take place. |- | 64 || '''"Found Them!"''' || Blessing || ''You see a light in the distance. At first, you think it’s merely a reflection, but as you get closer you realize that it’s those you lost earlier. As one you rejoice, as the nightmare of the space hulk is easier to bear as a group.'' || If your party contains any '''Lost''' parties then immediately connect their tiles to that of the largest party. Those models are no longer '''Lost''' and regain 2 Morale points each. || If there are not '''Lost''' models on the board, treat this as '''Nothing''' instead. If there are two or more separate Lost parties the imperial player randomly selects a party for this Event to affect. |- | 65 || '''Backup Generator Online''' || Blessing || ''Throughout the hulk there starts a distant clanging; your party halts, bringing weapons to bear on all the likely places their foe might approach in anticipation of another attack. Suddenly, the corridor is flooded with light as the once dim illumination strips above you start working at full power. Now is the time to take advantage of the situation while it still lasts.'' || Until the end of the next turn, increase the Sight Distance characteristics of all models in the Hulk by 1. || If during a turn in which this event takes effect you roll a '''What Happened to the Lights?''', this effect ceases to take place. |- | 66 || '''Signpost''' || Blessing || ''Even the most familiar of space crews may forget the layout of their ships, and so ships would have markers on their walls to direct lost crew to where they needed to go. Your party has found such a marker, and although worn it gives you an idea of what lies ahead.'' || The next time a tile needs to be placed, draw 3 tiles and choose which one to set. The others are immediately put back in the deck and reshuffled. || If the Beacon hasn't been recovered yet, then it must still be placed at the bottom of the deck. |}</div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%">
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