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=Expansions= <div class="mw-collapsible-content"> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ==The Wrath of the Greater Good== <div class="mw-collapsible-content"> The Wrath of the Greater Good tells the tale of an elite Tau Void Suit strike team sent into a Space Hulk in order to collect valuable Imperial data from a lost beacon, unaware of the Horror that lies in wait. The game intends to play out differently to a normal game of The Killer of the Maze; the Tau team is far better armed and armoured than their imperial counterparts, and have the advantages of flight and agility. However, being on a Hulk comprising of thousands of Imperial vessels there is little the Tau can use to replenish their own supplies, and this time the Blind Horror is not alone. The once lone Hunter now calls upon swarms of rippers to hem in the Tau, absorb their fire and slowly grind them down under a tide of tiny teeth and claws. The Wrath of the Greater Good Is a game of speed and firepower, the Tau way of war on small scale, but is it enough to match up to one of the Galaxy’s most terrifying monsters? ===The Teams=== One of the players controls the T'au group while the other controls the Blind Horror and the swarm of Rippers. ====T'au==== The T'au team is made up of the following models: 3 XV46 Vanguard Void Suits; 3 DX-11 Exploratory Drones *'''Battlesuit Pilot''' {| class=wikitable |- valign=top ! Name !! BS !! W !! Morale Points !! Sv !! Sight Distance |- | Battlesuit Pilot || 4+ || 3 || 6 || 5+ || 3 |} *'''Equipment:''' ::1 Pulse Pistol *'''Carry Capacity''' ::Weapons: 2 ::Weapon Charges: 2 ::Equipment: 1 *'''Special Rules:''' *'''Keywords:''' {{W40kKeyword|T'au}}; {{W40kKeyword|Battlesuit Pilot}} *'''XV46 Vanguard Void Suit''' {| class=wikitable |- valign=top ! Name !! BS !! W !! Morale Points !! Sv !! Sight Distance |- | XV46 Vanguard Void Suit || 4+ || 8 || 15 || 2+ || 4 |} *'''Equipment:''' ::1 Flame Projector ::1 Fusion Cutter ::1 High-output Burst Cannon *'''Carry Capacity''' ::Weapons: - ::Weapon Charges: 4 ::Equipment: 2 *'''Special Rules:''' ::'''Automated Systems:''' This model hits on overwatch on a 5 or 6, and it may use 1 Item or Fire 1 Weapon each Action phase without using an action point. ::'''Electric Engagement Countermeasures:''' The first time this model is assaulted by the {{W40kKeyword|Blind Horror}} or a {{W40kKeyword|Ripper Swarm}}, the electrical field automatically discharges. The model that charged this Suit suffers a wound on a roll of 3+ and it can't allocate any attack onto this model. If no other model charges this Suit then follow the normal rules for disengaging. ::'''Pilot Protection Protocols:''' When this model is slain it is replaced by a '''Battlesuit Pilot''' model in its place. ::'''Thrusters and Large Bulk:''' Add 2 to the Don’t let it take Him roll if this model is the target of a Surprise Attack. *'''Keywords:''' {{W40kKeyword|T'au}}; {{W40kKeyword|XV46 Vanguard Void Suit}}; {{W40kKeyword|Fly}} *'''DX-11 Exploratory Drone''' {| class=wikitable |- valign=top ! Name !! BS !! W !! Morale Points !! Sv !! Sight Distances |- | DX-11 Exploratory Drone || 5+ || 3 || - || 4+ || 4 |} *'''Equipment:''' ::1 Twin Linked Pulse Carbine *'''Carry Capacity''' ::Weapons: 2 ::Weapon Charges: - ::Equipment: 1 *'''Special Rules:''' ::'''Drone Support:''' This model may only Fire or Use an item in its Activity Action phase. A separate friendly model may expend one of its actions to recharge this model's weapon, provided it has the right charge to do so. ::'''Enemy Spotter:''' This model can expend one Action in its Action phase to scan a Vent opening or a Tile with a dark end that is at most two tiles away from this model. The {{W40kKeyword|Blind Horror}} and any {{W40kKeyword|Ripper Swarm}} may not use those tiles to enter the board and may not perform any action related to those tiles during the following Tyranid Action phase. ::'''Savior Protocols:''' During an assault, if this model is on a Tile on which it's present another friendly {{W40kKeyword|T'au}} model then the Drone can intercept a hit. Allocate the first attack made against the other model unto the Drone instead (this means the Drone would suffer two attacks, the one it was directed to it and the one it intercepted). Also, if this model is on a Tile on which it's present another friendly {{W40kKeyword|T'au}} model that is selected by the {{W40kKeyword|Blind Horror}} for a Surprise Attack, then allocate that attack to this model instead. *'''Keywords:''' {{W40kKeyword|T'au}}; {{W40kKeyword|DX-11 Exploratory Drone}}; {{W40kKeyword|Fly}} ====Tyranids==== *'''Ripper Swarm''' {| class=wikitable |- valign=top ! Name !! BS !! W !! Morale Points !! Sv |- | Ripper Swarm || - || 6 || - || 6+ |} *'''Special Rules:''' ::'''Hungering Swarm:''' Every time this model makes a succesfull assault, {{W40kKeyword|T'au}} models suffer D3 hits instead of 1. ::'''Synaptic Hive-Mind:''' When this model is on the same Tile of the {{W40kKeyword|Blind Horror}} or up to two Tiles away, double the number of hits it makes in the Assault phase. ::'''Tiny Size:''' This model is always wounded on a roll of 2+, regardless of the weapon used. In addition, double the number of hits this unit suffers from weapons that automatically hit the target. *'''Keywords:''' {{W40kKeyword|Tyranid}}; {{W40kKeyword|Ripper Swarm}} ===T’au Additional Rules=== In the '''Wrath of the Greater Good''' expansion, all normal rules are followed with the addition of a few more here listed: -Models that can {{W40kKeyword|Fly}} can pass over a '''Pit''' Tile as if it was a normal Tile. -During the T'au Action phase, each model can perform two of the following actions in any combination: :'''-Movement:''' All ''Movement'' actions must be taken before any other actions. ::'''-Move:''' the model moves 1 Tile in any of the available directions. A model may take this action twice in a row. ::'''-Advance:''' the model moves 2 Tiles in any of the available directions, but may not perform a Move, Fire or Light Vent action. For a model to use this action it must be the first action it uses on a turn and it may not use this action twice a turn. ::'''-Fly Up or Down:''' A model on an Open Ceiling or Pit Tile may use 2 Actions to activate it’s thrusters, but only if all other models are on the same Tile (unless the other models are considered Lost). If so, remove all Tiles except for this one; the party on the Pit or Open Ceiling Tile is now on a new floor and continues as normal (adding new tiles as normal). Then replace the Tile the models are on with the opposite corresponding Tile (if this Action was used on a Pit Tile then it is replaced by an Open Ceiling Tile and visa versa). When this Action is used the Blind Horror is returned to the Shadows the Blind Horror skips it’s next turn. This Action may only be used once per Tile and a model may not use this Action on a Tile which was swapped because of a previous use of this ability. :'''-Activity:''' ::'''-Fire:''' the model can fire one of its weapons at the Blind Horror that must be on a Tile that is visible to the firer, and can fire any number of shots (as long as it doesn't exceed the number of ammo the weapon can fire at once or the remaining number of shots) ::'''-Light Vent:''' a {{W40kKeyword|XV46 Vanguard Void Suit}} may expend one shot from its Flame Projector to light up one Vent opening on the Tile it is on. An opening that has been lighted up can't be used by the {{W40kKeyword|Blind Horror}} or {{W40kKeyword|Ripper Swarm}} to enter the board or perform a ''Surprise Attack''. A Vent remains lit up for two game turns. ::'''-Cut through Door:''' a {{W40kKeyword|XV46 Vanguard Void Suit}} may expend one shot from its Fusion Cutter to fuze a Locked Door on the Tile it is on. Remove the Locked Door. ::'''-Reload:''' the model can recharge one of its weapons; when doing so, discard 1 magazine/charge/tank held by the model and re-fill the number of shots available for the weapon. ::'''-Use Equipment:''' the model can use one Equipment in its possession (es. Medkit, Melta Charge, etc.). ::'''-Pick Up Item:''' the model can pick up 1 item on the same Tile he is in. If it’s inventory for that type of item is already full then it may instead swap an item in its inventory for an item on the Tile. ::'''-Transfer Item:''' the model can give a single Equipment, weapon or weapon charge it possesses to another model on the same Tile, as long as the receiving model is allowed/has space to carry such item. ::'''-Scavenge:''' the model may search a tile for an item up to the remaining number of scavenging attempts the tile has remaining. ::'''-Combine:''' the model may use 1 Energy Cell and 1 Helium Cell to create 1 High Energy Cell. -When a {{W40kKeyword|DX-11 Exploratory Drones}} suffers an Injury and the roll is of 4 or more, don't apply the result, the model is immediately slain instead. On the other hand, each time a {{W40kKeyword|XV46 Vanguard Void Suits}} rolls on the Injury Table, subtract 2 from the result. ===T’au Loot=== {| class=wikitable |- valign=top ! Number !! Item !! Notes |- | 11-16 || Nothing || - |- | 21-23 || - || - |- | 24-26 || - || - |- | 31-33 || - || - |- | 34-36 || - || - |- | 41-42 || - || - |- | 43 || - || - |- | 44 || - || - |- | 45 || - || - |- | 46 || - || - |- | 51 || - || - |- | 52 || - || - |- | 53 || - || - |- | 54 || - || - |- | 55 || - || - |- | 56 || - || - |- | 61 || - || - |- | 62 || - || - |- | 63 || - || - |- | 64 || Jagged Metal || The scavenging model must immediately pass an armor save or suffer one wound. |- | 65 || Chaos Sigil || The scavenging model immediately rolls on the Insanity table. |- | 66 || Hidden Vent || This Tile gains 1 Vent opening and the Blind Horror may take an additional action during its next turn. |} ===Equipment=== ====T'au Ranged Weapons==== ::{| class=wikitable |- valign=top ! Weapon !! Range (Tiles) !! To Wound !! AP !! Damage !! Minimum Number of Shots !! Maximum Number of Shots !! Number of Shots per magazine/charge/tank !! Carry Restrictions !! Use Restrictions !! Ammunition Used !! Notes |- |'''Flame Projector''' || 2 || 4+ || -1 || 1 || 1 || 6 || 10 || None || XV46 Vanguard Void Suit Only || Fuel Tank || This weapon automatically hits its target. |- |'''Fusion Cutter''' || 1 || 3+ || -4 || D6 || 1 || 1 || 5 || None || XV46 Vanguard Void Suit Only || 1 High-voltage Energy Cell || Roll 2 dice and discard the lowest when determining damage for this weapon. |- |'''High-output Burst Cannon''' || 3 || 4+ || 0 || 1 || 2 || 8 || 12 || None || XV46 Vanguard Void Suit Only || Energy Cell || Add 1 to this weapons hit rolls if it’s target is 2 tiles away. Add 2 instead if the target is 1 tile away. Change the ap of this weapon from 0 to -1 if the user also has the Target Lock item. |- |'''Markerlight Carbine''' || 3 || - || - || - || 1 || 2 || 10 || None || DX-11 Exploratory Drone || Energy Cell || Do not make a wound roll for this weapon, a model hit by this weapon gains 1 Markerlight counter. Friendly units which target a model with a Markerlight counter reroll hit rolls of 1. A model loses any Markerlight counters it has if it dies, leaves the board or breaks line of sight with any {{W40kKeyword|T'au}} models. At the start of each turn, this weapon gains D2-1 previously fired shots. |- |'''Pulse Pistol''' || 1 || 4+ || 0 || 1 || 1 || 2 || 10 || None || None || Energy Cell || - |- |'''Twin Linked Pulse Carbine''' || 2 || 4+ || 0 || 1 || 2 || 8 || 20 || None || None || Energy Cell || If the target of this weapon is 1 Tile away increase the damage of this weapon to 2. In addition add 2D2 previously fired shots to this weapons magazine at the start of each turn. |- |} ====Equipments==== *'''Drone Controller:''' ''Blank'' :Carry Restrictions: XV46 Vanguard Void Suit Only :Use Restrictions: XV46 Vanguard Void Suit Only :Uses: Unlimited :When activated all DX-11 Exploratory Drones on the same Tile or on a Tile adjacent to the user's add 1 to their hit rolls and weapon range until the end of the turn. *'''Enhanced AI Module:''' ''Blank'' :Carry Restrictions: None :Use Restrictions: Drone only :Uses: Unlimited :The bearer adds 1 to its hit rolls and may perform any action during its Action phase. *'''Nanobot Repair Gel:''' ''Blank'' :Carry Restrictions: XV46 Vanguard Void Suit Only :Use Restrictions: XV46 Vanguard Void Suit Only :Uses: 3 :When used until the start of your next Action phase every time the user would lose a wound roll a D6; on a 5+ that wound is not lost. *'''Nutrient Sludge:''' ''Blank'' :Carry Restrictions: Battlesuit Only :Use Restrictions: Battlesuit Only :Uses: 3 :When used, the bearer regains 1 previously lost Morale point. In addition, roll a D6; on a 6+ the user heals 1 wound. *'''Scanning AI Coordinator:''' ''Blank'' :Carry Restrictions: XV46 Vanguard Void Suit Only :Use Restrictions: XV46 Vanguard Void Suit Only :Uses: 3 :To use this item 2 other models on the same Tile as the bearer must also use an action to activate this item. All Tiles within 2 Tiles of the user are scanned, the {{W40kKeyword|BLIND HORROR}} and any {{W40kKeyword|Ripper Swarm}} may not use those Tiles to enter the board and may not perform any action related to those Tiles. *'''Target Lock Array:''' ''Blank'' :Carry Restrictions: XV46 Vanguard Void Suit Only :Use Restrictions: XV46 Vanguard Void Suit Only :Uses: Unlimited :The bearer of this item may Shoot after Advancing in the Action phase. ===Event Cards=== ===Space Hulk Tiles (T’au modified)=== The Wrath of the Greater Good uses the same Tiles set as the standard game, but they are modified to take into account the different equipment which the Tau use. For example, a Tau battlesuit has no use for a Bolter found in a Space Marine armory, but their suits AI can make use of a spare marine helmet to make a Target Lock system. Tiles have a number of characteristics: '''-Name:''' The name of the Tile, some abilities refer to the Tile's name. '''-Number of Access Corridors:''' The number of Tiles the Tile can connect to. '''-Vents or Ducts:''' The number of vents or ducts on a Tile. The more vents and ducts the harder it is for the Imperials to prevent a flank by the Blind Horror. '''-Effects:''' Sone Tiles produce effects to models moving onto them. '''-Loot:''' Number of times the Tile can be scavenged. Sometimes a Tile will automatically have a specific item. ====Basic Tiles==== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> '''Basic Tiles''' <div class="mw-collapsible-content"> {| class=wikitable cellspacing="0" cellpadding="5" align="left" ! Name !! Description !! Number of Access Corridors !! Vents or Ducts !! Loot !! Notes |- | '''Dead End''' || The party is confronted by a blank wall which looms out of the darkness before them. It doesn't matter if its a collapsed bulkhead, the remnants of a long-forgotten room, or simply the end of a corridor, it still mocks them with a simple message; there is no way forward from here. || 1 || 0 || 1 || - |- | '''Dead End Vent''' || A dark maw of a hole can be seen on the wall, floor or ceiling of this space, its edges coated with scratch marks and blood as if something had been dragged inside. The hole is too small for the party to make progress through, but even if they could none of their number would suggest such a foolish, and terrifying idea. || 1 || 1 || 1 (Re-roll '''Nothing''') || - |- | '''Corridor''' || A single stretch of passageway down which the explorers must travel down. While moving down it they wonder whether or not that piece of wall is the same one they passed an hour ago, or what happened to their markers they left out to track their passage. || 2 || 0 || 1 || The corridor leads in a straight line. |- | '''Corridor Vent''' || The party hugs the wall, their weapons trained at a vent on the opposite wall as they pass. As one, the group sighs as they are safely past, but the group's last member pauses to look back at the vent. "Was that, movement I heard?" They think as they look back at the vent. "I just imagined it." They think as they hurry to catch up with the others, while knowing, deep down, that they did not imagine the noise. || 2 || 1 || 1 (Re-roll '''Nothing''') || The corridor leads in a straight line. |- | '''Locked Corridor''' || Spacecraft often had many doors in their structure to allow sections of the ship to be sealed off, preventing the loss of vacuum. One of these said doors now blocks your progress further, leaving you with a choice, turn back, or spend precious resources to open a door which may be a trap. || 2 || 0 || 2 || The corridor leads in a straight line. One of the two Access Corridors is blocked by a Locked Door. |- | '''Bend in the Corridor''' || A corner. Such a simple thing, but it hides such potential horrors. What lies on the other side? Death? Nothing? Salvation? The...Thing? || 2 || 0 || 1 || The corridor bends left, or right (flip a coin to decide). Do not place a tile on the end of this tile until at least 1 party member is on it at the end of the movement phase. |- | '''Bend in the Corridor Vent''' || As if a bend in the corridor wasn't bad enough, this one has a vent, adding danger that not only might there something around the corner, but also above, or below. || 2 || 1 || 1 (Re-roll '''Nothing''') || The corridor bends left, or right (flip a coin to decide). Do not place a tile on the end of this tile until at least 1 party member is on it at the end of the movement phase. |- | '''Intersection''' || - || 3 || 0 || 1 || Randomly decide the orientation of this tile. |- | '''Intersection Vent''' || A junction, but this time a vent stares directly at you as you approach. Slime and gore mark a trail where something has crawled and scrapped its way in all possible directions. || 3 || 1 || 1 (Re-roll '''Nothing''') || Randomly decide the orientation of this tile. |- | '''Locked Intersection''' || A choice of two locked doors presents itself to your party, this collection of options may quite easy become a dead end, from which you may not retreat from. || 3 || 0 || 2 || Randomly decide the orientation of this tile. D2 of the Access Corridors are blocked by a Locked Door. |- | '''Junction''' || Passageways open up in all directions all around you. Which way to go? Does it even matter? No matter which way you turn it doesn't seem to matter, and you feel dangerously exposed surrounded by this infinitude of possibilities all around you. || 4 || 0 || 2 || - |- | '''Junction Vent''' || The worst possible place to be. You find yourself open on all sides and with a vent at floor level where a steady flow of water is trickling into. You turn this way and that, trying to keep all angles of approach, and somehow the vent too, in sight. You notice for the first time a scrap of bloody cloth on the vent, a chunk of flesh slowly rotting in its folds. This is not a good place to be. || 4 || 1 || 2 (Re-roll '''Nothing''') || - |- | '''Locked Junction''' || In Terra’s past they had a saying. All roads lead to Rome. For you these roads are blocked by many doors, hiding many possibilities. At least the locked doors at your back ensure that nothing can come up behind you. || 4 || 0 || 2 || D3 of the Access Corridors are blocked by a Locked Door. |- | '''Open Ceiling''' || ''The roof above your heads disappears, revealing a chasm which stretches hundreds of metres above you into the hulk. You see where multiple ships have been crushed together over centuries, a tapestry of decay laid before you by the pitiful light of your torches. As one you look at your parties heavy flamer. There isn’t enough flamer fuel in the galaxy to light this vent up.'' || 2 || 1 || 2 (Re-roll '''Nothing''') || The corridor leads in a straight line. The vent on this tile may not be lit up. |- | '''Pit''' || As the party approaches the floor of the corridor disappears ahead of them, to be replaced by pitch-black nothingness. As the party examines the missing floor they see claw marks on the ceiling and walls, where something has climbed its way over the chasm. One thing is clear, although the party may not be able to pass something else can, and is. || 2 || 0 || - || The corridor leads in a straight line, but the party may not enter the corridor. When the party gets close enough that a new tile would be put onto the far end of the corridor do so as normal. The Blind Horror may move over this tile as normal, and treats it as a Dark End. |- |} <br style="clear: both; height: 0px;" /></div> </div> ====Special Tiles==== <div class="toccolours mw-collapsible mw-collapsed" style="100%"> '''Special Tiles''' <div class="mw-collapsible-content"> {| class=wikitable cellspacing="0" cellpadding="5" align="left" ! Name !! Description !! Number of Access Corridors !! Vents or Ducts !! Effects !! Loot !! Notes |- | '''Ransacked Armoury''' || ''The party enters a room which at one time had been an armoury. Weapon racks line the walls on one side while personal lockers cover the over. The room has been cleared of everything useful and a set of large items has been erected in the centre of the room facing the door as a barricade and firing position. The smears of blood and empty shell casings tells a story of the defenders gruesome failure. Still, there may be something of use in this place of death. Something which may, at least, prolong their suffering.'' || 1 || 0 || - || D3 Energy Cells || The effect of this room may only be used once by the party, and activates when at least one member of the party ends his movement on this Tile. |- | '''Space Marine Armoury''' || ''It takes a long time for one of your parties battle suits to interface with the crude, yet stubborn, DNA scanner on the side of the door. Around the party the drones set up an overwatch, cheeping nervously at each other at their exposed position, as even basic AI software had now learnt to fear the dark places. Their efforts are rewarded by a harsh, electronic squark as the doors controls are overridden, flooding the corridor with light. Although the Space Marines private quarters had already been emptied, humans are blind to the bits of machinery which are truly useful.'' || 1 || 0 || D2 Energy Cells and 1 Fuel Tank || To enter this room a Battlesuit model must use 1 Action on an adjacent Tile to open this room's door. The effect of this room may only be used once by the party. |- | '''Massacre''' || ''Red. That is all the party can see at a distance, a dull, shiny red which hides detail by uniformity. As the party get closer they start to see details. An arm casually discarded onto the chest of one man who is missing his entire face. The legs and chest of one person leaning up against a wall, as if the owner had left it there to go and do something more important. A body with an inch wide hole which the party can see goes through the front, and out the back of the skull as if a large spike has been driven through it. Everywhere at the intersection, there are bodies and blood covers the walls in an uneven pattern of arterial spray. As one, the parties eyes trace upwards, to see a body hanging from a hole in the seeing, dripping a slow drip of almost coagulated blood. Suddenly, the body falls from the hole to hit the floor, with a horrifying squelching crack of breaking bones and bruising flesh, as in the background, something crawls, and slivers away overhead. As one, the group marvels at their stupidity, forever coming to such a place.'' || 4 || 2 || All models on this tile lose 1 Morale Point at the sight of such a slaughter. || D3 Energy Cells || This effect activates every time a model ends its turn on this tile, even if it has been on this tile before. |- | '''The Airlock''' || ''To begin with, there is silence inside the Hulk, it’s denizens having learnt a long time ago to keep their heads down. But this tranquillity is broken by the sound of an airlock cycling, echoing the screech of grinding gears and tortured metal across a domain which viewed any kind of noise like a death sentence, or dinner bell. Eventually, the airlock opens, bathing the Hulk’s interior with light, outlining the silhouettes of three battle suits, their weapons laying down overlapping firing arches inside. The Tau, have arrived at the Space Hulk, stirring up a hive of teeth and claws in greeting.'' || 1 || 0 || The party begins its journey here. Increase the Line of Sight of each model of on this Tile by 1. || None || When this tile is removed from the board the Tiles it illuminated that the party would not normally be able to see are also removed. |- | '''The Beacon''' || ''Finally, you have found it. The reason for your suffering, the reason why you didn’t just stay on the shuttle. You gaze upon the metal object, around a metre tall, an antenna sticking out of its top while a cogitator interface gave off a green light on its front. You feel... let down. This lump of metal, which your leaders have sent you into hell to find, does not look like it is worth all you have been through. As one, you consider just leaving this worthless lump of electronics to rust, and simply try and find your way back to the shuttle. As one again, however, you discard the idea. The only way you are getting back to your lives alive is with this beacon.'' || 4 || 0 || At the end of the movement phase a unit that enters this Tile must pick up the '''Beacon''', which is spawned in this room. The first time this room is entered each unit that enters it regains 2 Morale Points. || 1 Beacon || - |- | '''The Nest''' || ''"Ow, God Emperor, please have mercy on us..." In front of the party, lies the Horror's nest, in all of its gruesome, alien, and horrifying glory. Programmed by the Hive Mind to cause terror, the Beast returns here to feed, rest, and examine its prey. Arterial sprays can be seen layering the walls in a tapestry of gruesome dismemberment, indicating that not all of those brought here by the Blind Horror end so mercifully dead. Trails of gore line the walls, floor and ceiling, indicating where the creature has dragged its filthy and grotesque form from its nest, dislodging defiled remains in a haphazard fashion around the entrances. But the worst can be seen lined up in a horrifying line against one of the corners of the room. Displayed to all who enter, in an instinctual terror tactic the Blind Horror has shown itself to be more than a master of, the corpses of those the creature has taken can be seen hanged up, some missing limbs, others the heads and torsos, claw marks indicating where the creature chomped its way through flesh and bone. Surely, in the entirety of the Imperium, the Galaxy, and even reality itself, there could not exist a more horrifying place to be, and an even more terrifying, and deadly, place to stay.'' || 4 || 4 || Any model that enters this tile loses 2 Morale points. If the Blind Horror has taken any party members via vents throughout the game then their corpses shall end up here, for every party member's corpse roll an additional D6 for each model that enters the room; on a 4+ that model loses an additional Morale Point. You may still collect the fallen party member's equipment. If the '''Blind Horror''' is gravely wounded and escapes the party and this Tile is drawn, the '''Blind Horror''' is automatically placed in this room. || 1 Fuel Cell || - |- | '''Chapel''' || ''A cavernous, dark stone room greets the party, although not being imperial citizens they do not feel the same awe as a guardsman. Despite this, the Tau party recognises the space, a Chapel to the God-Emperor of mankind. Although their ideology does not recognise the Emperor as a God, they still gain some comfort from the room, especially as the Blind Horror appeared to be giving it a wide berth.'' || 1 || 0 || The first time a model enters this Tile it regains 1 Morale points. If a party draws an event card in this room and the card is a Curse or a Horror card then you may choose to discard that card and draw a new card instead. The first time the '''Blind Horror''' attempts to enter this room during the game it instead Returns to the Shadows. || D3 Energy Cell || - |- | '''Chaos Shrine''' || ''Although pitch black and shrouded in fog, your party is inexplicably able to see every detail. The room is full of corpses, laid out in protestation towards a central table, where a blasphemous icon to the dark gods sits, mocking your faith in the God-Emperor. As you examine the corpses of those in the room you find that they show not a single sign of been harmed by the Thing which hunts you. Instead, each shows a large slash across their throats, while a jagged, bloody blade sits in the cold hands of each cultist present. Instead of pooling on mass however, the blood has inexplicably flowed towards to hideous display at the room's centre, as if the icon on the table had been drinking in all the spilt blood. As one, you feel something whisper in the back of your mind, a whisper of promises power, wealth, and immortality. The price? By the time you are done here, you will pay any price.'' || 1 || 0 || The first time a model enters this tile roll a D6; on a 4+ it loses 1 Morale Point. If a party draws an event card in this room and the card is a Blessing card then you must discard that card and draw a new card instead. The first time the '''Blind Horror''' attempts to enter this room during the game it instead Returns to the Shadows. In addition, randomly select a '''DX-11 Exploratory Drone''' on the Tile at the end of the Movement phase; that '''DX-11 Exploratory Drone''' is replaced by a '''Abominable Intelligence Drone''' || - || - |- | '''Viewing Platform''' || ''Your party is greeted by the sight of blackness, vast and endless. But this not the darkness of shadowy corners and dank corridors, but the darkness of space, so close, but yet so far. Out there, is freedom, if only you can reach it.'' || 1 || 0 || Once per game, a model on this Tile may elect to use their action to look out of the Viewing Platform. Roll 6D6 for each model that does so; for every roll of 6, that model regains 1 Morale point. || - || You may not use any explosive devices while on the Viewing Platform. |- | '''Cargo Lift''' || ''You find yourself standing in front of a set of open pneumatic doors, which reveal a large, metal walkway. You recognise it from the star carrier you cane to this godforsaken place, a Cargo Lift. Examining its controls you see that it is running off backup power, and only has the capability to take your party down one floor, deeper into the hulk. You are all apprehensive at the prospect, but taking the lift may be better than staying with what is behind you.'' || 1 || 0 || A model on this Tile may use an Action to activate the lift, but only if all other models are on the same Tile (unless the other models are considered Lost). If so, remove all Tiles except for this one; the party in the lift is now on a new floor and continues as normal (adding new tiles as normal). When the effect of this tile is used and the Blind Horror is returned to the Shadows the Blind Horror slips it’s next turn. || - || - |} <br style="clear: both; height: 0px;" /></div> </div></div> </div> <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ==Living Metal against Chitinous Flesh== <div class="mw-collapsible-content"> Living Metal against Chitinous Flesh tells the tale of a splinter of Necron battle force who have awoken inside a the Space Hulk. Cut off from any connection to the rest of the galaxy in the sheer bull of the maze, their only reference point is the Beacon, which once found can be used to guide themselves to the edge of the hulk where they can call for assistance. The Blind Horror is ever present, but is wary to combat such resilient foes, so must use the necrons one weakness against them, power. Necron units rely on Gauss Charge in order to function until they can rejoin a Necron force, a is used to perform all their actions and fire their weapons. On full charge, the lost Necron force will march in perfect lockstep, their guns pinpoint accurate and capable of downing the Horror with dedicated fire. However, as energy supply’s deplete the Necrons will become slower, less vigilant, less accurate and their weapons less potent, until they get to the point that the necron becomes dormant, upon which the Blind Horror can crush its quiet form at leisure. But the Blind Horror does have an additional advantage, the awakening of the Necrons has activated a genetic hatred for the metal race, born from the War in the Heavens. This hatred allows the Horror to hit harder in those moments where the risk is worth taking. Living Metal against Chitinous Flesh is a more strategic game, where the Necrons must balance collecting and using energy effectively to achieve their goal, while the Blind Horror must bait the Necrons into wasting energy, without entering withering gauss fire. ===The Teams=== ====Necrons==== '''Warrior''' {| class=wikitable |- valign=top ! Name !! BS !! W !! Energy Points !! Sv !! Min Sight !! Max Sight |- | Warrior || 3+ || 6 || 10 || 3+ || 1 || 2 |} *'''Equipment:''' ::Gauss Rifle *'''Carry Capacity''' ::Weapons: 1 ::Weapon Charges: 0 ::Equipment: 0 *'''Special Rules:''' ::'''Resurrection Protocol:''' Roll a D6 whenever this model would lose a wound; on a 6 that wound is not lost. In addition, if this model has been slain but it’s death location has not returned to the deck or taken by the Blind Horror then roll a D6 at the start of each turn; on a 5+ return this model to the tile where it was slain with 1 wound remaining. If it does so then it loses 1 Energy Point. *'''Keywords:''' {{W40kKeyword|Necron}}, {{W40kKeyword|Warrior}} ====Tyranids==== '''Enraged Blind Horror''' {| class=wikitable |- valign=top ! Name !! BS !! W !! Morale Points !! Sv |- | Blind Horror || - || 20 || - || 4+ |} *'''Keywords:''' {{W40kKeyword|Tyranid}}, {{W40kKeyword|Blind Horror}}, {{W40kKeyword|Enraged}} ===Necrons additional Rules=== *'''Mechanical Advance:''' :Necron units may only perform certain actions, and those require Gauss Energy to perform, and represents the remaining power supply a Necron has. Each action requires a given amount of energy: :'''-Movement:''' All ''Movement'' actions must be taken before any other actions. ::'''-Move (1 Energy):''' the model moves 1 Tile in any of the available directions. A model may take this action twice in a row. :'''-Activity:''' ::'''-Fire (0 Energy):''' the model can fire one of its weapons at the Blind Horror that must be on a Tile that is visible to the firer and can fire any number of shots (as long as it doesn't exceed the number of ammo the weapon can fire at once or the remaining number of shots). If the Blind Horror suffers at least five wounds during the imperial Action phase, it must attempt to Return to the Shadows in its Action phase. ===Necron Loot=== ===Equipment=== ====Necron Weapons==== ::{| class=wikitable |- valign=top ! Weapon !! Range (Tiles) !! To Wound !! AP !! Damage !! Minimum Number of Shots !! Maximum Number of Shots !! Number of Shots per magazine/charge/tank !! Carry Restrictions !! Use Restrictions !! Ammunition Used !! Notes |- |'''Gauss Rifle''' || 3/2/2 || 5+ || -2 || 2/D2/1 || 1 || 4 || 8 || None || None || Gauss Energy || - |- |} ====Necron Equipments==== </div> </div></div> </div> [[Category:Warhammer 40,000]][[Category:Awesome]][[Category:Stories]] [[Category:Board Games]]
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