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===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%">
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