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====Imperial Action phase==== The Imperial Action phase is divided into two sub-phases in the following order: the Movement sub-phase and the Activity sub-phase. Each model can perform no more than two actions during the entire Imperial Action phase. You can only go onto the Activity sub-phase when all the models you wished to move have done so. Here below are noted the different actions that can be made in each sub-phase. *'''Movement sub-phase:''' Resolve all actions for one model before moving to the next. ::'''-Move:''' the model moves 1 tile in any of the available directions. ::'''-Advance:''' the model moves 3 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 during the phase and it may not use this action twice a phase. In addition, a model may not change the direction of his advance unless blocked by a locked door or a tile he can't access. ::A Space Hulk is a dangerous place, always shifting and collapsing into a newer maze; because of this, every time a model moves by one tile (either by moving or advancing), new tiles must be placed. When moving a model, a player must assume that all members of the imperial team are able to see a number of tiles in every direction equal to the Sight Distance characteristic in their profile. Tiles are removed by the Tyranid player at the end of the turn; tiles must be removed when they cannot be seen by any imperial model anymore if they'd moved by 3 tiles in their direction; once removed, the tile must be put on the side (If the Blind Horror is on a tile that is discarded, it is returned to the Shadows). If a model moves onto a tile and there are fewer tiles attached to it than its Access Corriodors characteristic, add the number of tiles so that every Access Corridor is connected, drawing for each passage individually. Do not place Tiles that a model does not have line of sight to; a model does not have line of sight to a tile if it cannot see it in a straight line (ex. it is blocked by a locked door or behind a turn). If a tile cannot be placed because the Access Corridor is blocked by another tile (ex. in a sharp bent), that Access Corridor is considered closed and models cannot move through it. ::Once an imperial model takes hold of the Beacon, take all cards that were put on the side and shuffle them back into the deck. All subsequently removed tiles are again put on the side. ::In the dangerous bowels of a Space Hulk, it's entirely possible for the team of explorers to find itself separated; this happens when two or more groups of models find themselves cut away from the rest because of a cave-in or if they are beyond their Sight Distance characteristic from each other. When this happens, the imperial party is split into different parties, and the one with the least amount of members is considered '''Lost''' (if several groups have the same amount of models then all are considered '''Lost''') and the models that are part of it lose 1 morale point, 3 if they are the only model of the group. One model is no longer '''Lost''' as soon as it rejoins with the bigger party or is killed off. *'''Activity sub-phase:''' Resolve all actions for one model before moving to the next. ::'''-Fire:''' the model can fire one of its weapons at the Blind Horror if it's visible and within the weapon's range (measured in tiles) and can fire any number of shots between the minimum and maximum number that weapon can fire and as long as it doesn't exceed the remaining number of shots). An unmodified hit roll of 6 is always successful. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ::'''Weapon List''' <div class="mw-collapsible-content"> ::{| class=wikitable |- valign=top ! Weapon !! Range !! To Wound !! AP !! Damage !! Minimum Number of Shots !! Maximum Number of Shots !! Shots per recharge !! Carry Restrictions !! Ammunition Used !! Notes |- |'''Boltgun''' || 3 || 4+ || -1 || 1 || 1 || 4 || 8 || None || Bolter Ammo || - |- |'''Flamer''' || 1 || 5+ || 0 || 1 || 1 || 6 || 10 || None || Fuel Tank || This weapon automatically hits its target. |- |'''Frag Grenade''' || 2 || 6+ || 0 || 1 || 1 || 1 || - || None || - || Make 2D6 hit rolls when using this weapon. If the '''Blind Horror''' suffers at least one wound from this weapon's attacks, it must immediately return to the Shadows (in case of an Assault move, it immediately fails). This Weapon uses an Equipment slot instead of a Weapon slot. |- |'''Heavy Flamer''' || 1 || 4+ || -1 || 1 || 1 || 6 || 10 || {{W40kKeyword|Terminator}} Only || Fuel Tank || This weapon automatically hits its target. |- |'''Heavy Stubber''' || 5 || 5+ || 0 || 1 || 3 || 6 || 12 || {{W40kKeyword|Wepons Expert}} or {{W40kKeyword|Space Marine}} Only || Heavy Stubber Ammo || Friendly models may re-roll hit rolls of 1 for the duration of the imperial Action phase if this weapon has made at least 4 successful hits during that phase. If the bearer of this weapon also has a '''Servo Skull''', then change the Ap characteristic of this weapon from 0 to -1. |- |'''Hot-shot Lasgun''' || 2 || 5+ || -2 || 1 || 1 || 3 || 6 || None || Hot-shot Ammo || - |- |'''Hot-shot Volleygun''' || 3 || 5+ || -2 || 2 || 2 || 4 || 6 || None || Hot-shot Ammo || If the bearer of this weapon did not move during this Action phase, add 1 to this weapon's hit rolls (including overwatch). |- |'''Shotgun''' || 3/2/1 || 6+/5+/4+ || 0 || 1/1/2 || 1 || 2 || 4 || None || Shotgun Ammo || When firing overwatch, use the distance the Blind Horror began its Assault from to determine this weapon's profile. |- |'''Storm Bolter''' || 3 || 4+ || -1 || 1 || 2 || 6 || 8 || {{W40kKeyword|Terminator}} Only || Bolter Ammo || When firing the maximum amount of shots possible, on a wound roll of 6, change the Damage characteristic of that shot to 2. |}</div> </div> ::'''-Break Down Door:''' this action counts as two for the purpose of the maximum number of actions doable in a turn. This action may only be performed by a {{W40kKeyword|Terminator}} if he's on a tile with a Locked Door; remove the Locked Door. ::'''-Light Vent:''' a model with a Heavy Flamer or Flamer may expend D6 shots from its weapon 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 Blind Horror to enter or exit the board or perform a ''Spiked Tail Attack''. A Vent remains lit up for two game turns. ::'''-Use Equipment:''' the model can use one Equipment in its possession (es. Medkit, Melta Charge, etc.). <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ::'''Equipment List''' <div class="mw-collapsible-content"> ::*'''Beacon:''' ''Throughout the entirety of the mission preparation, nobody ever explained to the team why the beacon was so important. They said it was important. Very important. They sent letters saying so, held meetings where very important people shouted at the team of its importance, an inquisitor was also spotted at one point which means itβs especially important... but never once was it explained why. This is of little importance, however, as the team will not live to tell anyone of the beacon if they do not return to their ship with it, making it more valuable to them than a planet's worth of wealth.'' :::'''Carry restrictions:''' None. This item takes up 2 Equipment slots. :::'''Uses:''' Always Active :::'''Effect:''' The bearer of this item may not Advance. Roll a D6 at the beginning of each turn while this item is carried by a model; on a 4+ each model in that model's party gains a Morale point. ::*'''Enhanced Cogitator Scanner:''' ''A device that connects to a space marines helmet and integrates with their visor to provide enhanced vision by forming together fragments the user may not be able to process on their own. Such devices a hugely valuable, and are used by scouts to examine enemy positions from safe locations, but require the user's full attention to use effectively.'' :::'''Carry restrictions:''' {{W40kKeyword|Space Marine}} only :::'''Uses:''' Unlimited :::'''Effect:''' When activating the Enhanced Cogitator Scanner, increase the bearer's Sight Distance characteristic by 1. This effect remains active until the model turns the device off, which is done by using an Action in the Action Phase. As long as this item is active, the Space Marine suffers a penalty of 1 to its hit rolls. ::*'''Imperial Crest Pendant:''' ''The faithful require tokens to guide them, and this is such a totem. Although small and unassuming, there is a definite power in this small piece of silver jewelry for the believer to tap into.'' :::'''Carry restrictions:''' {{W40kKeyword|Scions}} only, may not be carried by a model which also has the '''Sacrificial Blade'''. :::'''Uses:''' Always Active :::'''Effect:''' Roll a D6 for each Morale Point this model would lose. On a 3+ that model does not lose that Morale Point. In addition, roll a die each time this model would suffer from an Insanity trait; on a 5+ it doesn't suffer that trait. ::*'''Medkit:''' ''A general term for the medical supplies created in the 42nd millennium. Able to treat all manner of injuries, they are vital to the survival (or at least, for prolonging the existence) of your expedition into the bowels of the Space Hulk.'' :::'''Carry restrictions:''' None :::'''Uses:''' 1 :::'''Effect:''' Removes 1 wound and one Injury trait from one model on the same tile as the one using the Medkit. ::*'''Melta Charge:''' ''For as long as there has been an advanced, galaxy exploring humanity there have been melta charges. Their ability to instantly hear their surrounding area by thousands of degrees makes them indispensable to everything from cutting access tunnels in the rock, to melting the rear armor of a land raider to slag. For your party, they are the key to their escape from dangerous situations, by allowing them to plow ahead through obstacles, or attempt to blast any creature which might be attempting to follow them.'' :::'''Carry restrictions:''' None :::'''Uses:''' 1 :::'''Effect:''' A Melta Charge can be placed on a Tile presenting a Locked Door. At the start of the next imperial Action phase, the Melta Charge detonates in a controlled manner, melting away the door. Remove the Locked Door. ::*'''Ration Pack:''' ''Although made of who knows what and considered to be somewhere between "tasteless" and "unpleasant" even by Space Marines, food is still food, especially when you have none of it.'' :::'''Carry restrictions:''' None :::'''Uses:''' 2 :::'''Effect:''' The model that uses a Ration Pack gains 1 Morale Point. In addition, roll a D6; on a 5+ that model heals 1 wound. ::*'''Sacrificial Blade:''' ''A obsidian blade with a wickedly cruel edge. Despite the amount of blood it must have spilled it is perfectly clean as if the blade has been feasting on the flesh it desiccates. It whispers to you as you hold it. βI can give you whatever you want. Do you want power? I can give it to you. Do you want money? I can also give you that. Do you want to leave this place? That is easy. I can give you all of that, and more... for a price. Such a small, insignificant, price...'' :::'''Carry restrictions:''' {{W40kKeyword|Scions}} only. It may not be carried by a model which also has the '''Imperial Crest Pendant'''. :::'''Uses:''' Unlimited. To use this item the model must have lost a quarter of its Morale points. If it has lost three-quarters of its Morale points, it automatically uses this item during the Action phase and may not drop this item. :::'''Effect:''' Every time the user uses this Equipment, it loses 1 Morale point, then roll a D6; on a 3+ the model gains 1 wound. If the bearer has the Psycopath Insanity trait then it may instead inflict 1 wound on another model on the same tile as his, and that model loses 2 Morale points. Then, choose one of the following options: ::::-Until your next Action phase the bearer's armor save is improved by 2. ::::-Select one of the bearer's weapons. That weapon recovers D3 shots. ::::-The next time a Tile is drawn you instead draw 3 Tiles and select one to be placed. Once done, re-shuffle the extra Tiles back in the deck. ::*'''Servo Skull''' ''The revered skulls of the Imperium's most loyal citizens harnessed with a suspension field and a cogitator to perform basic tasks. Although relatively primitive, they are incredibly useful for their sensors and ability to interface with other cogitators.'' :::'''Carry restrictions:''' None :::'''Uses:''' 3 :::'''Effect:''' When activating a Servo Skull the bearer can choose one of the following effects: ::::'''-Algorithmic Area Analysis:''' The next time the bearer of the Servo Skull Scavenges, roll an additional dice and you may use that dice in place of either of the two other dice. ::::'''-Early Warning Protocol:''' The next time the model's party makes has to make an Armor save as a consequence of a Spiked Tail Attack, add 2 to the save rolls. ::::'''-Scanning Pulse:''' The next time when a blocked door that is on the same Tile of the model the Servo Skull is removed by a Melta Charge, add two new Tiles in addition to the ones that are now visible in any possible direction. ::*'''Trip Mine''' ''A simple device, nothing more than an explosive charge and a laser sensor, but very effective when dealing with a mindless monstrosity. Unfortunately, the Mine doesn't care who it is activated by, so ensure that you know where your fellow soldiers are when you use it.'' :::'''Carry restrictions:''' {{W40kKeyword|Scions}} only. :::'''Uses:''' 1 :::'''Effect:''' When used, choose a point where two Tiles meet one of which must be the one the model using this Equipment is on; that is where the Trip Mine is placed. From the beginning of the following turn, the mine is active; imperial models can freely traverse the trip mine but the first time the Blind Horror crosses it, it explodes; all models on both tiles which are connected by the Trip Mine take D6 hits which wound on a 4+ with an AP of -2. If any model suffers any Injury, roll 2D6 and pick the highest result. A {{W40kKeyword|Demolition Expert}} may expend an action to pick up an active Trip Mine as long as it's on the same Tile as him. If any imperial model crosses the trip mine as a consequence of the Blind Horror's Assault, the trip mine explodes; resolve the explosion as normal.</div> </div> ::'''-Reload:''' the model can recharge one of its weapons; when doing so, discard 1 Ammo held by the model and the number of shots available is re-filled but all exceeding shots are discarded (es. the Space Marine has 3 shots remaining in its Boltgun and decides to use its last magazine to recharge the weapon; the magazine is used and the Boltgun now has 8 shots ready, while the 3 that were previously equipped are lost and do not stack up with the other 8). At the beginning of the game, all weapons are considered to have the maximum number of shots possible. ::'''-Scavenge:''' the model may search a tile for an item. Roll a D66 and consult the table below. A tile can't be scavenged more than two times. A Scavenged item can be placed directly into a model's inventory (if able), or onto the tile the item was scavenged from. <div class="toccolours mw-collapsible mw-collapsed" style="100%"> ::'''Loot Table''' <div class="mw-collapsible-content"> ::{| class=wikitable |- valign=top ! Number !! Item !! Notes |- | 11-13 || Jagged Metal || The scavenging model must immediately pass an armor save or suffer one wound. |- | 14-16 || Chaos Sigil || The scavenging model immediately rolls on the Insanity table. |- | 21-23 || Hidden Vent || This tile gains 1 Vent opening and the Blind Horror may take an additional action during the following Tyranid Action phase. |- | 24-26 || Nothing || - |- | 31-33 || Hotshot Magazine || - |- | 34-36 || Boltgun Magazine || - |- | 41-43 || Heavy Stubber Magazine || - |- | 44-46 || Fuel Tank || - |- | 51 || Medkit || - |- | 52 || Melta Charge || - |- | 53 || Ration Pack || - |- | 54 || Trip Mine || - |- | 55 || Frag Grenade || - |- | 56 || Hotshot Lasgun || - |- | 61 || Shotgun || - |- | 62 || Boltgun || - |- | 63 || Heavy Stubber || - |- | 64 || Hotshot Volleygun || - |- | 65 || Heavy Flamer || - |- | 66 || Storm Bolter || - |}</div> </div> ::'''-Pick Up/Transfer Item:''' the model can pick up any number of items on the same tile he is in as long as it has space for that type of object in his inventory; if the inventory for that type of item is already full then he may instead swap an item in its inventory for an item on the tile. The model may also give any number of tools, weapons or weapon charges it possesses to another model on the same tile, as long as the receiving model is allowed/has space to carry such item.
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