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	<id>http://2d4chan.org/mediawiki/index.php?action=history&amp;feed=atom&amp;title=The_Killer_of_the_Maze</id>
	<title>The Killer of the Maze - Revision history</title>
	<link rel="self" type="application/atom+xml" href="http://2d4chan.org/mediawiki/index.php?action=history&amp;feed=atom&amp;title=The_Killer_of_the_Maze"/>
	<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=The_Killer_of_the_Maze&amp;action=history"/>
	<updated>2026-04-24T19:11:15Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
	<generator>MediaWiki 1.43.0</generator>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=The_Killer_of_the_Maze&amp;diff=487308&amp;oldid=prev</id>
		<title>imported&gt;Administrator: 538 revisions imported</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=The_Killer_of_the_Maze&amp;diff=487308&amp;oldid=prev"/>
		<updated>2023-06-23T14:45:32Z</updated>

		<summary type="html">&lt;p&gt;538 revisions imported&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 14:45, 23 June 2023&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;en&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(No difference)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>imported&gt;Administrator</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=The_Killer_of_the_Maze&amp;diff=486769&amp;oldid=prev</id>
		<title>imported&gt;Administrator: 1 revision imported</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=The_Killer_of_the_Maze&amp;diff=486769&amp;oldid=prev"/>
		<updated>2023-06-19T14:07:14Z</updated>

		<summary type="html">&lt;p&gt;1 revision imported&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 14:07, 19 June 2023&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;en&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(No difference)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>imported&gt;Administrator</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=The_Killer_of_the_Maze&amp;diff=486768&amp;oldid=prev</id>
		<title>1d4chan&gt;Chaledy: /* Basic Tiles */</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=The_Killer_of_the_Maze&amp;diff=486768&amp;oldid=prev"/>
		<updated>2021-12-17T09:06:02Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Basic Tiles&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 09:06, 17 December 2021&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l493&quot;&gt;Line 493:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 493:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| &amp;#039;&amp;#039;&amp;#039;Intersection Vent&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;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.&amp;#039;&amp;#039; || 3 || 1 || When scavenging this tile, re-roll the &amp;#039;&amp;#039;&amp;#039;Nothing&amp;#039;&amp;#039;&amp;#039; result || -&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| &amp;#039;&amp;#039;&amp;#039;Intersection Vent&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;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.&amp;#039;&amp;#039; || 3 || 1 || When scavenging this tile, re-roll the &amp;#039;&amp;#039;&amp;#039;Nothing&amp;#039;&amp;#039;&amp;#039; result || -&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|-&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|-&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| &#039;&#039;&#039;Locked Intersection&#039;&#039;&#039; || &#039;&#039;A choice of two locked doors presents itself to your party, this collection of options may quite easily become a dead end, from which you may not retreat from.&#039;&#039; || 3 || 0 || - || Randomly determine &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;D2 &lt;/del&gt;Access &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Corridors &lt;/del&gt;to be blocked by a Locked Door.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| &#039;&#039;&#039;Locked Intersection&#039;&#039;&#039; || &#039;&#039;A choice of two locked doors presents itself to your party, this collection of options may quite easily become a dead end, from which you may not retreat from.&#039;&#039; || 3 || 0 || - || Randomly determine &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;one &lt;/ins&gt;Access &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Corridor &lt;/ins&gt;to be blocked by a Locked Door.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|-&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|-&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| &amp;#039;&amp;#039;&amp;#039;Junction&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;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&amp;#039;t seem to matter, and you feel dangerously exposed surrounded by this infinitude of possibilities all around you.&amp;#039;&amp;#039; || 4 || 0 || - || -&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| &amp;#039;&amp;#039;&amp;#039;Junction&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;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&amp;#039;t seem to matter, and you feel dangerously exposed surrounded by this infinitude of possibilities all around you.&amp;#039;&amp;#039; || 4 || 0 || - || -&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l499&quot;&gt;Line 499:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 499:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| &amp;#039;&amp;#039;&amp;#039;Junction Vent&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;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.&amp;#039;&amp;#039; || 4 || 1 || When scavenging this tile, re-roll the &amp;#039;&amp;#039;&amp;#039;Nothing&amp;#039;&amp;#039;&amp;#039; result || -&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| &amp;#039;&amp;#039;&amp;#039;Junction Vent&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;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.&amp;#039;&amp;#039; || 4 || 1 || When scavenging this tile, re-roll the &amp;#039;&amp;#039;&amp;#039;Nothing&amp;#039;&amp;#039;&amp;#039; result || -&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|-&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|-&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| &#039;&#039;&#039;Locked Junction&#039;&#039;&#039; || &#039;&#039;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.&#039;&#039; || 4 || 0 || - || Randomly determine &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;D3 &lt;/del&gt;Access &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Corridors &lt;/del&gt;to be blocked by a Locked Door.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| &#039;&#039;&#039;Locked Junction&#039;&#039;&#039; || &#039;&#039;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.&#039;&#039; || 4 || 0 || - || Randomly determine &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;one &lt;/ins&gt;Access &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Corridor &lt;/ins&gt;to be blocked by a Locked Door.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|-&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|-&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| &amp;#039;&amp;#039;&amp;#039;Open Ceiling&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;The roof above your heads disappears, revealing a chasm that stretches hundreds of meters 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 party&amp;#039;s heavy flamer. There isn’t enough flamer fuel in the galaxy to light this vent up.&amp;#039;&amp;#039; || 2 || 1 || When scavenging this tile, re-roll the &amp;#039;&amp;#039;&amp;#039;Nothing&amp;#039;&amp;#039;&amp;#039; result || The vent on this tile may not be lit up.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| &amp;#039;&amp;#039;&amp;#039;Open Ceiling&amp;#039;&amp;#039;&amp;#039; || &amp;#039;&amp;#039;The roof above your heads disappears, revealing a chasm that stretches hundreds of meters 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 party&amp;#039;s heavy flamer. There isn’t enough flamer fuel in the galaxy to light this vent up.&amp;#039;&amp;#039; || 2 || 1 || When scavenging this tile, re-roll the &amp;#039;&amp;#039;&amp;#039;Nothing&amp;#039;&amp;#039;&amp;#039; result || The vent on this tile may not be lit up.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|-&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|-&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| &#039;&#039;&#039;Pit&#039;&#039;&#039; || &#039;&#039;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.&#039;&#039; || 2 || 0 || - || Imperial models may not enter this tile. The Blind Horror may move over this tile as normal and use it to exit the board.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| &#039;&#039;&#039;Pit&#039;&#039;&#039; || &#039;&#039;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.&#039;&#039; || 2 || 0 || - || Imperial models may not enter this tile. The Blind Horror may move over this tile as normal and use it to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;enter or &lt;/ins&gt;exit the board.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|}&amp;lt;/div&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|}&amp;lt;/div&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;/div&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;/div&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;100%&amp;quot;&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===Special Tiles===&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;===Special Tiles===&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>1d4chan&gt;Chaledy</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=The_Killer_of_the_Maze&amp;diff=487307&amp;oldid=prev</id>
		<title>1d4chan&gt;Chaledy: /* Setting Up */</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=The_Killer_of_the_Maze&amp;diff=487307&amp;oldid=prev"/>
		<updated>2021-12-17T09:04:16Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Setting Up&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 09:04, 17 December 2021&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l447&quot;&gt;Line 447:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 447:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The deck should include the following tiles:&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The deck should include the following tiles:&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;1 &#039;&#039;Beacon&#039;&#039;; 1 &#039;&#039;Nest&#039;&#039;; 1 &#039;&#039;Massacre&#039;&#039;; 2 &#039;&#039;Space Marines Armoury&#039;&#039;; &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;3 &lt;/del&gt;&#039;&#039;Ransacked Armoury&#039;&#039;; 1 &#039;&#039;Chapel&#039;&#039;; 1 &#039;&#039;Chaos Shrine&#039;&#039;; &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;6 &lt;/del&gt;&#039;&#039;Corridor&#039;&#039;; 4 &#039;&#039;Corridor Vent&#039;&#039;; 3 &#039;&#039;Locked Corridor&#039;&#039;; &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;4 &lt;/del&gt;&#039;&#039;Dead End&#039;&#039;; 4 &#039;&#039;Dead End Vent&#039;&#039;; 4 &#039;&#039;Bend in the corridor&#039;&#039;; 4 &#039;&#039;Bend in the Corridor Vent&#039;&#039;; 4 &#039;&#039;Intersection&#039;&#039;; 3 &#039;&#039;Intersection Vent&#039;&#039;; &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;3 &lt;/del&gt;&#039;&#039;Locked Intersection&#039;&#039;; &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;4 &lt;/del&gt;&#039;&#039;Junction&#039;&#039;; 3 &#039;&#039;Junction Vent&#039;&#039;; &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;3 &lt;/del&gt;&#039;&#039;Locked Junction&#039;&#039;; 2 &#039;&#039;Open Ceiling&#039;&#039;; 2 &#039;&#039;Pit&#039;&#039;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;1 &#039;&#039;Beacon&#039;&#039;; 1 &#039;&#039;Nest&#039;&#039;; 1 &#039;&#039;Massacre&#039;&#039;; 2 &#039;&#039;Space Marines Armoury&#039;&#039;; &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;4 &lt;/ins&gt;&#039;&#039;Ransacked Armoury&#039;&#039;; 1 &#039;&#039;Chapel&#039;&#039;; 1 &#039;&#039;Chaos Shrine&#039;&#039;; &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;5 &lt;/ins&gt;&#039;&#039;Corridor&#039;&#039;; 4 &#039;&#039;Corridor Vent&#039;&#039;; 3 &#039;&#039;Locked Corridor&#039;&#039;; &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;3 &lt;/ins&gt;&#039;&#039;Dead End&#039;&#039;; 4 &#039;&#039;Dead End Vent&#039;&#039;; 4 &#039;&#039;Bend in the corridor&#039;&#039;; 4 &#039;&#039;Bend in the Corridor Vent&#039;&#039;; 4 &#039;&#039;Intersection&#039;&#039;; 3 &#039;&#039;Intersection Vent&#039;&#039;; &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;2 &lt;/ins&gt;&#039;&#039;Locked Intersection&#039;&#039;; &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;3 &lt;/ins&gt;&#039;&#039;Junction&#039;&#039;; 3 &#039;&#039;Junction Vent&#039;&#039;; &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;2 &lt;/ins&gt;&#039;&#039;Locked Junction&#039;&#039;; 2 &#039;&#039;Open Ceiling&#039;&#039;; 2 &#039;&#039;Pit&#039;&#039;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The &amp;#039;&amp;#039;Beacon&amp;#039;&amp;#039; tile should be placed at the very bottom of the deck and remain so until it is found.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The &amp;#039;&amp;#039;Beacon&amp;#039;&amp;#039; tile should be placed at the very bottom of the deck and remain so until it is found.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Then, place all the members of the Imperial group on the &#039;&#039;Shuttle&#039;&#039; tile; the Blind Horror is instead placed outside the board, near the controlling player. Before beginning the game, a &#039;&#039;Corridor&#039;&#039;, &#039;&#039;Junction&#039;&#039; and &#039;&#039;Dead End&#039;&#039; tiles are placed in a line connected to the &#039;&#039;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;SHuttle&lt;/del&gt;&#039;&#039; in this precise order.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Then, place all the members of the Imperial group on the &#039;&#039;Shuttle&#039;&#039; tile; the Blind Horror is instead placed outside the board, near the controlling player. Before beginning the game, a &#039;&#039;Corridor&#039;&#039;, &#039;&#039;Junction&#039;&#039; and &#039;&#039;Dead End&#039;&#039; tiles are placed in a line connected to the &#039;&#039;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Shuttle&lt;/ins&gt;&#039;&#039; in this precise order.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Space Hulk Tiles==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Space Hulk Tiles==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>1d4chan&gt;Chaledy</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=The_Killer_of_the_Maze&amp;diff=487306&amp;oldid=prev</id>
		<title>1d4chan&gt;Chaledy: /* Setting Up */</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=The_Killer_of_the_Maze&amp;diff=487306&amp;oldid=prev"/>
		<updated>2021-12-17T09:03:22Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Setting Up&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 09:03, 17 December 2021&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l447&quot;&gt;Line 447:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 447:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The deck should include the following tiles:&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The deck should include the following tiles:&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;1 &#039;&#039;Beacon&#039;&#039;; 1 &#039;&#039;Nest&#039;&#039;; 1 &#039;&#039;Massacre&#039;&#039;; 2 &#039;&#039;Space Marines Armoury&#039;&#039;; 3 &#039;&#039;Ransacked Armoury&#039;&#039;; 1 &#039;&#039;Chapel&#039;&#039;; 1 &#039;&#039;Chaos Shrine&#039;&#039;; &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;8 &lt;/del&gt;&#039;&#039;Corridor&#039;&#039;; &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;3 &lt;/del&gt;&#039;&#039;Corridor Vent&#039;&#039;; 3 &#039;&#039;Locked Corridor&#039;&#039;; &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;6 &lt;/del&gt;&#039;&#039;Dead End&#039;&#039;; &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;2 &lt;/del&gt;&#039;&#039;Dead End Vent&#039;&#039;; &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;6 &lt;/del&gt;&#039;&#039;Bend in the corridor&#039;&#039;; &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;3 &lt;/del&gt;&#039;&#039;Bend in the Corridor Vent&#039;&#039;; &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;6 &lt;/del&gt;&#039;&#039;Intersection&#039;&#039;; &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;2 &lt;/del&gt;&#039;&#039;Intersection Vent&#039;&#039;; 3 &#039;&#039;Locked Intersection&#039;&#039;; 4 &#039;&#039;Junction&#039;&#039;; &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;2 &lt;/del&gt;&#039;&#039;Junction Vent&#039;&#039;; 3 &#039;&#039;Locked Junction&#039;&#039;; 2 &#039;&#039;Open Ceiling&#039;&#039;; 2 &#039;&#039;Pit&#039;&#039;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;1 &#039;&#039;Beacon&#039;&#039;; 1 &#039;&#039;Nest&#039;&#039;; 1 &#039;&#039;Massacre&#039;&#039;; 2 &#039;&#039;Space Marines Armoury&#039;&#039;; 3 &#039;&#039;Ransacked Armoury&#039;&#039;; 1 &#039;&#039;Chapel&#039;&#039;; 1 &#039;&#039;Chaos Shrine&#039;&#039;; &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;6 &lt;/ins&gt;&#039;&#039;Corridor&#039;&#039;; &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;4 &lt;/ins&gt;&#039;&#039;Corridor Vent&#039;&#039;; 3 &#039;&#039;Locked Corridor&#039;&#039;; &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;4 &lt;/ins&gt;&#039;&#039;Dead End&#039;&#039;; &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;4 &lt;/ins&gt;&#039;&#039;Dead End Vent&#039;&#039;; &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;4 &lt;/ins&gt;&#039;&#039;Bend in the corridor&#039;&#039;; &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;4 &lt;/ins&gt;&#039;&#039;Bend in the Corridor Vent&#039;&#039;; &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;4 &lt;/ins&gt;&#039;&#039;Intersection&#039;&#039;; &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;3 &lt;/ins&gt;&#039;&#039;Intersection Vent&#039;&#039;; 3 &#039;&#039;Locked Intersection&#039;&#039;; 4 &#039;&#039;Junction&#039;&#039;; &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;3 &lt;/ins&gt;&#039;&#039;Junction Vent&#039;&#039;; 3 &#039;&#039;Locked Junction&#039;&#039;; 2 &#039;&#039;Open Ceiling&#039;&#039;; 2 &#039;&#039;Pit&#039;&#039;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The &amp;#039;&amp;#039;Beacon&amp;#039;&amp;#039; tile should be placed at the very bottom of the deck and remain so until it is found.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;The &amp;#039;&amp;#039;Beacon&amp;#039;&amp;#039; tile should be placed at the very bottom of the deck and remain so until it is found.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Then, place all the members of the Imperial group on the &#039;&#039;Shuttle&#039;&#039; tile; the Blind Horror is instead placed outside the board, near the controlling player. Before beginning the game, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the tyranid player places the &lt;/del&gt;tiles in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;conjunction with &lt;/del&gt;the &#039;&#039;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Shuttle&lt;/del&gt;&#039;&#039; &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;following the normal rules for placing tiles&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;Then, place all the members of the Imperial group on the &#039;&#039;Shuttle&#039;&#039; tile; the Blind Horror is instead placed outside the board, near the controlling player. Before beginning the game, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a &#039;&#039;Corridor&#039;&#039;, &#039;&#039;Junction&#039;&#039; and &#039;&#039;Dead End&#039;&#039; &lt;/ins&gt;tiles &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;are placed &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a line connected to &lt;/ins&gt;the &#039;&#039;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;SHuttle&lt;/ins&gt;&#039;&#039; &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;in this precise order&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Space Hulk Tiles==&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;==Space Hulk Tiles==&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>1d4chan&gt;Chaledy</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=The_Killer_of_the_Maze&amp;diff=487305&amp;oldid=prev</id>
		<title>1d4chan&gt;Chaledy: /* Imperial Action phase */</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=The_Killer_of_the_Maze&amp;diff=487305&amp;oldid=prev"/>
		<updated>2021-12-17T08:59:18Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Imperial Action phase&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 08:59, 17 December 2021&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l23&quot;&gt;Line 23:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 23:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;Movement sub-phase:&amp;#039;&amp;#039;&amp;#039; Resolve all actions for one model before moving to the next.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;*&amp;#039;&amp;#039;&amp;#039;Movement sub-phase:&amp;#039;&amp;#039;&amp;#039; Resolve all actions for one model before moving to the next.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;::&#039;&#039;&#039;-Move:&#039;&#039;&#039; the model moves 1 &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Tile &lt;/del&gt;in any of the available directions.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;::&#039;&#039;&#039;-Move:&#039;&#039;&#039; the model moves 1 &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;tile &lt;/ins&gt;in any of the available directions.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;::&#039;&#039;&#039;-Advance:&#039;&#039;&#039; the model moves 3 &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Tiles &lt;/del&gt;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&#039;t access.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;::&#039;&#039;&#039;-Advance:&#039;&#039;&#039; the model moves 3 &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;tiles &lt;/ins&gt;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&#039;t access.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;::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&amp;#039;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.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;::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&amp;#039;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.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>1d4chan&gt;Chaledy</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=The_Killer_of_the_Maze&amp;diff=487304&amp;oldid=prev</id>
		<title>1d4chan&gt;Chaledy: /* Tyranid Action phase */</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=The_Killer_of_the_Maze&amp;diff=487304&amp;oldid=prev"/>
		<updated>2021-12-17T08:58:54Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Tyranid Action phase&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 08:58, 17 December 2021&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l190&quot;&gt;Line 190:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 190:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;:&amp;#039;&amp;#039;&amp;#039;-Move:&amp;#039;&amp;#039;&amp;#039; the Blind Horror moves 1 tile in any of the available directions. The Blind Horror can&amp;#039;t move over any imperial model but it can move out of a tile to exit the board; if it does so, it is removed from play and placed in the Shadows. If the Blind Horror moves away from the Party then it may not assault in the following Tyranid Assault phase.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;:&amp;#039;&amp;#039;&amp;#039;-Move:&amp;#039;&amp;#039;&amp;#039; the Blind Horror moves 1 tile in any of the available directions. The Blind Horror can&amp;#039;t move over any imperial model but it can move out of a tile to exit the board; if it does so, it is removed from play and placed in the Shadows. If the Blind Horror moves away from the Party then it may not assault in the following Tyranid Assault phase.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;:&#039;&#039;&#039;-Advance:&#039;&#039;&#039; the Blind Horror moves 3 tiles in any of the available directions; when doing so, it can move over Imperial models but it may not allocate any damage to them. In addition, it cannot assault during the following Tyranid Assault phase. It may instead move up to 5 tiles but suffers D3 wounds if it does so.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;:&#039;&#039;&#039;-Advance:&#039;&#039;&#039; the Blind Horror moves 3 tiles in any of the available directions; when doing so, it can move over Imperial models but it may not allocate any damage to them. In addition, it cannot assault during the following Tyranid Assault phase. It may instead move up to 5 tiles but suffers D3 wounds if it does so &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;(this action cannot be taken if the Blind Horror has 3 or fewer wounds)&lt;/ins&gt;.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;:&amp;#039;&amp;#039;&amp;#039;-Crawl in Vent:&amp;#039;&amp;#039;&amp;#039; the Blind Horror can exit out of the board from a tile that has a Vent opening that is not lit up; if it does so, it is removed from play and placed in the Shadows.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;:&amp;#039;&amp;#039;&amp;#039;-Crawl in Vent:&amp;#039;&amp;#039;&amp;#039; the Blind Horror can exit out of the board from a tile that has a Vent opening that is not lit up; if it does so, it is removed from play and placed in the Shadows.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;:&#039;&#039;&#039;-Come from the Shadows:&#039;&#039;&#039; if the Blind Horror is in the Shadows, it can enter the board from an unlit Vent opening &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;or a dark end&lt;/del&gt;. Place it on the tile with the Vent opening &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;or the one that has at least one Access Corridor open&lt;/del&gt;.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;:&#039;&#039;&#039;-Come from the Shadows:&#039;&#039;&#039; if the Blind Horror is in the Shadows, it can enter the board from an unlit Vent opening. Place it on the tile with the Vent opening.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;:&amp;#039;&amp;#039;&amp;#039;-Flee the Barrage:&amp;#039;&amp;#039;&amp;#039; if the Blind Horror suffers 5 or more wounds during the Imperial Action phase, then it must perform this action. The Blind Horror moves three tiles towards the nearest unlit Vent opening or black end (and it can even exit the board from them if the movement allows it).&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;:&amp;#039;&amp;#039;&amp;#039;-Flee the Barrage:&amp;#039;&amp;#039;&amp;#039; if the Blind Horror suffers 5 or more wounds during the Imperial Action phase, then it must perform this action. The Blind Horror moves three tiles towards the nearest unlit Vent opening or black end (and it can even exit the board from them if the movement allows it).&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>1d4chan&gt;Chaledy</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=The_Killer_of_the_Maze&amp;diff=487303&amp;oldid=prev</id>
		<title>1d4chan&gt;Chaledy: /* Imperial Action phase */</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=The_Killer_of_the_Maze&amp;diff=487303&amp;oldid=prev"/>
		<updated>2021-12-17T08:56:13Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Imperial Action phase&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 08:56, 17 December 2021&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l26&quot;&gt;Line 26:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 26:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;::&amp;#039;&amp;#039;&amp;#039;-Advance:&amp;#039;&amp;#039;&amp;#039; 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&amp;#039;t access.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;::&amp;#039;&amp;#039;&amp;#039;-Advance:&amp;#039;&amp;#039;&amp;#039; 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&amp;#039;t access.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;::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 &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and discarded&lt;/del&gt;. 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. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;A tile &lt;/del&gt;must be removed when &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it &lt;/del&gt;cannot be seen by any imperial model anymore&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, this happens when a tile is beyond every model&lt;/del&gt;&#039;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;s Sight Distance characteristic&lt;/del&gt;; 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.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;::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. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Tiles are removed by the Tyranid player at the end of the turn; tiles &lt;/ins&gt;must be removed when &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;they &lt;/ins&gt;cannot be seen by any imperial model anymore &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;if they&lt;/ins&gt;&#039;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;d moved by 3 tiles in their direction&lt;/ins&gt;; 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.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;::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.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;::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.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l42&quot;&gt;Line 42:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 42:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;! Weapon !! Range !! To Wound !! AP !! Damage !! Minimum Number of Shots !! Maximum Number of Shots !! Shots per recharge !! Carry Restrictions !! Ammunition Used !! Notes&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;! Weapon !! Range !! To Wound !! AP !! Damage !! Minimum Number of Shots !! Maximum Number of Shots !! Shots per recharge !! Carry Restrictions !! Ammunition Used !! Notes&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|-&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|-&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|&#039;&#039;&#039;Boltgun&#039;&#039;&#039; || 3 || &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;5&lt;/del&gt;+ || -1 || 1 || 1 || 4 || 8 || None || Bolter Ammo || -&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|&#039;&#039;&#039;Boltgun&#039;&#039;&#039; || 3 || &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;4&lt;/ins&gt;+ || -1 || 1 || 1 || 4 || 8 || None || Bolter Ammo || -&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|-&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|-&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|&amp;#039;&amp;#039;&amp;#039;Flamer&amp;#039;&amp;#039;&amp;#039; || 1 || 5+ || 0 || 1 || 1 || 6 || 10 || None || Fuel Tank || This weapon automatically hits its target.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|&amp;#039;&amp;#039;&amp;#039;Flamer&amp;#039;&amp;#039;&amp;#039; || 1 || 5+ || 0 || 1 || 1 || 6 || 10 || None || Fuel Tank || This weapon automatically hits its target.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l58&quot;&gt;Line 58:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 58:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|&amp;#039;&amp;#039;&amp;#039;Shotgun&amp;#039;&amp;#039;&amp;#039; || 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&amp;#039;s profile.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|&amp;#039;&amp;#039;&amp;#039;Shotgun&amp;#039;&amp;#039;&amp;#039; || 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&amp;#039;s profile.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|-&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|-&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|&#039;&#039;&#039;Storm Bolter&#039;&#039;&#039; || 3 || 4+ || -1 || 1 || 2 || 6 || 8 || {{W40kKeyword|Terminator}} Only || Bolter Ammo || &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;-&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|&#039;&#039;&#039;Storm Bolter&#039;&#039;&#039; || 3 || 4+ || -1 || 1 || 2 || 6 || 8 || {{W40kKeyword|Terminator}} Only || Bolter Ammo || &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;When firing the maximum amount of shots possible, on a wound roll of 6, change the Damage characteristic of that shot to 2.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|}&amp;lt;/div&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|}&amp;lt;/div&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;/div&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;/div&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;::&#039;&#039;&#039;-Light Vent:&#039;&#039;&#039; a model with a Heavy Flamer or Flamer may expend &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;all the &lt;/del&gt;shots from its weapon to light up one Vent opening on the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Tile &lt;/del&gt;it is on. An opening that has been lighted up can&#039;t be used by the Blind Horror to enter or exit the board or perform a &#039;&#039;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Surprise &lt;/del&gt;Attack&#039;&#039;. A Vent remains lit up for two game turns.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;::&#039;&#039;&#039;-Break Down Door:&#039;&#039;&#039; 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&#039;s on a tile with a Locked Door; remove the Locked Door.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;::&#039;&#039;&#039;-Light Vent:&#039;&#039;&#039; a model with a Heavy Flamer or Flamer may expend &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;D6 &lt;/ins&gt;shots from its weapon to light up one Vent opening on the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;tile &lt;/ins&gt;it is on. An opening that has been lighted up can&#039;t be used by the Blind Horror to enter or exit the board or perform a &#039;&#039;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Spiked Tail &lt;/ins&gt;Attack&#039;&#039;. A Vent remains lit up for two game turns.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;::&amp;#039;&amp;#039;&amp;#039;-Use Equipment:&amp;#039;&amp;#039;&amp;#039; the model can use one Equipment in its possession (es. Medkit, Melta Charge, etc.).&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;::&amp;#039;&amp;#039;&amp;#039;-Use Equipment:&amp;#039;&amp;#039;&amp;#039; the model can use one Equipment in its possession (es. Medkit, Melta Charge, etc.).&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l75&quot;&gt;Line 75:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 77:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;::*&#039;&#039;&#039;Enhanced Cogitator Scanner:&#039;&#039;&#039; &#039;&#039;A device &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;which &lt;/del&gt;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 &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;by &lt;/del&gt;their own. Such devices a hugely valuable, and are used by scouts to examine enemy positions from safe locations, but require the user&#039;s full attention to use effectively.&#039;&#039;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;::*&#039;&#039;&#039;Enhanced Cogitator Scanner:&#039;&#039;&#039; &#039;&#039;A device &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;that &lt;/ins&gt;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 &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;on &lt;/ins&gt;their own. Such devices a hugely valuable, and are used by scouts to examine enemy positions from safe locations, but require the user&#039;s full attention to use effectively.&#039;&#039;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;:::&amp;#039;&amp;#039;&amp;#039;Carry restrictions:&amp;#039;&amp;#039;&amp;#039; {{W40kKeyword|Space Marine}} only&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;:::&amp;#039;&amp;#039;&amp;#039;Carry restrictions:&amp;#039;&amp;#039;&amp;#039; {{W40kKeyword|Space Marine}} only&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;:::&amp;#039;&amp;#039;&amp;#039;Uses:&amp;#039;&amp;#039;&amp;#039; Unlimited&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;:::&amp;#039;&amp;#039;&amp;#039;Uses:&amp;#039;&amp;#039;&amp;#039; Unlimited&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l90&quot;&gt;Line 90:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 92:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;:::&amp;#039;&amp;#039;&amp;#039;Carry restrictions:&amp;#039;&amp;#039;&amp;#039; None&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;:::&amp;#039;&amp;#039;&amp;#039;Carry restrictions:&amp;#039;&amp;#039;&amp;#039; None&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;:::&amp;#039;&amp;#039;&amp;#039;Uses:&amp;#039;&amp;#039;&amp;#039; 1&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;:::&amp;#039;&amp;#039;&amp;#039;Uses:&amp;#039;&amp;#039;&amp;#039; 1&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;:::&#039;&#039;&#039;Effect:&#039;&#039;&#039; Removes 1 wound and one Injury trait from one model on the same tile as the one &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;carrying &lt;/del&gt;the Medkit.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;:::&#039;&#039;&#039;Effect:&#039;&#039;&#039; Removes 1 wound and one Injury trait from one model on the same tile as the one &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;using &lt;/ins&gt;the Medkit.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l122&quot;&gt;Line 122:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 124:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;::::&amp;#039;&amp;#039;&amp;#039;-Scanning Pulse:&amp;#039;&amp;#039;&amp;#039; 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.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;::::&amp;#039;&amp;#039;&amp;#039;-Scanning Pulse:&amp;#039;&amp;#039;&amp;#039; 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.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;   &lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;   &lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-deleted&quot;&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;::*&amp;#039;&amp;#039;&amp;#039;Trip Mine&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;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&amp;#039;t care who it is activated by, so ensure that you know where your fellow soldiers are when you use it.&amp;#039;&amp;#039;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;::*&amp;#039;&amp;#039;&amp;#039;Trip Mine&amp;#039;&amp;#039;&amp;#039; &amp;#039;&amp;#039;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&amp;#039;t care who it is activated by, so ensure that you know where your fellow soldiers are when you use it.&amp;#039;&amp;#039;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;:::&amp;#039;&amp;#039;&amp;#039;Carry restrictions:&amp;#039;&amp;#039;&amp;#039; {{W40kKeyword|Scions}} only.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;:::&amp;#039;&amp;#039;&amp;#039;Carry restrictions:&amp;#039;&amp;#039;&amp;#039; {{W40kKeyword|Scions}} only.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l181&quot;&gt;Line 181:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 184:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;/div&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;/div&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;::&#039;&#039;&#039;-Pick Up Item:&#039;&#039;&#039; the model can pick up &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;1 item &lt;/del&gt;on the same tile he is in&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. If its &lt;/del&gt;inventory for that type of item is already full then &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it &lt;/del&gt;may instead swap an item in its inventory for an item on the tile.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;::&#039;&#039;&#039;-Pick Up&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;/Transfer &lt;/ins&gt;Item:&#039;&#039;&#039; the model can pick up &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;any number of items &lt;/ins&gt;on the same tile he is in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;as long as it has space for that type of object in his inventory; if the &lt;/ins&gt;inventory for that type of item is already full then &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;he &lt;/ins&gt;may instead swap an item in its inventory for an item on the tile. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The &lt;/ins&gt;model &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;may also &lt;/ins&gt;give &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;any number of tools&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;weapons &lt;/ins&gt;or weapon &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;charges &lt;/ins&gt;it possesses to another model on the same &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;tile&lt;/ins&gt;, as long as the receiving model is allowed/has space to carry such item.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt; &lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;::&#039;&#039;&#039;-Transfer Item:&#039;&#039;&#039; the &lt;/del&gt;model &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;can &lt;/del&gt;give &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a single Equipment&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;weapon &lt;/del&gt;or weapon &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;charge &lt;/del&gt;it possesses to another model on the same &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Tile&lt;/del&gt;, as long as the receiving model is allowed/has space to carry such item.&lt;/div&gt;&lt;/td&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-side-added&quot;&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;br&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;====Tyranid Action phase====&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;====Tyranid Action phase====&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>1d4chan&gt;Chaledy</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=The_Killer_of_the_Maze&amp;diff=487302&amp;oldid=prev</id>
		<title>1d4chan&gt;Chaledy: /* Event Cards */</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=The_Killer_of_the_Maze&amp;diff=487302&amp;oldid=prev"/>
		<updated>2021-11-27T11:11:26Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Event Cards&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 11:11, 27 November 2021&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l564&quot;&gt;Line 564:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 564:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| 45 || &amp;#039;&amp;#039;&amp;#039;Unexploded Torpedo&amp;#039;&amp;#039;&amp;#039; || 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.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| 45 || &amp;#039;&amp;#039;&amp;#039;Unexploded Torpedo&amp;#039;&amp;#039;&amp;#039; || 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.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|-&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|-&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| 46 || &#039;&#039;&#039;Cave-in&#039;&#039;&#039; || Setting || &#039;&#039;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.&#039;&#039; || 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 originally connected to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the tile which was removed&lt;/del&gt;. If the group splits into different smaller ones, then follow the normal rules for becoming &#039;&#039;&#039;Lost&#039;&#039;&#039;. || &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;-&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| 46 || &#039;&#039;&#039;Cave-in&#039;&#039;&#039; || Setting || &#039;&#039;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.&#039;&#039; || 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 &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;were &lt;/ins&gt;originally connected to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it&lt;/ins&gt;. If the group splits into different smaller ones, then follow the normal rules for becoming &#039;&#039;&#039;Lost&#039;&#039;&#039;. || &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;After the effect of the Event has been resolved, place and/or remove any tiles following the normal rules.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|-&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|-&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| 51 || &amp;#039;&amp;#039;&amp;#039;Ration Trolley&amp;#039;&amp;#039;&amp;#039; || Setting || &amp;#039;&amp;#039;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.&amp;#039;&amp;#039; || Roll a D6 for each model on the tile on which this card was activated; on a 3+ that model gains 1 &amp;#039;&amp;#039;&amp;#039;Ration Pack&amp;#039;&amp;#039;&amp;#039;. Then roll another D6 for each model; on a 6 that model gains 1 &amp;#039;&amp;#039;&amp;#039;Ration Pack&amp;#039;&amp;#039;&amp;#039;.  || -&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| 51 || &amp;#039;&amp;#039;&amp;#039;Ration Trolley&amp;#039;&amp;#039;&amp;#039; || Setting || &amp;#039;&amp;#039;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.&amp;#039;&amp;#039; || Roll a D6 for each model on the tile on which this card was activated; on a 3+ that model gains 1 &amp;#039;&amp;#039;&amp;#039;Ration Pack&amp;#039;&amp;#039;&amp;#039;. Then roll another D6 for each model; on a 6 that model gains 1 &amp;#039;&amp;#039;&amp;#039;Ration Pack&amp;#039;&amp;#039;&amp;#039;.  || -&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l570&quot;&gt;Line 570:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 570:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| 52 || &amp;#039;&amp;#039;&amp;#039;Frenzied Horror&amp;#039;&amp;#039;&amp;#039; || Curse || &amp;#039;&amp;#039;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.&amp;#039;&amp;#039; || During the Blind Horror’s next phase, it may perform one additional action. In addition, every model in the Hulk loses 1 Morale point. || -&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| 52 || &amp;#039;&amp;#039;&amp;#039;Frenzied Horror&amp;#039;&amp;#039;&amp;#039; || Curse || &amp;#039;&amp;#039;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.&amp;#039;&amp;#039; || During the Blind Horror’s next phase, it may perform one additional action. In addition, every model in the Hulk loses 1 Morale point. || -&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|-&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|-&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| 53 || &#039;&#039;&#039;Distracted&#039;&#039;&#039; || Curse || &#039;&#039;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.&#039;&#039; || 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 &#039;&#039;&#039;Blind Horror&#039;&#039;&#039; may take an extra action during its next phase. || &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;-&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| 53 || &#039;&#039;&#039;Distracted&#039;&#039;&#039; || Curse || &#039;&#039;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.&#039;&#039; || 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 &#039;&#039;&#039;Blind Horror&#039;&#039;&#039; may take an extra action during its next phase. || &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;If no models in the party moved, discard this Event.&lt;/ins&gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|-&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|-&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| 54 || &amp;#039;&amp;#039;&amp;#039;Whispers in the Dark&amp;#039;&amp;#039;&amp;#039; || Curse || &amp;#039;&amp;#039;“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.&amp;#039;&amp;#039; || 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. || -&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| 54 || &amp;#039;&amp;#039;&amp;#039;Whispers in the Dark&amp;#039;&amp;#039;&amp;#039; || Curse || &amp;#039;&amp;#039;“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.&amp;#039;&amp;#039; || 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. || -&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l582&quot;&gt;Line 582:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 582:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| 62 || &amp;#039;&amp;#039;&amp;#039;Ceramite Door&amp;#039;&amp;#039;&amp;#039; || Curse || &amp;#039;&amp;#039;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&amp;#039;s explosives expert and they shrug; you&amp;#039;re going to need a lot of firepower to get through this door.&amp;#039;&amp;#039; || 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. || -&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| 62 || &amp;#039;&amp;#039;&amp;#039;Ceramite Door&amp;#039;&amp;#039;&amp;#039; || Curse || &amp;#039;&amp;#039;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&amp;#039;s explosives expert and they shrug; you&amp;#039;re going to need a lot of firepower to get through this door.&amp;#039;&amp;#039; || 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. || -&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|-&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|-&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| 63 || &#039;&#039;&#039;What Happened to the Lights?&#039;&#039;&#039; || Curse || &#039;&#039;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.&#039;&#039; || Until the end of the next turn, all models subtract 1 from their hit rolls and 1 from their Sight Distance characteristic. || If during &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the &lt;/del&gt;turn in which this event takes effect you roll a &#039;&#039;&#039;Backup Generator Online&#039;&#039;&#039;, this effect ceases to take place.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| 63 || &#039;&#039;&#039;What Happened to the Lights?&#039;&#039;&#039; || Curse || &#039;&#039;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.&#039;&#039; || Until the end of the next turn, all models subtract 1 from their hit rolls and 1 from their Sight Distance characteristic. || If during &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a &lt;/ins&gt;turn in which this event takes effect you roll a &#039;&#039;&#039;Backup Generator Online&#039;&#039;&#039;, this effect ceases to take place.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|-&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|-&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| 64 || &amp;#039;&amp;#039;&amp;#039;&amp;quot;Found Them!&amp;quot;&amp;#039;&amp;#039;&amp;#039; || Blessing || &amp;#039;&amp;#039;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.&amp;#039;&amp;#039; || If your party contains any &amp;#039;&amp;#039;&amp;#039;Lost&amp;#039;&amp;#039;&amp;#039; parties then immediately connect their tiles to that of the largest party. Those models are no longer &amp;#039;&amp;#039;&amp;#039;Lost&amp;#039;&amp;#039;&amp;#039; and regain 2 Morale points each. || If there are not &amp;#039;&amp;#039;&amp;#039;Lost&amp;#039;&amp;#039;&amp;#039; models on the board, treat this as &amp;#039;&amp;#039;&amp;#039;Nothing&amp;#039;&amp;#039;&amp;#039; instead. If there are two or more separate Lost parties the imperial player randomly selects a party for this Event to affect.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| 64 || &amp;#039;&amp;#039;&amp;#039;&amp;quot;Found Them!&amp;quot;&amp;#039;&amp;#039;&amp;#039; || Blessing || &amp;#039;&amp;#039;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.&amp;#039;&amp;#039; || If your party contains any &amp;#039;&amp;#039;&amp;#039;Lost&amp;#039;&amp;#039;&amp;#039; parties then immediately connect their tiles to that of the largest party. Those models are no longer &amp;#039;&amp;#039;&amp;#039;Lost&amp;#039;&amp;#039;&amp;#039; and regain 2 Morale points each. || If there are not &amp;#039;&amp;#039;&amp;#039;Lost&amp;#039;&amp;#039;&amp;#039; models on the board, treat this as &amp;#039;&amp;#039;&amp;#039;Nothing&amp;#039;&amp;#039;&amp;#039; instead. If there are two or more separate Lost parties the imperial player randomly selects a party for this Event to affect.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|-&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|-&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| 65 || &#039;&#039;&#039;Backup Generator Online&#039;&#039;&#039; || Blessing || &#039;&#039;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.&#039;&#039; || Until the end of the next turn, increase the Sight Distance characteristics of all models in the Hulk by 1. || If during &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the &lt;/del&gt;turn in which this event takes effect you roll a &#039;&#039;&#039;What Happened to the Lights?&#039;&#039;&#039;, this effect ceases to take place.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| 65 || &#039;&#039;&#039;Backup Generator Online&#039;&#039;&#039; || Blessing || &#039;&#039;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.&#039;&#039; || Until the end of the next turn, increase the Sight Distance characteristics of all models in the Hulk by 1. || If during &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a &lt;/ins&gt;turn in which this event takes effect you roll a &#039;&#039;&#039;What Happened to the Lights?&#039;&#039;&#039;, this effect ceases to take place.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|-&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|-&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| 66 || &#039;&#039;&#039;Signpost&#039;&#039;&#039; || Blessing || &#039;&#039;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.&#039;&#039; || 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 &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;(if &lt;/del&gt;the Beacon hasn&#039;t been recovered yet, then it must still be placed at the bottom of the deck. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;|| -&lt;/del&gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;| 66 || &#039;&#039;&#039;Signpost&#039;&#039;&#039; || Blessing || &#039;&#039;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.&#039;&#039; || 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&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. || If &lt;/ins&gt;the Beacon hasn&#039;t been recovered yet, then it must still be placed at the bottom of the deck.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|}&amp;lt;/div&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|}&amp;lt;/div&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;/div&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;/div&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>1d4chan&gt;Chaledy</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=The_Killer_of_the_Maze&amp;diff=487301&amp;oldid=prev</id>
		<title>1d4chan&gt;Chaledy: /* Imperial Action phase */</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=The_Killer_of_the_Maze&amp;diff=487301&amp;oldid=prev"/>
		<updated>2021-11-27T11:03:56Z</updated>

		<summary type="html">&lt;p&gt;&lt;span class=&quot;autocomment&quot;&gt;Imperial Action phase&lt;/span&gt;&lt;/p&gt;
&lt;table style=&quot;background-color: #fff; color: #202122;&quot; data-mw=&quot;interface&quot;&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;col class=&quot;diff-marker&quot; /&gt;
				&lt;col class=&quot;diff-content&quot; /&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;en&quot;&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← Older revision&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;Revision as of 11:03, 27 November 2021&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l56&quot;&gt;Line 56:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;Line 56:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|&amp;#039;&amp;#039;&amp;#039;Hot-shot Volleygun&amp;#039;&amp;#039;&amp;#039; || 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&amp;#039;s hit rolls (including overwatch).&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|&amp;#039;&amp;#039;&amp;#039;Hot-shot Volleygun&amp;#039;&amp;#039;&amp;#039; || 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&amp;#039;s hit rolls (including overwatch).&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|-&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|-&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|&#039;&#039;&#039;Shotgun&#039;&#039;&#039; || 3 || 6+ || 0 || 1 || 1 || 2 || 4 || None || Shotgun Ammo || &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;If this weapons target is 2 tiles away then it wounds on a 5+ instead. If this weapon&#039;s target is 1 tile away then it wounds on a 4+ and has a damage of 2 instead. &lt;/del&gt;When &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fired in &lt;/del&gt;overwatch, use the distance the Blind Horror began its Assault to determine this weapon&#039;s profile.&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|&#039;&#039;&#039;Shotgun&#039;&#039;&#039; || 3&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;/2/1 &lt;/ins&gt;|| 6&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;+/5+/4&lt;/ins&gt;+ || 0 || 1&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;/1/2 &lt;/ins&gt;|| 1 || 2 || 4 || None || Shotgun Ammo || When &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;firing &lt;/ins&gt;overwatch, use the distance the Blind Horror began its Assault &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;from &lt;/ins&gt;to determine this weapon&#039;s profile.&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|-&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|-&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|&amp;#039;&amp;#039;&amp;#039;Storm Bolter&amp;#039;&amp;#039;&amp;#039; || 3 || 4+ || -1 || 1 || 2 || 6 || 8 || {{W40kKeyword|Terminator}} Only || Bolter Ammo || -&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot;&gt;&lt;/td&gt;&lt;td style=&quot;background-color: #f8f9fa; color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #eaecf0; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;|&amp;#039;&amp;#039;&amp;#039;Storm Bolter&amp;#039;&amp;#039;&amp;#039; || 3 || 4+ || -1 || 1 || 2 || 6 || 8 || {{W40kKeyword|Terminator}} Only || Bolter Ammo || -&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>1d4chan&gt;Chaledy</name></author>
	</entry>
</feed>