The Killer of the Maze: Difference between revisions

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| Ransacked Armoury || The party enters a room which at one time had been an armoury. Weapon racks line the walls on one side while personal lockers cover the over. The room has been cleared of everything useful and a set of large items has been erected in the centre of the room facing the door as a barricade and firing position. The smears of blood and empty shell casings tells a story of the defenders gruesome failure. Still, their my be something of use in this place of death. Something which may, at least, prolong their suffering. || 1 || 0 || Roll a D6 for each Lasgun, Laspistol, Autogun, Autopistol or Boltpistol in your party. On a 6 the bearer of that weapon gains an extra use with that weapon. Then roll a D6. On a 6 the party gets 1 Frag Grenade. || The effect of this room may only be used once by the party, and is used immediately when at least one member of the party is inside it at the end of the movement phase.
| Ransacked Armoury || The party enters a room which at one time had been an armoury. Weapon racks line the walls on one side while personal lockers cover the over. The room has been cleared of everything useful and a set of large items has been erected in the centre of the room facing the door as a barricade and firing position. The smears of blood and empty shell casings tells a story of the defenders gruesome failure. Still, their my be something of use in this place of death. Something which may, at least, prolong their suffering. || 1 || 0 || Roll a D6 for each Lasgun, Laspistol, Autogun, Autopistol or Boltpistol in your party. On a 6 the bearer of that weapon gains an extra use with that weapon. Then roll a D6. On a 6 the party gets 1 Frag Grenade. || The effect of this room may only be used once by the party, and is used immediately when at least one member of the party is inside it at the end of the movement phase.
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| Space Marine Armoury || There is hush amongst the group as the space marine amongst them steps forward || - || - || - || -
| Space Marine Armoury || There is hush amongst the group as the space marine amongst them steps forward and places his hand on the doors DNA scanner. "Welcome, honoured Battle Brother." Says an overhead speaker as the door opens the reveal the private armoury of a Space Marine. Although locked, the rooms previous owner had emptied the room of most of its weapons and ammunition in a final battle, but a battle brothers armoury is never truly empty. || 1 || 0 || Roll a D6 for each weapon possessed by the Space Marine who enters the room. On a 5+ that weapon gains 1 extra use. Then roll a D6. On a 1 there is nothing left inside the room. On a 2-3 the Space Marine's Boltgun ammunition (if it has one) is replenised. On 4-5 the Space Marine's Heavy Flamethrower (if it has one) gains 1 extra use, and on a 6 the Space Marine finds and equips an Enhanced Cogitator Scanner. All Guardsmen left in the corridor outside the room when the Space Marine enters it gain 1 previously lost morale point at the sight of such a holy place. || This room may only be opened if a Space Marine is in the adjacent tile and the room may only be entered by a Space Marine. The effect of this room may only be used once by the party.
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Revision as of 20:26, 8 January 2020

This is a page for a fan-made boardgame set in the Warhammer 40K universe which depicts the desperate attempt of an imperial group to retrieve a lost imperial beacon while hunted down by a horrifying Tyranid biomorph.

Space Hulk Tiles

The tiles in The Killer of the Maze are square pieces which can fit onto any other tile. Some tiles are simply corridors, through which the party of brave/doomed exploeres of the hulk must traverse, some of them contain horrors left over by the hulk's previous inhabitants, while a rare few contain a glimmer of hope, a feature, landmark or item, which might just help them with their lives.

Basic Tiles

Name Description Number of Access Corridors Vents or Ducts Notes
Dead End The party is confronted by a blank wall which looms out of the darkness before them. It doesn't matter if its a collapsed bulkhead, the remnants of a long forgotten room, or simply the end of a corridor, it still mocks them with a simple message; there is no way forward from here. 1 0 -
Dead End Vent A dark maw of a hole can be seen on the wall, floor or ceiling of this space, its edges coated with scratch marks and blood as if something had been dragged inside. The hole is too small for the party to make progress through, but even if they could none of their number would suggest such a foolish, and terrifying idea. 1 1 -
Corridor A single stretch of passageway down which the explorers must travel down. While moving down it they wonder whether or not that piece of wall is the same one they passed an hour ago, or what happened to their markers they left out to track their passage. 2 0 The corridor leads in a straight line.
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Pit As the party approaches the floor of the corridor disappears ahead of them, to be replaced by pitch black nothingness. As the party examines the missing floor they see claw marks on the ceiling and walls, where something has climbed its way over the chasm. One thing is clear, although the party may not be able to pass something else can, and is. 2 0 The corridor leads in a straight line, but the party may not enter the corridor. When the party gets close enough that a new tile would be put onto the far end of the corridor do so as normal.


Special Tiles

Name Description Number of Access Corridors Vents or Ducts Effects Notes
Ransacked Armoury The party enters a room which at one time had been an armoury. Weapon racks line the walls on one side while personal lockers cover the over. The room has been cleared of everything useful and a set of large items has been erected in the centre of the room facing the door as a barricade and firing position. The smears of blood and empty shell casings tells a story of the defenders gruesome failure. Still, their my be something of use in this place of death. Something which may, at least, prolong their suffering. 1 0 Roll a D6 for each Lasgun, Laspistol, Autogun, Autopistol or Boltpistol in your party. On a 6 the bearer of that weapon gains an extra use with that weapon. Then roll a D6. On a 6 the party gets 1 Frag Grenade. The effect of this room may only be used once by the party, and is used immediately when at least one member of the party is inside it at the end of the movement phase.
Space Marine Armoury There is hush amongst the group as the space marine amongst them steps forward and places his hand on the doors DNA scanner. "Welcome, honoured Battle Brother." Says an overhead speaker as the door opens the reveal the private armoury of a Space Marine. Although locked, the rooms previous owner had emptied the room of most of its weapons and ammunition in a final battle, but a battle brothers armoury is never truly empty. 1 0 Roll a D6 for each weapon possessed by the Space Marine who enters the room. On a 5+ that weapon gains 1 extra use. Then roll a D6. On a 1 there is nothing left inside the room. On a 2-3 the Space Marine's Boltgun ammunition (if it has one) is replenised. On 4-5 the Space Marine's Heavy Flamethrower (if it has one) gains 1 extra use, and on a 6 the Space Marine finds and equips an Enhanced Cogitator Scanner. All Guardsmen left in the corridor outside the room when the Space Marine enters it gain 1 previously lost morale point at the sight of such a holy place. This room may only be opened if a Space Marine is in the adjacent tile and the room may only be entered by a Space Marine. The effect of this room may only be used once by the party.
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