The Killer of the Maze: Difference between revisions

From 2d4chan
Jump to navigation Jump to search
1d4chan>VeryIntelligentShadeOfTheColourBlue
1d4chan>VeryIntelligentShadeOfTheColourBlue
Line 53: Line 53:
==Armour==
==Armour==
==Tools==
==Tools==
'''Enhanced Cogitator Scanner:''' A device which 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 by their own. Such devices a hugely valuable, and are used by scouts to examine enemy positions from safe locations, but require the uses full attention to use effectively.
:Carry restrictions: '''Space Marines''' only
:Use restrictions: '''Space Marines''' only
:Uses: Unlimited
:Effect: Instead of performing an action in the action phase, the bearer may use the Enhanced Cogitator Scanner to either 1. Increase their line of sight by 1 or 2. Increase their line of sight in a chosen direction by 2. However, if you use this item the bearer subtracts 2 from their hit rolls until your next turn as the device obscured their vision and interferes with weapon handling.
'''Medkit:''' A general term for the medical supplies created in the 42nd millennium. Able to treat all manner of injuries, they are vital to the survival (or at least, prolonging the existence) of your expedition into the bowels of a space hulk.
:Carry restrictions: None
:Use restrictions: None
:Uses: One use
:Effect: Removes 1 Flesh Wound from one unit on the same tile as the unit carrying the medkit.


=Space Hulk Tiles=
=Space Hulk Tiles=

Revision as of 23:02, 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.

Basic Rules

Event Cards

Blessings

Name Description Effect Notes
Dead Soldier You find the body lying up against a wall, a spike hole clean through one side of its skull and out the other, a wound which you have come to see as the Blind Horror’s trademark. Although the death was unfortunate for the soldier, they died with their armour intact and their weapons unused, which is most fortunate for you as you feel the Beast looming ever large in your minds. You find an intactFlack Armour, an intact and fully loaded Lasgun and 4 Lasgun uses which may be distributed amounts your party as your choose. If you leave the tile where this card was drawn then the card remains active until the entire tile is removed.
Medical Supplies There is one advantage to the Blind Horror’s terror tactics, that been that it doesn’t leave many victims in a state where they require medical attention. As such you have found a pack of discarded medical supplies in a corridor, presumably left by some poor soul fleeing in abject terror. Your party gains 1 Medkit. If the party cannot carry any more Medkits then it remains on the tile but may be picked up later. If you leave the tile where this card was drawn then the card remains active until the entire tile is removed.
- - - -
- - - -


Curses

Name Description Effect Notes
Distracted 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 realised that the rest of the party have moved on without them. As the rest of the party move on a sightless face begins to stare at the hapless individual, it’s maw opening wide to reveal saliva dripping fangs, while a prehensile tail sways backwards and forwards, almost lazily, over the sightless face. Randomly select a unit in your party. If the unit selected is a Space Marine then nothing happens. If the unit is a Guardsman then roll a D6. On a 5+ move that unit back to the tile it was on on the start of the movement phase (ignore this if said tile has been discarded). Then immediately roll to see if the Blind Horror will appear. -
Whispers of the Warp “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 your continue on anyway, because stopping is no longer an option. Randomly select a unit in your party and roll a D6. On a 4+ that unit loses a Morale point. -
- - - -
- - - -
- - - -


Horrors

Name Description Effect Notes
A Surprise Attack A claw flashes out of a nearby vent and grasps hold of one of your number by the chest. There is a short pause as everyone looks on in shock before your comrade is dragged bodying towards the vent. Fortunately, you are battle hardened soldiers of the Imperium, and by the God Emperor you will not simply stand by as one of your number is taken from you, for you have lost so much already. As a party you begin to tug at your fellow and hack at the exposed limb of the creature, but will your efforts be enough to prevent to loss of one of your number? But wait, in the shock of the moment, you realise that you are alone, and the claw is wrapped around your chest. You scream in horror as you feel yourself jerk backwards into the gaping maw of a vent, watching as you little of the corridor becomes fainter and fainter, until it is replaced by darkness and despair. If your party (or part of your party) is on a tile with a vent on it randomly select a party member. That party member is grabbed by the Blind Horror and the rest of your party must immediately roll for Don’t Let It Take Them. If the party member is alone that party member is automatically Taken. If none of your party members are on tiles with vents instead treat this as The Thing Returns. -
The Thing Returns - - -
- - - -


Equipment

Weapons

Ranged Weapons

Melee Weapons

Armour

Tools

Enhanced Cogitator Scanner: A device which 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 by their own. Such devices a hugely valuable, and are used by scouts to examine enemy positions from safe locations, but require the uses full attention to use effectively.

Carry restrictions: Space Marines only
Use restrictions: Space Marines only
Uses: Unlimited
Effect: Instead of performing an action in the action phase, the bearer may use the Enhanced Cogitator Scanner to either 1. Increase their line of sight by 1 or 2. Increase their line of sight in a chosen direction by 2. However, if you use this item the bearer subtracts 2 from their hit rolls until your next turn as the device obscured their vision and interferes with weapon handling.

Medkit: A general term for the medical supplies created in the 42nd millennium. Able to treat all manner of injuries, they are vital to the survival (or at least, prolonging the existence) of your expedition into the bowels of a space hulk.

Carry restrictions: None
Use restrictions: None
Uses: One use
Effect: Removes 1 Flesh Wound from one unit on the same tile as the unit carrying the medkit.

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 explorers 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. Most however, are just dark, endless, featureless passageways, which serve to slowly grind down the will of those who tread them.

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.
Corridor Vent The party hugs the wall, their weapons trained at a vent on the opposite wall as they pass. As one, the group sighs as they are safely past, but the groups last member pauses to look back at the vent. "Was that, movement I heard?" They think as they look back at the vent. "I just imagined it." They think as they hurry to catch up with the others, while knowing, deep down, that they did not imagine the noise. 2 1 The corridor leads in a straight line.
Bend in the Corridor A corner. Such a simple thing, but it hides such potential horrors. What lies on the other side? Death? Nothing? Salvation? The...Thing? 2 0 The corridor bends left, or right (flip a coin to decide). Do not place a tile on the end of this tile until at least 1 party member is on it at the end of the movement phase.
Bend in the Corridor Vent As if a bend in the corridor wasn't bad enough, this one has a vent, adding danger that not only might there something around the corner, but also above, or below. 2 1 The corridor bends left, or right (flip a coin to decide). Do not place a tile on the end of this tile until at least 1 party member is on it at the end of the movement phase.
- - - - -
- - - - -
- - - - -
Large Room - 4 1 This room is the size of 4 tiles placed together in a square pattern. The room has an exit on each wall, the exact positions of which are determined by flipping a coin.
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 replenished. 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.
Massacre Red. That is all the party can see at a distance, a dull, shiny red which hides detail by uniformity. As the party get closer they start to see details. An arm casually discarded onto the chest of one man who is missing his entire face. The legs and chest of one person leaning up against a wall, as if the owner had left it there to go and do something more important. A body with an inch wide hole which the party can see goes through the front, and out the back of the skull, as if a large spike has been driven through it. Everywhere at the intersection there are bodies and blood covers the walls in an uneven pattern of arterial spray. As one, the parties eyes trace upwards, to see a body hanging from a hole in the seeing, dripping a slow drip of almost coagulated blood. Suddenly, the body falls from the hole to hit teh floor, with a horrifying squelching crack of breaking bones and bruising flesh, as in the background, something crawls, and slivers away overhead. As one, the group marvels at their stupidity, for ever coming to such a place. 4 4 All Guardsmen on this tile at the end of the movement phase loose 1 morale point at the sight of such a slaughter. If a there is also a Space Marine on the tile then a morale point is only lost of a 3+ on a D6. This effect activates every time a model ends its turn on this tile, even if it has been on this tiles before.
The Shuttle The beginning. And the End. Here the party begin their journey. Anxious. Nervous. But confident, as the soldiers of the Imperium are trained to be. Here they start fresh, supplied and their minds unwarped. Those who ever return here, return broken, their minds in tatters, their flesh abused, and their weapons broken and dry. They say that the beginning and end of a journey don't matter, and that the most important part is the journey itself. To those who start their journey here, by the end they would quite happily slit their own throats to take back the journey they will embark on. 1 0 The party begin their journey here. Instead of the party only being able to see XUNDETERMINED tiles ahead from this point the light from the shuttle pierces the darkness enough to make the next X+1UNDETERMINED tiles visible. When this tile is removed from the board the tiles it may have illuminated that the party would not normally be able to see are also removed.
The Beacon - - - - -
The Nest Ow, God Emperor, please have mercy on us. In front of the party, lies the Horror's nest. In all of its gruesome, alien, and horrifying glory. Programmed by the Hive Mind to cause terror, the Beast returns here to feed, rest, and examine its prey. Arterial sprays can be seen layering the walls in a tapestry of gruesome dismemberment, indicating that not all of those brought here by the Blind Horror end so mercifully dead. Trails of gore line the walls, floor and ceiling, indicating where the creature has dragged its still filthy, and grotesque form from its nest, dislodging defiled remains in a haphazard fashion around the entrances. But the worst, can be seen lined up in a horrifying line against one of the rooms corners. Displayed to all who enter, in an instinctual terror tactic the Blind Horror has shown itself to be more than a master of, can be seen the corpses of those the Horror has taken, some missing limbs, others the heads and torsos, teeth and claw marks indicating where the creature chomped its way through flesh and bone. Surely, in the entirety of the Imperium, the Galaxy, even reality itself, there could not exist a more horrifying place to be, and an even more terrifying, and deadly, place to stay. D4 D4 Any model that enters this tile looses 2 morale points (a Space Marine may not use And They Shall Know No Fear to prevent this). If the Blind Horror has taken any party members via vents throughout the game then their corpses shall end up here, roll an additional D6 for every party members corpse which would be in this room for each Guardsman that enters the room. On a 4+ that Guardsman looses an additional morale point. If the dead party member would be a Space Marine then do not roll for that Space Marines corpse, the model party member immediately looses a morale point instead. You may still collect the fallen party members equipment. If the the Blind Horror is gravely wounded and escapes the party and this tile is drawn then the Blind Horror is automatically placed in this room. Decide the rooms characteristics each time the tile is pulled from the deck.
- - - - - -
- - - - - -
- - - - - -