The Killer of the Maze: Difference between revisions

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! Name !! Description !! Number of Access Corridors !! Vents or Ducts !! Effects !! Notes
! 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.
| 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.
| 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.
| 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 X'''UNDETERMINED''' tiles ahead from this point the light from the shuttle pierces the darkness enough to make the next X+1'''UNDETERMINED''' 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 || - || - || - || - || -
|-
|-
| - || - || - || - || - || -
| - || - || - || - || - || -

Revision as of 21:07, 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.
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 - - - - -
- - - - - -
- - - - - -
- - - - - -