The Killer of the Maze
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
The Teams
One of the players controls the Imperials' group while the other controls the Blind Horror.
The imperial team is made up of the following models: 3 Militarum Tempestus Scions (Leader, Medic, Weapon Expert, Demolition Expert); 1 Space Marine; 1 Terminator
Models' Profile:
| Name | BS | W | Morale Points | Sv |
|---|---|---|---|---|
| Leader | 5+ | 4 | 10 | 5+ |
- Equipment:
- Hot-shot Lasgun
- 2 Hot-shot Lasgun Charges
- Carry Calacity
- Weapons: 1
- Weapon Charges: 4
- Equipment: 1
- Special Rules:
- Inspiring Presence: When another Scions model on the same Tile as this model or on an adjacent one would lose a Morale Point, roll a D6; on a 5+ that Morale Point is not lost.
- Keywords: Scions; Leader
| Name | BS | W | Morale Points | Sv |
|---|---|---|---|---|
| Weapon Expert | 5+ | 3 | 8 | 5+ |
- Equipment:
- Heavy Stubber
- 1 Heavy Stubber Magazines
- Carry Calacity
- Weapons: 1
- Weapon Charges: 5
- Equipment: 2
- Special Rules:
- Quick Charge: This model doesn't use up an action to recharge its weapons
- Keywords: Scions; Weapon Expert
| Name | BS | W | Morale Points | Sv |
|---|---|---|---|---|
| Demolition Expert | 5+ | 3 | 8 | 5+ |
- Equipment:
- Hot-shot Lasgun
- 2 Hot-shot Lasgun Charges
- 1 Melta Charge
- Trip Mine
- Carry Calacity
- Weapons: 1
- Weapon Charges: 3
- Equipment: 4
- Special Rules:
- Expert Bomber: When this model places a Melta Charge, don't wait a turn, it immediately actives when using one of its abilities.
- Keywords: Scions; Demolition Expert
| Name | BS | W | Morale Points | Sv |
|---|---|---|---|---|
| Medic | 5+ | 3 | 8 | 5+ |
- Equipment:
- Hot-shot Laspistol
- 1 Hot-shot Laspistol Charges
- 1 Medkit
- Carry Calacity
- Weapons: 1
- Weapon Charges: 3
- Equipment: 3
- Special Rules:
- Medical Expert: When this model uses a Medkit, it removes 2 Flesh Wounds instead of 1. The Flesh Wounds can be removed from the same model or from two different ones but they still need to be on the same Tile as this model.
- Keywords: Scions; Medic
| Name | BS | W | Morale Points | Sv |
|---|---|---|---|---|
| Tactical Marine | 4+ | 5 | 15 | 4+ |
- Equipment:
- Boltgun
- 2 Boltgun Magazines
- Carry Calacity
- Weapons: 2
- Weapon Charges: 4
- Equipment: 2
- Special Rules:
- And They Shall Know No Fear: Each time this model would lose a Morale point, roll a die; on a 4+ that point is not lost.
- Keywords: Space Marine; Tactical Marine
| Name | BS | W | Morale Points | Sv |
|---|---|---|---|---|
| Terminator | 4+ | 7 | 15 | 3+ |
- Equipment:
- Heavy Flamer
- 1 Fuel Tank
- Carry Calacity
- Weapons: 2
- Weapon Charges: 4
- Equipment: 2
- Special Rules:
- And They Shall Know No Fear: Each time this model would lose a Morale point, roll a die; on a 4+ that point is not lost.
- Crux Terminatus: Once per game, this model can re-roll its armour save.
- Keywords: Space Marine; Terminator
| Name | BS | W | Morale Points | Sv |
|---|---|---|---|---|
| Blind Horror | - | 16 | - | 4+ |
- Keywords: Blind Horror
Setting Up
To start the game, place the Shuttle Tile in the middle of the table and shuffle all the other tiles in one big pile.
The deck should include the followings: 1 Beacon Tile, 1 Nest Tile, 1 Massacre Tile, 2 Space Marines Armoury Tiles, 3 Ransacked Armoury Tiles, 20 Corridor Tiles, 6 Corridor Vent Tiles, 8 Dead End Tiles, 3 Dead End Vent Tiles, 15 Bend in the corridor Tiles, 5 Bend in the Corridor Vent Tiles, 6 Large Room Tiles and 4 Pit Tiles. The Beacon Tile should be placed at the very bottom of the stack.
Then, place all the members of the Imperial group on the Shuttle Tile; the Blind Horror is instead placed outside the board, near the controlling player. Before beginning the game, one of the players places two tiles in conjunction with the Shuttle one in a straight line; if the first tile placed is a turn, don't place another one next to it.
The Turn
The game proceeds one turn at the time until all Imperial Explorers are dead or at least one of them reaches the Shuttle Tile after recovering the Beacon. Each game turn follows the following scheme:
- -The Imperial player takes actions (new Tiles are placed following the rules below).
- -One player removes the Tiles that cannot be seen and re-shuffles them back into the pile.
- -The Tyranid player takes actions.
- -The Tyranid player assaults.
Placing the Tiles: when moving a model, a player must assume that all members of the Imperial Team are able to see 1 Tile that is immediately after the one they are in; if a model moves onto a Tile that has nothing attached to its remaining Access Corridors, a number of Tiles must be placed in order to have all Access Corridors connected.
Removing the Tiles: a Tile must be removed when it cannot be seen by any imperial model anymore, and it could not be seen even if a model were to move three Tiles in its direction. Once removed, a Tile must be put back in the pile and the whole deck must be re-shuffled.
Lost: in the dangerous bowels of a Space Hulk, it can happen, for one reason or another, for the team of explorers to find itself separated; this happens when the corridors connecting two or more parts of the group are removed due to the loss of line of sight or blocked cause of a cave-in or structural collapse. When this happens, the part of the group with the least amount of members is considered Lost (if several groups have the same amount of models then all are considered Lost) and the models that are part of it lose 1 morale point, 3 if they are the only model of the group. One model is no more Lost as soon as it rejoins with the rest of the bigger party or is killed off.
Imperial Actions: during the Imperial part of the turn, each model can perform two of the following actions in any combination:
- -Move: the model moves 1 Tile in any of the available directions.
- -Fire: the model can fire one of its weapons at the Blind Horror that must be on a Tile that is visible to the firer.
- -Light Vent: the Terminator may expend one shot from its weapon to light up one Vent opening on the Tile it is on. An opening that has been lighted up can't be used by the Blind Horror to enter the board or perform a Surprise Attack. A Vent remains lit up for two game turns.
- -Reload: the model can recharge one of its weapons; when doing so, discard 1 magazine/charge/tank held by the model and re-fill the number of shots available for the weapon.
- -Use Tool: the model can use one tool in its possession (es. Medkit, Melta Charge, etc.).
- -Pick Up Item: the model can pick up 1 item on the same Tile he is in. If it’s inventory for that type of item is already full then it may instead swap an item in its inventory for an item on the Tile.
- -Transfer Item: the model can give a single tool, weapon or weapon charge it possesses to another model on the same Tile, as long as the receiving model is allowed/has space to carry such item.
Tyranid Actions: during the Tyranid part of the turn, the Blind Horror can perform one of the following actions:
- -Move: the Blind Horror moves 1 Tile in any of the available directions. It can even move out of a Tile out of the board; if it does so, it is removed from play and place in the Shadows.
- -Crawl in Vent: 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.
- -Come from the Shadows: if the Blind Horror is in the Shadows, it can enter the board from an unlit Vent opening or a dark end. Place it on the Tile with the Vent opening or the one that has at least one Access Corridor open.
- -Spike Tail Attack: if the Blind Horror is standing in front of a Tile where any imperial model is placed, it can flail its toxic tail around. Randomly select one model from that Tile and roll an Armour Save. If the save is failed, the model doesn't lose a wound but instead loses 1 Morale point and until the end of the next turn suffers from the Hallucinations Insanity.
- -Surprise Attack: if the Blind Horror is in the Shadows, you can select one Tile with an unlit Vent opening that has at least one model on it. Randomly select a party member. That party member is grabbed by the Blind Horror and the rest of the team must immediately take a Don’t Let It Take Him test. To do so roll a die, adding 1 to the result for every model on the Tile (and adding 2 if the model grabbed is a Terminator); on a 5+ the test is passed and the Blind Horror retreats back empty-handed; all models present on the Tile lose 1 Morale point. If the test is failed, remove the grabbed model from play and all models present on the Tile instead lose 2 Morale points.
- -Retreat to the Nest: if the Blind Horror has 5 or fewer remaining wounds it must move towards the nearest Vent opening or black end and use them to retreat to its Nest. When the Blind Horror is in its Nest, it regains D3 Flesh Wounds at the beginning of every turn, and it may not return on the board until it has 10 or more wounds remaining.
Blind Horror Assault: at the end of the turn, if it's present on the board, the Blind Horror can charge at the Imperial models. To do so, the Blind Horror must be up to two Tiles away from the one the targets are one. When charged, a model can fire Overwatch, all models on the Tile can take part in the action, even those who are on a different Tile but can still see the one that is being targeted. When resoling Overwatch, every model can fire any number of shots (as long as it doesn't exceed the number of ammo the weapon can fire at once or the remaining number of shots), but all shots can only hit the creature on 6s. If the party manages to allocate at least three wounds on the Blind Horror, the charge fails and the creature instead retreats by three Tiles towards the nearest Vent opening or black end (and it can even exit the board from them if the movement allows it). If the charge is successful, move the Blind Horror on the Tile it charged while the Imperial player rolls armour saves for all models present on it. If the roll is passed the model escapes unharmed but loses 1 Morale point; if the roll is failed the model takes one Flesh Wound and loses 2 Morale points, but if the roll was a 1, it takes two Flesh Wounds and loses 2 Morale points and suffers an Injury. The controlling player must roll a D6 and apply to the model the result found in the table below. Once all the wounds have been resolved, move the imperial models one Tile in the opposite direction of the Blind Horror; if there is no Tile in that direction move the models one Tile past the Blind Horror, but each one of them must pass another armour save or take damage as stated above.
Injuries:
| Number | Name | Description | Effect | Notes |
|---|---|---|---|---|
| 1 | Miraculous Escape | - | The effected model doesn't suffer any additional effects. | - |
| 2 | Shock | - | The effected model loses 1 additional Morale point. | - |
| 3 | Concussion | - | A model with this Injury has to subtract 1 from all his hit rolls. | - |
| 4 | Bloodloss | - | A model with this Injury can only perform one action during its turn and has to subtract 1 from all his hit rolls. | - |
| 5 | Life-Threatening Injury | The wound will most likely be fatal. | A model with this Injury may not take any action until it is cured. At the end of each turn, this model loses 1 Flesh Wound. | - |
| 6 | Mortal Injury | The wound is deep and certainly fatal; unless treated immediately the victim will suffer a painful death. | The effected model is instantly slain unless a model on the same Tile is in possession of a Medkit. If so, the model may choose to expend the Medkit to cure his wounded comrade. The Medkit is lost and the model doesn't recover any Flesh Wounds; then, treat this Injury as Bloodloss instead. | If the Medkit is used by a Medic they may not gain any benefits of their Medical Expert special rule. |
Morale
All Imperial models have a value in their profile that depicts the strength of their will to keep on moving forward despite the dangers they face. The number of Morale Points of a model may be influenced in various ways but once a model reaches 0 it is considered Broken. All Broken models have to subtract 1 from all their hit rolls and their presence doesn't confer any bonus to any Don’t Let It Take Him test taken on their same Tile. In addition, at the start of any turn, the Imperial player must roll a D6 for each Broken model on the board and apply to it the result found in the table below.
Insanity:
| Number | Name | Description | Effect | Notes |
|---|---|---|---|---|
| 1 | Flee in Terror | The darkness seems to suck in everything around you, the walls becoming an ever enclosing cell. You frantically look around for a way ahead, scrambling away from your dismayed comrades to find a way out. | This model immediately moves 2 Tiles in a randomly selected direction. | - |
| 2 | Delirium | - | Until the beginning of the next turn, this model subtracts 1 from his hit rolls. | - |
| 3 | Schizophrenia | - | Immediately roll for two more Insanities from this table; apply both the result to this model instead. If one Insanity is selected both times, do not roll again and only apply that Insanity to the model. | |
| 4 | Hallucinations | - | Until the beginning of the next turn, every time this model misses an attack, the attack is instead assigned to another random model on the same Tile or to one on a Tile that is between this model and the target. | - |
| 5 | xxx | - | - | - |
| 6 | Suicidal | All is lost. There is no point in going on. All that is left now is to accept death by the quickest means possible. | Until your next turn, every time this model misses an attack, the attack is instead assigned to themselves. | - |
Equipment
Ranged Weapons
When firing with a ranged weapon, a model may decide to fire a number of shots that range from the minimum to the maximum amount as shown in the weapon's profile. A weapon may not fire a number of shots that exceeds the remaining number of shots. When a weapon is reloaded, its number of shots remaining is re-filled but all exceeding shots are discarded (es. the Space Marine has 3 shots remaining in its Boltgun and decides to use its last magazine to recharge the weapon; the magazined is used and the Boltgun now has 8 shots ready, while the 3 that were previously equipped are lost and do not stack up with the other 8). At the beginning of the game all weapons are considered to have the maximum number of shots possible.
Weapon Range (Tiles) To Wound AP Damage Minimum Number of Shots Maximum Number of Shots Number of Shots per magazine/charge/tank Carry Restrictions Use Restrictions Ammunition Used Notes Boltgun 3 5+ -1 1 1 4 8 Space Marine Only Space Marine Only Bolter - Heavy Flamer 1 5+ -1 1 1 6 10 Terminator Only Terminator Only Fuel Tank - Heavy Stubber 5 5+ 0 1 3 6 10 Weapons Expert or Space Marine Only Weapons Expert or Space Marine Only Heavy Stubber - Hot-shot Laspistol 1 5+ -2 1 1 2 3 None None Hot-shot Laspistol - Hot-shot Lasgun 2 5+ -2 1 1 3 6 None None Hot-shot Lasgun - Hot-shot Volleygun 3 5+ -2 2 2 4 6 None None Hot-shot Lasgun - Shotgun 1 4+ -1 1 1 2 3 None None Shotgun - Storm Bolter 3 4+ -1 1 2 6 8 Terminator Only Terminator Only Bolter -
Tools
Tools are items which a model can carry but are not directly weapons. They may be used by a model as their action for the turn and produce the effect described in their description. Most items may be carried and used by any model, but some may only be carried/used/carried and used by certain models.
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 user's full attention to use effectively.
- Carry restrictions: Space Marine only
- Use restrictions: Space Marine only
- Uses: Unlimited
- Effect: When activating the Enhanced Cogitator Scanner the bearer can choose one of the following effects:
- -Increase its line of sight by 1 in all direction.
- -Increase its line of sight by 2 in one direction.
- These effects remain active until the model turns the device off. As long as this item is active, the Space Marine suffers a penalty of 1 to its hit rolls.
Frag Grenade: The most common explosive in the galaxy, the Frag Grenade is simple, cheap, and deadly. Although the size of the Blind Horror makes a bit of shrapnel just an annoyance, it’s noise and shockwave is enough to drive the beast back into the shadows to lick its wounds. Just be careful, your party are considerably less resilient to such a weapon.
- Carry restrictions: None
- Use restrictions: None
- Uses: 1
- Effect: A Frag Grenade may be used in 1 of 2 ways:
- -Use when the Blind Horror charges the bearer from 1 tile away. All models on the Blind Horror’s tile suffer D6 hits which wound on a 5+, ap 0 damage 1. Wether or not the Blind Horror takes any damage it returns to the Shadows.
- -Use when the bearer retreats from the Blind Horror’s charge. All models on the Blind Horror’s tile suffer D6 hits which wound on a 5+, ap 0 damage 1. Wether or not the Blind Horror takes any damage it returns to the Shadows.
Imperial Crest Pendant: The faithful require tokens to guide them, and this is such a totem. Although small and unassuming, there is a definite power in this small piece of silver jewellery for the believer to tap into.
- Carry restrictions: Scions only
- Use restrictions: Scions only
- Uses: Unlimited
- Effect: For the rest of the turn after this item is activated roll a D6 for each Morale Point this model would lose. On a 3+ that model does not lose that Morale Point.
Medkit: A general term for the medical supplies created in the 42nd millennium. Able to treat all manner of injuries, they are vital to the survival (or at least, for prolonging the existence) of your expedition into the bowels of the Space Hulk.
- Carry restrictions: None
- Use restrictions: None
- Uses: 1
- Effect: Removes 1 Flesh Wound and one Injury effect from one unit on the same tile as the unit carrying the Medkit.
Melta Charge: -
- Carry restrictions: None
- Use restrictions: None
- Uses: 1
- Effect: A Melta Charge may be used in two ways:
- -It can be placed on the Tile the user is standing on. At the beginning of the following Action phase, the Melta Charge detonates, melting the floor to slag. Any model on the Tile suffers a single hit which wounds of a 3+, has ap-4 and deals D3 Flesh Wounds. Replace the tile with a Pit tile (with the same number of corridors and vents on it as the original tile); any Imperial unit standing on it drop into the hole, becoming Lost. Place those models to one side, then, at the start of the next movement phase, draw a separate tile and place those models on it. If the Blind Horror was on the tile it enters the Shadows instead.
- -It can be placed on a Tile presenting a Locked Door. At the start of the next Action phase, the Melta Charge detonates in a controlled manner, melting away the door. Remove the Locked Door.
Ration Pack: Although made of who knows what and considered to be somewhere between "tasteless" and "unpleasant" even by Space Marines, food is still food, especially when you have none of it.
- Carry restrictions: None
- Use restrictions: None
- Uses: 1
- Effect: The model which uses a Ration Pack gains 1 Morale Point. In addition, and roll a D6; on a 4+ that model heals 1 flesh wound.
Sacrificial Blade: A obsidian blade with a wickedly cruel edge. Despite the amount of blood it must have spilled it is perfectly clean, as of the blade as has feasting on the flesh it desiccates. It whispers to you as you hold it. “I can give you whatever you want. Do you want power? I can give it to you. Do you want money? I can also give you that. Do you want to leave this place? That is easy. I can give you all of that, and more... for a price. Such a small, insignificant, price...
- Carry restrictions: None
- Use restrictions: To use this item the user must have lost a quarter of its morale points. If it has lost half it’s morale points then do not choose wether or not to use this item, the bearer automatically uses this item during the action phase.
- Uses: Unlimited
- Effect: Every time the user of this item wishes to use it they first lose 1 morale point and gain 1 flesh wound. Once done the bearer may choose one of three options:
- Until your next action phase the bearers armour save is improved by 1.
- Select a weapon the bearer of this item possesses. Add 2 addition charges for that weapon to the bearers inventory.
- The next time a tile is drawn you instead draw 3 tiles and select a tile to place from the 3 drawn. Once done discard the extra tiles.
Servo Skull The revered skulls of the Imperium's most loyal citizens harnessed with a suspension field and a cogitator to perform basic tasks. Although relatively primitive, they are incredibly useful for their sensors and ability to interface with other cogitators.
- Carry restrictions: None
- Use restrictions: None
- Uses: 2
- Effect: When activating a Servo Skull the bearer can choose one of the following effects:
- Early Warning Protocol: When the party next needs to make a Don't Let It Take Him roll, that roll succeeds on a 4+ instead of a 5+. This only works if the bearer of the Servo Skull is on the same tile as the model which the Blind Horror is attempting to take.
- Scanning Pulse: The next time when a blocked door that is on the same Tile of the model the Servo Skull is removed by a Melta Charge, add two new Tiles in conjunction with it in any possible direction.
Trip Mine A simple device, nothing more than an explosive charge and a laser sensor, but very effective when dealing with a mindless monstrosity. Unfortunately, the Mine doesn't care who it is activated by, so ensure that you know where your fellow soldiers are when you use it.
- Carry restrictions: None
- Use restrictions: Weapon Expert only
- Uses: 1
- Effect: When used, choose a point where two Tiles meet one of which must be the one the model using this tool is on; that is where the Trip Mine is placed. From the beginning of the following turn, the mine is active, the first time any model crosses it, it explodes; all models on both tiles which are connected by the Trip Mine take D3 wounds with an AP of -2. If any model suffers any Injury, roll 2D6 and pick the highest result. A Weapon Expert may expend an action to pick up an active Trip Mine as long as it's on the same Tile as him.
Event Cards
Once all models have taken their actions, roll 4D6 for each distinct group on the board and apply the result to it. (es. at the end of the Action phase, the main party has split, the Terminator and Demolition Expert are on a different Tile from the rest of the models. You roll once for the two models and the result is 12, while for the other group is 5. Apply the result of Dead Soldier to the Terminator's team and Nothing to the rest.)
| Number | Name | Type | Description | Effect | Notes |
|---|---|---|---|---|---|
| 3-11 | Nothing | Blessing | Nothing happens. As one your party relax slightly, using the moment of respite to collect their resolve to push on further. | Roll a D6 for each unit on the tile this card was drawn from. On a 4+ that unit gains 1 morale point. | Discard this card once it is drawn and activated. |
| 12 | Dead Soldier | Blessing | 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 a fully loaded Hot-shot Lasgun and 4 Hot-shot Lasgun charges which may be distributed amongst your party as you choose. | If you leave the Tile where this card was drawn, the card remains active until it is removed. |
| 13 | Dead Space Marine | Blessing | The space marines in your group stand as one, heads bowed, blocking your view of a figure on the floor. As you get closer you see the impossible. A dead space marine is slumped against the wall of your corridor, his armour covered in slash marks which have cut through to the tough flesh beneath. You try to say something, but sensing your presence one of the marines turns to look at you. He says nothing, but his message is clear. Leave us be. | The first time a Space Marine ends it’s turn on the tile this card was drawn on must spend its next action mourning the lost battle brother. You find a fully loaded Bolter and 2 Bolter charges which may be distributed amongst your party as you choose. | - |
| 14 | Dead Terminator | Blessing | It stands there against a wall, supported by its own joints, but lifeless, a once mighty testament to the power of humanity. For the scions this is the first time they have ever seen a dead terminator, such things simply don’t happen. The area shows that this most honoured of battle brothers didn’t die without a fight. The walls are pitted with fist sized holes where a volley of bolter shots missed their target, an acid burn on its power fist marks where it must have landed a blow into the beast. But even the efforts of the god emperors finest, still wasn’t enough. A tail puncture can be seen in its right leg and deep claw marks in the biceps of both marks tell of where the Blind Horror grabbed the marine to hold it still so that it could deliver the final blow, which was to bite its head off. What must have gone through the mind of the astartes as it heard the grind of jaws against ceramite? Alas, we will never know. | The first time a Space Marine ends its turn on the tile this card was drawn on must spend its next action mourning the lost battle brother and if a Terminator ends its turn on the effected tile then in addition to this it may not shoot in the following shooting phase. You find a fully loaded Storm Bolter and 4 Bolter charges which may be distributed amongst your party as you choose. | - |
| 15 | Medical Supplies | Blessing | 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. |
| 16 | "Found Them!" | Blessing | You see a light in the distance. At first you think it’s merely a reflection, but as you get closer you realise 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. | If your party contains any Lost units then immediately connect their tiles to that of the largest party group. That unit is no longer Lost and regains 2 Morale points. | If this card cannot be activated for some reason then discard it. |
| 17 | Ration Trolley | Blessing | 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. | Roll a D6 for each model on the tile on which this card was activated. On a 4+ that model gains 1 Ration Pack. | - |
| 18 | Distracted | Curse | 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 tentacles, while a prehensile tail sways backwards and forwards, almost lazily, over the sightless visage. | 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. | - |
| 19 | Whispers in the Dark | Curse | “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. | Randomly select a model from your party and roll a D6. On a 4+ that model loses a Morale Point. | - |
| 20 | Faulty Ammunition | Curse | The conditions inside the Space Hulk take their toll even on steel. Upon inspection your party finds that some of their ammunition has spoiled in the harsh environment, leaving you precious weapons down in the fight against the encroaching dark. | Roll a D6 for each non-Space Marine in your party. On a 4+ that unit loses 1 weapon usage. | - |
| 21 | Faulty Weapon | Curse | - | Roll a D6 for each nonSpace Marine in your party. On a 6+ that unit loses its main weapon. | - |
| 22 | Cave-in | Curse | 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 metres 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. | Replace the tile directly in front of the party (in the direction they were moving) is replaced by a Cave in tile. Immediately discard any tiles beyond the cave in tile, unless there are any party members beyond the cave in become Lost | - |
| 23 | Narrow Corridor | Curse | A chokepoint, the perfect opportunity for the Thing to attack under minimal fire and escape with one of our own. | If the Blind Horror makes a Surprise Attack or an Assault, only 2 models on the effected Tile confer a bonus to a Don't Let It Take Him test or can perform an Overwatch. | - |
| 24 | Ceramite Door | Curse | - | 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. | - |
| - | What Happened to the Lights? | Curse | Space Hulks are dark places, but some still functioning generators and your party’s torch’s provide some illumination through the gloom. But for some reason, the Hulk’s few lights have just gone out, plunging you into darkness which is only broken by the small shafts of light from your mounted spot lights. Even the terminator is uneasy, as even he could be torn open from behind by a sudden strike. | Reduce the visibility range of all models in the Space Hulk by 1 until your next turn. | - |
| - | Backup Generator Online | Blessing | Throughout the hulk there starts a distant clanging, like someone had just started hitting a piece of metal with a hammer. Your party halt, bringing weapons to bear on all the likely places their foe might approach in anticipation of another attack. Suddenly, the most unlikely thing happens. The corridor you are in is flooded with light as the once dim illumination strips above you start working at full power. You realise that the noise you heard must have been a generator coming online, providing blessed illumination in this dark world. When was the last time you saw a properly lit room? Hours? Days? Or has it been weeks? It doesn’t matter, for now is the time to take advantage of the light while it still lasts. | Increase the visibility range of all models in the hulk by 1. | - |
| - | Signpost | Blessing | Even the most familiar of space crews may forgot 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. | The next time a tile is drawn draw 2 tiles instead. Choose one of those tiles and place it on the board and shuffle the other into the tile deck. | If multiple tiles need to be placed then activate this only for the first tile which needs placing. |
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 leftover 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.
Tiles have a number of characteristics:
-Name: The name of the Tile, some abilities refer to the tiles name.
-Number of Access Corridors: The number of Tiles the Tile can connect to.
-Vents or Ducts: The number of vents or ducts on a Tile. The more vents and ducts the harder it is for the Imperials to prevent a flank by the Blind Horror.
-Effects: Sone Tiles produce effects to models moving onto them.
-Items: Some Tiles randomly generate items. You may only roll to find a Tiles' item once.
Basic Tiles
| Name | Description | Number of Access Corridors | Vents or Ducts | Items | 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 | None | - |
| 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 | Roll a die when a model first enters this Tile; on a 6 he finds 1 Hotshot Lasgun charge. | - |
| 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 | Roll a die when a model first enters this Tile; on a 6 he finds 1 Hotshot Laspistol charge. | 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 group's 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 | Roll a die when a model first enters this Tile; on a 6 he finds 1 Hotshot Lasgun charge. | The corridor leads in a straight line. |
| Locked Corridor | Space craft often had many doors in their structure to allow sections of the ship to be sealed off, preventing the loss of vacuum. One of these said doors now blocks your progress further, leaving you with a choice, turn back, or spend precious resources to open a door which may be a trap. | 2 | 0 | None | 0 The corridor leads in a straight line. One of the two Access Corridors is blocked by a Locked Door. |
| 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 | None | 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 | None | 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. |
| Intersection | - | 3 | 0 | None | Randomly decide the orientation of this tile. |
| Intersection Vent | 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. | 3 | 1 | None | Randomly decide the orientation of this tile. |
| Locked Intersection | A choice of two locked doors presents itself to your party, this collection of options may quite easy become a dead end, from which you may not retreat from. | 3 | 0 | None | Randomly decide the orientation of this tile. D2 of the Access Corridors are blocked by a Locked Door. |
| Junction | 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't seem to matter, and you feel dangerously exposed surrounded by this infinitude of possibilities all around you. | 4 | 0 | None | - |
| Junction Vent | 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. | 4 | 1 | None | - |
| Locked Junction | 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. | 4 | 0 | None | D3 of the Access Corridors are blocked by a Locked Door. |
| Open Ceiling | - | 2 | 1 | None | The corridor leads in a straight line. The vent on this tile may not be lit up. |
| 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 | None | 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 | Items | 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, there may be something of use in this place of death. Something which may, at least, prolong their suffering. | 1 | 0 | - | Roll a D6 for each model equipped with a Hotshot Lasgun, Hotshot Laspistol, Heavy Stubber, Shotgun or Boltgun in your party. On a 5+, that weapon regains D3 extra ammunitions. Then roll a D6; on a 5+ the party gets 1 Frag Grenade. | The effect of this room may only be used once by the party, and activates when at least one member of the party ends his movement on this Tile. |
| 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 to reveal the private armoury of a Space Marine. Although locked, the room's previous owner had emptied it of most of its weapons and ammunition in a final battle. But a Battle-Brother's armoury is never truly empty. | 1 | 0 | All Scions left in the corridor outside the room when the Space Marine enter it gain 1 previously lost Morale Point at the sight of such a holy place. | Roll a D6 for each weapon possessed by the Space Marine who enters the room. On a 5+ that weapon regains D3 extra ammunitions. 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 Flamer (if it has one) regains D6 extra ammunitions, and on a 6 the Space Marine finds and equips a Enhanced Cogitator Scanner. | 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 the 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, forever coming to such a place. | 4 | 2 | All Scions on this tile loose 1 Morale Point at the sight of such a slaughter. If there is also a Space Marine on the Tile, roll a die; the Morale Point is only lost on a 3+. | None | 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 the 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 embarked on. | 1 | 0 | The party begins its journey here. Instead of the party only being able to see 1 Tile ahead from this point, the light from the shuttle pierces the darkness enough to make the next 2 Tiles visible. | None | When this tile is removed from the board the Tiles it illuminated that the party would not normally be able to see are also removed. |
| The Beacon | Finally, you have found it. The reason for your suffering, the reason why you didn’t just stay on the shuttle. You gaze upon the metal object, around a metre tall, an antenna sticking out of its top while a cogitator interface gave off a green light on its front. You feel... let down. This lump of metal, which your leaders have sent you into hell to find, does not look like it is worth all you have been through. As one, you consider just leaving this worthless lump of electronics to rust, and simply try and find your way back to the shuttle. As one again, however, you discard the idea. The only way you are getting back to your lives alive is with this beacon. | 4 | 0 | At the end of the movement phase a unit that enters this Tile must pick up the Beacon, which is spawned in this room. The first time this room is entered each unit that enters it regains 2 Morale Points. | 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 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 corners of the room. Displayed to all who enter, in an instinctual terror tactic the Blind Horror has shown itself to be more than a master of, the corpses of those the creature has taken can be seen hanged up, some missing limbs, others the heads and torsos, claw marks indicating where the creature chomped its way through flesh and bone. Surely, in the entirety of the Imperium, the Galaxy, and even reality itself, there could not exist a more horrifying place to be, and an even more terrifying, and deadly, place to stay. | 4 | 4 | Any model that enters this tile loses 2 Morale points (a Space Marine may not use his And They Shall Know No Fear special rule to prevent this). If the Blind Horror has taken any party members via vents throughout the game then their corpses shall end up here, for every party member's corpse roll an additional D6 for each Scions that enters the room; on a 4+ that model loses an additional Morale Point. If the dead party member is a Space Marine do not roll for that corpse, the model automatically loses a Morale Point instead. You may still collect the fallen party member's equipment. If the Blind Horror is gravely wounded and escapes the party and this Tile is drawn, the Blind Horror is automatically placed in this room. | None | - |
| Chapel | As one, you feel your spirits lift at the sight of this new room. The chapel is a vast, dark stone space with a shrine at its centre, lit by candles which cast a solemn glow to this cavernous room. Unlike the rest of the ship, this room looks as if it has just been cleaned, a testament to the god emperors will. Just the sight of the imperial crest on the shrine is enough to melt away some of the terror, and allows you to properly relax for the first time since arriving in the metal maze. | 1 | 0 | The first time a model enters this Tile it regains 2 Morale points. If a party draws an event card in this room and the card is a Curse or a Horror card then you may choose to discard that card and draw a new card instead. The first time the Blind Horror attempts to enter this room during the game it instead Returns to the Shadows. | Imperial Crest Pendant | - |
| Chaos Shrine | Although pitch black and shrouded in fog, your party is inexplicably able to see every detail. The room is full of corpses, laid out in protestation towards a central table, where a blasphemous icon to the dark gods sits, mocking your faith in the God-Emperor. As you examine the corpses of those in the room you find that they show not a single sign of been harmed by the Thing which hunts you. Instead, each shows a large slash across their throats, while a jagged, bloody blade sits in the cold hands of each cultist present. Instead of pooling on mass however, the blood has inexplicably flowed towards to hideous display at the rooms centre, as if the icon on the table had been drinking in all the spilt blood. As one, you feel something whisper in the back of your mind, a whisper of promises power, wealth, and immortality. The price? By the time you are done here, you will pay any price. | 1 | 0 | The first time a model enters this tile it loses 1 Morale Point. If a party draws an event card in this room and the card is a Blessing card then you must discard that card and draw a new card instead. The first time the Blind Horror attempts to enter this room during the game it instead Returns to the Shadows. | None | - |
| Viewing Platform | Your party is greeted by the sight of blackness, vast and endless. But this not the darkness of shadowy corners and dank corridors, but the darkness of space, so close, but yet so far. Out there, is freedom, if only you can reach it. | 1 | 0 | Once per game, a model on this Tile may elect to use their action to look out of the Viewing Platform. Roll 6D6 for each model that does so; for every roll of 6, that model regains 1 Morale point. | None | You may not use any explosive devices while on the Viewing Platform. |
| Cargo Lift | You find yourself standing in front of a set of open pneumatic doors, which reveal a large, metal walkway. You recognise it from the star carrier you cane to this god forsaken place, a Cargo Lift. Examining its controls you see that it is running off backup power, and only has the capability to take your party down one floor, deeper into the hulk. You are all apprehensive at the prospect, but taking the lift may be better than staying with what is behind you. | 1 | 0 | A model on this tile may use an action to activate the list. If so, move this tile and all models on it to one side and replace it with a Dead End Tile. The party in the lift are now on a new floor and continue as normal. If there are no other Imperial models on the original floor then discard all the tiles. If there are Imperial models on the original floor then they are now considered lost. | - |