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CATASTROPHIC DAMAGE VOID SHIP TABLE

2D6
2-3
4-5
6-9
10
11
12

Result
Hull Quake
Power Surge
No Effect
Explosion
Structural Collapse
Hull Breach

v.5

(Roll at the beginning of the turn)


The entire ship shakes to the core as the warp rips it in different directions.
A surge in the warp wrecks havoc on the ships remaining operational systems.
Prolonging the inevitable...
Corridors and rooms unexpectedly erupt in violent explosions and fires.
The ship is beginning to implode under its own weight.
A catastrophic failure of the ship that spells certain death for all aboard.
(Not in effect for the first four turns. If rolled, roll again for a different effect)

Hull Quake

Initial movement for all models and blips costs one additional AP.
All other actions and subsequent movement that turn is unaffected.

Power Surge

All operational doors will either open or close and jam in that position on a D6 roll of 4+.
Genestealers and blips (do not convert) in a doorway that closes are moved to an adjacent square if
possible. If they cannot move out of the doorway, the door closes and the model is killed.
A Broodlord must move out of the way of a closing door if possible. If he is unable to move out of the
way, the door is destroyed.
Marines in a doorway that closes are moved to an adjacent square if possible. If they cannot move
out of the doorway, the door will attempt to close and the model will be killed on a D6 roll of 6. If the
model or blip survives, the door is destroyed.
A power surge will only happen once per game. Any subsequent rolls resulting in a power surge now
result in an explosion.

Explosion

The Genestealer player chooses one section of the board that suffers an explosion.
Genestealers and blips (do not convert) caught in an explosion will be killed on a D6 roll of 6.
Broodlord will not be killed, but will lose 1 AP for that turn on a D6 roll of 6.
Marines are killed on any roll of doubles on 2D6.
An explosion will only happen once per game. Any subsequent rolls resulting in an explosion now
result in a collapse.

Collapse

The Genestealer player chooses one section of the board that suffers a collapse.
Any model or blip caught in a collapse is moved directly backwards 1 square starting with the most
forward model in the collapse section.
Genestealers and blips (do not convert) unable to move backward are killed on a D6 roll of 6.
Broodlord will lose 2 AP for that turn on a D6 roll of 6
Marines are killed on any roll of doubles on 2D6.
A collapse will only happen once per game. Any subsequent rolls resulting in a collapse now result in
a hull breach.

Hull breach

Designate the Genestealer entry points 1-6 as evenly as possible. Roll a D6 and determine which
Genestealer entry point will be the starting point for the breach and remove that section. Any blips or
models lurking at that entry point or standing in the entry section when the breach occurs are
destroyed. At the start of each following turn after a breach has started, remove all board sections
that were adjacent to the previous section(s) removed. All models, blips and doors caught in removed
sections are destroyed.
A breach creates a creeping vacuum inside the hulk that extends from the breach outward until it is
stopped by a closed door. This vacuum has no effect on Marines, but Genestealers roll one less D6
in hand to hand combat. This creeping vacuum has no affect a Broodlord.
A hull breach will only happen once per game. Once started, it is only a matter of seconds before the
hulk is ripped to pieces. No more rolls are made on the chart. Good luck.

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