Mission and Campaign Generator

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Mission and Campaign Generator Games Workshop 1 Warhammer 40,000 V2.0

Mission and Campaign Generator 4 Mission Generator 4 Generate Mission Type 4 Choose Race 4 Generate Random Map 4 Choose Forces 5 Play the Game 6 Mission Types 7 Seek and Retrieve 7 Defend 7 Rescue 7 Establish a perimeter 7 Revive and retreat 8 Set and Run 8 Regroup 8 Passing Through 9 Descend 9 Activate the Console 9 Delivery 9 C.A.T Hunt 10 Campaign Generator 11 Geotiles 12 Games Workshop 2 Warhammer 40,000

Games Workshop 3 Warhammer 40,000

Mission and Campaign Generator Space hulk can be played as individual missions or as a full campaign made up of 2 or more missions. Games can be played from predefined missions or by using the mission or campaign generator as detailed below Mission Generator The creation of random missions follow these basic rules. Payers generate a mission type Players choose their race Players generate a random map using the geotiles Players choose their forces Choose Race Players choose their race by one player rolling 1xD6. Dice Roll 1-3 Marines Race 4-6 Tryinids Generate Mission Type Roll 1xD12 and consult the following table. Dice Roll Mission type 1 Seek and Retrieve 2 Defend 3 Rescue 4 Establish a Perimeter Generate Random Map Players then generate a map by randomly choosing one of the Left side Geotiles and one of the Right side Geotiles (see Geotiles section). The map can now be assembled. Unless the mission details state otherwise, the Marine player rolls 1xD6 to see how many squads they have. 5 Revive and Retreat Dice Roll Number of Squads 6 Set and Run 7 Regroup 8 Passing Through 9 Descend 10 Activate the Console 11 Delivery 12 C.A.T Hunt Read through the appropriate later sections based on which mission you rolled. 1 1 2-5 2 6 3 To determine the Marine squads starting position, the Marine player rolls 1xD6. They then place the 5 space tile at the appropriate marker (M1-6) based on the roll. If playing with 2 or 3 squads then add an extra 5 space tile. The mission details will state which player is responsible for choosing the Marine squads exit position if applicable. Place a Marine objective counter off-board next to the chosen position. Games Workshop 4 Warhammer 40,000

The mission details will also state which player is responsible for placing objective counters if applicable. Choose Forces The Marine player now picks the squad(s) they want. A squad consists of a command unit and where allowed, an optional support unit. The Marine player must choose as many command units as the number of squads they rolled for earlier, but they can only use one of each. For each Librarian and Captain command unit, the Stealer gets the following. Command Unit Librarian Lvl 1 Librarian Lvl 2 Librarian Lvl 3 Librarian Lvl 4 Stealer player receives 1x Hormagaunt 1x Hormagaunt 1x Broodlord 2x Hormagaunts 1x Broodlord 2x Hormagaunts 2x Broodlords Available command units: Captain 1x Hormagaunt 1x Broodlord Command Unit 1x Sergeant armed with Storm Bolter and Power Sword. 1x Terminator armed with Storm Bolter and Chain Fist. 1x Terminator armed with Storm Bolter and Power Glove. 1x Sergeant armed with Thunder Hammer and Storm Shield. 2x Terminators armed with Storm Bolter and Power Glove. Librarian (Lvl 1) Librarian (Lvl 2) Librarian (Lvl 3) Librarian (Lvl 4) Captain Support Unit Allowed Yes Yes No No No No No nce the Marine player has chosen their command units and the Stealer player has chosen their options, the Marine player then chooses support units if applicable. They can if they wish, choose not to have support units in order to deny the Stealer player more options. Available support units: Support Unit 1x Terminator armed with a Heavy Flamer. 1x Terminator armed with Storm Bolter and Power Glove. 1x Terminator armed with an Assault Cannon. 1x Terminator armed with Storm Bolter and Power Glove. 1x Terminator armed with Lightning Claws. 1x Terminator armed with Storm Bolter and Power Glove. For each command unit used (except for Librarians and Captain), the Stealer player rolls 1xD6 and receives one of the following: Tyranid Unit (for each command unit) 1-2 1x Ambush Blip 3-5 Roll on Special Unit table 6 1x Broodlord For each support unit used, the Stealer player rolls 1xD6 and receives one of the following: Tyranid Unit (for each support unit) 1-3 1x Rubble Counter 4-6 Roll on Special Unit table Rubble counters can be placed wherever the Stealer player chooses as long they they do not make it impossible for the Marines to complete their objectives. Games Workshop 5 Warhammer 40,000

The Marine player can now choose to equip their Terminators with some extra equipment. Again, they do not have to if they wish. The game is then played following the normal game sequence until victory conditions for either side has been met. Equipment 5x Power Field Generators (Max 1) 1x Gas Grenade 2x Crak Grenade 2x Frag Grenades 1x Assaut Cannon reload (Max 1 per unit) 1x Heavy Flamer reload (Max 1 per unit) Remember, each Marine unit can only carry one grenade each. The Assault Cannon unit can only receive one extra reload giving him a max of two reloads. The Heavy Flamer unit can only receive one extra reload giving him a max of only one reload.. The Stealer player will receive one Blip reinforcement for every Marine command unit that started the mission. Remember, Captains and Librarians count as a command unit each. Special Unit Table 1-3 2x Feeder Tendrils 4-5 2x Hrmagaunts 6 1x Acid Maw For each equipment pack used, the Stealer player rolls 1xD6 and receives one of the following: Tyranid Unit (for each equipment pack) 1-2 1x Rubble Counter 3-4 1x Jammed Door 5 1x Ambush Blip 6 Roll on Special Unit table Jammed door counters can be placed next to any door(s) the Stealer player chooses in order to slow the Marines advance. Play the Game The mission details may state that the Stealer player can place Blips at Stealer entry areas (starting Blips) before the game then starts with the Marine player. If so, roll 1xD6. Dice Roll Number of starting Blips 1-3 1 4-5 2 6 3 Games Workshop 6 Warhammer 40,000

Mission Types Rescue Seek and Retrieve A Relic, Artefact or Essential piece of equipment is to be retrieved from the clutches of the vile brood. Map Setup The Marines starting position is also the exit point. The Stealer player chooses the location of the of the item to be retrieved. The Stealer player has starting Blips. bjectives At least one Terminator unit must exit the board carrying the item. Any other result is a win for the Stealer player. A Retreating squad must be rescued. Map Setup Always played with two squads. The first Marines starting position is done as normal by rolling 1xD6. The other is an M point at the opposite side of the map chosen by the Stealer player. The Stealer player chooses one of the Marines starting positions as the exit point. The retreating squad starts at the other. bjectives At least one of the units from the retreating squad must escape via the exit point. Any other result is a win for the Stealer player. Establish a perimeter Defend A herd of Genestealers are heading towards a group of unsuspecting Marines who must defend themselves. Map Setup The players takes turns to place Marine units within rooms and facing of their choosing starting with the Marine player. bjectives Depending on the number of squads the Marine has, the Stealer player has the following number of blips. Number of Squads Number of Blips 1 30 2 45 The Marines must establish a secured perimeter from the foul beings. Map Setup The Stealer player has starting Blips. bjectives At each of the Stealer entry areas is a Bulkhead which needs to be sealed. n open ended straight corridor tiles, the bulkhead is located on the end square. n open ended cross or tee junction tiles, the bulkhead is located on the first square (the one that would block all entry areas). Use the bulkhead counters flipped on the open side. Marines can close them like normal doors but once closed they cannot be opened again. When closed, flip the bulkhead counter to the closed side. Marines must close all the bulkheads. other result is a win for the Stealer player. Any 3 60 The Marine player must kill all Stealer units. Games Workshop 7 Warhammer 40,000

Revive and retreat A squad of Marines have be left unconscious and need to be revived. Map Setup Aways played with two squads. ne of the squads is unconscious and cannot be a Librarian or Captain and must have a support unit. Dice Roll Number of Explosive Points 1-2 1 3-5 2 6 3 Place the explosive counters with the Unset side up. The Marine player places each member of the unconscious squad within rooms of their choosing, but they must be in different rooms (Unless there is not enough rooms) and placed on their side. The Stealer player chooses the Marines exit point. Must be different to the starting position. To revive a unit, the reviving Marine must have the unconscious Marine in their close assault square and spend 2 APs. Revived units are placed upright and facing as Marine player chooses and can move immediately. Stealer units will not attack unconscious Marine units. bjectives All Unconscious Marines must be revived and at least one Terminator unit must exit the board. Any other result is a win for the Stealer player. Set and Run Explosives need to be positioned and set in order to be remotely triggered. Map Setup The Stealer player chooses the Marines exit point. Must be different to the starting position. The Stealer player chooses the location of the of the explosive points which are always the centre square of a room (excluding the 4 way room). Roll 1xD6 to see how many explosive points the Marines must deliver. To set an explosive device, a Marine unit must be standing on the explosive counter and spend 2 APs. nce set, flip the explosive counter over to the Set side. bjectives All explosives must be set and at least one Terminator unit must exit the board. Any other result is a win for the Stealer player. Regroup Two squads that have been separated are to regroup. Map Setup Always played with two squads. The first Marines starting position is done as normal by rolling 1xD6. The other is an M point at the opposite side of the map chosen by the Stealer player. The Stealer player chooses the Marines exit point. Must be different to the starting positions. The Stealer player has starting Blips. bjectives At least one Terminator unit from each squad must exit the board. Any other result is a win for the Stealer player. Games Workshop 8 Warhammer 40,000

Passing Through bjectives Marines are on route through the Hulk. Map Setup The Stealer player chooses the Marines exit point. Must be different to the starting position. The Stealer player has starting Blips. bjectives At least one Terminator unit must exit the board. Any other result is a win for the Stealer player. Descend Marines are on route through the Hulk and must descend to the lower levels. Map Setup When assembling the map, keep the two sides separate. ne shall be the upper level and one the lower level. Wherever the Marines starting position is, that is the upper level. The Stealer player chooses the Marines exit point on the lower level. The Stealer player rolls 1xD6. At least one Terminator unit must exit the board. Any other result is a win for the Stealer player. Activate the Console A vital computer console needs to be activated. Map Setup The Stealer player chooses the location of the of the computer console. Must be in a room (excluding the 4 way room) along a wall. Use the computer console counter. The Stealer player has starting Blips. A Marine unit can activate the console by standing with the console in his close assault square and spending 2 APs. bjectives The Marine player must activate the computer console. Any other result is a win for the Stealer player. Delivery An Essential piece of equipment is to be delivered. Dice Roll Lift or Ladder Map Setup 1-3 Lift 4-6 Ladder The Stealer player chooses the location of the of the lift/ladder used for descending to the lower level. Must be at least 12 squares away from a Stealer Entry Area. If this is impossible, place a dead end on an Entry Area. The Stealer player can only place blips on the lower level once the first Marine unit walks onto the lift/ladder tile. The Stealer player chooses the Marines exit point. Must be different to the starting position. The Stealer player has starting Blips. ne of the Marine units starts with the item for delivery. The item can be passed to other units as normal. bjectives At least one Terminator unit must exit the board carrying the item. Any other result is a win for the Stealer player. Games Workshop 9 Warhammer 40,000

C.A.T Hunt A C.A.T containing vital information is to be retrieved. Map Setup The Marines starting position is also the exit point. The Stealer player chooses the starting location and facing of the of the C.A.T to be retrieved, must be center square of a room (excluding the 4 way room). The Stealer player has starting Blips. The C.A.T always moves 6 squares in the direction it is facing during the Rest Phase. Roll 1x D6. Marine units collect the C.A.T unit by standing on the same square as it. If the C.A.T unit moves into a marine unit, it is automatically collected by that unit. A picked up C.A.T can be passed as normal. The C.A.T unit can occupy the same space as a Stealer unit. Stealer units will not attack the C.A.T unit. If a Marine unit carrying the C.A.T is killed, it is dropped and continues moving as above. bjectives At least one Terminator unit must exit the board carrying the C.A.T. A C.A.T unit that moves off the board via the Marines exit point is a automatic win for the marines. Any other result is a win for the Stealer player. Dice Roll C.A.T movement command 1-2 Take first left 3-4 Take first right 5-6 Carry on straight The C.A.T unit never cuts corners. If the C.A.T hits a wall, a jammed door or entry area, it will just stop and turn. Roll 1xD6. Dice Roll Turn direction 1-2 Turn left 3-4 Turn right 5-6 Turn 180 Non-jammed doors will automatically open and then close for the C.A.T but it can never end it s movement on a door square (just move it one square forward. A C.A.T unit that starts it s movement in a room and gets a Take first left or Take first right command, it will only turn left or right at the centre square (and only if there is an exit left or right. Games Workshop 10 Warhammer 40,000

Campaign Generator The campaign generator creates four randomly chosen missions from the mission generator. First, players choose their race. They can now play through the four missions as below. Mission 4 Roll 1xD6. Dice Roll Mission 1-2 Defend 3-4 Set and Run 5-6 Activate the Console Mission 1 Roll 1xD6. The Marine player must win mission 4 and at least one of the first three to win the campaign. Dice Roll Mission 1-2 Seek and Retrieve 3-4 Establish a Perimeter 5-6 Delivery Mission 2 Roll 1xD6. Dice Roll Mission 1-2 Passing Through 3-4 Descend 5-6 C.A.T Hunt Mission 3 Roll 1xD6. Dice Roll Mission 1-2 Revive and Retreat 3-4 Regroup 5-6 Rescue Games Workshop 11 Warhammer 40,000

Geotiles The following Geotiles can be used for generating random maps. They are divided into 12 left sides and 12 right sides. To generate a random map, players roll 1xD12 for the left side and 1xD12 for the right side. Left Side Right Side Dice Roll Map Page Dice Roll Map Page 1 13 2 14 3 15 4 16 5 17 6 18 7 19 8 20 9 21 10 22 11 23 12 24 1 25 2 26 3 27 4 28 5 29 6 30 7 31 8 32 9 33 10 34 11 35 12 36 Each left and right side have 3 end sections (denoted by symbols) that align exactly and these are where the two sides are connected together. ⓵ ⓶ ⓷ ⓸ ⓹ ⓺ - All represent position of doors. The circles with numbers are for solo players only, for choosing jammed doors. Roll 1xD6 and 1-3 is for the left side map and 4-6 is for the right side map. Then roll another 1xD6 and place a Jammed counter next to the relevant numbered circle. R1 - R6 - Are for solo players only, for choosing rubble counter positions. Roll 1xD6 and 1-3 is for the left side map and 4-6 is for the right side map. Then roll another 1xD6 and place a rubble counter on the relevant R number. M1 - M6 - Are for choosing the Marines starting positions. If this number is within a tile then that tile should be removed and replaced with the 5 space tile. Roll 1xD6 and the starting position is the relevant M number. nce the Marines starting position has been determined, all other open ended sections are Stealer Entry Areas. Any Stealer entry areas that fall within 6 squares of the Marines starting position must be blocked off with a dead end piece. Games Workshop 12 Warhammer 40,000

Left Side Map 01 M1 R5 ⓷ ⓶ R4 ⓸ M2 ⓹ R3 R2 R1 R6 ⓵ ⓺ M3 Room - 3(1) Cross - 4 Tee - 3 Corner - 2 Dead-End - 0 Special - 0 Straight(1) - 2 Straight(2) - 5 Straight(3) - 2 Straight(4) - 2 Straight(5) - 1 Door - 10 Games Workshop 13 Warhammer 40,000

Left Side Map 02 M1 M3 ⓹ ⓺ R4 R3 ⓵ ⓷ R2 R1 ⓶ R6 R5 ⓸ M2 Room - 3(1) Cross - 4 Tee - 4 Corner - 2 Dead-End - 0 Special - 0 Straight(1) - 2 Straight(2) - 5 Straight(3) - 3 Straight(4) - 2 Straight(5) - 1 Door - 10 Games Workshop 14 Warhammer 40,000

Left Side Map 03 M1 ⓹ R6 ⓸ R2 ⓺ M2 ⓶ R4 ⓵ R1 ⓷ R3 R5 M3 Room - 3 Cross - 4 Tee - 4 Corner - 2 Dead-End - 0 Special - 0 Straight(1) - 2 Straight(2) - 5 Straight(3) - 3 Straight(4) - 2 Straight(5) - 0 Door - 10 Games Workshop 15 Warhammer 40,000

Left Side Map 04 M2 R5 R4 ⓹ ⓷ ⓶ R2 ⓵ R6 R1 ⓺ ⓸ R3 M1 M3 Room - 3(1) Cross - 4 Tee - 3 Corner - 3 Dead-End - 0 Special - 0 Straight(1) - 2 Straight(2) - 4 Straight(3) - 3 Straight(4) - 1 Straight(5) - 0 Door - 10 Games Workshop 16 Warhammer 40,000

Left Side Map 05 M1 ⓺ ⓹ R5 M3 R3 ⓶ R6 ⓵ R2 R1 ⓸ R4 ⓷ M2 Room - 4(1) Cross - 4 Tee - 4 Corner - 3 Dead-End - 0 Special - 0 Straight(1) - 2 Straight(2) - 5 Straight(3) - 1 Straight(4) - 2 Straight(5) - 1 Door - 10 Games Workshop 17 Warhammer 40,000

Left Side Map 06 M1 R1 ⓹ R4 ⓺ ⓸ R6 ⓵ R2 R5 M3 R3 ⓷ ⓶ M2 Room - 2 Cross - 4 Tee - 4 Corner - 3 Dead-End - 2 Special - 0 Straight(1) - 1 Straight(2) - 5 Straight(3) - 3 Straight(4) - 2 Straight(5) - 2 Door - 9 Games Workshop 18 Warhammer 40,000

Left Side Map 07 M2 R1 ⓵ ⓹ R6 ⓸ R3 R4 ⓷ M3 ⓺ R5 ⓶ R2 M1 Room - 4(1) Cross - 4 Tee - 4 Corner - 2 Dead-End - 2 Special - 0 Straight(1) - 2 Straight(2) - 4 Straight(3) - 3 Straight(4) - 2 Straight(5) - 0 Door - 10 Games Workshop 19 Warhammer 40,000

Left Side Map 08 M2 ⓷ R3 ⓸ R4 ⓶ ⓹ R1 M3 R6 ⓵ R5 R2 ⓺ M1 Room - 3(1) Cross - 4 Tee - 4 Corner - 2 Dead-End - 1 Special - 0 Straight(1) - 2 Straight(2) - 3 Straight(3) - 2 Straight(4) - 2 Straight(5) - 0 Door - 10 Games Workshop 20 Warhammer 40,000

Left Side Map 09 M2 ⓶ R1 R5 R6 ⓸ ⓺ ⓷ R2 R3 ⓵ R4 M3 ⓹ M1 Room - 4(1) Cross - 4 Tee - 4 Corner - 3 Dead-End - 1 Special - 0 Straight(1) - 2 Straight(2) - 4 Straight(3) - 2 Straight(4) - 1 Straight(5) - 0 Door - 10 Games Workshop 21 Warhammer 40,000

Left Side Map 10 ⓸ R3 ⓶ M2 R6 R1 ⓵ ⓺ ⓹ R2 R4 ⓷ R5 M3 M1 Room - 2 Cross - 4 Tee - 4 Corner - 3 Dead-End - 0 Special - 0 Straight(1) - 1 Straight(2) - 4 Straight(3) - 3 Straight(4) - 0 Straight(5) - 1 Door - 9 Games Workshop 22 Warhammer 40,000

Left Side Map 11 R3 ⓹ M2 ⓵ R1 ⓸ R6 R4 R5 ⓷ ⓶ R2 ⓺ M3 M1 Room - 3 Cross - 4 Tee - 4 Corner - 3 Dead-End - 1 Special - 0 Straight(1) - 0 Straight(2) - 4 Straight(3) - 2 Straight(4) - 0 Straight(5) - 1 Door - 10 Games Workshop 23 Warhammer 40,000

Left Side Map 12 R2 ⓹ M2 ⓶ ⓺ R5 R1 ⓵ R3 R6 ⓸ M1 ⓷ R4 M3 Room - 3(1) Cross - 4 Tee - 4 Corner - 0 Dead-End - 0 Special - 0 Straight(1) - 2 Straight(2) - 4 Straight(3) - 3 Straight(4) - 2 Straight(5) - 1 Door - 10 Games Workshop 24 Warhammer 40,000

Right Side Map 01 M6 R2 ⓷ ⓺ R6 R3 ⓵ ⓸ R1 R5 ⓶ M4 R4 ⓹ M5 Room - 3 Cross - 4 Tee - 4 Corner - 3 Dead-End - 0 Special - 1 Straight(1) - 2 Straight(2) - 4 Straight(3) - 3 Straight(4) - 2 Straight(5) - 1 Door - 10 Games Workshop 25 Warhammer 40,000

Right Side Map 02 R6 ⓸ R3 R2 ⓷ M4 ⓵ R5 R1 ⓹ R4 ⓶ M6 ⓺ M5 Room - 2 Cross - 4 Tee - 3 Corner - 3 Dead-End - 2 Special - 1 Straight(1) - 1 Straight(2) - 4 Straight(3) - 3 Straight(4) - 2 Straight(5) - 1 Door - 10 Games Workshop 26 Warhammer 40,000

Right Side Map 03 M6 ⓵ R6 ⓷ R1 R2 ⓹ R5 ⓶ R3 M4 R4 ⓸ ⓺ M5 Room - 3 Cross - 4 Tee - 4 Corner - 3 Dead-End - 2 Special - 1 Straight(1) - 2 Straight(2) - 5 Straight(3) - 3 Straight(4) - 1 Straight(5) - 1 Door - 10 Games Workshop 27 Warhammer 40,000

Right Side Map 04 M4 M6 ⓷ R3 R1 R6 ⓵ ⓹ ⓶ R2 R5 ⓸ ⓺ R4 M5 Room - 3 Cross - 4 Tee - 4 Corner - 3 Dead-End - 1 Special - 0 Straight(1) - 2 Straight(2) - 4 Straight(3) - 3 Straight(4) - 2 Straight(5) - 1 Door - 10 Games Workshop 28 Warhammer 40,000

Right Side Map 05 R1 R2 ⓷ R4 ⓵ ⓶ ⓺ R3 M6 ⓹ R6 R5 ⓸ M5 M4 Room - 3 Cross - 4 Tee - 4 Corner - 3 Dead-End - 1 Special - 1 Straight(1) - 2 Straight(2) - 5 Straight(3) - 3 Straight(4) - 1 Straight(5) - 1 Door - 10 Games Workshop 29 Warhammer 40,000

Right Side Map 06 R1 M6 ⓹ R4 ⓵ R5 M4 ⓷ R2 M5 ⓶ R6 ⓸ R3 ⓺ Room - 2 Cross - 4 Tee - 4 Corner - 3 Dead-End - 1 Special - 1 Straight(1) - 2 Straight(2) - 3 Straight(3) - 3 Straight(4) - 1 Straight(5) - 1 Door - 10 Games Workshop 30 Warhammer 40,000

Right Side Map 07 M6 R1 ⓵ ⓹ R2 R6 M4 R5 ⓸ ⓺ R3 ⓶ R4 ⓷ M5 Room - 3 Cross - 4 Tee - 4 Corner - 1 Dead-End - 0 Special - 1 Straight(1) - 2 Straight(2) - 3 Straight(3) - 3 Straight(4) - 1 Straight(5) - 1 Door - 10 Games Workshop 31 Warhammer 40,000

Right Side Map 08 M6 M4 R1 ⓶ ⓺ R2 ⓵ R6 R5 ⓸ R3 ⓹ M5 R4 ⓷ Room - 3 Cross - 4 Tee - 4 Corner - 3 Dead-End - 1 Special - 1 Straight(1) - 2 Straight(2) - 5 Straight(3) - 1 Straight(4) - 0 Straight(5) - 1 Door - 10 Games Workshop 32 Warhammer 40,000

Right Side Map 09 M5 ⓶ ⓺ R1 R2 R5 ⓵ ⓷ R4 ⓸ R3 M6 M4 R6 ⓹ Room - 3 Cross - 4 Tee - 4 Corner - 2 Dead-End - 0 Special - 1 Straight(1) - 2 Straight(2) - 2 Straight(3) - 3 Straight(4) - 2 Straight(5) - 1 Door - 10 Games Workshop 33 Warhammer 40,000

Right Side Map 10 ⓸ ⓹ R1 M5 R5 ⓺ R4 R3 ⓵ R2 M4 ⓶ R6 ⓷ M6 Room - 3 Cross - 4 Tee - 4 Corner - 2 Dead-End - 2 Special - 0 Straight(1) - 1 Straight(2) - 5 Straight(3) - 2 Straight(4) - 2 Straight(5) - 1 Door - 10 Games Workshop 34 Warhammer 40,000

Right Side Map 11 ⓵ R6 ⓸ M5 R2 R4 R1 ⓺ ⓶ M4 R5 ⓷ ⓹ R3 M6 Room - 3 Cross - 4 Tee - 4 Corner - 2 Dead-End - 0 Special - 1 Straight(1) - 1 Straight(2) - 3 Straight(3) - 3 Straight(4) - 2 Straight(5) - 1 Door - 10 Games Workshop 35 Warhammer 40,000

Right Side Map 12 M6 ⓸ R1 ⓵ ⓹ R6 R5 R3 ⓶ R4 M4 ⓷ R2 ⓺ M5 Room - 3 Cross - 4 Tee - 3 Corner - 3 Dead-End - 1 Special - 1 Straight(1) - 2 Straight(2) - 4 Straight(3) - 3 Straight(4) - 2 Straight(5) - 1 Door - 10 Games Workshop 36 Warhammer 40,000

Games Workshop 37 Warhammer 40,000

Games Workshop 38 Warhammer 40,000

Games Workshop 39 Warhammer 40,000

Games Workshop 40 Warhammer 40,000