Welcome to Deathmaw Valley!
Commencing Countdown, ELITE Soldiers!
The Proxies have released a foul new bio-weapon – the ravenous Deathmaw! After suffering the unstoppable hunger of the segmented titan scuttling through cities, its mandibles shoving anything they can grasp into its waiting mouth, the tacticians of Project: ELITE put together a plan. They lured it into a tight valley with high-radiation salvage bait and closed off one end with heavy ordnance. The Great Worm has only one direction to go – into the deadly firepower and traps of Project: ELITE!
The Deathmaw Valley Expansion is an Optional Buy that we are offering to backers for $50. This product is estimated to later hit retail at a $60 SRP.
The Deathmaw Valley Expansion comes with:
- 1 Deathmaw Multi-part figure with:
- - 1 Head segment
- - 6 Middle segments
- - 1 Tail segment
- 1 Set of Armaments:
- - 1 Beacon
- - 2 Missile Turrets
- - 2 Laser Turret
- - 2 Flamethrowers
- - 1 Thumper
- - 2 Charged Lance
- - 3 Land Mines
- 6 Event Cards
- 12 Deathmaw Activation Cards
- 12 Equipment Cards
- 3 Acid Cards
- 1 Alien Boss Card
- 1 Reference Card
- 6 Poison Tokens
- 1 Bio Sample Token
- 10 Mission Tiles
- 1 Crashed Shuttle Tile
- 1 Double-Sided Game Board
- 1 Rulebook
Backers who get the Deathmaw Valley Expansion during this Kickstarter campaign will also get the Kickstarter Exclusive Hero Captain Ronan, including his figure and dashboard!
As an expert marksman, Ronan Cleary ranks up one of the highest kill tallies among the ELITEs. In game, he’s able to convert some Action dice results into Weapon attack results or others, making him a very reliable asset when it comes to shooting enemies down.
The Deathmaw Valley Expansion brings a brand-new Epic Boss, a new double-sided game map, 6 new Missions, an arsenal of plastic Armaments for the ELITEs, new Equipment, plus all the cards and tokens that accompany Deathmaw and the new Missions!
Deathmaw, the Great Worm is a special type Boss that can be encountered in the Valley or its Burrow. It is made of its Head segment, Tail segment, and 6 Middle segments. In equally special form, the figure for Deathmaw is a very specially crafted piece, composed of 8 modular pieces that connect and can be removed to represent its status during gameplay.
Check out the video below to learn more about the Deathmaw figure:
There’s a number of ways that Deathmaw can appear in the game. While some Missions have instructions on its initial placement, Deathmaw can also be spawned as the result of a Boss card, or even summoned by the players through the use of the new Thumper Armament!
Attacking the Worm!
The Worm is constantly moving, and the ELITEs can only target a specific body segment when attacking from up 2 Spaces away. If they attack from farther away, they have to roll a Hit die to determine which body segment is hit. Deathmaw’s Head and Tails segments have 10 Health, and each Middle segment has 6 Health, all of which are tracked individually in their segment cards. As each part is destroyed, the corresponding miniature part gets removed and segment card get flipped to reveal a special effect!
Deathmaw’s Movement and Attack
As Deathmaw isn’t exactly part of the swarming invading force, it doesn't move or follow arrows just like a regular alien. Instead, the Great Worm uses a special deck of movement and attack cards that define how it will act every time that an Alien face comes into the die rolls. The special deck allows Deathmaw to bring a plethora of tactics to the encounter, being able to burrow underground and reappear as well as tap into a wide range of attack possibilities, from using its crushing maw, to body slamming, to spraying poison.
The 6 New Missions from Deathmaw Valley add a survival style experience to the game:
Out for the Worm: How the Great Worm interacts with the Aliens is still unknown to us, but every invasion swarm in the Valley region seems to be followed by this mysterious creature. The ELITEs must hold for the whole invading swarm while setting traps to then confront the Worm.
The Great Hunt: Amidst of the chaos from an Alien invasion, armed with a single Thumper as a bait, the ELITEs must hunt and capture the Great Worm or die trying.
Rescue in the Valley: The ELITEs are sent to the Valley to retrieve samples from a crashed transport shuttle. But it seems that the Aliens have other plans for the fallen ship.
Fight another day: With their transport ship having fallen in the Valley among an Alien swarm, the ELITE team must leave the ship and clear their way out before they become surrounded.
Destroying the Lair: The ELITEs are tasked with destroying Deathmaw’s lair, and will try to use the lava around the Burrows to fill the Worm’s tunnels.
Down Below: Intel reports a sudden change in Deathmaw’s behavior. It’s believed that it may be preparing a nesting ground, and the ELITEs are sent out to investigate it.
The new double-sided map shows the Valley on one side, and the underground Burrow on the other. This map has a unique rectangular layout, surrounded by cliffs on both sides, making it a long corridor with only two ways out!
Freshly deployed into the Valley by the Project: ELITE Research Department are a set of special Armaments made available to fight Deathmaw. Each Armament brings its unique trigger and effect. In game they are governed by special Equipment cards that the ELITEs can carry on their dashboard to be activated when desired. When Aliens step into a Space containing an Armament it gets disabled until the end of the Round, and will be ready to be used again next round.
By default, each Armament gets activated once per Round, right before the beginning the Action Phase (except for Landmines):
Flamethrower: Can hit 3 squares in a line (orthogonal or diagonal), with 2 damage on a 2+ To-Hit.
Missile Turret: Fires up to 3 missiles. Each missile hits a target in any range, with 3 damage, 4+ To-Hit.
Laser Turret: Infinite range fire in orthogonal or diagonal line, with 3 damage on a 3+ To-Hit.
Thumper: Forces the Great Worm to appear at the Thumper location with its ‘Surprise Attack’ or ‘Digging the earth’ cards.
Charged Lance: Infinite range in orthogonal or diagonal line; hits on a 5+. If the Great Worm gets hit, it doesn’t move in the next round.
Beacon: any Hero adjacent to the Beacon can heal one Damage resolving a specific die result.
Landmine: deals automatic damage when a figure enters it Space.
Time’s up, squad. Stand by for the next mission update!