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Space Hulk Solo-Play Rules

These rules modifications allow for playing Space Hulk with only a single player, taking the
role of the Space Marines. No additional rules apply to the Space Marines except look out
sir!, while the blips and Genestealers are moved and attack according to the rules given
below. Unless specifically superseded by the following ones, all normal Space Hulk rules
apply.

COMMAND POINTS
Because there is no need to hide the number of command points the Space Marines have, it is
easier to roll a D6 for them at the start of each turn rather than drawing a counter. Place a
counter on the square of the command points track corresponding to the number rolled, and
move it toward 0 when command points are spent to keep track of the number of points
actually left.
LOOK OUT SIR!
Each Space Marine Sergeant gets one Combat re-roll per game. This is for combat only not
shooting. He only gets the re-roll if another Space Marine is within 3 spaces and has line of
sight to the Sergeant.

GENESTEALERS

Movement
When a Genestealer is activated, it must move toward the Space Marine that is closest to it
when the Genestealer is activated. When there is more than one Space Marine at the same
distance from the Genestealer, one is selected randomly for the Genestealer to move toward.

Moving Through Fire


A Genestealer whose next move would take it into a square that is on fire rolls 1D6 before it
moves; on a roll of 6, it will move into the square (another roll must then be made as normal
to see if it takes damage from the fire). If it rolls anything other than a 6, it will stop moving,
ending its activation for the current turn.

Attack
Genestealers must spend as many AP as possible to attack a Space Marine if they can. When
more than one Space Marine is a valid target, one is selected randomly for each attack the
Genestealer makes.

BLIPS

Examining Blips
It is not allowed to look at the underside of a blip counter to see how many Genestealers it
represents, except when converting it.

Placing Blips
Number all Genestealer entry points sequentially, starting at 1 and going up. The first Blip
enters randomly based upon a dice throw to determine its entry point. The second blip will
enter at the point closest to the majority of the Space Marines. If this results in a choice of
entry points roll a dice to determine which entry point is used.
Lurking
Blips may not lurk at an entry point unless forced to do so by a nearby Space Marine or
because there is no free square available for them to enter the board through. Under all other
circumstances, blips must enter the board on the turn they become available.

The following paragraph is optional! The reason for this is that GW's Space Hulk Q&A
contradicts the rules as printed in the book, so use whichever you feel is better.

If the roll to select an entrance indicates a blip must use an entrance which is being blocked
by a Space Marine, the die is re-rolled. If this re-roll indicates an unblocked entrance, the
Genestealer uses that entrance instead. Should the re-roll indicate a blocked entrance
(whether the same one as originally rolled or another one), the blip must lurk at that entrance.
If the re-roll indicates an entrance that has three blips lurking at it already, re-roll again until
a valid entrance is selected. (In the rare case that all entrances are blocked or have three blips
lurking already, the current blip is put in the stack of used blips.)

Blip Movement
Each blip must spend all its APs to move toward the nearest Space Marine at the time of the
blip's activation and attack if it can. If the nearest Space Marine is already engaged in
Combat or Shooting it will move towards the next nearest Space Marine instead. If all Space
Marines are engaged it will move towards the nearest.

Moving Through Fire


A blip whose next move would take it into a square that is on fire rolls 1D6 before it moves;
on a roll of 6, it will move into the square (another roll must then be made as normal to see if
it takes damage from the fire). If it rolls anything other than a 6, it will stop moving, ending
its activation for the current turn.

Moving Against Space Marines on Over Watch


Before a Genestealer or blip moves into an space that is covered by a Space Marine on Over
Watch roll 1D6.
1-2 Attack!

The Genestealer will launch itself into a hail of fire.

3-4 Go Round! The Genestealer will go by another route if one is available. (Even if this
means it has to cross a space at a junction that is covered by Over Watch. The Genestealer
will not charge the Space Marine. It is trying to minimise itself as a target). If no other route
is available roll 1D6. 1-3 Attack, 4-6 Lurk.
5-6 Lurk! The Genestealer or Blip will lurk for this turn.

Voluntary Conversion
A blip may only be voluntarily converted under two circumstances. The first is if its first
move right after activation would be to move into line of sight of, or next to, a Space Marine;
in this case, it must always be converted.
The second possibility is if the blip has enough AP at the start of its activation to move it into
LOS or next to a Space Marine this turn (this means that any blip that is reasonably close to a
Space Marine must have its movement counted out before the blip is actually moved). In this
case, roll 1D6 at the start of the blip's activation, and on a 4+, it is converted and the
Genestealers move and possibly attack normally; if it is not converted, the blip moves like a
blip and must stop right before making an illegal move.

Placing Revealed Genestealers


If the Genestealer player would be allowed to place revealed Genestealers, they must be
placed as close as possible to the nearest Space Marine, facing that model. All other normal
Genestealer placement rules must still be followed.

THE BROODLORD
If the mission calls for the Broodlord to be used, roll a D6 any time a '3' blip is revealed. The
first time this happens, on a roll of 6 the Broodlord is placed instead of Genestealers. Every
time a new '3' blip is revealed, the number to be rolled is reduced by 1 (that is, the Broodlord
must be placed on a roll of 5 or 6 for the second '3' blip, of a 4 or higher for the third '3' blip,
and so on). The roll cannot become lower than 2+.

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