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Space Hulk Third Edition: Solo Varient

v1.5 - updated: 11-Nov-2012



Space Marines:
No changes made. When it comes to using the Command Points though, just be honest with
yourself and don't use 6 every time. Not that anyone could stop you, but come on, have a
challenge.

Genestealer "AI":
Blip Reinforcement

Number the Genestealer Entry Areas. No need for a particular order however, just put the
numbers wherever you want cause the dice will decide anyway.

In the following rules is the term Key Space Marine. This refers to a Space Marine that is vital
to the mission. For example, in Mission 1 the Heavy Flamer, or in Mission 3 whichever Space
Marine carries the C.A.T.

"Beginning of mission" blips start closest to the Key Space Marine. Otherwise, the blips start at
the entry closest to any Space Marine.

Do not look at the number on the blips.

When placing blips the first blip is placed on the closest entrance to the Key Space Marine. The
rest are placed randomly. (See below). In the event that the mission does not have a Key Space
Marine, all blips are placed randomly.
For a random entrance, roll a die to determine random starting point for each blip separately.
1d6 for 1-6 entry areas, 1d10 for 7-10 entry points, 1d12 for 11-12 points, etc.
If a number is generated higher than there is entry points, reroll.
You can easily simulate a 1d12 roll with 2d6. Roll one die, then roll a second separately. If the second
result is an odd number, keep the result of the first die as is. If the second result is an even number, add
six to the first result.

Normal Lurking rules do not apply so if a Space Marine is 6 or fewer spaces forcing a lurk, the
blip will convert and the models will enter the board.

In the case that there are special rules for lurking (like in Mission 2 where blips are destroyed if
they are at an entry point with an Space Marine within 6 spaces), do the following. If the random
entry rolled for would cause the blip to be effected by special lurking rules, reroll once for a new
entry point. If the second roll puts the blip at an entry point effected by the special lurking rules,
then the blip is affected by those rules.
Space Hulk and all associated properties are copyright Games Workshop and their respective rights holders. BoardGameGeek.com
and the creator(s) of this variant rulebook are in no way associated with Games Workshop. For feedback, send a message to user
shacky22 on BoardGameGeek.com. Original design and English version by Christopher Ebert.
Blip Conversion

All blip conversion and movement rules apply as normal. As per the rules, blips cannot enter
line of site nor be revealed after they have moved.

If a blip has to enter the board into line of sight, then go ahead and convert it off the board and
have the models enter as normal.

If a blip, that hasn't moved yet, is close enough to an Space Marine to attack it, it will reveal and
which ever Genestealer that can make it to the Space Marine and get in an attack will do so.
(This counts as a voluntary reveal for rules sake therefore you cannot reveal models into line of
sight)

If in the case a converted blip cannot place all models legally, roll 1d6. On a roll of 1-2, the
models that cannot be placed are lost. On a roll of 3+, the blip, or blips near it, may move back
one space to allow room for the models. This movement does not count against the movement
allowed for blips. This is to simulate human error.

Blips will ALWAYS enter the board and move or convert and enter the board. The only time a
genestealer will not enter the board is if the entrance is blocked by another model.


Movement

Genestealers will always move toward the closest space marine. When the distance to marines
is equal, genestealers will use the following order of preference: marines facing away, marines
facing to the side, marines not on overwatch, marines on overwatch.

The Genestealers move in order from closest to a Space Marine to the furthest. In the event of a
tie determine which on randomly by a die roll.

If the Genestealer's move would cause him to enter a square within LOS of a Space Marine that
is on, roll a d6 on the Genestealer Tactics table. If the Genestealer has a guard marker (from
Defensive result) roll on the Defensive Tactics table instead. The result applies for the rest of
the that Genestealers turn.
This rule only happens for +2 space of line of sight because they can run across 1 space of line of sight
if they can't reach the Space Marine and attack but only if doing so will get them closer to another Space
Marine. If they can reach a Space Marine and attack at least once, do not roll on the tactics table and
automatically use the aggressive result.

Space Hulk and all associated properties are copyright Games Workshop and their respective rights holders. BoardGameGeek.com
and the creator(s) of this variant rulebook are in no way associated with Games Workshop. For feedback, send a message to user
shacky22 on BoardGameGeek.com. Original design and English version by Christopher Ebert.
Genestealer Tactics (d6)
Roll
1-2
3-4

5-6
Result
Defensive: Genestealer will lurk. On it's next turn, roll on the Defensive Tactic table.*
Semi-aggressive: Genestealer will move through LoS unless it's covered by
Overwatch. If so use the Defensive result.
Aggressive: Genestealer will move through LoS and Overwatch without lurking.
* Use a Guard Marker to remind you

Defensive Tactics (d6)
Roll
1
2-3

4-6
Result
Defensive: Genestealer will stay Defensive unless an alternate route can be taken**
Determined: Genestealer will move through LoS unless its covered by Overwatch, in
which it stays Defensive or takes an alternate route**
Impatient: Genestealer will no longer lurk and move through LoS and Overwatch
** Change the Guard Marker to an overwatch marker. If a Genestealer starts its turn with an Overwatch
marker, it automatically selects the Impatient result. This means that a Genestealer will only remain
defensive for 2 consecutive turns.
If however there is an alternate route, not covered by overwatch, the genestealer will take that instead.

If a Genestealer starts its turn in line of sight, it moves toward the closest Space Marine, even if
it can't get to it to attack. Do not roll on the Tactics Tables.

When a Key Space Marine is within 3 map sections or 12 spaces from his objective (whichever
comes first) Blips no longer enter random entry points and the Tactics table is no longer rolled
on. All blips/models enter at the point closest to the Key Space Marine and all genestealers are
Aggressive doing everything they can to get to the Key Space Marine.

C.A.T.
On the result that genestealers move the C.A.T., roll a die to determine a random direction.
If you have a Warhammer 40K random direction die, you could use that too. Just pick the direction
closest to the result.

Broodlord
If the mission allows the Broodlord, Revealing the Broodlord is still the same except when the
revealed blip is 3, roll a d6. On a 5+ the Blip is the Broodlord.
Space Hulk and all associated properties are copyright Games Workshop and their respective rights holders. BoardGameGeek.com
and the creator(s) of this variant rulebook are in no way associated with Games Workshop. For feedback, send a message to user
shacky22 on BoardGameGeek.com. Original design and English version by Christopher Ebert.

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