Space Hulk Third Edition: Solo Variant
v1.5 updated: 11Nov2012
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 16 entry areas, 1d10 for 710 entry points, 1d12 for 1112 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 12, 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 Genestealer’s 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 Result
12 Defensive:
Genestealer will lurk. On it's next turn, roll on the Defensive Tactic
34 table.*
Semiaggressive: Genestealer will move through LoS unless it's covered by
56 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 Result
1 Defensive: Genestealer will stay Defensive unless an alternate route can be taken**
23 Determined: Genestealer will move through LoS unless it’s covered by Overwatch,
in which it stays Defensive or takes an alternate route**
46 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.