Alternative Rules for Friendly
games of Space Hulk, By Sean Patten
OVERVIEW
DERELICT is an
alternative way to enjoy Games Workshop's famous tabletop
game, Space Hulk. You can play solo, or
cooperative. The board is randomly generated as you
explore, and encounter blips keep things fresh with each new
room or corridor.
COMPONENTS
To play DERELICT, you
will need: A
Copy of Space Hulk []
6-sided Dice [] Troop Stats [] Enemy Stats [] Encounter Blips []Enemy Blips, Hit and Grenade Markers
GETTING STARTED
Place one half-round
ENTRY TILE per player on any table edge, at least 18 inches away
from the center of the board and at least 12 inches from any
other entry point. Leftover ENTRY TILES can be placed the
same way, and treated as EXIT TILES. Place 1 objective marker
(use the eagle tokens) per player near the middle of the board,
plus one extra objective, at least 6 inches apart from each
other.
Set aside one 4-way
intersection per player. Set aside all of
the corridors that are only 1 or 2 squares long.
Set aside all the dead end corridors. REMOVE all the 5-square corridor
tiles from the box. Then put all the rest of
the room, corridor, and intersection tiles in the box so you
can draw randomly from them.
Choose a Squad, any
specialists your squad allows, and a Chapter bonus (see TROOPS for details).
When you're ready to
start, have each player roll two dice- whoever has the highest
roll goes first, and turns continue around the table in a
clockwise order. If playing teams, stagger the players
so teams alternate. When it's your turn, you may do TWO
things with each of your models. These things are called
ACTIONS. Finish both actions with one model before you
start with the next. Continue until ALL of your models
have done two actions (or chosen to do nothing). Then
it's the next player's turn. After the last player's turn is
the ENEMY TURN. Once all the Enemies have gone, it's
back to the FIRST player's turn.
EXPLORING THE
DERELICT
Whenever you reach
the center of an intersection with open connections, or expose
a connection by opening or destroying a door, draw a random
tile out of the box. You may place it in any
direction. You may insert a 2 space hallway section
"buffer" before the new tile if any are still available.
Use the 1 space hallways ONLY to help make connections
between sections. Alternatively, you may insert your
4-way intersection tile before placing the new tile. Use
your 4-way wisely- you only get one, and they can help you
find alternate routes through the hulk, so don't waste them!
If you are 3 squares
or less away from making a connection to another section and
the new tile doesn't fit, go ahead and just hook the two
together using buffer tiles instead. Otherwise, if the new tile does not fit
on the board for any reason, you must place a DEAD END
CORRIDOR instead!
- If the new tile
is a ROOM, place two encounter BLIPS face down on the two
center-most squares. Place a DOOR on each of the room
exits.
- If the new tile
is a CORRIDOR, place one blip in the center-most
square. Place a DOOR on any corridor exit that
is directly visible at the time of placement.
- If the new tile
is a DEAD END, place the blip (or blips) FACE UP in the end
square- they are immediately revealed!
If the new tile
touches an OBJECTIVE, the objective is placed on that
tile. The objective can be completed as described in the
scenario (objectives are completed by spending an action on
that tile unless otherwise noted).
If the new tile
touches an EXIT TILE, attach the exit point on any available
connection of that tile.
DOORS.
To clear a DOOR away, you must destroy it. Doors roll 2
dice in defense (1 die if already damaged), and have 2
hits. If you are attacking a door in MELEE, you will do
+1 hit per attack. After destroying a door, you must
treat the connection beyond as revealed, and place a new tile
there as above.
THREAT POOL. The
ever-increasing threat of enemies is represented by the THREAT
POOL. Add ENEMY BLIPS (face down) to the threat pool as
follows:
- Add One if an
AMBUSH encounter blip is revealed
- Add Three if an
INFESTED encounter blip is revealed
- Add one PER
PLAYER at the start of the enemy turn.
ENCOUNTER BLIPS
When a marine moves
onto a tile that has any blips on it, pause the movement and
FLIP OVER the blips- consult this chart to find out what
happens. You may finish your move after the blips have
been flipped and ambushes have ambushed. Note that Missions and alternate enemy lists can affect how
blips are treated. BURN
WEAPONS: If a burn weapon passes through or hits a
square with a blip in it, it REVEALS the blip. If it is
an ambush, you may roll to damage the ambush before they can
move and attack. If it has a defense value, it will use
that to defend. If the blip has no defense value, it will
defend with 1 die and be DESTROYED if it loses.
- AIRLOCK.
Spend 1 action to open the airlock. ALL models in
the section must roll their defense dice and the airlock
rolls two dice. Any models that lose are sucked out
into space! This kills enemies instantly, and treats
any marines lost as having EXITED the board. Marines
may exit the board through an airlock on purpose if they
wish.
- AMBUSH.
Add one THREAT point, then draw a random blip from the
ENEMY BLIPS, and reveal it on the spot. The enemy or enemies
may immediately move / attack with 1 action!
- ARTIFACT.
Spend 1 action to collect this ancient relic. Earn 2
Honor points if any of your squad exits the board.
- BARRICADE. If found in a room,
place in the farthest doorway instead of a door. Unlike doors,
barricades do NOT block line of sight. Anyone behind a
barricade gets +1 defense die if the attacker is not adjacent
to the barricade. No one may move onto or through a
barricade. It may be destroyed, but
defends with 3 dice and has 3 hits.
- BOGUS.
False alarm- there's nothing there.
- BOOBYTRAP. Any
time a model moves into the section (including the revealing
model), roll their defense dice- on any 1s, the BOOBYTRAP
goes off. Any time a weapon is fired into that section, any
1s or 6s will set it off. If it goes off, roll 3
dice vs. each model in that section! (Discard after it
goes off).
- CHAPEL. Once per
turn, a squad member may spend an action in this section to
earn 1 CMD point.
- CHIRURGEON. Spend
1 action adjacent to remove ALL hits from your model.
Then roll a die- remove the Chirurgeon if the roll is an odd
number.
- COLLAPSE. Any
model that attempts to move through this section must roll
their defense dice- if any die rolls a 1, they FALL, taking
3 dice of damage. They must start back at their
original entry point to represent backtracking through the
lower levels. If they don't fall, they do not have to
roll again unless they re-enter the section, or take damage
or knockback.
- DATA.
Spend 1 action adjacent to download valuable data and earn 1
Honor point.
- DECK GUN. Spend 1
action adjacent to fire the DECK GUN. Draw line of
sight from the gun's position. It rolls 6 dice,
blast! (Discard after use).
- FUEL DUMP. Any
time a weapon is fired into or out of that section, any 1s
or 6s will set it off. If it goes off, roll 3 dice vs.
each model in that section! Then place a flamer
template on the section that lasts 1 turn
(PERSISTANT). Remove the blip.
- GENERATOR. Spend 1 action
adjacent to OPEN or CLOSE any 1 DOOR anywhere on the
board. If the door closes on a model, it rolls 4 dice
against the model's defense! If the model
survives, it must move to either side of the closed door.
- INFESTED.
Immediately add 3 THREAT points when revealed. Acts as
an ENTRY point for enemies until destroyed. Defends
with 3 dice.
- LAB. Spend 1
action to learn more about the enemies. Roll two dice
and choose the lower roll- earn that many command
points. Techmarines and Medics may reroll. This
can go ABOVE the normal maximum for command points!
Discard after use.
- MACHINERY. Spend 1
action to turn on. Adds 1 THREAT point, but replace
with any encounter blip on the board or in the discard pile
of your choice!
- POWER FIELD. If found in a room,
place in the farthest doorway instead of a door. Spend 1 action adjacent
to turn on or off. Any model attempting to move on or
through it will be attacked by 3 dice. May not shoot
through it. Defends with 3 dice.
- SCANNER. Spend 1
action adjacent to roll 1 die- may reveal that many Enemy or
Encounter blips on the board. Remove the blip if you
roll a 6. Revealing an ambush does not allow it to
ambush until the section is entered as normal.
- RELAY. May spend
an action adjacent to activate any encounter blip anywhere
else on the board.
- SENTRY GUN.
Defense 3 dice, 3 hits (MELEE defense is only 1 DIE).
Earns 1 OVERWATCH token per remaining hit at the start of
the ENEMY turn (max 3). A SENTRY GUN will
automatically SHOOT at ANYONE moving INTO the section,
rolling 3 dice, and will JAM if it rolls any doubles (it may
attempt to unjam by using an OVERWATCH token). Enemies
will attempt to destroy it just like a player model.
- SERVO SKULL.
Spend an action to pick up. At any time during your
turn, you may deploy the servo skull from any of your
models. Treat it as a 1 hit model with 1 defense die
and no attacks. May move, activate encounter blips,
and draws line of sight as a normal model. It may move
past enemy models and does not block line of sight or
movement. Enemies may attack it though. Does not
count as a casualty if destroyed (you do not earn CMD
point).
- SUPPLIES.
1 action to pick up. Anyone in the squad that picked
it up may discard it in order to:
- Automatically
unjam 1 weapon.
- Acquire a
grenade.
- Reload an empty
weapon (flamer, missile launcher) with 3 shots.
- Heal 1 hit on
any injured model.
- SURVIVOR.
Whoever reveals may place a wounded tactical marine and take
control of them for the rest of the game. If they
survive the mission, earn 1 Honor point!
- TRANSMITTER.
Spend an action adjacent to try transmitting crucial data
and roll 3 dice- on any 6, discard and earn 2 Honor points!
- VICTIM.
This
tragic scene heightens your danger sense. Immediately
take 1 CMD point.
ENEMY TURN
1. MOVE
REVEALED ENEMIES. Move any REVEALED enemies towards the nearest
target and attack as appropriate. Remember that enemies
get a free melee attack at the end of each move.
2. INCREASE THREAT. Add ONE face down enemy blip
PER PLAYER to the THREAT pool.
3. ROLL FOR ENEMIES. Roll one die
per player and add the
rolls together. If the total is LESS than the
number of blips in the threat pool, the threats become active! Players
must place the Enemy Blips from the Threat Pool, face down, at
ENTRY POINTS listed below. Keep going until the
threat pool is empty.
A. Place two blips on each revealed INFESTED
encounter blip.
B. Place one blip outside each OPEN ENDED CORRIDOR.
C. Place one blip behind each CLOSED DOOR.
D. Return to step A until all blips have been placed.
IF NONE of the entry points listed above are
available, place TWO enemy blips outside of each DEAD END, and
return the rest of the blips to the THREAT POOL.
4. MOVE
BLIPS. Any blips on the board get 2 actions, which
they can only use to move (up to 6 squares per move) or try to
break through doors (see below). They must move towards
the nearest Marine. If a blip moves into view of a
Marine model, it is immediately flipped over - the indicated
enemies must be placed on or adjacent to that square If
there is not enough room for the revealed models, remove the
extras. If the blip had any move left when revealed, the
enemies may finish moving after being revealed (including into
melee). If the blip had an action left after being
revealed, the enemies may spend one action to move, shoot,
etc. as normal. Shooting enemies that have no actions to
shoot may spend any remaining move to get AWAY from the
marines once revealed.
- DOORS: If the
blip is behind a DOOR or BARRICADE and can't get to the
marines any other way, it may attack the door or barricade
by spending an action, rolling 3 dice. If a door is
destroyed while in line of sight of a marine, it reveals the
blip (as above), and a tile must be placed behind the door
(as Exploring the Derelict above).
- DEAD ENDS: If the
blip is outside a DEAD END, it may try to break in by
spending an action, rolling 3 dice. The Dead End
defends with 3 dice and has 3 hits. Leave the hit
markers on the dead end to indicate any damage it has taken-
this means enemy blips may have an easier time getting in
later!
ENDING THE GAME
Unless specified by
the scenario, the game ends when all the Marines are either
killed or have exited the board through an exit point.
- Earn 3 Honor
points for every objective completed.
- Earn 1 Honor
point PER PLAYER if your squad got the most kills.
- Earn 1 Honor
point if you make a connection to an EXIT tile.
- Several Encounter
Blips award Honor points on completion! See encounters
for details.
For campaign games, in
the next game you play, you may only use models that survived
and made it off the board, either by any entry point, or off any
exit they can reach. You may use Honor Points to purchase
replacement models for the next game- cost is their base dice in
Honor Points.
ACTIONS
Models do things by
performing ACTIONS. A Model can perform TWO actions each
turn. It may perform the same type of action TWICE if they
wish! For example, in one turn a Model could shoot two
times. Here are all the types of actions Model can
perform:
- MOVE. Move
6 squares. Cannot move diagonally. May not move
through doors or enemy models. May move past friendly
models. May NOT end move in a square occupied by any
model or door.
Any model may make a free MELEE attack at the end of a
move.
- MELEE.
A
model can make a melee attack on any enemy model in an
adjacent square (diagonal included).
- SHOOT.
A model can perform a shooting attack if armed with a
gun(see combat below). May not shoot through terrain.
- OVERWATCH.
Place an overwatch marker next to the model (see shooting
for details). If you do this before moving, it
can apply to the next Ambush you reveal.
- GUARD.
Place a guard marker next to the model. Your melee is
at +1 die (whether attacking or defending), until the end of
the enemy turn.
- UNJAM.
A
model may attempt to unjam a jammed weapon (their own or an
adjacent models) by rolling the weapon dice. If they
don't get doubles, the weapon is unjammed.
- FOCUS. A model may
add +1 to any one of their dice at any time by spending an
action.
COMMAND POINTS
You may grant an
additional action to any of your troops at ANY time by
spending a command point. This includes putting them on
Overwatch or Guard during the enemy turn!
- Some characters
listed on the TROOPS page
have a CMD value.
- At the start of a
player's turn, roll one die
per CMD value. Any dice that roll a 5 or 6
will earn a COMMAND point.
- A squad earns 1
command point every time one of their members is killed.
- A squad may save
up a maximum of 3
command points at any time unless otherwise noted.
- If using a
Command Point to move, you may only move 3 squares.
COMBAT
A model can usually
attack with a SHOOTING attack or in MELEE. Players may
not attack each other. OVERKILL: For every die the
winner rolls that is HIGHER than the loser's HIGHEST die, they
do one point of OVERKILL. You can read more about
how contested die rolls work by reading this
page.
- SHOOTING:
You must have a clean LINE OF SIGHT to the target. You
may never fire through friendly models. However,
grenades may be thrown past friendly or enemy model at
targets further away! Burn weapons may fire
through enemy models. There are no range
penalties in a space hulk, as corridors are usually not that
long.
- Attacker
rolls ranged dice. Defender rolls defense
dice. If defender ties or wins, nothing
happens. Otherwise, the attacker does one hit per
OVERKILL (or one hit if attacker wins with no overkill).
- RAPID FIRE
weapons may shoot twice for one action, if the targets
are within 6 squares. On the second shot, if you
roll any DOUBLES, you will JAM (the shot still
applies). If firing more than once in a turn,
this also counts as a second shot for jamming
purposes! To unjam, you must spend an action, roll
the weapon dice, and not roll doubles. You may use
rerolls to reroll dice when trying to unjam.
- OVERWATCH:
On the enemy turn (or during an ambush action), if an
enemy model moves into view, you may make an attack on
the model (may shoot twice if you have rapid fire and
they are within 6 squares). Remove the overwatch
marker after firing (may hold multiple overwatch
markers). At end of enemy turn, remove any unused
Overwatch markers.
- MELEE: You
must be adjacent to the target (diagonal counts, as long as
there aren't enemy models or walls on BOTH pinching
squares).
- Attacker
rolls melee dice. Defender rolls melee dice.
If attacker wins, does one hit per OVERKILL (or one hit
if attacker wins with no overkill). If Defender
wins, does one hit per OVERKILL. If defender ties
or wins with no overkill, nothing happens.
- GUARD:
the
next
time
you
melee
(whether
attacking
or
defending),
you
may
roll
an
extra
die.
Remove the Guard marker after the attack. At end
of enemy turn, remove any unused Guard markers.
DAMAGE
For each hit on a model, REMOVE ONE OF ITS DICE for
shooting, melee, and
defending unless otherwise noted. Note that SPACE MARINES don't
lose shooting dice for damage!
Apothecaries may attempt to remove damage from friendly
models, as indicated on the stat sheet.
When a model has lost all of its hits, it is dead-
remove from play, but give the surviving squad members +1 command point.
MISSIONS
Try one of these
scenarios to add a new twist to your game!
- RESCUE- Objectives
are SURVIVORS (as the encounter blip).
- BREAKTHROUGH-
Objectives are exit points. Start all players on one
side of the board and place the objectives on the other side
of the board, 24 inches away. Reach them to
complete the objective and escape. Consider using the BREACH rule
(see optional rules below).
- SELF DESTRUCT-
If any objectives have been completed, at the end of each
enemy turn, roll one die and add +1 to the roll per
objective completed. On a roll of 5 or more, the countdown
starts! Three turns later, the entire board
blows up, killing anyone that hasn't exited.
Whoever earned the last objective before the countdown gets
points for any enemies killed by the explosion!
- GENOCIDE-
No objectives. Whoever kills the most Enemies
wins. Play until all marines are wiped out or you run
out of Enemy blips and kill all models on the board.
- TREASURE HUNT-
No objectives. Treat all DATA blips as ARTIFACTS
instead. Last blip is treated as an artifact
too. Game ends when you run out of blips, or marines!
- PATRICIDE-
No objectives. Whoever defeats the enemy leader
(Patriarch, Warboss, etc) earns +1 HONOR point.
- SECURE THE
PERIMETER- Whenever separate sections meet, the squad
who makes the connection earns 1 Objective. Earn 1
HONOR point for every dead end you find. If there are no entry points
left, the player who closed off the last entry point earns
an Objective.
- SURVIVAL-
Objectives
are
supply
rooms-
treat
the
objective
as
a
Supplies
encounter
blip.
When
an
objective
is
found,
add 5 enemy blips to the THREAT pool! Once found, a
squad must stay alive for 4 turns in order to earn an
objective.
- TOXIN-
Each squad gets 1 Toxin canister. Must be carried- as
HEAVY. Must spend 2 actions with the Toxin on the
objective to complete it. If bearer killed, toxin is
dropped. SUPPLIES blips can be more TOXINs. Game
ends when all objectives are poisoned.
- RECOVERY-
Objectives are a rogue C.A.T. droid with crucial data.
Once spotted, C.A.T.s move immediately, and at the start of
each enemy turn. C.A.T.s move 6 squares, as far away
from all Marines as possible, and may add a new section
if one reaches a board edge. C.A.T.s may move
right THROUGH a door at the cost of 3 squares of
movement. The C.A.T. cannot be damaged in any way,
including moving through fire. Genestealers ignore the
C.A.T. Spend 1 action adjacent to capture it.
Must exit the board with it to earn the objective. If
bearer is killed, C.A.T. is dropped and immediately moves
again.
- UNCONSCIOUS- Your ship
has been hit by an enemy mind blast, knocking everyone
unconscious! Treat all entry points as EXIT points
instead- do not start there! Place one
objective blip per squad member- these are your unconscious
squad members! Pick 1 model to be the first to wake
up, and pick an objective blip location for him to start
on. Place a random tile under that blip location and
start exploring as normal. At the beginning of each
turn thereafter, roll 1
die for each objective marker. On a 6, it
wakes up! Place another model and a tile under them
as above. If you reach an objective marker before it
wakes up, you may wake it up by spending an action.
Enemies will ignore and may move past unconscious
models. Earn 1 Honor for every model you get off the
board via an exit point. Game ends when all marines
have woken up and escaped or have been killed.
- ESCAPE-
Objectives are the only POSSIBLE escape routes: draw an
encounter blip when objective reached- if it is a BOGUS and
the section has any open connectors, you found an EXIT
point! Add it to any available connector.
The last objective is always an escape route. Earn +1
Honor per model that escapes. Treat regular BOGUS
blips as an ENTRY POINT- place a ladder marker in the square
to represent a hole in the floor where enemies can pour
in! VARIANT: try starting in a 4-way room in the board
center.
- NO ESCAPE-
Don't place the objectives yet: Treat Bogus blips as the
Objectives until you run out of objectives. Objectives
are ESCAPE PODS- they defend with 3 dice. If an enemy
moves into an escape pod, you lose! Enemies will aim
for the nearest escape pod, and will only fight if you get
in their way. Game ends when all escape pods have been
destroyed.
OPTIONAL RULES
Any of these optional
rules can be applied to any game of Derelict, in combination
with any Mission rules.
- WALL BREACH- Your squads
may attempt to break through walls. Pick any existing
3-square CORRIDOR tile (straight or corner). Attack
the center square in any way (it has 3 hits and defends with
3 dice). Techmarines do +1 hit. Melee attacks do +1
hit. Blast weapons do +2 hits. Once 3 hits have
been done, you may replace that CORRIDOR tile with a 3-way
intersection corridor tile! If the 3-way
intersects with another corridor or room, you must be able
to replace that corridor or room with an equivalent tile
that allows a connection, or the breach will fail. If there are no more
3-way tiles available to represent the breached corridor,
the breach will fail.
Because the
following optional rules make games HARDER (but more
interesting), each player may take an additional CHAPTER
TRAIT bonus.
- DARKNESS-
Nothing is VISIBLE unless it is within 6 squares of a player
model OR the center of a Flamer Template. So you
can only shoot at visible targets, blips are only revealed
when visible, and new tiles are only placed when the open
connection is visible. Darkness no longer applies
after the GENERATOR enounter blip is activated.
- SEPARATED- Your squad
must be split into two groups, each group starting at their
own entry point.
- JAMMING
SIGNAL- Max CMD pts = 1. SUPPLIES blips are the
jammers! They defend with 1 die. Max CMD
pts is +1 for each jammer you destroy.
Sean's Games page