E L I C T
Alternative Rules for Friendly games of Space Hulk, By Sean Patten

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.

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

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.

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 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:

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. 

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.

Unless specified by the scenario, the game ends when all the Marines are either killed or have exited the board through an exit point.

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.
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: 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!

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.

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.

Try one of these scenarios to add a new twist to your game!
Any of these optional rules can be applied to any game of Derelict, in combination with any Mission rules.
 Because the following optional rules make games HARDER (but more interesting),  each player may take an additional CHAPTER TRAIT bonus.

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