Solo Rules
Solo Rules
Solo Rules
Fan created
Solo system for Revised or Advanced Song of Blades and Heroes
Original rules by Ganesha Games
Solo rules by Aleksandar Šaranac
LONE BLADE
Solo system for Revised or Advanced Song of Blades and Heroes by Ganesha Games
SET UP
Start as if you would do with normal two player game. Create your warband and then either create AI
warband or use some randomization system to select enemies among predefined profiles in the book.
Select the scenario you would like to play and then deploy your warband.
Unless it is already defined by scenario, divide the AI warband into two roughly equal parts. Divide AI
deployment area into 3 parts, and then roll D6 for each group. On a roll of 1 or 2 deploy group in the left
third of the area, on the roll of 3 or 4 deploy them in the center third and on the roll of 5 or 6 deploy them
in the right third of the area. If both groups should be deployed in the same area deploy the complete AI
warband as one group.
You will always be the first player.
SOLO PLAY REACTION MECHANISM
In solo play, turnovers are replaced by reaction mechanism. AI is the only one to use it; your models will
never react.
Start by rolling the dice to activate your model, just as per standard rules.
For each failure you roll, one enemy model will activate using the rules defined below.
If the failure die roll was 1, AI will activate two models instead.
Enemy models will activate before your model. They will always roll 3 dice for activation, taking into
consideration only successes, and disregarding failures.
Example: You try to activate Q3 model with 3 dice. Unfortunately you roll 1, 2, 5. You rolled one success
and two failures.
Before your figure can act, AI will activate three members of its warband (two for the failure that rolled 1
and one for the second failure). Using the rules from this book, AI first activates Q3 soldier, rolls 3 dice
and gets 1, 2, 6 – one success. Soldier performs one action.
As there are no turnovers, AI now activates Q4 archer, rolls 3 dice, gets 3, 4, 5 – two successes. Archer
performs two actions. Finally, AI activates one more model.
If your model is still in action after this, it can perform the one available action. As there are no
turnovers, you can now activate next available model from your warband.
Once you activated all the models you wished, AI will be the one finishing the turn.
If AI warband has more models with “activated” markers than available models on the table, AI will
activate one more model and then the turn will end. Remove all “activated” markers from both warbands
and start new turn.
If AI warband has more available than activated models on the table, AI will keep activating its models
until there are more activated then available models. After that, AI will activate one more model and then
the turn will end. Remove all “activated” markers from both warbands and start new turn.
There will be times when AI will activate all of its models, while you still have models available for
activation. When this happens, immediately remove all “activated” markers from AI warband only. In this
way, AI models can take 2 or more actions while your models act only once.
Example: AI warband has 7 models on the table. During the turn, 5 are activated, and there are 2 more
available. You roll 3 dice to activate a Q3 Warrior and roll 2,2,4. AI activates last two models and then
removes “activated” counters from his warband. All AI models can now be activated again.
Play continues, and as you are finishing acting with last of your available models, AI has 2 activated and
5 available models at the table. AI will now activate two more models in order to have more activated
than available models. With 4 activated and 3 available models on the table, AI can now finish the turn by
activating one additional model. Thus, AI warband ends the turn with 5 activated and 2 available models.
All “activated” counters can now be removed from both warbands, as the next turn begins.
ORDER OF ACTIVATION
Within each group, models will be activated from higher to lower point cost. Models that were next to last
activated model count as +1 point. In case of the tie randomly determine which model to activate.
1. Magic users and other “soft” personalities within 1 long from unengaged enemy model.
2. Transfixed or knocked down models in CC.
3. Models in CC with transfixed or prone enemy or models that can perform lethal attack on enemy
within 1 long.
4. Shooters within 1 medium from unengaged enemy model.
5. Other models within 1 long and with line of sight to any enemy model (engaged or unengaged).
6. Models in CC.
7. Models within “influence zone” of a leader or a spell, or prone models.
8. Models within 1 long from objective.
9. Models that failed to activate last turn.
10. All other models.
BEHAVIORAL TABLES
Prone characters will use first action to stand up, transfixed will use two actions to recover.
All unengaged models will use first actions to perform scenario specific tasks – wake up sleeping friends,
pick up treasure, or similar. Healers consider friends with conditions to be objectives.
Models in CC will do power attack if possible, normal attack otherwise. CC models will always follow up
recoiling enemy. Shooters and magic users will never follow up.
How to use the tables: check how many actions AI model has available and how far it is from the closest
enemy model. Cross it in the table and perform the first possible action mentioned in the table. If the
model still has available actions, repeat the process.
Protected model is the one out of line of sight, more than 1 long from unengaged enemy model,
positioned behind the other friendly model or in a position that will give him some combat advantage.
Model with lower point value protecting the friendly model with higher point cost also counts as
protected.
Global
Within 1 long of the enemy Other
Protected Move towards objective.
Charge with advantage. Move towards biggest group of friendly models if
2 or 3 actions