You are on page 1of 5

Solo Play

Written by:
Graham Davey with Michael Brumfield
© Copyright Grey For Now Games Ltd 2023. 02 Hundred Hours, the 02 Hundred Hours logo, the 02 Hundred
Hours dice, Grey For Now and the Grey For Now logo are trademarks of Grey For Now Ltd. All rights reserved.

1
Approaches to Solo Play
There are a few different possible approaches rules at all (though you might still want to try
to playing solo. out the Solo-version Event cards, described
Firstly, you can simply play both sides as below).
best you can, putting yourself in the shoes But many solo players
of each force in turn and making the actions want to feel that they
that seem most beneficial. This is the least are playing ‘against
‘competitive’ approach, as there is obviously the game’, overcoming
no sense of outwitting the other side. The the challenge of the
feeling is more of playing out the battle to see mission and earning
what will happen. a genuine victory. So
The big advantage of this method is that that is what I have
you just play the normal game with no extra presented here:

Solo Rules
The player takes on the role of the attackers Modified Force Sizes
with the actions of the defenders ‘automated’
by the rules presented below. Even the most complex AI system won’t ever be as
challenging as a real opponent, so to redress this
Apart from any amendments stated here, the rules of the unbalance the defending force should have 25% more
game are unchanged. points than normal.
The automation, or ‘AI’ (artificial intelligence), uses If you want to increase the difficulty, simply increase the
rules as an alternative to the various decisions that the defender’s points total.
defending player would normally make. Generally this
covers which fighter will act, where they will move and
who they will target. Solo Event Cards
Replace the normal Event cards with the Solo Event
Normal Rules Apply cards. These are available to download and print
at greyfornow.com.
Remember – all the normal rules still apply! So for
The Solo Events are generally the same, but remove the
example, when choosing who will act, you must still pick
need for a player to make any decisions.
a fighter who is ready and matching the token drawn.
ʟ Solo Events are always played as soon as they
are drawn.
Stuck?
In many cases they stay 'active' until the next time a
At any point, if the AI rules don’t seem to cover a certain certain thing happens in the game, eg. the next time an
situation, then the defenders will do whatever is most attacker shoots.
advantageous to them. And if that still isn’t obvious
For this reason, leave the active cards face up in front of
then just randomize the outcome as best you can.
you so you don't forget!

2
A.I. Calm/Suspicious
The following AI rules apply up until the alarm is raised:

Choose who will act:


On drawing a Character or Trooper action token for the
defender, choose the FIRST that applies:

ʟ Nearest to a covert enemy within 6”.


ʟ Nearest to a detected enemy within 6”.
ʟ Nearest to a ready enemy within 15” who has
Line of Sight to the defender.
ʟ Nearest to an unready enemy within 15” who Sentry
has Line of Sight to the defender. Detected enemy within 15”
ʟ Nearest to any enemy.  Advance towards nearest detected enemy
ʟ Any defender. Medal Effects - Caution, but only if the fighter would
otherwise end up within 6” of a covert enemy.

Choose Action:
Work through the options to determine what the chosen No Detected enemy within 15”
fighter does.  Patrol Route
Guidance on detailed choices and which Medal effects If there is a choice of direction when turning, choose the
they will use is provided: FIRST that applies:
Turn to face as directly as possible to the nearest
Character covert enemy within 15” that the defender can see.
Detected enemy within 15” Turn to face as directly as possible to the closest
 Advance towards nearest detected enemy enemy.

Medal Effects - Caution, but only if the fighter would Medal Effects - Recon
otherwise end up within 6” of a covert enemy.

No Detected enemy within 15”


No Detected enemy within 15” and mission does not use Patrol Route
 Roving Patrol  Roving Patrol

Medal Effects - choose the FIRST that applies: Medal Effects - choose the FIRST that applies:
Recon Recon
Awareness Awareness

If there is a choice of direction when turning, choose the If there is a choice of direction when turning, choose the
FIRST that applies: FIRST that applies:

Turn to face as directly as possible to the nearest Turn to face as directly as possible to the nearest
covert enemy within 15” who the defender can see. covert enemy within 15” who the defender can see.
Turn to face as directly as possible to the closest Turn to face as directly as possible to the closest
enemy. enemy.

3
A.I. Alarm Raised
The following AI rules apply after the alarm is raised:

Choose who will act and how:


On drawing a Character or Trooper action token for the defender, choose the FIRST that applies for that type of fighter:

ʟ Nearest to an unready detected enemy within 15” that the defender can attack.
Choose the FIRST that applies:
 Enemy out of LOS after 2” move and within 4” – Fight action.
 Use 2” move to get in LOS and into cover if possible. Enemy in cover, within grenade range – Shoot action with
grenade if equipped.
 Use 2” move to get in LOS and into cover if possible - Shoot action
Medal Effects – use most suitable if there is choice.

ʟ Nearest to a ready detected enemy within 15” that the defender can attack.
Choose the FIRST that applies:
 Enemy out of LOS after 2” move and within 4” – Fight action
 Use 2” move to get in LOS and into cover if possible. Enemy in cover, within grenade range – Shoot action with
grenade if equipped.
 Use 2” move to get in LOS and into cover if possible - Shoot action.
Medal Effects – use most suitable if there is choice.

ʟ Fighter in reserve – prioritise whoever has the highest points value, then pairs, then the shortest
range weapons.
Choose the FIRST that applies:
Place at closest allowed point to an objective.
Place at closest point to an enemy.
Choose the FIRST that applies:
 Advance towards nearest detected enemy.
 Advance towards nearest objective.
 Advance towards centre point of the table.
Medal Effects – Caution, but only if the fighter would otherwise end up within 6” of a covert enemy.

4
ʟ Nearest to an undetected enemy within 15”.
 Roving Patrol
If there is a choice of direction when turning, choose the FIRST that applies:
Turn to face as directly as possible to the nearest covert enemy within 15” that the defender can see.
Turn to face as directly as possible to the closest enemy.
Medal Effects - choose the FIRST that applies:
Recon
Awareness

ʟ Nearest to a detected enemy within 15” that the defender cannot attack.
 Roving Patrol
If there is a choice of direction when turning, choose the FIRST that applies:
Turn to face as directly as possible to the nearest covert enemy within 15” that the defender can see.
Turn to face as directly as possible to the closest enemy.
Medal Effects - choose the FIRST that applies:
Recon
Awareness

ʟ Furthest from any enemy.


Choose the FIRST that applies:
If more than 20" from any detected enemy, make a basic Guts test.
If passed,  make an Advance action towards the centre point of the table.
Medal Effects - Caution, but only if the fighter would otherwise end up within 6” of a covert enemy
If failed or within 20” of a detected enemy then…
 Roving Patrol
If there is a choice of direction when turning, choose the FIRST that applies:
Turn to face as directly as possible to the nearest covert enemy within 15” that the defender can see.
Turn to face as directly as possible to the closest enemy.
Medal Effects - choose the FIRST that applies:
Recon
Awareness

You might also like