The Fight for
the Furious Abyss –
Each player should make a
1,000 point army list using ZM Combatant Force Organization Chart. This army
will serve for both Zone Mortalis and non-Zone Mortalis missions with some
restrictions:
-No tank models
-No models larger than 60mm
base
-Rites of War may not be
taken
-No relics outside
legion/SA/Mechanicum specific relics may be taken as they’re meant more for
campaign games.
-Be familiar with some of the
rule sets dealing with Zone Mortalis. Some will be noted.
Univeral Rules:
Combat Squad (Zone Mortalis) –
Any units purchased with 12 or more models may be broken up into two smaller units of 5+ models and will
remain that way for the duration of the game. They cannot be rejoined by the
other half.
Mission Success – Regardless of points, if your enemy has no more
models on the board at the beginning of any turn after reserve rolls, then you
win!
Catastrophic Damage (Zone Mortalis) – For every turn after the first,
when directed by the mission, should roll a D6 at the beginning of the turn.
Add the results together and apply the results on the appropriate chart. Also,
if any ordnance weapon has been used on the preceding turn add +1 to the total.
Large Walker Movement (Zone Mortalis) – Some places might seem to tight to
fit a large model through, however, they can go through it. They treat the
terrain when crossing a tight corner treat it as dangerous terrain. (2”
corridors)
Bulkhead Doors – All bulkhead doors for purposes of these missions
count as locked as both sides of any force are looking to gain control of the
ship and the ships controls have been shut down. All doors and airlocks are
treated as AV13 and are treated as having a single Hull Point. Any single
glancing or penetrating hit will destroy the door. Or, if the player should
choose, can hack the door with any given character model and can open the door
on a roll of 5+. If the model has a servo arm then this roll is increased to a
4+.
Tight Corridors – All jump infantry that move more than 6” in the
movement phase or assault phase must take a Dangerous terrain check each time.
Wrecked Walkers – Any wrecked walker or vehicle type model that fit
the description above for models allowed in Zone Mortalis missions is treated
as both difficult and dangerous terrain after it has been wrecked.
Deep Strikers – Only units that are able to materialize from the
warp or are able to use teleporters may deep strike in Zone Mortalis. When deep
striking and you suffer a Deep Strike mishap, you must subtract -1 to the
result rolled on the chart.
Nowhere to Hide – If your unit is confined in a space and is not able
to make a fallback move, that unit is automatically removed from the table. Due
to the close quarters confined fighting within the map, anywhere that a combat has taken place and the
victor is determined, he/she may reroll sweeping advance rolls if they wish.
Reaction Fire – Much like overwatch, it is an improved method used
to show being assaulted in the confines of space. All normal rules for firing
overwatch are used, except for this. A unit being assaulted must first roll
equal to or under its majority un-modified initiative score on a D6. If
successful, it may fire its weapons at full BS. If failed, they may make a
normal overwatch attack. Note, a unite may not use the counter attack special
rule if it has used Reaction Fire.
Catastrophic Damage Table –
2
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Reinforcements
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At the
start of a player's turn, one of that player's previously
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Destroyed
units (if any) may enter into their reserves this
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turn
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3, 4 or
5
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All
Clear
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No
Effect
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6 or 7
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Void
Debris Field
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Radioactive
wrecakage from destroyed vessels blankets
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the
area in a dense cloud, limiting visibility and wrecking
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havoc
with targeting systems. For this game turn only, all
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models
have that BS reduced by -2 (to a minimum of 1).
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In
addition, all successful armor saves that rolled a "6"
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must be
re-rolled. Models with Hardened Armour or
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Void
Hardened Armour, an Armour value (AV), or a has a
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save of
2+ may ignore this effect.
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8 or 9
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Hull
Quake
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This
ship's hull bucks and shakes, and gravity fluctuates
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wildly.
All clear terrain is counted as difficult terrain for this
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turn,
and already existing difficult terrain is counted as
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both
difficult and dangerous terrain for this turn.
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10
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Internal
Explosion
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Deck
plating buckles outward as internal systems vent
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explosions
and wreckage out into the void. Players take
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turns
placing D2+1 Large Blast templates on the table.
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Players
roll off to see who places first. Templates will
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always
scatter as normal. Any model caught under a
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template
suffers a S5 AP4 Pinning hit, for models with an
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Armour
Value will be hit on the rear.
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11
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Plasma
Venting
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Burning
Plasma and violent electronic discharges arc
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from
structure to structure across the hull. Players take
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turns
placing D2 + 1 flamer templates with a small end
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touching
any structure or objective on the tabletop. Players
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roll
off to see who places first. Any model caught under a
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template
suffers a S5 AP4 Rending, Deflagurate hit.
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12
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Lance
Strike
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The
battlefield is torn assunder as a nearby vessel's lance
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weaponry
strikes the area! Players take turns placing
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D3 + 1
Large Blast templates on the table. Players roll off
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to see
who goes first. Templates always scatter 3D6 and
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any
model under a template suffers a S10 AP1, Pinning hit.
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Zone Mortalis Mission 1 –
Void Strike
Game Length – 5 turns
Rules follow ZM rules as
stated previously with Catastrophic damage.
Deployment – Before the game begins, both sides should divide their
forces into two roughly equal forces based on their number of models. They must
then decide which of the two forces to be their spearhead and which will be
their reserve. Win off will allow players to choose deployment for zone 1 or
zone 4 leaving the other player to choose the other available.
Reserves – Due to the size of the furious abyss, all units in
reserve gain the outflank special rule and may enter on the left or right side,
following the rules for outflank.
Primary Objective – At the end of the game, each player receives 1
Victory point for each enemy unit that has been completely destroyed. Units
that are falling back at the end of the game and units that are falling back at
the end of the game and units that are not on the board at the end of the game
count as destroyed for the purposes of this mission. Independent Characters are
individual units for purposes of calculating VP’s.
Secondary Objective –
Slay the Warlord
First Blood (Can be awarded
to each player if they happen to achieve wiping out an enemy unit up to the end
of the first turn, but can only be claimed once.)
Zone Mortalis Mission 2 – Wrecking Mission
Random Game Length (5 turns maximum)
Rules follow ZM rules as
stated previously with Catastrophic Damage.
Deployment – Table Quarters
When deciding deployment, the
player who wins the roll will select one table corner with the other taking the
adjacent table quarter. Units placed in reserve follow the normal rules of
reserves and may come on any edge on that players table quarter. Note, that
they may not enter from reserves past the players primary table quarter unless
they have outflank.
In this mission, any model
with the Infantry type counts as scoring!
Primary Objective – At the beginning of the game, players will play 5
objectives around the board, 1 in each quarter and 1 in the center. These
represent vital Augur Arrays with information on the ship. Players will be
awarded 1 VP for each objective controlled at the end of the game, the center
being worth 3 VP.
Secondary Objective –
Slay the Warlord
First Blood (Can be awarded
to each player if they happen to achieve wiping out an enemy unit up to the
second turn, but can only be claimed once.)
Tertiary – Table Quarters
If a player has more units in
any given table quarter, it is worth 2VP for each controlled quarter. If
players tie in any quarter it is then worth nothing as no one has complete
control of it.
Zone Mortalis Mission 3 – Wrecking Mission
Random Game Length (5 turns maximum)
Rules follow ZM rules as
stated previously with Catastrophic Damage.
Deployment – Table Quarters
When deciding deployment, the
player who wins the roll will select one table corner with the other taking the
adjacent table quarter. Units placed in reserve follow the normal rules of
reserves and may come on any edge on that players table quarter. Note, that
they may not enter from reserves past the players primary table quarter unless
they have outflank.
Primary Objective – At the beginning of the game, players will take
turns placing 8 objects outside their deployment zones in the center(if
possible, if not as close as possible) of each tile. These represent command
consoles that need to be destroyed. Each one has a Toughness value of 6 and 3
wounds. Each one destroyed by a player is worth 1 VP to that player.
Secondary Objective – With control of the ship coming down to a few
veteran fighters, each side is looking to take out others leaders to aim for
complete control. Slaying any character model in a challenge confers 1 VP. If
the warlord is slain in a challenge, this then confers 3 VP.
Tertiary Objective – Kill points.
Each unit slain is counted as
1 VP.
Zone Mortalis Final Mission – Killing Blow
Random Game Length (5 turns maximum)
Deployment – Table Halves
Normal rules for outflank and
infiltrate apply.
Primary Objective – A single objective marker will be placed in the
center of the table. This is an unguarded master control system for the ship.
Controlling this will ensure your teams control of the ship. Controlling this
objective will award 5 VP’s to the player. If the objective is contested,
neither side gains VP’s due to no one being able to operate the computer
system.
Secondary Objective – 2 Objectives will be placed outside the players
deployment zones. These are important data tethers that are treated as relics.
Each one a player controls is worth 1 VP. If the data tether is in the
controlling players deployment zone and held by a unit, it is worth 2 VP.
Tertiary Objective –
Slay the Warlord is worth 2 VP,
Line Breaker is worth 1 VP, First Blood which can be awarded to both players
and ends on the first turn is worth 1 VP.
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