# ZONE MORTALIS
## A Supplement for Warhammer: The Horus Heresy — Age of Darkness
*Version 1.1*
### Foreword
The Age of Darkness Zone Mortalis additional rules allow players to recreate iconic battles of the Horus Heresy fought in such locations as fortress tunnels and defence networks, inside the crumbling remains of towering hive cities, or through spaceport hangars and manufactorum sectors packed with voidcraft and industrial machinery.
These rules are a supplemental addition to the *Warhammer: The Horus Heresy — Age of Darkness* Rulebook, until a full Zone Mortalis Journal Tactica book is available.
> **'Core' and 'Expanded' Rules**
>
> All Rules for the Warhammer: The Horus Heresy — Age of Darkness range are divided into two categories: Core and Expanded. All of the rules in this document are **Expanded Rules**.
---
## The Zone Mortalis Battlefield
Zone Mortalis battles are characterised by the fact that they take place within an enclosed structure. This rules supplement details the features of a labyrinthine hive city interior or the corridors and gangways of a defensive garrison. Commonly, these environments have a ceiling and other additional features detailed in this section. Players should define relevant features of the Zone Mortalis Battlefield before commencing a Battle.
### The Ceiling
The ceiling is an upper boundary that effectively forms an additional limit to the Battlefield, preventing the use of barrage weapons and aircraft but also, in conjunction with walls, divides the battlefield into discreet sections or rooms. For the purposes of gameplay it is usually impractical to represent the ceiling with models, but players should agree before playing a Zone Mortalis game that they have a mutual understanding of the 'Ceiling'.
### Zone Mortalis Terrain
Zone Mortalis Terrain is detailed in the Warhammer: The Horus Heresy — Age of Darkness Rulebook at page 234, with the following additional rules.
Unless specifically stated, Zone Mortalis Terrain pieces do not have any Characteristics and cannot be targeted, attacked, damaged or otherwise affected by any Rule or Deployment special rule.
> **Designer's Note: Terrain Tiles**
>
> The Zone Mortalis Rules were written with the use of the Citadel Miniatures Zone Mortalis Floor Tile Set in mind. The following Missions define each 12"×12" tile as a Section; however, the designation 'Zone Mortalis' can apply to a great variety of terrain configurations. If alternative terrain is used, the Battlefield must be divided into a grid of 12"×12" Sections to facilitate the placement of terrain pieces and Mission Special Rules.
### Corridors & Chambers
Corridors and Chambers are treated as Open Terrain. Models may only move through an area of Corridor or Chamber Terrain (sometimes referred to as a Doorway, if the area is between two Walls) if the Model has a variant of the Bulky (X) Special Rule with a value of X that is less than the value of X in the Doorway (X) Special Rule, or if the Model does not have the Bulky Special Rule at all.
Not only does danger lurk around every turn within the Zone Mortalis, every step is loaded with peril, as the integrity of the corridor itself is shaken by war and collapses at times in the darkness. All Corridor and Chamber Terrain is treated as Hazardous Terrain. A Controlling Player must make a Hazard Test for any Model that **moves more than 9"** through Corridors & Chambers in a single Movement phase, not including the total distance of a combined Set-up move and Charge, and not including the total of a Move in the following Reserves and Seize the Initiative Mission Special Rules.
### Walls
Whether thick bulkheads or structural supports, the walls of the Zone Mortalis dictate the boundaries of battle, providing cover to those channelling warriors inside and concentrating the fury of blasts and clouds of shrapnel.
**Walls block Line of Sight and cannot be moved through or over.**
Walls are Impassable Terrain to all Models and no Line of Sight can be drawn through, moving or over them. Note that terrain representing broken or incomplete walls or barriers may be designated as Barricades.
### Ladders, Stairways & Hatches
Low ceilings overhead block the ability for troops to climb and gain vantage points and instead they are forced to use ladders and hatches to gain access to higher ground.
**These terrain pieces provide access for Models to move between different levels.**
In a Zone Mortalis Battle, Models may only move vertically via a piece of terrain designated as a Ladder, Stairway or Hatch. Models in base contact with a piece of terrain providing vertical movement on the Zone Mortalis may climb, though they are forced to treat the movement as Difficult Terrain for calculating their movement distance. Each step of the climb counts towards the Model's total movement for the turn.
### Barricades
Whether makeshift barricades or panels torn from the machinery that lines the walls of the Zone Mortalis, Barricades can prove advantageous positions from which to mount a defence.
**Models behind a Barricade gain a 5+ Cover Save from Shooting Attacks.**
Any Model that is part of a Unit that is the Target of a Shooting Attack gains a 5+ Cover Save if all of the following conditions are met:
- The Line of Sight of the shooting Unit, to all Models in the Target Unit, passes through or over one or more Barricades.
- The generated Fire Pool does not contain any Weapons with the Barrage (X) Special Rule.
- Any Models from the Target Unit are at least as close to a Barricade as Models from the Unit making the Shooting Attack.
Models can move through Barricades and if they do they are treated as moving through Difficult Terrain. Barricades do not block Line of Sight, regardless of the height of the Barricade.
### Doorways
*Blast doors and bulkheads can be opened or closed in an effort to slow, or guide the advance of enemies.*
**Doorways are bulkheads in Walls and may be opened and closed during the Battle.**
Doorways may be designated in gaps between Walls that are at least 2" in width. Each Doorway should be at least 2" in width. Doorways have the Fortification Type (see the *Age of Darkness* rulebook page 191), so they may be targeted by Shooting Attacks and attacked in Close Combat. Doorways have an Armour Value of 12 on all facings and 3 Hull Points.
Doorways begin the Battle in the **Open State** unless otherwise specified in the Mission Rules.
**Open State:** Doorways in the Open State do not block Line of Sight. Models and Units may move through an Open Doorway normally, subject to the Doorway (X) Special Rule.
**Closed State:** A Doorway in the Closed State is Impassable Terrain to all Models. No Line of Sight may be drawn through a Doorway in the Closed State.
#### Doorway (X) Special Rule
Doorways have the Doorway (X) Special Rule. No Model with a variant of the Bulky Special Rule with a value of X that is greater than or equal to the value of X in the Doorway (X) Special Rule may move through that Doorway.
Additionally, if a Unit starts a Move outside a Doorway Terrain piece and the Controlling Player wishes the Unit to cross any area of Doorway Terrain, the Controlling Player may declare that no Models in the Unit will cross any area of that Doorway Terrain as part of their Move. If the Controlling Player does not make this declaration, the Unit is considered to have crossed the Doorway Terrain.
If the application of this modifier would leave the Unit unable to reach an area of Doorway Terrain, the modifier is still applied, even if the Controlling Player no longer intends the Unit to cross it.
Models with the Bulky (X) Special Rule that move through a Doorway have their Movement Characteristic reduced by 2 for the duration of that move.
#### Operating Doorways
During the Movement Phase, the Controlling Player of a Unit that has started or ended a Move with at least one Model in Base Contact with a Doorway may attempt to change its State, either opening a Closed Doorway or closing an Open Doorway, by making an Intelligence Check using the Characteristics of any single Model in the Unit. If the Intelligence Check is successful, the State of the Doorway is immediately changed. If unsuccessful, the State remains unchanged. No more than one Check may be made for any given Doorway during each Player Turn.
#### Crushed
*The sudden closing of bulkheads and doorways poses a risk in itself to those caught unaware; trapping and crushing limbs with their weight, as the door's servos repeatedly cycle until they burn out.*
If any Model is within a piece of Doorway Terrain when it is changed from the Open State to the Closed State, the Doorway Terrain counts as Hazardous Terrain for that Model. The Controlling Player must make a Hazard Test for that Model. The Hazard Test for the Doorway uses a Strength of **8**, an AP of **4**, and a Damage Characteristic of **2**.
#### Doorways and Combat
A Doorway can be the target of a Charge and can be Engaged in Combat. However, a Doorway never takes Panic Checks and has no Aftermath options chosen for them.
Rules for operating Doorways in Combat are found on page 6 (see Confined Space (X) and Doorway (X) entries).
---
## Zone Mortalis Special Rules
The majority of Special Rules that apply to Zone Mortalis Battles are listed here, detailing the additional effects of Terrain during the Battle.
### Barrage Weapons in Zone Mortalis
*The ceiling over the battlefield blocks the steep trajectory of barrage weapons.*
**Weapons with the Barrage (X) Special Rule may not make Shooting Attacks targeting Units to which they do not have Line of Sight.**
Blast markers cannot scatter through Wall Terrain, or Doorways in the Closed State. If a Scatter roll takes a Blast Marker's centre point into contact with a Wall or Doorway in the Closed State, the Blast Marker scatters only as far as the point where its centre contacts the edge of the Wall or Doorway in the Closed State. Resolve the Weapon's effect from that point. If a line cannot be drawn between any point of the Base of a Model hit by a Blast Marker (or the Template if using the Template Special Rule) that does not pass through a Wall or Doorway in the Closed State, then that Model is not hit by the attack.
### Blind Panic
*The chaotic disorder of close-quarter fighting amplifies the effects of fear, sending even the most stalwart warriors into absolute panic.*
Routed Units can cause other friendly Pinned, Stunned or Suppressed Units to become Routed when moving past them. If any Model from a Unit that is in Falling Back ends its move or passes within **2"** of any Models from other friendly Units, a Leadership Check must be made for each of those Units in the following Morale Sub-Phase. If the Check made for any of those Units is failed, all Models in that Unit gain the Routed Status.
### Firestorm & Shrapnel
*Corridors and bulkheads concentrate the effect of explosive munitions as blasts ricochet and reverberate off the walls.*
**The Scatter distance of Blasts is limited by Walls and Doorways.**
Blast markers cannot scatter through Wall Terrain, or Doorways in the Closed State. If a Scatter roll takes a Blast Marker's centre point into contact with a Wall or Doorway in the Closed State, the Blast Marker scatters only as far as the point where its centre contacts the edge of the Wall or Doorway in the Closed State. Resolve the Weapon's effect from that point. If a line cannot be drawn between any point of the Base of a Model hit by a Blast Marker (or the Template if using the Template Special Rule) that does not pass through a Wall or Doorway in the Closed State, then that Model is not hit by the attack.
### No Fly Zone
*The confines of a Zone Mortalis Battlefield are beyond the reach of aircraft.*
Models with the Flyer Sub-Type may not be used in Zone Mortalis Battles. If either player has included a Model with the Flyer Sub-Type in their Army Roster, that Model may not be Deployed onto the Battlefield at any point during the Battle, but is not counted as having been Removed as a Casualty or otherwise destroyed for the purposes of resolving the Mission.
### Confined Space (X)
*Many rooms within a hive will have insufficient height to accommodate the bulk of dreadnoughts or large automata and often corridors are simply too narrow to allow these war machines to pass through them. In other cases, the rigours of battle may cause sections of the hive to collapse, leaving only space for lightly equipped infantry to fight through.*
**Confined Spaces are Impassable Terrain to Models with the Bulky (X) Special Rule.**
The Deployment Map for each Zone Mortalis Mission will designate specific Areas of the Battlefield as having the Confined Space (X) Special Rule, representing variously cramped spaces, such as rooms with lower ceilings or corridors filled with rubble. Each Area or Section defined as having the Confined Space (X) Special Rule is Impassable Terrain for all Models with a variant of the Bulky (X) Special Rule with a value of X that is equal to or greater than the value of X in the Confined Space (X) Special Rule.
For example, an Area defined as having the Confined Space (4) is Impassable Terrain for all Models with variants of the Bulky (X) Special Rule with a value of X that is 4 or greater.
Note that Models with the Antigrav Sub-Type that have the Bulky (X) Special Rule may not be moved over or through any Confined Space or any area defined as having the Confined Space (X) Special Rule.
Note that Confined Spaces can be shown as Open Terrain and as such do not provide a Cover Save.
### Impenetrable Area
*Sited deep within a hive complex, this is beyond the reach of any form of technology that allows troops to arrive in the midst of the battle.*
When this Mission Special Rule is in effect, neither Player may deploy any Units from Reserves using the Deep Strike Special Rule. If the Deep Strike Special Rule is not listed in the Mission Rules, Units may still be deployed via Deep Strike using the Reserves Special Rule if they have access to it, but this Mission Special Rule prevents them from doing so.
### Abyssal Darkness
*Where no natural light exists or multi-spectral readings scramble all auspex readings, warriors may be plunged into absolute darkness.*
If this Zone Mortalis Mission Special Rule is in effect, no Line of Sight may be drawn through more than **6"** of an Area or area (or areas) defined as having the Abyssal Darkness Special Rule.
---
## New Wargear: Breacher Charges
*The term 'breacher charge' applies to a wide variety of explosive devices intended to break through the armour of static structures. They are powerful but often unwieldy devices — of little use against a mobile opponent, but devastating to static structures.*
Any model with the Legiones Astartes Trait and the Command or Sergeant Sub-Type may be upgraded with Breacher Charges for **+10 pts per Model**.
**Breacher Charges may be used in Close Combat to deal heavy damage to Fortifications.**
In Step 2 of the Fight Sub-Phase, a Model with Breacher Charges that is part of a Combat where all enemy Units are comprised entirely of Models with the Fortification Type may use their Breacher Charges. Any attacks made by such a Model automatically hit and no Hit Test is made for that Model. Instead, those attacks have the following profile:
| Str | AP | Damage |
|---|---|---|
| 10 | — | D6 |
A Model that uses Breacher Charges in the Fight Sub-Phase also has the Breacher Charges selected as its Weapon when Charging — if it is part of a Combat where at least one enemy Unit includes any Models with the Fortification Type, it may have the Breacher Charges as its Close Combat Weapon in that Sub-Phase.
---
## Measuring Ranges in Zone Mortalis
When measuring ranges and determining the Line of Movement for a Model in Zone Mortalis Battles, the shortest distance between the Bases of the Models involved or between the points being measured cannot be measured through Walls or Doorways in the Closed State. Ranges cannot be measured using the Closed State — instead, the range of a Weapon with a Special Rule that allows attacks to be made without Line of Sight applies only to any Unit that the attacking Model has Line of Sight to through Doorways and around these Terrain types.
If a path cannot be traced between two Models due to intervening Walls or Doorways in the Closed State, the range between those Models cannot be measured using a Weapon with a Special Rule that allows attacks to be made without Line of Sight.
---
> **Designer's Note: Sections of the Battlefield**
>
> The following Missions will usually refer to 'Sections' of the Battlefield. This will usually be a reference to the 12"×12" tiles or each area of the 12"×12" grid by which the Battlefield is divided, as detailed on page 2. Each Mission may designate specific Sections as having various special rules applied to them, as detailed in the Mission Special Rules.
---
## Zone Mortalis Mission Pack
The Zone Mortalis Missions focus on capturing and controlling variable Objectives and provide a dynamic and ever-changing battle experience.
The Zone Mortalis Missions are intended to be used as Primary Missions. Players become more familiar with the Core Missions. These Missions are balanced for both competitive and casual play alike, and allow Players to make full use of the tactical options presented in the Warhammer: The Horus Heresy Rules.
### How To Use Zone Mortalis Missions
The following rules will allow players to make use of the Zone Mortalis Missions when playing Zone Mortalis Battles, from selecting Armies through to resolving the end result of the Mission.
Regardless of whether using the Zone Mortalis Missions for standalone Battles or as part of a campaign, all Players must complete these Steps in order to resolve a Zone Mortalis Mission. Each of these Steps should be fully completed before moving on to the next.
### Zone Mortalis Mission Sequence
1. Select Zone Mortalis Mission
2. Select Armies
3. Prepare the Battlefield
4. Deploy Objectives
5. Select Deployment Map *(Optional Step)*
6. Declare Mission Reserves
7. Deploy Armies
8. Play Zone Mortalis Mission
9. Decide Victor
### Battles Using the Zone Mortalis Missions
Regardless of whether using the Zone Mortalis Missions for standalone Battles or as part of a campaign, all Players must complete all Steps in the Zone Mortalis Mission Sequence to resolve a Zone Mortalis Mission. Each Step should be fully completed before moving on to the next.
---
### Step 1 — Select Zone Mortalis Mission
The first Step in resolving a Zone Mortalis Mission is to select a Mission for the Battle. The Players may either select one of the Zone Mortalis Missions that both Players agree on or roll a single Dice with the Player that rolls the highest using Deployment Zone A to decide which Zone Mortalis Mission will be played.
| D6 | Result |
|---|---|
| 1–2 | Sector Sweep |
| 3–4 | Terminal Control |
| 5–6 | Signal Influx |
### Step 2 — Select Armies
The second Step in resolving a Zone Mortalis Mission is for all Players to create an Army Roster, a list of all Models, Units and options to be included in their Army. All Armies for use in a Zone Mortalis Mission must use a Points Limit of **1,500 Points** and are otherwise selected as per the Select Armies Step of the Core Mission Sequence.
### Step 3 — Prepare the Battlefield
At the start of Step 3, the Players must set up an area to be used as the Zone Mortalis Battlefield. This should be a flat area **4'×4'** in size with clearly defined Battlefield Edges. Before placing Terrain, the players must decide what terrain pieces will be available to place for this Battle. Treat the tiles as individual Terrain Pieces that fit together to form the Battlefield.
It is useful to allow Doorway Terrain to be positioned in various ways — Terrain Players may find it useful to use additional separate Terrain pieces alongside fixed configuration tiles.
**Below is a guide to the amount of terrain to be used to populate a Zone Mortalis Battlefield:**
**Walls:** For three out of every four Sections the Battlefield is comprised of, place at least one piece of Wall Terrain. Each Wall Terrain piece should be at least 2"×2" and does not exceed 12" in length and approximately 2" in width.
**Doorways:** For each Section the Battlefield is comprised of, place at least one Doorway Terrain piece. Half of the Doorways should be standard doors (2" in width), and half should be wide Doorways, over 2" in width.
**Barricades:** For each Section the Battlefield is comprised of, place up to two Barricades Terrain pieces.
**Area Terrain:** Up to two pieces of Light Area Terrain no larger than 6"×6" per Battlefield.
The above Terrain suggestions should be considered as guidance. Due to the varied situations that these Zone Mortalis Rules are intended to represent, it is expected that Players may be required to deviate to some degree, based on the selection of Terrain available to them.
Once an area for the Battlefield has been set aside, the Players must place Terrain on the Battlefield in accordance with the Prepare the Battlefield Step of the Mission Sequence. Players may also require additional space to place accessories, Dice, Reserves and any Models removed from play.
### Step 4 — Deploy Objectives
In the fourth Step the Players must set up all Objectives required for the Zone Mortalis Mission. The Players may either select one of the Zone Mortalis Missions or roll as described in Step 1. The selected Zone Mortalis Mission will give specific Rules for how its Objectives must be set up.
### Step 5 — Select Deployment Map *(Optional Step)*
This Step uses a default Deployment Map unless both Players wish to add further variety to their Battles, in which case an alternative Deployment Map may be selected. The Players may either select one of the Zone Mortalis Deployment Maps that both Players agree on, or both Players must roll a single Dice with the Player that rolls the highest using Deployment Zone A and the Player that rolls lowest using Deployment Zone B. If the result of the roll is a tie, then both Players must roll again until one Player rolls higher than the other.
| D6 | Deployment Map |
|---|---|
| 1–2 | Configuration Primus |
| 3–4 | Configuration Secundus |
| 5–6 | Configuration Tertius |
Once the Deployment Map Type has been determined, both Players must allocate one Deployment Zone to each Player. All Players in a Deployment Map must roll a single Dice with the Player that rolls highest using Deployment Zone A and the Player that rolls lowest using Deployment Zone B.
### Step 6 — Declare Mission Reserves
In this Step Players should roll off. The Player that loses the roll-off must declare if they intend to place any of their Units into Reserves and note which Units have been noted on their Army Roster. The Player that loses the roll-off must then declare all Units in their Army that will not be placed in Deployment in Step 6. If there is no position where the Controlling Player can legitimately deploy one or more of their Units within the required Deployment Zone, those Units that cannot be deployed are placed immediately into Reserves instead.
### Step 7 — Deploy Armies
In this Step Players should roll off. The Player that loses the roll-off must deploy first, placing all Units in their Army that were not placed in Reserves in Step 6 into their Deployment Zone. If there is no position where the Controlling Player can legitimately deploy one or more of their Units within the required Deployment Zone, those Units that cannot be deployed are placed immediately into Reserves instead.
Players must deploy **at least one Unit** onto the Battlefield at the start of play, unless another Special Rule states otherwise.
> **Deployment**
>
> The Zone Mortalis Mission Rules will often refer to 'deploying' Models, Units and Armies. When instructed to deploy a Model, Unit or Army, Players must use the rules for Deployment as per the Core Mission Pack, found on page 306 of the *Warhammer: The Horus Heresy — Age of Darkness Rulebook*.
### Step 8 — Play Zone Mortalis Mission
The Player that deployed first in Step 7 takes the first Player Turn. All Zone Mortalis Missions are played for **five Battle Turns**. At the end of the fifth Battle Turn, this Step ends.
**Reserves:** During Step 8, further Units may only be added to the Battlefield from Reserves. At the end of Step 7, further Units may only be added to the Battlefield via the Reserves Special Rule, if that Special Rule is also in effect. Units must deploy in accordance with the deployment Rules for the Mission being played.
#### Sudden Death
If, at the end of any Battle Turn, any Player has no Models on the Battlefield — not including any Models that are in Reserves, in a Building or Fortification, or Embarked in a Model with the Transport Sub-Type — the Battle immediately ends regardless of the number of Battle Turns that have been played.
If the Battle ends due to Sudden Death, the player whose army was destroyed scores no additional Victory Points for that Turn, but the Player that caused the Sudden Death scores **3 additional Victory Points**.
### Step 9 — Decide Victor
Once all the Battle Turns have been completed, the victor is decided by the number of Victory Points each Player has scored. Victory Points are scored either by the Primary Objective or Secondary Objectives, these offer different tactical challenges to Players and in general Primary Objectives will offer the most reward.
The Player with the most Victory Points is the victor. If both Players have the same number of Victory Points then the Battle is a draw.
---
## Zone Mortalis Primary Objectives
Some Zone Mortalis Missions' Primary Objectives will require Players to control 'Objectives' in order to score Victory Points. Objectives, referred to here as Objective Markers, are the goals that Players must achieve in order to claim victory in a Battle.
In all cases an Objective Marker will be represented by either an Objective Marker token (as included in the *Age of Darkness Saturmine*), or a 32mm Base. An Objective Marker does not block Line of Sight, regardless of what is modelled on the Marker or Base. Rules for placing Objective Markers on the Battlefield will be presented as part of the Mission. Note that Objective Markers may never be placed into an Area of Impassable Terrain or outside the boundaries of the Battlefield, nor may an Objective Marker ever be Embarked on another Model.
### Controlling an Objective Marker
To score Victory Points from an Objective Marker, a Player must be in a position to **Control** that Objective Marker. In order to Control an Objective Marker, a Player selects one Unit under their control that is in base contact with at least one Model from any Unit. Any of the following situations will stop a Unit from being eligible to Control an Objective Marker:
- If any Model in the Unit is affected by a Tactical Status of Stunned, Pinned, Suppressed or Routed, then that Unit may not Control an Objective Marker.
- If a Unit is Locked in Combat, then it may not Control an Objective Marker.
- If a Unit is Embarked on another Model, then it may not Control an Objective Marker.
- If a Unit includes any Models with the Vehicle, Cavalry or Automata Type, then it may not Control an Objective Marker.
Furthermore, no Unit may Control more than one Objective Marker at a time. If a Unit is ever in a position where it would Control more than one Objective Marker, then the Controlling Player must declare which single Objective Marker it Controls in the Victory Sub-Phase. Likewise, if multiple Units are under the Control of a single Player, that Player must declare which single Unit Controls any given Objective Marker if multiple Units from that Player are in a position to Control it.
### Tactical Strength
The **Tactical Strength** of a Unit is used to determine which Player Controls a Contested Objective Marker. A Unit's Tactical Strength is equal to the **number of Models in that Unit** that are within 3" of the Objective Marker, multiplied by the total value of the Line (X) and Bulky (X) Special Rules for those Models.
For example:
- A Unit of five Models, all with the Line (1) Special Rule with all Models within 3" of an Objective Marker, has a Tactical Strength of 5.
- A Unit of five Models, with both the Bulky (2) and Line (2) Special Rules with all Models within 3" of an Objective Marker, has a Tactical Strength of 20.
- A Unit of five Models, with the Line (2) Special Rule with only three Models within 3" of the Objective Marker, has a Tactical Strength of 6.
- A Unit of five Models, with the Line (2) Special Rule with only three Models within 3" of the Objective Marker, would have a Tactical Strength of 6.
### Contested Objective Markers
If both Players have an eligible Unit in a position to Control the same Objective Marker, that Objective Marker is **Contested**. Both Players compare the Tactical Strength of the Units in question to determine which Player Controls the Contested Objective Marker in the Victory Sub-Phase. The Unit with the higher Tactical Strength may score Victory Points from the Contested Objective Marker in the Victory Sub-Phase.
### Scoring Victory Points from Objectives
Each Objective Marker has a value, as listed in the Mission. To score Victory Points from an Objective Marker, it must be **Controlled**. The Active Player scores Victory Points equal to the value of that Objective Marker for each Objective Marker they Control during the Victory Sub-Phase. Players may also score Victory Points from the Secondary Mission Objectives.
---
## Zone Mortalis Mission Special Rules
The Zone Mortalis Missions here may make use of the Abyssal Dark Special Rule as detailed above, and may also make use of Mission Special Rules including Reserves and Seize the Initiative, found in the Core Mission Pack.
### Abyssal Darkness
*Where no natural light exists or multi-spectral readings scramble all auspex readings, warriors may be plunged into absolute darkness.*
If this Zone Mortalis Mission Special Rule is in effect, no Line of Sight may be drawn through more than **6"** of an Area or area defined as having the Abyssal Darkness Special Rule.
### Impenetrable Area
*Sited deep within a hive complex, this is beyond the reach of any form of technology that allows troops to arrive in the midst of the battle.*
When this Zone Mortalis Mission Special Rule is in effect, neither Player may deploy any Units from Reserves using the Deep Strike Special Rule, if that Special Rule is also in effect. If the Deep Strike Special Rule is not in the Mission Rules, Units may still be deployed via Deep Strike using the Reserves Special Rule, but this Mission Special Rule prevents them from doing so.
### Failing Power Conduits
*Damaged power conduits flicker and fail throughout the battle, plunging entire sections into total darkness.*
At the start of each Game Turn, one player must roll for each Section of the Battlefield designated with the Failing Power Conduits rule. On a result of **1**, that Section has the Abyssal Darkness Special Rule for the duration of the following Player Turn.
### Crumbling Superstructure
*The structural integrity of the Zone Mortalis is failing under the strain of continual bombardment.*
After Step 7 (Deploy Armies) but before beginning Step 8 (Play Zone Mortalis Mission), one player must roll a Die for each Battlefield Section that has no Models controlled by either Player placed in it. If the result is a **2 or more**, that Section has the Confined Space (X) Special Rule for the duration of the Battle, with the value of X equal to the result of the Die roll. If the result is a **1**, the Section instead has the Abyssal Darkness Special Rule for the duration of the Battle.
---
## Zone Mortalis Missions
The Zone Mortalis Missions make use of a number of Mission Objectives. Mission Objectives are the goals that Players must achieve in order to claim victory in a Battle. The Zone Mortalis Missions feature both Primary Objectives and Secondary Mission Objectives — these function largely the same, in that they provide a goal that must be achieved in order to score Victory Points, but Primary Objectives may offer a greater reward than Secondary Mission Objectives.
---
### Zone Mortalis Mission One: Sector Sweep
*The enemy presence must be eradicated in this sector. Troops must sweep through in force, claim and hold the ground.*
#### Victory Conditions
The following Mission Objectives are used in this Mission:
**Primary Mission Objectives:** Capture Objective Markers
**Secondary Mission Objectives:**
- Slay the Warlord (2)
- First Strike (2)
- Last Man Standing (1)
In the Victory Sub-Phase of each Player's turn as the Active Player they may score Victory Points if they Control any Objective Markers. Players may also score Victory Points from the Secondary Mission Objectives.
At the end of Battle Turn Five, the Player with the highest total of Victory Points wins.
#### Objectives
This Mission uses **four Objective Markers** with a value of 2, set up as shown on the Objective Map below.
Note that if an Objective Marker cannot be placed in the specified location due to Impassable Terrain, it must be placed as close as possible to the specified location, without being placed any closer to the nearest Battlefield Edge.
#### Mission Special Rules
Failing Power Conduits, Impenetrable Area, Reserves, Seize the Initiative.
#### Deployment Map — Configuration Primus
**Deployment Zone A:** Along Battlefield Edge A (the top edge), 12" deep across the full width of the table.
**Deployment Zone B:** Along Battlefield Edge B (the bottom edge), 12" deep across the full width of the table.
The Sections closest to the centre of the table are the **β Sections**. The Sections adjacent to both deployment zones are the **α Sections**.
- All **α Sections** have the Abyssal Darkness Special Rule.
- All **β Sections** have the Confined Space (8) Special Rule.
Objective Markers are placed at the four intersections of the inner Section corners (i.e., the four points where the central 2×2 grid of Sections meets, forming a square pattern near the middle of the board).
---
### Zone Mortalis Mission Two: Terminal Control
*Cogitator terminals must be interfaced with to retrieve data of strategic importance. Each force must extract as much data as possible in the middle of the battle.*
#### Victory Conditions
The following Mission Objectives are used in this Mission:
**Primary Mission Objectives:** Capture Objective Markers
**Secondary Mission Objectives:**
- Slay the Warlord (2)
- First Strike (2)
- Last Man Standing (1)
In the Victory Sub-Phase of each Player's turn as the Active Player they may score Victory Points if they Control any Objective Markers. Players may also score Victory Points from the Secondary Mission Objectives.
At the end of Battle Turn Five, the Player with the highest total of Victory Points wins.
#### Objective Markers
This Mission uses **five Objective Markers** set up as shown on the Deployment Map. Objective Markers have variable values determined by Interfacing.
Note that if an Objective Marker cannot be placed in the specified location due to Impassable Terrain, it must be placed as close as possible to the specified location, without being placed any closer to the nearest Battlefield Edge.
#### Interfacing with Objective Markers
At the end of Step 7 ('Deploy Armies'), each Objective Marker has a value assigned as follows: the value of each Objective Marker is 0. The Active Player may, in their Victory Sub-Phase, attempt to Interface with one or more Objective Markers. To Interface with an Objective Marker, select a Unit that Controls that Objective Marker and that is not Locked in Combat; then make an Intelligence Check using the Characteristics of any single Model in that Unit (roll a D6 equal to or under the model's Intelligence Characteristic). If the Intelligence Check is passed, the Objective Marker is successfully Interfaced.
Once an Objective Marker has been successfully Interfaced, it receives a value of **1**. On subsequent turns, either Player may attempt to Interface with that Objective Marker again:
- If the same Player Interfaces it again, the value increases by 1 (maximum value **3**).
- If the opposing Player Interfaces it, the value decreases by 1 (minimum value **0**, at which point it is neutral).
#### Mission Special Rules
Impenetrable Area, Reserves, Seize the Initiative.
#### Deployment Map — Configuration Secundus
**Deployment Zone A:** Along Battlefield Edge A (the top edge), 12" deep across the full width of the table.
**Deployment Zone B:** Along Battlefield Edge B (the bottom edge), 12" deep across the full width of the table.
- All **α Sections** (adjacent to both deployment zones, running along the side edges of the board) have the Confined Space (8) Special Rule.
- All **β Sections** (central sections between the two deployment zones) have the Confined Space (6) Special Rule.
Objective Markers are placed as shown in the mission diagram: one in each corner of the central β zone and one in the very centre of the board.
---
### Zone Mortalis Mission Three: Signal Influx
*Distress beacons within a labyrinthine interior sector must be investigated to recover vital supplies and datacores before the ceiling collapses under the strain of continual bombardment.*
#### Victory Conditions
The following Mission Objectives are used in this Mission:
**Primary Mission Objectives:** Capture Objective Markers
**Secondary Mission Objectives:**
- Slay the Warlord (2)
- First Strike (2)
- Last Man Standing (1)
In the Victory Sub-Phase of each Player's turn as the Active Player they may score Victory Points if they Control any Objective Markers. Players may also score Victory Points from the Secondary Mission Objectives.
At the end of Battle Turn Five, the Player with the highest total of Victory Points wins.
#### Objective Markers
This Mission uses **three Objective Markers** with a value of 2 each. The locations of these Objective Markers will change at the start of each Battle Turn.
At the first Start Phase of each Battle Turn, one player must roll a D5 for the horizontal axis and one for the vertical axis of the Section grid to determine which Section intersection the first Objective Marker is placed at. (For example, if a 1 is rolled for the horizontal axis and a 3 for the vertical axis, the Section intersection in the top right corner of the Battlefield is used, and the Objective Marker is placed with one corner at that Section intersection.) The Players then repeat this process twice more (re-rolling any duplicated Section intersections) until there are three Objective Markers on the Battlefield.
At the **end of each Battle Turn**, all Objective Markers are removed from the Battlefield. At the start of the next Battle Turn, three new Objective Markers are placed by rolling again as described above.
#### Mission Special Rules
Impenetrable Area, Reserves, Seize the Initiative, Crumbling Superstructure.
#### Crumbling Superstructure
After Step 7 (Deploy Armies) but before beginning Step 8 (Play Zone Mortalis Mission), one player must roll a Die for each Battlefield Section that has no Models controlled by either Player placed in it. If the result is a **2 or more**, that Section has the Confined Space (X) Special Rule for the duration of the Battle, with the value of X equal to the result of the Die roll. If the result is a **1**, the Section instead has the Abyssal Darkness Special Rule for the duration of the Battle.
#### Deployment Map — Configuration Tertius
**Four Deployment Zones**, one in each corner of the board. Each Deployment Zone is approximately 12"×12" (one Section in size).
**Deployment Zone A:** Top-left corner.
**Deployment Zone B:** Bottom-right corner.
*(Additional players or symmetric play: Top-right and Bottom-left corners.)*
- All **α Sections** (the four corner Sections used as deployment zones) have the Confined Space (8) Special Rule.
- All **β Sections** (all remaining Sections) have the Confined Space (6) Special Rule.
Objective Markers are placed randomly at the start of each Battle Turn as described above.
---
## Appendix — Quick Reference: Zone Mortalis
### Mission Sequence
1. Select Mission (roll D6: 1–2 Sector Sweep, 3–4 Terminal Control, 5–6 Signal Influx)
2. Select Armies (1,500 Points)
3. Prepare Battlefield (4'×4'; 12"×12" Sections)
4. Deploy Objectives (per mission rules)
5. Select Deployment Map (roll D6: 1–2 Config Primus, 3–4 Config Secundus, 5–6 Config Tertius) *(Optional)*
6. Declare Mission Reserves (loser of roll-off declares first)
7. Deploy Armies (loser of roll-off deploys first; min. 1 unit on table)
8. Play Mission (5 Battle Turns; first player = player who deployed first)
9. Decide Victor (most Victory Points wins; tie = draw)
---
### Terrain Quick Reference
| Terrain | Effect |
|---|---|
| Walls | Impassable; block all LoS; cannot be moved through or over |
| Doorways (Open) | Does not block LoS; movement subject to Doorway (X) |
| Doorways (Closed) | Impassable; blocks LoS; Intelligence Check within 2" to open/close |
| Barricades | 5+ Cover Save; both sides in base contact for Assault; does not block LoS |
| Ladders/Hatches | Vertical movement only; counts as Difficult Terrain |
| Corridors/Chambers | Open Terrain; Hazardous if moving >9" in one phase |
---
### Confined Space (X) — Bulky Values Reference
Models with the Bulky (X) Special Rule where X ≥ the Section's Confined Space value **cannot enter** that Section.
---
### Special Rules Reference
| Rule | Effect |
|---|---|
| Abyssal Darkness | No LoS beyond 6" within affected area |
| Impenetrable Area | No Deep Strike Reserves |
| Failing Power Conduits | Roll per affected Section each turn; on 1, gains Abyssal Darkness next turn |
| Crumbling Superstructure | Before Turn 1, roll per empty Section: 2+ = Confined Space (X) where X = roll; 1 = Abyssal Darkness |
| Blind Panic | Routed units moving within 2" of friendly Pinned/Suppressed/Stunned units: those units must pass Leadership or also become Routed |
| No Fly Zone | Flyer Sub-Type models may not be used |
---
### Objective Control
A unit **Controls** an Objective Marker if it has at least one model in base contact and is not: Stunned, Pinned, Suppressed, Routed, Locked in Combat, Embarked, or of the Vehicle/Cavalry/Automata Type.
**Contested:** Both players have eligible units in base contact — compare **Tactical Strength**. Tactical Strength = number of models within 3" × total value of Line (X) + Bulky (X) for those models. Higher Tactical Strength Controls the Objective.
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### Sudden Death
If at the end of any Battle Turn any Player has no Models on the Battlefield (excluding Reserves, Buildings, Embarked), the battle ends immediately. The player with no models scores no further VP. Their opponent scores **3 additional VP**.
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### Breacher Charges
| Str | AP | Damage | Notes |
|---|---|---|---|
| 10 | — | D6 | Auto-hits in combat vs. Fortifications only |
Available to models with Legiones Astartes Trait and Command or Sergeant Sub-Type (+10 pts per model).
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*These rules are a companion supplement to Hive War and Orbital Assault. Together, all three form the complete* **Siege of the Hive** *campaign system.*