Zone Mortalis HH2
Zone Mortalis HH2
ZONE MORTALIS
During the Horus Heresy, the battle-brothers of the Legiones Astartes fought each other
across every environment imaginable. The rules for recreating one such war zone can be
found over the next few pages. Will you lead your Legionaries into a Zone Mortalis?
he Horus Heresy - Age of Darkness: Zone Mortalis methodology, one in which high commits]: it»; \‘..\ ("l6 all
allows players to recreate some of the most expected price for victory.
savage and desperate battles of the Horus
Heresy. Whether within the confined decks of The rules presented in this mini - ‘, y Ilv._>n‘ie'ntal
Legion battle—barges, the labyn’nthine corridors of ancient addition to the core rules for \‘m > m‘mrs l‘lt‘l't’SU
,
fortresses or the winding tunnels of Mechanicum forge— — Age of Darkness. which are rug-i: wane Mortalis.
‘
fanes, the battlefields that the Principia Bellicosa describes The rules presented here am. i l \ more
-
\ as 'Zones Mortalis' — fatal grounds -— were brutal complete and exhaustive Zeinu, ~ -:e1 to be
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environments for even the most seasoned warriors. The released in future publica A presented
.
ose quarters, limited lines of sight and frequent choke to provide players with a ban.“ 1 r; ,|.l,l\.L‘ games
l
\OJ.'.ntsv demanded an entirely unique tactical in the brutal conditions...” 0:" .1:
ill llt‘lt’l
NEW RULES
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54
PgEPAR-IN G FOR BATTLE WARLORDS
[N THE ZONE MORTALIS When choosing your army, you must nominate one model
gig The follOWIn-g 5601.0“ Offers a variety of optional rules and to be your Warlord, follOWing the guidelines presented on
mission type-5 for Playing garnes of the Horus Heresy using page 284 in the Horus Heresy — Agc ofDark-ncss mlebook,
Zone Mortalls terrain and rules to supplement the core You may not choose a Warlord Trait for your Warlord
rules 0f the Harms Hera? " Age of Darkness. Because Zone in games with a maximum points limit of 500 points or
MortahS' aCCiOHS are fought in quite dense terrain and fewer. In games with a points limit of 501 points or more,
without the aSSiSlCEmCe 0f transport vehicles to get around, each Warlord has one Warlord Trait, chosen dun'ng army
a smaller gamm'g area can often improve the expen'ence selection from the list of Core Warlord Traits on page
Ofplay. When planning your games, use the table below to 285 of the Horus Heresy — Age of Darkness rulebook (or
determm'e the she of the battlefield: another list of traits made available as part of that model’s
Allegiance or Army List) and noted on the player’s roster.
Total Anny Size' (Per player) Table SIz'e Some special rules attached to certain Army Lists or
up to 500 points 2' x 2' models may allow a Warlord to select Warlord Traits other
1... . 1
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3' x 3' than those presented in the Core list — such rules will
1,LAOS-300points 4' x 4' specifically note which other Traits may be selected.
4' x 6'
Reactions in Zone Mortalis
FORCE SELECTION When making Reactions dun'ng a Zone Mortalis battle,
Each force used in a Zone Mortalis game is selected an army may not choose to use any of the Core Reactions
usm‘g the rules presented in the Horus Heresy — Age of presented in the Horus Heresy — Age of Darkness rulebook
Darkness rulebook. Allegiance and Army list are selected nor any army list specific Advanced Reactions.
by the player as per the standard rules. However, for most
Zone Mortalis battles only the Mortalis Assault Force Instead, all armies, regardless of Faction or size, may only
Organisa'tion chart provided here should be used when choose to use any or all of the Zone Mortalis Reactions
selectm'g um'ts. as presented in this supplement dun'ng a Zone Mortalis
battle or any of the standard Advanced Reactions in the
Forces selected for fighting in a Zone Mortalis action Horus Heresy — Age ofDarkness rulebook.
should be chosen from theIr' army list as normal with the
'followm'g exceptions:
{in REACTION ALLOTMENT,
No unit may In'clude more than 15 models. If a unit’s ADDITIONAL REACTIONS, AND REACTION
m1mm"um Slz'e is greater than 15 models, that unit may LIMITS IN SMALLER GAMES
not be chosen. Note that this restriction only applies In games with a total army size of 1,000 points
to m'dividual units during army selection. Models with or fewer per player, any player may make one
spec1al' rules such as an Apothecarion Detachment (1) Reaction in each Phase of their opponent’s
. that are assigned to units before the first turn or with turn. This number may not be increased in any
the Independent Character special rule that join units way. Regardless of any modifications to a player’s
dunn'g the battle may increase the number of models in Reaction Allotment or special rules granting
aum't to greater than 15. additional Reactions, the Reactive player may never
7 No unit may select a Dedicated Transport. make more than one (1) Reaction in any single Phase.
No models with the Armiger and/or Vehicle Unit Types
‘ may be chosen.
No models with the Dreadnought Unit Type or Automata
Unit Type, or the Monstrous Unit Sub-type may be
chosen If' they have a Wounds Characteristic of 7 or more.
. No models with the Antigrav Unit Sub—type may be
'
chosen.
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confines and twisting corridors ot‘the theatre ofwar LN‘ the p 1 ..*‘«yers must also
bat’l”
change the way battle must be waged and tactics applied, or none or it has a ceiling.
V
Citadels Zone Mortalis terrain is perfect for representing models cannot draw line at sight ax
the narrow confines, twists and turns. and tangled spires Columns. \V; l 1' 5.
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doors
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key features that must be determined when designating battle, the players must ti‘es.'ie_‘1i.iie .'-'
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terrain dun‘ng every Zone i\lortalis game: ceilings and per player on each luttleneld edge \» \‘ss ,\t“u.‘i' “\
114
MOVING THROUGH Tana/um Dom .-
In Zone Mortalis be’lUlC'fi, 11*“)ko Ind} ll(|f I'll‘\\t‘\"f1(\£lll\ mm IJL’ \L’Ulcd (i// l}; I"). 11w; r),
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offer an alternative 1m illinl [w ,\‘
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TERRAIN T r e .1 4.
Zone Mortalis l- m t: 1 nuiiglulv ‘1 rimiwi. (‘rl oprniiigs such
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CORRiDons x; six-.19 M” x4."t.‘.v"1.".5
This categor) time's I." in \."l. n ci/iUI‘ll} 01‘th HPAUN m St ti'f‘
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a Zone Mortalis Puttlet'ield, from light interior lmllK In door em eiilitt' he ‘ lost-d or open. Unless stated
control rooms and inassiVe landing and storage l‘m's. 7m UL hem ise ll.‘ [lit llilSHlOll rules. .1” doors begin the battle
additional rules are needed for Corridors 8: Chambers, in the closed state.
and unless otherwise specified, special rules and abilities
that affect terrain do not affect Corridors is" Chambei s. Closed: \ilOClClS cannot move or draw line of sight
through a closed door. In addition, distances cannot
ZONE MORTALIS TERRAIN PIECES be measured through a closed door (see Columns and
Individual items of terrain, such as Walls, doors, platforms, Walls, above).
ladders, lifts, and Stairways are all examples ofTerrain Open: Open doors do not block line of sight and
Pieces. These items of terrain serve to shelter trOOps on models may move freely through an open door with the
the field of battle by means of their own bulk and design. following exceptions:
- Models with the Dreadnought, Cavalry, and/or
When drawing line of sight to a model that is the target of Vehicle Unit Types may not move through standard
a Shooting Attack, ifit is at least 25% obscured by a Zone doors.
Mortalis Terrain Piece, it is eligible for a Cover Save (see 0 Models with the Bulky (X) special rule with a value of
page 174 of the Horus Heresy — Age of Darkness rulebook). (3) or greater may not move through standard doors.
By default, most Zone Mortalis Terrain Pieces are termed 0 Models with S or more Wounds may not move
corridor debris, and unless otherwise stated, a model in through standard doors.
cover behind corridor debris has a 6+ Cover Save.
Control
In addition, some Zone Mortalis Terrain Pieces have Depending on the mission, doors may be Accessible,
additional rules, which are detailed as follows: Locked, or Controlled.
in
Transport Capacity of (i and ,1 single facing with Armour if i n u 3 Te
A—l.rrain.
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Value 10. Standard 'lrir-n. .‘i;5'.‘: Z liull Points. and Md»:
rlrmr' have 6 l lull l’uint l luv. w. er when a Penetraire'
.
llit is inflicted on a (in-0r In [one ‘.lrirtalis. it loses l2." _
Point". and no roll iimrlr: on My; Building l'jamage':
in addition. when a door in Zone ‘zlortalis is reduce-v: *
0 Hull Points. ll rim-s. nu' suffer a Total Collapse reg :"
Instead. a door v.1th (J l lull l’mnta cannot be targ'xetcd
again by a Show ing :‘tttack. Charge or .‘vi‘elc‘fi 3’13 -i-’ '37
any Phase and is treated at, in the open state by all n a '
for the remainder of the battle. regardless which p12: ‘
controls the door.
Ladders 8t Stairways
Whether narrow access [adders or grand Staircases. mm on; up
and down within a Zone l’Vlorta/is is a difficult affair.
through l'la/ardous Terrain. eat h
In a Zone Mortalis battle, models may only mme \ erticall} Hazardous Terram tc‘SE ’sce belmv
when in base contact with a piece ofterrain designated lea\ es. or moves within Hazardous l- 4
as ladders or stairways. W'hen climbing between levels
vertically via ladders and stairways. models use the rules Running and Falling Back Through
for vertical movement on page 165 of the Horus Heresy — Hazardous Terrain
Age ofDarkness rulebook. However, ladders and Stairways If, when running or falling back. one or more models
are treated as Difiicult Terrain. move through Hazardous Terrain. each model must take
a Hazardous Terrain test (see below) as soon as it enters.
HAZARDOUS TERRAIN leaves or moves within Hazardous Terrain.
Fighting within a Zone Mortalis is a dangerous and
treacherous affair, and one in which even light vehicles Hazardous Terrain Tests
can flounder or damage themselves, unexpectedly To take Hazardous Terrain tests, roll a D6. On a 1. that
crashing through buckled deck plating, getting crushed model suffers a Wound. No Armour Save. Cover Save or
beneath falling rubble, or contacting exposed power Damage Mitigation roll may be made against this \Vound.
conduits with deadly results. Note that an area of but lnvulnerable Saves may still be made.
Hazardous Terrain does not grant a Cover Save. Also
note that Hazardous Terrain is neither Difficult Terrain Once a model has taken a Hazardous Terrain test for
nor Dangerous Terrain, and its effects are not mitigated a particular area of Hazardous Terrain, it does not test
by special rules or Wargear that interact with those for that terrain again in the same Phase. However. if the
terrain types. model moves into a different area of Hazardous Terrain.
this must be tested for as normal.
Moving into Hazardous Terrain
lfa unit starts its move outside an area of Hazardous Shooting Whil'e Within Hazardous Terrain"
Terrain but has a high enough Movement Characteristic While within an area of Hazardous Terrain, models suffer
to enter an area of Hazardous Terrain during the current a -1 penalty to all To Hit rolls made as part of Shooting
Movement phase, the player must declare if they want Attacks. Models with the Primarch Unit Type or the Night
their unit to try to enter it as part of their move. If the Vision special rule do not suffer this penalty.
controlling player chooses not to enter any area of
Hazardous Terrain, the unit moves as normal but may not
enter any area of Hazardous Terrain. If the controlling
player chooses for a unit to enter any area of Hazardous
Terrain, the unit applies a modifier of—Z to its Movement
during that Phase.
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BARRAGE VVEAPC'
Weapons Ik’j'l," :‘
fire i'ndirec_'ij
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Attacks as in 7
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OBJECTIVE M :3 s =
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an Objective '.'7.‘"..t}'l* 3‘ in order t-‘rv or her-‘9. eon it and the centre are ignored.
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and death. The Force the Breach mission represents a th : Kipearhead and the other the Rt: 9 g r HIPS
defending force fighting to maintain such control in the must include at least one unit, and n.= “i may
face ofan attacking enemy. The Force the Breach mission include more than twice the nuinliw‘m 'ii ilit.‘ other.
is an example ofthe sorts ofmissions that can be played in
Zone Mortalis. Future publications will include a variety The battlefield is then divided into .‘HH .1 mil quadrants
/'
,
ofmissions for Zone Mortalis battles. .is shown in the deployment map l)i.'ll\‘.\. lii‘ Defender
chooses one quadrant to be their lh‘plt‘i} went [one and
THE ARMlES deploys all units included as part of their Spearhead
One player must take the role of the Attacker, and their anywhere in this area but not within 6" of the centre of
opponent the role of Defender, deciding which will the board.
take a given role either by mutual consent or by rolling
otT. When selecting armies, the Mortalis Assault Force The Attacker then rolls a D6. On a roll of3 or lower,
Organisation chart must be used, otherwise the players the quadrant opposite that oftheir opponent is their
choose their armies using the Horus Heresy rules. Deployment Zone. On roll of4 or higher, they may
choose any of the three remaining quadrants to be their
SETTING UP THE GAME Deployment Zone. They must then deploy all units
The Zone Mortalis is a tangled labyrinth of passageways included as part of their Spearhead anywhere in this area
and chambers, and should be represented appropriately. but not within 6" of the centre of the board.
Using the Citadel Miniatures Zone Mortalis terrain, the
players set up the battlefield in the following steps: After setting up and deploying the armies, but before play
begins, the Defender places three Objective markers: one
0 Determine Ceiling: The players must determine if the in their own Deployment Zone and one in each of the
battlefield will have a ceiling or not (see page 114) either zones in which neither player has deployed. The Objective
by mutual consent or by rolling off. markers must be placed following the restrictions on page
Place Columns and Walls: The Columns and Wall 306 of the Horus Heresy — Age ofDarkness rulebook, with
sections may either be laid out in an agreed fashion, one additional restriction:
or alternatively, the players may take turns placing
Columns and Wall sections, until roughly between one - Objective markers may not be placed within 6" of the
third and one half of the battlefield is covered with centre of the battlefield.
Columns and Wall sections. When placing Columns
(,
48"
and Walls, players must designate access points (see
l
page 114).
Place Doors: Starting with the Defender, the players
may take turns placing doors (either standard or wide
doors). Once at least three doors have been placed, Quadrant 1 Quadrant 2
either player may choose to place no more. The other
player may then place one final door.
Place Remaining Terrain: Starting with the Defender,
the players may take turns placing Terrain Pieces (m 12" +
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