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Here's my 8th ed Zone Mortalis rules, blantantly stolen from other forums and modified by me.

Not GW endorsed in anyway

Force org.
Attacker and Defender

For use in matched and narrative play. Players can decide which player takes which role or roll
off in Narrative. Matched may use these FOCs but are more designed for Power Level list
building.

Define term: A Detachment consists of one FOC.

Attacker

Compulsory
HQ: 1 Elite: 1
Optional:
HQ:1
EL: 2
TP:3
FA:2
HS:1

Defender

Compulsory
HQ:1
TP:1
Optional
HQ:1
EL:2
TP:3
FA:1
HS:1

Combatant FOC
This is more designed ease of Matched play. Both players are to use the FOC listed below.
Compulsory
HQ:1
TP:1

Optional
HQ:1
EL:2
TP:2
FA:2
HS:1

For matched play you may only take one detachment per army.
Narrative play games may take 3
Detachments per army.

Command points in ZM. Optional rules.


Command points works as listed in the 40K BRB with the following execptions.
All battleforged FOCs award one command point.
Narrative: 1 extra CP will awarded every 25 Power Level after 50.

Example

25 PL battleforged army will have 1 CP. A 50 power army of one detachment will have 2. A 50 PL
army of two detachmentss will have 3.

Matched play: 1 extra CP will awarded every 500 points after 1000.

Example

500 point battleforged army will have 1 CP At 1000 points the army will get 2 CP.

Optional Rules in Zone Mortalis

The following rules changes are designed to provide a unique and fun experience in the 40K 8th
edition rule set. You may use any or none of rules. Its your game. How ever to maintain balance,
especially in matched it recommended to use the whole rule set.

Cover saves in ZM
Terrain placed in the hallways and rooms must cover the model by 50% to gain a +1 to the save.
Further more the whole of the unit must be obscured to gain this bonus. Aegis line purchased
provide a +2 to the units save. They may also be used by any model of any army once placed on
the ZM board.

Line Of Sight

LOS in ZM is blocked by the following. Closed and locked doors. Walls and structures defined by
both players at going floor to ceiling like pillars. LOS is not blocked by friendly or enemy units of
infantry bike or jump with the execptions of walker vehicles.

Unit entry: Doors

T:8 W:3 SV: 3+

It is recommended to model doors in two sizes 40mm and 60mm

Artillery units require LOS to fire at all times

Jump, jetbike, and bike units moving more than 6 inches must roll a D6. On a natural roll of a 1
the unit suffers a moral wound. This roll is made per unit not per model.

Unit restrictions

No unit may be taken in size with model count exceeding 15 models.

No unit longer or wider than 4 inches may be taken. To include all tanks and speeders.

No model of any kind that requires a base larger than 60mm may be taken.

Scoring

Only units available as troops choices can score objectives. There is no exception to this rule.

Murder hole

When a unit fires through a friendly unit that is in LOS to an enemy unit,roll a D6. On a natural
roll of a 1 the unit being fires through suffers 1 mortal wound. Units with more than 10 models
suffer D3 mortal wounds.

Fall back.

Units that lose models during during the moral phase immediately move back toward their
deoymemt zone or designated board edge 3 inches. This counts as a fall back move for the
following turn if in base contact with enemy models.

Nowhere to Hide: Units required to take morale checks suffer an additional -1 as escape routes
are confined and reduced, allowing the attackers precious moments to capture or cut down
additional fleeing models.

Blind Panic: Whenever a unit fails a morale check and loses models, all friendly units within 6"
must also take a morale check as if they had lost 1 model. If a morale check was already
required (due to casualties previously in the turn), the unit suffers a cumulative -1 penalty to the
check for each other unit within 6" that had already failed a morale check and lost models this
phase. If a unit already rolled for its morale check this phase, another unit cannot force them to
make another due to this rule. Units not required to take morale checks may ignore this.

Reaction Fire

The confined spaces of a Zone Mortalis make for deadly, close range fire-fights, where a split
second reaction may be enough to gun down an enemy rushing out from the darkness before
death strikes you down. In order to represent this, this special rule allows units being assaulted
a chance to fire their ranged weapons when they are assaulted with a superior chance of hitting
the foe than normal Overwatch fire would allow—if they’re fast enough!

Only units not already engaged in close combat and not Falling Back may attempt Reaction Fire.

Models that fire using weapons that hit automatically or roll a D6 to determine number of shots
re roll all to wound rolls. Also models equipped with rapid fire, assault, and pistol weapons may
fire over watch if they pass the following test.

Divide the units leader ship by half rounding up. Add this number to a D6 roll. If the result is 8 or
higher the unit passes and may fire over watch at full BS rather than 6+ natural roll.

Only Pistol, Assault and Rapid Fire weapons may be used for Reaction Fire attacks. Heavy
weapons may only be used for Reaction Fire attacks if the model carrying them has the
Relentless special rule. Note that other weapons in the squad may still make normal Overwatch
snap fire attempts, if they are eligible, alongside the rest of the unit’s Reaction Fire.

• Blast weapons may not be used to make Reaction Fire attacks.

Firestorm & Shrapnel: Any flamer (and similar) or blast weapons (use discretion on what
weapon may be considered a "flamer" or "blast" weapon) may reroll to wound. Any weapon
that may already reroll to wound instead may roll its dice for number of shots twice and pick the
highest (ie: If a weapon has d6 shots, you may roll two d6 and pick the highest).

Hardened armor

If modeled with Power Armor any unit may take hardened armor at 2 points per model.
Terminator armor counts as hardened in Zone Mortalis games

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