HORUS HERESY Zone Mortalis- The Scar of Cthonia

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HORUS HERESY Zone Mortalis- The Scar of Cthonia Ruleset: This is a Horus Heresy specific variant of 40K utilizing the Zone Mortalis rules. As such, it requires the use of the Forge World Horus Heresy books. In particular pages 168-173 of Book 1 and pages 184-187 of Book 3. Players will need to be quite familiar with this variant ruleset as all the main and optional rules will be in effect, with the lone exception being the Enemy Unknown variant. Forces: Each participant will bring two army lists, you ll be using one list in each game, depending on the Zone Mortalis location. No named characters or Dark Age Relics may be chosen. As this is a 500 point list, no Warlord Traits will be rolled for. List 1: A single boarding team of 500 pts consisting of a single primary detachment using the Combatant Force Organization Chart found in Book 1, page 168. List 2: A single assault team of 500 pts to tackle possibly tricky surface operations (i.e. jump packs etc.) on Istvaan V itself. Use the Combatant Force Organization Chart found in Book 1, page 168 Rites of War As no Praetors are permitted in games under 1000 points, a Delegatus Consul will need to be taken as your Warlord if you wish to use a Rite of War.

UNIVERSAL RULES Stratagems: You may choose 2 pts worth of stratagems from the following list: Breacher Charges, Spearhead Sentry Gun, Lascutter, Firewasp, Traps, Void Hardened Armor, Shock & Awe, Devastation Drone. Details for these stratagems can be found in Book 1 pages 178-181 and Book 3 pages 194-197. Table Set-up Scenery will be in set up by event organizers and should not be altered. All Bulkhead doors begin the game closed. Note: Only Infantry Units, Jump Units and Jet Pack Units may freely move through small bulkhead doors! Larger models must instead destroy small bulkead doors that they can not normally fit throuh. Once destroyed, count the new opening as difficult terrain for larger models. Catastrophic Damage For every turn after the first each player should roll a D6 at the beginning of the turn. Add the scores together and apply the results on the appropriate chart, according to the mission. In addition, if any ordnance weapon has been used on the preceding turn add +1 to the total. Scoring Units Each unit in your force counts as scoring. Troops choices and units with the Implacable Advance special rule count as having the Objective Secured rule. Please note that recent FW updates have given Legion Veteran and Seeker Squads as well as Alpha Legion Headhunter Kill Teams and Mor Deythan Strike Squads the Implacable Advance special rule. Any units which possess a rule that specifically states they can not be a scoring unit, such as Gal Vorbak s Damned special rule, do not score. M Note: Please leave all provided models with your table at the end of your game! Ending The Game Once time is called, the current turn is played out to completion. Otherwise, the game has a variable game length as follows: At the end of Turn 5, one of the players must roll a D6. On a 3+, the game continues, otherwise the game is over. If another turn is played, another D6 must be rolled at the end of game turn 6, and this time the game only continues on a roll of 4+. The battle automatically ends at the close of turn 7. Wipe-out! If one player completely wipes out their opponent s force, they gain an extra Victory Point. Note: This does not guarantee an automatic victory. The game continues (despite there being only one player) until time is called or the variable game length is reached. Combat Squads: Astartes units consisting of 10-15 models may be broken up and deployed into two smaller combat squads of 5+ models for the duration of any game. These count as two separate units but remain a single choice on the Force Organization Chart.

- BLOOD IN THE VOID - 2 Reinforcements At the start of a player's turn, one of that player's previously destroyed units (if any) may enter into their reserves this turn. 3-5 All Clear No Effect. 6-7 Void Debris Field Radioactive wreckage from destroyed vessels blankets the area in a dense cloud, limiting visibility and wrecking havoc with targeting systems. For this turn only all models have their Ballistic skill reduced by -2 (to a minimum of 1). In addition, all successful armor saves that rolled a 6 must be re-rolled. Models with Hardened Armour or Void Hardened Armour, an Armour value (AV), or has a save of 2+ may ignore this effect. 8-9 Hull Quake The ship's hull bucks and shakes, and gravity fluctuates wildly. All clear terrain is counted as difficult terrain for this turn, and already existing difficult terrain is counted as both difficult and dangerous terrain for this turn. 10 Internal Explosion Deck plating buckles outward as internal systems vent explosions and wreckage out into the void. Alternate placing and scattering a total of D2+1 Large Blast templates, rolling off to see who places first. Any model caught under a temple suffers a S5 AP4 Pinning hit on their rear armor. 11 Plasma Venting Burning plasma and violent electronic discharges arc from structure to structure across the hull. Alternate placing a total of D3+1 flamer templates with the small end touching any structure or objective on the tabletop. Players roll off to see who places first. Any model caught under a temple suffers a S5 AP4 Rending, Volkite hit. 12 Lance Strike The battlefield is torn asunder as a nearby vessel s lance weaponry strikes the area! Alternate placing and scattering a total of D3+1 Large Blast templates, rolling off to see who places first. Templates always scatter 3D6, any model caught under a temple suffers a S10 AP1, Pinning hit.

- BOARDING ACTIONS - 2 Reinforcements At the start of a player's turn, one of that player's previously destroyed units (if any) may enter into their reserves this turn. 3-5 Stable No effect. 6-7 Power Surge The ship's energy systems go into violent spasm, blowing out lighting arrays and either plunging the area into darkness or flooding it with a blaze of sparks. Night Fighting rules are now in effect this turn. If they were already in effect, they no longer apply this turn. Additionally, bulkhead and airlock doors may either open or shut on their own on a D6 roll of 5+ (roll for each one separately). 8-9 Dust Fall Clouds of dust are shaken loose and fill the area with a choking, blinding fog. For this turn only all models have their Ballistic skill reduced by -1 (to a minimum of 1). Additonally, no Reaction Fire attacks can be made. 10 Depressurisation The players roll off and the winner indicates an area of the board entirely bounded by walls and or door sections. Any doors in this section immediately close if they were open and the area becomes subject to the Cold Void special rule for the remiander of the game. Should any door bounding the area be opened or destroyed, the effect extends to the adjacent area as far as the next set of walls and doors, which themselves automatically shut. 11 Graviton Rad- Wave The area experiences a deadly plasma drive containment failure, sending a wave of radioactive horror through the vessel. All terrain, even clear terrain, is counted as difficult and dangerous terrain for this turn. Additonally, all applicable units are now considered to have Rad Grenades plus their weaponry has the Rad-phage special rule for the remainder of the game. 12 Lance Strike The battlefield is torn asunder as a nearby vessel's lance weaponry strikes the area! Alternate placing and scattering a total of D3+1 Large Blast templates, rolling off to see who places first. Templates always scatter 3D6, any model caught under a temple suffers a S10 AP1, Pinning hit.

- ISTVAAN V WASTES - 2 Not Dead Yet Fueled by hate or madness, the wounded rise to fight again. At the start of a player s turn, return D3 models to one of that player s depleted units (if any). 3-5 Echoes No Effect. 6-7 Shifting Shadows Darkness overtakes the battlefield, granting a brief respite to those under fire. Line of sight is reduced to 18. No weapons may be fired beyond this range. Additionally, no Reaction Fire attacks can be made. 8-9 Dust Storm Shards of razor sharp rock funnel through the canyons on a vortex of wind, stripping armor and flesh alike. All clear terrain is considered difficult terrain for all models. At the start of a player s turn all Jump Infantry, Jet Pack Infantry, Jetbikes, and Skimmers in their force must take a dangerous terrain test. This is in addition to any they must normally take. 10 Collapse The towering rock formations give way and bury the combatants. D3 large blast templates are placed touching any terrain feature on the tabletop. Alternate placing and scattering these, rolling off to see who places first. Any models caught under a template suffer S5 AP4 Rending, Precision Shot hits. 11 Hunter Seeker A massive construct of the Dark Mechanicum sweeps thorugh the area firing archeotech electobeams indiscriminately. A S3 AP2 Assault 3D6, Murderous Strike, Haywire shooting attack with line of sight to every model on the table is resolved at BS2. Round up to an even number, split the number of attack dice between each player and assign them to targets. A cover save of 5+ is granted to all targeted units. 12 Hollow World An undetected cavern complex beneath the battlefield collapses, swallowing the combatants wholesale. Every model on the table must pass an Inititiative test or be removed as a casualty. Jetbikes and models armed with jump or jet packs may re-roll any failures. Models without an Initiative value that are not skimmers are automatically destroyed.