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Dialogus
03-08-2012, 06:46 PM
I haven't had a chance to try out ZM yet, but it looks like a lot of fun.

I wrote rules for a Boarding Action a while ago, and thought some of the Strategic Assets might be fun to add to games of ZM. Post any others you come up with!

Strategic Assets for Zone Mortalis

-Squad Assets: Either Player-

Grenade Acrobats: The troops have learned to bank grenades off walls or use guided weapons to attack ambushing units around corners. Instead of shooting, infantry units may make a shooting attack with a range of 9” that may be measured around walls (but not through them!). The shot is a S3 AP- Small Blast and scatters 1D6” with no subtraction for Ballistic Skill. If it scatters through a wall, move it back the minimum distance to have it land in the corridor where it was originally intended to land. This may only be used if the target is out of line of sight.
Revealed: The first time it is used.

Stun Grenades: The troops brought along devices to blind or confuse the enemy as they advance down a corridor. All infantry units are equipped with Defensive Grenades.
Revealed: The first time it is used.

Trip Mines: The troops leave traps behind them to slow the enemy. Five times during the game, any infantry unit may choose instead of shooting to place a trap marker within 3” of one of the unit’s models. The first time that an enemy unit comes within 3” of the trap the unit takes D6 S4 AP- hits, with vehicles hit on facing towards the trap. Traps may be destroyed on Penetrating Hits against AV 8. (Best to place traps around corners)
Revealed: The first time it is used.

Smoke Bombs: Three times during the game, any model may choose instead of shooting to throw a smoke bomb within 6" of the space they currently occupy. All units must take a difficult terrain test to move within 6" of the smoke bomb, and all shots fired through the 6" radius will grant a 3+ cover save. The smoke bomb lasts until the start of the player's next turn.
Revealed: The first time it is used.

Long-time Rivals: Veterans of a long campaign against this race, all units have +1 WS.
Revealed: During first assault engagement.


-Support Assets: Attacker-

Precision Shot (Space Missions only): The Attacker chooses any area between two doors with at least one spot within 3" of the edge of the board. This area is hit with a powerful shot, breaching the hull. Any models in the chosen area must pass an Initiative test or be sucked out into space and immediately killed.The Cold Void rule will apply to this area for the rest of the mission.
Revealed/Used: After defender has deployed, before attacker has deployed.

Ion Cannon (Space only): Roll a D6 at the start of every turn. On the roll of a 5+, a supporting ion cannon battery strikes your area of the ship, temporarily disabling all electrical systems. All doors become unlocked but still block line of sight, and no Defender Support Assets may be used this turn. Additionally, the Night Fighting rule is used for the turn at 2 times 2D6 distance for sight. On the roll of a 1, the ion cannon fails this turn and cannot be used in the next turn.
Revealed: At the start of the attacker’s first turn.

Ship Recon (With Enemy Unknown rule only): Whether through advanced scanners, psychic abilities or infiltration, the team has received some information from HQ about what they are up against. The attacker chooses D3 defending units and the defender chooses one of his own other units. The defender must reveal each of these units to the attacker.
Revealed/Used: After defender has deployed, before attacker has deployed.

Sabotage: The attackers have a spy among the enemy. The defender may not lock doors (as the attacker knows the codes). The attacker may also make one Sabotage attack during one of his shooting phases, where he picks any one defender unit (even an unseen unit), and that unit suffers D6 S6 AP4 hits, with vehicles hit on rear armor.
Revealed: The first time an attacker unit moves through a locked door, or when the Sabotage attack is made, whichever comes first.


-Support Assets: Defender-


Poison Traps: A system was installed so that in dire situations invaders could be locked in a chamber and poisoned with highly corrosive gas. The defender may choose to poison up to a total of two spaces between doors throughout the game during their shooting phases. Each model in a poisoned cell must roll a D6 at the start of their turn and add the number of previous consecutive turns they had spent any time in the poisoned cell. Any modified rolls of 8+ will cause a wound with no armor save allowed. The poison disperses with no further effect if a door in the cell is destroyed or if the defender chooses to vent the poison away at any time. Adjacent cells may not both be poisoned.
Revealed: The first time it is used.

Auto-Turrets: Some ceiling turrets were installed in the ship in case of emergency. Place an additional ten (immobile) markers anywhere on the board, out of the attacker's deployment zone, with five of the pieces marked as turrets. Reveal the turrets as you would another unit, removing any pieces that are not marked as turrets when revealed. The turret is stationary and fires with the following profile:
BS: 2 18” Range, S:4 AP: - Heavy 4
Penetrating Hits against AV 8 will destroy an Auto-Turret.
Revealed: During defender deployment.

Surveillance System: A system of cameras or sensors is in place throughout the ship. If the Enemy Unknown rule is in play, place 1 camera marker for each 4 square feet of table space, anywhere outside the attacker's deployment zone before the attacker is deployed. (2 cameras for 3x3', 3 for 4x3, 4 for 4x4, 6 for 4x6) Cameras will reveal any unit which crosses their line of sight. Cameras may be destroyed with a Penetrating Hit against AV 10.
Revealed: During defender deployment