Post by Couchatron on Feb 1, 2016 14:15:10 GMT -6
Extra/Alternate Zone Mortalis Rules
I decided to come up with some extra/alternate Zone Mortalis rules to further increase the Zone Mortalis experience. These additional and alternate rules are completely optional and should always be discussed with your opponent before playing. These are advanced rules and should be played by experienced players. These rules may overwhelm newer players.
Feel free to make suggestions or add cool ideas!
FIREWALLS
Firewall rules incorporate an enhanced hacking and board control system within your zone mortalis games. Ideally, the defender is assumed to be on their own ship whilst the attacker is attempting to make their way through unknown territory. A game using Firewall rules uses an extended game length of 7 turns with turns 8 & 9 being rolled for.
Supplies Needed
• Outside of the your own models and a ZM Board with doors, each player needs a separate set of dice of a different game color than their game dice. These dice are known as Firewall Dice.
• The attacker and defender’s Firewall dice should also be different colors from each other.
o I.e. Attacker may have red dice while the Defender may have blue dice.
• 3 small models representing a mainframe computer. These may be represented as specific areas on your ZM board if you wish; just make sure they are clear to both players.
Setup
• Determine who is the attacker and who is the defender.
• The Defender & Attacker alternate in placing/nominating mainframe computers.
o Computer must be placed at least 12" a part from each other.
o The Defender always places 2 and the attacker always places 1 mainframe computer.
• Defender sets up first.
• After the Defender sets up, nominate 3 doors on the board and roll 2d6 with your firewall dice for each door.
• On the roll of a 6+ place the result on the ZM board near that door. This represents the strength of the firewall.
o If a 5 or less is rolled on 2d6, the firewall fails and the door may be opened normally.
• Defender places mines & dummy mines.
• Attacker sets up.
• After the Attacker is done setting up, but before seizing the initiative, the Defender rolls for Firewall strength on the 3 defender mainframe computers.
o Roll for each computer until at least a strength of 7+ is determined on 2d6.
o If a roll of 6 or less on 2d6 is rolled, roll again until you meet or beat 7.
FIREWALL GAMEPLAY
• A door that has a firewall may only be opened by one of two ways.o Hacking through the firewall
o Blowing open the door.
• A mainframe computer that has a firewall may only be accessed by hacking into it.
• A door that does not have a firewall may be opened on the roll of a 3+ using a 2d6 roll.
• If Snake-Eyes is ever rolled when attempting to open a door, hack a door, mainframe computer, or use a command, the system will lock you out rendering you unable to access that system during your next turn.
Hacking
Hacking attempts may be made at the following two times not both.
1. The end of the movement phase in which you made contact with a mainframe computer or door.
2. The beginning of the movement phase in which you are already base to base with a mainframe computer or door.
• Mainframe Computers – An attacker model may attempt to hack the defender’s mainframe computers by making a hacking roll against it. To hack a mainframe computer with a Firewall, roll 2d6 with your firewall dice. If your roll meets or beats the strength of the Firewall (the opposing dice result), the mainframe computer becomes accessible for a short time (one turn).
• Doors - To open a door with a Firewall, roll 2d6 with your firewall dice. If your roll meets or beats the strength of the Firewall (the opposing dice result), the door opens.
Mainframe Computer Commands – The following are commands available to a user that has successfully gained access to a mainframe computer. A model controlling a computer may make a single command per turn.
• Open/Close Doors
o The model may open or close a single door on the grid.
o If any model or it's base is underneath a door when it is closed, it takes a S6 Ap2 hit (always hitting rear armour). If all models hit are destroyed, the door closes. If any model in the doorframe survives, the door remains open.
• Depressurize Room
o A model may attempt to depressurize a room or hall that accessible only by two doors and no open corridors. In order to depressurize a room, roll an 8+ on 2d6.
• Override Mainframe
o A model may attempt to override a different mainframe computer and put up their own firewall in it's place.
o To override a different computer, nominate a mainframe computer controlled by the opposing faction and make a Firewall check against it’s current Firewall strength. If you meet or beat the Firewall score, replace the opposing Firewall dice with your own.
• Override Door
o A model may attempt to override a door's firewall and put up their own firewall in it's place.
o To override a door, nominate a door controlled by the opposing faction and make a Firewall check against it’s current Firewall strength. If you meet or beat the Firewall score, replace the opposing Firewall dice with your own.
• Add Firewall
o A model may use the mainframe computer to add a firewall to a door that does not currently have one. In order to add a firewall, nominate a door without a firewall that you would like to hack and roll 2d6. If the result of your roll equals or beats a 6, the Firewall is successful and the result you rolled is the strength of the firewall. If you rolled a 5 or less, the Add Firewall command has failed.
• Cut the Lights
o A model may attempt to ‘Cut the Lights’ in a specific room.
o To cut the lights, roll a 7+ on 2d6.
o If the lights are cut, models traveling in that room gain the slow & purposeful special rule, unless they have the Night Vision special rule to which they then gain the Relentless special rule.
Firewall Specialists
Firewall Specialists are Consul types that excel in the art of defense mainframes and system hacking. Firewall Specialist rules do not apply to firewall rolls made before the first game turn. Two Firewall Specialist bonuses may never be used jointly in the same hack or command. You must chose one or the other. For example, a unit with both a Forge Lord and a Master of Signals may not re-roll 1's AND use a +1 modifier when attempting commands.
Master of Signals
• A model in the same unit with a Master of Signals adds a +1 modifier to each command they attempt.
• A Master of Signals attempting to use a command adds a +2 modifier to each command they attempt.
Forge Lord
• A model in the same unit with a Forge Lord may re-roll 1's when attempting to hack or use a command.
• A Forge Lord attempting to hack or use a command may re-roll one or both of the dice when attempting a hack or command.
Praevian
• A model in the same unit with a Praevian may Open/Close a single door in addition to their primary mainframe command that turn.
• A Praevian attempting to make a command may use two commands in a single turn.
Saboteur (Alpha Legion only)
• A model in the same unit as a Saboteur adds a +1 to each hacking attempt they make.
• A Saboteur attempting a hack adds a +2 modifier to each hacking roll they make.
Iron-Father (Iron Hands only)
• A model in the same unit as an Iron-Father who successfully creates or replaces a Firewall may turn it into an Advanced Firewall on the roll of a 4+. An Advanced Firewall has an extra barrier around it which requires the opposing faction to make a roll of a 3+ before attempting to hack it.
• An Iron-Father who successfully creates or replaces a Firewall may turn it into an Expert Firewall on the roll of a 3+. An Expert Firewall has an extra barrier around it which requires the opposing faction to make a roll of a 4+ before attempting to hack it.
Warsmith (Iron Warriors only)
• A unit with a Warsmith may roll 3d6 (take the 2 highest) when attempting hacks and commands.
• A Warsmith may roll 4d6 (take the 2 highest) when attempting hacks and commands.
MINES & GRENADES
Special Mines & Grenades may be purchased during the list building phase of the game. Please talk with your opponent before lists are built to see if these special rules are something they want to play with.
GRENADES
List Building with Grenades
• Any model that may take Melta Bombs may in addition purchase one more type of specialist grenade.
Standard Grenades
Frag Grenades -Same as BRB but Large Blast
Krak Grenades - Same as BRB
Specialist Grenades
Plasma Grenades - 5 pts - Same as BRB but Ap2 on a to wound roll of a 6.
Flashbangs - 5pts - 8" Range/One-Use - A unit with Flashbang Grenades may throw a flashbang into a room before the movement phase. Any unit inside of a room or hallway that is hit by a flashbang grenade must take a Blind test with a -1 modifier. Models with Night Vision must take a Blind test with a -2 modifier. A model may safely throw a Flashbang Grenade into another room by standing base to base with an open doorframe.
Smoke Grenades - 5 pts - 8" Range/d6" scatter/One-Use - A model with a Smoke Grenade may throw a smoke grenade before the movement phase. A smoke grenade creates a Large Blast radius of smoke that enhances cover. The smoke circle blocks all line of sight unless a model is standing inside the smoke. A model inside the smoke being fired at has the Shrouded special rule. A model inside the smoke firing out of the circle grants the enemy being fired at the shrouded special rule. A smoke grenade last for a full game turn.
Haywire Pack - 10pts/One-Use - Same as BRB. In addition, a model in base to base with a closed door may attempt to hardlock a door with a haywire pack. A door that is Hardlocked may not be opened by hacking or commands under and circumstance for a full game turn, but may still be destroyed. Consult the following table when attempting to Hardlock a door with a Haywire Pack.
1 - Nothing Happens
2-5 - The door is Hardlocked for 1 full game turn.
6 - The door is Hardlocked for 2 full game turns.
MINES
• A unit may purchase a single mine for every 5 models in the unit.
• For every mine you purchase, you also receive a dummy mine.
• Additional mines may be discovered in supply crates, mission depending.
• A mine may not be placed within 6" of a Mainframe computer within the same room or hall. However, a mine may be placed as close to the mainframe computer as possible so long as it is on the other side of the wall.
• A 20mm or 25mm base will work as a mine.
• A model with a mine may drop a mine at the beginning of the movement phase. The mine does not officially activate until the enemy movement phase.
• Alternately, a model wielding a mine may toss the mine 4" away instead of placing it base to base on the roll of a 2+. On the roll of a 1, the mine is considered a dud and rendered useless. Remove the Mine from play.
• All Mines are one-use only.
Dummy Mine - A dummy mine is a false mine that once triggered (an enemy walks within 3") the mine is revealed to be nothing more than a fake. Remove the dummy mine from play.
Proximity Mine - 10pts - Any time an enemy model walks within 3" of a Proximity Mine, roll a D6 and consult the chart.
1 - Dud. The mine was a dud. Remove it from play.
2-5 - Explodes! The Proximity Mine explodes causing a S4 Ap5, rending hit against any model within a 4" radius.
6 - KABOOM! - The Proximity Mine explodes with great strength causing a S6 Ap4 Rending hit against any model within a 8" radius.
Haywire Mine - 10pts - Any time an enemy walker walks within 3" of a Hawyire Mine, roll a D6 and consult the chart.
1 - Dud. The Mine was a dud. Remove it from play.
2-3 Shock - All vehicles are stunned with no hull-points removed. This effect is treated as a shooting attack.
4-5 Frazzle - The mine causes a single glancing hit against all vehicles within 6" of the mine. This effect is treated as a shooting attack.
6 Overload - The mine causes a single penetrating hit with an AP2 value against all vehicles within 6" of the mine. This effect is treated as a shooting attack.
Gravity Mine - 10pts. - Anytime an enemy model walks within 3" of a Gravity Mine, place a Large Blast with the hole centered over the area of the mine. This section is treated as difficult and dangerous terrain for two full game turns.
GRENADES
List Building with Grenades
• Any model that may take Melta Bombs may in addition purchase one more type of specialist grenade.
Standard Grenades
Frag Grenades -Same as BRB but Large Blast
Krak Grenades - Same as BRB
Specialist Grenades
Plasma Grenades - 5 pts - Same as BRB but Ap2 on a to wound roll of a 6.
Flashbangs - 5pts - 8" Range/One-Use - A unit with Flashbang Grenades may throw a flashbang into a room before the movement phase. Any unit inside of a room or hallway that is hit by a flashbang grenade must take a Blind test with a -1 modifier. Models with Night Vision must take a Blind test with a -2 modifier. A model may safely throw a Flashbang Grenade into another room by standing base to base with an open doorframe.
Smoke Grenades - 5 pts - 8" Range/d6" scatter/One-Use - A model with a Smoke Grenade may throw a smoke grenade before the movement phase. A smoke grenade creates a Large Blast radius of smoke that enhances cover. The smoke circle blocks all line of sight unless a model is standing inside the smoke. A model inside the smoke being fired at has the Shrouded special rule. A model inside the smoke firing out of the circle grants the enemy being fired at the shrouded special rule. A smoke grenade last for a full game turn.
Haywire Pack - 10pts/One-Use - Same as BRB. In addition, a model in base to base with a closed door may attempt to hardlock a door with a haywire pack. A door that is Hardlocked may not be opened by hacking or commands under and circumstance for a full game turn, but may still be destroyed. Consult the following table when attempting to Hardlock a door with a Haywire Pack.
1 - Nothing Happens
2-5 - The door is Hardlocked for 1 full game turn.
6 - The door is Hardlocked for 2 full game turns.
MINES
• A unit may purchase a single mine for every 5 models in the unit.
• For every mine you purchase, you also receive a dummy mine.
• Additional mines may be discovered in supply crates, mission depending.
• A mine may not be placed within 6" of a Mainframe computer within the same room or hall. However, a mine may be placed as close to the mainframe computer as possible so long as it is on the other side of the wall.
• A 20mm or 25mm base will work as a mine.
• A model with a mine may drop a mine at the beginning of the movement phase. The mine does not officially activate until the enemy movement phase.
• Alternately, a model wielding a mine may toss the mine 4" away instead of placing it base to base on the roll of a 2+. On the roll of a 1, the mine is considered a dud and rendered useless. Remove the Mine from play.
• All Mines are one-use only.
Dummy Mine - A dummy mine is a false mine that once triggered (an enemy walks within 3") the mine is revealed to be nothing more than a fake. Remove the dummy mine from play.
Proximity Mine - 10pts - Any time an enemy model walks within 3" of a Proximity Mine, roll a D6 and consult the chart.
1 - Dud. The mine was a dud. Remove it from play.
2-5 - Explodes! The Proximity Mine explodes causing a S4 Ap5, rending hit against any model within a 4" radius.
6 - KABOOM! - The Proximity Mine explodes with great strength causing a S6 Ap4 Rending hit against any model within a 8" radius.
Haywire Mine - 10pts - Any time an enemy walker walks within 3" of a Hawyire Mine, roll a D6 and consult the chart.
1 - Dud. The Mine was a dud. Remove it from play.
2-3 Shock - All vehicles are stunned with no hull-points removed. This effect is treated as a shooting attack.
4-5 Frazzle - The mine causes a single glancing hit against all vehicles within 6" of the mine. This effect is treated as a shooting attack.
6 Overload - The mine causes a single penetrating hit with an AP2 value against all vehicles within 6" of the mine. This effect is treated as a shooting attack.
Gravity Mine - 10pts. - Anytime an enemy model walks within 3" of a Gravity Mine, place a Large Blast with the hole centered over the area of the mine. This section is treated as difficult and dangerous terrain for two full game turns.