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Zone Mortalis

Alternative Competitive Scenarios for


The Horus Heresy 2nd edition
version 2.0
Missions and deployment maps proposition by Naggrund (Polish HH
Community)
Table of Contents
About ............................................................................................................................................................................3
General Rules ...............................................................................................................................................................3
Missions ........................................................................................................................................................................3
Mission 1 – Crippling Blow ........................................................................................................................................4
Mission 2 – Trail of Destruction .................................................................................................................................6
Mission 3 – Heroic Defiance .......................................................................................................................................8
Mission 4 – Daring Raid ........................................................................................................................................... 10
Mission 5 – Broken Line ........................................................................................................................................... 13
Mission 6 – Killing Grounds .................................................................................................................................... 15
Deployment Maps..................................................................................................................................................... 17
Deployment Map 1 – Dawn of War ........................................................................................................................ 18
Deployment Map 2 – Sudden Strike........................................................................................................................ 18
Deployment Map 3 – Frontal Assault ..................................................................................................................... 18
Deployment Map 4 – Breakthrough Attempt ........................................................................................................ 19
Deployment Map 5 – Search and Destroy............................................................................................................... 19
Deployment Map 6 – Forward Offensive................................................................................................................ 19
FAQ ........................................................................................................................................................................... 20

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About
Zone Mortalis Alternative Competitive Scenarios format is inspired by a rather concise approach adopted by
Games Workshop in relation to setting out Zone Mortalis missions and deployment maps up to date (so far only
one mission and deployment map, published in White Dwarf issue 477, are available). This compendium allows
the Horus Heresy players to use a variety of missions and deployment maps instead of that single official ones.
Missions and deployment maps described here were also specifically designed for matched play, in particular for
Age of Darkness tournament events held in Poland.

Feel free to post feedback regarding this format to Horus Heresy Poland Discord Server. It is really more than
welcome.

General Rules
All rules set out herein are subject to changes by event organisers. Unless otherwise specified by event organisers
or in this compendium, general Horus Heresy – Age of Darkness rules (except for the Age of Darkness missions
and deployment maps) and Horus Heresy Zone Mortalis rules (except for the Zone Mortalis Mission: Force the
Breach) apply to the Zone Mortalis Alternative Competitive Scenarios, with the latter taking precedence in case
of discrepancy.

Missions
To begin with, a Zone Mortalis Alternative Competitive Scenarios mission will need to be selected for the game.
Players can either select a mission from the list of those available that is agreeable to all involved or roll randomly
on the table.
D6 Mission
1 Crippling Blow
2 Trail of Destruction
3 Heroic Defiance
4 Daring Raid
5 Broken Line
6 Killing Grounds

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Mission 1

Crippling Blow
The Armies
For this mission, all players select armies using the Mortalis Assault Force Organisation Chart (unless otherwise
specified in the used games format, such as the Zone Mortalis Praetorian format), to an agreed points limit.

Setting Up the Game


Before any models are deployed, deployment maps must be determined (from among the Zone Mortalis
Alternative Scenarios deployment maps) and all scenery set up.

The players determine if the battlefield will have a ceiling or not either by mutual consent or by rolling off. If the
players did not determine that, the entire battlefield counts as having a ceiling.

The Columns and Walls may either be laid out in an agreed fashion, or alternatively, the players may take turn
placing Columns and Walls, until roughly between one third and one half of the battlefield is covered with
Columns and Walls.

The players designate access points. If the players did not designate access points, all Corridor & Chambers areas
on a battlefield edge count as access points.

No doors are placed on the battlefield unless the Zone Mortalis Doors Alternative Competitive Rules are in play.

The players may take turns placing Terrain Pieces (not including Columns, Walls or doors) or areas of Hazardous
Terrain. The number of such Terrain Pieces or areas of Hazardous Terrain should roughly be equal to number
of feet in the battlefield’s width. If the battlefield already has fixed terrain pieces (e.g. debris, sludge pools or holes
imprinted on cardboard floor tiles), such terrain pieces count as Hazardous Terrain unless the players determine
otherwise by mutual consent.

Deployment
Before deployment, both players must divide their army into two separate groups of units – one designated the
Spearhead and the other the Reinforcements. Both groups must include at least one unit, and neither group may
include more than twice the number of units in the other.

To determine deployment order, the players roll off. The winner may choose to deploy first or second.

The player who deploys first selects their Deployment Zone and then deploys their Spearhead. Their
Reinforcements must begin the battle in Reserve.

The player who is deploying second then deploys their Spearhead. Their Reinforcements must begin the battle
in Reserve.

Each player should determine their Crippling Blow target (see the Victory Conditions section).

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First Turn
The player who deploys first also has the first turn, unless their opponent can Seize the Initiative.

Game Length
This mission lasts for six turns.

Victory Conditions
The Zone Mortalis Mission: Crippling Blow represents the struggle of specialist operatives aiming at eliminating
the enemy’s most vital units to help out the main forces fighting in other sectors. At the end of the battle, the
player who has scored the most Victory points has won the battle. If the players have the same number of Victory
points, the result is a draw.

Primary Objectives
Crippling Blow: After setting up and deploying the armies, but before play begins, each player should secretly
note down a particular Crippling Blow from the list below. At the end of the game, the player’s chosen Crippling
Blow is revealed. Each player gains additional Victory points for each enemy unit which has either been destroyed
or is Falling Back at the end of the game, and is of the type(s) listed for their selected Crippling Blow.

Crippling Blow
• Infantry & Daemon (Troops): +1 Victory point per unit
• Infantry & Daemon (Elites): +1 Victory point per unit
• Infantry & Daemon (other): +1 Victory point per unit
• Dreadnought: +2 Victory points per unit
• Automata: +2 Victory points per unit
• HQ: +2 Victory points per unit
• Primarch: +6 Victory Points per unit

Secondary Objectives
Slay the Warlord: If a side destroyed the enemy Warlord, that side gains 1 Victory point. If that Warlord was
also a Primarch choice, then an additional Victory point is scored. Note that this is in addition to any points
gained via Crippling Blow, etc.

First Blood: The first unit, of any kind, to be completely destroyed during the game is worth 1 Victory point to
the opposing player at the end of the game. If two or more units from opposing forces are destroyed
simultaneously, then both players get 1 Victory point (in addition to any Victory points from the mission). Note
that this is in addition to any points gained via Crippling Blow, etc.

Last Man Standing: The side with the greatest number of surviving units at the end of the game gains an extra
Victory point.

Mission Special Rules


• Reserves
• Night Fighting
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Mission 2

Trail of Destruction
The Armies
For this mission, all players select armies using the Mortalis Assault Force Organisation Chart (unless otherwise
specified in the used games format, such as the Zone Mortalis Praetorian format), to an agreed points limit.

Setting Up the Game


Before any models are deployed, deployment maps must be determined (from among the Zone Mortalis
Alternative Scenarios deployment maps) and all scenery set up.

The players determine if the battlefield will have a ceiling or not either by mutual consent or by rolling off. If the
players did not determine that, the entire battlefield counts as having a ceiling.

The Columns and Walls may either be laid out in an agreed fashion, or alternatively, the players may take turn
placing Columns and Walls, until roughly between one third and one half of the battlefield is covered with
Columns and Walls.

The players designate access points. If the players did not designate access points, all Corridor & Chambers areas
on a battlefield edge count as access points.

No doors are placed on the battlefield unless the Zone Mortalis Doors Alternative Competitive Rules are in play.

The players may take turns placing Terrain Pieces (not including Columns, Walls or doors) or areas of Hazardous
Terrain. The number of such Terrain Pieces or areas of Hazardous Terrain should roughly be equal to number
of feet in the battlefield’s width. If the battlefield already has fixed terrain pieces (e.g. debris, sludge pools or holes
imprinted on cardboard floor tiles), such terrain pieces count as Hazardous Terrain unless the players determine
otherwise by mutual consent.

Finally, place mission Objectives in accordance with the Mission Special Rules section.

Deployment
Before deployment, both players must divide their army into two separate groups of units – one designated the
Spearhead and the other the Reinforcements. Both groups must include at least one unit, and neither group may
include more than twice the number of units in the other.

To determine deployment order, the players roll off. The winner may choose to deploy first or second.

The player who deploys first selects their Deployment Zone and then deploys their Spearhead. Their
Reinforcements must begin the battle in Reserve.

The player who is deploying second then deploys their Spearhead. Their Reinforcements must begin the battle
in Reserve.

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First Turn
The player who deploys first also has the first turn, unless their opponent can Seize the Initiative.

Game Length
This mission lasts for six turns.

Victory Conditions
The Zone Mortalis Mission: Trail of Destruction represents the clash of massive invasion force with steady
defence line and both sides aiming to push the enemy out of the perimeter. At the end of the battle, the player
who has scored the most Victory points has won the battle. If the players have the same number of Victory points,
the result is a draw.

Primary Objectives
Trail of Destruction: If a player has control of the Trail of Destruction Objective in the centre of the battlefield
at the end of the game, that player gains 3 Victory points.

If a player has control of the Trail of Destruction Objective in their opponent’s Deployment Zone at the end of
the game, that player gains 5 Victory points.

Secondary Objectives
Slay the Warlord: If a side destroyed the enemy Warlord, that side gains 1 Victory point. If that Warlord was
also a Primarch choice, then an additional Victory point is scored.

First Blood: The first unit, of any kind, to be completely destroyed during the game is worth 1 Victory point to
the opposing player at the end of the game. If two or more units from opposing forces are destroyed
simultaneously, then both players get 1 Victory point (in addition to any Victory points from the mission).

Attrition: The army which has destroyed the highest number of enemy units at the end of the game gains an
additional Victory point.

Linebreaker: If, at the end of the game, a player has at least one model from one or more Scoring units completely
within 12" of the enemy’s table edge, they score 1 Victory point.

Mission Special Rules


• Reserves
• Trail of Destruction Objectives

Trail of Destruction Objectives


This mission uses three Objective markers. During the game’s set-up, but before deployment has been
determined, place one Objective marker as close to the centre of the battlefield as possible. Then the players
(in order determined by rolling off) take turns in placing one Objective each in each Deployment Zone. These
markers may not be placed within 6" of each other or a battlefield edge.

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Mission 3

Heroic Defiance
The Armies
For this mission, all players select armies using the Mortalis Assault Force Organisation Chart (unless otherwise
specified in the used games format, such as the Zone Mortalis Praetorian format), to an agreed points limit.

Setting Up the Game


Before any models are deployed, deployment maps must be determined (from among the Zone Mortalis
Alternative Scenarios deployment maps) and all scenery set up.

The players determine if the battlefield will have a ceiling or not either by mutual consent or by rolling off. If the
players did not determine that, the entire battlefield counts as having a ceiling.

The Columns and Walls may either be laid out in an agreed fashion, or alternatively, the players may take turn
placing Columns and Walls, until roughly between one third and one half of the battlefield is covered with
Columns and Walls.

The players designate access points. If the players did not designate access points, all Corridor & Chambers areas
on a battlefield edge count as access points.

No doors are placed on the battlefield unless the Zone Mortalis Doors Alternative Competitive Rules are in play.

The players may take turns placing Terrain Pieces (not including Columns, Walls or doors) or areas of Hazardous
Terrain. The number of such Terrain Pieces or areas of Hazardous Terrain should roughly be equal to number
of feet in the battlefield’s width. If the battlefield already has fixed terrain pieces (e.g. debris, sludge pools or holes
imprinted on cardboard floor tiles), such terrain pieces count as Hazardous Terrain unless the players determine
otherwise by mutual consent.

Finally, place one Objective marker as close to the centre of the battlefield as possible.

Deployment
Before deployment, both players must divide their army into two separate groups of units – one designated the
Spearhead and the other the Reinforcements. Both groups must include at least one unit, and neither group may
include more than twice the number of units in the other.

To determine deployment order, the players roll off. The winner may choose to deploy first or second.

The player who deploys first selects their Deployment Zone and then deploys their Spearhead. Their
Reinforcements must begin the battle in Reserve.

The player who is deploying second then deploys their Spearhead. Their Reinforcements must begin the battle
in Reserve.

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First Turn
The player who deploys first also has the first turn, unless their opponent can Seize the Initiative.

Game Length
This mission lasts for six turns.

Victory Conditions
The Zone Mortalis Mission: Heroic Defiance represents the dramatic last stand of a force directed to capturing
an objective crucial to win the battle. At the end of the battle, the player who has scored the most Victory points
has won the battle. If the players have the same number of Victory points, the result is a draw.

Primary Objectives
Heroic Defiance: If a player has control of the Objective in the centre of the battlefield at the end of the game,
that player gains 3 Victory points.

Death Toll: At the end of the game, each side gains 1 Victory point for each unit they have destroyed or that is
Falling Back at the end of the game.

Secondary Objectives
Slay the Warlord: If a side destroyed the enemy Warlord, that side gains 1 Victory point. If that Warlord was
also a Primarch choice, then an additional Victory point is scored. Note that this is in addition to any points
gained via Death Toll, etc.

First Blood: The first unit, of any kind, to be completely destroyed during the game is worth 1 Victory point to
the opposing player at the end of the game. If two or more units from opposing forces are destroyed
simultaneously, then both players get 1 Victory point (in addition to any Victory points from the mission). Note
that this is in addition to any points gained via Death Toll, etc.

Mission Special Rules


• Reserves

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Mission 4

Daring Raid
The Armies
For this mission, all players select armies using the Mortalis Assault Force Organisation Chart (unless otherwise
specified in the used games format, such as the Zone Mortalis Praetorian format), to an agreed points limit.

Setting Up the Game


Before any models are deployed, deployment maps must be determined (from among the Zone Mortalis
Alternative Scenarios deployment maps) and all scenery set up.

The players determine if the battlefield will have a ceiling or not either by mutual consent or by rolling off. If the
players did not determine that, the entire battlefield counts as having a ceiling.

The Columns and Walls may either be laid out in an agreed fashion, or alternatively, the players may take turn
placing Columns and Walls, until roughly between one third and one half of the battlefield is covered with
Columns and Walls.

The players designate access points. If the players did not designate access points, all Corridor & Chambers areas
on a battlefield edge count as access points.

No doors are placed on the battlefield unless the Zone Mortalis Doors Alternative Competitive Rules are in play.

The players may take turns placing Terrain Pieces (not including Columns, Walls or doors) or areas of Hazardous
Terrain. The number of such Terrain Pieces or areas of Hazardous Terrain should roughly be equal to number
of feet in the battlefield’s width. If the battlefield already has fixed terrain pieces (e.g. debris, sludge pools or holes
imprinted on cardboard floor tiles), such terrain pieces count as Hazardous Terrain unless the players determine
otherwise by mutual consent.

Finally, place mission Objectives in accordance with the Mission Special Rules section.

Deployment
Before deployment, both players must divide their army into two separate groups of units – one designated the
Spearhead and the other the Reinforcements. Both groups must include at least one unit, and neither group may
include more than twice the number of units in the other.

To determine deployment order, the players roll off. The winner may choose to deploy first or second.

The player who deploys first selects their Deployment Zone and then deploys their Spearhead. Their
Reinforcements must begin the battle in Reserve.

The player who is deploying second then deploys their Spearhead. Their Reinforcements must begin the battle
in Reserve.

10
First Turn
The player who deploys first also has the first turn, unless their opponent can Seize the Initiative.

Game Length
This mission lasts for six turns.

Victory Conditions
The Zone Mortalis Mission: Daring Raid represents the subterfuge actions concentrated on capturing enemy
infrastructure vital for the war effort or, alternatively, denying it to the opponent by its demolition. At the end of
the battle, the player who has scored the most Victory points has won the battle. If the players have the same
number of Victory points, the result is a draw.

Primary Objectives
Daring Raid: A player gains 2 Victory Points for each Objective they control at the end of the game, to the
maximum of 8 Victory Points.
Secondary Objectives
Slay the Warlord: If a side destroyed the enemy Warlord, that side gains 1 Victory point. If that Warlord was
also a Primarch choice, then an additional Victory point is scored.

First Blood: The first unit, of any kind, to be completely destroyed during the game is worth 1 Victory point to
the opposing player at the end of the game. If two or more units from opposing forces are destroyed
simultaneously, then both players get 1 Victory point (in addition to any Victory points from the mission).

Attrition: The army which has destroyed the highest number of enemy units at the end of the game gains an
additional Victory point.

Mission Special Rules


• Reserves
• Night Fighting
• Daring Raid Objectives

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Daring Raid Objectives
This mission uses the number of Objective markers equal to number of feet in the battlefield’s width. During
the game’s set-up, but before deployment has been determined, place one Objective marker as close to the
centre of the battlefield as possible. Then the players (in order determined by rolling off) take turns in placing
one Objective each on the battlefield until all of the Objectives have been placed. However, only one Objective
marker may be placed in each Deployment Zone. These markers may not be placed within 6" of a battlefield
edge or 12" of each other (in games on 4' x 4' table or smaller the latter is reduced to 6"). They also may not
be placed in impassable terrain.

Each Objective has an Armour Value of 11 and counts as an immobile Fortification, and will be destroyed by
any successful glancing hit or penetrating hit scored against them. Because their attackers cannot be certain of
destroying them properly at distance, these objectives count as having a 4+ Invulnerable save against any
shooting attack or blast damage they suffer.

As long as an Objective is controlled by a player (in accordance with the Controlling Objective Markers rules
set out on pages 305-306 of the Horus Heresy – Age of Darkness rulebook), that Objective is considered out of
line of sight for their opponent’s units.

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Mission 5

Broken Line
The Armies
For this mission, all players select armies using the Mortalis Assault Force Organisation Chart (unless otherwise
specified in the used games format, such as the Zone Mortalis Praetorian format), to an agreed points limit.

Setting Up the Game


Before any models are deployed, deployment maps must be determined (from among the Zone Mortalis
Alternative Scenarios deployment maps) and all scenery set up.

The players determine if the battlefield will have a ceiling or not either by mutual consent or by rolling off. If the
players did not determine that, the entire battlefield counts as having a ceiling.

The Columns and Walls may either be laid out in an agreed fashion, or alternatively, the players may take turn
placing Columns and Walls, until roughly between one third and one half of the battlefield is covered with
Columns and Walls.

The players designate access points. If the players did not designate access points, all Corridor & Chambers areas
on a battlefield edge count as access points.

No doors are placed on the battlefield unless the Zone Mortalis Doors Alternative Competitive Rules are in play.

The players may take turns placing Terrain Pieces (not including Columns, Walls or doors) or areas of Hazardous
Terrain. The number of such Terrain Pieces or areas of Hazardous Terrain should roughly be equal to number
of feet in the battlefield’s width. If the battlefield already has fixed terrain pieces (e.g. debris, sludge pools or holes
imprinted on cardboard floor tiles), such terrain pieces count as Hazardous Terrain unless the players determine
otherwise by mutual consent.

Finally, place mission Objectives in accordance with the Mission Special Rules section.

Deployment
Before deployment, both players must divide their army into two separate groups of units – one designated the
Spearhead and the other the Reinforcements. Both groups must include at least one unit, and neither group may
include more than twice the number of units in the other.

To determine deployment order, the players roll off. The winner may choose to deploy first or second.

The player who deploys first selects their Deployment Zone and then deploys their Spearhead. Their
Reinforcements must begin the battle in Reserve.

The player who is deploying second then deploys their Spearhead. Their Reinforcements must begin the battle
in Reserve.

13
First Turn
The player who deploys first also has the first turn, unless their opponent can Seize the Initiative.

Game Length
This mission lasts for six turns.

Victory Conditions
The Zone Mortalis Mission: Broken Line represents the follow-up of a breakthrough in the defenders’ line and
an attempt to capture more territory. At the end of the battle, the player who has scored the most Victory points
has won the battle. If the players have the same number of Victory points, the result is a draw.

Primary Objectives
Broken Line: A player gains 2 Victory Points for each Objective they control at the end of the game, to the
maximum of 8 Victory Points.

Secondary Objectives
Slay the Warlord: If a side destroyed the enemy Warlord, that side gains 1 Victory point. If that Warlord was
also a Primarch choice, then an additional Victory point is scored.

First Blood: The first unit, of any kind, to be completely destroyed during the game is worth 1 Victory point to
the opposing player at the end of the game. If two or more units from opposing forces are destroyed
simultaneously, then both players get 1 Victory point (in addition to any Victory points from the mission).

Last Man Standing: The side with the greatest number of surviving units at the end of the game gains an extra
Victory point.

Mission Special Rules


• Reserves
• Night Fighting
• Broken Line Objectives

Broken Line Objectives


This mission uses the number of Objective markers equal to number of feet in the battlefield’s width. During
the game’s set-up, but before deployment has been determined, the players (in order determined by rolling
off) take turns in placing one Objective each on the battlefield until all of the Objectives have been placed.
However, only one Objective marker may be placed in each Deployment Zone. These markers may not be
placed within 6" of a battlefield edge or 12" of each other (in games on 4' x 4' table or smaller the latter is
reduced to 6"). They also may not be placed in impassable terrain.

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Mission 6

Killing Grounds
The Armies
For this mission, all players select armies using the Mortalis Assault Force Organisation Chart (unless otherwise
specified in the used games format, such as the Zone Mortalis Praetorian format), to an agreed points limit.

Setting Up the Game


Before any models are deployed, deployment maps must be determined (from among the Zone Mortalis
Alternative Scenarios deployment maps) and all scenery set up.

The players determine if the battlefield will have a ceiling or not either by mutual consent or by rolling off. If the
players did not determine that, the entire battlefield counts as having a ceiling.

The Columns and Walls may either be laid out in an agreed fashion, or alternatively, the players may take turn
placing Columns and Walls, until roughly between one third and one half of the battlefield is covered with
Columns and Walls.

The players designate access points. If the players did not designate access points, all Corridor & Chambers areas
on a battlefield edge count as access points.

No doors are placed on the battlefield unless the Zone Mortalis Doors Alternative Competitive Rules are in play.

The players may take turns placing Terrain Pieces (not including Columns, Walls or doors) or areas of Hazardous
Terrain. The number of such Terrain Pieces or areas of Hazardous Terrain should roughly be equal to number
of feet in the battlefield’s width. If the battlefield already has fixed terrain pieces (e.g. debris, sludge pools or holes
imprinted on cardboard floor tiles), such terrain pieces count as Hazardous Terrain unless the players determine
otherwise by mutual consent.

Deployment
Before deployment, both players must divide their army into two separate groups of units – one designated the
Spearhead and the other the Reinforcements. Both groups must include at least one unit, and neither group may
include more than twice the number of units in the other.

To determine deployment order, the players roll off. The winner may choose to deploy first or second.

The player who deploys first selects their Deployment Zone and then deploys their Spearhead. Their
Reinforcements must begin the battle in Reserve.

The player who is deploying second then deploys their Spearhead. Their Reinforcements must begin the battle
in Reserve.

15
First Turn
The player who deploys first also has the first turn, unless their opponent can Seize the Initiative.

Game Length
This mission lasts for six turns.

Victory Conditions
The Zone Mortalis Mission: Killing Grounds represents the sudden shift in the warzone’s composition, requiring
both sides to take new positions. At the end of the battle, the player who has scored the most Victory points has
won the battle. If the players have the same number of Victory points, the result is a draw.

Primary Objectives
Killing Grounds: Each sector of the battlefield is worth a certain amount of Victory points for the side who
controls it at the end of the game. In order to claim a sector, a side must have one or more Scoring units in the
sector and the enemy must have no Scoring units left in that sector.

The sectors of the battlefield are defined as follows:

• Player’s own Deployment Zone: 3 Victory points


• No Man’s Land (the area of the battlefield which is not covered by either Deployment Zone): 5
Victory points
• Opposing player’s Deployment Zone: 7 Victory points

Secondary Objectives
Slay the Warlord: If a side destroyed the enemy Warlord, that side gains 1 Victory point. If that Warlord was
also a Primarch choice, then an additional Victory point is scored.

First Blood: The first unit, of any kind, to be completely destroyed during the game is worth 1 Victory point to
the opposing player at the end of the game. If two or more units from opposing forces are destroyed
simultaneously, then both players get 1 Victory point (in addition to any Victory points from the mission).

Attrition: The army which has destroyed the highest number of enemy units at the end of the game gains an
additional Victory point.

Mission Special Rules


• Reserves

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Deployment Maps
In order to determine which map to use for a Zone Mortalis Alternative Competitive Scenarios mission (unless
the mission specifies a deployment map in its description), players can select one either by mutual agreement or
by randomly rolling on the Deployment Map table that follows. Each of the deployment map has been shown in
two options, designed for games with Total Army Size of between 1,000 and 2,000 points (4' x 4' table) and
between 2,0001 and 3,000 points (4' x 6' table) respectively. For smaller games, the table should be adjusted
accordingly.
D6 Deployment Map Type
1 Dawn of War
2 Sudden Strike
3 Frontal Assault
4 Breakthrough Attempt
5 Search and Destroy
6 Forward Offensive

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1. Dawn of War
A player’s battlefield edge is the long battlefield edge touching their own Deployment Zone.
4' x 4' table 4' x 6' table

2. Sudden Strike
A player’s battlefield edge is the long battlefield edge touching their own Deployment Zone.
4' x 4' table 4' x 6' table

3. Frontal Assault
A player’s battlefield edge is the long battlefield edge touching their own Deployment Zone.
4' x 4' table 4' x 6' table

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4. Breakthrough Attempt
A player’s battlefield edge is the long battlefield edge touching their own Deployment Zone.
4' x 4' table 4' x 6' table

5. Search and Destroy


A player’s battlefield edges are any that form part of their Deployment Zone.
4' x 4' table 4' x 6' table

6. Forward Offensive
A player’s battlefield edges are any that form part of their Deployment Zone.
4' x 4' table 4' x 6' table

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Zone Mortalis Alternative Competitive Scenarios FAQ
Are units which make part of the Spearhead placed in Reserves when they do not fit within the bounds of their
Deployment Zone (pursuant to the Not Enough Room rule, page 304 of the Horus Heresy – Age of Darkness
rulebook)?

Yes.

If my opponent takes an Infantry Elites choice as a Troops choice (e.g. under effects of a Rite of War), does it count as
Infantry & Daemon (Elites) or Infantry & Daemon (Troops) for the purpose of determination of the Crippling Blow
Victory Objective?

Infantry & Daemon (Troops).

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