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3'x3' Zone Mortalis and Kill Team Map (Alpha 1.0)
   
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Game Category: Board Games, Strategy Games
Number of Players: 2
Tags: 4+
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29 Oct, 2016 @ 7:16pm
14 Nov, 2016 @ 11:52am
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3'x3' Zone Mortalis and Kill Team Map (Alpha 1.0)

Description
This is a map designed specifically to be used for low-point Zone Mortalis games, particularly for use in conjunction with Heralds of Ruin Kill Team rules. I chose 3’x3’ rather than the standard 4’x4’ because in low point games it takes forever to get through a Zone Mortalis map, and shaving a foot off in both directions helps the pace.

Get the base rule varients here:

Zone Mortalis:
https://www.forgeworld.co.uk/resources/fw_site/fw_pdfs/Warhammer_40000/Zone_Mortalis_Expansion.pdf

Warhammer 40k Kill Team Supplement:
Buy it either from a store or get the digital version off the Games Workshop webstore. I'm not risking legal trouble by encouraging piracy.

Heralds of Ruin: Kill Team (fanmade kill team supplement)
http://heralds-of-ruin.blogspot.com/p/kill-team-rules.html

This map is still under development, and input is much appreciated.


MAP SPECIAL RULES:


Each vent tile on the floor of the map has a matching vent tile in the vent map. A model on or adjacent to a vent tile may take an initiative test to attempt to climb up into the vent. If they succeed, place the model in question on the matching vent tile. If they fail, take another test. If the second test fails, the model takes a s2 ap- hit as they take undignified tumble and can not move for the rest of the turn.


This test is not necessary to go down to the base floor. However, if the movement was involentary, i.e. falling back, you must pass an initiative -1 test or fall and take the s2 ap- hit and immediately end the model's movement.


The ventilation system is considered to be 3 inches above the rest of the board. For the purposes of line of sight, a model on the floor can see a model in the vent if both are adjacent to the vent tile and on opposite sides of their relevant vent tile.


The vents are a tight fit, so models with the Bulky or Very Bulky USR may not enter vents, even during an involitary movement.


In addition, models in vents can not draw line of sight through intervening models, period. In assaults models can only attack models base to base with them. However, you may pile in whenever a model in your unit dies and, if the model now base to base with the enemy has not attacked yet this phase, they may then take their attacks.

If playing with Kill Team rules, you may treat other friendly models who are within "coherencey" with the killed model and also in the vent as the relevant unit. For example, a model with 3 independent models behind him gets killed in an assault in the vents. The first model behind him is within 2", so he may pile in. The model behind the first one is also within 2", of thre first and so may also pIle in. However, the third model happens to not be within 2" of the second, and so may not pile in.

The required horizontal distance between an infiltrating model and an enemy model on the base floor is about 11 and a half inches. The horizontal distance required for a model in the vents to benifit from 6" "bubbles" originating from the base floor is about 5 inches. Your welcome.


Doors are AV10 and are immediately removed from play if they take any damage and do not suffer critical damage. At the end of any phase, if the door has not been attempted to be opened yet this turn, a model within an inch of a door may attempt to open it. The door opens on a roll of a 4+, and jams on a roll of a 1. Jammed doors can no longer be opened normally for the rest of the game. You may lower the armor value the doors to AV9 if somehow one if the players has an army mostly comprised of models too weak to break the doors but too large to enter the vents.


While the doors are tightly sealed bulkheads, they are not made of military grade material. Add +1 to armor penetration rolls if your weapon is ap3 or better. To clarify, this means that you get +1 one to breaking the door, not to the critical damage table (which can't be used against doors anyways.)


Optional rule:
Due to the lack of cover in this early version of the map I recommend that you play with the following special rule:


“Lights Out”
Due to heavy damage from previous conflicts, visibility is low, making ranged combat more difficult. Night Fighting is in effect every turn rather than only the first, and if at least one player wants it no roll it is automaticly in effect with no roll needed.