August 24th, Saturday, Zone Mortalis Tournament

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August 24th, Saturday, Zone Mortalis Tournament

Post  dusktiger on Sun Jul 07, 2013 2:53 pm

Hey everyone, so this is the official thread for the Zone Mortalis Tournament, or as i like to call it, Death Zone!

This year, the amount of players will be limited to only 12 because of time constraints to make the tables.  I don't think we can get more than 6 ready in time due to the amount of work involved to make the floor layouts.  Next year i hope to have up to 8 made, and possibly make these more elaborate looking, baby daughter allowing.

So here's how it works;

  • Entry Fees will be $15 per player
  • Your Army will be limited to 1000 points.
  • Modified Force Org Chart: 1-2 HQ, 1-3 Troops, 0-2 Elites, 0-2 Fast, 0-1 Heavy
  • Imperial Armour is Allowed

  • No Vehicles Allowed
  • No Monstrous Creatures or Walkers on anything larger than a 60mm Base. so nothing that uses the Large Oval bases.
  • No Allies Allowed
  • No Fortifications Allowed
  • Rounds will be limited to 90 minutes each, for a total of 3 rounds.
  • Each player should choose and model one (1) Stratagem from the lists provided at the end of this rules packet to use for the entire tournament. Some can even be represented by existing terrain sets available from Games Workshop, Gale Force 9, and many other companies sold by the Dragons Den. These do not have to be painted, but you will be considered the cool kid at your table if they look extra fancy. For the ones that don't call for markers/counters/obstacles, a single 40mm base with a design that reflects the Stratagem is all that's needed. Even something as simple as a 40mm base with "Fog of War" written on it in white paint will do fine, so long as we can tell what it is.




Here is the link to sign up online: Zone Mortalis Signup Link


Schedule
10:00-10:20 - Entry Fee Collection
10:20-10:30 - Paint Scoring
10:30-12:00 - Round 1
12:00-12:15 - Round 2 Setup
12:15-1:45 - Round 2
1:45-2:45 - Lunch
2:45-3:00 - Round 3 Setup
3:00-4:30 - Round 3
4:30-5:00 - Awards
5:00-6:00 - Cleanup

Battle Scoring:

  • Win - 20 Points
  • Tie - 10 Points
  • Loss - 5 Points

Paint Scores:

  • Fully Painted - 15 Points
  • Base Coated Only - 10 points
  • Primed Only - 5 Points
  • More than 1/4 of Army bare plastic - 0 Points



Zone Mortalis has some slight variations to it compared to normal games of 40K. The following is a simplified list of things different from the usual rules.

  • Forces selected for fighting in a Zone Mortalis action should be chosen from their codex as normal, but with the following exceptions:
  • Units may not select Dedicated Transport options.
  • No unit may have a starting size greater than 10 models, before being joined by Independent Characters.
  • Vehicles other than Walkers may not be chosen unless their models are no more than 3" wide.
  • Monstrous Creatures needing more than a 60mm round base may not be chosen. This means no models using a Large Oval Base are allowed.
  • Bikes, Jetbikes, Artillery, and Walkers treat all difficult terrain they encounter within a Zone Mortalis as dangerous terrain as well.  Should any of these use a turbo boost, they must take a Dangerous Terrain test regardless of the ground they cover. This overrides any normal rules they possess to the contrary.
  • All models classed as Jump Infantry which move more than 6" in the Movement phase must take a Dangerous Terrain test every time they do so.
  • All Skimmers treat a Zone Mortalis as both difficult and dangerous terrain in its entirety.
  • Wrecked vehicles are both difficult and dangerous terrain if destroyed in Zone Mortalis areas.
  • Only units which are described as being able to teleport, or materialise from the Warp, may use the Deep Strike special rules.  No Deep Striking Land Speeders.
  • Any unit that Deep Strikes into a bulkhead suffers a Deep Strike mishap result.
  • Due to the confined nature of the hallways and rooms, weapons that use Flamer or Blast Templates can re-roll failed to-wound rolls.  This is to reflect shrapnel bouncing off the walls, or napalm billowing through the halls.
  • If the mission calls for Objectives, you must be in Base2Base contact to claim the objective, and can only claim or contest a single objective with that unit at a time, and must declare which you are doing every turn.



There are 13 Possible Strategems that you may choose from for your army to use for the entire tournament.  feel free to build your army list around the concept of using one of these to the fullest extent, since you must choose one for the tournament.The ones in Green only require a 40mm Base to represent the strategem.  The ones in Orange will require additional models in addition to the 40mm Base to represent the strategem, such as tokens, markers, barricades, and so on.
Fog of War

  • Your enemy is not expecting to be attacked and unsure of your position. On the first game turn, enemy units that start on the board must pass a Leadership Test to shoot or assault as normal.
  • If the test to assault is failed, they may not declare an assault move.
  • If the test to shoot is failed, they may shoot at their normal BS for turn one.
  • Units that failed their roll may fire Snapfire shots, but cannot choose to Run instead.

Preliminary Bombardment

  • After both armies have deployed but before the first turn begins, roll a D6 for every enemy unit on the tabletop. On a roll of 6, the unit is hit.
  • Infantry Squads roll another D6. on a 1-5, they simply take a pinning test. on a 6, the squad takes D6 Strength 5 AP 4 hits that also cause pinning.
  • Vehicles struck suffer a Glancing hit on a roll of 4+.
  • Vehicles in a squadron are rolled for individually.
  • Units that start the game in reserve will not be hit by a Preliminary Bombardment.

Combat Engineers
This stratagem confers all of the rules listed below, regardless of how individual models are equipped. ALL Infantry models are equipped as combat engineers. ALL of the following rules apply, unless the unit is falling back:

  • Smoke grenades: (or their equivalent, such as Tyranid spore fog or Ork fungus clouds) can be used by each unit once per game, instead of firing any weapons in the Shooting phase. When used, they confer a 5+ Cover Save until the start of the unit's next turn. The unit does not count as occupying cover should it be assaulted.
  • Jammers: the unit only triggers enemy booby traps on a D6 roll of 6, rather than the normal 4+. On any other result the Booby Trap disarmed permanently.

Sacred Totem

  • The Sacred Totem must be modeled on a 40mm base and be representative of either a non-combatant of your army's race, or some sort of motive device carrying the Sacred Totem.
  • The Sacred Totem is Type(Infantry), Independent Character, WS/BS 0, S2, T5, W2, I2, A0, Ld6 and has a 4+ Invulnerable Save.
  • As an Independent Character it can leave and join other units and benefits from Look Out Sir.
  • The Sacred Totem can be deployed with a unit at the start of the game, or it can be held in Reserve with a unit.
  • When the Sacred Totem is deployed or comes on from Reserve, roll a D6. on a 1-2 the unit becomes Fearless. 3-4 the unit has Preferred Enemy. 5-6 the unit gains Furious Charge.
  • If the unit with the Sacred Totem is defeated in close combat, or the Sacred Totem is destroyed, the entire army becomes -1 Leadership for the rest of the game.

Advanced Reserves

  • D3 of your units in Reserve may roll to come in from Reserve on the 1st turn instead of waiting until Turn 2 to roll.
  • Each Reserve unit that attempts to come in on Turn 1 needs to roll a 4+ for their Reserve roll to come on.

Familiar Ground

  • All of your Infantry Troop units have the Scout and Outflank special rules.

Booby Traps

  • D3+3 booby trap markers may be placed in any terrain feature that a model can reasonably enter (hallways, rooms, etc) on the table not within the enemy's deployment zone.
  • The booby trap may activate when any enemy model or unit moves through the terrain feature where it is placed. Roll a D6: on a 4+, the booby trap is triggered. On any other result it's disarmed. The owner of the target unit must choose a single model which takes a Strength 8 hit, at AP 2, with no Cover Save allowed. Booby traps only work once the attack has been made. Vehicles hit take the damage against their Side Armor.
  • Objective markers cannot be booby trapped.

Hidden Deployment

  • Calculate how many "Radar Blip" Counters you need. You need at least 1 counter for every unit in your army, including units placed in reserve. Each unit, including attached characters, should be represented by a Counter for every 10 models (rounding up) it contains, thus a 10 man tactical squad plus a captain should be represented by 2 Counters. if there's also a librarian attached, it's still only 2 counters. Vehicle Squadrons should be represented by a "Rader Blip" Counter for each vehicle in the squadron.
  • Note on your army list which counters represent units going into Hidden Deployment and which units are going into Reserves.
  • Deploy your "Rader Blip" Counters in your deployment zone as if they were units as per the rules of the scenario, grouping all of the "Rader Blip" Counters for a given squad within 3” of each other.
  • Hidden units remain Hidden until they make Line of Sight with an enemy unit, at which point they are revealed and placed on the table in base to base contact with their "Rader Blip" Counters. Units revealed on the table must be in squad coherency. Other than Preliminary Bombardment, Hidden units may not be shot at until they are revealed.
  • Units under Hidden Deployment can still be affected by Preliminary Bombardment. Run through the units on your army list that are not marked as in Reserve. Do not reveal any of your units unless it is hit by the Preliminary Bombardment and takes a casualty.

Tunnel Network

  • Tunnel Network entrances are placed before sides are selected. D3+2 Tunnel Entrance Markers are placed anywhere on the table inside the hallways or rooms.
  • Only Infantry units without a Transport Vehicle may use the Tunnel Network.
  • Infantry placed in Reserve must declare if they are coming onto the table from the Tunnel Network during deployment.
  • When Infantry in Reserve become available, they may move onto the table via a Tunnel Network Marker as if it were a table edge, so long as there are no enemy models within 1” of it. They may not launch an assault on the turn they arrive.
  • Only one unit may deploy from each Tunnel Network Marker per turn.
  • If more reserve units become available than there are Tunnel Network Markers from which they can deploy, they are not deployed that turn. Roll for each unit again next turn.
  • Should only one player take advantage of this stratagem then only that player will be able to deploy via the Tunnel Network Markers. If both take it, then both may use ANY Tunnel Network Marker on the Table.

OBSTACLES

  • These can be placed anywhere on the table before deployment.
  • A player using these gets D3+3 sections of whichever type is chosen, and each Obstacle can be up to 6” long and no more than 1” wide.
  • A player using Minefields gets D3+3 Minefield counters (25mm bases are ideal for this).

Type: Barricades

  • Barricades provide a 4+ Cover Save.
  • Barricades are difficult terrain to cross over.

Type: Razor Wire

  • Difficult terrain for all non-vehicle models.
  • Becomes Dangerous Terrain if a unit attempts to Run through it.
  • Becomes Dangerous Terrain if a unit attempts to Assault through it.
  • Vehicles can drive over razor wire with no effect.

Type: Tank Traps

  • Tank Traps are impassable to all Vehicles and Walkers except Skimmers.
  • They do not affect non-vehicle movement, but provide a 5+ Cover Save for non-vehicle models sheltering behind.

Type: Minefield

  • A minefield is represented by a Minefield marker or counter.
  • All models in a unit within 3” of a Minefield marker are counted as being in Difficult and Dangerous Terrain.
  • All models in a unit within 3” of a Minefield marker may choose to ignore the penalties of Difficult Terrain, instead moving as normal. If they do this they will fail their Dangerous Terrain roll on a 1 or 2.
  • Any unit that suffers one or more casualties from a Minefield must immediately make a Pinning test.



As i stated before, the 40mm base you use to represent the strategem can be something kitbashed, or even a simple plain base with "Fog of War" written on top in white paint if you like.  The token is there to let your opponent know which one you've chosen.  I would also suggest writing down what the one you chose does so you can share with your opponent the effects.

If you have any questions, or want anything clarified, please feel free to reply and i'll answer best as i can.  That way if someone else has the same question, its all answered where everyone can read it.


Last edited by dusktiger on Sun Jul 07, 2013 3:23 pm; edited 1 time in total

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Re: August 24th, Saturday, Zone Mortalis Tournament

Post  dusktiger on Sun Jul 07, 2013 2:57 pm

For those signing up, please send me a neatly typed up copy of your army list to the following email address so i can make sure it fits the restrictions on the army lists for a zone mortalis tournament:

dusktiger85@yahoo.ca

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Re: August 24th, Saturday, Zone Mortalis Tournament

Post  Planes on Sun Jul 07, 2013 3:08 pm

Yay or nay on Imperial Armour and it's ilk?

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Re: August 24th, Saturday, Zone Mortalis Tournament

Post  Roland on Sun Jul 07, 2013 3:11 pm

I believe FW will be allowed 100%, including alt Army Lists (Vraks Renegades and the like).

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FANCY ELECTRONIC SIGNUP!!

Post  Roland on Sun Jul 07, 2013 3:15 pm

Zone Mortalis Signup

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Re: August 24th, Saturday, Zone Mortalis Tournament

Post  dusktiger on Sun Jul 07, 2013 3:23 pm

whoops! yes, IA is allowed, i forgot that bullet point. i'll add that one in there, tom.

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Re: August 24th, Saturday, Zone Mortalis Tournament

Post  Termagant on Sun Jul 07, 2013 7:50 pm

Plz excuse my ignorance, but is Zone Mortalis some sort of FIBUA? (fighting in built up areas) Like inside a building or structure?

It definitely has piqued my interest. Tyranids would do better than Orks for sure.

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Re: August 24th, Saturday, Zone Mortalis Tournament

Post  Roland on Sun Jul 07, 2013 7:56 pm

Yes, confined spaces. Think 40k on a space hulk board.

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Re: August 24th, Saturday, Zone Mortalis Tournament

Post  dusktiger on Sun Jul 07, 2013 7:57 pm

yep, you're playing in a space hulk style board.

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Re: August 24th, Saturday, Zone Mortalis Tournament

Post  Planes on Sun Jul 07, 2013 8:15 pm

I think I might have to track down some Xenomorph Warrior minis to use as radar blips. And a Catachan on the 40mm base saying "Game over, man!".

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Re: August 24th, Saturday, Zone Mortalis Tournament

Post  dusktiger on Sun Jul 14, 2013 11:11 am

here's a pic of the first table.  overall dimensions are 40"x30", which after several playtests, is ample board space for armies predominantly made of infantry that only move 6" a turn going through hallways.


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Re: August 24th, Saturday, Zone Mortalis Tournament

Post  Aegwymourn on Sun Jul 14, 2013 11:18 am

Looking awesome Mike. I am hoping I have enough time to get what I want to field painted up for this!

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Re: August 24th, Saturday, Zone Mortalis Tournament

Post  Planes on Sun Jul 14, 2013 11:23 am

I tired a Zone match yesterday, it was super fun. I am really looking forward to this tournament!

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Re: August 24th, Saturday, Zone Mortalis Tournament

Post  dusktiger on Sun Jul 14, 2013 11:26 am

now that i've decided to make them half as large as i originally planned, i might even be able to increase the number of boards that could be ready in time for the tournament.  assuming things go well and beau and i can make up all the boards.

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Re: August 24th, Saturday, Zone Mortalis Tournament

Post  dusktiger on Sun Jul 14, 2013 9:59 pm

in case anyone's wondering on available slots, so far only 4 of the 12 slots are taken as of today. so there's room for 8 more to sign up.

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Re: August 24th, Saturday, Zone Mortalis Tournament

Post  Gain on Sun Jul 14, 2013 11:50 pm

Are the missions in zone mortalis much the same as regular 40k? Objectives and kill points?

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Re: August 24th, Saturday, Zone Mortalis Tournament

Post  Planes on Mon Jul 15, 2013 12:02 am

Off the top of my head, the two ZM missions I remember were Kill Points and Linebreaker as a primary (3VP per model in your enemy's deployment). Are we using the basic ZM missions, basis BRB missions, or something else?

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Re: August 24th, Saturday, Zone Mortalis Tournament

Post  Rhaevyn on Mon Jul 15, 2013 1:11 am

Vancouver trip the weekend before, so ill be doing something with the family on the 24th. otherwise, i'de be all over this like a fat guy on a chzbrgr.

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Re: August 24th, Saturday, Zone Mortalis Tournament

Post  dusktiger on Mon Jul 15, 2013 7:01 am

the 3 missions will be something close to this, if not exactly this:

SEARCH AND DESTROY

This mission represents the vicious struggle to control the Zone Mortalis through brute savagery and attrition, destroying the enemy’s forces in detail.
Kill points are used to determine the victor, with one Kill point scored for each enemy unit, independent character, or walker destroyed.
At the end of the battle, the side with the highest tally of Kill points is the winner.

CAPTURE GROUND

The two forces must control the area of the Zone Mortalis and drive out the enemy.
This mission uses five objective counters. The first of which is deployed as close to the centre of the table as possible, while each side places two additional objectives each anywhere on the table so long as they are not placed within impassable terrain, or less than 6" away from the table edge or within 6" of another objective.
Control of the centre objective is worth 3 Victory points, whereas control of the other objectives is worth 1 Victory point each. The side in control of the most objectives at the end of the game wins.
When playing on a larger table (such as a 6' x 4' Zone Mortalis), increase the number of objectives to seven.

INVASION

The two opposing forces seek to force their way into enemy held territory, slaughtering as many of the foe as possible.
For every scoring unit within the enemy deployment zone at the end of the game, the owning player gains 3 Victory points. For every destroyed enemy unit, the player gains 1 Victory point. The player with the most Victory points at the end of the game wins.

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Re: August 24th, Saturday, Zone Mortalis Tournament

Post  dusktiger on Wed Jul 17, 2013 7:28 pm

 update: there are now 5/12 players signed up for the event.  those that are signing up, please try to get your lists into me as soon as is convenient so i can verify with you that what you're taking will actually fit on the boards and is legal.

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Re: August 24th, Saturday, Zone Mortalis Tournament

Post  judchic on Thu Jul 18, 2013 3:38 pm

so are walkers allowed? what about jump infantry/bikes?

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Re: August 24th, Saturday, Zone Mortalis Tournament

Post  Aegwymourn on Thu Jul 18, 2013 4:06 pm

Yes to both I believe. As long as they are on 60mm or smaller bases. (the dreadnought sized base)

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Re: August 24th, Saturday, Zone Mortalis Tournament

Post  Darksfear on Mon Jul 29, 2013 8:51 am

I've got two questions.

1: Are there still slots open for this?

2: Are flying monstrous creatures allowed? I'm just asking because I need to know if I'll be going up against them and despite all the additional hindrances to fast units like jet bikes there doesn't seem to be any mention of the flying monstrous creatures. Honestly they don't seem to fit the theme, in my mind at least, so even though they don't seem to have any mention against them I just thought I would ask.

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Re: August 24th, Saturday, Zone Mortalis Tournament

Post  Planes on Mon Jul 29, 2013 9:34 am

Last I heard, there were only 5 people signed up so far. I agree that FMCs would feel out of place in this game type.

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Re: August 24th, Saturday, Zone Mortalis Tournament

Post  Aegwymourn on Mon Jul 29, 2013 11:20 am

I would agree that FMC are against the "spirit" of Zone Mortalis, but I do not see anything in the rules preventing their use.

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Re: August 24th, Saturday, Zone Mortalis Tournament

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