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Zone Mortalis
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== Special Rules == This being Zone Mortalis, a bunch of rules change the value of cover, modify movement, and make weapons scarier. In general, reduce all cover saves from battlefield terrain by 1 to a minimum of 6+ (so sandbags are 6+, ruins are 5+, and bunkers are 4+. However, going to ground in bunkers gives a +2 instead of +1, so there's that). Different models find it harder to move around, now. *Bikes, Jetbikes, Artillery, Cavalry, and Walkers treat all difficult terrain as dangerous terrain. If they turboboost, they take a dangerous terrain test regardless of how far they go. This ignores whatever their dataslate says about ignoring cover in the way (like the Move Through Cover USR). *All Jump Infantry and FMCs who move more than 6" have to take a Dangerous Terrain test or hurt themselves flying into the roof. *All other vehicles (including Skimmers) treat the map as both difficult and dangerous terrain. *Wrecked vehicles are now difficult and dangerous terrain, not just battlefield terrain. *Infantry, MCs, and Beasts treat the map as normal (open ground is open ground, difficult terrain is only difficult, etc.) Also, there are rules for doors now. They come in three varieties: *Locked doors can only be opened by being destroyed or being unlocked as part of the mission. If the door's destroyed, remove it from play. *Accessible doors can be opened or closed by the first unit who touches it in a turn, once per turn. *Controlled doors are accessible by one player, but locked to the other. *All doors count as AV 13 with 1 HP, so any glancing or penetrating hit will open them up. All objective markers are impassible terrain which don't block LoS. Capturing an objective requires base contact. Reserves, Scouts, and Infiltrators are unchanged, but they can only enter through the designated entry/exit points. Deep Strikers can only show up if they teleport in (Terminators are okay, Drop Pods are not). Anyone who scatters into a wall or bulkhead gets a Deep Strike mishap and rolls it at a -1 (yay telegibbing!) Now for the combat: All blast markers and template weapons get the ''Shred'' special rule. Weapons which already had that special rule get +1 S. Weapons which scatter into the wall detonate on contact with the wall. The blast which goes over the wall is absorbed by the wall and lost (so you can't scatter into the enemy Dreadnaut hiding around the corner). Winners of Assaults can reroll their Sweeping Advance if they want. Losers must first fall back directly away from the enemy before they can start falling back to the nearest unblocked exit. If a unit is trapped by an enemy unit and can't go around, they are destroyed. Units which are falling back and pass within 1" of another of their player's units force the other unit to make a Morale test (unless they're Fearless). In other words, grab what spacing you can or watch your entire army run away because of that [https://www.youtube.com/watch?v=ay9ZxsulN2c&ab_channel=DinhLilium| one squad of cowards.] Because of how close quarters the map is, units being assaulted have access to Reaction Fire, which lets a unit being assaulted fire their overwatch at full BS instead of Snap Shots. Note that only Pistol, Assault, Rapid Fire, and Heavy (with relentless) weapons can be shot in this manner. Everyone else can still make standard Overwatch attacks if they want. A unit can only ever make one reaction fire, and it has to be against the first unit they're assaulted by. The unit has to pass an Initiative test first, but that's still a 50% chance on GEQs. However, models with Counter Attack don't get the +1 Attack if they choose to Reaction Fire.
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