TEXT: ZONE MORTALIS
  In games of Zone Mortalis, armies clash in the cramped quarters of space hulks, filth-choked sewers, or 
  industrial underhives. Players take specific roles — one is the Attacker invading a structure or area held by the 
  Defender, who is attempting to repel them at all costs.
  ZONE MORTALIS ATTACKER DETACHMENT
  HQ
  1-2
  Troops
  0-3
  Elites
  1-3
  Fast Attack
  0-2
  Heavy Support
  0-1
  Restrictions: All units must be from the same faction. 
  No units may have a base larger than 60mm.
  Command Benefits: +5 Command Points (these 5 CPs 
  can only be spent on Zone Mortalis strategems).
  HQ
  1-2
  Troops
  1-4
  Elites
  0-2
  Fast Attack
  0-1
  Heavy Support
  0-2
  Restrictions: All units must be from the same faction. 
  No units may have a base larger than 60mm.
  Command Benefits: +5 Command Points (these 5 CPs 
  can only be spent on Zone Mortalis strategems).
  Not every battle in the Warhammer 40,000 universe 
  takes place on an open battlefield or in a desolate city. 
  Many battles take place in confined spaces, such as in 
  the belly of a space hulk during a daring boarding action 
  or in the tunnels beneath a sprawling hive city. In these 
  battles, the close quarters make maneuvering more 
  difficult, and make combat more deadly as combatants 
  find there’s nowhere to run and nowhere to hide.
  Zone Mortalis is about the battles that take place in these 
  smaller, dimly-lit theaters of war where the confined 
  spaces make combat an even more chaotic and deadly 
  affair. Will you act as the Attacker, leading your troops 
  in a desperate invasion of the enemy base or tunnel 
  network? Or will you act as Defender, repelling the 
  attacking forces and using the terrain to your advantage? 
  Regardless of which you choose, these rules will allow 
  you to craft an exciting narrative game around these 
  conditions.
  PLAYING ZONE MORTALIS
  Zone Mortalis is an expansion that incorporates rules 
  for fighting battles in confined spaces and missions 
  based on those battles into Warhammer 40,000. In these 
  missions, one player takes the role of the Attacker, and 
  their opponent the Defender. As a result, the missions 
  presented in this expansion are designed primarily for 
  narrative play, telling the story of desperate fights in close 
  quarters.
  Zone Mortalis missions supplement the Warhammer 
  40,000 core rules with additional abilities, Warlord 
  Traits, Stratagems and Detachments that help to better 
  reflect the forces and tactics deployed by armies during 
  such a battle. These additional rules are described below.
  ZONE MORTALIS DEFENDER DETACHMENT
  Version 2.0
  
  ZONE MORTALIS COMBATANT DETACHMENT
  HQ
  1-2
  Troops
  1-3
  Elites
  0-2
  Fast Attack
  0-2
  Heavy Support
  0-1
  Restrictions: All units must be from the same faction. 
  No units may have a base larger than 60mm.
  Command Benefits: +5 Command Points (these 5 CPs 
  can only be spent on Zone Mortalis strategems).
  ZONE MORTALIS MISSIONS
  Zone Mortalis is an expansion that incorporates rules 
  for fighting battles in confined spaces and missions 
  based on those battles into Warhammer 40,000. In these 
  missions, one player takes the role of the Attacker, and 
  their opponent the Defender. As a result, the missions 
  presented in this expansion are designed primarily for 
  narrative play, telling the story of desperate fights in close 
  quarters.
  ZONE MORTALIS ARMIES
  The players choose who is the Attacker and who is 
  the Defender, then each selects a Battle-forged army. 
  The Defender’s army should include a Zone Mortalis 
  Defender Detachment, and the Attacker’s army should 
  include a Zone Mortalis Attacker Detachment (see the 
  prior page for details). If the mission calls for neither 
  player to be the Attacker or Defender, then players 
  should use the Zone Mortalis Combatant Detachment 
  below.
  The Power Level of the two forces should be roughly 
  equal. Note that there are a few restrictions on the 
  types of units an army may include in a Zone Mortalis 
  mission. Specifically, a Zone Mortalis army may not 
  contain any vehicles with the TRANSPORT keyword, and 
  may not include any models with a base or footprint 
  over 60mm in size.
  Games of Zone Mortalis should be no larger than 500 
  points if you are using a 3x3 tile battlefield, and no larger 
  than 1,000 points if you are using a 4x4 tile battlefield.
  ZONE MORTALIS
  D6
  MISSION
  1
  Assault
  2
  Breach and Clear
  3
  Encounter
  4
  Storm the Bridge
  5
  Capture the Flight Deck
  6
  Sabotage the Reactor
  In games larger than 1,000 points, players may take an additional Zone Mortalis detachment of the appropriate type. 
  
  controlled door can open it by hacking it on a roll of 2+. 
  If they do, they can take no further actions that turn.
  Engineers
  A unit counts as an Engineer if it has one of the following 
  keywords: BIG MEK, BONESINGER, CRYPTEK,  
  DX-4 TECHNICAL DRONES, NEXOS, SERVITORS, 
  TECH-PRIEST, TECHMARINE, or WARPSMITH, 
  or if it otherwise has the ability to restore one or more 
  wounds to a VEHICLE.
  Barrage Weapons
  The low ceilings and close walls prevent indirect fire.
  Indirect Fire weapons (or weapons that do not require 
  line of sight to their target) cannot be fired without a 
  direct line of sight.
  Teleportation
  The environment makes infiltration difficult and air drops 
  impossible. Only units capable of teleporting or tunneling 
  in can arrive in a forward position.
  Only units that arrive on the battle via some kind of 
  teleportation mechanism, tunneling, or arrival from the 
  warp (such as Terminators, Warp Spiders, Raveners, 
  Daemons, or Deathmarks) can use their special rule to 
  deep strike in Zone Mortalis games. Units that arrive via 
  orbital drop or air insertion cannot. Discuss with your 
  opponent or the GM before the game which units this 
  applies to if you are unsure.
  Additionally, teleporting or breaching your way into a 
  tight space is a dangerous prospect in cramped quarters, 
  and mishaps can happen. To represent this, units that 
  are set up from Reserves may be set up anywhere on the 
  battlefield as long as they are set up more than 7” away 
  from an enemy unit (instead of 9”), but when they arrive, 
  their controlling player must a roll a D6 for each model 
  in the unit. For each roll of a 1, a single model in the 
  arriving unit is lost.
  Dangerous Terrain
  Zone Mortalis battlefields are riddled with corroded floors, 
  collapsed ceilings, dangerous pitfalls, and other hazards 
  that make safely navigating the battlefield difficult.
  Broken floors, toxic spills, and other hazards may often 
  dot the Zone Mortalis landscape. To represent this, 
  designate these dangerous obstacles on the battlefield 
  as Dangerous terrain. Dangerous terrain counts as 
  In games of more than 1,000 points of Zone Mortalis, 
  players may take an additional Zone Mortalis 
  Detachment.
  ZONE MORTALIS BATTLEFIELDS
  Zone Mortalis battlefields are usually built to represent 
  the inside of ships, space hulks, fortresses, or the 
  underhive. We recommend using either Zone Mortalis 
  table tiles, or the tiles from Games Workshop games such 
  as Necromunda, Space Hulk, or Execution Force to build 
  a 4x4’ table to play on.
  ZONE MORTALIS RULES
  Zone Mortalis missions use the following additional 
  rules:
  Doors
  The cramped corridors of the battlefield include doors and 
  gates that have to be bypassed or smashed.
  A Zone Mortalis battlefield may contain a series of doors 
  that have to be opened or destroyed before a model can 
  pass through them. Doors in Zone Mortalis have three 
  types: Accessible, Locked, and Controlled.
  • 
  Accessible Doors can be opened or closed by the 
  first unit to come into contact with it in a given turn, 
  allowing a unit to pass through it or shut it behind 
  them. An accessible door may be used once per turn, 
  but may be destroyed at any time. 
  • 
  Locked Doors are inaccessible except by destroying 
  them or bypassing the lock in some way (some 
  missions will have rules for hacking or bypassing 
  locked doors). Once a locked door is destroyed, 
  remove it from the battlefield. 
  • 
  Controlled Doors are doors that essentially 
  belong to or are controlled by one side (usually the 
  Defender). The player that controls them counts 
  Controlled Doors as Accessible, while players that 
  do not count them as Locked.
  Destroying Doors: Doors have Toughness 7, 3 Wounds, 
  and a 3+ save. In the Fight phase, attacks automatically 
  hit doors. Units shooting at doors receive a +1 modifier 
  to hit.
  Hacking Doors: During the Movement phase, an 
  engineer that moves into contact with a locked or 
  
  Difficult terrain for the purposes of charging (subtract 
  2” from the charge move), but units without FLY that 
  cross dangerous terrain or units that end their move 
  in dangerous terrain must roll a D6 for each model in 
  the unit. For each roll of a 1, that unit suffers 1 mortal 
  wound.
  Close Quarters
  The cramped quarters in Zone Mortalis means there’s 
  nowhere to hide. 
  Explosions and blasts are more deadly, with shrapnel 
  and ricochets flying everywhere, and it’s easier to hit 
  targets in a confined space. To represent this, apply the 
  following rules:
  • 
  When rolling the number of hits for weapons with a 
  variable number of shots, such as flame weapons or 
  Frag grenades, you may reroll the result. 
  • 
  Units firing Overwatch hit on an unmodified roll of 
  5+ instead of 6. 
  • 
  When a unit takes a morale test, add 2 to the result 
  if there are any enemy models within 1” of a model 
  in that unit. 
  • 
  Vehicles that are destroyed but do not explode 
  are left on the battlefield as wrecks. They become 
  Dangerous terrain. 
  • 
  Units attempting to fire through another unit, 
  friendly or enemy, suffer a -1 penalty to hit.
  Obscured Targets
  Zone Mortalis battlefields are mazes of barricades, 
  doorways, and debris that block line of sight and provide 
  ample cover for combatants to hide behind.
  Zone Mortalis uses the rules for Obscured Targets as 
  outlined for Cities of Death in the Chapter Approved 
  2018 and Urban Conquest supplements. 
  Lucky Hit
  Sometimes, despite defenders’ best efforts, a stray shot will 
  ricochet and hit its mark.
  A hit roll of 6 always hits, irrespective of any modifiers 
  that apply.
  Catastrophic Damage
  Boarding actions and the stress of space combat place 
  tremendous pressure on spacecraft.
  Some Zone Mortalis Missions call for players to simulate 
  the effects of structural damage to the battlefield. To 
  represent this, roll 2d6 and add the current turn number. 
  Then consult the table below as specific by the mission to 
  determine the result.
  CATASTROPHIC DAMAGE
  2D6
  RESULT
  4
  Reinforcements Arrive. At the start of each 
  player’s turn, that player may return one unit 
  that has been completely destroyed to the 
  battlefield.
  5 - 9
  Stable. No effect.
  10 - 13
  Hull Quake. The ship’s hull bucks and shakes, 
  and gravity fluctuates wildly. Units subtract 2” 
  from their Movement and Charge distances 
  this turn, and any units that Advance count as 
  moving over Dangerous Terrain.
  14
  Depressurization. Players roll off. The 
  winner chooses a section of the board entirely 
  bounded by doors and walls. Weapons fired 
  at targets in that area in the Shooting Phase 
  improve their AP by 1 (for example, a weapon 
  with AP 0 would become AP -1).
  15
  Internal Explosion. Internal explosions rock 
  the ship, venting explosions and wreckage 
  out into the void. Players alternate placing 
  6 markers numbered 1 through 6 on the 
  battlefield. Each marker must be placed more 
  than 6” from another marker. Players then roll 
  a D6 to determine the number of explosions. 
  For each explosion, roll a D6 and locate the 
  corresponding marker on the table. Any unit 
  within 3” of that marker suffers D3 mortal 
  wounds.
  16+
  Lance Strike. The battlefield is torn asunder 
  as a nearby vessel’s lance weaponry strikes 
  the area! Players alternate placing 6 markers 
  numbered 1 through 6 on the battlefield. Each 
  marker must be placed more than 6” from an-
  other marker. Once these markers have been 
  placed, roll 2D6 (re-roll any doubles). Draw 
  an imaginary line between the two corre-
  spondingly-numbered markers. Each unit on 
  this line suffers D6 mortal wounds.
  
  STRATAGEMS
  If you are playing a Zone Mortalis mission, you can use Command Points (CP) to use the following strategems, depending on 
  whether you are the Attacker or the Defender.
  1CP
  BARRICADES
  Defender Strategem 
  Use this Strategem during Deployment. Place 
  D3+1 Barricades anywhere on the table.
  1CP
  BREACHING CHARGES
  Attacker Strategem 
  Use this Strategem during the Movement Phase. 
  Destroy a single door within 3” of one of your 
  units.
  3CP
  VENT/TUNNEL ACCESS
  Strategem 
  Use this Strategem during deployment. You can 
  place up to 3 exit markers on the battlefield. Each 
  marker must be within 12” of another marker. You 
  may choose to hold up to D3 units in Reserve. 
  At the end of your Movement phase, those units 
  enter the battlefield by disembarking from an exit 
  marker as though disembarking from a vehicle.
  2CP
  FLANKING COUNTER-ASSAULT
  Strategem 
  Use this Strategem during deployment. Nominate 
  one unit to hold in Reserves. From the start of 
  your second turn onward, you may have that unit 
  enter the table from any table edge, through an 
  open passageway.
  3CP
  SUSTAINED ASSAULT
  Attacker Strategem 
  Use this Strategem during Deployment. Secretly 
  write down a single unit of INFANTRY in your 
  army. If that unit is destroyed, you may return it 
  to battle during any of your turns following by 
  moving it onto the battlefield from your table 
  edge.
  2CP
  INTERDICTION ASSAULT
  Attacker Strategem 
  Use this Strategem at the start of your Movement 
  Phase. Nominate a point of open terrain more 
  than 12” away from an enemy model and place 
  a marker on that point. At the end of your 
  Movement phase, units held in Reserves and 
  reinforcements may enter from that point as 
  though disembarking from a vehicle.
  2CP
  TRAPS
  Defender Strategem 
  Use this Strategem during Deployment. Place 
  D3+1 Trap markers anywhere on the table 
  outside of the opponent’s deployment zone. 
  When an enemy unit moves within 3” of a trap 
  marker, you may activate it. If you do, roll a D6 
  for each model in the unit. For each roll of a 6, 
  that unit suffers 1 mortal wound. Remove the 
  trap marker from the board after it has been 
  activated.
  3CP
  DEFENSIVE STRONGPOINT
  Defender Strategem 
  Use this Strategem during Deployment. 
  Nominate one enclosed or semi-enclosed area 
  of terrain to be your defensive strongpoint and 
  place a power generator marker in that spot. 
  While the power generator is active, units in that 
  area receive a 4+ invulnerable save. The power 
  generator has T7, 3W and a 3+ armor save.
  1CP
  NO ESCAPE
  Strategem 
  Use this Strategem when an enemy unit without 
  the FLY keyword attempts to Fall Back. Nominate 
  a single unit in combat with the fleeing unit. That 
  unit may immediately fight again, but can only 
  hit on unmodified rolls of a 6.
  
  ZONE MORTALIS
  ASSAULT
  THE ARMIES
  The players choose Zone Mortalis armies as described, with one 
  player taking the role of Attacker and the other taking on the role 
  of Defender.
  THE BATTLEFIELD
  The Zone Mortalis battlefield is a tangled labyrinth of passageways 
  and chambers, and should be represented appropriately. Starting 
  with the Defender, players take turns placing board tiles until they 
  have set up a full board.
  Once the table is set up, split the table into quarters. The Defender 
  chooses their table quarter, and the Attacker takes the opposite 
  quarter. The Defender then places three Objective Markers, one in 
  their Deployment zone and one in each unoccupied table quarter. 
  These must be placed more than 6” away from a table edge or the 
  center of the table.
  DEPLOYMENT
  Starting with the Attacker, the players alternate deploying units in 
  their deployment zones.
  FIRST TURN
  The Attacker has the first turn. The Defender may attempt to 
  Seize the Initiative. To do so, the Defender rolls a D6. On a 6, the 
  Defender takes the first turn.
  BATTLE LENGTH
  At the end of the 5th battle round, the Attacker rolls a D6. On 
  a 2+, the game continues for a 6th battle round. At the end of 
  the 6th battle round, the Defender rolls a D6. On a 3+, the game 
  continues for a 7th turn. The game ends at the end of the 7th 
  battle round regardless.
  DOORS
  Doors in this mission are Controlled by the Defender.
  VICTORY CONDITIONS
  At the end of the game, the player who has scored the most 
  victory points is the winner. If both players have the same number 
  of victory points, the game is a draw. Victory points are achieved 
  for the following:
  Search and Destroy: Each player scores 1 Victory Point for 
  enemy each unit that is completely destroyed. Units brought back 
  as reinforcements are counted as a new unit for the purposes of 
  tallying Victory Points.
  Force the Breach! At the end of the game, each Objective Marker 
  is worth 2 Victory Points to the player who controls it.
  Slay the Warlord: If the enemy Warlord has been slain during the 
  battle, you score 1 Victory Point.
  First Blood: The first player to completely destroy an enemy unit 
  scores 1 Victory Point.
  Linebreaker: If the Attacker has any units completely within the 
  Defender’s deployment zone at the end of the game, they score 1 
  Victory Point.
  An elite assault force makes its way through the belly of a ship, hellbent on clearing out the enemy forces 
  within and gaining a foothold for allies to follow.
  6”
  Deployment
  Zone 1
  Deployment
  Zone 2
  Deployment
  Zone 4
  Deployment
  Zone 3
  
  ZONE MORTALIS
  BREACH AND CLEAR
  THE ARMIES
  The players choose Zone Mortalis armies as described, with one 
  player taking the role of Attacker and the other taking on the role 
  of Defender. Before the game begins, each player splits their army 
  into two equal groups (based on the number of units in each), and 
  choose one to be the Spearhead, while the other is Reserves.
  THE BATTLEFIELD
  The Zone Mortalis is a tangled labyrinth of passageways and 
  chambers, and should be represented appropriately. Starting with 
  the Defender, players take turns placing board tiles until they have 
  set up a full board.
  DEPLOYMENT
  The Attacker chooses a table corner and the Defender places an 
  Objective marker in their deployment zone. Next, starting with 
  the Attacker, the players alternate placing five communicator 
  arrays on the Battlefield. These must be set up more than 6” from 
  a table edge and 12” from each other.
  The players then alternate deploying units in their Spearhead 
  forces using the deployment map below. 
  FIRST TURN
  The Attacker has the first turn. 
  BATTLE LENGTH
  The game lasts six battle rounds.
  DOORS
  Doors in this mission are Controlled by the Defender.
  THE HUNGRY STARS
  Whenever a unit of INFANTRY is hit by a Heavy weapon with a 
  variable number of shots (e.g. Heavy D6), that unit must take a 
  Strength test. If it fails, it suffers D3 mortal wounds as its members 
  are sent flying into the cold void by the strength of the blast!
  THE VOID
  Treat the entire table as being Depressurized. That is, units add 1 
  to the AP of their weapons in the shooting phase. For example, an 
  AP 0 weapon would become AP -1.
  SCATTERED RESERVES
  Reserves may enter from any table edge, though Defender 
  reserves may not enter in the Attacker’s deployment zone.
  VICTORY CONDITIONS
  At the end of the game, the player who has scored the most 
  victory points is the winner. If both players have the same number 
  of victory points, the game is a draw. Victory points are achieved 
  for the following:
  Repel the Attackers: The Defender scores 1 Victory Point for 
  enemy each unit that is completely destroyed. Units brought back 
  as reinforcements are counted as a new unit for the purposes of 
  tallying Victory Points.
  Destroy the Relays: At the end of the game, The Attacker scores 
  1 Victory Point for each comms array that was destroyed. Comms 
  arrays have T7, 3W, and a 3+ save.
  Slay the Warlord: If the enemy Warlord has been slain during the 
  battle, you score 1 Victory Point.
  Attrition: The player who destroyed the most enemy units scores 
  1 Victory Point.
  Secure the Entry: The player who controls the objective marker 
  in the Defender’s deployment zone scores 3 Victory Points.
  An assaulting force has landed upon the outer hull of an enemy vessel and and is attempting to force their 
  way to the interior while disrupting vital systems upon the ship’s skin.
  18”
  12”
  6”
  Attacker Deployment
  Zone
  Defender Deployment
  Zone
  3”
  
  ZONE MORTALIS
  ENCOUNTER
  THE ARMIES
  The players choose Zone Mortalis armies as described, though 
  both players use the Combatant Zone Mortalis detachment when 
  building their armies. Before the game begins, each player splits 
  their army into two equal groups (based on the number of units 
  in each), and choose one to be the Spearhead, while the other is 
  Reserves.
  THE BATTLEFIELD
  The Zone Mortalis is a tangled labyrinth of passageways and 
  chambers, and should be represented appropriately. Starting with 
  the Defender, players take turns placing board tiles until they have 
  set up a full board.
  DEPLOYMENT
  Once the board has been set up, the players roll off and the winner 
  chooses which table edge to use as their deployment zone. The 
  other player uses the opposing table edge. Then, starting with 
  the player who chose their table edge, players alternate deploying 
  units in their Spearhead forces.
  FIRST TURN
  Players roll off, with the player who finished deploying units 
  first receiving a +1 bonus to their roll. The winner may choose 
  whether to take the first turn.
  DOORS
  All doors or bulkheads in a room that is connected to a player’s 
  deployment zone are considered controlled by that player. The 
  remaining doors and bulkheads on the table are considered to be 
  Accessible.
  BATTLE LENGTH
  At the end of the 5th battle round, the Attacker rolls a D6. On 
  a 3+, the game continues for a 6th battle round. At the end of 
  the 6th battle round, the Defender rolls a D6. On a 4+, the game 
  continues for a 7th battle round. The game ends at the end of the 
  7th battle round regardless.
  CAUTIOUS RESERVES
  When moving reserves onto the battlefield, players may do so 
  from either of the non-deployment zone table edges, as long as 
  the entering units are placed more than 1” away from any enemy 
  models.
  CATASTROPHIC DAMAGE
  At the start of each battle round after the first, roll on the 
  Catastrophic Damage chart and apply the result.
  VICTORY CONDITIONS
  At the end of the game, the player who has scored the most 
  victory points is the winner. If both players have the same number 
  of victory points, the game is a draw. Victory points are achieved 
  for the following:
  Search and Destroy: Each player scores 1 Victory Point for 
  enemy each unit that is completely destroyed. Units brought back 
  as reinforcements are counted as a new unit for the purposes of 
  tallying Victory Points.
  Slay the Warlord: If the enemy Warlord has been slain during the 
  battle, you score 1 Victory Point.
  Attrition: The player who destroyed the most enemy units scores 
  1 Victory Point.
  Linebreaker: For each unit a player has that is wholly within the 
  opponent’s deployment zone at the end of the game, they score 3 
  Victory Points.
  Two hostile forces make their way through unknown ground, where damage to the ship has rendered the 
  environment foreign to the defenders, and failing systems have left them unable to use the terrain to their 
  advantage.
  6”
  6”
  Deployment
  Zone
  Deployment
  Zone
  Entry
  Point
  Entry
  Point
  
  ZONE MORTALIS
  STORM THE BRIDGE
  THE ARMIES
  The players choose Zone Mortalis armies as described, with one 
  player taking the role of Attacker and the other taking on the 
  role of Defender. The Defender’s army includes an additional 
  Navigator, who has the following profile and is considered to have 
  any keywords the Defender Warlord has:
  THE BATTLEFIELD
  The Zone Mortalis battlefield is a tangled labyrinth of passageways 
  and chambers, and should be represented appropriately. The 
  Defender places tiles to create a board, and in doing so should 
  create a large enclosed area in the middle of the table to act as 
  the Bridge. Then players set up doors and bulkheads. The Bridge 
  should be fully enclosed by walls and bulkheads.
  DEPLOYMENT
  Starting with the Attacker, the players alternate deploying units in 
  their deployment zones.
  FIRST TURN
  The Attacker has the first turn. The Defender may attempt to 
  Seize the Initiative. To do so, the Defender rolls a D6. On a 6, the 
  Defender takes the first turn.
  BATTLE LENGTH
  The game lasts for six battle rounds.
  DOORS
  Any model in the Defending force may open or close a bulkhead 
  door it is in base contact with on a roll of 2+. If this test is failed 
  the door controls are damaged and the door remains permanently 
  open or closed - though a closed door may be destroyed as usual. 
  Attacking models may not open doors and must destroy them to 
  pass through them. 
  COMMAND THRONE
  Any Defender units wholly on the bridge automatically pass all 
  morale checks. 
  CATASTROPHIC DAMAGE
  At the start of each battle round after the first, roll on the 
  Catastrophic Damage chart and apply the result.
  VICTORY CONDITIONS
  At the end of the game, the player who has scored the most 
  victory points is the winner. If both players have the same number 
  of victory points, the game is a draw. Victory points are achieved 
  for the following:
  Assassinate the Navigator: If the Navigator has been slain at 
  the end of the game, the Attacker scores 3 Victory Points. If the 
  Navigator is still alive, the Defender scores 3 Victory Points.
  Seize the Bridge: At the end of the game, each player scores 1 
  victory point for each unit they have that is wholly on the bridge.
  Boarders are attempting to seize the bridge to take control of the ship. The Attackers are on a mission to 
  assassinate the ship’s Navigator and prevent the ship from escaping into the Warp.
  Attacker Deployment
  Zone
  Defender Deployment
  Zone
  6”
  6”
  Bridge
  M
  WS
  BS
  S
  T
  W
  A
  Ld
  Sv
  6”
  4+
  4+
  3
  3
  4
  1
  9
  3+
  
  ZONE MORTALIS
  CAPTURE THE FLIGHT DECK
  THE ARMIES
  The players choose Zone Mortalis armies as described, with one 
  player taking the role of Attacker and the other taking on the role 
  of Defender. Before the game begins, each player splits their army 
  into two equal groups (based on the number of units in each), and 
  choose one to be the Spearhead, while the other is Reserves.
  THE BATTLEFIELD
  The Zone Mortalis is a tangled labyrinth of passageways and 
  chambers, and should be represented appropriately. Starting with 
  the Defender, players take turns placing board tiles until they have 
  set up a full board. One corner of the table should include a large, 
  open space to hold a flyer belonging to the Defender’s faction.
  Once the table is set up, place a flyer in the Flight Deck. This 
  model acts as the Defender’s Fighter during the game.
  DEPLOYMENT
  Starting with the Attacker, the players alternate deploying units in 
  their deployment zones.
  FIRST TURN
  The Defender has the first turn. The Attacker may attempt to 
  Seize the Initiative. To do so, the Attacker rolls a D6. On a 6, the 
  Attacker takes the first turn.
  BATTLE LENGTH
  The game lasts for six battle rounds.
  DOORS
  Any model in the Defending force may open or close a bulkhead 
  door it is in base contact with on a roll of 2+. If this test is failed 
  the door controls are damaged and the door remains permanently 
  open or closed - though a closed door may be destroyed as usual. 
  Attacking models may not open doors and must destroy them to 
  pass through them. 
  CATASTROPHIC DAMAGE
  At the start of each battle round after the first, roll on the 
  Catastrophic Damage chart and apply the result.
  THE FIGHTER
  Regardless of the statline of the model used, the Defender’s 
  Fighter always has T7, 14 Wounds, and a 3+ save.
  EMERGENCY LIFTOFF
  At the end of Turn 4, if the Defender’s Fighter has not been 
  destroyed, the pilot makes an emergency takeoff. The launch bay 
  bulkheads slam shut, the outer hull door opens, and the fighter 
  lifts off. For each unit in the launch bay, roll a D6 for each model 
  in that unit without the VEHICLE keyword. For each roll of a 1, 
  that unit suffers a mortal wound. At the beginning of the fifth 
  battle round, the outer hull door re-seals itself and the bulkhead 
  doors open.
  VICTORY CONDITIONS
  At the end of the game, the player who has scored the most 
  victory points is the winner. If both players have the same number 
  of victory points, the game is a draw. Victory points are achieved 
  for the following:
  Destroy the Fighter: At the end of the game, if the Defender’s 
  Fighter has been destroyed, the Attacker receives 3 Victory Points. 
  If it has not been destroyed, the Defender receives 3 Victory 
  Points instead.
  Search and Destroy: Each player scores 1 Victory Point for 
  enemy each unit that is completely destroyed. Units brought back 
  as reinforcements are counted as a new unit for the purposes of 
  tallying Victory Points.
  In the midst of a heated battle between fleets, a daring group of warriors has boarded an enemy vessel and 
  fought its way to the ship’s flight decks to prevent it from launching fighters to defend itself.
  Attacker Deployment
  Zone
  Defender Deployment
  Zone
  6”
  6”
  Flight Deck
  
  ZONE MORTALIS
  SABOTAGE THE REACTOR
  THE ARMIES
  The players choose Zone Mortalis armies as described, with one 
  player taking the role of Attacker and the other taking on the role 
  of Defender. Before the game begins, each player splits their army 
  into two equal groups (based on the number of units in each), and 
  choose one to be the Spearhead, while the other is Reserves.
  THE BATTLEFIELD
  The Zone Mortalis is a tangled labyrinth of passageways and 
  chambers, and should be represented appropriately. Starting with 
  the Defender, players take turns placing board tiles until they 
  have set up a full board. There should be two large open rooms in 
  the middle of the table. Once the table is set up, place two reactor 
  cores in each of these rooms.
  DEPLOYMENT
  Starting with the Attacker, the players alternate deploying units in 
  their deployment zones.
  FIRST TURN
  The Defender has the first turn. The Attacker may attempt to 
  Seize the Initiative. To do so, the Attacker rolls a D6. On a 6, the 
  Attacker takes the first turn.
  BATTLE LENGTH
  The game lasts for six battle rounds.
  DOORS
  Any model in the Defending force may open or close a bulkhead 
  door it is in base contact with on a roll of 2+. If this test is failed 
  the door controls are damaged and the door remains permanently 
  open or closed - though a closed door may be destroyed as usual. 
  Attacking models may not open doors and must destroy them to 
  pass through them. 
  CATASTROPHIC DAMAGE
  At the start of each battle round after the first, roll on the 
  Catastrophic Damage chart and apply the result.
  THE REACTORS
  Each reactor has T7, 12 Wounds, and a 3+ save. When a reactor 
  is destroyed, roll a D6. On a 4+ it explodes, and every unit within 
  6” of the reactor suffers D3 mortal wounds. If there are any 
  unexploded reactors within 6”, they suffer D6 mortal wounds 
  instead.
  VICTORY CONDITIONS
  At the end of the game, the player who has scored the most 
  victory points is the winner. If both players have the same number 
  of victory points, the game is a draw. Victory points are achieved 
  for the following:
  Destroy the Reactors: The Attacker scores 1 Victory Point for 
  each reactor that was destroyed during the battle. The Defender 
  scores 1 Victory Point for each reactor that is still on the table at 
  the end of the battle. 
  Slay the Warlord: If the enemy Warlord has been slain during the 
  battle, you score 1 Victory Point.
  Last Man Standing: The player with the greatest number of units 
  left on the table at the end of the game scores 1 Victory Point.
  LARGER GAMES
  In larger games of Zone Mortalis (played on a 6’x4’ table), add a 
  third Reactor along the middle of the table.
  A boarding team is attempting to destroy the ships four main plasma coils to prevent it from escaping into 
  the Warp.
  Attacker Deployment
  Zone
  Defender Deployment
  Zone
  3”
  3”
  Reactor
  Reactor
  
SOURCE: textdata/thevault/Warhammer/40k/UNSORTED (help requested)/1st-8th Edition - Warhammer 40K Archives/8th/Zone Mortalis/Zone Mortalis - 8th Edition (Goonhammer v2.0).pdf