Murder zone
Fighting in space stations is never fun.
BULKHEAD DOORS & AIRLOCKS
Chambers and corridors may be sealed off by the use of armoured bulkhead doors and airlocks. Depending on the mission you're playing these doors may be locked, accessible or controlled. These doors should be represented on the table and moved to show whether they are open or closed at any given time. A closed bulkhead door blocks line of sight and assaults may not be made through them.

- Locked: A locked door is inaccessible except by destroying it or forcing or overcoming the lock in some way. In most cases only direct force will do (although particular missions will offer alternates to this). Once a bulkhead door has been destroyed, remove it from play.

- Accessible: An accessible door may be either opened or closed by the first unit that moves into contact with it in a particular turn, allowing a unit to pass through it, or shut it behind them. A bulkhead door may only be used once per turn (either opened or closed), but may be destroyed at any time.

- Controlled: In the case of a particular door or doors being controlled by one side in the game (as might commonly be the case where one side represents a force defending the zona interficio area from an attacker), the side which controls the doors treats them as accessible by their units, but units belonging to other forces treat them as being locked.

Destroying Doors:
Bulkhead doors and airlocks are armoured and reinforced structures and therefore difficult to destroy. Unless noted otherwise in a scenario, all bulkhead doors and airlocks are treated as being Armour Value 13, and require a single glancing or penetrating hit to destroy.
OTHER ZONA INTERFICIO SPECIAL RULES
DEADLY GROUND
Fighting within zona interficio terrain is a dangerous and treacherous affair, and one in which even light vehicles can flounder or damage themselves, unexpectedly crashing through buckled deck plating, getting crushed beneath falling rubble, or contacting exposed power conduits with deadly results.

Only a model that can physically fit within the space on the tabletop can move through or into a zona interficio, regardless of its type. This is a common sense distinction which must be followed. In addition the following effects apply by unit type:

- Bikes, Jetbikes, Artillery and Walkers treat all difficult terrain they encounter within a zona interficio 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 other vehicles, including Skimmers, treat a zona interficio as both difficult and dangerous terrain in its entirety.

- Infantry, Monstrous Creatures and Beasts treat zona interficio as they would any other battlefield, i.e. where specific areas of difficult and dangerous terrain are encountered, they are subject to their effects, otherwise the zona interficio is treated as clear ground.

- Wrecked vehicles are both difficult and dangerous terrain if destroyed in zona interficio areas.
RESERVES AND DEEP STRIKING IN ZONA INTERFICIO
The rules for Reserves, Scouts and Infiltrators remain unchanged (unless otherwise stated by a specific mission description), but entrance and exit points are still the only way these units can enter the zona interficio. Only units which are described as being able to teleport or materialise from the Warp may use the Deep Strike special rules. Any unit that deep strikes into a bulkhead suffers a Deep Strike mishap - this makes deepstriking into a zona interficio a dangerous proposition!
Barrage weapons cannot be used to fire indirectly within, into, or out of zona interficio areas at all; only direct fire can be used.

FIRESTORM & SHRAPNEL
The confined spaces of the zona interficio can prove to be death traps to the unwary and certain types of weapons have their effectiveness increased by the environment, while others become more unpredictable. Weapons with blast markers and templates may re-roll failed rolls to wound inside the confines of a zona interficio, reflecting the lethal effect of explosives, flaming liquid and shrapnel in confinement. Additionally, if a Scatter roll takes a blast marker's centre point into contact with a bulkhead wall, it detonates on contact with the wall; resolve the weapon's effect from this spot. The portion of the blast that crosses and lies beyond the line of the wall is lost.

NOWHERE TO HIDE
Units that break and flee from combat within the confines of a zona interficio are far more likely than in most games of Warhammer 40,000 to be trapped in areas where their avenues of retreat are entirely cut off, and due to the confusion of corridors and passageways that may surround them, falling back may be a particularly deadly affair. Contrary to the usual rules for falling back, immediately on failing a Morale test, a unit's first fall back move is directly away from the enemy, and subsequent moves are towards the nearest exit unblocked by the presence of enemy models. If a unit is trapped while falling back by enemy models and cannot escape, then it is immediately destroyed.

Blind Panic:
If while falling back a unit moves through (i.e.within 1" of) another of the player's own units, the unit moved through must take an immediate Morale test or fall back themselves. Fearless units are not subject to this.
OBJECTIVES IN ZONA INTERFICIO GAMES
These are generally assumed to be treated as impassable terrain and do not block line of sight. In addition, in order to claim or contest them an eligible unit must have a model in base contact with the objective, unless specified in a particular mission.
Most zona interficio missions must have an Attacker and a Defender. Which player takes which side must be decided before play, usually the player who challenged the owner of the station where the fighting takes place, is the attacker.
Because zona interficio actions are fought in quite dense terrain, and without the assistance of transport vehicles to get around, a smaller gaming area can often improve the experience of play. As such it is recommended that a 4' x 4' area is used for games of 1,000 pts a side or less (which will offer an exciting battle lasting an hour or two), while larger tables are best used as part of team games.
FORCE SELECTION
Each force should be selected using the following Force Organisation chart for zona interficio battles:
ATTACKER:
DEFENDER:
COMBATANT: (Neither side is the specified Attacker or Defender)

Forces selected for fighting in a zona interficio action should be chosen from their codex as normal 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 4" wide.*
- Monstrous Creatures needing more than a 60mm round base may not be chosen.*
*Note: The terrain may still confine you, so caveat emptor!
ZONA INTERFICIO ASSAULT MISSION
The following special mission represents a savage assault with command of a vital zona interficio area at stake. One player or team of players take up the role of the Defenders and one opponent or team of players takes on the role of the Attackers.

Table Set-up:
The zona interficio is a tangled labyrinth of passageways and chambers and should be represented appropriately. If you are using Forge World's zona interficio Complex terrain boards, then they may be either laid out in an agreed fashion (see examples shown previously) or alternately the players may take turns placing boards so that they take up the playing area, making sure that each table edge has at least one clear entry/exit point per player.

Objectives:
Depending on the Mission Goal (see opposite), objectives may be used. In this case they should be represented by a model or marker on a 20mm base or a suitable alternative. Scoring Units: In the zona interficio assault mission, units drawn from either the Troops or Elites allowance count as scoring units where this is called for by the mission. A unit may only ever claim one objective at a time.

Ending the Game:
The game has a variable game length as per a Standard Mission (see page 90 of the Warhammer 40,000 rulebook).
Wipe-out!: Regardless of any other condition, if at the end of the game your enemy has no units left on the table then you are victorious!

DEPLOYMENT
Before the game begins, both sides should divide their forces into two roughly equal groups based on their number of units. They must then decide which of these two forces is to be their spearhead and which is to be their reserve. This arrangement represents an attacking force working its way through the zona interficio, and the Defenders rallying to meet them.
The gaming table is then divided into four quarters, and both players roll-off to choose a deployment zone. The winner then picks which is to be their deployment zone and deploys their spearhead force anywhere in this area, but not within 6" of the centre of the board.
The other player then rolls a D6. On a roll of a 4+ they may choose any of the three remaining areas in which to deploy their spearhead, otherwise they must deploy their spearhead in the area opposite that of their opponent. Reserves arrive normally, entering the board from any table edge in their player's deployment zone.

THE ZONA INTERFICIO ASSAULT MISSION

FIRST TURN
The player or side which deployed first has the first turn unless their opponent can steal the initiative.

MISSION GOALS
Before the game begins, either mutually agree or roll a D6 to determine the goal of the zona interficio assault:
D6 Result
1-2 Search and Destroy
3-4 Force the Breach!
5-6 Sabotage

SEARCH AND DESTROY
This mission represents the vicious struggle to control the zona interficio 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.

FORCE THE BREACH!
This represents the Defenders trying to maintain hold of a vital area of the zona interficio, whilst the Attacker must wrest it from them. The Defender places three objectives: one in their own deployment zone and one in each of the zones in which neither player has deployed. These objectives may not be placed within impassable terrain, or less than 6" away from the table edge or the centre of the table. If the Attacker is in control of more objectives than the Defender at the end of the game they are the winner. If any other result is the case, the Defender is the winner.

SABOTAGE
The Attacker's goal is to destroy vital systems within the Zone Motalis. The Defender places D3+2 sabotage objective markers on the table. These markers represent control panels and systems junctions vital to this area. The markers may be placed anywhere on the table other than within 6" of a table edge or 12" of each other. They also may not be placed in impassable terrain.
The Attacker must attempt to destroy these objectives by any means they can. Each has an armour value of 11, 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 and cannot be harmed by events on the Catastrophic Damage table.
At the end of the game, the Attackers gain 1 Victory point for each sabotage objective destroyed, and the Defenders 1 Victory point for each sabotage objective still on the table. The side with the most Victory points is the winner.

ADDITIONAL SPECIAL RULES
ATTRITION
Attrition is a special rule which reflects the bloody nature of a zona interficio conflict and affects the conditions of victory. Whenever a mission result is for any reason a draw, then the force which suffered the least number of destroyed units is considered the victor.

ENEMY UNKNOWN (OPTIONAL)
While the Night Fighting rules as presented in the Warhammer 40,000 rule book represent fighting in levels of low visibility over distance, this can be nothing compared to the abyssal darkness of fighting deep underground or within the tortuous confines of a space hulk, where even the finest auguries and sensors may prove utterly useless. The confusion of this kind of fighting can be represented by using counters on the table to represent units outside of visual range of the enemy rather than models, as the enemy's true disposition and strength will remain unknown until your forces are face-to-face in battle.
The use of this optional special rule requires a little more work than usual and co-operation between the players, but can make for very nerve-wracking and exciting games. Each side requires a set of numbered counters (or blips) sufficient for the number of units it has in its force. Each number must correspond to a particular unit within their force, and which this is must be noted down before the game begins. It is these counters that are deployed rather than the units on the table.
As the game progresses, the 'blip' counters are moved in place of units until they move within line of sight of an enemy unit or the unit engages in shooting or close combat attacks. At this time the unit is revealed and the note showing the number and its corresponding unit is shown to the opposing player. The counter is then replaced with the corresponding unit, which is deployed in coherency with its centre where the counter was when revealed. If on subsequent turns a unit that has revealed itself passes out of line of sight of the opposing force's models, it is once more replaced with its corresponding numbered counter (and it's up to the enemy to remember what it was until it becomes visible again!).
Independent characters which join units do not have a 'blip' counter of their own while they are with a unit, but this fact must always be noted down to avoid confusion or chicanery!

REACTION FIRE (OPTIONAL)
The confined spaces of a zona interficio make for deadly, close range fire-fights, where a split second reaction may be enough to gun down an enemy rushing out from the darkness before death strikes you down. In order to represent this, this special rule allows units being assaulted a chance to fire their shooting weapons when they are assaulted - if they're fast enough!
- Only units not already engaged in close combat may attempt reaction fire.
- Only pistol, assault and rapid fire weapons may be used for reaction fire attacks. Heavy weapons may only be used for reaction fire attacks if the model carrying them has the Relentless special rule.
- A unit may only make a single reaction fire attack against the first unit they are assaulted by in any given turn.
- A reaction fire attack is made after an assault is declared, but before assaulting models have moved. Casualties resulting from reaction fire may cause an assault to fail.
Making a Reaction Fire Attack: In order to make a reaction fire attack, the unit in question must first roll equal to or under its majority Initiative score on a D6. If successful it may fire its weapons at the assaulting enemy, just as it would in the Shooting phase but at -1 BS (minimum BS 1). Template weapons are used as normal if the Initiative test is successful. A unit may not use the Counter Attack special rule if it has used reaction fire.

THE COLD VOID (OPTIONAL)
One of the greatest dangers of fighting aboard the titanic star vessels of the 41st Millennium is the icy hand of the void itself, and while many battles will be fought behind sealed bulkheads and within pressurised sections, others will not, and be all the deadlier for it as a ripped suit or broken armour seal can quickly kill or disable their victim. This special rule can also be used to represent fighting in a zona interficio filled with poisonous gas, choking industrial fumes or extreme heat.
When the Cold Void special rule is in effect, the following apply:
- All weapons and attacks with a Strength of 4 or higher now cause the Rending effect, unless their target is Void Hardened, has an armour value (AV) or has a save of 2+. In the case of attacks against mixed units, apply these rending wounds to the more vulnerable targets first.
- All weapons and attacks which already have the Rending effect now rend on a roll of 5 or 6, unless their target is Void Hardened, has an armour value (AV) or has a save of 2+. In the case of attacks against mixed units, apply these rending wounds to the more vulnerable targets first.
- Weapons and attacks which have the Blast special rule also now cause pinning if they didn't already.