Zone Mortalis

The term Zone Mortalis -- the fatal ground -- were some of the most savage arenas of combat conceivable. The concept of the "Zone Mortalis" as a theatre of warfare dates to the era of the Great Crusade as referred to in the ancient Codex Tactica Imperialis. Such zones be they the contested decks of a void warship, tangled mine works, lightless under-hives, the prison-vaults of sundered fortress citadels, labyrinthine industrial sewer systems and sacred catacombs, all have a confluence of factors in common such as close confinement, limited access for attack or escape routes, as well as treacherous environments, which make them murderous venues for warfare. It was an area in which the brute force of the Legiones Astartes excelled, and much application of strategy evolved from this most deadly form of warfare. Zone Mortalis battles are often fatal and chaotic affairs, as fighting in a collapsing hive city under mass artillery bombardment or on a burning star vessel in the middle of a pitched space battle. Some from Legions such as the Ultramarines and Iron Warriors saw victory in the Zone Mortalis as a precise application of tactics and equipment, while others such as the Blood Angels and World Eaters relied on courage and fury to carry the day, but without doubt the undisputed masters of the Zone Mortalis were the Death Guard Legion. In such warfare they were relentless, merciless and without peer.

Common Dangers Encountered in Zone Mortalis Operations

 * Deadly Ground- Fighting within Zone Mortalis 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.
 * Firestorm & Shrapnel - The confined spaces of the Zone Monalis 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.
 * Nowhere to Hide - Units that break and flee from combat within the confines of a Zone Mortalis are far more likely 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.
 * Reaction Fire - The confined spaces of a Zone Monalis 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 a Space Marine down.
 * Catastrophic Damage - One of the perils of battle underground or within a building in a warzone is the risk of bringing the roof down on themselves and being buried alive or crushed under tonnes of earth or masonry.
 * Enemy Unknown - Fighting in levels of low visibility over distance, is 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.
 * Cold Void & Poisoned Air - Fighting in a Zone Mortalis aboard a vessel has many dangers in its own right, such as areas filled with poisonous gas, choking industrial fumes or extreme heat, as well as the effects of fighting in a depressurised area of a space vessel during a boarding action.