Switch Theme:

The Necronomicon!  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in gb
Furious Raptor





Wallasey Merseyside UK


Hi Guys, i am currently working on a fun piece for a gaming scenario my club were thinking of tryiong out, would love to hear your opinions and maybe get a little help for points cost if thats ok?

Thanks!


The Necronomicon Ex Mortis, the book of the dead!

Bound in human flesh and written in blood the book is a dark weapon of evil and destruction. It contains prophecies, summoning rituals and evil incantations of forces so terrifying most mortal men are driven mad just by gazing upon them. An ancient artefact of unknown power The book has travelled through time, space and the immaterium. It has been in many places, from the secret library of the inquisition to the Black Library of the ancient Eldar but it dark power can never be contained for long. It has passed through the hands of each of the Chaos Gods before finally being obtained by Tzeentch the lord of change. He sought the book for its dark secrets and prophecies but the book has even thwarted him and broken free into the mortal realm time and time again. Seemingly invulnerable the only means of destroying the book is the book itself, its random bursts of chaotic energy sending it back and forth through time and space. Who knows were it will end up next or in who’s depraved hands?

Unit type: special.

Model: A book on a chaos alter or similar design.

Deployment: the model is placed on the table at the start of the game along with all other units.

Spatial Distortions: The book cast a strange anomaly in its surrounding area, it disrupts all forms of teleportation and even some transportation systems. Any unit attempting to deep strike within 12” of it incurs a deep strike mishap.

Invulnerable: the book is completely invulnerable and cannot be destroyed by any known means. The reader of the book however does not gain any of the books abilities and may still be targeted as normal. no cover save is given for being behind the book.

Using the book:
The book is in itself just that, a book. It cannot act on its own but needs a wielder to read from its dark pages. Anyone can read from the book but woe betide anyone who fails its first test of will. Once this is passed the book itself decides what chapter or passage it will allow the reader to view. Then and only then can the full power of the book be unleashed by the reading of the words within!

At the beginning of the player turn any model within 2” of the book may attempt to read it.
perform a psychic test. if the model is a sorcerer then normal rules apply for this. If it is a non psyker HQ unit any failure counts as 1 unsaved wound with no save allowed (even invulnerable) . Failure for any other unit type counts as instant death! However beware, if a double 6 is rolled by any model the book overwhelms itself with energy and creates a rift in time and space sucking all around it into the void! Remove the book from play and roll 3D6, any models within range are instantly sucked into the void with the book.

If the test has been passed roll a D6 to decide which of the six chapters the book will randomly open upon.

Chapter 1: Binding and Obscuring.
Chapter 2: Winds of Torment and Suffering.
Chapter 3: Rites of the Dead.
Chapter 4: Summoning and Possession.
Chapter 5: Manifestation and Disruption.
Chapter 6: Travel through the Void

Consult each sub chapter for further rules.


Chapter 1: Binding and Obscuring.
This chapter contains passages on how to trap and ensnare entities or beings. There are also written incantations of bending light and hiding things with the power of absolute darkness.
roll D6 and follow the result:
1-3: Soul binding.
Select any enemy unit, using the book readers BS roll to hit that unit. If successful the unit is frozen in place, it cannot move, shoot or assault for that game turn, it cannot even fight back in close combat and hits are automatically scored against it!
4-5: Armour of Darkness.
select any friendly unit, using the book readers BS roll to hit that unit. If successful that unit receives a 2+ invulnerable save for this entire turn!


Chapter 2: Winds of Torment and Suffering.
The winds of torment blow across the battlefield casting man and vehicles aside like rag dolls. they may be pillars of fire or mere winds that are so strong the rip the rocks and earth from the ground as they fly past!
Roll a D6:
1-3: Tornado of Devastation:
Small blast, Range Infinite, strength 5, Ordnance, Barrage, Special.
4-6: Cyclone of Oblivion:
Large blast, Range Infinite, strength 9, Ordnance, Barrage, Special, *.
SPECIAL RULES: Once hit, roll scatter dice for direction and then roll 3D6 for distance travelled, any models caught in the path are automatically hit. Troops are pinned and any Vehicles hit use rear armour strength. If glanced they are thrown 3D6 scatter, If penetrated they are thrown 4D6 scatter. They travel facing the scatter direction and any models they land on count as being tank shocked.
*if any troops are being transported they are thrown from the vehicle and must immediately force disembark.


Chapter 3: Rites of the Dead.
These dark rituals can be used to raise armies of the undead to fight again, they can also bring lost comrades back from the very brink.
Roll a D6:
1-3: Revitalisation.
You may resurrect 2D6 troop models that have been lost in the battle so far. They can be deployed anywhere on the table 12” away from enemy models. If no troops have been lost yet or the dice roll is greater than the number of troops lost so far zombies are resurrected as well as the troops.
4-5: Zombie Rising.
Raise a unit of 10 Zombies back from the grave. they can be deployed anywhere on the table 12” away from enemy models. Zombies use the following profile:
ZOMBIES
WS BS S T W I A Ld Sv
Zombie 2 0 3 4 1 1 1 10 -
Weapons: Grasping hands and slavering jaws. These count as two close combat weapons.
SPECIAL RULES: Feel No Pain, Fearless, Guiding Mind.
Guiding mind: Zombies lack any cognitive function and so require a powerful mind to direct them on the battlefield. If the zombie unit is within 6” of a friendly Psyker the unit may move and act as normal, if not the Slow And Purposeful special rule applies.


Chapter 4: Summoning and Possession.
In this Chapter contains details of how to summon the forces of Chaos to do your bidding or enslave the minds of others.
Roll a D6:
1-2: Spawn summoning.
You may place a unit of 3 chaos Spawn anywhere on the table 12” away from enemy models.
3-4: Deamon summoning.
You may place a unit of 10 Lesser Deamons anywhere on the table 12” away from enemy models.
5-6: Possession.
choose an enemy model. using the readers BS roll to hit. If successful you may use the model during your player turn including all its abilities and special rules. the effects last for the player turn only and the owning player resumes control in their turn. If the model is locked in combat with its own troops it breaks combat and must immedietely take a leadership test.


Chapter 5: Manifestation and Disruption.
These passages allow you to use even the battlefield itself to fight for you.
roll D6:
1-3: Disruption of Earth.
The very earth itself is brought to life and shakes with violent torment. shooting attack with the following profile:
str 4 ap – Apocalypse template, pinning. The attack also causes a dangerous terrain test for any unit caught under it.
4-6: Manifestation of Evil.
The book focuses its power into a any nearby idol, tree or even the very rocks themselves bringing it to life! The player may choose to transform a piece of scenery into a monstrous creature to fight for him. It can be a statue or even a tree from a woods. he must place a model on the table that represents this creature brought to life ( a giant stone warrior, evil tree creation the choice is theirs). If there is no such terrain feature he may animate any pice of terrain into a human like form, a likewise fitting model must be placed next the the terrain piece (rocks or walls broken and twisted into a humanlike from would do). the creature uses the following profile:
Creation
WS BS S T W I A Ld Sv
Creation 3 0 5 5 4 3 3 9 -
Weapons: rock fists or giant branches, count as single close combat weapon.
Special rules: Monstrous Creature, Fearless, 4+ Invulnerable, Eternal Warrior.


Chapter 6: Travel through the Void
The final chapters of the book detail knowledge of how to travel through the infinite space of the warp and how to banish forces there against their will!
Roll a D6:
1-3: Vortex of emptiness.
A swirling portal to pure nothingness appears and swallows up all in its path! use the rules for Vortex grenades found in the Apocalypse rulebook.
4-6: Portals of Transfer.
The book instantly warps units from one point on the battlefield to another. 1 unit of the players choice may be teleported from anywhere on the battlefield, no vehicles may be teleported but troops within a vehicle can be. use the BS of the book reader to hit selected unit (line of sight is not required). Friendly units are automatically hit and may be transported anywhere on the table as if arriving from deep strike, they however may move, shoot and assault as normal. If the teleporting unit is thrown into or scatters onto a vehicle it causes a str 2D6 ap2 hit. If they hit any other unit they cause D6 str 5 ap 2 hits. The teleporting unit itself also receives D6 str 5, ap 2 if it scatters onto either. Surviving models must be placed next to the unit they hit.

 
   
Made in us
Bane Thrall






Some cool ideas! I'd play it, i feel the zombies should be a bit better though



They stare into your soul.
 
   
 
Forum Index » 40K Proposed Rules
Go to: