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Discussion Starter #1
this is just a normal game with the following special rules:

Battle for the Crystal Skull


Crystal Skull:
Place a suitable counter to represent the skull in the middle of the board. If a single model comes within 3” of the counter, they may decide to harness the unearthly power of the Crystal Skull (Vehicles do not count, Monstrous creatures do as long as they are leadership 7+).

Roll a D6. If the result is a 5+, then the Crystal Skull has been used with no current ill effects. If the result is less than 5+, then something has gone horribly wrong and the player must roll on the ‘Weak Minded’ table. If the model trying to control the skull is a psyker then they must roll 2+ instead. The Crystal Skull can only be used once per turn.

If the test to use the skull was successful then roll a dice and consult the ‘Power beyond Imagination’ table. If the Skull’s user is killed then the Crystal Skull just uses the rules at the top of the page over again.



Weak Minded

1: The destructive energy of the Crystal Skull has been released completely wiping the user from existence. Remove the model from the board and treat it as a casualty and then if anybody mentions the models name again then you have to say ‘Who?’ until the end of the game.

2: The Crystal Skull shines with a red light from within that causes the unfortunate user of the skull to melt until all that remains is a puddle that was previously living flesh and bone. Remove the Skulls user from the board as a casualty and place a small blast template where it used to be (large blast if the user was a monstrous creature or walker). If any unit pass’ over, deepstrikes on or stops on this blast template, then they will check their shoes to see they didn’t get any flesh and bone liquid on their feet. That unit cannot do anything for the rest of the player turn (If they are charged then they will fight as they will not be concerned about their shoes in the heat of battle, but cannot do anything for the rest of the turn after the combat has been resolved.)

3: The foolish user of the Crystal Skull yells and drops to the ground and after much writhing and pleads of mercy, turns to sand with a muted scream. Remove the user from the board and replace it with a marker or a counter with the same sized base. Roll a scatter dice (re-rolling it if it hits) and scatter 3D6”. If a unit moves within 6” of the counter, then they will have they’re BS reduced to 0 for 1 turn as the sand gets in their eyes.

4: The Crystal Skull screams and explodes in a ball of blue fire, incinerating the user without harming the skull at all. Take D6 Strength 8, AP2 hits on the user of the Crystal Skull.

5: At first nothing happens, and the user sighs in relief. But then notices that it is looking up at itself. Itself gives them an evil grin and they notice that they have bright red eyes. They have swapped minds with the Skull and they are trapped forever…
The user moves 6” in the direction of it’s own army and the Crystal Skull does not work anymore (it cannot be used). The user is now treated as a Ld:10 Psyker with all of the Psychic powers from it’s codex. If the user is not killed before the end of the game then both players lose as the Skull has been released from it’s Psychic prison and will wreck havoc on the universe having the story of Warhammer 40k end in utter destruction to the laughing of the Crystal Skull.

6: The Skull attacks the user with all of it’s secrets, splitting it’s mind and warping it into a Spawn of Crystal Skull. Remove the user of the Skull and replace it with a Spawn of Crystal Skull:


Spawn of Crystal Skull
WS:D6 – BS:3 – S:5 – T:5 – W:Special – I:6 – A:D3 – Ld:6 – Sv:5+

Unit Type: Beast

Wargear:

· Crystal Skin: Bestows 5+ armour save and 6+ invulnerable save.
· Crystal Talons: Force Weapon that must take psychic test for power weapon as well.
· Crystal Skull: The Crystal Skull allows the Spawn to replace all of it’s normal attacks with one special attack once every turn. You may choose one of the following to use:
- Crystal Scream: This power is a psychic shooting attack made at leadership 10 within 12”. That unit must immediately pass a leadership test. If they fail then they will fall back they’re normal amount of inches + D3”.
- Chaos Beam: This power is a psychic shooting attack made at leadership 10 that has the following profile: Rgn:12” – Str:4 – AP:3 – Assault 2
- Eyes of Fire: This is a psychic power that is made at leadership 10 when the spawn is in base contact with another model. All models in base contact with the spawn must make a Leadership test. If they fail then the model(s) must be removed from the board as a casualty (armour saves are allowed).

Special Rules:

· Fearless
· Pawn of Unknown: The Spawn of Crystal Skull is a creation of the Crystal Skull, who was a mysterious xeno’s who was killed millennia ago, who has no sides in the battle that rages. The Spawn is controlled by the ex-user’s player but must attack any unit within range as if he had rage.
· Being of Limited Energy: The Spawn is unlike other Chaos Spawns because it runs on a resource of power that dwindles whenever the spawn is harmed. Whenever the Spawn is wounded (after armour saves), or whenever it fails a Psychic test (instead of Perils of the Warp) roll a D6. If the result is a 1, then the Spawn has been destroyed and the Skull is once again stuck where it’s pawn was felled. The Crystal Skull follows the rules at the top of the page again.




Power beyond Imagination


1: The Crystal Skull is lit inside with a flame of immense power that can be directed at the enemy, incinerating them in an instance. The Crystal Skull is now a ranged weapon with the following profile:
Rgn:12” – Str:5 – AP:_ - Assault 2

2: The Crystal Skull crackles with arcane energy and whispers to the user to use it in battle, which the user will obey. The Crystal Skull counts as a 1-handed force weapon until the user is destroyed.

3: The Crystal Skull chuckles as it raises crystal skeletons to fight for the user who now has complete control over them. Every turn (until the user is killed) generate 2D6 Crystal Skeleton Minions to fight for the user using the following profile (Crystal Skeleton Minions cannot be generated while the unit is in combat):


Crystal Skeleton Minions
WS:4 – BS:_ - S:3 – T:3 – W:1 – I:4 – A:1 – Ld:10 – Sv:_

Unit Type: Infantry

Wargear:
· Close Combat Weapon
· Crystal Shield: Counts as close combat weapon that grants the Minions a 6+ invulnerable save.

Special Rules:
· Fearless
· Feel No Pain


4: The Crystal Skull bestows on the wielder the gift of crystal change, warping the features of the user to better suit them for their goals. Roll a dice and give one equal to the result of the following table to the user:
- Crystal Skin: Grants the user +1 Toughness (to a maximum of 7)
- Crystal Fists: Grants the user +1 Strength (to a maximum of 7)
- Crystal Wings: Grants the user wings (user now counts as Jump Infantry)
- Crystal Eyes: Grants the user +2 BS (to a maximum of 6)
- Crystal Fangs: Grants the user +1 attack
- Crystal Spawn: Turns the user into a Crystal Spawn (look above)

5: The Skull gives the user a great murderous rage that cannot be stopped without extreme measures being taken. The user now has Rage, Furious Charge, Fearless, Feel No Pain and Fleet as well as +1 Str (to a maximum of 7) and +1 WS (to a maximum of 7).

6: The Skull grants the user the gift of it’s secrets, raising the user’s power beyond that of mortal men. If it isn’t already, the user becomes a psyker and can cast any psychic powers from their codex.




What do you think?
 

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I love it! Is this a serious thing? Like have you ever used it? And this is just something you can have right? Not an actual scenario?
 

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for the minions maube use some fantasy tomb kings skelentons, give them shields and paint them like crystals
mabe-not sure whatt the things acually look like since dont get fantasy
 

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Sand in your eyes? blood on their shoes? :laugh: you know your army is gay when they check they havnt got themselves dirty on the battlefield XD i think these may need some better reasons than "checking their shoes" but its a brililiant idea!
 

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Sand in your eyes? blood on their shoes? :laugh: you know your army is gay when they check they havnt got themselves dirty on the battlefield XD i think these may need some better reasons than "checking their shoes" but its a brililiant idea!

Maybe warp spirits flying all around them and tearing them to shreds? They can only hit the user but no one else knows that...

If no powers are available in your codex then maybe you just get scourging (1d6 str5 ap 4 bolts) , mind war (you target any model no in combat and you each roll a die and add leadership, for each point you beat them by they take a wound but can be saved by invuls) and 'ere we go (you immediately deep strike) as these seem to be fairly destructive powers and fit the theme.
 

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Discussion Starter #11
The things like sand in your eyes and blood on your shoes is just whacky, fun to play rules. Its not meant to be serious only fun.
 
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