Switch Theme:

The Warhammer 40k 2nd Edition Revival Project....  [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 us
Kinebrach-Knobbling Xeno Interrogator



Sterling, VA

I miss guess weapons, although I started in 3rd edition so I am not familiar enough with 2nd edition rules to comment on everything else.


 
   
Made in us
Purposeful Hammerhead Pilot





Pullman, WA

I would second the request for 2nded-Tau. My dream list:

---The draw-a-line rail weapons from leaked 6th
---Deepstriking drone clouds, random (or possibly set-by-army)
--- Bonuses for kroot if they wipe out an enemy squad in HtH, to represent the cannibalism
---The ability for ethereals to call in Air-caste bombing runs a-la-Dawn of War
---Alter fire warriors so that if they're on overwatch, they become an unholy thing of plasma-filled terror if you cross their path.
---LOTS more mercenary and allies options.
---Ability for all suit pilots to enter/exit their suits when not in HtH combat (Just like ejection system, but not automatic if destroyed in combat)
---Tons more suit weapon options, possibly drawn from FW special suits

Dunno any other ideas atm though.

Imagine the feeling when you position your tanks, engines idling, landing gear deployed for a low profile, with firing solutions along a key bottleneck. Then some fether lands a dreadnought behind them in a giant heat shielded coke can.

The Ironwatch Magazine

My personal blog 
   
Made in gb
Dakka Veteran






United Kingdom

My brother and I decided to do a similar thing a while back - I have most of the books and stuff, I even started updating wargear cards and rules etc...but I'm slowly moving away from 40k in general. Anywho I did these and thought I'd share...





I might still have the templates - if you're interested PM me

I have no idea what the "damage" box is for

   
Made in us
Purposeful Hammerhead Pilot





Pullman, WA

warspawned wrote:It may be converted to carry a dreadnought for +10 points


Was this something the old dreadnoughts could actually do? Because if so, that's awesome and I suddenly got a hankering for a dreads-in-boxes marine army

Imagine the feeling when you position your tanks, engines idling, landing gear deployed for a low profile, with firing solutions along a key bottleneck. Then some fether lands a dreadnought behind them in a giant heat shielded coke can.

The Ironwatch Magazine

My personal blog 
   
Made in gb
Dakka Veteran






United Kingdom

darkPrince010 wrote:
warspawned wrote:It may be converted to carry a dreadnought for +10 points


Was this something the old dreadnoughts could actually do? Because if so, that's awesome and I suddenly got a hankering for a dreads-in-boxes marine army


I don't recall - I just thought it would be awesome

Forgeworld need to get on that idea pronto IMHO

   
Made in us
Purposeful Hammerhead Pilot





Pullman, WA

Agreed. I think a good rule of thumb for 2nding a codex or unit is to make it awesome and slightly ridiculous.

Heck, for Tau I'd like their strategy cards to relate to the Mont'ka (Killing Blow) or Kauyon (Patient Hunter):
---Stealthy Positioning: Treating a friendly unit as having Night-fighting rules applied against it until end of turn (Patient Hunter)
---Draw into the Trap: Moving an enemy unit as per their normal movement during your movement phase (Patient hunter)
---Temporary Withdrawal: Allow a unit with deep-strike and not in HtH to "jump out", and re-enter reserves (to be deepstruck as normal) (Patient Hunter)
---Flurry of Fire: All pulse weapons from a single squad count as having -1 more against armor saves (Killing Blow)
---Focused Volley: All pulse weapons in a squad may be reduced to a single shot, but with armor piercing of 1d6 per pulse weapon beyond the first in the squad (ie, a squad of 5 rifles would have one shot with armor piercing of 4d6) (Killing Blow)
---For the Greater Good: You may fire into a HtH combat that contains only enemy units and Tau auxiliary units (Vespid, Kroot, etc. No Tau units such as Fire Warriors and Pathfinders). For each hit, roll a d6. On a 1-3, it hits the enemy unit. On a 4-6, it hits the Tau auxiliary unit. Resolve the hits as normal. (Killing Blow)

Imagine the feeling when you position your tanks, engines idling, landing gear deployed for a low profile, with firing solutions along a key bottleneck. Then some fether lands a dreadnought behind them in a giant heat shielded coke can.

The Ironwatch Magazine

My personal blog 
   
Made in gb
Ichor-Dripping Talos Monstrosity






heh, I like most of those - but For The Greater Good doesn't make a huge amount of sense.
1: Tau don't really go for the 'we don't care about those not our own' thing. 2: I'd have made it, all misses hit the auxilleries.

This message was edited 1 time. Last update was at 2012/05/20 22:10:16


   
Made in us
Purposeful Hammerhead Pilot





Pullman, WA

Well, there's evidence both ways for 1), but I agree that 2) would be a better (And faster) idea, especially since the Tau are good marksmen and such.

Imagine the feeling when you position your tanks, engines idling, landing gear deployed for a low profile, with firing solutions along a key bottleneck. Then some fether lands a dreadnought behind them in a giant heat shielded coke can.

The Ironwatch Magazine

My personal blog 
   
Made in gb
Ichor-Dripping Talos Monstrosity






darkPrince010 wrote:Well, there's evidence both ways for 1), but I agree that 2) would be a better (And faster) idea, especially since the Tau are good marksmen and such.


That made me laugh.

   
Made in us
Purposeful Hammerhead Pilot





Pullman, WA

Weeeelll, they should be. Doesn't mean current crunch matches the fluff whatsoever

Imagine the feeling when you position your tanks, engines idling, landing gear deployed for a low profile, with firing solutions along a key bottleneck. Then some fether lands a dreadnought behind them in a giant heat shielded coke can.

The Ironwatch Magazine

My personal blog 
   
Made in us
Lone Wolf Sentinel Pilot




Tau are the worst army to shoot into hand to hand, with Tyranids, IG, and Orks up top.

Edit: Also chaos daemons if they are shooting into units of another god (hint hint)

This message was edited 1 time. Last update was at 2012/05/21 01:15:46


 
   
Made in us
Tough Tyrant Guard






Seattle

If you would like anyone to work on an eldar second edition book for you I'd love to adapt it with/for you guys. Let me know.


~seapheonix
 
   
Made in ca
Been Around the Block




I would be very interested in helping. I recently started work to document all of the cards and to update the codexes to include new models and wargear options. I too agree that any game is valid, regardless of newer rules or support. Many people seem to have fond memories of 2nd (even wih the broken stuff), and it is saddening to see that it is lagely forgotten. I'm also interested in Rogue Trader, but that's a different bag of problems.
   
Made in gb
Been Around the Block



Essex, UK

Quick update. I've been on holiday so all I've been up to is reading rules and completing my 2nd codex collection. A happy surprise was finding a huge pile of 2nd ed era White Dwarfs round my boyfriend's parent's house which I had thrown out ages ago so very helpful reading.

Our core members are digging out their older models to add to their armies and painting newer ones according to the style of the time.

We also have a Squat player who is VERY enthusiastic about the short beardy ones and is converting up more models.

Hoefully we can get a game or two in before 6th ed arrives so the real work can begin.

ROTDOG.co.uk: Written for gamers by gamers, its a blog, a store and more...

Administrator of the Warhammer 40,000 Second edition Revival Project.

1500pts in process of being painted
5000pts+ painted
3000pts+ painted
3000pts+ half painted
2000pts being painted
 
   
Made in us
Pete Haines



Springfield, MA

timd wrote:Our group was working on 2nd edition v2.5 rules when 3rd edition came out. 3rd was so bad we quit playing, but 5th was a huge improvement and I'm hoping that 6th will be better (assuming most of the leaked rules are used).
Missions

We did the same. I had all the 3rd and 4th edition codices converted to 2nd editition word documents (squats too). I think I still have those.

I'm pretty sure I can still think in 2nd edition, it was the edition I did most of my work with. I might still remember every obscure rule that existed. I basically have no life right now so I would be highly useful if you wanted my help. The problem is I might forget about this when something else comes up, so you'd have to email me (erikwfg@gmail.com). There are some things we should talk about too. Like are you trying to revive 2nd for real (and thus probably getting banned in some way) or trying to make a conversion file so people who play 5th can make it more like 2nd? Because 2nd was good, but 5th made a few things better.

If you somehow made a YMDC forum for 2nd edition i'd gladly answer things there whenever I can. Are we allowed to post on YMDC for older editions?

Just let me know if you want my help I guess, step 1.

ps?- I might have a prime condition 2nd edition box and dark millenium set, sellable.

"A rule is only as good as the reasoning behind it."

I played Ordo Malleus since before it had a codex. 
   
Made in us
Purposeful Hammerhead Pilot





Pullman, WA

Why would someone get banned for trying to create a fan ruleset compatible with 2e 40K?

Imagine the feeling when you position your tanks, engines idling, landing gear deployed for a low profile, with firing solutions along a key bottleneck. Then some fether lands a dreadnought behind them in a giant heat shielded coke can.

The Ironwatch Magazine

My personal blog 
   
Made in us
Pete Haines



Springfield, MA

darkPrince010 wrote:Why would someone get banned for trying to create a fan ruleset compatible with 2e 40K?

GW probably thinks they own the game still, even though they abandonned it. They have a way of making things disappear. It sounded to me like this is about reviving 2nd, not remaking something different.

"A rule is only as good as the reasoning behind it."

I played Ordo Malleus since before it had a codex. 
   
Made in gb
Been Around the Block



Essex, UK

GW have always wheeled out Jervis to say that their rulesets are only the beginning and that we the consumer are free to change anything we want to enhance our play. How corporate GW will react is anyones guess but this is a private project. We'll share our results with anyone who would like them but we are not planning a website or loads of downloads. Right now our Facebook group is the extent of it.

ROTDOG.co.uk: Written for gamers by gamers, its a blog, a store and more...

Administrator of the Warhammer 40,000 Second edition Revival Project.

1500pts in process of being painted
5000pts+ painted
3000pts+ painted
3000pts+ half painted
2000pts being painted
 
   
Made in us
Pete Haines



Springfield, MA

timd wrote:Automatically Appended Next Post:
ok scratching my head here.. Force Weapons anyone? cant see them in the 2nd ed smurf codex. Damn being at work and not having access to everything!!....


There were 3 force weapons, axe (10 pts), sword (10 pts), and rod (15 pts). All were wargear cards, all added mastery level to your strength. Axe and sword held 1 force card, rod held 3. Axe and sword could expend that held card for an additional save modifier on hits (-3 ax, -2 sword i think). I don't think rod could expend like that.


Automatically Appended Next Post:
DeSade wrote:Honestly, as long as you're tweaking things, you may want to audit all the codexes and get units' weapon options more in line with later editions. I have a few reasons for this:


I agree with this statement but not for the same reasons.

1 of us in my world still hasn't coverted their models from 2nd edition loadouts to modern, but that's a very special situation.

True cheeser orks had sword, power sword, bolt pistol, plasma pistol. One of our people played them that way almost always. Things that like aren't a big deal because tactically they can be overcome. Due to the cost of fielding that unit, it ends up being half the size it would normally be. Overall overequipping was never that big a deal.

We also had the opposite opinion of how battles went when it came to sitting in cover or actually doing things with basic squads. Most of us fielded "realistic" armies, aka our marines used mainly tactical squads, etc. While 2nd edition was the game that gave the name "Characterhammer", those characters could be tactically overcome, or just blasted with heavy weapons. When normal squads were fielded and used, they could do alot of things. It all really came down to the player's amount of . Because there were just rivers of velveeta in 2nd edition, that is why all the later editions were dumbed down and restricted.

2nd works great for special game scenarios, but not as good for having realistic armies in massive battles. I still don't know if I like the idea of 2nd coming back as it was, or whether a similar modified game is the better choice. Either way, I think some things do have to change, like psychic power use, if for no other reason that there is no way for people to get access to those cards anymore.

Idk, plus I have to go right now. I'll check back later.

This message was edited 2 times. Last update was at 2012/06/03 00:26:55


"A rule is only as good as the reasoning behind it."

I played Ordo Malleus since before it had a codex. 
   
Made in gb
Grey Knight Psionic Stormraven Pilot




Most of my blood angels are from the second edition starter box set and I have dark millenium and second edition orks + ork codex and codex imperialis

 
   
Made in us
Pete Haines



Springfield, MA

I loved those battle for Armageddon scenarios, so simple.

My BA are a mix of 2nd edition metal with the new plastics. 2nd edition marines were the only ones to have left arms that did something other than hold the bolter. Still don't know why they never released arm sprues for the armies since 3rd...

If anyone wants me to do anything let me know.

"A rule is only as good as the reasoning behind it."

I played Ordo Malleus since before it had a codex. 
   
Made in us
Fresh-Faced New User



Missouri, USA

I know I'm bringing up a thread that's been dead for 6 months or so, but I just found this through a web search on a whim. Is anyone still participating in this 'revival' project?

Myself and my gaming group have never stopped playing 2nd ed....we even still have the original 40k boxed set(and 3 or 4 others) that we bought new when it first came out. Not only that, we used to play Rogue Trader and I still retain most of those books as well.

The unfortunate part is that our gaming group is just not what it used to be. Obviously we are all older gamers since we've been around to play Rogue Trader and many of our members have gone for different reasons--2 have died, one is incarcerated for his terrible decisions, one went crazy and 2 or 3 others have just drifted away for other unknown reasons. That leaves 3 of us....and we still play very often. This past week I played twice in a series of campaign games--one against each of the other 2 remaining players in the group. With the exception of Necrons and Adeptus Mechanicus we have all of the armies. This includes complete Adeptus Arbites, Sisters of Battle, Grey Knights and Squat armies. Some of these armies are absolutely massive since most of the players that have disappeared over the years left their armies with the group. To add to this, many of the miniatures that we own are very old, I've personally got 2 RT(rogue trader) dreadnoughts, a RT land raider, RT attack bike and many, many RT trooper/character minis.

I do agree that the rules are clunky compared to the newer rules (which I've never played), but we like the complex and ultra-realistic flavor of the games we play and have no interest in changing versions. I am interested in seeing any rules that some might have come up with concerning some of the troop types and armies that were not available in 2nd ed. We also have a set of campaign rules that we developed years ago for use with any number of players that I will attempt to post here tomorrow after I get them off of my other computer. We've run campaigns using these rules many times and a few of them have lasted nearly a year.

If you have any questions regarding rulings in 2nd ed, ask away. Though we do use a few 'non-standard' rules, by and large we go strictly by the book and the three of us have read them many times, almost to the point of memorization in some cases.

Currently involved in a campaign using my CSM army--in total miniatures that I own, this is at least 20,000 points(2nd ed points) of models and probably more...3 big toolboxes full of figs, vehicles and bunkers. And that's just one of my armies, though it is arguably the groups largest single army.

If anyone is interested I will post those campaign rules soon. They aren't long and are a little abstract, but they work well and have been playtested many times. Like all rules though, they would probably need to be slightly modified to fit with any particular play group.
   
Made in nz
Warp-Screaming Noise Marine





Auckland, New Zealand

A model armed with a pistol weapon may forgo its usual (2"? 4"?) follow-up move for winning a combat. Instead it may apply a single 'Dodge This.' attack to an enemy within (The usual follow-up distance. 2"?). This is a single shot from the pistol that automatically hits. Roll to wound and save as normal.

We began playing this just before the switch over to 3rd Ed amongst my friends. It led to some brilliant cinematic moments, such as an Imperial Guard sergeant blasting a Genestealer in the face at the last second!
   
Made in gb
Fresh-Faced New User




Ah 2ed... the hey day of GW when their rules could win independent awards.

I have been playing since RT (when a land raider cost you 750pts) and had great fun under those rules. 2ed was a nice refinement of their skirmish rules when characters still had character.

3ed (or Special K) was GW's break from a characterful game into a more generic Sci-Fi wargame and you needed to appeal to buy many models to make a viable army and more besides for variety. That's when I stopped playing although I did keep painting. I bought the rules (from eBay) for 4th edition (Kiddy K) but it couldn't tempt me back to the table top (despite some pretty new Eldar bits).

6th edition did but only because I already had such large amounts of Eldar. eBay gobbled up the Marines, Tau (which I never used) and Imp Guard.
2ed was slow to play because it was characterful and individual. When individuals matter, play slows down as individuals have indvidual kit. The newer editions no longer even seem to even follow the fluff, you know, the bit that actually made 40K different from other wargames.

That being said,I play 6th edition at the gaming club I have recently joined as that's what they play, and it's kind of fun but only if you like dumping down loads of troops, but I can't tempt any of my friends that are ex-gamers or never been games to play as you need to many troops to play.

This week I shall be playing 2ed again; Eldar vs Nurgle Marines. It will be great fun. Tales may be told.

2ed was a different game than 6th edition: skirmish vs mini-apocalypse.

Some of us remember that particular edition with fondness simple because it wasn't so generic as 6th edition.

Going back to 2ed: 40k when it was fun, fluffy and still the only edition to win awards for the rule set. 
   
Made in us
Fixture of Dakka





West Michigan, deep in Whitebread, USA

I'm finally getting enough material to play 2nd ed games. I came into the hobby portion (primarily a painter, modeller) of the game right at the tail end of it, and never got to play it so it's a great bunch of nostalgia that really doesn't take any extra models to revert to if you have modern edition forces.

So far I have:
-Datafax cards for all the vehicles that will feasibly hit the table in my games.
-Ultramarines, Eldar, and Chaos Codexes. Planning on Orks, Angels of Death, and Sisters of Battle
-Rulebook and Wargear book. Still need Codex Imperialis

-I plan to download the "Battle Bible" PDF off a Scribd link I found here on Dakka for my Wargear and Psychic power needs, as I don't want to do the work/price to get all the original cards. I can always make Psychic/Warp Cards with a MSWord template and print them.

***Does anyone have the Battle Bible PDF that they can send to me? I don't really want to pay the "24 Access" fee to get it off Scribd, but I dearly need that document to play my games!

I assume this link is to the "Battle Bible" that everyone mentions?
http://www.scribd.com/doc/13425700/Warhammer-40K-2nd-Edition-Battle-Bible

This message was edited 1 time. Last update was at 2013/02/19 00:00:33




"By this point I'm convinced 100% that every single race in the 40k universe have somehow tapped into the ork ability to just have their tech work because they think it should."  
   
Made in us
Road-Raging Blood Angel Biker




ohio

Running the risk of necromancy: whatever happened with this?
anybody put rules together?
Let me know!

"The horses look mighty thin today! And the men look absolutely starved! Perhaps we should hold a feast to brighten spirits, and fill bellies"- a slightly disillusioned tomb king to his herald. 
   
Made in ca
Dakka Veteran






Personally I'd prefer an updated release of the 2nd Edition rules, a re-envisioning, a spiritual successor, a 2.5 if you will. Some of the rules could definitely be simplified (sustained fire dice, use of cards, etcs) and a perfect time to tweak some of the rules that didn't work so well. Just treat the second edition rules like GW treated the 4th, 5th, and 6th edition books, in other words if you tweak it far enough that the Codex's are invalid or are in desperate need of fixing (and not because of just power creep).

And if this project is rigor I'd gladly take up the helm.

This message was edited 1 time. Last update was at 2013/03/11 03:53:07


CURRENT PROJECTS
Chapter Creator 7th Ed (Planning Stages) 
   
Made in gb
Been Around the Block



Essex, UK

Hello,

As I expected would happen 6th edition came a long and took up all our time however we are rolling the 2nd ed revival into another project of ours in order to give it prominance in our schedules. I am already putting together a set of scenery for a specific game we want to run as a testing ground as well as going over the Storm of Vengeance campaign.

If you would like to put some work in on 40k 2.5 please do. I hope you do not object to a pooling of ideas.

ROTDOG.co.uk: Written for gamers by gamers, its a blog, a store and more...

Administrator of the Warhammer 40,000 Second edition Revival Project.

1500pts in process of being painted
5000pts+ painted
3000pts+ painted
3000pts+ half painted
2000pts being painted
 
   
Made in ae
Frenzied Berserker Terminator






So this will be the Pathfinder of 40k?
   
Made in us
Road-Raging Blood Angel Biker




ohio

I was never around for 2nd ed. Id like to give it a spin sometime.
maybe I could help?

"The horses look mighty thin today! And the men look absolutely starved! Perhaps we should hold a feast to brighten spirits, and fill bellies"- a slightly disillusioned tomb king to his herald. 
   
 
Forum Index » 40K Proposed Rules
Go to: