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Made in gb
Dakka Veteran






United Kingdom

Hi Dakka,

If anyone out there feels like playing, I've finally got around to finishing the basic rules, which can be found attached to this post. In short the Orders system is gone, replaced with an Action/Reaction system which infantry units can do automatically in a similar way as to Hide and Overwatch in 2nd Ed. Other bits have changed, including a universal Range Modifier table and other little changes. These Alpha Rules don't contain any vehicle or psyker rules, or any updated army lists - but the basics of the game are there. For anything that's missing simply use the 2nd Ed rules for now

Original post:
Spoiler:

Hi Dakka,

This is the start of a dual Plog between myself & sarpedon's-right-hand as we foray back into 2nd Edition, wearing nothing but rose-tinted glasses, our bodies slaves to card accessories & a slight mathematical fetish

This plog will contain not only our minis and lazy attempts at terrain making (mostly by sticking card to plasticard) but also our thoughts, hopes & rules for our house games of 2nd Edition.
This all begs the question - Why 2nd Edition you fools!?

Well primarily because it's cheaper
Another main reason is that we find we still enjoy playing it, despite all its eccentricities. We like to think of old Editions of games as like classic cars or other retro objects. We don't believe that new is always better and we have found it more inspirational to have come full circle and return to where we started playing 40k. The lower model count is less daunting to collect/paint as well - so what's not to like?

For those who’d like to know more about 2nd Ed 40k all you need to do is furnish yourself with a copy of the fabled & legal Battle Bible which I've included in the list of rescources below:


2nd Ed Rescources
The place where I'll share any useful links I find...


If you feel like playing a game of 2nd Edition using any of the rules/units we’ll introduce here, feel free to join us and share your thoughts. In fact if you still love 2nd Edition we welcome you as brother's!

Spoiler:

Smallest Foot Forwards...
We thought we’d start by playing small games of just 600pts after I was inspired by a couple of articles in WD194/195. Considering the average Marine is 30pts it shouldn’t take us long to collect and paint the 600pts of whatever faction we’d like. Our goal is to get 600pts of every faction/sub-faction in due time, for as little money as possible. If we feel like it later we can always increase any faction up to 800pts, then 1,000pts when we feel like it. Here’s the list of our ground rules:

>600pts Limit
>No Virus Grenades or Vortex Grenades.
>No Psykers above Lvl 1.
>A maximum of one Vehicle may be taken – Bikes & Jetbikes do not count to this total.
>Units added to the game since can have rules written for them and will be altered as required, as can armies themselves (Dark Eldar for instance). USR’s will be adapted into the game where necessary.
>Special Characters are allowed so long as they are not above 200pts total (including standard wargear purchases & cards etc).
>No Strategy Cards unless we feel like it
>Veteran Sergeants & the equivalent can be chosen to lead Forces – they have a strategy rating of x, where x is equal to the compulsory Commander’s strategy rating -1 to a minimum of 1.

Our House Rules...
Anyone who played 2nd Ed extensively knows its flaws. However 2nd Ed isn’t as complicated as some have made out since and at only 600pts a lot of the problems are mitigated. The game has changed a lot since then and armies have become a lot more characterful – which we both like. As it is we decided to add any rules for units, wargear and to represent the USR’s as much as possible to our games – we could always alter them after a playtest or two, or else throw them out completely.

Basic Rules
[spoiler]
Open Terrain: No penalty. The majority of Infantry Units may “leap” over any obstacle 1 to 2’’ high and deduct that height from their move total. The same principle applies when climbing any ladders or up through buildings.

Difficult Terrain: Models move at ½ their M value (rounded up).
Treacherous & Dangerous Terrain: Models move at ¼ their M value (rounded up).

Terrain Tests: If passing through Treacherous or Dangerous Terrain all models must pass an Initiative test (roll of 6 always fails) or else suffer a single S3 hit with no armour saving throw possible. Players may wish to alter this rule to reflect their terrain. For example: if a unit passes through a chasm which hangs over a river of molten lava any model that fails their Initiative test would be killed instantly etc.

A model may choose to run through Treacherous/Dangerous Terrain, their M value counts as being double, just like Running, before any modifiers are applied. Any model which does so must re-roll a successful test. Models with Fleet can re-roll an initial fail.

Deep Striking
Any unit that Deep Strikes into battle (be it teleporting or via air insertion etc) nominates a point on the battlefield. Place a single model at this point and roll a D12 (or 2D6) & Arrow (scatter) die. If a ‘HIT’ is scored the unit doesn’t deviate. If an arrow is shown, move the model x’’ indicated on the D12. If a 1 is rolled (or double 1 or 1,2 if using D6) or the unit moves off a table edge something has gone wrong, roll a D6 and consult the table below:

1- Lost - Remove from play
2- Where's Jones? Remove a random model from play.
3 - To Hell & Back - Cannot act this turn but may defend itself if assaulted as normal.
4 - Deviates to a point nominated by your opponent (this can be dangerous or treacherous terrain)
5 - Deviates again.
6 - Warp Influence/Emperor's Blessing - gets a Daemonic Aura save of 4++ during the turn it Deep Strikes. In trouble with the Inquisition/Farseer etc or just really lucky!

A unit Deep Striking may act normally the turn it does so but may not React or issue any Orders that turn.

Moving Vertically
Any model can move up a flight of stairs, through a bunker or bastion etc. Simply measure the distance to the level the model wishes to move and move them up. A model may not move more than their base M characteristic.

SHOOTING
Default: A model may shoot at any target they can see. A model may not shoot through a model to hit another model (be they friend or foe).
The exception to shooting through friendly units is if they’re noticeably taller than the unit they are shooting through. Tyranid Warriors may shoot though a unit of Termagents, Ork Boyz may shoot through a unit of Gretchin etc. In reality these units are firing over their friendly unit. The majority of tanks turret weapons may also shoot “through” a friendly unit, however weapons mounted on the hull or sponsons must be able to draw a clear LOS to their target.

To hit a model needs to score against its BS characteristic using the table below. This table also includes modifiers for cover, which is further explained & expanded upon below:
BS 1 2 3 4 5 6 7 8 9 10
To Hit 6+ 5+ 4+ 3+ 2+/6+ 2+/5+ 2+/4+ 2+/3+ 2+/2+ 2+/2+
Light 7+ 6+ 5+ 4+ 3+/7+ 3+/6+ 3+/5+ 3+/4+ 3+/3+ 3+/3+
Medium - 6+ 5+ 4+ 3+/7+ 3+/7+ 3+/5+ 3+/4+ 3+/3+ 3+/3+
Heavy - 7+ 6+ 5+ 4+/8+ 4+/6+ 4+/6+ 4+/5+ 4+/4+ 4+/4+

6+ to Hit
Where a x+/x+ is given this means that the model may re-roll their to hit roll and will then need an unmodified score equal to the 2nd number to hit. It also means that if any modifiers take the model’s to hit roll to 7+ that they must then first roll a 6 to hit, followed by the number given. Models with a BS of 8 or more can re-roll the initial 6+ to hit should they fail the first.
DN: Models with a BS of 4 or less cannot be so precise, so they do not get a re-roll to hit, nor can they hit a target which requires a 7+ to hit. This means that the majority of Infantry in the game cannot hit a target if the to hit roll needed is 7+. This represents the fact the unit is conserving its ammunition and waiting for a better time to strike, knowing that they are unlikely to hit their target.

COVER
Cover in 40kR works slightly differently to cover within 2nd Edition. Cover not only confers a minus modifier to hit but also offers a bonus to a model’s armour save, representing the fact that a projectile has to negate the cover between itself and its target. Vehicles receive a bonus to their Armour Value instead. This makes an Infantry Unit in cover a tougher prospect to deal with at longer ranges. Any weapons that have the Ignore Cover special rule ignore the armour save/armour value bonus but not the To Hit modifier.

LIGHT COVER confers -1 to hit

MEDIUM COVER confers -1 to hit & +1AS/+1AV

HEAVY COVER confers -2 to hit & +2AS/+2AV

OTHER MODIFIERS
In addition to the modifiers for cover as given above, the following modifiers also apply:

+1 To Hit
Large Targets (All Tanks, Greater Daemons and Monstrous Creatures)
Mass Targets (units composed of 20 or more models)
Pinned Targets (units which fail a morale check for pinning)
Short Range (any weapon which is UNDER half its range of the target – 23’’ for Lascannon, 11’’ for Bolter etc – universal apart from where exceptions are made in a weapons entry).

-1 To Hit
Dispersed Targets -1 to Hit (Units using dispersed formation – ALL models in the unit must be at least 3’’ apart to gain the bonus).
Fast Targets (Anyone moving 12-24’’ – does not apply to Jump Packs)
Rapid Targets – 2 to Hit 24’’
Long Range – Depends on weapon

Orders & Reactions
We've decided to try an Orders & Reaction system to give Infantry Units a little buff. I never understand why a unit being shot at simply lets it happen without attempting to avoid the firepower, so here's an attempt to remedy things like that. We have tried these rules in a Battle Report shown here:
http://www.dakkadakka.com/dakkaforum/posts/list/525918.page
DEFAULT PLAY, UNIT QUALITY & ORDERS

DEFAULT PLAY

41kR uses a Default system of play, altered by the use of specific Orders.
The Default system of play is largely an unchanged version of the 2nd Edition rules. Default play is used when a unit fails a specific Order, cannot be issued a specific Order or else is forced into Default play through morale effects etc.

UNIT QUALITY
Unit Quality represents a units experience on the battlefield. Most units are reasonably competent and may be issued Orders; others are inexperienced, unruly or else stupid and may not be given Orders.

Unit Quality is given within a unit’s entry within the relevant Index (A brief background update, army list and rules for each faction). There are four main types of Unit Quality and their rules are as follows:

Conscript: These units cannot be issued Orders of any kind, unless led by an Independent Character.
Eldar Guardians, Gretchin, Ork Boyz, Imperial Guard Conscripts, Tyranid creatures outside of synapse range & Chaos Cultists are all examples of Conscript units.

Soldier: These units may be issued Orders of any kind and must pass a base LD test in order to do so. For every 25% casualties the LD test required for the Order is reduced by 1 (?)
Space Marine Scouts, Imperial Guard Squads, Aspect Warriors, Chaos Space Marines, Synapse controlled Tyranids, Tau Fire Warriors & Ork Nobz are all examples of Soldier units.

Veteran: These units automatically pass any Orders they wish to make, however they may still not issue an Order when/if they are ‘Broken’, instead they may still fight using the Default rules.
Space Marines, Tyranid Synapse Creatures, Chaos Chosen, Imperial Guard Veterans & Battle Sister Celestians are all examples of Veteran units.

Elite: These units pass Orders automatically, even when ‘Broken’.
Space Marine Veterans, Grey Knights, Eldar Exarchs, Dark Eldar Incubi, Chaos Daemons & all Independent Characters are all examples of Elite units.

ORDERS
Orders are specific commands given by Squad Leaders and apply to Infantry units only. Orders take the form of bonuses or rules that are applied to the given unit if successful. Orders are used in the following manner:

Before a unit is activated it may attempt to carry out an Order unless...
• The unit is Broken or is affected by a rule, psychic power or ability that states it cannot be issued an Order (with the exception of Veteran & Elite unit types as described above).
• It is engaged in hand-to-hand combat. All Orders for hand-to-hand combat apply either for assaults or else as reactions to them, whose effects last for the first round of combat only. Naturally a unit locked in a melee that is assaulted by another unit cannot react in any meaningful way as it deals with the brutality of close combat warfare.

If a unit RALLIES at the end of the Game Turn it is treated as being 1 Unit Quality less for the next player turn.

Once an Order is issued the unit must then roll a base LD test, with no modifiers. The unit uses the highest LD within the unit, or else that of a Commander within 12’’. If passed the Order is successful and the unit benefits from its ability for that particular action. If failed the unit is still activated but it is activated under the rules for ‘Default Play’ (see above).

Reactions can be made if a unit you control is targeted by an enemy unit - if it is assaulted or shot at. It may also react under certain circumstances to enemy movement. To pass a Reaction a unit must pass an Initiative test using the highest value in the unit (a roll of 6 always fails). A unit cannot make more than one reaction in a game turn.

MOVEMENT ORDERS

Move!
The unit moves with purpose, speeding up at the neglect of all other concerns. The unit adds +Dx’’ to its move where x is equal to the unit’s M value (rounded up). For most units this will be a D4 or a D6. The extra Movement is added AFTER the unit has doubled its M value for running, if it chooses to do so.

If the unit moves normally (up to its base M value) and issues the Move! Order it may still shoot as an action but is treated at being ½ BS (rounded down).

‘Duck & Cover’
REVISED
The unit moves at M-1 but is at an extra -1 To Hit for the remainder of the Game Turn as they duck and weave across the battlefield, even if they are in Open Terrain. A unit may Snapfire (half BS) as it does so.

Hide!
As per 2nd Ed.

MOVEMENT REACTIONS

Stay Back!
If the unit is within a piece of area terrain and an enemy unit moves to be within LOS it may choose to consolidate D3’’ within the piece of terrain. As LOS is needed to hit a model this may mean that a few models move out of the enemy unit’s LOS, therefore becoming unable to be targeted if the enemy shoots at them.

Get Down!
This Reaction can only be used if an enemy unit moves within LOS. The unit hits the dirt at the first sign of enemy movement. The enemy unit must pass an Initiative test (using the highest number in the unit – a roll of 6 always fails). If it fails it cannot target the unit which went to ground in this way. If it passes it may immediately Snapfire (½ BS) at the unit using this reaction The unit that went to ground counts as moving its normal M rate in its next Turn (so may move but not Run).

SHOOTING ORDERS

Pick Your Targets...
Any natural To Hit roll of 6+ (or 7+ etc if this is higher) means that the shooting unit can allocate a wound to any model within the targeted unit that is in range.
Models may not benefit from Pick Your Targets if they Rapid Fire or use a weapon with Sustained Fire.

Suppressing Fire
*Still working on it - but basically if a unit is targeted by suppressing fire it cannot advance towards the unit using suppressing fire unless it passes a LD test. If it still chooses to advance the unit will recive a round ofOverwatch fire but the firing unit will be at half their BS (or something like that).

Units classed as Monstrous, be they Dreadnoughts or Hive Tyrants etc, or models in Terminator & Ork Mega Armours, are immune to Suppressing Fire.

Split Fire
As per 2nd Ed.

Overwatch
As per 2nd Ed.

Blind Fire
If behind cover the unit counts as under the 'Take Cover' reaction but shoots at BS1 (may not rapid fire or use heavy weapons).

Volley Fire
The unit must remain stationary. Its weapons gain Rapid Fire (fire twice) or if they already have Rapid Fire they have Sustained Fire 1. The unit is then at -1 To Hit and cannot fire next turn.

Shooting Reactions
Once the enemy declares they are going to shoot at a unit you control (before any rolls to hit are made) you may choose to carry out any of the following Reactions. Remember that a unit cannot make more than a single Reaction in a Game Turn.

In Order to react to a shooting action a targeted unit must have a clear LOS to their attacker. Therefore undetected units (Hidden units) cannot be reacted to.

Take Cover!
The unit is at an extra -1 To Hit. This is cumulative so a unit in Soft Cover would count as being at -2 To Hit. This bonus does not apply to Armour Save bonuses.
Any unit that uses this reaction counts as moving its base move value at their next activation – this means that a unit cannot Rapid Fire its weapons, shoot its heavy weapons or perform any action which requires that they be stationary (such as Overwatch).

Disperse!
The unit can only benefit from this Order if it is able to move its models at least 4’’ apart – the unit effectively adopts the Dispersed Formation rule temporarily as it scrambles away from incoming fire. Models may not be placed any further forward than the leading model (the model that is closest to the firing unit). They may, however, be placed horizontally with it or in any direction behind it.
The unit is at an extra -1 To Hit. This Order may only be used in areas of Open Terrain.

Incoming!
This Order may only be used against Blast or Ordnance shooting attacks. Unlike other Reaction Orders it may be carried out if the unit does not have LOS to their attacker. The unit can only attempt this Order if the unit’s Squad Leader (or IC’s or mean average if it is higher/lower respectively) first passes an Initiative Test – a roll of 6 always fails.

If passed the unit scrambles for cover and disperses as much as it can before the impact, it consolidates D3’’ in a random direction before lying prone. It is only necessary to lay a single model prone to indicate the unit has gone to ground in such a manner.

The unit then gains + 1 to their Armour Save and any models partially under the template are hit on a roll of 5 or 6 as opposed to 4+. The unit’s random consolidation may take some models out of the path of the blast template, or else further into it.

The unit then counts as being Pinned (enemy is at +1 To Hit – cannot advance but may break for cover)?

HAND-TO-HAND

Default: As per 2nd Ed.
A model can only hit an enemy as many times as it has attacks, after bonuses (including those for outnumbering etc). Rolls of 6 not only add +1 CS but also add an additonal hit if you win the combat. I'm eager to try this as most combat results in general overkill, especially where characters are concerned who can often get 5 or 8 hits in on a normal guy - how can a model with 1 Attack, land 3 or more blows quickly? Do they suddenly turn into Bruce Lee when they win? This gives even a normal Guardsman a slight chance against a MEQ unit and doesn't punish you as hard for losing a combat against a high WS opponent with only 1 attack

A model cannot parry a blow at twice its Strength value.
A model which charges adds +1 to its Initiative. If there's no winner & Initiative is equal = draw with no hits.
The normal Strength Modifiers only apply to Monstrous Units (Dreadnoughts, Avatars, Hive Tyrants, Greater Daemons etc). They do not apply to the majority of Infantry Units (unless otherwise stated)
It shouldn't matter how strong you are if you're armed with a spoon. It's not going to make penetrating Power Armour any easier is it? Instead a weapons value is used as default - otherwise we can have Marine Captains punching through Ork Mega Armour or, like wise, an Ork Warboss headbutting with enough force to penetrate a Marines helmet as if it wasn't there - that right belongs to Ghazza alone!


ASSAULT ORDERS
All Assault Orders & Reactions last for the first round of combat only.

NO MERCY! 6's count as +2CS but 1's count as -2 CS

KILL THEIR LEADER! - Any model in base contact with the Squad Leader or adjoining IC can re-roll 1's.

PUSH THEM BACK! - If you win the combat (cause more casualties) all models are pushed back 2'' after any follow-up moves are made.

ASSAULT REACTIONS

STAND YOUR GROUND! Unit is Fearless for that round of Combat and will not break.

HOLD THEM BACK! All models can parry, even without a bladed weapon and add +1 to their AS, however if they win a combat they will score no hits as they are on the defensive.

SHOOT! SHOOT! SHOOT! Unit gains Rapid Fire but is at half BS (rounded down). The unit does not gain +1 To Hit for the target being in short range. Heavy & Special Weapons (any weapon with Rapid Fire, Sustained Fire, Template etc) may not fire if they fired during the game turn prior to the assault. Template weapons hit on a 4+ regardless if the model is fully beneath the template or not. If charged they are at WS1 and receive no bonus for rolling 6's.

USR’s
Here’s the place where we’ll keep all our USR’s, which are liable to change as well...
[spoiler]
Ignore Cover – Units in Cover receive no bonus for their Armour Save.

Gets Hot! – If a 1 is rolled to hit the model takes a strength hit equal to that of the weapon being fired, with no save modifier applied. However the weapon must cool before it can be used again and may not be fired next turn.

Move Through Cover
Models with Move Through Cover move through Difficult Terrain at their normal M value & through Treacherous & Dangerous terrain at ½ their M value and add 1 to their Initiative for any terrain tests they are required to make.

Fleet
Models that are Fleet not only move faster (indicated in the model’s M value) but are also more agile. Models with Fleet may re-roll any Terrain tests they are required to make.

Slow & Purposeful
Models that are Slow & Purposeful may never Run, nor receive any Movement Orders that increase their distance moved. They may move their M value +Dx when they Charge. They also cannot react like more mobile units and so cannot be issued any Reaction Orders.

Ambush
A unit with Ambush may Infiltrate into any specified terrain (listed in the unit's entry) and may start the game in Hidden Overwatch.


Psyker Rules
Though Dark Millennium was fun, the card system doesn’t allow for an even playing field – basically if you don’t pick up a Nullify card, you’re screwed. We both agreed to remove our rose tinted specs and use a different system. Our initial play test of some rules failed enormously, so we're going to try these instead...

Mastery Levels
1 - 4. For each Mastery Level a Psyker may cast only Powers of a Power Level = to or under their Mastery Level. A Psyker starts with as many powers as their Mastery Level, chosen (or randomised if you prefer) prior to the battle. Psykers may buy additional powers at a cost of 10pts per Power Level of the Power - so a Power Level 3 Power would cost 30pts etc...

Casting Powers
To cast a Power roll a LD test. On a 1,1 the Power is cast with Ultimate Force and cannot be Nullified. However the Psyker must pass a T test (a 6 always fails) or take a wound. If a 6,6 is rolled the Psyker suffers from Perils of the Warp and must roll a D6 on the table below:

1 – Eaten (A Psyker of Mastery Level 2 or more may instead take 1 wound and re-roll on the table, applying whatever result).
2 – Wounded - take a wound
3 – Suffers the effect of losing a Mind War
4 – Suffers from the effect of Destroy Power
5 – Is at -1 LD for the remainder of the battle (cumulative)
6 – Is at 1 Less to Nullify for remainder of the battle.

If a Psyker suffers from Perils of the Warp then they cannot cast a power for the remainder of the Game Turn.

A Psyker may attempt to cast as many powers per turn as equal to their Mastery Level but will be at -1LD for each attempt after the first when determining to cast powers for that turn only.

Wounds & Psychic Tests
For each wound a Psyker recieves its LD is counted as -1 for the purposes of casting any psychic powers, as well as for Nullifying (see below).

Nullify & Psychic Resistance
Any Infantry unit may roll a special psychic save of 6+ to represent the model’s willpower. Roll once for each model affected by the psychic power. If passed the psychic power does no damage or does not affect the specific models. This number may increase depending on the unit/its wargear. Daemons (and some other exceptions) do not receive this rule. All Psykers that adjoin a unit add +1 to this roll from their mere presence. A power cast with Ultimate Force cannot be resisted.

Any Psyker may attempt to nullify an enemy’s power immediately after a casting roll is passed by rolling a D6 and getting a 4+ - this target is increased by 1 for each wound sustained to a maximum of 6+. A power can only be attempted to Nullify once, but may be re-rolled due to an ability/rule/wargear item.

Mind War & Destroy Power
Instead of casting ANY Powers furing a Turn a psyker may instead attempt to engage another enemy psyker in a battle of wills. The Psykers don't need a LOS but cannot target a Psyker engaged in Hand-To-Hand.

The Psykers then work out a combat, using the Hand-To-Hand rules, by each rolling a D6 and using their Mastery Level as their WS & Initiative. Whoever loses the combat applies the following effects depending if a Mind War or Destroy Power attempt was made. A combat resulting in a Draw (if scores and mastery level are equal) means nothing happens.

Mind War
May not cast a psychic power in their next Player Turn.

Destroy Power
Pick a random power, it may not be used for the rest of the game unless the affected Psyker first rolls a 5+. This counts as an attempt to cast a Power, even if the initial 'activation' roll is failed.
However the perils of forcing a mind in such a manner means that if the Psyker that initiates the Destroy Power combat rolls a 1, they instead lose a power!

Living Scanners
All psykers can feel the presence of enemies and entities across the battlefield and count as being equipped with a Scanner.

Telepathy
A Psyker may forgo casting a single power to relay an Order to a friendly unit using a Psyker's current LD (after modifiers for Perils of the Warp etc) regardless of its position on the battlefield. A Psyker may attempt to re-issue an Order to a unit immediately after it has failed once per Game Turn but counts as having -1LD to cast any Powers for the remainder of the Game Turn.

A little 'in progress' screen shot of some rules formatting:
[spoiler]


UPDATED MARINE UNITS:
Spoiler:
Sternguard Veterans......................................................36pts per model (perhaps increase to 40)
Stats – As Veterans
Unit Size: 5-10
Wargear: Bolter w/Sternguard Ammunition, Bolt Pistol, Frag Grenades.
The unit may be armed with Krak grenades at 3pts per model.

Up to two Sternguard may replace their Bolters with a Heavy Weapon or Special Weapon chosen from Codex Ultramarines and from the list below:
Heavy Flamer...+25pts Combi-plasma...+12pts Combi-melta...+11pts Combi-flamer...+14pts Storm Bolter*...+6pts

Combi-weapons: Combi-weapons can be fired alternately. The bolter may always be fired and is subject to the Rapid Fire rule as normal. The adjoining weapon can only be fired once every two turns, it must “recharge” in between turns. The exception is for a combi-flamer which can only be fired twice during a battle, but may be fired in successive turns.

*A Storm Bolter may not be used with Special Issue Ammunition.

Special Issue Ammunition: Sternguard may choose either normal bolt rounds or any of the following before any To Hit rolls are made. The different ammunition is treated as being fired from a Bolter (all the normal rules apply) unless stated otherwise. If choosing any Special Issue Ammunition from the list below then the Sternguard may NOT benefit from the Rapid Fire special rule as normal.

Dragon Fire Bolts – Ignore Cover*
*Ignore Cover – Units in Cover still receive a negative to hit modifier but gain no addition to their Armour Save.

Hellfire Rounds – Wounds on a 3+, D2 Damage, 1½’’ Blast if armour save is passed. Models take a Strength 3 hit so long as a part of them is within the Blast area.

Kraken Bolts – Range increased to 30’’ at -1 To Hit if firing at 24’’ or above, -2 Save Modifier.

Vengeance Rounds– Range reduced to 12’’, -3 Save Modifier, Gets Hot!*
*Gets Hot – If a 1 is rolled To Hit the model takes a strength hit equal to that of the weapon being fired, with no save modifier applied. However the weapon must cool before it can be used again and may not be fired next turn.

Any Character chosen from Codex Ultramarines, or any other Astartes Codex, may take Special Issue Ammunition for their Bolter at a cost of +6pts.



Now for a mini or two (finally)...
Spoiler:

Harker - a real man's version of a Heavy Weapons team...he's mostly done, just a few touch ups and his base to do...rules & accompanying Catachan's coming soon...

Catachan Rough Rider - 1st of a Squad of 5 I made from salvaged bits...

A Sternguard (missing backpack) but otherwise done...

Callidus - she's ready to own unsuspecting Commander's...

 Filename 40kR Revised.pdf [Disk] Download
 Description Alpha Rules
 File size 845 Kbytes

This message was edited 7 times. Last update was at 2013/11/03 20:38:10


   
Made in gb
Veteran Wolf Guard Squad Leader






Reading, England

Rough rider conversion is sweet, well done on that one lets see some more soon

Young Logan

30K Blog: hobbyfromtheaett.blogspot.com

Bran Redmaws Great Company - 5500pts
30K Space Wolves - 1500pts
Deathguard -2300 pts  
   
Made in gb
Dakka Veteran






United Kingdom

@Young_Logan: Thanks - I was quite impressed with what I managed to cobble together to be honest (although some of the others don't perhaps look so balanced as you'll soon see )

This plog is more than just about minis and army building (although I hope to have prepped a load of metal Catachans by the end of the day - I'm ready to get the marigold's out and strip the latest ebay acquisitions), it's also about building/attempting a way to play that suits our particular tastes.

We believe that any given Edition's rules are more like guidelines - like the fabled Pirates Code. If you follow the RAW religiously then your experience is bound to suffer, even if it's in the form of telling yourself 'that makes no sense, but I have no choice to comply'. Hell if GW can't get their rules right or else make them non-sensical enough to have numerous threads spanning for years across the internet, sparking all sorts of debate, trouble & mischief, then the least we can do as hobbyists is make our own rules to get wrong and non-sensical enough so as not to be tried by anyone else...

We believe that any game, in this case 40k, belongs solely to those who play it - not to GW or to any of its designer's, who merely offer a detailed blueprint and working model of 40k at any given point (though their legal team is bound to disagree ). Ultimately it belongs to us...to whit we are slowly birthing:



For a while I was tempted by 'The Revenge' but, me'h, it is what it is...

We are toying with moving the timeline slightly forwards, though this will have little direct effect on the game itself, other than a few rules for potential allies and units gaining certain rules depending on their circumstance. In short we're thinking of hypothesising the Fall of Cadia as sparking the events that will lead to the final battle, the Eldar's Rhana Dandra. We'd like to see the Imperium even more on the backfoot, fighting a galaxy wide guerilla war on all fronts...or something along those lines. So our game will be set at the time the forces of Chaos are spearheading towards Terra. We won't go into massive detail, but enough to set up our minds for certain scenarios...we may even kill a few special characters along the way (though they could still be used of course)...something is nagging me to kill Calgar in a suitable & epic way for instance...

Other updates we plan are the addition of new Datafax's. We happen to think that having rules set out on card bits in front of you is handier than on a printed document, so we'll have a crack at it. As all our games will start out at Platoon size or less we shouldn't be printing too many of these off. Here's the first:
Spoiler:



Speaking of vehicles we're thinking of introducing Glancing & Penetrating hits as follows:
A vehicle which has its AV equalled by an AP roll, suffers a glancing hit - roll a D3 on the damage table. A vehicle who's AV is beaten by an AP roll is penetrated & rolls a D6 on the damage table.


That's it from me for now, I hope to have some more minis up over the weekend...

   
Made in gb
Contagious Dreadnought of Nurgle





Oxfordshire UK

Hey guys, gals and Warspawned

So, this is the first time i've done anything like this, as my painting and modelling skills are, I think, slightly below par. As my bro Warspawned explained earlier, this is our P&M Blog about our forays into the awesomeness that is 2nd Ed 40k.
Now, I have had around 6 differing armies in 2nd Ed. A smattering of Marines, an IG force that never really got going, Eldar and 'Nids. But for all of this, I never had a 2nd Ed Chaos army. That is what this part of our Blog will be about. So, my army currently consists of:

A Demagogue

Two Rogue Psykers

10 Beastmen

20 Cultists

Dreadnought/Hellbrute

and 6 Veterans

They are going to be Slaanesh and i'm planning on adding 5 Old School Termies and a Rhino from FW. If any of you have read our Bat Rep, then you may know that I got a thorough stuffing from the Imperial Lackeys. Not one to give up easily, I'm hoping to add the Termies before the next Bat Rep. Not only that, but some more of my minis might even be painted by then.....Possibly.

Anyway, onto the first pictures...

This is the first time I've ever uploaded any of my own pictures by the way.


Ahhhh, that turned out ok. This little Scamp is the Acolyte for my shooty Cultist unit.


And this handsome fella is the first of my Beastmen, The others are close behind though...


And this dude is the first of my (nearly) completed Veterans. Just the base and the Pack to finish...


And a group shot to finish, just to get a feel of what the army will look like when it is eventually completed!

So there you have it, the first time I've ever posted any of my mini's here on Dakka, and a good excuse for a bit of a giggle


 
   
Made in gb
Dakka Veteran






United Kingdom

Nice one bruva - it's only taken you a couple of years to post up a mini

I've begun my Catachans and have an army list/rules at the ready. Here goes...

Brief Background
Spoiler:

While there are many Catachan Regiments scattered across the Imperium, it is Catachan itself which is now under direct threat from the Tyranid menace. A large splinter fleet from Hive Fleet Leviathan, dubbed Hive Fleet Makara, has managed to power its way past an Imperial blockade, who’s primary purpose was to monitor the battle within the Octavius system from afar, engaging and neutralising any breakout attempts from either the Orks or by Hive Fleet Leviathan itself. It would appear that the splinter fleet is aiming directly for Catachan.

On Catachan itself, several Lictors have been sighted and killed...the invasion seems imminent. If the Imperial Navy, or some other force, cannot stop the splinter fleet from arriving in Catachan’s orbit the Tyranids could well absorb all DNA within the Death World. This cannot be allowed to happen. In response a Company of Deathwatch and several Inquisitors from the Ordo Xenos have been dispatched to Catachan with all due haste, along with more naval reinforcements. Yet the Imperium is changing day by day since the Fall of Cadia and there is little guarantee that these reinforcements will arrive in time.

Meanwhile the remaining Catachan Regiments must prepare to scour their homeworld for any Lictors or signs of Genestealer infestation. They have already received multiple reports of various Genestealer engagements, as well as the annihilation of several outposts, indicating the possible & bizarre presence of larger Tyranid creatures upon Catachan’s surface. It would appear that the Tyranid’s encountered so far have already adapted their physical form to accommodate the Deathworld’s flora & fauna, making them a greater threat than even Catachan’s present inhabitants.

If the Tyranids successfully absorb the DNA from Catachan, then they will devour a path throughout the Segmentum Solar...and perhaps to Terra itself...

I seem to recall reading that the Tyranids evade Death Worlds. I just reasoned that the Hive Mind is desperate to strengthen itself, so what better diet to do so than the abundant Catachan. Besides it sets up a lot of Predator-esque scenarios for us to try...


The Rules
Spoiler:


> Catachans ignore all Terrain modifiers for Jungles, Woods and the like. In addition they receive a 3++ save vs. any hostile plant life.
> Catachan units gain the Stealth USR & +1 Initiative when in Jungle or Woodland terrain. They may also fire up to 4’’ from the terrain’s edge.
> Catachan units are vicious combat fighters. All Catachan’s are equipped with various forms of jungle knife – these count as bladed close combat weapons and may be used to parry enemy attacks. In addition all Catachan units are said to have +1 WS when engaged in Jungle or Woodland terrain.

USR - Ambush – A unit with Ambush may Infiltrate into any specified terrain (listed in the unit's entry) and may start the game in Hidden Overwatch.
I am working on some rules for Catachan Devils & Deathworld Snipers etc - however they aren't necessary at the moment


Sentinel Chainblade
Some Sentinels are equipped with monstorus chainblades, primarily to clear any woodland or jungle area to help any advance they make. However in the hands of a skilled pilot the Chainblade may also be used in combat. It has the following profile:
15pts - S6 D4 Damage -3 Save Modifier 2D6+6 AP - If the Sentinel is upgraded with Skilled Pilot it may use the Chainblade to Parry.

Sentinel Update
Sentinels may be purchased in units of 1-3 and count as an Additional Unit for selection purposes but may operate independently.
50pts each
AV 15 all round - Move Through Cover
May be upgraded to be Armoured for +10pts - Increases all round AV to 16. In addition the Sentinel counts as Initiative 1 in combat.

A Sentinel must purchase one of the following weapons, all weapons count as having a Targeter as standard:
Autocannon - 15pts
Lascannon - 30pts
Missile Launcher w/Frag & Krak Missiles - 30pts
Plasma Cannon (Hvy. Plasma Gun) - 35pts
Multi-laser - 20pts
Heavy Flamer - 10pts

May be a Skilled Pilot (re-roll Terrain tests & Parry if equipped with a Chainblade) +10pts


The Army List
Spoiler:
Command HQ - 219
Captain Dutch - Shotgun, Power Fist, Sword – Frenzon & Extensive Bionics (+1T & AS3+ - 25pts)
4 Catachans - Hardened Fighters (Captain & Catachan’s only)
Sanctioned Psyker lvl1
Commissar Brawn – Power Fist, Refractor Field & Bolt Pistol

Execute: If the squad fails to initiate an Order (on the Commissar’s LD of 10) then the Captain will be executed and the Commissar will count as the army’s Commander. If playing the Assassinate mission then the Commissar must be killed in order to gain the VP's.


Catachan Squad 1 - 160
Sergeant w/Bolt Pistol & Chainsword
Meltagun & Missile Launcher Team – Veteran Ability, Dead Eye Shots (re-roll to hit).

Catachan Squad 2 – 150
Gunnery Sergeant Harker w/Heavy Bolter, Targeter, Frag & Krak grenades & Sword
Harker +40pts - M4 WS4 BS4 S4 T4 W1 I4 A1 LD8 Sv 6+/5+ Blast. He has the Relentless (may move and fire a Hvy. Weapon), Infiltrate & Move Through Cover USR's. In addition he may ignore any wound by a weapon of Strength 4 or less on a 4+.

Veteran Ability - Hardened Fighters (re-roll attack dice, cannot be parried)

Sentinel w/Multilaser & Sentinel Chainblade – 85pts

604pts


The Catachans so far...just missing that Sentinel. I got them all on ebay for about £1 each (including postage) and either stripped them down or cleaned them. I have a soft spot for the metal Catachan's, as they were the first squad of Imperial Guard I got back in '93/4/5? I also think they are far better looking than the plastic monstrosities (with the exception of the Command Squad which is on my growing wish list)...


Prep Work
This mainly involved filing down biceps and basing with my new favourite basing material - White Pumice (and the glue activator is priceless for a nigh on all metal army):

If you haven't used White Pumice (or grey/black pumice) I can't recommend it enough - it is a textured paste & is far less messy to apply than sand & pva, is far more durable and versatile, as well as filling any gaps within the base. I apply it either with a modelling tool, or, in this case, a small screw driver from a xmas cracker

All based and ready for primer:


The Primer I now use almost exclusively. For ages I wanted a dark brown spray and found one at an arts & craft store. This particular one is very messy and doesn't have great directional power. I have to hold it about 5-6 inches away, if not closer. A few blasts and the mini looks saturated, however it dries superbly as we shall see...


Spray Stick


The Finish:



The downside is that the spray often leaves small gaps. I use Vallejo Burnt Umber & brush paint it in. I find using a dark brown undercoat like this provides decent shading, as well as providing a decent base for the majority of colours. Now to the paint desk with them!


This message was edited 1 time. Last update was at 2013/05/11 11:41:04


   
Made in au
Unstoppable Bloodthirster of Khorne





Melbourne .au

This looks bloody interesting. If we lived closer, I'd have probably been interested in joining you!

   
Made in gb
Avatar of the Bloody-Handed God






Inside your mind, corrupting the pathways

I PM'd sarpedon's-right-hand a while ago about places to game as I am in the process of moving down to your part of the world - would love to try out some second edition

Anyway, some cool stuff coming through.

   
Made in gb
Dakka Veteran






United Kingdom

Azazelx wrote:This looks bloody interesting. If we lived closer, I'd have probably been interested in joining you!


Thanks for that Please feel free to copy & paste the rules if you can convince a friend to play along as we won't be exactly prolific with our play testing (sadly). Of course there's about a decade's worth of stuff to update but I figure if we just update as we collect it'll be easier that way.

Besides it's 2nd Ed - it's a simple case of making stuff up and sticking a random number next to it

SilverMK2 wrote:I PM'd sarpedon's-right-hand a while ago about places to game as I am in the process of moving down to your part of the world - would love to try out some second edition

Anyway, some cool stuff coming through.


Looking forward to it - PM'd



Automatically Appended Next Post:
I've made some progress on the Catachan's but have no camera & now I'm off to Bruges for a few days for beer, chocolate and chips

However I will take a notebook and pen and continue thrashing out some rules & background. In the mean time here's an image...

Spoiler:

This message was edited 1 time. Last update was at 2013/05/12 16:47:06


   
Made in gb
Dakka Veteran






United Kingdom

Well I'm back from Bruges and all is well. I returned to find my latest ebay acquisitions waiting for me...

A new card lot of 2nd Ed stuff - including a set of immaculate ruins. My plan is black-line them, mount them on some black foam-core upstairs and maybe add a few little accessories here and there. To base them I'll probably be using my white pumice as it won't have a chance of warping either the card or the foam-core itself. A few extra bits, some rocky outcrops and maybe the Honoured Imperium set and that should be more than enough for our 4x4 board:




I also did a bit of rules writing on the Eurostar journey home, here's what I came up with:

Pre-game 'Intel' Phase
I always wanted to have a little pre-game phase that was a bit more involved. I'm not sure on how this may/may not function yet (whether it'll be scenario specific etc) but here's a rough sketch of what I have in mind.
Spoiler:

Intel Phase
Before the start of the game & before set up the Attacking player may roll a number of D6 equal to their Strategy Rating (or Impetus Rating). For every roll of 5 or 6 you may either:

> Re-deploy a Unit
> Set up a Unit in Ambush*
> Put a Unit in Reserve or take it out of Reserve
> Re-roll any Scatter dice for a single Deep Striking Unit
> Reveal a booby-trapped Terrain piece, picked by the Defender
> Reveal an enemy unit that starts the game Hidden, just as if it had been scanned.

Likewise the Defending Player may roll a number of D6 equal to their Strategy Rating (or Defence Rating). For every roll of 5 or 6 you may either:

> Re-deploy a Unit
> Set up a Unit in Ambush*
> Put a Unit in Reserve or take it out of Reserve
> Re-roll any Scatter dice for a single Deep Striking Unit
> Booby-trap a Terrain piece, this may even be within the Attacker's deployement zone if you wish.
> Reveal an enemy unit that starts the game Hidden, just as if it had been scanned.

*Maybe I might limit it to units with Infiltrate only...

Some scenarios may have pre-set conditions for units/reserve/terrain rules etc. The idea is to have a strong distinction between Attacker and the Defender for missions, even though lines may be crossed due to a counter-attack scenario etc. VP-wise I'm thinking of adopting the basic structure from Dark Millennium. The majority of the original 2nd Ed missions will be re-done so as to make it more balanced.


Jump Packs
I also did some draft rules for Jump Packs, including the possibility of a special Assault Order...
Spoiler:

Jump Pack equipped units increase their Movement characteristic to 8. They may ignore terrain no higher than 12'' and treat any Difficult Terrain they land within as Dangerous Terrain instead. Jump Pack units may leave an Assault at the start of any Assault phase but will take a single automatic hit for each enemy in base contact. Enemy models within the unit but not within base contact may Snapfire (1/2 BS) as normal. In additiona Jump Pack units may use the Dispersed Formation rules if they wish.

Special Order
Sky Assault
Jump Pack units are known for their reckless bravado. A unit equipped with Jump packs may issue the following Assault Order. If it fails they will instead Assault normally (if able) or else make a consolidation move. Remember you do not need LOS to charge an enemy unit.

When assaulting under this Order place models in base contact with enemy models as normal (after Overwatch or Covering Fire shots etc). If enemy models are placed together in base contact, you may move them the minimum distance required to place the assaulting model into base contact with a chosen model. Unlike normal assaults you may place the Sky Assault model into base contact with whatever model you wish within the unit, though they have to maintain at least a 4'' unit coherency.

Any models in base contact suffer an automatic Strength 4 hit with no saving throw modifier and count their WS as 1 for the ensuing combat. However the assaulting model also counts their WS as 1 & their Initiative as 10 for the first round of combat only.

Alternately models using the Sky Assault order my choose to drop grenades upon their chosen enemy. If this is done then all grenades will always Scatter. Regardless of any damage received the unit using Sky Assault in this fashion will always land amongst the enemy unit (even if it is wiped out by the grenade fire) but will count as WS1 for any combat but with an Initiative value of 10. The enemy may fight normally and react either to the shooting or else to the following assault (but not both as normal).

Skimmers may always Ram units equipped with Jump Packs.


On the mini front my brand-spanking new Sentinel arrived, so I'm hoping to put it together and get on with the rest of the Catachans over the weekend...





   
Made in gb
Dakka Veteran






United Kingdom

Well I managed to get a prototype terrain base made for those lovely card ruins:



I placed the terrain on top of the foamcore, traced a rough outline on top with a silver pencil, then cut around the area. I then cut parallel groves along the lines a couple of mils apart, being careful not to cut too deep. Once this was done I got a screwdriver and carefully pushed along the groves, trimming away any excess. A quick paste with the White Pumice and it's ready for painting. The finished result was a nice set of lines that enables the card terrain to slot into it...meaning that it takes up minimal space and that I can easily travel with it.



In the game any model within the area or who's base is touching the outside counts as being within the terrain (representing the fact they can dive into it or push up against it etc).

Now I have a formula it should just be a case of sitting down one evening in front of a movie or three and then I should have a quick, easy to assemble, travel friendly set of terrain


   
Made in es
Fresh-Faced New User




Hi warspawned,

Some friends have also gone back to playing 2ed. It's an amazing experience.

May you upload the template for the datafax you posted before? That would be incredibly helpful to us. Also, won't you by any chance have templates for custom equipment/vehicle/strategy cards?

Thanks in advance!
   
Made in us
Despised Traitorous Cultist




Park City

Hello, I'm working on a army list for Dark Eldar and would love any input if anybody has already done this. Most things look to convert pretty easily based on the 2nd edition Eldar codex. Just like in later editions just based on the stats of the models the Dark Eldar will be skilled, super fast, and have plenty of firepower, but super weak and fragile. Should be fun to play! I'm waiting for some models to come in the mail and I'll start painting soon. Let me know is anybody has any input, thanks!

"Oh yeah ... You and what army?" ... "Me and my Zoats $#!&*! that's who!"  
   
Made in gb
Dakka Veteran






United Kingdom

Hi SauceCaptain,

Here's the minor work I've done on Dark Eldar so far - just stats and some weapon updates...

Let me know what you think
 Filename 40kR Dark Eldar.pdf [Disk] Download
 Description
 File size 270 Kbytes


   
Made in gb
Dakka Veteran






United Kingdom

Today I'm posting up some preliminary points tables, to work out and create all points costs from scratch...here goes:

Below is an alternative points system for 2nd Edition that was published in Inquisitor Magazine #18. I feel it's good enough to use and many of the costings are pretty similar to the 2nd Ed costs. I've also included an experimental pts table for ranged weapons and armour and am currently working on an abilities table as well...

The point increases below are for the model’s basic statistics, no wargear, armour or weapons are included.



Costs are always rounded up where a .5 result is given, or down/up where a .25/.75 result is given.

The original table didn't account for stats lower than the Baseline. However I've been reducing the basic cost by half of the increase for each statistic lower, give or take a little, to a minimum of 1.

I also worked out a complete table that covers all the stats from the Baseline to 10. To pts cost a statistic I just look up the statistic I want and add the number next to it:



Here's some examples - remember these are all without armour, weapons & special rules...



Now for the Ranged Weapons tables - HtH weapons will have a different table. To Hit SHort/Long no longer exist in my update, replaced by a universal table, so any range given is simply the weapon's maximum range.

To make a weapon you add all +pts before applying any multipliers...

The Baseline is an Autogun and costs 1pts, no weapon may cost less than 1pts:



SPECIAL: Some weapons have special abilities, such as Blast, a Template, Sustained Fire or some other special ability. These costs are given below:

Sustained Fire: Sustained Fire weapons add +Xpts for each level of sustained fire they have, where X is equal to the weapon’s Damage increase. For example an Autocannon would add +2pts for its Sustained Fire of 1, whilst an Assault Cannon would add +12pts for its Sustained Fire of 3. Weapons which have a Damage of 1 always add +1ps for every Sustained Fire dice they have. Weapons with a Sustained Fire of more than 2 always count as Heavy.

Burn: Weapons which have this rule may re-roll failed To Wound rolls of 1. This ability costs the equal of the weapon’s Strength, Damage and Save Modifier ÷ 1.5, to a minimum of 1pts (even if it would be lower).

Torrent (Template weapons only): Template weapons with Torrent can fire their Template up to a maximum of 12’’ away in a straight line. Torrent is bought in batches of 2’’ at a cost of 2pts each and is added onto the weapon’s base cost before any multiplication. Immolator template weapons cannot normally use Torrent, though some created exceptions may be possible. In such an instance the weapon will usually be restricted to a certain amount of uses or some other negative drawback.

Poison: Poison Weapons add the following and tend not to have any SM:



Template Weapons use the following table as a multiplier:



The Immolator Template was an idea but it will probably be cut out of the final tables...

If a model you control dies carrying a Template weapon to a shooting attack then roll a D6. On a roll of 1 the model’s ammunition ruptures, causing an explosion of flame, energy, poisonous gas etc. Place a blast template centred on the model before removing it from play, where the blast equals 1’’ for every level of template weapon (so a Flamer template would equate to 2’’ etc). Models hit by the blast take a hit as if targeted with the weapon in question. Models may make a Reaction if they haven’t done so this turn. Casualties inflicted in this way do not count for the purposes of LD tests.

Note: Template Weapons cannot be mixed with Blast or Sustained Fire.

Blast: Blast weapons are lethal and their cost corresponds to their capacity for damage. A Blast weapon adds X, where X equals the extra points spent on Strength for a 1’’ blast, adding X again for every 0.5’’ added onto the blast template.

For example: A Multi-melta has a 2’’ Blast. Its base cost, without a Blast, is 18pts. The Multi-melta then adds an additional 15pts onto its costs, for a total of 33pts.

Targeters: Targeters are almost universal across all known races and add +1 To Hit onto any weapon which they are fitted. To fit a weapon with a Targeter increase its points by 5pts for Pistols, Basic and Special weapons and by 50% for Heavy weapons.

Master-crafted: Master-crafted weapons increase the chance to hit by either +2 or +1 depending on range. In effect these weapons count as having super targeters; unless otherwise stated only Characters may purchase Master-crafted weapons. Master-crafted Blast or Template weapons hit any model not wholly under the template on a 3+. Master-crafted weapons have +2 To Hit at up to half their Range and +1 To Hit at over half their Range. They cost an additional 10pts for Pistols, Basic and Special weapons and an additional 100% of the base weapon cost for Heavy weapons. This cost is added before any multiplier is applied.

This table is a cost modifier for weapons which cost a certain amount, to prevent cheese and to take into account heavy weapons:



Here's some examples, I've worked out quite a few whilst making the various tables but I've no doubt some thorns will appear as more weapons are adapted...



The Rail Rifle should be Move or Fire/count as Heavy...

CHEESE ALERT: In order to stop stupidly powerful weapons, lest they be on a Titan, in normal games players should stick to those that are already created. However they should feel free to create their own weapons for Characters, perhaps a Bolter with a 1.5’’ Blast? As a general rule any such item would count as Rare and cannot have a base cost of more than 18pts.

There is a bit of a grey area as to what counts as Pistols, Basic, Special or Heavy Weapons, but I'm kind of relying on logic for that one...

Finally here's the Armour creation table, with a few abilities added on - I've no doubt some new abilities will become available as my work progresses:



That's about all for now. The abilities table for units is going to be as extensive and possible, it all depends how far I want to adopt some later edition's rules into 2nd, which as a general rule is as few as possible...

What do you think

   
Made in es
Fresh-Faced New User




Hi people,

I just registered into this forum. Some months ago, I discovered this thread of developing a revised version of 40K 2nd edition, which is my favourite.

How is the project evolving right now? Are the rulebook and codexes updated? I'd like to contribute.


Thanks in advance.
   
 
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