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Made in us
Oozing Spawning Vat




usa

my friends and I only play 2nd edition. if anyone has datafaxes,stats,conversions,army lists,points costs.for new characters,weapons,armies,etc. I would greatly appreciate it.
I personally play Chaos undevided and my evergrowing and mutating Tyranids.

if there is a race of beings capable of intergalactic travel, humans don't stand a chance. 
   
Made in us
Dakka Veteran







When 3rd edition first came out I wrote out 2nd edition rules for the dark eldar. I found my old files, but they are all outdated appleworks files so I not able to open them. I will post them if I figure out how to convert them over to pdfs or word documents.

How about sharing the wealth on your end? Do you guys have any rules of that you made for 2nd edition?

   
Made in us
Oozing Spawning Vat




usa

need to get with my gaming friends and will post the converted data that we have. always glad to share.

if there is a race of beings capable of intergalactic travel, humans don't stand a chance. 
   
Made in gb
Dispassionate Imperial Judge






HATE Club, East London

 Grunt13 wrote:
When 3rd edition first came out I wrote out 2nd edition rules for the dark eldar. I found my old files, but they are all outdated appleworks files so I not able to open them. I will post them if I figure out how to convert them over to pdfs or word documents.

How about sharing the wealth on your end? Do you guys have any rules of that you made for 2nd edition?


If you're still using a Mac, then iWorks (Pages, Numbers, etc) should open old Appleworks documents, and will allow you to print to pdf

   
Made in au
Boom! Leman Russ Commander





Brisbane, Australia

 ArbitorIan wrote:
 Grunt13 wrote:
When 3rd edition first came out I wrote out 2nd edition rules for the dark eldar. I found my old files, but they are all outdated appleworks files so I not able to open them. I will post them if I figure out how to convert them over to pdfs or word documents.

How about sharing the wealth on your end? Do you guys have any rules of that you made for 2nd edition?


If you're still using a Mac, then iWorks (Pages, Numbers, etc) should open old Appleworks documents, and will allow you to print to pdf


Aren't you meant to derail the conversation and complain about apple rather than offer useful information?

 
   
Made in gb
Contagious Dreadnought of Nurgle





Oxfordshire UK

Try this.... http://www.scribd.com/mobile/doc/13425700

This is pretty much all of 2nd Ed rules, condensed into a single book.

Edit: And I'm a Mac convert. So much better than windows...

Edit 2: And I've just read the OP.... Turns out they don't need the rules at all.... But that link has all the Wargear cards you will ever need as well as rules for Squats and Genestealer and Chaos Cultist armies...Oh, and the basic Necromunda Ruleset too. So not a complete waste of time. And it's all in one place...I feel like I'm trying to justify myself a little too much here. I'll get me coat....

This message was edited 3 times. Last update was at 2013/01/26 11:44:37



 
   
Made in us
Dakka Veteran







 ArbitorIan wrote:
If you're still using a Mac, then iWorks (Pages, Numbers, etc) should open old Appleworks documents, and will allow you to print to pdf

Thanks for your suggestion, but iWorks and Microsoft types aren't opening the docs.. I will try some using some conversion software and see if that works.

   
Made in us
Dakka Veteran







I was able to salvage some of my work by using Simple Text Editor.
Much of what I have is messed up with text gibberish and I will have to pick through it. My vehicle datafexes could not translate at all. I will see about getting some more of it to you. What I wrote is very dated and the product of a green player.

Here’s what I was able to get so far, it's just some equipment special rules:

Spoiler:

SHADOW FIELD:
The Shadow field is a cloud of dark energy wrapping itself around a lone model offering maximum protection against any form of damage. The shadow field gives an unmodifiable save of 2+. If the shadow field should fail to block one hit it will dissipate and is no longer used.

TERRORFEX:
The terrorfex is a grenade which usually is fired from the terrorfex wrist mounted grenade launcher. The terrorfex releases waves of the victims’ most horrible fears. Models in the terrorfex’s blast must pass a Ld. test or break. For multiple models in the blast , the effect is the combination of both or all their fears, the dread of one model is magnified to all the others in the blast. To simulate this there is a -1 modifier applied to the Ld. test for every additional model in the blast. Also because the terrorfex makes the models feel isolated and alone, the group in the blast have to use their Ld. and not the Ld. of their commanding officer, unless the commanding officer is in the blast in which case it is completely aloud, The terrorfex releases a horrible nightmarish sensation not a gas, models do not get to take armour saves to prevent the terrorfex’s effects, nor do models wearing breathing instruments gain any additional protection. The terrorfex can cause a section of the squad to turn and flee, this does not effect the part of the squad outside the terrorfex’s effect. The fleeing models will break and run like normal, if they should pass a Ld. test and calm down they must attempt to rejoin their squad.

SCOURGES’ WINGS
The Scourges’ wings are much the same as the craft worlds’ Swooping Hawk Wings in design and effect. They are a special form of jumpacks used by the Dark Eldar Scourges.
1. Leap must be in a straight line 6” to 36” long. There is no penalty for moving over obstacles as there is jump packs.
2. No scatter roll is made for landing the Scourges may land within 1” of cover or other Scourges. After landing the Scourges may not move but they may fly into combat.
3. Shots fired at Scourges who flew last movement phase or is flying suffer a -1 to hit despite actual distances moved.
4. Weapons which are not move or fire may be fired by Scourges after landing from flight.

The Scourges may fly away from the battle field high above the ground. Once above the battle field they can’t fire or by shot at, the next turn they may land any where on the battle field. Scourges can use their wings to move themselves out of combat without taking damage.

HELLION SKYBOARD
The Hellion Skyboard is a skimmer platform that the Hellions ride in to combat. The platform give the Hellion a movement of 10 and the ability to fly over difficult terrain or obstacles less than an inch high. The Hellion Skyboard also gives the Hellion a plus 1 weapon skill because it elevates him higher than his opponent. Note that the Hellion loses this bonus if his opponent is even in height to him example(fighting an opponent on a hill). Because of the skyboard the Hellion may make hit and run attacks and leave combat during the movement phase without suffering hits.

WYCH COMBAT DRUGS
Wyches take drugs to help them perform better in combat, roll a D6 for each squad of Wyches. Note that the Beastmaster doesn’t roll he uses combat drugs that raises his movement to 8 allowing him to keep up with the warp hounds.
1. Movement increased to 8” (in the case of Reaver jetbikes squads or Hellions they become immune to fear induced Ld. test)
2. +1 Weapon skill
3. +1 Strength
4. +1 Toughness
5. +1 Attacks
6. Frenzy

STINGER
The stinger delivers a lethal serum into the target. The serum breaks down the body of the victim and constructs a bomb inside the model. The target moves 2D6” randomly in a violent delirium. On a roll of a double or a 7 the model explodes, the explosion is strength 3 with 1 damage and no armour modification within a 1” blast. All models who come to 2” of the model suffering from the stringer’s effects must take a break test.

AGONISER
The agonsier is a power weapon in the form of a whip, The weapon itself attacks the opponents nervous system killing its opponents by the means of shorting out his body with pain. The agoniser wounds all creatures on a 3+ despite toughness. Also the agoniser is a whip and it is impossible to parry against it.

CRUCIBLE OF MALEDICTION
This weapon is a small box or other form of container. In it is the tortured soul of a psker, when released from its imprisonment the soul hurtles itself across the battle field unleashing a psychic cacophony that can drive a psker insane. A model with a Crucible of Malediction can use it instead of shooting, the crucible is only good for one shot. The soul attacks the nearest psker first moving outward to the closest models from the point where was released. Pskers must pass a leadership test in order to fight off the soul, if they fail they loss all their psker abilities including nullifying attacks, and force weapons and other psker based weapon hit only the pskers strength. If a psker fails the test the soul has no more effect on the game. If the psker passes the test the soul will attack the next nearest and so on till all the pskers pass the test or one fails, The soul will attack friendly pskers and daemons alike, In the case of Grey Knights or Daemon packs the entire squad rolls with one dice and the entire squad may lose its psker powers.

HELL MASK
This gives your character fear

TROPHY RACK
Counts as a Banner

WYCH ANTI-VEHICLE GRENADES
Wych grenades send electromagnetic impulses when detonated, temporarily disabling machinery. The grenade itself has no blast radius, but scatters when the thrower misses just like a krak grenade. Roll for location hit on vehicle. Roll a D6 on this chart for the grenade’s effect.
1 No effect
2-5 The grenade temporarily disables the locations abilities and mounted weapons. All weapons mounted on location may not fire the next shooting phase, the vehicle may not preform any functions centered around the location hit. Skimmers that have their grav motors hit will not crash due to back up systems, but will halt in motion till next movement phase. If the tracks are hit the vehicle may not move. In the case of tanks if the hull is hit the turret may not move from its last position, and can only fire at target in front of the gun. In the case of the grenade striking the turret the guns on the turret may not fire.
6 Treat as a roll of 2-5, but effects last for D3 turns.

Note that the grenade only effects the location hit, note that if a location of the weapon seems like it would be affect by the grenade because of a different section hit. example (saying the side sponsor of a tank is affect because the grenade hit the hull) in cases like this consider if the affected area has its own Damage Table if it does it is unaffected by the grenade.
These grenades can be thrown at troops the reason for this is to disable their weapons or other technological equipment. Troops hit with grenades can not fire their guns and use their strength to determine damage in hand to hand. Tyranids are usually effected by this effect, Terminators may not move or rotate position during the next movement phase and may not fight in hand to hand attacks against them hit automatically. Note that these grenades affects only last for one turn against troops and affect automatically no D6 roll required. In the case of Necrons roll a D6 on a 1, 2, or 3 the Necrons disturbance zone has prevented the grenade from detonating on 4, 5, or 6, the grenade detonates an the Necron may not move fire or take any other action next phase (they’re machines remember) If in doubt, remember, all machinery a troop houses will not work for one turn after being hit by a grenade.

SOUL SEEKER AMM≤UNITION
Soul Seeker Ammunition can be fired from any Splinter weapon. It is composed of Wraithbone or a form of Wraithbone made by the Dark Eldar. It is unknown whether the Dark Eldar steal the Wratithbone from their craftworld cousin or make it themselves. A shot from Soul Seeker Ammunition has and addition +1 strength and a -1 armour modifier. The ammo penatrates a daemon’s unmodified saving throw and wounds daemons automanitly.

TERROR STAFF
The Terror staff is a force weapon and being a force weapon it may be used to store force cards. At the end of the psychic phase up to 2 force cards may be stored in the staff, The force cards may be expanded in hand combat if one card is expanded treat 1 hit as D3 hits, and if 2 cards are expended count 1 hit as D6 hits. The staff wounds Daemons automatically with no saving throw. Also the staff gives an unmodifed save from shooting and psychic attacks. Dark Eldar Pskers

This message was edited 1 time. Last update was at 2013/01/28 17:14:56


   
Made in us
Dakka Veteran







Found a tau codex.
http://www.scribd.com/doc/26740865/CODEX-TAU-2nd-Edition-Ver1-5T

Some thoughts on for the OP

If you want to get more attention to the thread perhaps edit/rename it something like “2nd Edition Warhammer proposed rules compilation thread”; that would give people a better idea what you are attempting and perhaps draw in people using search engines.

   
Made in gb
Water-Caste Negotiator





That's not a second editon Tau codex, they were only introduced in 3rd. It's some fan made rules

This message was edited 1 time. Last update was at 2013/01/30 19:00:37


Tau, Dark Eldar and Inquisition 40K player, occasional Lizardman Fantasy player, proud Lord of the Rings player and Rebel X-Wing player

> 4000 pts 1500 pts 1500 pts 1500pts

Ascalam wrote:Only the Eldar could party hard enough to rip a hole in the material universe, and then stage an after-party in the webway like nothing happened
 
   
Made in us
Dakka Veteran







Shas'o_Longshot wrote:
That's not a second editon Tau codex, they were only introduced in 3rd. It's some fan made rules

That's the point of this thread, to find or produce proposed rules for 2nd edition. Largely focusing on armies and units that were introduced after the switch from 2nd to the newer editions. The OP wants fanmade rules for things that did not exist under 2nd edition like the Dark Eldar, Tau, Most of the Necrons, and the new units introduce after the switch from 2nd edition.

   
Made in us
Fixture of Dakka





West Michigan, deep in Whitebread, USA

If anyone else has any good material for 2nd edition, I would love it, too. I am building up a collection of 2nd edition so I can play some games in that setting, just for fun.



"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."  
   
 
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