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Made in us
Discriminating Deathmark Assassin




Roswell, GA

Newish player still but wanted to ask some of the players of previous editions if the Chainswords ever had special rules beyond what they are now?
   
Made in dk
Dakka Veteran




Not with the current mechanics AFAIK, but back in 2nd edition the game was quite different, and every weapon had it's own profile, with save modifiers and armor penetration roll modifiers and such. I don't recall what profile chainswords had though.

This message was edited 1 time. Last update was at 2014/04/25 17:44:57


 
   
Made in gb
Boom! Leman Russ Commander





UK

The chainsword in 2nd Ed was Strength 4 so it provided a boost to Guardsman who were equipped with one.

Without checking the old books, I believe power swords were S5 and power axes were S5 or S6 if it was used two-handed (but you then lost the +1 attack for two weapons).

   
Made in us
Krazy Grot Kutta Driva




Littleton

 Vash108 wrote:
Newish player still but wanted to ask some of the players of previous editions if the Chainswords ever had special rules beyond what they are now?


Also all swords allowed a special defense called a parry. It allowed you to make your opponent re-roll 1 of his close combat die.

Don't forget also in 2nd you could\would use the sword to parry and then hit him in the head with your powerfist.

 
   
Made in gb
Drakhun





They still kind of do.

Its just S- AP-

DS:90-S+G+++M++B-IPw40k03+D+A++/fWD-R++T(T)DM+
Warmachine MKIII record 39W/0D/6L
 
   
Made in nl
Sword-Bearing Inquisitorial Crusader



Eindhoven, Netherlands

 welshhoppo wrote:
They still kind of do.

Its just S- AP-

*S as user AP -

1400 points of EW/MW Italians (FoW)
2200 points of SoB and Inquisition (40K)
1000 points of orks (40K)
Just starting out with Ultramarines (30K)
Four 1000-2500 point forces for WHFB (RIP)
One orc team (Blood Bowl) 
   
Made in us
Dakka Veteran




Chainsword are such a joke they should do something special
   
Made in us
Longtime Dakkanaut





Saratoga Springs, NY

A ridiculous "super marines" ruleset that came out in White Dwarf as a joke once gave them rending and re-roll failed wounds in close combat.

Like watching other people play video games (badly) while blathering about nothing in particular? Check out my Youtube channel: joemamaUSA!

BrianDavion wrote:
Between the two of us... I think GW is assuming we the players are not complete idiots.


Rapidly on path to becoming the world's youngest bitter old man. 
   
Made in za
Fixture of Dakka




Temple Prime

 dementedwombat wrote:
A ridiculous "super marines" ruleset that came out in White Dwarf as a joke once gave them rending and re-roll failed wounds in close combat.

Movie-marines basically gave you an army of hive-tyrants wielding assault cannons as their basic weapon.

It's worth a laugh but the rules are super-outdated.

 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in us
Longtime Dakkanaut





Saratoga Springs, NY

 Kain wrote:
 dementedwombat wrote:
A ridiculous "super marines" ruleset that came out in White Dwarf as a joke once gave them rending and re-roll failed wounds in close combat.

Movie-marines basically gave you an army of hive-tyrants wielding assault cannons as their basic weapon.

It's worth a laugh but the rules are super-outdated.
[tangent story alert. Feel free to skip this post]

I remember those rules well. A couple editions ago we were playing a 3 way space-hulk style game using the 40k rules (lots of very cramped corridors) where we all moved around little scraps of paper with numbers written on them until they got LOS of another scrap of paper, when we revealed what units were under them. We didn't even know what lists our opponents were bringing. 2 squads of fire warriors (most of my army except a broadside and my commander battlesuit/crisis bodyguard that somehow got wedged inside the hulk) opened a door and came face to face with all 10 movie marines. That did not end well...

That was the same game that my broadside looked around a corner and the Tyranid player said "make a leadership test on 3d6". I had never seen the doom before. That one did end well for me though. I managed not to take any wounds, then on my next turn I fired my railgun at the doom and it failed its save. We all basically assumed the pilot shoved the gun into its mouth and pulled the trigger.

That was a great game. We need to try "40k space hulk" again someday.

Like watching other people play video games (badly) while blathering about nothing in particular? Check out my Youtube channel: joemamaUSA!

BrianDavion wrote:
Between the two of us... I think GW is assuming we the players are not complete idiots.


Rapidly on path to becoming the world's youngest bitter old man. 
   
Made in se
Glorious Lord of Chaos






The burning pits of Hades, also known as Sweden in summer

 dementedwombat wrote:
 Kain wrote:
 dementedwombat wrote:
A ridiculous "super marines" ruleset that came out in White Dwarf as a joke once gave them rending and re-roll failed wounds in close combat.

Movie-marines basically gave you an army of hive-tyrants wielding assault cannons as their basic weapon.

It's worth a laugh but the rules are super-outdated.
[tangent story alert. Feel free to skip this post]

I remember those rules well. A couple editions ago we were playing a 3 way space-hulk style game using the 40k rules (lots of very cramped corridors) where we all moved around little scraps of paper with numbers written on them until they got LOS of another scrap of paper, when we revealed what units were under them. We didn't even know what lists our opponents were bringing. 2 squads of fire warriors (most of my army except a broadside and my commander battlesuit/crisis bodyguard that somehow got wedged inside the hulk) opened a door and came face to face with all 10 movie marines. That did not end well...

That was the same game that my broadside looked around a corner and the Tyranid player said "make a leadership test on 3d6". I had never seen the doom before. That one did end well for me though. I managed not to take any wounds, then on my next turn I fired my railgun at the doom and it failed its save. We all basically assumed the pilot shoved the gun into its mouth and pulled the trigger.

That was a great game. We need to try "40k space hulk" again someday.


That sounds epic and we've got to try that some time.

Currently ongoing projects:
Horus Heresy Alpha Legion
Tyranids  
   
Made in us
Fixture of Dakka




osirisx69 wrote:
 Vash108 wrote:
Newish player still but wanted to ask some of the players of previous editions if the Chainswords ever had special rules beyond what they are now?


Also all swords allowed a special defense called a parry. It allowed you to make your opponent re-roll 1 of his close combat die.

Don't forget also in 2nd you could\would use the sword to parry and then hit him in the head with your powerfist.


There were a lot of armies in my area at that time where minis were modeled with two swords just to take advantage of that rule.
   
 
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