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I heard that 2nd edition had a different armour pen system, and i was interested in looking into it. Does anyone know where i could get the second edition rules?
 

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Advocatus Diaboli
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Bruiser117 said:
I heard that 2nd edition had a different armour pen system, and i was interested in looking into it. Does anyone know where i could get the second edition rules?
You could try getting a copy on ebay.

Outside of that, take a look at the necromunda rules from the specialist games website. Aside from the injury rolls (which weren't in 40k) the rules are pretty much the same.

The armour penetration system was based on modifiers, much like WHFB.
 

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Let me tell you this...Battle bible. While hard to find, and "outlawed" by GW, it has all the rules for 2nd ed, including squats and de. you should be able to find it.

Also, as mentioned, ebay is a great staring place, and also local libraries, many have a set or can transfer you one.
 

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the 2nd ed way of doing armour saves was as follows;

we'll use a space marine for this as its easier

if you hit him with a st 4 wpn it would be minus 0 to his 3+ armour save

if you hit him with a st 5 wpn it would be minus 1 to his 3+ armour save giving him a 4+ save.

the higher the no of points of strength than his toughness the greater the modifier so a st 6 weapon would take out a marine quite easily. so the guard had a much easier time taking them out with their multilasers and autocannons.
 

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The rules in 2nd edition were, that the armor-save was modified. Now you have a save or you have none. The system worked just like in WHFB. So S4 hit -1 save, S5 hit -2 save etc..
Like this the Lascannon had a -6 save modifier.

Terminators had no invulerable save but a 3+ on 2 dice ;-) Chaos Termis even 2+ on 2 dice.

There was even armor that got a better save under certain conditions (beeing hit by a template weapon...)

Invulnerable saves could be used when normal saves were not allowed or failed. The range of invulnerable saves went from 2+ to 6+.

Lion
 

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Decado said:
the 2nd ed way of doing armour saves was as follows;

we'll use a space marine for this as its easier

if you hit him with a st 4 wpn it would be minus 0 to his 3+ armour save

if you hit him with a st 5 wpn it would be minus 1 to his 3+ armour save giving him a 4+ save.

the higher the no of points of strength than his toughness the greater the modifier so a st 6 weapon would take out a marine quite easily. so the guard had a much easier time taking them out with their multilasers and autocannons.

Wrong....check your rules again.
 

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tarzen said:
Wrong....check your rules again.
Feel free not to say something like this if your not going to be of help and tell why.<_<

What Decado said makes perfect sense and is done exactly the same way in WHFB, or so the redshirts I know work with have said.
 

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darkreever said:
Feel free not to say something like this if your not going to be of help and tell why.<_<

What Decado said makes perfect sense and is done exactly the same way in WHFB, or so the redshirts I know work with have said.
Just tired of "fixing" decado's posts. check his posts and you'll find many such mistakes (scarab movement most recently).

I gave the perfect place to find the second edition rules. Posting the rules here again is a breach of IP rules. So, for your sake, take the shuricat for example. In second ed it was s4, -2 save, which shows he's wrong right there. The rules were very much different than that, and I'll end it there.

Again, if you want the second ed rules, either buy them from ebay, or find the battle bible.
 

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tarzan your right and your wrong

st4 -1
st5 -2

so on so forth

and before you start again i asked a group of guys who still play 2nd ed every week

and as for the IP issue that isn't even a consideration anymore cause, as far as the company is concerned 2nd ed died 6 years ago, or maybe you missed that little event.
 

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Just checked... we were all wrong ;-)

The save modifier didn't depend on the strength of the weapon alone. (So my post was wrong too...)

What I stated before was only correct for cc without weapons. All weapons (cc and shooting) had their own save modifier which didn't depend on the strength.

There were weapons with s4 and -1 save,, other s4 weapons had -2 etc. Also s3 weapons with -1 and another with -2. Therefore you needed to check the rules each time...

Lion
 

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Decado said:
tarzan your right and your wrong

st4 -1
st5 -2
check the weapons profiles. I'm right and I'm right. There was no general rule like in whf. s4 doesn't mean -1. For each and every single weapon in the game, they have their armour mods. shuricat are -2, s4. I have the second ed codex in front of me.

so on so forth

and before you start again i asked a group of guys who still play 2nd ed every week
well, then maybe you aught to ask to see a rule book. I have that too, as I used to play second ed.
and as for the IP issue that isn't even a consideration anymore cause, as far as the company is concerned 2nd ed died 6 years ago, or maybe you missed that little event.
again, you're wrong here too. Check to see, and you'll find that GW is still threatening websites that post old rules, such as the battle bible I mentioned. So, yes, it is out of print but still being persued by GW.
 

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2nd edition (which my brother still considers the only 'proper' for of Warhammer) had a lot of very complex things, such as sustained fire, jammed weapons, armour modifiers, the ability to both cover and armour/invulnerable saves (makes sense to me) wildly varying weapon profiles and systems for cc and vehicles that was stupidly complex.

All cc's were treated as a series of duels between models in close combat, with bonuses for having multiple models surrounding your opponent (I think it was possible to take out bloodthirsters with enough gretchin, because by the time all the others had died the final gretchin was incapable of losing), vehicles had ram values (meaning they could run down infantry, much more effective than tank shock).

Psykers were demi-gods. An army composed of tzeentchian sorcerors and horrors could theoretically summon an infinite (up to points limit anyway) number of horrors onto the field, who could then use psychic powers of their own. Oh and there was a seperate phase purely for psychic powers, with a huge system of cards and special rules all of which you had to buy in a seperate supplement.

This is just what I can remember off the top of my head by the way, so if anyone else cares to add anything go ahead.

And 1st edition rules were even more complex, they were basically large role-playing games, with random generation of stats for characters (and squads if you wanted).
 

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The Fallen
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Bah, 1st edition was the one true system, shuriken catapults were range 24, str4 -2Sv following fire weapons, marines got chewed to hell, frag grenades used to be thrown and they would then blow up and kill things (not entirely a novel thought), they dont even make nostalgia like they used to
 

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I played a lot of 2nd edition rules back in the days. I liked the complecity of vehicles. You could hit different parts of the vehicle, for example tracks, and make it go slower. Each weapon had an armour penetration value, for example d20+d8+d3+4. You had differentiated move values for each soldier etc. I did not like the close combat... it was too slow but the rest was good. Ok some cheesy sorcerers could be bad, but I liked the different cards and powers the imperial psykers had.
 

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LO Ninja
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A 4 year old thread guys!

=][= :e

pl
 
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