Like Cities of death cluttered. This helps mitigate the extreme power of heavy weapons and relegates overwatch to covering key stretches of the table as opposed to having free reign to destroy anything you want.
Each player takes a turn placing a unit support batteries are deployed together as one choice as are characters.
Transports are placed simultaneously with their squad. Transports may not be purchased without a corresponding squad. The unit disembarks within 2" of an access point and may make a 6" assault move.
This gives transport borne infantry a very similar threat radius to jump infantry. All results on the vehicle damage charts that refer to instant death for passengers has been changed to the following.
Survivors are deployed withing 2" of the wreck and may not charge or shoot in their following turn or phase if destroyed by overwatch though they may move as normal. Vehicles are not always automatically hit in close combat. The following to hit rolls are required based on the current speed. Normally they lose 6" per story of building. This was felt to be too severe and made the transport assault alternative too superior.
The following has replaced it. Each side totals the wounds caused. The loser takes a break test at -1 leadership per point they lost the fight by. The following changes were made to account for the strength of varying unit types. Dreadnoughts: 8 Monstrous creatures: 1 per starting wound. If broken in hand to hand units flee for the nearest cover at a speed determined by their movement speed. The victorious unit with the highest unit strength may pursue using the same system.
It has been changed as follows. Same ranges Strength 8 causes D6 wounds at long range 2D6 at short. This is great in that you can have a lot of freedom to come up with diverse forces.
This however can be badly abused. Our group is really good about setting the expectations of what we want in any given match. Sometimes it's fun to see if you can take on the all wolf guard cheese army Note Ravenwing land speeders are quite good against it lol. Crimson Devil wrote: That's what 7th edition is about.
Yelling "Forge the Narrative Pussy! BlaxicanX wrote: A young business man named Tom Kirby, who was a pupil of mine until he turned greedy, helped the capitalists hunt down and destroy the wargamers.
He betrayed and murdered Games Workshop. Years ago I had a cushy job in academia which afforded me huge blocks of time to write. I actually wrote a 2nd edition revision that kept the best elements of the ruleset and threw out the stuff that just didn't work. I ended up throwing out too much stuff and what I ended up with was something more like 4th edition I wrote it during 4th with 2nd edition stuff sprinkled in.
Crazy stuff like the vortex grenade and the cyclone missile launcher super-giant "fire all the missiles! If you throw out too much of that stuff you can't properly revive the edition.
Everything I hated about 2nd edition presented a huge dilemma whether or not to leave it in or take it out. I never liked armor save modifiers - I vastly prefer the AP system but you can't call it 2nd edition 40k without the modifiers.
What I actually ended up with was a little like the 6th edition "leaked" rules no I did not write that document. I'm not really familiar with 2nd ed, maybe I'll take a look - but I'll certainly keep an eye on this, and if someone 2nd'edifies the Dark Eldar or maybe Tau, I'll likely dive in.
The only thing I didn't really like about 2nd edition was how hand to hand combat was resolved. The Better troop pretty much always slaughtered the other side without them ever getting to strike back. Dakka 5. Member List. Recent Topics.
Top Rated Topics. Forum Tools Forum Tools Search. The Warhammer 40k 2nd Edition Revival Project Forum Index » 40K Proposed Rules. Subject: Advert. Jihadnik Pyromaniac Hellhound Pilot Australia. Hi Guys, We decided to do a revivial as Allen says, because its what we grew up with. When we first saw 3rd edition we were shocked, the game was so radically different from what had come before we weren't sure whether we wanted to play it.
It didn't take long to grow on us and with 6th edition on the horizon we are still playing. We don't want to revive 2nd edition because we dislike 5th or believe we won't like 6th. We will still be playing the current editions at our local clubs. In addition, the wearer causes fear as described in the Psychology section of the Warhammer 40, rulebook.
Night Wing will fight in hand-to-hand combat alongside Njal. Any opponent will therefore always face two enemies: Njal and Night Wing. This ancient rune staff absorbed so much power that it eventually became a living thing in the hands of it original owner Njal Stormcaller.
At the start of the game deal three cards from the warp deck. Any force cards are retained within the rune staff, other cards are returned to the deck. Further force cards may be placed in the staff as they are dealt, up to a maximum of three. During any psychic phase the force cards may be used to power the wielders psychic abilities. The Hood of Gnyrll may be worn instead of a normal Psychic Hood. The wearer begins the battle with an additional psychic power.
If his mastery level is 1 he therefore receives two psychic powers, if level 2 he receives three, if level 3 he receives four and level 4 psykers receive five. The Axe has S6 and enemy suffering wounds have a -3 save modifier.
For each critical hit scored in hand-tohand combat i. Frostfang is a mighty weapon crafted centuries ago by the Iron Priest Fergus Forgrim, the famed master craftsman of the Space Wolves. Its chainsaw blade is fashioned from a rare metal whose secret died with the ancient Iron Priest.
It has a superior profile as shown below. This ancient pelt is from a massive Wolf of Fenris, the largest ever slain by a warrior of the Space Wolves. This ancient and venerable hide has been interwoven with a modified cameleoline web.
At ranges of up to 10 the Pelt of Wulfen reduces the enemys chances of scoring a hit by At the penalty is -2, at it is -3, and so on, each extra 10 reducing the chance of hitting by a further These penalties apply to shooting not hand-to-hand fighting and are in addition to other modifiers for cover etc.
Forged in the stasis-bound ion furnaces beneath the Fang, this ancient helmet was made for Space Wold Durfast, Champion of Mordrak. The Helm has a temporal distort circuit which enables the wearer to readily spot any foes in cover or hiding, all such models are spotted by the model.
In addition, the Helms predictive interface guides the hand of the wearer, improving his shooting accuracy considerably. If the shooter misses his target, then you may re-roll the dice again so long as your initial score is not a 1.
If your initial dice roll is 1 then you may not re-roll th dice and have missed. This ancient gem was worked into a suit of armour by the great artificer Iron Priest Fengri and is one of the Space Wolves greatest treasures. Within its murky depths lies coiled within the gene-helix of every Space Wolf.
As the bearer of the Wulfen Stone charges into combat his image changes into that of the Wulfen. Its horror can be borne by few creatures. However, instead of rolling 2D6 as normal, the enemy must roll 3D6.
Daemonic foes are immune to the effect. The Hood of Darkness is an ancient device of obscure alien origin. It can be activated at the start of the players turn and the character model is cloaked in interdimensional darkness. The model may not shoot or fight hand-to-hand combat that turn, but may move up to The model may not be shot at or attacked in hand-to-hand combat during this turn or the enemys following turn.
The model is not affected by psychic powers whilst cloaked but may not use psychic powers either. If the Hood of Darkness is used for two consecutive turns or more then test to see it it fails.
At the start of each turn, roll a D6. On the roll of 4 or more it fails and cannot be used again. Though it looks like an ancient and finely decorated knife, this device actually houses a plasma generator in the handle. When thrown the blade generates an intense plasma field which can penetrate most armour.
A homing device automatically returns the blade to its owner once it is thrown. As for grenades, range depends on the throwers Strength. Roll to hit as for normal shooting. The Sword of Asur is a massive power blade of ancient origin. It can be wielded in one or both hands, permitting its user the option of fighting with two weapons or inflicting a single devastating attack. The Sword of Asur is imbued with the psychi power of Asurmen so it negates daemonic saving throws just like a force weapon.
At the end of the psychic phase unused force cards may be stored in the staff instead of being discarded. There is no maximum number of force cards that can be stored in this way. Stored cards enhance the wielders Strength and can be expended in future psychic phases by adding them back to the players hand. In hand-to-hand combat the staff may be used as a weapon and increases the wielders Strength by his mastery ie 4 plus 1 for each card stored in the staff.
NB: stored cards are not expended when used to enhance hand-to-hand combat. In combat against daemons the wielder wounds daemons automatically with no saving throw possible.
The Maugetar is a scythe-shaped weapon built into a Shuriken Shrieker Cannon. It is an ancient weapon of unknown origin. The Maugetar can fire normal ammunition or Shrieker ammunition using the same profile.
See the Warhammer 40, Rulebook for the full Shrieker ammunition rules. The Maugetar is exceptionally well made so any jam results rolled on the sustained fire dice are ignored.
The weapon requires two hands to use and cannot be used to parry in hand-to-hand combat. The Fire Axe is a power weapon of ancient construction and incredible potency. It was forged in fire during the Fall and the heat of its creation has never left it. Entrapped runes writhe in the smouldering flames that dance on its surface. The Scorpions Bite is a vastly superior mandiblaster constructed in ancient times. It takes the form of a sinister helmet which incorporates two mandible-shaped laser weapons.
The Scorpions Bite automatically shoots before close combat is resolved, in the same way as a mandiblaster. Work out shooting exactly as normal.
If the Scorpions Bite hits roll two D6 and pick the highest. If the score is equal to or more than the targets Toughness D3 wounds are sustained. Saving throws are at This long and elegantly curved blade was made in the distant past and retains much of its original power. It is amongst the most potent of all Eldar weapons that survive from the time of the Fall.
It is light and easy to wield with blurring speed. An Eldar armed with the Blade of Destruction may make two parries against opponents in hand-to-hand combat. The Silent Death is a triple-bladed throwing weapon whose edges were forged in the anti-flame of the warp. Black fire licks around its keen surfaces, sharper than any mortal substance. When the weapon is thrown it may strike several targets. Nominate your first target and roll to hit. If successful, nominate a further target within 2 of the first; if this is hit nominate a further target within 2 of the second, and so on.
This is the first and greatest of all Howling Banshee masks after which all others were merely copies. It functions in a similarway to an ordinary Banshee mask but is more effective.
An enemy who is charged may not fire overwatch at the charging Eldar and must hold his ground. During the first round of close combat, when the Eldar charges, his opponent rolls no attack dice because of the masks paralysing effect.
The mask has no effect in the third and subsequent rounds. If the Eldar wearing the Mask of Jain Zar is charged by an enemy the mask has no effect. The lasblaster is a tri-barrelled laser weapon with a powered blade attached to the stock. The weapon can fire three shots per shooting phase in the same way as the Eldar scatter laser.
All three targets must be within 6 of each other, roll to hit as normal and resolve any damage using the weapon profile given below. The powered blade in the stock may be used in hand-to-hand combat using the profile given below. Seer runes are complex wraithbone shapes used by Eldar Farseers to predict the future and the flow of the warp. Seer runes may also be used to temporarily sever an enemys connection with the warp and so nullify a psychic power.
When an enemy uses a psychic power you may immediately counter its effects by using the seer runes. The power is nullified automatically.
The seer runes are temporarily disrupted after use and may not be used again in the same battle. A spirit stone is a special crystal containing the psyche of a long-dead Eldar. Often the spirit stones of Eldar seers are carried by their living compatriots to lend them extra psychic strength. Spirit stone can be tapped for additional psychic energy once per battle enabling the Warlock or Farseer to draw one extra warp card per mastery level from the warp deck immediately.
The Firepike is an intricate and elegant Eldar heat weapon, an ancient artifact created before the Fall of the Eldar. A Firepike is a form of longrange meltagun which can blast holes through armour and flesh with ease.
Its profile is shown below. A singing spear is a silver spear chased with mysterious metals, named after the constant drone it emits when it is in the hands of a psyker.
At the end of the psychic phase one or two unused force cards may be stored in the spear instead of being placed on the warp cards discard pile. Stored force cards may be retrieved from the weapon and used in subsequent psychic phases. The spear can be thrown up to 12" in the shooting phase and returns to the psyker after the throw. In hand to hand combat or when thrown the spear increases the wielder's Strength characteristic by a number equal to his mastery level and wounds daemons automatically with no saving throw possible.
The wielder may also expend stored force cards to gain additional bonuses. This ancient Eldar weapon consists of three crystal skulls liked together by lengths of chain. The weapon is grasped by the chain links and cast like a spinning bolas, returning automatically to its user. The Web of Skulls can also be used in hand to hand combat like a flail. When thrown the weapon has the profile shown below. In close combat it has S6 and -2 save modifier.
The Web of Skulls can be thrown at any three targets within 12" of each other, striking each in turn. The Executioner takes many forms- that of a heavy spear, a rune-encrusted sword or a great black scythe.
Whatever its form, it is one of the most deadly hand to hand power weapons. The Executioner has a Strength of 8, a -6 saving throw modifier and inflicts d3 damage. The Executioner can be used to parry but it requires both hands to use. A witch blade is a unique Eldar weapon which channels psychic energy through a crystalline matrix. At the end of the psychic phase one or two unused force cards may be stored in the witch blade instead of being placed on the warp cards discard pile.
In hand to hand combat the witch blade increases the wielder's Strength characteristic by a number equal to his mastery level and wounds daemons automatically with no saving throw possible. The wielder may also expend stored force cards to gain additional bonuses in hand to hand combat. The witch blade can be used tp parry. This standard celebrates the unstoppable courage and tenacity of the Chapter.
It will inspire any Dark Angels nearby to attack the enemy with grim determination, advancing steadily while unleashing a hail of fire at the enemy. Any Dark Angels within 6 of the standard are allowed to move up to 4 and rapid fire in the same turn.
The Standard of Retribution serves to remind the Dark Angels that the enemies of the Emperor can never be forgiven. It inspires them to carry on fighting under any circumstances, smiting their foes with righteous fury.
Any Dark Angel within 6 of the standard will always inflict at least 1 hit in hand-to-hand combat, even if they lose or draw against an opponent. Note that under these circumstances the opposing model will also score 1 or more hits, which may result in both models being killed! The Standard of Devastation reminds the Dark Angels that they must meet any attack with devastating retaliation.
Any Dark Angel within 6 of the standard is allowed to shoot if they are charged by the enemy, just as if the model had been in overwatch. Dantes armour incorporates an incredibly lifelike golden mask that is said to have been modelled upon the features of Sanguinius. In battle it almost appears to come to life, and a halo of golden energy plays about the wearers head striking terror into the hearts of his enemies.
The Lion Helm creates a dome of energy with a radius of 3 around the helmet. This save applies to all attacks, including psychic attacks. Note that the save does not apply if the attacker is within the force bubble too. Models may not use any personal fields within the energy bubble, even against opponents also inside the field, because you may not use more than one field at the same time. The Sword of Secrets was cut from a single block of jet black obsidian.
The blade is so incredibly well-crafted that it has not chipped or lost its razor sharp edge over the millennia. This book lists all the names of the Fallen that have been captured by the Dark Angels during their great crusade, and they will never willingly let it fall into enemy hands. If the Grand Master is slain, then do not remove his body. Place it on its side and leave it on the table top. The first Dark Angel to reach the body will retrieve the book instead of attacking that turn.
However, if the Dark Angels have failed to retrieve the book by the end of the game then they lose 10 victory points. Although not primarily designed for combat the Blades of Reason can be used in this way. Any living opponent who suffers even a single wound from the Blades is incapacitated and should be removed as a casualty, even if they have 1 or more wounds remaining. The Inferno pistol is a beautifully crafted weapon that dates back to the Dark Age of Technology.
It uses similar principles to those used for the melta-gun to literally melt its target. This weapon takes a few seconds to recharge after each shot, and this means that if it is used in hand-to-hand combat then only the very first hit inflicted in each round of combat can be with the pistol. Any further hits will be inflicted with Dantes power axe. Such weapons are treasured possessions for those lucky enough to receive them.
The energy source of a master-crafted Plasma pistol is far superior to that used in a normal Plasma pistol. The weapon does not have to recharge for a turn after it has been fired - it can be fired every turn if desired. The Red Grail used to hold the blood of Sanguinary Priests during the induction rituals that are performed when a Blood Angel joins the Chapter.
Its presence on the battlefield has a strange effect on the Blood Angels, enhancing the physical and psychological aspects which are most closely linked to their Primarch.
The Shroud is kept in a box protected by a stasis field. If the stasis field is turned off any Blood Angels that are nearby will be driven into an ecstatic state by the psychic vibrations. The Guardian of the Shroud may choose to activate or deactivate the stasis field at the start of any Blood Angels turn. As long as the field is turned off any Blood Angels within 12 of the shroud become subject to frenzy. When the stasis field is reactivated the Blood Angels will return to normal.
Note that the bearer of the Shroud is not affected by frenzy when the field is deactivated. Armor piercing ammo is either projectiles with specially hardened tips in the case of projectile weapons or a supercharged power pack in the case of energy weapons.
When you fire a shot using armor piercing ammo the weapon's save modifier is increased to -6 for that one shot only. Against vehicles the weapons armor penetration is increased by an amount which varies according to the Strength of the weapon as shown below. The decision to use armor piercing ammo must be made before the dice is rolled to hit.
A bionic eye is a technological replacement for an eye lost through injury or disease. In many ways it is superior to the original, giving sharper vision and an expanded range of visible light spectrums, so the subject can see in the dark, detect radiation and so on. A force axe crackles with barely suppressed sparks of psychic energy. At the end of the psychic phase one unused force card maybe stored in the force axe instead of being placed on the warp cards discard pile.
The stored force card may be retrieved from the weapon and used in subsequent psychic phases. In hand to hand combat the force axe increases the wielder's Strength characteristic by a number equal to his mastery level and wounds daemons automatically with no saving throw possible. Phased crystalline patterns along the force sword's blade coil iridescent psychic energy around it like a snake. At the end of the psychic phase one unused force card may be stored in the force sword instead of being placed on the warp cards discard pile.
In hand to hand combat the force sword increases the wielder's Strength characteristic by a number equal to his mastery level and wounds daemons automatically with no saving throw possible. The force sword can be used to parry. Rad grenades unleash a deadly dose of radiation. Determine where the grenade hits as normal and place a randomly drawn Rad counter face down at that spot. The player who threw the grenade can secretly examine the counter to find out what the radius is. If any target is within the distance shown on the marker it is automatically hit by the radiation.
The counter remains in place for the rest of the game. Any models that move within the radiation effect distance are automatically hit immediately and will be hit every turn if they remain there.
The vortex grenade tears a rift in the fabric of real space like a miniature black hole. The vortex grenade is thrown like an ordinary grenade and it uses the special Vortex marker. This includes vehicles, terrain etc, no armor save is possible at all.
The vortex blocks sight and cannot be fired through. At the beginning of each subsequent player turn roll a d6 and consult the chart below. The Vortex remains in play. Seller notes:. Game Version:. Postage and packaging. This item will post to Germany , but the seller hasn't specified postage options. Contact the seller - opens in a new window or tab and request a postage method to your location.
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If someone is destroying your world units with their war techs, consolidate your units in laboratories where they get a bonus to defend against war techs. You only need 26 if you are USA to reach the break even point.
Green techs do not require possession of the capital to earn their bonus. If you take an enemy's green tech with your espionage, you can use it to earn bonuses in enemy territory. Because you get a 20 unit elimination bonus, but can hold up to 50 reserves. You'll need to have 31 units already in reserve before an elimination if you want to force yourself back to the placement phase.
The first time you capture them, you will be able to move as many units as you want on to them. Usually tech points are more beneficial the world units, but in some occasions in might be worth the conversion. Although Satellites cannot see Laboratory unit counts, a single attack by any red tech will reveal the number.
Civilization - Each player represents a civilization and has its own capital, home land, nation, super-continent, big flask, tech tree, jet, plane, etc. Capital - The territory in the shape of a star. If you lose it your game is over.
Gets good defensive bonuses. Home Land - The territory that borders your capital. Gets a small bonus to defense. Laboratory - A territory with a flask in it. Earns tech points for you. The number of tech points earned scales more than linearly with number of laboratories owned.
Tech Points - Units that are put in your flask for you each turn. Use them to research technologies. Technologies - Territories that give you new capabilities.
Divided into Red, Green, and Blue, they are 'researched' by attacking them with tech points.
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