Editing
Warhammer 40,000 2nd edition
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
==Notable Things about 2nd Edition== * '''Generally Smaller Scale:''' In 2nd, the "standard" game was 1500 points, the humble Guardsman was 10 points, and the Space Marine was 30 (!) points; as a result, games had a lot less models compared to contemporary 40k. Seeing as there was a metric fuckton of tables, special rules and scatter rolls and close combat was fought between '''individual''' miniatures, that was probably for the best. * '''Army Percentages/no FOC:''' Unlike 3rd Edition onward, 2nd does not have a normal Force Organization Chart of HQs/Troops/etc. Rather, units are organized as Heroes, Core or Support. A minimum percentage of your points must be spent on Core while you are not allowed to spend more than a certain percentage of your points on Supports or HQs. This system was retained and modified for Warhammer fantasy. * '''Standardized Weaponry:''' Compared with later editions that add unique variations what are ultimately similar weapons, there are relatively less "unique" faction weapons in 2nd. Rather than Mega Kannons, Starcannons, Plasma Calivers, etc. a Heavy Plasma Gun is a Heavy Plasma Gun, whether wielded by an Eldar, Ork, or Imperial. However, the unique faction weapons that did exist came with very detailed special rules. The D-cannon, for example, had two pages of rules, scattered twice and you had to roll if the guys you hit (not necessarily the guys you were shooting at) would end up destroyed, flipped, inside the ground or teleported across the table. Good times. * '''Standardized Crunch:''' In a similar vein, armies built from the same Codex were pretty uniform and there were only very few special rules for armies or units. Blood Angels were basically Ultramarines with a Death Company, all the Guard regiments/Eldar craftworlds played exactly the same etc. Army customization would only become a thing with 3.5E. * '''Active Overwatch:''' In 2nd edition, Overwatch is a choice made during your movement phase; you forfeit moving (note that vehicles can move and overwatch) and shooting in your turn in order to be able to interrupt the opponent's movement phase to shoot at a -1 penalty. * '''Wargear Cards:''' Wargear Cards are similar to Relics in more recent editions of 40k though arguably more sophisticated; certain models have a certain number of slots for Wargear Cards; a lowly unit champion may only be allowed to take 1 Wargear Card, while a Lord of Chaos could take up to 4 Wargear Cards. A lot of Wargear are "common" and not tied to any specific faction, while others are more like standard Relics. This allowed GW to charge you for a F*** Ton of cardboard and stacks of cards for everything. Having said that, the pyskic phase worked surprisingly well with this... Still, you had stacks of card with elastic bands around them which became a right pain in the arse. * '''Vehicles:''' Vehicles had 3 specific speeds: Slow, combat, and fast. They could only move directly forward; a slow vehicle could turn at will, a combat vehicle could make two 45-degree turns (or one 90-degree) and a fast one could only make a single 45-degree turn. Notably, you could only change range bands by one step per turn, so watch out for sharp turns if you go too fast! (Crash!)Β **'''Vehicle Crew:''' Each vehicle had a crew rating. Unlike later editions of 40k, they could be killed off, or could disembark from their vehicle. In theory, if the tank crew from one Leman Russ survived their tank being disabled, they could board another one that lost its crew and re-commandeer it. Instead of Tank Commanders, certain characters (Meks, Techpriests, Techmarines) could replace a crew member while having access to their normal options. * '''Base for other games''' 2nd Edition based rules are used in other GW games like [[Gorkamorka]], old [[Necromunda]] and [[Shadow War: Armageddon]] - another 40k skirmish game before the new Necromunda showed up. * '''Fluff:''' 2nd Edition established 40k's basic lore as we recognize it today. It took all the random bits and characters from Rogue Trader, surgically removed everything that was even remotely funny and turned the remains into [[GRIMDARK]]. Gone were the days of [[Space Marines|soda popping psycho-convicts]], [[Imperial Guard|exploding beastmen convicts]] and [[Tyranids|Zoats]]. It was pretty [[skub|skubtastic]] at the time.
Summary:
Please note that all contributions to 2d4chan may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
2d4chan:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
Main page
Recent changes
Random page
Help about MediaWiki
Tools
What links here
Related changes
Special pages
Page information