These Compendiums, available totally free right now, give you all the information. Jun 13, 2018 8th Edition Codex List, whats next after One Year in 8th Edition. 40k ork codex pdf scribd This book was published in June 2014, and is. Codex: Eldar (2nd Edition) is an expansion book for the Games.
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The second generation of Tyranids was ushered in by the army's first codex. What a lovely tome that was, allowing everything from Warriors through to Lictors, Zoanthropes, Carnifexes, and Hive Tyrants access to Tyranid-specific Wargear called 'biomorphs.' As this was second edition, these biomorphs were not your simple +1 Str improvements, they were mad abilities like feedback-causing forcefields and ranged bioplasma attacks that you could mix and match on some of the larger creatures. They were as far beyond our current biomorphs as a conversion beamer is beyond a bolt pistol.But I digress.
This series is meant to be about the evolution of Tyranid models, not about the unique rules that we loved and lost along the way. However, it was a theme of the 2nd Edition of 40K that you could give units some pretty amazing options.
This was also the era before force organization charts, when there were suggested ratios for how much of your force should be made up of troops or heavy support, and Hive Tyrants were limited to something like 1 per 1000 points, but you were still able to do mad, broken things like fielding 4 Lictors in one army. Come to think of it, 2nd Edition seems to be the last time that anyone would want to have 4 Lictors in one army.Yes, second edition gave birth to the Tyranid army in earnest with the introduction of the Tyranid Codex. We received our first plastic kits in the form of Genestealers (though these probably first appeared in a space hulk revision), Termagants, and Warriors. With all this added shooting, the close-combat nature of the Nids was not forgotten. Second edition saw the introduction of the one the sneakiest weapons in the Tyranid arsenal, the Tyranid Lictor. I still believe that all of the fear of lictors that remains these days has been carried over from way back in the day when a lictor could really tear you a new one. Lictors have never measured up to the terror their were in 2nd Ed., a fact that I believe is illustrated by the fact that I stripped all four of my lictors to repaint them for third edition, then never bothered getting around to it as each subsequent iteration of the Tyranid codex has made them less and less impressive.
In second edition, the Tyranids received their first air support in the form of Gargoyles. These metal models were hell for mounting on flying stands as they'd easily tip over, often snapping off the flight stands when they did so. That being said, they were kind of hell on the battlefield as well, coming equipped flamespurts, one of the first tyranid weapons to use the flamer template and, as far as I recall, the only shooting weapon that would force all those covered by the template to move to the edge of the template if they survived. What's more, the gargoyles could fly high: essentially disappearing one turn only to deep strike back onto the board the next. Then there were the models that were so aesthetically impressive and whose rules were so inspiring that I forgot to add them to this post and no one noticed they were missing until GW cheakilly recast them in finecast: the Ripper Swarm.
The only thing to write home about when it came to ripper swarms in second edition is that they could eat any terrain that was organic, removing it from the board. A friend bought me a pack of these as a birthday gift because he knew I didn't have any. I asked him if I could return it in exchange for something useful like a pewter warrior. To round things out, we had the reintroduction of my favourite model, the Screamer Killer, now as a living creature rather than a biological walker with armour values.
He was now called a Carnifex, he had ten wounds and a 2+ armour save that was rolled on 2 dice (effectively rolling it out of 12, which was how Terminator armour used to operate.though in 2nd Edition we used armour save modifiers of -2, -3, etc, rather than the current system of an AP of X negating saves entirely-but I digress). He had a shooting attack in the form of Bioplasma (36' range), and he could make four close combat attacks at Str 7 or combine all four to make a single attack at Str 10. Basically, it was his job to kick ass and take names, which made it all the more hilarious when one of my female friends, upon seeing the model with all those curving, hug-y arms dubbed him 'the love bug.' METAL CARNIFEXAnd, with the exception of some Genestealer Cult models that I'm not really sure where to slot-in yet, that was the full Tyranid line in second edition.
However, second edition was a bit of an Age of Wonders. Not only did you ludicrous rules and wargear that meant special characters who could carve their way through entire armies (don't believe it? I once had to spend half a Tyranid army bringing down Dark Angel Commander Azrael), but there was also Epic, with models so small that you could field entire Space Marine companies on a budget, and imaginations were coming to life in the western United States, where a company was granted a license from Games Workshop to dream bigger than anyone else ever had.More on what these developments meant to the Tyranids on Friday. Ah second edition, not my favourite 40K gaming experience, thats for sure.While I like the look of the creepy, jellyfish like Zoanthropes that have been around for the last decade or so, I still love that goofy, Mekon-like, ragingly angry looking original Zoanthrope: pure pulp sci-fi.Those gargoyles and hormagaunts looked cool, but they really were terrible gaming pieces.
I dont know if I ever saw a fully intact unit on the table. Gravity always took them down a few pegs.I know that I am going to sound like the classic comic store know-it-all here (even though its not my intention to be a d.k, honestly), but in the interests of accuracy here I go anyway (PUSHES GLASSES UP BRIDGE OF NOSE THEATRICALLY).The plastic 'stealers shown above were the same sculpts as Space Hulk 2nd ed and are indeed 2nd ed.They differ from the earlier plastic 'stealers (the SH 1st ed sculpts) because the raised arms available alternate from right to left and every second 'stealer is bending one of its feet back at the ankle. The earlier plastic 'stealers were all identical I think (if memory serves.) and they definitely came out in the Rogue Trader era, 1989 I think.The (pretty rubbish looking) plastic Hybrids (either '89 or '90) predate Tyranid Attack by a few years as they were included along with the plastic Terminator Librarians in the Space Hulk expansion named 'Genestealer'.Tyranid Attack reused the same card components as Advanced Space Crusade, including the 'Dermal Sphincter'. In ASC the Dermal Sphincter was used to get Marine reinforcements onto the hive ship. Essentially they crawled up the ships bum.
The least welcome reinforcements ever, smelling like alien arse. We got a few laughs out of that back in the day:DI am really enjoying these posts, keep it up!
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No adverts like this in the forums anymore. Times and dates in your local timezone. Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance. Email notifications for threads you want to watch closely. Being a part of the oldest wargaming community on the net.If you are already a member then feel free to. I would second the request for 2nded-Tau.
Quick update. I've been on holiday so all I've been up to is reading rules and completing my 2nd codex collection. A happy surprise was finding a huge pile of 2nd ed era White Dwarfs round my boyfriend's parent's house which I had thrown out ages ago so very helpful reading.Our core members are digging out their older models to add to their armies and painting newer ones according to the style of the time.We also have a Squat player who is VERY enthusiastic about the short beardy ones and is converting up more models.Hoefully we can get a game or two in before 6th ed arrives so the real work can begin. Timd wrote:Our group was working on 2nd edition v2.5 rules when 3rd edition came out.
3rd was so bad we quit playing, but 5th was a huge improvement and I'm hoping that 6th will be better (assuming most of the leaked rules are used).MissionsWe did the same. I had all the 3rd and 4th edition codices converted to 2nd editition word documents (squats too). I think I still have those.I'm pretty sure I can still think in 2nd edition, it was the edition I did most of my work with. I might still remember every obscure rule that existed. I basically have no life right now so I would be highly useful if you wanted my help.
The problem is I might forget about this when something else comes up, so you'd have to email me ([email protected]). There are some things we should talk about too. Like are you trying to revive 2nd for real (and thus probably getting banned in some way) or trying to make a conversion file so people who play 5th can make it more like 2nd? Because 2nd was good, but 5th made a few things better.If you somehow made a YMDC forum for 2nd edition i'd gladly answer things there whenever I can. Are we allowed to post on YMDC for older editions?Just let me know if you want my help I guess, step 1.ps?- I might have a prime condition 2nd edition box and dark millenium set, sellable.
Timd wrote: Automatically Appended Next Post:ok scratching my head here. Force Weapons anyone? Cant see them in the 2nd ed smurf codex. Damn being at work and not having access to everything!!There were 3 force weapons, axe (10 pts), sword (10 pts), and rod (15 pts). All were wargear cards, all added mastery level to your strength. Axe and sword held 1 force card, rod held 3. Axe and sword could expend that held card for an additional save modifier on hits (-3 ax, -2 sword i think).
I don't think rod could expend like that.Automatically Appended Next Post. DeSade wrote:Honestly, as long as you're tweaking things, you may want to audit all the codexes and get units' weapon options more in line with later editions. I have a few reasons for this:I agree with this statement but not for the same reasons.1 of us in my world still hasn't coverted their models from 2nd edition loadouts to modern, but that's a very special situation.True cheeser orks had sword, power sword, bolt pistol, plasma pistol. One of our people played them that way almost always.
Things that like aren't a big deal because tactically they can be overcome. Due to the cost of fielding that unit, it ends up being half the size it would normally be. Overall overequipping was never that big a deal.We also had the opposite opinion of how battles went when it came to sitting in cover or actually doing things with basic squads. Most of us fielded 'realistic' armies, aka our marines used mainly tactical squads, etc. While 2nd edition was the game that gave the name 'Characterhammer', those characters could be tactically overcome, or just blasted with heavy weapons. When normal squads were fielded and used, they could do alot of things.
It all really came down to the player's amount of. Because there were just rivers of velveeta in 2nd edition, that is why all the later editions were dumbed down and restricted.2nd works great for special game scenarios, but not as good for having realistic armies in massive battles. I still don't know if I like the idea of 2nd coming back as it was, or whether a similar modified game is the better choice. Either way, I think some things do have to change, like psychic power use, if for no other reason that there is no way for people to get access to those cards anymore.Idk, plus I have to go right now. I'll check back later.This message was edited 2 times.
Last update was at 2012/06/03 00:26:55. I know I'm bringing up a thread that's been dead for 6 months or so, but I just found this through a web search on a whim. Is anyone still participating in this 'revival' project?Myself and my gaming group have never stopped playing 2nd ed.we even still have the original 40k boxed set(and 3 or 4 others) that we bought new when it first came out. Not only that, we used to play Rogue Trader and I still retain most of those books as well.The unfortunate part is that our gaming group is just not what it used to be. Obviously we are all older gamers since we've been around to play Rogue Trader and many of our members have gone for different reasons-2 have died, one is incarcerated for his terrible decisions, one went crazy and 2 or 3 others have just drifted away for other unknown reasons. That leaves 3 of us.and we still play very often.
This past week I played twice in a series of campaign games-one against each of the other 2 remaining players in the group. With the exception of Necrons and Adeptus Mechanicus we have all of the armies. This includes complete Adeptus Arbites, Sisters of Battle, Grey Knights and Squat armies. Some of these armies are absolutely massive since most of the players that have disappeared over the years left their armies with the group. To add to this, many of the miniatures that we own are very old, I've personally got 2 RT(rogue trader) dreadnoughts, a RT land raider, RT attack bike and many, many RT trooper/character minis.I do agree that the rules are clunky compared to the newer rules (which I've never played), but we like the complex and ultra-realistic flavor of the games we play and have no interest in changing versions.
I am interested in seeing any rules that some might have come up with concerning some of the troop types and armies that were not available in 2nd ed. We also have a set of campaign rules that we developed years ago for use with any number of players that I will attempt to post here tomorrow after I get them off of my other computer.
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We've run campaigns using these rules many times and a few of them have lasted nearly a year.If you have any questions regarding rulings in 2nd ed, ask away. Though we do use a few 'non-standard' rules, by and large we go strictly by the book and the three of us have read them many times, almost to the point of memorization in some cases.Currently involved in a campaign using my CSM army-in total miniatures that I own, this is at least 20,000 points(2nd ed points) of models and probably more.3 big toolboxes full of figs, vehicles and bunkers. And that's just one of my armies, though it is arguably the groups largest single army.If anyone is interested I will post those campaign rules soon. They aren't long and are a little abstract, but they work well and have been playtested many times. Like all rules though, they would probably need to be slightly modified to fit with any particular play group. A model armed with a pistol weapon may forgo its usual (2'? 4'?) follow-up move for winning a combat.
Instead it may apply a single 'Dodge This.' Attack to an enemy within (The usual follow-up distance. This is a single shot from the pistol that automatically hits. Roll to wound and save as normal.We began playing this just before the switch over to 3rd Ed amongst my friends. It led to some brilliant cinematic moments, such as an Imperial Guard sergeant blasting a Genestealer in the face at the last second!
The hey day of GW when their rules could win independent awards.I have been playing since RT (when a land raider cost you 750pts) and had great fun under those rules. 2ed was a nice refinement of their skirmish rules when characters still had character.3ed (or Special K) was GW's break from a characterful game into a more generic Sci-Fi wargame and you needed to appeal to buy many models to make a viable army and more besides for variety. That's when I stopped playing although I did keep painting. I bought the rules (from eBay) for 4th edition (Kiddy K) but it couldn't tempt me back to the table top (despite some pretty new Eldar bits).6th edition did but only because I already had such large amounts of Eldar.
EBay gobbled up the Marines, Tau (which I never used) and Imp Guard.2ed was slow to play because it was characterful and individual. When individuals matter, play slows down as individuals have indvidual kit. The newer editions no longer even seem to even follow the fluff, you know, the bit that actually made 40K different from other wargames.That being said,I play 6th edition at the gaming club I have recently joined as that's what they play, and it's kind of fun but only if you like dumping down loads of troops, but I can't tempt any of my friends that are ex-gamers or never been games to play as you need to many troops to play.This week I shall be playing 2ed again; Eldar vs Nurgle Marines. It will be great fun. Tales may be told.2ed was a different game than 6th edition: skirmish vs mini-apocalypse.Some of us remember that particular edition with fondness simple because it wasn't so generic as 6th edition. I'm finally getting enough material to play 2nd ed games. I came into the hobby portion (primarily a painter, modeller) of the game right at the tail end of it, and never got to play it so it's a great bunch of nostalgia that really doesn't take any extra models to revert to if you have modern edition forces.So far I have:-Datafax cards for all the vehicles that will feasibly hit the table in my games.-Ultramarines, Eldar, and Chaos Codexes.
Planning on Orks, Angels of Death, and Sisters of Battle-Rulebook and Wargear book. Still need Codex Imperialis-I plan to download the 'Battle Bible' PDF off a Scribd link I found here on Dakka for my Wargear and Psychic power needs, as I don't want to do the work/price to get all the original cards.
I can always make Psychic/Warp Cards with a MSWord template and print them.Does anyone have the Battle Bible PDF that they can send to me? I don't really want to pay the '24 Access' fee to get it off Scribd, but I dearly need that document to play my games!I assume this link is to the 'Battle Bible' that everyone mentions?This message was edited 1 time. Last update was at 2013/02/19 00:00:33. Personally I'd prefer an updated release of the 2nd Edition rules, a re-envisioning, a spiritual successor, a 2.5 if you will.
Some of the rules could definitely be simplified (sustained fire dice, use of cards, etcs) and a perfect time to tweak some of the rules that didn't work so well. Just treat the second edition rules like GW treated the 4th, 5th, and 6th edition books, in other words if you tweak it far enough that the Codex's are invalid or are in desperate need of fixing (and not because of just power creep).And if this project is rigor I'd gladly take up the helm.This message was edited 1 time. Last update was at 2013/03/11 03:53:07.
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