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Made in us
Land Raider Pilot on Cruise Control




California

Salamanders Army List

Wargear:

Firestreak Missile: A special load for the standard missile launcher, a Salamander with a Missile Launcher may choose to fire a Firestreak missile, or one of the regular two missiles.

Range: 48' Strength: 5 AP: - Type: Heavy 1, Ignores Cover

Melta Pistol: A specialty of the Salamanders, this weapon is a highly compressed Meltagun, but a different pattern from the Inferno Pistol commonly found in the Imperium, less power but longer range. Difficult to manufacture, but it all but eliminates the need for Melta Bombs. Has the following profile:

Range: 12' Strength: 7 Ap: 1 Type: Pistol, Melta

Hand Flamer: Not usually seen in the hands of Space Marines, the Salamander's penchant for flame has given them the enthusiasm to use and improve the simple compressed flamer.

Range: Template Strength: 4 AP: 5 Type: Pistol

Flame Swords: An Iconic weapon wielded by some of the chapter's greatest heroes, flame swords are weapons specifically altered to burn white hot, melting through armor and burning the enemy to a crisp. Flame swords count as Power Weapons

Dragon Hammers: These count as Relic Blades; they also roll +1 on the vehicle damage chart.

Rules

And They Shall Know No Fear: See Codex: Space Marines

Combat Squads: See Codex: Space Marines

Fury Of The Salamanders: The Fireborn are excellent at stalwart defensive fighting, perhaps the only Chapter partially specialized towards such a role. Salamander models gain +1 Attacks and the Relentless USR when they are scoring or contesting an objective.

Sure and Steady: As a rule, many Salamanders are slower than their brethren of other chapters, an unusual reaction between their Gene-Seed and the radiation on Nocturne. However, Salamanders are also far more steady in combat than their brothers. All units with this rule may move in the movement phase and fire any weapon; if the weapon fired was Pistol, Assault, or Rapid Fire, they may then Assault. They may not Assault if they fired a Heavy Weapon. However, All units with this rule will strike between the Initiative they have, and the initiative below it. So a standard Salamander, with Initiative 4, will strike after a Space Marine(initiative 4) but before an Imperial Guardsman(initiative 3) they treat their initiative normally for all other purposes.

HQ

Chapter Master Tu'Shan: Chapter Master of The Salamanders.

WS: 6 BS: 5 S: 4 T: 4 W: 3 I: 5 A: 3 Ld: 10 Sv: 2+(3+)

235 Points

Special Rules:
Independent Character
Orbital Bombardment
Hero of Armageddon
Heir of Vulkan
Lord of The Firedrakes
And They Shall Know No Fear
Protective Doctrine

Hero of Armageddon: Tu'Shan is utterly devoted to protecting not only the Imperium itself, but the citizens of said Imperium. As the Salamanders say, "For The Emperor, and His people." Tu'Shan may grant Preferred Enemy(Any Imperial Force) to himself and the squad he is with.

Heir Of Vulkan: Tu'Shan is a warrior of amazing skill, and a lifetime of training with hammers have left him the undisputed master of their use. Tu'Shan may re-roll all rolls to hit with his Dragon Hammers.

Lord of The Firedrakes: Tu'Shan may be accompanied by a squad of Firedrakes as a Retinue(see below)

Protective Doctrine: Tu'Shan may not be fielded in the same army as Chapter Champion Sa'lavi

Firedrakes: Personal Guard to Chapter Master Tu'Shan on some occasions, specialist shock troops on others, the Firedrakes are the finest warriors of the chapter.

Wargear:

Two Dragon Hammers
Armor Of Kesare
Heavy Flamer(Wrist mounted, does not take a hand to hold)

Armor of Kesare: This Artificer armor confers a 2+ Armor save and a 3+ Invul save.

Firedrake: WS: 5: BS: 4 S: 4 T: 4 W: 2 I: 4 A: 3 Ld: 9 Sv: 2+/4+

Special Rules: Fury of The Salamanders, Sure and Steady, And They Shall Know No Fear, Trial By The Tome Of Fire, Fearless

Speed of The Hellbender: Firedrakes, unlikeTerminators from the rest of the chapter, carry additonal power cells which allow them to make multiple teleport jumps in a single battle. Once per game, at the beginning of their movement phase, a squad of Firedrakes may take a leadership test; upon failure, continue as normal. If successful, the squad may be removed from the table, and immediately replaced anywhere within 36' using the Deep strike rules. If this is done in difficult or dangerous terrain, all models take a dangerous terrain test. This may be done while Locked in Combat. However, if this is done, place the Firedrakes in Deep Strike formation first, then the other unit scatters 3d6 from the Firedrakes. If a Hit is rolled on the scatter die, place the enemy unit in the same deep strike formation as the Firedrakes; in this case the Firedrakes may not move, shoot, or assault this turn, no matter what special rules may say otherwise.

Wargear: Terminator Armor, Two Dragon Hammers.

60 Pts per model

Firedrake Squad: 5 Firedrakes.

Forgefather Vulkan He'Stan:

200 Points

Special Rules: Independent Character, Fury of The Salamanders, Forgefather, And They Shall Know No Fear

Forgefather: All Flamers, Hand Flamers, Heavy Flamers, Flamestorm Cannons, Meltas, Melta-Pistols, and Multi Meltas in an army that includes Vulkan are Twin Linked, and all Thunder Hammers, Seismic Hammers, and Flame Swords in the army are Master Crafted

WS: 6 BS: 5 S: 4 T: 4 W: 3 I: 5 A: 3 Ld: 10 Sv: 2+

Wargear:
Artificer Armor
Frag and Krak Grenades
Melta Pistol
Kesare's Mantle
The Spear of Vulkan
Digital Weapons
The Gauntlet of The Forge

Lecta He'ruk: Master of The Forge

120 Points

WS: 5 BS: 5 S: 4 T: 4 W: 3 I: 4 A: 2 Ld: 10 Sv: 2+

Special Rules: Independent Character, Blessing of The Omnissiah, Bolster Defenses, Fury of The Salamanders, And They Shall Know No Fear, Machine's Bane, Machine's Savior

Marchine's Bane: He'ruk always rolls 2d6 for armor penetration; even when a rule would otherwise prevent this, like a monolith. He may claim extra dice for armor penetration via rules such as Melta, Rending, etc.

Wargear:
Melta-Pistol or Combi-Melta
Flame Sword
Servo-harness
Artificer Armor

May take a unit of Servitors as a Retinue(See Space Marine Codex) These Servitors may replace their Servo Arm with a Heavy Flamer for free.

Vel'Cona: Chief Librarian of the Salamanders

190 Points

WS: 4 BS: 5 S: 4 T: 5 W: 2: I: 1 A: 2 Ld: 10 Sv: 3+

Special Rules: Independent Character, Fury of The Salamanders, Sure and Steady, And They Shall Know No Fear, Master Psyker

Master Psyker: Vel' Cona is a Psyker, and also knows all the powers available to Salamander Librarians.

Wargear: Power Armor, Combi-Melta, Anduril, Melta Pistol, Frag and Krak Grenades.

Anduril: This holy Flame Sword, almost as long as a man is tall, is said to contain within it a fragment of the soul of every life it has taken; If this is true, then within it lie fractions of the Eldar War God Khaine, an aspect of The Nightbringer, and many villains, both Xenos and Heretic. This is a Master Crafted Force Weapon. It also allows Vel' Cona to use up to three psychic powers each turn.

Captain Cal'ek and Standard Bearer V'reth: Captain Cal'ek is the honored captain of the Sixth Company, and well known as a steadfast leader. Standard Bearer V'reth is his appointed successor, having led the Salamanders who came to the Black Templar's aid in Helsreach during the Third War for Armageddon. Both are famous for their skill in defensive warfare and their penchant for Drop Pod Assaults.

Cal'ek: WS 6 BS 5 S: 4 T: 4 W: 3 I: 5 A: 3 Ld: 10 Sv: 2+

V'reth: WS: 6 BS: 4 S: 4 T:4 W: 2 I: 4 A: 2 Ld: 10 Sv: 2+

Rules: And They Shall Know No Fear, Fury Of The Salamanders, Sure and Steady, Brothers By Fire, Devastating Defensive Deep Strikes

Brothers By Fire: V'reth always accompanies Cal'ek into battle; the two are bought as a single unit. If Cal'ek elects to take a Command Squad, V'reth is added to the squad; the squad may not take a Standard Bearer.

Devastating Defensive Deep Strikes: If you take Cal'ek and V'reth, all Drop Pods in the army which wish to drop within 6' of an Objective will only scatter a single D6.

Wargear: Cal'ek: Artificer Armor, Bolt Pistol, Flame Sword, Frag And Krak Grenades

V'reth: Artificer Armor, Melta Pistol, Company Standard, Frag And Krak Grenades.


Salamander Captain: Any of the mightiest heroes of the chapter have a chance of becoming Salamander Captains, yet only a tiny fraction succeed. Those that do, however, are always the very best of the Salamanders, skilled in battle and command as any hero from another chapter.

WS: 6 BS: 5 S: 4 T: 4 W: 3 I: 5 A: 3 Ld: 10 Sv: 3+

Special Rules: Independent Character, Fury of The Salamanders, Sure and Steady, ANTSKNF

100 Points

Wargear:
Hand Flamer or Bolt Pistol
Bolter or Flamer or Chainsword
Power Armor
Frag and Krak Grenades

Upgrades:

Replace Hand Flamer with
A Melta Pistol: +10 pts

Replace Bolter with

A Meltagun: +5 pts
A Combi-Melta or -Flamer: +10 pts
A Flame Sword: +15 Points
A Power Fist: +25 Points
A Thunder Hammer: +30 Points
A Dragon Hammer: +35 Points

Replace Power Armor with Artificer Armor: 15 Points

Replace Power Armor, Hand Flamer, Flamer, Frag and Krak Grenades with Terminator Armor, Storm Bolter, and...

No Extra Weapon: +20 Points
With Flame Sword: +35 Points
With Power Fist: +45 Points
With Dragon Hammer: +55 Points

Command Squad: Many Captains elect to raise a personal retinue of their finest warriors; used to make critical attacks on enemy positions or plug holes in defensive lines, the Command Squad is a unit of some of the most powerful warriors in the squad. The squad is also frequently accompanied by an Apothecary, to tend to the wounds of the critically wounded members of the squad.

Unit Consists of: 4 Veterans, 1 Apothecary

Veteran: WS: 4 BS: 4 S: 4 T: 4 W: 1 I: 4 A: 1 Ld: 9 Sv: 3+
Apothecary: WS: 4 BS: 4 S: 4 T: 4 W: 1 I: 4 A: 1 Ld: 9 Sv: 3+
Company Champion: WS: 5 BS: 4 S: 4 T: 4 W: 1 I: 4 A: 1 Ld: 9 Sv: 3+

Rules: ATSKNF, Fury Of The Salamanders, Sure And Steady

Wargear: Power Armor, Bolt Pistol or Boltgun, Chainsword, Frag and Krak Grenades, Apothecary has Narthecium

One Veteran may take a Company Standard: +15 Points

One Veteran may be upgraded to Company Champion, with Flame Sword and Storm Shield: +30 pts

Any Veteran may replace his Bolt Pistol or Chainsword with

A Storm Bolter or Flamer: +3 Points
A Meltagun or Hand Flamer: +5 Points
A Combi-Melta or -Flamer: +10 Points
A Flame Pistol or Melta Pistol: +15 Points
A Power Fist: +25 Points
A Thunder Hammer: +30 Points
A Dragon Hammer: +35 points

Any Veteran may replace his power armor with Artificer Armor: +15 Points

Salamanders Librarian: Those who show the hint of psychic power during their training are seized upon and taken to the chapter's Librarium, where they begin their training as a Lexicanum, smiting their foes not only with bolter and chainsword, but with psychic powers and force weapon.

115 Points

WS: 4 BS: 5 S: 4 T: 4 W: 2 I: 3 A: 1 Ld: 10 Sv: 2+

Rules: Psyker, And They Shall Know No Fear, Fury of The Salamanders, Sure and Steady

Wargear: Bolt Pistol or Hand Flamer, Force Weapon, Artificer Armor, Psychic Hood, Frag and Krak Grenades

Upgrade to an Epistolary: +50 points

Upgrades: Replace Bolt Pistol with:
Combi-Flamer or Melta: +10 pts
Melta Pistol: +15 pts
Power Fist: +25 Pts
Thunder Hammer: +30 pts

Replace Bolt Pistol, Artificer Armor, and Frag and Krak grenades with Terminator armor and

No additional weapon: 20 Points
Storm Bolter: 25 Points
Combi-Melta or Flamer: 30 pts
Melta Pistol: 35 pts
Power Fist: 45 pts
Thunder Hammer: 55 pts

The Avenger: Calling upon the ancient memories of his chapter, the Librarian issues forth a Construct of Flame to annihilate those in his path. A Psychic shooting attack with the following profile

Range: Template Strength: 5 AP: 4 Type: Assault 1, Twin Linked

Firebolt: A concentrated blast of flame capable of searing through any armor issues forth from the Salamander's mind. A Psychic shooting attack with the following profile:

Range: 24' Strength: 7 AP: 2 Type: Assault 1

Enforced Removal: This power, used at the beginning of the Psyker's assault phase, may be used on any target within 12'. That unit is removed, and the controller of the Librarian may place it anywhere within 36' according to the Deep Strike rules. However, if the Psyker fails this psychic test, the opponent may place the Psyker and any unit he is with anywhere within 36', also according to the Deep Strike rules. The Psyker may use this power on himself and his unit. However, under no circumstances may units be placed with 12' of the table edge with this power. However, they may scatter within 12'

Volcanic Rage: The Librarian brings forth the rage of the world itself, causing Lava to bubble up from below the planet's surface; place a marker up to 36' inches away; everything within 6' of that marker is now Dangerous Terrain. Upon Failure, everything within 6' of the Librarian is now Dangerous terrain. This lasts until the end of the game.

Peel Away The Shadows: Target unit within 24' loses all cover saves, and may be targeted normally by all Space Marine units even if they have a special rule that says otherwise(including Night Fighting).

Failure of Command: Target model within 24' is at Leadership 4 until end of the next player turn.

Reflective Dome: The Psyker brings forth an array of crystallized energy from the Warp; all models in the same unit as the Psyker gain a 5+ invulnerable save, not usable in close combat. In addidtion, if they roll a 6 on their save, the attack being used instead hits the unit that shot it. This lasts until the end of the next player turn, and is used at the beginning of the Psyker's moevement phase

Captain Val'ka: Master of The Recruits, Valka maintains the Salamanders' Newt Forces and is captain of the Scout Company.

115 Points

WS: 5 BS: 5 S: 4 T: 4 W: 2 I: 4 A: 2 Ld: 8 Sv: 4+

Rules: Scouts, Infiltrate, And They Shall Know No Fear, Fury of The Salamanders, Acute Senses*

* When Val'ka joins a squad of Newts or Space Marine Scouts, they also gain Acute Senses.

Wargear:

Hand Flamer
Urodela Pattern Combi-Melta
Flame Sword
Carapace Armor
Phoenix Grenades
Frag and Krak Grenades
Camo Cloak
1 Shadow Charge

Phoenix Grenades: These are a shooting attack with the following profile; they may be used in addition to any standard shooting attacks. In addition, if Night Fighting is in effect, any unit hit by this attack may be targeted as if night fighting weren't in effect.

Range: 18' Strength: 4 Ap: 5 Type: Blast, Ignores Cover

Urodela Pattern Combi-Melta: This Combi-Melta has been specially altered for stealth based work. It is a Combi-Melta that may be used to, before the game begins(after scout moves), make a single shooting attack at any target within 24' this attack counts as AP 3 and always wounds on a 3+, in addition, you choose which model the wound is allocated to, not your opponent. The Melta half may also be fired; in this case the roll is resolved at strength 8, AP 1, 12' range, and always rolls 2d6 for armor penetration, even if the model would normally ignore it(ex, a Monolith)

Sa'Lavi: Chapter Champion of the Salamanders, Standard Bearer, and Honor of Vulkan Incarnate, Sa'Lavi is a Chapter Champion of only three years now; having just taken the position when Tu'shan vacated it to become Chapter Master. Sa'Lavi, formerly a Firedrake and before that Captain of the Fifth Company, is the appointed successor to Master Tu'shan. He leads the Firedrakes to battle when Tu'shan chooses to fight from the rear, and fights from the rear when Tu'shan leads from the front, to ensure that the chapter does not lose two of its greatest in one battle.

WS: 6 BS: 5 S: 4 T: 4 W: 3 I: 4 A: 3 Ld: 10 Sv: 2+/3+

140 points

Wargear: Dragon Hammer and Storm Shield, Terminator Armor, Chapter Banner, Locater Beacon

Special Rules: Fury of The Salamanders, Sure and Steady, And They Shall Know No Fear, Honour or Death, Independent Character, Protective Doctrine

Protective Doctrine: Sa'Lavi may not be fielded in the same army as Chapter Master Tu'shan

Retinue: Sa'Lavi may take a unit of Firedrakes as a retinue.

Troops

Newts are young Salamanders in training, and while they are rarely seen in force due to the Salamanders' low recruitment rate, their stealth and maneuvering abilities can prove essential on the battlefield.

Newt: WS: 3 BS: 3 S: 4 T: 4 W: 1 I: 3 A:1 Ld:8 Sv: 4+

Rules: Fury of The Salamanders, Scouts, Inflitrate, And They Shall Know No Fear

Gear: Bolt pistol, Bolter or Shotgun or Combat Blade or Sniper Rifle, Carapace Armor

15 pts per model

Newt Sergeant

WS: 4 BS 4 S: 4 T: 4 W: 1 I: 3 A: 1 Ld: 9 Sv: 4+
Rules: Fury of The Salamanders, Scouts, Inflitrate, And They Shall Know No Fear

Gear: Hand Flamer, Bolter or Shotgun or Combat Blade or Sniper Rifle, Carapace Armor.

20 pts per model.

Newt Squad: 80 pts

1 Newt Sergeant, 4 Newts

Upgrades:

Add 5 more Newts: 15 pts per model

Up to two Newts may replace their bolters with

A Flamer: Free
A Meltagun: +5 pts

The Newt Sergeant may replace his Bolter or Bolt Pistol with;

A Combi-Melta or Flamer: +5 pts
A Melta Pistol: +10 pts
A Flame Sword: +15 pts
A Power Fist: +25 pts

The Squad may have Camo Cloaks: +3 pts per model

The Newt Sergeant may take: A teleport homer: +5 points
A Shadow Charge: 30 Point

Shadow Charges: When using Shadow charges, declare you are using them to your opponent, pick a vehicle, and write down which vehicle you are using them on, do not show or tell your opponent which one. You may at any time declare you are detonating a Shadow Charge. If you choose to, roll a d6; on a 4+, the vehicle the charge is attached to immediately takes a Strength 10 hit on its rear armor. More than one Shadow Charge may be attached to a single vehicle. Each shadow charge may onl be detonated once.


Salamanders: Standard infantry of the Chapter, Salamanders are capable of filling all manner of battlefield roles.

Salamander:

WS: 4 BS: 4 S: 4 T: 4 W: 1 I: 4 A: 1 Ld: 8 Sv: 3+

Special Rules: Fury of The Salamanders, Sure and Steady, ATSKNF

Wargear: Bolt Pistol, Bolter, Frag and Krak Grenades, Power Armor.

20 pts per model

Salamander Sergeant:

WS: 5 BS 4 S: 4 T: 4 W: 1 I: 4 A: 1 Ld: 9 Sv: 3+

Rules: Fury of The Salamanders, Sure and Steady, ATSKNF

Rules: Hand Flamer, Bolter or Chainsword, Frag&Krak, Power Armor

25 pts

Salamander Squad: 105 Pts

Consists of: 4 Salamanders, 1 Salamander Sergeant.

Add up to 5 more Salamanders: +20 Points per model

Each Salamander may replace their Bolters with a Combi-Flamer or Combi Melta: +10 Points each

Up to Two Salamanders may replace their Bolters with:
A Flamer: Free
A Melta: +10 Pts
A Heavy Flamer: +10 Pts
A Multi-Melta: +10 Pts

The Salamander Sergeant may:

Replace his Hand Flamer with a Melta Pistol: +10 Pts

Replace his Boltgun with:
A Chainsword: Free
A Combi Flamer or Combi Melta: +5 Pts
A Storm Bolter: +10 pts
A Flame Sword: +15 pts
A Power Fist: +25 pts

Replace his Power Armor with Artificer Armor: +15 points

Salamander Tech Team:

WS: 4 BS: 5 S: 4 T: 5 I: 4 W: 1 A: 1 Ld: 8 Sv: 2+

Special Rules: Fury of The Salamanders, Sure and Steady, Bolster Defenses, Blessing of The Omnissiah, ATSKNF, Machine's Savior

Machine's Savior: Whenever a friendly vehicle in line of sight of a Techmarine takes a Weapon Destroyed or Immobilized result, the Techmarine gains the "Fleet" USR and must move towards that vehicle immediately at maximum speed until he reaches it or it is destroyed. He gains +1 to the next Blessing of The Omnissiah roll applied to that vehicle.

Includes: 1-3 Techmarines

50 Points Per Model

Each Techmarine has;

Artificer Armor
Bolter, Bolt Pistol, Hand Flamer or Flamer
Salamander Servo Arm
Frag and Krak Grenades

Upgrades

Each Techmarine may:

Replace Salamander Servo Arm with Salamander Servo-Harness: +35 pts

Replace Flamer with
A Combi Flamer or Melta: +5 pts
A Melta Pistol: +15 Pts

Take either
A Flame Sword: +15 pts
A Thunder Hammer: +30 pts

Salamander Servo Arm: Allows for an extra attack at strength 8, initiative 1, ignoring armor saves, and rolling 2d6 for Armor Penetration.

Salamander Servo Harness: The Salamander Servo Harness provides the wearer with two Salamander Servo Arm attacks, a flamer, and a twin linked melta pistol which cannot be used in close combat. The ranged weapons may be fired in addition to any standard weapons

Add up to 10 Servitors: 15 pts per model
Servitors have the profile and options out of the Space Marines Codex. In addition, they may replace their servo arms with heavy flamers for free.

Heavy Support

Salamander Devastator Squad: 105 pts

Contains: 1 Salamander Sergeant, 4 Salamanders.

Add up to five additional Salamanders: +20 Points per Model

Up to Four Salamanders may replace their bolters with

A Multi-Melta, Missile Launcher, or Heavy Bolter: +15 Points
A Lascannon or Flamestorm Cannon: +35 pts

The Salamander Sergeant may replace his Boltgun and/or bolt pistol with;
A chainsword: Free
A Hand Flamer: +5 pts
A Combi Melta or Flamer: +5 pts
Storm Bolter: +10 pts
Flame Sword: +15 pts
Power Fist: +25 pts

Replace his Power Armor with Artificer Armor: +15 Points

Note: Devastator Sergeants have a Signum

Predator:

Vehicle(Tank)

BS: 4 F: 13 S: 11 R: 10

Autocannon(Turret)

60 pts

May replace Autocannon with a Twin Linked Lascannon: +45pts
Or a Flamestorm Cannon: +35 pts
May take side sponsons with heavy bolters for: +20 pts
or twin-linked heavy flamers for +35
Or lascannons for +60

May take:
Pintle Mounted flamer: +10 pts
Dozer blade: +5 pts
Extra Armor: +10 pts

Land Raiders: May take any of the three, Identical to those in Codex: Space Marines.

Dedicated Transports: See Codex: Space Marines

Fast Attack: The Salamanders rarely field rapid assault forces, preferring armored assault and steadfast defense. However, there are a few occasions where such can be useful. Only 1 Salamanders Fast Attack choice may be fielded in any game that uses the standard Force Orginization Chart

Land Speeders: The favorite Fast Attack choice of the Salamanders, and the only one fielded in significant numbers. The Land Speeder is used as a light Gun platform, hit and run vehicle, and reconnaissance craft.

BS: 4 AV: 10/10/10

Weapons: Multi-Melta, Heavy Flamer.

Type: Fast, Skimmer.

Hellriders: Upon being initiated into the ranks of the Salamanders and granted Power Armor, a newly trained Marine will be given a very specific task; set out into the wastes of Nocturne, and return with a tame Salamander, the namesake of their Chapter. Not all Initiates succeed, but those who do fully become Salamanders, and are added into the ranks of the Hellriders. Their first task is to forge for their mount a great coat of Ceramite Armor, to protect the Salamander from being killed before it can enter the fray.

Profile: WS: 4 BS: 4 S: 5 T: 5 I: 4 W: 2 A: 2 Ld: 8 Sv: 3+

Special Rules: Cavalry, Fury of The Salamanders, Sure But Steady, And They Shall Know No Fear

Wargear: Power Armor, Bolt Pistol, Dragon's Breath, Obsidian Fangs

Dragon's Breath: The Salamander is a creature of fiery temper, and even more fiery breath. This attack counts as a Flamer. It may be fired in addition to the Hellrider's weapon.

Obsidian Fangs: The Salamander's great maw is large and toothed enough to accompany all but the most resistant of creatures. If a model has only one wound remaining and began the game with more than one, the Hellrider may forgo his regular attacks. Instead, a single attack is made, at Strength 10, Initiative 1, Ignoring armor saves. This may not be attempted against Monstrous Creatures, Bikes, or any model with an AV.

Cost: 45 Points Per Model

Unit Consists of: 1-3 Hellriders

Upgrades:

Any Hellrider may swap his Bolt Pistol for
A Meltagun: +10 pts
A Flame Sword: +15 pts
A Power Lance: +20 Points
A Dragon Hammer: +35 pts

Power Lance: A long rod with a power field enclosing the tip, the Power Lance is an excellent tool for Cavalry to wield. When a unit of Hellriders charges into Assault, they forgo their normal attacks to instead make a single attack at Initiative 10 and -1 to Weapon Skill, representing the ease of deflecting such cavalry charges. Power Lances count as power weapons, even when the special attack is not in use.

Force Orginization: The Salamanders are differently organized from many other Space Marine chapters; they have far fewer Fast Attack forces, placing more importance on ground troops. To represent this, the Salmanders may only take up to one Fast Attack choice.

This message was edited 56 times. Last update was at 2011/10/15 23:55:57


Dirty Harry wrote:I know what you're thinking. "Did he fire six shots or only five?" Well, to tell you the truth, in all this excitement I kind of lost track myself. But being as this is a .44 Magnum, the most powerful handgun in the world, and would blow your head clean off, you've got to ask yourself one question: Do I feel lucky? Well, do ya, punk?
 
   
Made in us
Calm Celestian





Atlanta

Not sure about these rules...

I'd start with the Preferred enemy orks, in background fluff and BL books don't the Dark Eldar operate near Nocturne and are thus the PE? Sure Armageddon with Gaz is big but I thought DE were more hated. Could be wrong but as for giving counter attack against certain armies (guard?) No not so much.

I also don't like making all marines relentless even at I 3 as that seems OP for them even if you take away running. Which you shouldn't anyway.

Then there's the hand flamer without AP, should be AP5.

You also forgot HB as a weapon choice and accurate point costs.

Needs some work and editing but I see it's the first draft and these last things may have slipped your mind.

My Sisters of Battle Thread
https://www.dakkadakka.com/dakkaforum/posts/list/783053.page
 
   
Made in us
Land Raider Pilot on Cruise Control




California

Huh. I know Dark Eldar raided Nocturne back during the Great Crusade, bu I thought that was a one time thing, ever since Vulkan chased them off.

Relentless and Initiative 3: I was trying to convey the old rules for them, where the Salamanders were near implacable but had slower reflexes. This was a recommendation from a friend at the local game store.

I was trying to make sure that the Hand Flamer was worse than the proper flamer, to make up for it being a pistol.

Yeah, Heavy Bolters, can't forget those.

Will be constantly updating this as time goes on.

Dirty Harry wrote:I know what you're thinking. "Did he fire six shots or only five?" Well, to tell you the truth, in all this excitement I kind of lost track myself. But being as this is a .44 Magnum, the most powerful handgun in the world, and would blow your head clean off, you've got to ask yourself one question: Do I feel lucky? Well, do ya, punk?
 
   
Made in us
Calm Celestian





Atlanta

Well, I think it was mentioned in the new Salamander books about really hating Dark Eldar.

I was thinking rule wise not fluff as for giving relentless but I'm one opinion so I hope that prompts others to post yea or nay on that.

Concerning the hand flamer I think it's C: WH that has those and they still have AP. No dex on hand but I think 3rd ed Codexi had those.

I guess the ICs look ok but Tu'shan needs some work. I should ask is he like an earlier edition or more akin to the newer one (I do like the upgrade to all flamer/melta tech). I mean are they losing combat tactics? Vanilla marines get weapons at 10 men and you're charging for them

Anyhoo I hope you do continue this. I'm painting some 4th company guys right now

My Sisters of Battle Thread
https://www.dakkadakka.com/dakkaforum/posts/list/783053.page
 
   
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California

The Salamanders in this list lose both Combat Tactics and And They Shall Know No Fear, and replace them with Preferred Enemy: Orks and Dark Eldar, and Relentless.

Tu'Shan was me taking the 5th Edition Space Marine Chapter Master profile, giving it rules that hopefully made it useful, and replacing Honor Guard with the Firedrakes(a unit I'm working on)

The whole "having to pay for free weapons" thing is supposed to be how the Salamanders field much fewer Marines and are much less tactically flexible than the Ultramarines and other Codex Chapters are.

Update: Hand Flamers made AP 5, Flamers are now Free, Fury of The Salamanders updated.

Dirty Harry wrote:I know what you're thinking. "Did he fire six shots or only five?" Well, to tell you the truth, in all this excitement I kind of lost track myself. But being as this is a .44 Magnum, the most powerful handgun in the world, and would blow your head clean off, you've got to ask yourself one question: Do I feel lucky? Well, do ya, punk?
 
   
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Rampaging Furioso Blood Angel Dreadnought




Potters Bar, UK

Erm a couple of things...
1) how can you justify Sallies losing ATSKNF??!!
2)i wasnt aware that they field fewer troops... they have less companies because they are bigger therefore giving them greater tactical flexibility.
(3) i didnt see it but please tell me you are giving the tactical squads the option of taking heavy flamers?yes?please?)

however, i do think this is an excellent idea, and i do like the effort you've obviously put in, well done!

[Edit] yay for Heavy Flamers!

This message was edited 1 time. Last update was at 2011/04/08 00:10:16


inmygravenimage wrote:Have courage, faith and beer, my friend - it will be done!
MeanGreenStompa wrote:Anonymity breeds aggression.
Chowderhead wrote:Just hit the "Triangle of Friendship", as I call it.
 
   
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The Salamanders lose ATSKNF because of game balance. A Marine equivalent with Initiative 3 that's also relentless and has ATSKNF would have to be obscenely expensive, and I don't think a basic troop should cost more than 25 points per model.

Salamanders generally field fewer marines per company, but still have the fixed ten companies, although their Scout Company is smaller than usual due to a lower recruitment rate. They make up for this with their excellent quality Wargear.

As for heavy flamers:
Salamander Squad: 105 Pts

Consists of: 4 Salamanders, 1 Salamander Sergeant.

Add up to 5 more Salamanders: +20 Points per model

Each Salamander may replace their Bolters with a Combi-Flamer or Combi Melta: +10 Points each

Up to Two Salamanders may replace their Bolters with:
A Flamer: Free
A Melta: +10 Pts
A Heavy Flamer: +10 Pts
A Multi-Melta: +10 Pts


Wait till you see their Devastator equivalent. Ever thought about a handheld Flamestorm Cannon?

This message was edited 1 time. Last update was at 2011/04/08 00:28:20


Dirty Harry wrote:I know what you're thinking. "Did he fire six shots or only five?" Well, to tell you the truth, in all this excitement I kind of lost track myself. But being as this is a .44 Magnum, the most powerful handgun in the world, and would blow your head clean off, you've got to ask yourself one question: Do I feel lucky? Well, do ya, punk?
 
   
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Rampaging Furioso Blood Angel Dreadnought




Potters Bar, UK

http://wh40k.lexicanum.com/wiki/Salamanders

Chapter organisation: 1st company, 120 marines, 6 other companies (7 total) so about 800 marines total, the Emperor alone knows where the other 200 or so are hiding.
loving the Heavy flamers! and the Devastators sound...craxy

im still not with you on ATSKNF, i know they would be super expensive with relentless, but ATSKNF is meant to represent the SM's faith in the Emperor, surely you arent doubting the Sallies??!! (btw i know you arent)
how about I4, but in CC they will go after other I4 models? then you dont need relentless (this is shamelessly stolen from another thread and another user, cant find the link right now tho... )

inmygravenimage wrote:Have courage, faith and beer, my friend - it will be done!
MeanGreenStompa wrote:Anonymity breeds aggression.
Chowderhead wrote:Just hit the "Triangle of Friendship", as I call it.
 
   
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California

I saw that too.

Initiative 3.5, maybe?

But I think I have an idea.

Sure and Steady Updated

Tech Team Added

This message was edited 2 times. Last update was at 2011/04/08 01:22:41


Dirty Harry wrote:I know what you're thinking. "Did he fire six shots or only five?" Well, to tell you the truth, in all this excitement I kind of lost track myself. But being as this is a .44 Magnum, the most powerful handgun in the world, and would blow your head clean off, you've got to ask yourself one question: Do I feel lucky? Well, do ya, punk?
 
   
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Rampaging Furioso Blood Angel Dreadnought




Potters Bar, UK

sorry, missed the edit.
looks better, i like the initiative change, maybe need re-wording but it makes sense (they are after all faster than GEQ)
careful with the tech-team, you havent given them a bolter...but they can replace their bolter
definitely glad they have ATSKNF back

inmygravenimage wrote:Have courage, faith and beer, my friend - it will be done!
MeanGreenStompa wrote:Anonymity breeds aggression.
Chowderhead wrote:Just hit the "Triangle of Friendship", as I call it.
 
   
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California

Added options for Tech Team having Bolt weapons. Added Salamander Devastators, Predator, and the option for Land Raiders and Dedicated Transports.

Added two new commanders and the Firedrakes

Added Librarians, a new commander, and added Shadow Charges to Newt sergeants.

This message was edited 2 times. Last update was at 2011/04/08 20:24:49


Dirty Harry wrote:I know what you're thinking. "Did he fire six shots or only five?" Well, to tell you the truth, in all this excitement I kind of lost track myself. But being as this is a .44 Magnum, the most powerful handgun in the world, and would blow your head clean off, you've got to ask yourself one question: Do I feel lucky? Well, do ya, punk?
 
   
Made in us
Calm Celestian





Atlanta

Nice to see the updates. I do have a question on the Firedrakes though. Was the 2 hammers a typo or did you mean to have them get the +1 att. per the special weapon rule? I see them as Honor Guard equivalent so will there be Standards /champions or just 'the best'? I am liking the Trial...Fire point and the idea that they're terminator armor is almost as good as a SS wielding one.

On the point of Honor Guard, will the captain be getting his command squad? +1 on the Hellbender suit too.

I can't wait to see what powers Vel'cona will get but do question the Retinue choice...eh I can see the direction behind it.

Maybe a typo on giving a Newt Sarge WS 5 and I 3? Or is that going with the Troop sarge having WS 5 and the newts won't have Sure and Steady to fend off the step down in int. order?

Love the servo harness idea of firing all weapons in addition to the marine's and flamestorm cannon for Devstators and Predators. I think vanilla marine devs were overcosted but with this rule of Sure and Steady I think it's well worth it. Oh and is the sarge still getting a signum?

...

Man that was a lot of questions, maybe I should have put a soap box in front . You've certainly given me some food for thought and I do appreciate you posting this thread. Keep up the good work.


My Sisters of Battle Thread
https://www.dakkadakka.com/dakkaforum/posts/list/783053.page
 
   
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California

mrwhoop wrote:Nice to see the updates. I do have a question on the Firedrakes though. Was the 2 hammers a typo or did you mean to have them get the +1 att. per the special weapon rule? I see them as Honor Guard equivalent so will there be Standards /champions or just 'the best'? I am liking the Trial...Fire point and the idea that they're terminator armor is almost as good as a SS wielding one. Hammers was intentional. No banners, no Chapter Champion, but I'm considering giving Tu'Shan the same +1 attack bubble that Pedro Kantor has. What do you think?

On the point of Honor Guard, will the captain be getting his command squad? +1 on the Hellbender suit too. [b]Yeah, I'll be writing up the command squad soon


I can't wait to see what powers Vel'cona will get but do question the Retinue choice...eh I can see the direction behind it. That was an accident, I pasted him in between the Master of The Forge and the line that says the MotF gets his retinue. Fixed.

Maybe a typo on giving a Newt Sarge WS 5 and I 3? Or is that going with the Troop sarge having WS 5 and the newts won't have Sure and Steady to fend off the step down in int. order? Oh, he's supposed to have WS 4.

Love the servo harness idea of firing all weapons in addition to the marine's and flamestorm cannon for Devstators and Predators. I think vanilla marine devs were overcosted but with this rule of Sure and Steady I think it's well worth it. Oh and is the sarge still getting a signum? Yeah, giving buffs to all of these guys. The Flamestorm cannon idea was taken from my local game store, where someone had made one. Are they supposed to be able to do that in a different army, or was it custom, anyone know?

...

Man that was a lot of questions, maybe I should have put a soap box in front . You've certainly given me some food for thought and I do appreciate you posting this thread. Keep up the good work. Going to keep working on this until I get bored or I get a whole codex written up, and if I finish that, I'm sending it to GW.



Answers in Bold

Coming soon: An Independent Character Chapter Champion, an actual list of Psychic Powers.

This message was edited 5 times. Last update was at 2011/04/08 21:07:08


Dirty Harry wrote:I know what you're thinking. "Did he fire six shots or only five?" Well, to tell you the truth, in all this excitement I kind of lost track myself. But being as this is a .44 Magnum, the most powerful handgun in the world, and would blow your head clean off, you've got to ask yourself one question: Do I feel lucky? Well, do ya, punk?
 
   
Made in us
Long-Range Black Templar Land Speeder Pilot





The Norse Lands

Epic dude, salamanders always were my favorite space marine chapter, i thought of writing a codex once but never had the drive to do anything for it.

Also, may i suggest giving the salamander devastators a special title, and giving them the relentless rule? I mean, yes its slightly over powered, but a limit of one squad per 1000 points would work out well i think.

1,500




 
   
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California

I'm going to be renaming every unit with an original name later on, but for now, I'm using the SM names until I think of my own. As you might've guessed with Newts and Hellbenders, I'm taking names from Salamanders or the like.

Update: Chapter Champion added

This message was edited 1 time. Last update was at 2011/04/08 23:53:47


Dirty Harry wrote:I know what you're thinking. "Did he fire six shots or only five?" Well, to tell you the truth, in all this excitement I kind of lost track myself. But being as this is a .44 Magnum, the most powerful handgun in the world, and would blow your head clean off, you've got to ask yourself one question: Do I feel lucky? Well, do ya, punk?
 
   
Made in gb
Dangerous Outrider






Melta Pistol: A specialty of the Salamanders, this weapon is a highly compressed Meltagun. Difficult to manufacture, but it all but eliminates the need for Melta Bombs. Has the following profile

Range: 12' Strength: 7 Ap: 1 Type: Pistol, Melta

Hand Flamer: Not usually seen in the hands of Space Marines, the Salamander's penchant for flame has given them the enthusiasm to use and improve the simple compressed flamer.

Range: Template Strength: 4 AP: 5 Type: Pistol


Both of these weapons are found in the Blood Angels Codex. The inferno pistol is a melta pistol with Range 6" S8 Ap 1 Melta and the Hand flamer is Template, S3 Ap 6 I believe.

Armies | Space Marines (Void Knights - Own Chapter), Space Wolves & Dark Angels | Imperial Guard Cadian and Kasrikin | Grey Knight/Sisters/Inquisitors | Empire - Hochland | Britanan (Relics) | Mordor & Gondor |

Hello, although I'm a static Zero.
I'm fighting all your wars.

Warning: These miniatures contain lead and should not be chewed or swallowed.

These Miniatures may well be miscast... 
   
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California

alphaomega wrote:
Melta Pistol: A specialty of the Salamanders, this weapon is a highly compressed Meltagun. Difficult to manufacture, but it all but eliminates the need for Melta Bombs. Has the following profile

Range: 12' Strength: 7 Ap: 1 Type: Pistol, Melta

Hand Flamer: Not usually seen in the hands of Space Marines, the Salamander's penchant for flame has given them the enthusiasm to use and improve the simple compressed flamer.

Range: Template Strength: 4 AP: 5 Type: Pistol


Both of these weapons are found in the Blood Angels Codex. The inferno pistol is a melta pistol with Range 6" S8 Ap 1 Melta and the Hand flamer is Template, S3 Ap 6 I believe.
Salamanders aren't Blood Angels; their Flame and Melta weapons are better, for one.

Dirty Harry wrote:I know what you're thinking. "Did he fire six shots or only five?" Well, to tell you the truth, in all this excitement I kind of lost track myself. But being as this is a .44 Magnum, the most powerful handgun in the world, and would blow your head clean off, you've got to ask yourself one question: Do I feel lucky? Well, do ya, punk?
 
   
Made in gb
Dangerous Outrider






Yeah I agree with that point, but just pointing out that the hand flamer is an existing piece of gear, change of title maybe.

For that at least.

Armies | Space Marines (Void Knights - Own Chapter), Space Wolves & Dark Angels | Imperial Guard Cadian and Kasrikin | Grey Knight/Sisters/Inquisitors | Empire - Hochland | Britanan (Relics) | Mordor & Gondor |

Hello, although I'm a static Zero.
I'm fighting all your wars.

Warning: These miniatures contain lead and should not be chewed or swallowed.

These Miniatures may well be miscast... 
   
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Land Raider Pilot on Cruise Control




California

I'll change it later on, I guess.

Dirty Harry wrote:I know what you're thinking. "Did he fire six shots or only five?" Well, to tell you the truth, in all this excitement I kind of lost track myself. But being as this is a .44 Magnum, the most powerful handgun in the world, and would blow your head clean off, you've got to ask yourself one question: Do I feel lucky? Well, do ya, punk?
 
   
Made in gb
Dangerous Outrider






To be fair I like the ideas you are using, Salamanders are meant to be different.

And no offence meant, Sisters of battle is the main reason for Hand flamers as far as I am concerned I just know that they have been show horned in to Blood angels.

Subscribed mind

Armies | Space Marines (Void Knights - Own Chapter), Space Wolves & Dark Angels | Imperial Guard Cadian and Kasrikin | Grey Knight/Sisters/Inquisitors | Empire - Hochland | Britanan (Relics) | Mordor & Gondor |

Hello, although I'm a static Zero.
I'm fighting all your wars.

Warning: These miniatures contain lead and should not be chewed or swallowed.

These Miniatures may well be miscast... 
   
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Land Raider Pilot on Cruise Control




California

Yeah, well, it makes sense for the Salamanders to have their own(better) version.

Psychic Powers and Land Speeders coming soon.

This message was edited 1 time. Last update was at 2011/04/09 00:48:52


Dirty Harry wrote:I know what you're thinking. "Did he fire six shots or only five?" Well, to tell you the truth, in all this excitement I kind of lost track myself. But being as this is a .44 Magnum, the most powerful handgun in the world, and would blow your head clean off, you've got to ask yourself one question: Do I feel lucky? Well, do ya, punk?
 
   
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Grim Dark Angels Interrogator-Chaplain





Earth

hand flamers are str4 ap5, the seraphim have them
   
Made in us
Land Raider Pilot on Cruise Control




California

So, yeah, I got them right.

Dirty Harry wrote:I know what you're thinking. "Did he fire six shots or only five?" Well, to tell you the truth, in all this excitement I kind of lost track myself. But being as this is a .44 Magnum, the most powerful handgun in the world, and would blow your head clean off, you've got to ask yourself one question: Do I feel lucky? Well, do ya, punk?
 
   
Made in us
Calm Celestian





Atlanta

Nice fluff working with the Chapter Champ not being fielded with the Chapter Master. Concerning giving him the Pedro bubble, I could take it or leave it. I mean I can't think of anything better to give him since He'stan has the twin linked rule unless you wanted to make him banner-like and give some bonus to rolling Ld tests like using his Ld stat. Or give units USR like tank hunters or letting vehicles ignore shaken results/ get extra armor. I'll put some more thought into it. Oh and is Will of Armageddon what you're naming it? I can't seem to find it.

Glad to help with some editing by spot checking numbers and copy/paste action

For the Flamestorm idea I think fluff says they and the Fire Lords came up with the Prometheus/Redeemer Land Raider about the same time. The Fire Lords changed the name to Redeemer and the Salamanders kept Prometheus. They could have been walking with the cannon until then and went "Brothers, let's Ride!" So no idea if it was previous fluff or just a brainstorm by your unassuming local guy.

To Commisar Von Humps, the devastators have the homebrew rule of Sure and Steady so they can move and shoot but not assault if they fired heavy weapons. Which tactically, devs shouldn't be assaulting anyway.

I see the Captain Val'ka of Recruits is a foil to Telion, but I must point out that the Salamanders don't have a 10th company. I believe its scouts are the 8th which has a small number (like 60) I think the math is 120 per company with 7 companies is 840 and 60 scouts make 900 which is their slow recruiting rate but they make up for it by having better gear/ better maintenance on said gear.

As for the Urodela pattern I like the concept of a single shot but is that to be resolved at any target (like the vindicare assassin can pick out any model) or he's just taking a shot at a unit. I could also see making it a melta shot at 12" to pop a transport as it is a combi (and that's as close as one can get before the game starts.) Just a thought as you started this and have me thinking of new toys.




My Sisters of Battle Thread
https://www.dakkadakka.com/dakkaforum/posts/list/783053.page
 
   
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The guy already gives a leadership bonus and the +1 attack. I updated him, and he now carries a Chapter Banner, which of course grants leadership re-rolls and the +1 attack to his squad.

Val'ka: I made this guy because I've always wanted to see a Scout Captain, mainly. Anyway, I changed him to say "Captain of The Scout Company" So I can't get numbers wrong.

Also, changed it to Hero Of Armageddon and made clear what it does.

Updated the Urodela pattern to also fire the Melta half; the reason it specifically can cut through monoliths is because a while back my Scout Sergeant actually managed a kill on a friend's monolith; I want Val'Ka to be the same guy, recently promoted.

Updated Vel'Cona and added the list of Psychic Powers.

Added Land Speeders, buffed the Master Of The Forge

This message was edited 5 times. Last update was at 2011/04/10 09:16:36


Dirty Harry wrote:I know what you're thinking. "Did he fire six shots or only five?" Well, to tell you the truth, in all this excitement I kind of lost track myself. But being as this is a .44 Magnum, the most powerful handgun in the world, and would blow your head clean off, you've got to ask yourself one question: Do I feel lucky? Well, do ya, punk?
 
   
Made in us
Cackling Chaos Conscript




I typed up a quick and dirty salamander codex earlier this year. I'll post it later; couple of concepts I used were greater access to artificer armor, and cheaper power weapons. Also, master crafting and tac access to heavy flamers.

The Grog wrote:You know, for a relentless undying horde of metal space zombies Necrons spend a lot of their time running for their life.
 
   
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Rampaging Furioso Blood Angel Dreadnought




Potters Bar, UK

wow theres a lot going on with this, looking good though, keep it up!

inmygravenimage wrote:Have courage, faith and beer, my friend - it will be done!
MeanGreenStompa wrote:Anonymity breeds aggression.
Chowderhead wrote:Just hit the "Triangle of Friendship", as I call it.
 
   
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Land Raider Pilot on Cruise Control




California

Well, anyone have any recommendations on what to do next?

Dirty Harry wrote:I know what you're thinking. "Did he fire six shots or only five?" Well, to tell you the truth, in all this excitement I kind of lost track myself. But being as this is a .44 Magnum, the most powerful handgun in the world, and would blow your head clean off, you've got to ask yourself one question: Do I feel lucky? Well, do ya, punk?
 
   
Made in us
Cackling Chaos Conscript




Like I said, quick'n'dirty. Needs some work, and fleshing out.

Salamanders Codex
Special Rules:
Chapter Tactics:
Salamanders have a great affinity for the forge, and this naturally translates to their battlefield tactics & prowess. All flamers, heavy flamers, meltaguns, and multimeltas in a Salamanders army count as twin linked. All Thunderhammers count as mastercrafted.

Forgeborn: As each individual Salamander is always expected to put in their own time at the forge, the Salamanders have greater access to artificer armor and power weapons than most Space Marine Chapters. This represented in the army selection section of this codex.

Gravity Bound: Nocturne is a world of wildly fluctuating gravity, making it much harder for the Salamanders Chapter to maintain full strength squads of Assault Marines, Bikes, and Landspeeders. For this reason, there may be only one unit in a Salamanders army equipped with jump packs or bikes (excluding Independent Characters, but including Attack Bikes). In addition, Land Speeder squadrons become 0-1 in a Salamanders army.

Combat Squads, And They Shall Know No Fear:
As per Codex: Space Marines

Salamanders Psychic Powers:
The Salamander’s Venom – Summoning up the Salamander’s venom, the Librarian spits forth a ball of pure fiery magma. This is a psychic shooting attack with the following profile: R18” Assault 1, S8 AP1 melta.

The Salamander’s Rage – The Salamander’s rage appears as a great fiery cloud of gas and flame, scorching the enemies of the Chapter. This is a psychic shooting attack with the following profile: R Template, Assault 1, S5 AP3.

The Salamander’s Heart – Instilling the courage of the great Firedrakes of Nocturne, the Librarian emboldens the hearts of his fellow warriors. Until the start of the next Salamander’s turn, 1 Salamander infantry unit (which can be the Librarian and/or the unit he is attached to) within 18” counts as Stubborn.

The Salamander’s Eye – The Firedrakes of Nocturne are known to have keen vision, searching out their prey amidst the magma pools of their world. One friendly Salamander infantry unit (which can be the Librarian and/or the unit he is attached to) within 12” may re-roll all rolls of ‘1’ to hit in this shooting phase. Note: if a plasma weapon rolls a ‘1’ to hit, this may be re-rolled; however, the firer still takes a wound, even if the second roll is not a ‘1’.

The Salamander’s Skin – As you would expect, the great Drakes have developed incredibly heat-tolerant skin to survive their life among the magma pools of Nocturne. The Librarian may transfer a tiny shred of this resistance to his battle-brothers. One friendly Salamander unit within 12” treats all flame template weapons as being 1 less strength and 1 less AP when the opposing player is rolling to wound, and to determine if saves may be taken, until the start of the next Salamander’s turn. For example, a unit with this power active is hit by a heavy flamer (S5 AP4). When rolling to wound, the owning player of the flamer treats it as S4 AP5. This applies to ALL weapons that use the flame template. Weapons using the flame template, but without a strength value (i.e. poison weapons) only suffer 1 less AP.

The Salamander’s Teeth – Hunting the Firedrakes is never an easy task. They can tear through a Marine’s armor with ease, ending the promising career of many a battle-brother with their obsidian-sharp teeth. The Librarian can give part of this strength to his brothers, allowing them to carve through their enemies. One friendly non-vehicle model, which may be the Librarian himself, within 12” gains +1 attack and the Rending special rule in the Assault Phase. This lasts until the start of the next Salamander’s turn.

Wargear:
Firedrake (maximum 1 per army) – Capturing and taming a Firedrake is the most difficult task a Salamander may accomplish. Those who do find themselves swiftly promoted through the ranks, as such an individual clearly must have Vulkan’s favor. Those who do succeed, a tiny fraction of those who try, will often bring their mounts to battle. The Firedrake makes a terrifying battle mount, fighting alongside its rider with its own weapons. Firedrakes are fiercely territorial; when two Drakes fight, it is a brave and foolish Salamander who attempts to intervene! For this reason, only 1 Firedrake may be taken in a Salamanders army. A model with a Firedrake mount gains +1 Toughness, +1 Wound, +1 Attack, the Cavalry unit type, and a breath weapon (counts as a Heavy Flamer with the Rending Special Rule). Do not include the +1 Toughness when calculating Instant Death.

Belt of the Forge (maximum 1 per army) – For those who find themselves elevated to the ranks of the Master Smiths, the Belt of the Forge serves as both mark of that honor and protection against the most powerful of the enemy’s weapons. A model with a Belt of the Forge has the Eternal Warrior special rule.

Master-crafted Weapons – any Salamander Independent Character or Salamander Space Marine Sergeant may master-craft one of their weapons. Note: the combi portion of a combi weapon may not be master-crafted – however, the bolter itself may be. 10 points per model.

Obsidian Grenades – Barely cooled chunks of magma from Nocturne are kept in suspension aboard a Salamanders starship, kept in their semi-viscous state until needed in battle. Obsidian grenades are ranged weapons with the following profile: R8”, S3, AP-, ignores cover. Any unit hit by an Obsidian grenade must make an Initiative check (at the majority initiative of the unit). If failed, their initiative is halved until the following shooting phase, and they move as if in difficult terrain. A 6 always fails.

Vehicle Wargear:
Ceramite Hull – The Salamanders will sometimes uparmor a vehicle by giving it new armor layers of heat-treated ceramite armor, making it impervious to melta weapons. However, the extra layers of armor reduce its top speed, a tradeoff the Techmarines of the Chapter are diligently working to fix. A vehicle with a Ceramite Hull treats all weapons with the melta special rule (including melta bombs) as regular weapons with the same profile. No melta weapons may roll an extra dice for armor penetration. However, the vehicle’s maximum speed becomes 6+d6”. Predators, Vindicators, and Land Raiders of all varieties only.

Pintle Mounted Flamer – Often Salamander vehicles will be modified with a pintle mounted flamer, allowing them to scorch their enemies, who just can’t take the heat the same as a Salamander can! This follows the rules for pintle mount weapons. Note: only one pintle mounted weapon may be taken per vehicle.

HQ:
Forgefather Vulkan Hestan – 160 (as per Codex: Space Marines)

Librarian – options as per Codex: Space Marines
-May take Terminator Armor with Storm Shield and Thunder Hammer (replaces the force weapon) +55 points
-Replace Power Armor with Artificer Armor +10 points
-May take a Belt of the Forge +20 points

Captain - (as per Codex: Space Marines)
-Replace Power Armor with Artificer Armor +10 points
-May take a Firedrake mount (if selected, may not take a jump pack) +40 points
-May take a Belt of the Forge +20 points
-May replace his close combat weapon or bolt pistol with a power weapon+10 points
-May replace his close combat weapon or bolt pistol with a power fist+20 points

Chaplain – (as per Codex: Space Marines)
-Replace Power Armor with Artificer Armor +10 points
-May take a Belt of the Forge +20 points

Terminator Command Squad - may only be taken if the Chapter Master or a Captain in Terminator armor is also taken. Does not use up a HQ slot. 180 points
Unit Composition:
3 Salamander Terminators
1 Salamander Terminator Apothecary
Wargear:
Terminator Armor
Storm Bolter
Power Fist
Apothecary only: Narthecium
One Terminator may be given the Company Standard+15 points
-If the Chapter Master is taken, one Terminator may instead be given the Chapter Banner+25 points
One Terminator may be upgraded to Company Champion (+1 Attack and +1 Weapon Skill)+20 points
-If the Chapter Master is taken, one Terminator may instead be upgraded to Chapter Champion (+2 Attacks and +1 Weapon Skill)+30 points
The Chapter Champion may:
-exchange his storm bolter and power fist for two lightning claws or a Thunder Hammer and Storm Shield
All Terminators may exchange their Storm Bolter and Power Fist for two lightning claws or a Thunder Hammer and Storm Shield
One Terminator may exchange his storm bolter for a:
-Heavy Flamer+10 points
-Assault Cannon+30 points
-Cyclone Missile Launcher+30 points
Up to 2 models may replace their storm bolter with a combi-melta or combi-flamer for +5 points each
The unit may select a Land Raider (any type) as a dedicated transport.

Command Squad – (as per Codex: Space Marines)
The entire Command Squad may take artificer armor at +7 points per model

Elites:
Salamander Veterans – (Sternguard as per Codex: Space Marines)
-may take artificer armor for the entire squad, at a cost of +7 points per model

Assault Terminators – (as per Codex: Space Marines)

Terminator Squad – (as per Codex: Space Marines)
-up to 2 models may replace their storm bolter with a combi-melta or combi-flamer for +5 points each

Dreadnought – (as per Codex: Space Marines)
-may replace Assault Cannon with Flamestorm cannon –free

Venerable Dreadnought – (as per Codex: Space Marines)
-may replace Assault Cannon with Flamestorm cannon –free

Ironclad Dreadnought – (as per Codex: Space Marines)
-may replace Dreadnought Close Combat Weapon with a Flamestorm Cannon –free
-may replace Dreadnought Close Combat Weapon with a Seismic Hammer (counts as master-crafted, has the same options as the DCCW)

Tech Marine

Troops:
Tactical Marines – (as per Codex: Space Marines)
-Sergeant may replace bolter with chainsword-free
-Sergeant may take artificer armor +5 points
-Sergeant may replace his close combat weapon or bolt pistol with a power weapon+10 points
-Sergeant may replace his close combat weapon or bolt pistol with a power fist+20 points
-Heavy weapon may be replaced with a heavy flamer for +15 points
-Up to 2 models may take Obsidian Grenades+10 points per model

Salamanders Scouts – (as per Codex: Space Marines)
-One squad may replace carapace armor with power armor for +1 point per model. This squad may not infiltrate.
-Up to one Scout may be armed with a heavy bolter (with hellfire shells), a missile launcher, or a multimelta+10 points
-Sergeant may replace his close combat weapon or bolt pistol with a power weapon+10 points
-Sergeant may replace his close combat weapon or bolt pistol with a power fist+20 points

Fast Attack:
Land Speeder Squadron – (as per Codex: Space Marines)

Attack Bike Squadron – (as per Codex: Space Marines)

Salamander Bike Squadron – (as per Codex: Space Marines)
-Sergeant may replace his close combat weapon or bolt pistol with a power weapon+10 points
-Sergeant may replace his close combat weapon or bolt pistol with a power fist+20 points

Assault Squad – (as per Codex: Space Marines)
-Sergeant may take artificer armor +5 points
-Sergeant may replace his close combat weapon or bolt pistol with a power weapon+10 points
- Sergeant may replace his close combat weapon or bolt pistol with a lightning claw+15 points
-Sergeant may replace his close combat weapon or bolt pistol with a power fist+20 points

Razorback Squad:
To make up for their comparative lack of Assault Marines, Bikes, and Landspeeders, Salamanders have developed the unique unit doctrine of the Razorback Squad.
Razorback Squad – 90 points
Unit Composition:
4 Salamanders Space Marines
1 Salamanders Space Marine Sergeant
Wargear:
-Boltgun, bolt pistol, power armor, frag & krak grenades
Options:
-May add one additional Salamander Space Marine for +16 points
-If the squad numbers 5 or more models, one Salamander Space Marine may replace his boltgun or bolt pistol with:
-flamer-5 points
-meltagun-10points
-plasmagun-10 points
-heavy flamer-20 points
The Salamanders Space Marine Sergeant may replace his boltgun and/or bolt pistol with:
-Chainsword-free
-combi-melta or combi-flamer-10 points
-power weapon-10 points
-power fist-20 points
-plasma pistol-15 points
-storm bolter-5 points
The Salamanders Space Marine Sergeant may take:
-melta bombs-5 points
-teleport homer-15 points
All models may exchange their boltgun for a close combat weapon-free
The squad must buy a Razorback, chosen as normal from the Dedicated Transports list.

Dedicated Transports:
Rhino – (as per Codex: Space Marines)
-may take storm bolter+10 points
-if no additional storm bolter is selected, may take a pintle mounted flamer+15 points

Razorback – (as per Codex: Space Marines)
-may take storm bolter+10 points
-if no additional storm bolter is selected, may take a pintle mounted flamer+15 points

Drop Pod – (as per Codex: Space Marines)

Heavy Support:
Whirlwind – (as per Codex: Space Marines)
-may take storm bolter+10 points
-if no additional storm bolter is selected, may take a pintle mounted flamer+15 points

Predator – (as per Codex: Space Marines)
-may take Ceramite Hull+25 points
-may take storm bolter+10 points
-if no additional storm bolter is selected, may take a pintle mounted flamer+15 points
-may replace heavy bolter sponsons with heavy flamer sponsons-free

Vindicator – (as per Codex: Space Marines)
-may take Ceramite Hull+25 points
-may take storm bolter+10 points
-if no additional storm bolter is selected, may take a pintle mounted flamer+15 points

Land Raider (all variants: as per Codex: Space Marines)
-may take Ceramite Hull+30 points
-may take storm bolter+10 points
-if no additional storm bolter is selected, may take a pintle mounted flamer+15 points

Devastator Squad
-Any model armed with a heavy weapon may be given a suspensor belt – designed to combat the fierce gravity shifts of Nocturne, it grants the model Slow & Purposeful. The rest of the unit does not gain the benefits, but does take the penalty (so the whole unit will roll 2d6 for movement, but only models equipped with suspensor belts will count as stationary). These may be turned off, losing the Slow & Purposeful rule.

Thunderfire Cannon – As Codex:Space Marines
-TechMarine has 2 wounds

The Grog wrote:You know, for a relentless undying horde of metal space zombies Necrons spend a lot of their time running for their life.
 
   
Made in us
Land Raider Pilot on Cruise Control




California

I may be stealing a few ideas from you; also, the Salamanders all have to undergo the same trials as the Emprah and Vulkan did; most importantly, catching a Salamander.

Which gives me an idea for a Cavalry unit...

Hellriders Added

This message was edited 1 time. Last update was at 2011/04/10 20:16:03


Dirty Harry wrote:I know what you're thinking. "Did he fire six shots or only five?" Well, to tell you the truth, in all this excitement I kind of lost track myself. But being as this is a .44 Magnum, the most powerful handgun in the world, and would blow your head clean off, you've got to ask yourself one question: Do I feel lucky? Well, do ya, punk?
 
   
 
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