Longtime Dakkanaut
|
Version 0.2
- Added Tu’Shan Special Character
- Added Reference System to the Rules
- Changed the rules for Forge Hammer (it is now a 1 handed Version of the thunder Hammer)
- Added Fusion Pistol and Hand Flamer to wargear Options
- Modified Psychic Powers
Codex Salamanders
Aply this changes to “Codex Space Marines”.
Remove all Special Characters from the army list, except for Vulkan He’stan
Remove Chapter Master option from the Army List
Add the fallowing Special Characters to the List
Tu’Shan, Chapter Master of the Salamanders (250 points)
WS6, BS5, S4, T4, W3, I5, A4, Ld 10, Sv 2+
Wargear: Artificer Armor, Relic Blade, Two-Headed Dragon, Frag and Krak Grenades, Iron Halo. Tu’shan can replace its Relic Blade with a Forge Hammer for 10 points.
Special Rules: And they Shall know no Fear, Combat Tactics, Independent Character, Orbital Bombardment, Lord of the Fire-Drakes, Hero of Armageddon, Model of Space Marine.
Lord of the Fire Drakes – As the Master of the Chapter, Tu’Shan can call the Chaper veterans of the first company anytime he need them. If Tu’Shan is in the army, you can take up to 2 Sternguard Veterans Squads as troop choices.
Hero of Armageddon – Tu’shan fought hard against the orkz of Armageddon, he and any unit he joins receive the USR “Prefered Enemy: Orkz”.
Model of Space Marine – During the campaigns of Armageddon Tu’Shan earned great respect among all the Space Marines, and was even declared to be a “model of what all space marines should be”. Tu’Shan is Fearless, and re-roll all failed rolls to hit, to wound or to save.
Army Special Rules:
All units receives the “Acute Senses” USR, the bright orange eyes of Nocturnea people allow the Salamander to see the infrared band of the electromagnetic spectrum, giving them a form of night vision.
Wargear Options
Add the “Two-Headed Dragon” bolter to the list:
The “Triple Combi” is a creation of the Tech Priests of the chapter, but it is ofen called “the two-headed dragon”. Very similar to a combi-flamer or a combi-melta it is a bolter with a secondary weapons attached, with enough promethium for one shot. What makes it so unique is his versatility: it a press of a button, it can shoot a concentrated beam of white hot flames, or a spread out cone of red ones.
The “Two-Headed Dragon” can make one shoot of his special ammo each game. When you decide to use it, choose one mode or the other. In the concentrated way, it shoot like a Melta-gun (combi-melta), in the spread flames way, it shoot like a Flamer (combi-flamer). Remember that, besides the mode you choose for shoot, the weapon have only one special shoot, not one of each type.
Add the “Forge Hammer” option to the list:
The Forge Hammer is another of the creations of the Chapter Tech Priests, similar to a Thunder Hammer, but lighter and faster. The Forge Hammer is pretty much a one handed version of the Thunder Hammer, developed during the Armageddon Wars to give an extra edge against the menace of orkish Power Claws.
A Forge Hammers is a power weapon who strikes with initiative -1, and strengh +1, In addition, any model who suffer an unsaved wound from a Forge Hammer, is reduced to initiative to 1 until the end of the fallowing player turn.
Add Hand Flamers and Fusion Pistol to the wargear, they worked as described into the Codex Blood Angels.
Psychic Powers
Replace all Librarian Options with the fallowing powers:
Magma Flow
With this power, the Librarian grants his allies with the major quality of the magna: to flow slowly, and destroy everything in its path, whyle nothing could hold it.
This power is used at the start of the movemente phase. If succesfull, choose a unit within 12” of the librarian, that unit receives the “Slow and Purpousefull” and “Feel no Pain” USRs, until the next movement phase.
Breath of the Dragon
Doing like the dragon, the librarian can expel fire from his mouth, holding his breath for a second, just to delivery fiery death upon his enemies in the next one. The “fire breath” trick is respected all around Nocturnae, but only the Salamanders Librarian can do it by real, and they don’t show it outside of the battle.
This power is a psychic shooting attack, and has the fallowing profile:
Range: Template; Strenght: 6; AP:3; Type: Assault 1, Gets Hot.
Shield of Flames
During his training, a Salamanders Librarian learn to use the fire to hurt his enemies and protect his allies. With the right words, the Salamander rise a circle of flames around him and his allies, to grant cover and burn those who come to near.
This power is used at the start of the movement phase of the owning player. If successful, choose a unit within 12” of the librarian, the power grants a 5+ cover save to the unit until the start of the next movement phase. If the unit is assaulted while this power is active, the enemy will suffer one S4 hit for each wound it causes during the combat. Allocate the wounds caused by this power in the enemy unit (not on the models), with the same initiative of the attack who caused it. Those wounds count to determine who won the combat.
Example: a unit of 10 Chaos Space Marines assaults a unit of 6 Salamanders protected by Shield of Flames. While they attack, the CSM causes 6 wounds into the Salamanders, who save 3, suffering 3 wounds. The CSM them suffer at the same initiative order, 3 hits with S4 (who will wound on 4+), 2 of those wound, and one is saved. The Salamanders attack at the same initiative, causing only 1 more death into the CSM. Now, the Champion with a Powerfist attack, hitting and causing 2 wounds, the CSM unit suffer them 2 hits with S4, wich causes 1 wound, who is saved. The CSM win by 5 wounds to 3. The marine player choose to left the combat with the remaining Salamander, and now the CSMs are in the open, surrounded by melta and flame death.
Protection from Fire
Living in a world of fire, Salamander librarians know that fire is not a obedient servitor, or a gentle teacher, and while they learn to use it for attack and defense, they obviously discover how to protect themselves against it. While the protective circles used at the youth are not powerfull as the real magic learned after, more than one Librarian learn to use them in combat for great effects.
This power is used at the movement phase, and last until the next movement phase. If the power is successful, choose a unit within 12” of the Librarian, until your next movement phase, that unit re-roll any failed save rolls against flamers, heavy flamers (and other template weapons based in fire) and weapons with “melta” special rule. In addition, the unit gains a 4+ invulnerable save against those weapons.
Blessing of Darkness
Not only in fire live the people of Nocturnae, but in darkness too. The Librarians know it, and learn to use the darkness, and to be one with them.
This power is used in the enemy shooting phase. If successful, choose a unit within 12” of the Librarian, during that shooting phase any enemy unit who wish to shoot it must do so using “night fight” rules. If the game is actually using “night fight” rules, the unit gains stealth instead.
Fire Awake
This power is incredible powerfull, and only used by the most powerfull among Salamander Librarians. By using it, the Librarian release fire spirits of the warp into the real world for a short period of time, wich causes all fire around to go simple crazy. Fire based weapons turn more destructive and powerfull, but at the same time, more unreliable.
This is a last resource for salamanders armies, as no Psyker would gladly open the doors between the warp and the real world, but at least a dozen times, the increased fire power granted by it was necessary to deal with the enemies of the empire.
Use this power during the shooting phase. If successful, every flamer, heavy flamer, flamestorm cannon (and other similar flaming weapons), as every melta-gun, multi-melta (and any other “melta” weapon) within 12” (including combi-weapons) of the librarian will gain the fallowing:
- +1 Strength
- AP reduced by 1 (AP5 turns into AP 4,and so on, until the max of AP3)
- Gets Hot!! (but that wound on any result of 1 or 2, and count the wound as caused by a power weapon, vehicles are affected, receiving a "glance hit")
At the end of the turn, roll a dice for each affected weapon that has not been shoot, on a result of 4+, the model who is carrying it suffer a wound, that can only be saved with invulnerable saves.
This power last during your turn and your opponent turn, and the weapons of booth player that are in range when the power is used are affected, but only in their respective controlling players turn.
Only a Librarian upgraded to Epistolary can take this power, and only one Librarian can take it per army. This power automatically calls a peril of the warp over the caster if cast successfully, and if it roll a double 1 it causes a second wound. This power can only be used 1 time per game.
(Calling this power can have other effects, specially on pieces of terrain that deal with to much fire, lava or similar. Hits with S4 in anything within 1d6” of the terrain are a way to do it.)
Make the fallowing changes on the Wargear option in the army-list:
1. Any model who can take Combi-Meltas and Combi-Flamers, can instead buy a “Two-Headed Dragon”, for the same price they buy other combis +5pts. For Example: A sternagurd veteran can buy a Combi-Flamer for 5 points, so it can buy a Two-Headed for 10 points.
2. Any model equipped with a Combi-Melta, Combi-Flamer, Melta-gun, Flamer, Heavy Flamer, Multi-Melta, or Thunder Hammer can pay 5 extra points to make his weapon master crafted. Master Crafted Template Weapons can reroll failed to-wound rolls (all of them).
3. Any model that normally can take a Power Fist (and cannot take a Thunder Hammer), can take a Thunder Hammer for the same price it pay for Power Fists +5pts. For Example: A Tactical Squad Seargent can take a Thunder Hammer for 30pts.
4. Any model that normally can take Thunder Hammers (not the ones who can equips Thunder Hammers due to 3.) can buy a Forge Hammer instead, for the same price they would take the Thunder Hammer, +5 pts. For Example: A Space Marine Captain can take a Forge Hammer for 35 pts.
5. Assault Terminators could not take Forge Hammers using point 4. Instead, only the sergeant of an Assault Terminator Squad can replace his lightning claws for a Forge Hammer paying 10 pts.
6. Any Sergeant, on any squad, can replace its Power Armor for an Artificer Armor paying 20 pts. The same is valid for Librarians and Chaplains.
7. A Tactical Squad can replace any Multi-Melta for a Heavy Flamer paying 20pts.
8. Scout Squads can take a Flamer for 5 points or a Melta-gun for 10 pts. Those weapons could not be given to the Sergeant of the squad.
9. Any vehicle who have a Storm Bolter, can replace it for a Combi-Melta or Combi-Flamer paying 10 points (or Two-Headed Dragon for 15 pts). If the vehicle don’t have a regular Storm Bolter, but have to buy it, it still can replace a Storm Bolter already bought for a Combi Weapon. No vehicle can have more than one Combi-Weapon (and Two-Headed Dragons count as combi-weapons for this purpose). Remember that vehicles still are models, and so they can make their combi-weapons Master Crafted using point 1.
10. Terminator Squads can replace any Heavy Flamer for a Multi-Melta, paying 15 points.
11. Venerable Dreadnought (as old, rare and wise warriors) could not be taken as Elite Choices in any Salamander army, Instead, they can be bought as an HQ option. A Venerable Dreadnought Bought as HQ could not be used to fill compulsory options in the regular army-chart organization (so, you have to buy another HQ first).
12. Regular Dreadnoughts and Ironclad Dreadnoughts in a Salamander Army can be bought normally, but only one time in each slot category. That means you can have only one Dreadnought, and one Ironclad Dreadnought into the Elite slots, and if you control a Forge Master, one more of each into the Heavy Support slots (this means that a regular 1500 points army can have a total of 5 dreadnoughts, wich is alredy a lot of dreadnoughts for a Salamanders Army)
13. A Salamander Army could not include any “Legion of the Damned Squad”.
14. Assault Squads can buy Flamer for -5 points (paying only 5 points for each one), they can to replace any Flamer for a Melta-Gun paying 5pts (so 10 points for each one).
15. Land Speeders cost +10 points (total of 60 points), and all Land Speeders Upgrades cost +5 points. This don’t include Land Speeder Storm (Salamanders don’t use much Land Speeders, this points increase is intended to “nerf” them and reduce their use by player)
16. Devastators Squads can take Heavy Flamers in the same way they take any other Heavy Weapons, paying 20 points for each one.
17. Thunderfire Cannon Techmarine can buy a Thunder Hammer for 30 points (and they can replace it with a Forge Hammer, using point 4).
18. Land Raider Reedemer can make booth his Flamestorm Cannons Master Crafted for 20 points. Master Crafted Template Weapons can reroll failed to-wound rolls (all of them).
19. Predators can Replace Auto Cannon for a Flamestorm Cannon for 30 points, and take side Sponsors with Heavy Flamers for 25 points. If equipped with a Flamestorm Cannon, the Predator can make it Master Crafted for 10 points. Master Crafted Template Weapons can reroll failed to-wound rolls (all of them).
20. Any model who normally can take a Plasma Pistol, can instead take a Fusion Pistol for the same cost, or a Hand Flamer for -5 points. Example: A sergeant can take a Fusion Pistol for 15 points, or a Hand Flamer for 10 points.
|