Greetings all, I've been a lurker here for a while but I've recently begun trying to write some rules for a Salamanders Codex. I know this has been attempted before but I wanted to try and update it for 6th. I don't feel C:
SM really best represents the Salamanders and I wanted to give them a codex around the same level as Dark Angels, Blood Angels and Space Wolves. I've tried to make it as balanced as I can (positives and negatives) but I'd appreciate some feedback if you think any of my rules/points are well out. Here are the highlights of the changes and why I've made them, full army list is in the document:
I should add that my group of friends we don't play Flyers (we just treat them as Fast skimmers) as none of us like the Flyer rules, so I may have to add in some anti-flyer and flyer stuff (Flakk Missiles etc)
Codex is attached
General army rules:
[*]Promethean cult - like a mini version of Vulkan's rules (they'll get his rule if they have him in the army) so Flame and Melta weapons can re-roll to hit rolls of one, Forge Hammers are Master-crafted (but not Thunder Hammers).
[*]We Will Never Forget - I love this one, most units (not Scouts) get Hatred (Chaos Space Marines) letting them re-roll hits in the first round of combat against CSM. This is to represent the pure hatred at the events of the Dropsite Massacre. Not sure if too many things have it? Could limit it to Characters and Fire Drakes?
[*]Armour over Speed - Due to the gravity on Nocturne, they favour armour over speed. Salamanders can always take one more Heavy Support choice than normal and one less Fast Attack choice
HQs:
[*]HQ's based on standard SM HQ units, I've renamed the Iron Halo to Salamander's Mantle to fit the Fluff. Librarian is based on Rune Priest, I haven't done the Psychic Powers yet
[*]All HQ units come with Artificer armour to represent the Salamanders proficiency with crafting armour (they have more artificer and Terminator armour than any other chapter)
Elites:
[*]Fire Drakes based on Wolf Guard but can't leave to lead squads, can take more flame weapons than Wolf Guard but can't take Assault Cannon/Cyclone Missile Launcher
[*]Iron Dragon - There is only ever one of these, this is an entirely new vehicle so feedback would be good, kind of similar to a Furioso dreadnought
[*]Still thinking of one more elite option, Sternguard have been kind of merged with Firedrakes. Possibly some kind of Techmarine/Forge Lord.
Troops:
[*]Scous are BS4 and WS3 to represent the rigorous selection procedure they go through. Removed some weapon options and increased their points to compensate
[*]Tactical Squad - Similar to grey hunters but with no close combat weapon (so one less attack) and can now take Heavy Flamers and Multi-meltas
Transports:
[*]All the same but have the option to switch a Storm bolter for a Heavy Flamer if they wish
Fast attack:
[*]Bikes, Land Speeders and Assault squads all basically the same but you can only have one of each in an army to represent their rarity (you can have more assault squads without jump packs if you want though) Tweaked the weapons to favour Flame and melta at the expense of other weapons
[*]Prometheus Predator - New vehicle! Based on the Baal predator (fluff wise the Salamanders have a very good relationship with the Blood Angels after Armageddon) It's armed with a twin linked multi-melta and optional Heavy Flamer or Heavy bolter sponsons. Let me know what you think.
Heavy Support:
[*]Dreadnoughts moved to heavy support (same as Blood Angels)
[*]Devastator squad - Almost the same as Codex SM, wanted to add Heavy Flamers but can't think of a way of doing it without them becoming a lethal Drop Pod squad (which I don't want really) Will have a think on it.
[*]Rest of the Heavy Support vehicles are all the same as Codex Space Marines
Wargear
[*]New Weapon! Forge Hammer - Like a mini Thunder Hammer, is a rending weapon at +1 Strength no armour piercing, is an option for a few squads. Same as the Corvus Hammer for Dark Angels
To Do list:
Special Characters (Vulkan, Tu-Shan, Vel'cona, Elysius)
Find another elite option
Psychic powers, got some ideas written down but not fleshed out yet
Other wargear options for characters (melta bombs, auspex etc)
So...any opinions?