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Made in us
Fireknife Shas'el





United States

Codex is nearly complete, I just need some people to playtest it!

Salamander USR: The Salamander Special Rule is made up of the following special rules:
Spoiler:
Born in Fire: Surrounded by flames since birth, Salamanders are conditioned to casually ignore the searing temperatures that would otherwise severely burn or kill other Space Marines. All Salamanders gain Feel no Pain against Flamer weapons of all types.
--
Stubborn
--
And They Shall Know no Fear
--
Combat Squads
--
Acute Vision: Due to the darkness that surrounds them constantly, Salamanders, and indeed many of the people of Nocturne, have a sort of night vision. When the Night Fighting rules are in play, Salamanders see normally up 24". Between 24" and 36" enemy units have the Stealth special rule, and beyond 36" they have the Shrouded special rule. Salamanders cannot see past 48" during Night Fighting, and may shoot at enemy units up to 48" away, as opposed to the usual 36" limit imposed by Night Fighting.
--
Slower than Normal: While still much faster than a normal human, Salamanders are not a quick as their Space Marine brethren. Against enemy Space Marines (including Chaos Space Marines, with the exception of Plague Marines), Salamanders count as having an Initiative of 3.
--
Ancient Enemies: The Dark Eldar have long been a thorn in the Salamanders side, with their raids of Nocturne stretching back to the Great Crusade. As a consequence, the Salamanders have become rather proficient at fighting the Dark Eldar, and therefor all Salamanders gain both Preferred Enemy (Dark Eldar) and Hatred (Dark Eldar).

----------------------------------------------------------------------------------------------------------------

Armory of the Salamanders:
Spoiler:
Masters of the Forge: Salamanders possess a higher than normal aptitude for technology, a gift that has yet to betray the chapter. Each Salamanders Character (sergeants, Independent Characters, etc), Terminator unit, and Veteran unit (both Sternguard and Vanguard) may choose one of the following for +5 points per model:
1-Twin-Linked Flamer weapons (Including Flamestorm Cannons)
2-Twin-Linked Melta weapons
3-Master-Crafted Power Weapons
4-Master-Crafted Power Armor - may re-roll a single failed armor save roll of 1 per game.
5-Master-Crafted Thunder Hammers
----
Standard Equipment This list may be taken by any model in any unit for the listed cost.
-
Inferno: Any flamer weapon may be upgraded to have the Torrent special rule. If it does so, it changes from Assault to Heavy (unless it is already a Heavy weapon). +10 points per flamer weapon.
-
Char-flame Ammunition: Any flamer weapon upgraded with this ammunition increases its Strength by 1. +10 points per weapon.
-
Hardened Armor: A heavier, but more protective variant of Power Armor halfway between standard power armor and terminator armor. Models with Hardened armor re-roll failed saves against blast or template weapons. +5 points per Power Armored model, +10 points per model with Artificer Armor. Model with Terminator Armor may not take this equipment.
----
Special Issue Equipment This equipment may only be taken by Independent Characters, unless otherwise specified in the unit's entry.
-
Drakescale Cloak +15 points: Crafted from the Drakes that roam Nocturne, this cloak provides an additional layer of nearly impenetrable protection, especially against fire. Drakescale Cloaks provide a 2+ invulnerable save against all flamer weapons (including Flamestorm Cannons, Baleflamers, and any other weapon that shoots fire) and a 4+ invulnerable save against all other attacks.
-
Sigil of Vulkan +15 points: A relic from before the Heresy, this relic was once wielded by Vulkan himself, and because of this, he who wields it is a symbol of Vulkan's might, inspiring all who gaze upon him. All Salamanders within 8" gain the Fearless and Fleet special rules.
-
Hammer of Fire: This massive Thunder Hammer is gifted to the most honorable of the Firedrakes. Once in battle, the hammer bursts into flame, becoming as hot as a melta blast. This weapon uses the following profile: R: - S: User AP:2 Type: Melee, Two-Handed, Unwieldy, Concussive, Fleshbane, Armorbane. One per army.
-
Surtur's Breath +20 points: This particularly devastating weapon was once wielded by a rather vicious Salamander named Sutur. He modified his weapon to shoot a specially-developed fuel a longer distance, creating a weapon of great power in the process. This weapon uses the following profile: R: Template S:5 AP:3 Type: Heavy 1, Torrent. One per army.
----
Vehicle upgrades:
-
Armored Ceramite - Melta weapons do not roll an extra D6 when rolling for armor penetration vehicles with this upgrade.

Suggestions for upgrades welcome!
------------------------------------------------------------------------------------------------------------------
Characters:
Spoiler:
Tu'Shan, Chapter Master of the Salamanders...................225 points
Cast into the fray only three years after becoming Chapter Master Tu'shan fought with honor during the Second battle for Armageddon, earning the praise of Dante, Chapter Master of the Blood Angels. Since then, he has led with distinction and courage wholly befitting his rank and reputation. Strong, even for a Space Marine, Tu'shan wields the Hand of Vulkan with ease, and is protected by a cloak made from the scales of an ancient salamander drake.
..................WS...BS...S...T...W...I....A....Ld...Sv
Tu'Shan.......6.....5....4...4....3...5...3…10…2+
--
Composition: 1 (Unique)
--
Unit Type: Infantry (Character)
--
Wargear:
Stormbearer - This is a Master-Crafted Thunder Hammer that contains a built-in twin-linked Meltagun. However, Tu'shan's strength and expertise with the weapon allow him to wield the hammer in two different ways: hard or fast.
Hard: R:- S:9 AP:2 Type: Melee, Concussive, Unweildy
Fast: R:- S:+2 AP3 Type: Melee, Strikedown
Artificer Armor
Mantle of the Ancients - This cloak is completely fireproof. Beyond that, however, it is as tough as the hull of a Land Raider. This mantle grants Tu'shan a 3+ Invulnerable save. Failed saves taken against Flamer, or Melta weapons may be re-rolled.
--
Special Rules:
Independent Character, Salamander (Master-Crafted Thunder Hammer), Orbital Bombardment

As Chapter Master, Tu'Shan may take an Honor Guard squad, as detailed in Codex: Space Marines, with the additional option of replacing their Boltgun with a Combat Shield for free or Storm Shield for +10 points per model. If he is equipped with Terminator Armor, he also has the option of taking a Firedrake Terminator Squad as a Firedrake Command Squad instead. Honor Guard and Firedrake Command Squads do not use up a HQ slot on the Force Organization Chart.

Tu'Shan may replace his artificer armour with Terminator armour for 25pts. If Tu'shan is so equipped, both Assault and Tactical Terminator squads become troop choices, and may select a Land Raider of any variant as a dedicated transport. Land Raiders purchased in this manner must be equipped with the Armoured Ceramite upgrade (to represent them being relics of the chapter).
--
Vulkan He'Stan: See Codex: Space Marines. Vulkan He'Stan replaces his Chapter Tactics with the following (also maintaining his current cost of 190 points):
-Search for the Nine: Vulkan He'Stan is tasked with recovering the nine ancient artefacts Vulkan left behind. During his search, any and all squads assisting him are constantly on the lookout for any trace of their Chapter's holy relics. Vulkan He'stan counts as a scoring unit. In addition, he may choose an additional D3 Infantry units to also become scoring units.
--
Bray'Arth Ashmantle........ See Imperial Armor Volume 10: Badab War part 2
--
Captain Pellas Mir'san....See Imperial Armor Volume 10: Badab War part 2

------------------------------------------------------------------
Army Adjustments (In progress):
Spoiler:
All models, except vehicles, increase their point cost by 2 points.
-
Due to the nature of their homeworld and training, Salamanders are limited in their rapid-response capabilities. Therefore, each Fast Attack option can only be taken once per Primary Detachment, and Land Speeders may only be taken a single vehicles, not squadrons.
-
++++++++++++++++++++ Psychic Powers +++++++++++++++++++++++++++
See Codex: Space Marines and the Space Marines FAQ for psychic powers. In addition, Salamander Librarians may re-roll results on the Pyromancy table.
-
----
++++++++++++++++++++++++ HQ +++++++++++++++++++++++++++++++++++++++++++
-
All Salamanders Captains, Librarians, and Chaplains may replace their bolt pistol and/or chainsword/Crozius (or Storm Bolter and/or Power Sword, if in Terminator Armor) with the following, in addition to the options listed in Codex: Space Marines:
+ Hand Flamer --- +10 points
+ Inferno Pistol --- +15 points
+ Meltagun -------- +15 points
-
A Master of the Forge may, in addition to the options listed in Codex: Space Marines:
+ Replace servo-harness and Boltgun with Multi-Melta --- +25 points
+ Replace Boltgun with Meltagun -------------------------------- +10 points
--
++++++++++++++++++++++++++ Troops +++++++++++++++++++++++++++++++++++++++++++++
-
Tactical Marines:
Add the following to the list of heavy weapons a squad may take:
+ Heavy Flamer ---- +10 points
-
Scouts
One scout may replace his Boltgun with a Heavy Flamer for +10 points. If a Scout does this, they may not take a Heavy Bolter or Missile Launcher.
-
Both Tactical squad and Scout squad sergeants may replace their Boltguns with one of the following, in addition to their respective options listed in Codex: Space Marines:
+ Flamer ------------- +5 points
+ Hand Flamer ---- +10 points
+ Inferno Pistol ---- +15 points
+ Meltagun --------- +15 points
----
+++++++++++++++++++++++++++++++ Dedicated Transports ++++++++++++++++++++++++++++++++
-
Rhinos may take:
+ Pintle-mounted Flamer ------ +5 points
+ Armored Ceramite ------------ +10 points
+ Pintle-mounted Meltagun --- +15 points
-
Razorbacks may take one of the following:
+ Multi-melta turret --- +10 points
-
Drop Pods may replace their Storm Bolter with:
+ Twin- linked Flamer --- +10 points
----
++++++++++++++++++++++++++++++++++++ Elites ++++++++++++++++++++++++++++++++++++++
-
Firedrake Command Squad.........................225 points
.........................................WS...BS..S...T...W...I....A....Ld...Sv
Firedrake Terminator......4.....4....4...4....1...4...2......9....2+
Firedrake Sergeant.........4.....4....4...4....1...4...2......9....2+
Firedrake Champion......5.....4....4...4....1...4...3......9....2+
--
Unit Type: Infantry, Firedrake Sergeant and Champion are Infantry (Character)
Composition: 4 Firedrake Terminators, 1 Firedrake sergeant
--
++One Terminator per army may be upgraded to a Firedrake Champion for +20 points
Wargear
Terminator Armour, Storm Bolter, Power Fist (Firedrake Terminator only). Power Sword (Firedrake sergeant only), Relic Blade and Storm Shield (Firedrake Champion only)

Options: Any Firedrake Terminator may replace their Storm Bolter and/or Power Fist with:
+ Thunder Hammer and Storm Shield ---- free
+ Pair of Lightning Claws --------------------- +5 points
+ Relic Blade and Storm Shield ------------ +5 points
++ 1 Firedrake Terminator may replace their Storm Bolter with a Multi-Melta --------------------- +15 points
++ 1 Firedrake Terminator may take the Sigil of Vulkan ------------------------------------------------- +15 points
++ The Firedrake Champion may replace his Relic Blade with a Hammer of Fire -------------- +15 points
++ 1 Firedrake Terminator may replace both of his weapons with a Flamestorm Cannon and gains the Very Bulky rule --- +20 points
--
Special Rules
Salamander, Split Fire, Promethean Cult, Anvil of War

Firedrake Terminators may select a Land Raider of any type as a dedicated transport. This vehicle must be given the Armoured Ceramite upgrade. A single unit of Firedrakes may take the Hammer of Vulkan for 120 points.

Hammer of Vulkan: A specially designed Drop Pod specifically made for the first company. The impact of it slamming into the ground creates a massive shockwave, shattering the ground and throwing all nearby into disarray, leaving them wide-open to attack. The Hammer of Vulkan is a Drop Pod as listed in Codex: Space Marines with the Assault Vehicle special rule. When the Drop Pod lands, all models within 6" are affected by the Strikedown special rule.

Anvil of War: Firedrakes are sent on the most difficult and testing of missions. They meet their enemy head on with unflinching resolve and break them on them on the anvil of war. On the first round of assault during the game, all Firedrakes may re-roll any failed hits with Thunder Hammers during the first round of assault only.
-
Sternguard veteran squad sergeants may replace their Boltguns and/or Bolt Pistol with one of the following, in addition to their respective options listed in Codex: Space Marines:
+ Flamer ------------ +5 points
+ Hand Flamer ---- +10 points
+ Inferno Pistol ---- +15 points
+ Meltagun --------- +15 points
-
A Dreadnought or Venerable Dreadnought may (in addition to the options found in Codex: Space Marines):
+ replace its Multi-Melta with a Flamestorm Cannon --- +15 points
+ replace its Multi-Melta with an Inferno Cannon -------- +20 points.
+ replace its Multi-Melta with a Magna-Melta -------------- +30 points.
-
Ironclad Dreadnoughts may also be taken as both Elites and Heavy Support choices.
+ Ironclad Dreadnoughts may replace their Storm Bolter with a Meltagun for +5 points
-
Salamanders may take Contemptor Dreadnoughts as listed in Imperial Armor: Apocalypse Second Edition
-
A Techmarine may, in addition to the options listed in Codex: Space Marines:
+ Replace servo-arm and Boltgun with Multi-Melta --- +25 points
+ Replace Boltgun with Meltagun -------------------------- +10 points
+ May take a Relic Blade ------------------------------------- +15 points
++++One Servitor (in addition to the two that can already replace their weapons) may replace its Servo-arm with a Flamestorm Cannon for +30 points
--
+++++++++++++++++++++++++++++++ Fast Attack +++++++++++++++++++++++++++++++++++++++++++
-
Assault Squad:
1 in 5 Assault Marines, and the sergeant, may replace their Bolt Pistol with one of the following (in addition to the options found in Codex: Space Marines):
+ Hand Flamer ---- +5 points
+ Inferno Pistol --- +10 points
+ Meltagun -------- +15 points
-
Vanguard Veteran Squad:
Any model, including the sergeant, may replace their Bolt Pistol and/or Chainsword with one of the following (in addition to the options found in Codex: Space Marines):
+ Hand Flamer --- +10 points
+ Inferno Pistol --- +15 points
-
Land Speeder Squadron: See Codex: Space Marines
-
Bike Squad: In addition to the options found in Codex: Space Marines, the sergeant may replace their Bolt Pistol and/or Chainsword with one of the following:
+ Hand Flamer --- +10 points
+ Inferno Pistol --- +15 points
-
Attack Bike Squadron: In addition to the options found in Codex: Space Marines, any Attack Bike may upgrade it's Heavy Bolter to:
+ Flamestorm Cannon --- +20 points
-
Land Speeder Storm: See Codex: Space Marines
-
Scout Bike Squad: See Codex: Space Marines
--
Stormraven Gunship: See Codex: Blood Angels
--
Stormtalon Gunship: See June 2012 White Dwarf
--
++++++++++++++++++++++++++++++++++++ Heavy Support +++++++++++++++++++++++++++++++++++++++=
-
Devastators: see Codex: Space Marines
-
Thunderfire Cannon: see Codex: Space Marines
-
Land Raider and Land Raider Crusader: See Codex: Space Marines
-
Land Raider Redeemer: In addition to the options found in Codex: Space Marines, the Land Raider Redeemer may
+ replace the twin-linked Assault Cannon with an Inferno Cannon --------- +20 points
+ replace the twin-linked Assault Cannon with a Magna-Melta -------------- +25 points
-
Salamanders may take Land Raider Achilles as listed in Imperial Armor: Apocalypse Second Edition. It may
+ replace the Thunderfire Cannon with a Magna-Melta -------------- +25 points
-
Whirlwind: See Codex: Space Marines
-
Vindicator: See Codex Space marines
-
Salamanders may take the Predator Infernus variant as listed here.
-
Predators may swap their Autocannon turret for
+ Twin-linked Multi-Melta --- +25 points
+ Inferno Cannon ------------- +35 points
+++ Predators may take two Multi-Melta Sponsons for +35 points

----------------------------------------------------------------
Special Thanks
This fan-dex was made possible by Blacksails, LlamaAgility, Wargey, Formosa, Washout77, Backspacehacker, and quite a few more. Thanks everyone for helping out!

For those looking for a .pdf.... Behold!
 Filename Salamander Fan-dex.pdf [Disk] Download
 Description Salamanders Fan-dex
 File size 257 Kbytes

This message was edited 53 times. Last update was at 2013/02/23 16:34:21


 
   
Made in us
Librarian with Freaky Familiar






Tossing it out there, i know the whole fire resist thing is a big deal but how about this:

Born in Fire: All models hit by a flamer or torrent template are hit on a 2+: still allows for a chance to use the whole "we are immune to fire thing, but still have a chance to be killed by it.

To many unpainted models to count. 
   
Made in nz
Hardened Veteran Guardsman





Auckland, New Zealand

I'm not entirely up on the salamanders fluff, but how about instead of the free master crafted weapons; characters can upgrade their weapons to master crafted for 10pts per weapon, with the cost increasing to 15 pts for independant characters, as while a chapter specific rule set is cool, you just have to make sure you don't shower them in free upgrades
btw; master crafted power armour is OP IMO

http://www.dakkadakka.com/dakkaforum/posts/list/0/493046.page#5049916
I didn't choose the WAAGH! life, the WAAGH! life chose me.  
   
Made in us
1st Lieutenant




Philadelphia, Pennsylvania, USA

 undead flesh addict wrote:
I'm not entirely up on the salamanders fluff, but how about instead of the free master crafted weapons; characters can upgrade their weapons to master crafted for 10pts per weapon, with the cost increasing to 15 pts for independant characters, as while a chapter specific rule set is cool, you just have to make sure you don't shower them in free upgrades
btw; master crafted power armour is OP IMO


Oh trust me it's better than that other thread

And how is that OP? They get to re-roll one failed armor save (of a 1) a a game

DS:90S++G++M--B++I++Pww211++D++A+++/areWD-R+++T(T)DM+

Miniature Projects:
6mm/15mm Cold War

15/20mm World War 2 (using Flames of War or Battlegroup Overlord/Kursk)

6mm Napoleonic's (Prussia, Russia, France, Britain) 
   
Made in us
Fireknife Shas'el





United States

Backspacehacker wrote:Tossing it out there, i know the whole fire resist thing is a big deal but how about this:

Born in Fire: All models hit by a flamer or torrent template are hit on a 2+: still allows for a chance to use the whole "we are immune to fire thing, but still have a chance to be killed by it.
I'm not sure about that. Flamers would become S3, H. Flamers S4, and flamestorms S5. Against a T4 marine, it simply becomes a slightly less effective weapon, which is what I'm going for with this rule. They can certainly be killed by it, but I don't know about having certain models simply not being hit by the weapon.

undead flesh addict wrote:I'm not entirely up on the salamanders fluff, but how about instead of the free master crafted weapons; characters can upgrade their weapons to master crafted for 10pts per weapon, with the cost increasing to 15 pts for independant characters, as while a chapter specific rule set is cool, you just have to make sure you don't shower them in free upgrades
btw; master crafted power armour is OP IMO
I don't think the 1 re-roll of a failed armor save roll of 1 per game is OP, but I see what you mean with the overloading of the rules. I do have a tendency to do that. Oh, and sorry, I updated the OP to reflect what's actually up with the MC PA rule

washout77 wrote:
 undead flesh addict wrote:
I'm not entirely up on the salamanders fluff, but how about instead of the free master crafted weapons; characters can upgrade their weapons to master crafted for 10pts per weapon, with the cost increasing to 15 pts for independant characters, as while a chapter specific rule set is cool, you just have to make sure you don't shower them in free upgrades
btw; master crafted power armour is OP IMO


Oh trust me it's better than that other thread

And how is that OP? They get to re-roll one failed armor save (of a 1) a a game
Thank you Although the funny thing is, the dude in the other thread probably knows a whole lot more about Salamanders than I do.



Automatically Appended Next Post:
I will also be updating the OP as I go, so be sure to check it every now and again, assuming this thread gets off of the ground.

This message was edited 2 times. Last update was at 2013/02/06 04:19:28


 
   
Made in nz
Jealous that Horus is Warmaster





Cthonia

How about instead of lowering the Str of flamers they get FNP against flamers ?

"Camouflage is the colour of fear... I have no need to hide from my foes... I have no fear of death.
My colours I wear openly, they proclaim louder than any words, "I am proud to live - I am proud to die!"

4000 Points of Farsight's Finest tau
8000 Points and counting Sons of Horus
2000 Points of Death Company Blood Angels  
   
Made in us
Fireknife Shas'el





United States

Huh. That's actually a really good idea. I hadn't even considered FNP, despite me wanting Salamanders to not feel any pain from flamer weapons...
   
Made in nz
Jealous that Horus is Warmaster





Cthonia

Glad i could point that out

"Camouflage is the colour of fear... I have no need to hide from my foes... I have no fear of death.
My colours I wear openly, they proclaim louder than any words, "I am proud to live - I am proud to die!"

4000 Points of Farsight's Finest tau
8000 Points and counting Sons of Horus
2000 Points of Death Company Blood Angels  
   
Made in gb
Bounding Assault Marine



hereford

Valkun he'stan will have to be nerfed as you are going to have 2link master crafted flamers.
I think due to the fluf Tu'shan should have a rule like baliels one that makes termis troops

sallies all the way

"Into the fires of battle unto the anvil of war."
War-cry of the salamanders
"Vulkans fire beats in my breast with it I shall smite the foes of the Emperor."
war-cry of the firedrakes and chapter command  
   
Made in us
Fireknife Shas'el





United States

Well, from the very little I actually read on Tu'shan, I was unable to find out exactly what his weaponry, equipment, or fighting style was. I didn't see anything about him wearing terminator armor, though.
   
Made in gb
Bounding Assault Marine



hereford

He is normaly portraded with tda inferno pistol Thunder Hammer and the firedrakes have more suits of TDA than most if not all chapters around 120

sallies all the way

"Into the fires of battle unto the anvil of war."
War-cry of the salamanders
"Vulkans fire beats in my breast with it I shall smite the foes of the Emperor."
war-cry of the firedrakes and chapter command  
   
Made in ca
Lord of the Fleet






Halifornia, Nova Scotia

Tu'shan should not be S5. He's strong, sure, but still a S4 marine, like nearly every other chapter master described as being particularly strong.

As for his hammer, the two styles are fine, and have worked well for other characters in different codices. However, striking at I with a Sx2 weapon is very strong with 3 attacks, so I'd probably opt to make it so that he may only make 1 attack in his hard mode. To compensate for his S4, make his fast mode S +2, effectively making it a cross between a relic blade and a thunderhammer.

The twin linked melta gun is a neat idea on the hammer, but I'd personally just give him either a slightly better hand flamer, or an infernus pistol (S8 AP1, R6", Melta), obviously master-crafted.

The ability to swap bolters for flamers or melta guns for his command squad is unnecessary. Remember, they are space marines who follow the codex almost entirely with the exception of their chapter organization, which still mostly follows the codex. They are still marines who believe the bolter is a holy weapon, and particularly effective holy weapon at that. You also don't want to overdo the flamer/melta thing. There are certainly some units that could use a flamer/melta option (tac squads taking a heavy flamer instead of heavy bolter, for example), but not everything needs to be all flame/melta all the time.

Besides, a command squad is the shooty option, the honour guard should be decked out in thunderhammers, stormshield, and relic blades.

Your focus should be on simplicity, and on using as many existing units in C:SM (with a few units form other books or FW) while tweaking a single option or two as needed. No need to reinvent the wheel.

So far so good though. I'm still on the fence with the Masters of the Forge USR, as it essentially a free boost to everything with no cost.

I'll try and think of a different USR for them and come back here.

Mordian Iron Guard - Major Overhaul in Progress

+Spaceship Gaming Enthusiast+

Live near Halifax, NS? Ask me about our group, the Ordo Haligonias! 
   
Made in us
Fireknife Shas'el





United States

 Blacksails wrote:
Tu'shan should not be S5. He's strong, sure, but still a S4 marine, like nearly every other chapter master described as being particularly strong.

As for his hammer, the two styles are fine, and have worked well for other characters in different codices. However, striking at I with a Sx2 weapon is very strong with 3 attacks, so I'd probably opt to make it so that he may only make 1 attack in his hard mode. To compensate for his S4, make his fast mode S +2, effectively making it a cross between a relic blade and a thunderhammer.

The twin linked melta gun is a neat idea on the hammer, but I'd personally just give him either a slightly better hand flamer, or an infernus pistol (S8 AP1, R6", Melta), obviously master-crafted.

The ability to swap bolters for flamers or melta guns for his command squad is unnecessary. Remember, they are space marines who follow the codex almost entirely with the exception of their chapter organization, which still mostly follows the codex. They are still marines who believe the bolter is a holy weapon, and particularly effective holy weapon at that. You also don't want to overdo the flamer/melta thing. There are certainly some units that could use a flamer/melta option (tac squads taking a heavy flamer instead of heavy bolter, for example), but not everything needs to be all flame/melta all the time.

Besides, a command squad is the shooty option, the honour guard should be decked out in thunderhammers, stormshield, and relic blades.

Your focus should be on simplicity, and on using as many existing units in C:SM (with a few units form other books or FW) while tweaking a single option or two as needed. No need to reinvent the wheel.

So far so good though. I'm still on the fence with the Masters of the Forge USR, as it essentially a free boost to everything with no cost.

I'll try and think of a different USR for them and come back here.
I'm not sure about Tu'shan's S4. He has the least devoted to him on Lexicanum, but his entry is the only one out of the other Chapter Masters that mentions phsyical strength. And his weapon is Unwieldy, so he does strike at I1 if he goes Hard. I'm thinking I could add a cost into Masters of the Forge, perhaps +5 points if they choose to TL or MC something?

My idea with MotF was to take Vulkan He'Stan's Chapter Tactics and make it bigger, but not OP.

This message was edited 1 time. Last update was at 2013/02/06 17:03:39


 
   
Made in us
Librarian with Freaky Familiar






I think he meant give him a S5, hes just saying most marines are S4 and chapter masters are only slightly stronger then marines. Chapter masters are just more skilled then them, So giving him a S5 would be a bit better.

To many unpainted models to count. 
   
Made in ca
Lord of the Fleet






Halifornia, Nova Scotia

What I'm saying is that while he's described as being strong, I highly doubt it would warrant a strength boost. There are so incredibly few marine characters with S5, yet many are described as being very strong. He honestly works just fine both on the tabletop and with the fluff at base S4.

Also, I confused unwieldly with specialist weapon somehow, so ignore my comment about that. With him at S4, fast mode can be S +2.

Mordian Iron Guard - Major Overhaul in Progress

+Spaceship Gaming Enthusiast+

Live near Halifax, NS? Ask me about our group, the Ordo Haligonias! 
   
Made in us
Automated Rubric Marine of Tzeentch




Milwaukee, Wisconsin

 Blacksails wrote:
What I'm saying is that while he's described as being strong, I highly doubt it would warrant a strength boost. There are so incredibly few marine characters with S5, yet many are described as being very strong. He honestly works just fine both on the tabletop and with the fluff at base S4.

Also, I confused unwieldly with specialist weapon somehow, so ignore my comment about that. With him at S4, fast mode can be S +2.


Blacksails makes an interesting point here. His mastery of the weapon he wields, in addition to his strength would give him a power sword with +2 Strength. It shows that he isn't off the charts stronger than other marines, but that the extra bit of strength and his fighting abilities allow him to hit harder. If this is the case, then maybe you could make hard mode s10 as it is written now, but I am not so sure about that.

 
   
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There's nothing wrong with giving him a S10 hammer; Lysander has one and he's not broken. I suggest that he be S4, with a S10 hammer in hard mode, and S: User+2, AP3 in fast mode (essentially a relic blade). Its powerful, certainly, easily a 40-50pt weapon assuming a thunderhammer's base cost is 30pt. You just have to reflect that in his points cost. He doesn't, however, buff the army, so he's not broken or overpowered, he's just strong in combat, but limited by his 3 attacks and ability to be ID'd by S8 or above, which is fine and balanced. If you really wanted, you could give him a small sort of rites of battle boost for units within 6"-12", though it would bump his cost up.

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Blacksails wrote:There's nothing wrong with giving him a S10 hammer; Lysander has one and he's not broken. I suggest that he be S4, with a S10 hammer in hard mode, and S: User+2, AP3 in fast mode (essentially a relic blade). Its powerful, certainly, easily a 40-50pt weapon assuming a thunderhammer's base cost is 30pt. You just have to reflect that in his points cost. He doesn't, however, buff the army, so he's not broken or overpowered, he's just strong in combat, but limited by his 3 attacks and ability to be ID'd by S8 or above, which is fine and balanced. If you really wanted, you could give him a small sort of rites of battle boost for units within 6"-12", though it would bump his cost up.
I'm not sure exactly what sort of Rites I could do, though. The salamander USR covers pretty much everything, but I'm open to suggestions. Is there some fluff that we can extrapolate into a special rule, like giving all units within 12" fearless or something?

Lord Magnus wrote:
 Blacksails wrote:
What I'm saying is that while he's described as being strong, I highly doubt it would warrant a strength boost. There are so incredibly few marine characters with S5, yet many are described as being very strong. He honestly works just fine both on the tabletop and with the fluff at base S4.

Also, I confused unwieldly with specialist weapon somehow, so ignore my comment about that. With him at S4, fast mode can be S +2.


Blacksails makes an interesting point here. His mastery of the weapon he wields, in addition to his strength would give him a power sword with +2 Strength. It shows that he isn't off the charts stronger than other marines, but that the extra bit of strength and his fighting abilities allow him to hit harder. If this is the case, then maybe you could make hard mode s10 as it is written now, but I am not so sure about that.

Actually, I could make the Fast +2 S and the Hammer S9. He's not super strong, but strong enough to make the Thunder hammer hurt a bit more. Does that make sense, or should I just go with S10?

This message was edited 1 time. Last update was at 2013/02/06 19:03:35


 
   
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Honestly, he's fine with a S8, 9, or 10 hammer, just reflect it in the cost. Depends on whether you want him to be a cc beatstick, or a balance of close combat prowess and army buffs. When figuring his base cost, use the base chapter master and add his wargear (master crafting is 5pts), then just be reasonable if you give him any other special rules.

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Well then, I put him at 210 points.
   
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210 is awfully close to what I'd agree with as well, but for kicks, here's my math on his pointage.

Chapter Master base...125pts
+Thunderhammer and Stormshield (to represent the 3++) is another 45pts
+Artificer armour is another 15pts
+twin-linked melta gun (I'll go with the base cost +5pts for 'master-crafting' it) is another 15pts
+master crafting the hammer and another point of strength, and the second combat mode, we'll call that a 20pts upgrade (5 for master craft, 5 for the point of strength, 10 for the extra mode [though I can see maybe only 5 for the second mode])
+plus his fire resistant re-roll ability should be a 5pts upgrade.
=225pts

Which to me seems pretty reasonable for a strong marine close combat character sporting a TL-melta gun as well.

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How would you work Vulkan into this? I mean you really can't leave the poor guy out. Would he need to have a different rule set since his twin link/ master craft buff would be kind of redundant?
   
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Blacksails wrote:210 is awfully close to what I'd agree with as well, but for kicks, here's my math on his pointage.

Chapter Master base...125pts
+Thunderhammer and Stormshield (to represent the 3++) is another 45pts
+Artificer armour is another 15pts
+twin-linked melta gun (I'll go with the base cost +5pts for 'master-crafting' it) is another 15pts
+master crafting the hammer and another point of strength, and the second combat mode, we'll call that a 20pts upgrade (5 for master craft, 5 for the point of strength, 10 for the extra mode [though I can see maybe only 5 for the second mode])
+plus his fire resistant re-roll ability should be a 5pts upgrade.
=225pts

Which to me seems pretty reasonable for a strong marine close combat character sporting a TL-melta gun as well.
I like it. My math was shoddy at best I don't think I accounted for all of the twin-linking/Master-Crafting.

Nevie wrote:How would you work Vulkan into this? I mean you really can't leave the poor guy out. Would he need to have a different rule set since his twin link/ master craft buff would be kind of redundant?
It would be rather redundant. I think the best thing would be to simply remove his Chapter Tactics and power his point cost by a good 20 points.



Automatically Appended Next Post:
Ok dudes, anyone have any ideas for vehicles? I know Vulkan lists worked well with Drop Pods, or should we leave everything as is?

This message was edited 1 time. Last update was at 2013/02/07 01:56:42


 
   
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There's not much that needs to be done for vehicles. Include the Predator Infernus as a heavy support choice (http://www.forgeworld.co.uk/Downloads/Product/PDF/p/Predator_infernus.pdf), and add armoured ceramite hulls for Land Raiders and Preds, and include a multi-melta turret option for razorbacks at +25pts I figure. Include Brayarth Ashmantle for an HQ choice (one of the Badab War books) and add the option for a flamestorm cannon on dreads for +10pts replacing the multi-melta.

Erm, yeah. Can't think of anything else off the top of my head.

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Yeah, there's not much to do for the vehicles. After all of that, there really isn't much more to do to make the Salamanders more unique.
   
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 McNinja wrote:
Yeah, there's not much to do for the vehicles. After all of that, there really isn't much more to do to make the Salamanders more unique.


Pretty much. There's a siege dreadnought variant FW put out which could be interesting, but the Ironclad is good enough. JustDave's SM codex included the option to have a venerable Ironclad which was neat.

If you want to follow tradition with most Sallie's fandexes, an imposition of 0-1 for all fast attack choices is fairly standard. If you really want, you could further restrict that by also making landspeeders unavailable in squadrons, but I find the the 0-1 for FA choices to be limiting enough for fluff reasons.

I'm still not sold on the Masters of the Forge USR, as it steps on Vulkan's ability and feels on the overpowered side for a fan dex. Then again, I also believe an army should have 0-2 special rules that are universal (besides marines, who will have 3 standard, plus whatever their codex specialty is), so between Born in Fire, Stubborn, and Acute Vision, I don't think they really need a whole lot.

Maybe you could make a variation of Masters of the Forge where any sergeant may master-craft any of his weapons for 5pts per weapon, or have access to some kind of special armoury of unique weapons (drakescale cloaks, sigil of Vulkan, so on). While every Salamander is technically a better armourer than most marines from other chapters, their personal skill will not really show through in the limited stats we have to fudge with without seeming overpowered or mary sue-esque. However, sergeants are far more skilled in every aspect of the Promethean Cult, and would stand to reason their weapons would be great enough to warrant some sort of boost in game (master-crafting works well for this). Obviously, this would apply to Captains and other HQs as well, but I feel like sergeants (and by extension, veterans) could benefit from this without being game breaking, as it would still cost 5pts per weapon.

Well, that, and it would fit the whole cinematic nonsense 6th is pushing on us by modelling our sergeants in fancy armour with fancy weapons taking on some chaos champion with his shiny hammer. Or something.

Just spitballin, let me know what you think about that idea.

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Tu'Shan should also make Terminators Troops (Assault+Tacticle).
Agreed on the adding of the FW stuff aswell...

Salamanders could also have PE (DE) as they constantly raid nocturne ? or Hatred (DE) might be more fitting ?

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 Warp Angels wrote:
Tu'Shan should also make Terminators Troops (Assault+Tacticle).
Agreed on the adding of the FW stuff aswell...

Salamanders could also have PE (DE) as they constantly raid nocturne ? or Hatred (DE) might be more fitting ?


These are both good points.

If I were to run Sallies using already existing codices, I'd run DA with Belial and all termies to represent the Firedrakes. But since we're discussing a fan dex, I'd make the following option.

Tu'Shan may replace his artificer armour with Terminator armour for 25pts.

If Tu'shan is so equipped, Terminator squads become troop choices, and may select a Land Raider of any variant as a dedicated transport. Land Raiders purchased in this manner must be equipped with the armoured ceramite upgrade (to represent them being relics of the chapter).

Boom.

And a big yes to the PE DE. They do in fact despise DE particularly, as they have raided Nocturne since before Vulkan. Also factor in the Battle of Commoragh, where a significant portion of the chapter invaded Commoragh to rescue their strike vessel, and you get a chapter with a particular loathing of DE. Fluffy and fun.

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Oh damn, this stuff is great! I'm too tired to add it all in now, but tomorrow I have tons of free time, so I'll put it all together then.
   
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I'd also include Bray'arth Ashmantle as an HQ. He costs more than a Land Raider, but is AV13 front, venerable, no one can roll more than 1 dice against him for penetration (a la old monolith) and comes with two DCCW with two heavy flamers that may also be fired as a single TL-melta gun. Hilariously awesome, and the model is to die for *drool*.

Oh, forgot to mention, that anyone locked in combat with him takes a S5, AP4 hit, because, you know, flames and stuff.

This message was edited 1 time. Last update was at 2013/02/07 04:05:39


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