Salamanders
-
Upload
nick-hopkins -
Category
Documents
-
view
7 -
download
0
description
Transcript of Salamanders
-
Salamanders Special Rules:
Eye to EyeThe Salamanders specialise in close range combat, units with eye to eye are not prevented fromassaulting after shooting rapid fire weapons. In addition if assaulted by an enemy unit when notalready engaged they may choose to take a leadership test, if passed they may shoot at theassaulting unit before they attack with blast weapons scoring D3 hits and template weapons scoringD6 hits instead of rolling to scatter or being placed over enemy models. Casualties from this roundof shooting count towards combat resolution. A unit that has attempted to take this leadership testmay not attack in close combat regardless of whether they pass or fail.
Walkers with this rule count as having Ld 10 for this test.
PrometheanThe Salamanders follow the doctrine of the promethean cult placing high emphasis on self-reliance,self sacrifice, loyalty and patience over haste. The symbols of the forge, the hammer and the flameare prominent. Promethean units hold to all these tenants, and count flamers, heavy flamers,flamestorm cannons, meltaguns and multimeltas as twin linked and any thunderhammers as mastercrafted.
Superior EquipmentThe Salamanders are trained from their early induction into the chapter in the ways of the forge. Assuch they are able to maintain and repair their own equipment leaving the techmarines of thechapter free to craft superior artificer arms and armour. Combined with regular trade with theAdeptus Mechanicus and the high level of individual technical skill, the Salamanders are arguablyequipped with the best weapons and armor in the Imperium.
Superior Bolters, Close Combat Weapons Bolt Pistols, Storm Bolters and the Bolter components ofCombi Weapons may all reroll any rolls of 1 to hit. Superior armour may reroll any failed 1s onarmor saves.
Fireborn:The Salamanders volcanic home and the many challenges they must undertake to resist the furnacelike heat of their world have made them more resilient to heat and fire, able to stand the inferno ofenemy fire where other marines might falter. Flamer weapons, heavy flamers, flamestorm cannons(and other similar equipment) and melta weapons must all reroll successful rolls to wound modelswith the Fireborn special rule and cancels out with special rules that allow rerolls such as twinlinked.
In addition, models with this special rule may reroll dangerous terrain tests from lava or magmaterrain.
Heroic Resolve:The Salamanders player may force a reroll on the dice roll that determines whether there is anadditional game turn. They may only attempt this once per game and if the first result caused thegame to end.
-
Salamanders Wargear:
Tactical Multimelta/Heavy BolterA tactical multimelta is able to be wielded more ea silly than normal due to a combinator of the Salamander's training inheavy gravity and/or suspensor units on the weapon itself. These weapons may be fired as normal or with the followingprofiles:
Weapon Range Str. AP TypeTactical Multimelta 12 8 1 Assault 1Tactical Heavy Bolter 18 5 4 Assault 3
Salamander MantleMade from the adamantium strength hide of a Salamander, this cloak can deflect blows that would tear even a SpaceMarine apart. A model with this Wargear has the Eternal Warrior special rule.
Communications Armor This wargear is a set of power armor combining a set of sophisticated electronics warfare devices and a powerful armmounted machine cogitator that allows them to track enemy movements and respond to them quickly. Once per turn ifan enemy unit comes in from reserve from any method and comes within 12 of a unit with communication armor theunit may immediately open fire upon them.
Salamander HideTabbards or light coverings of Salamander hide given as honors. Grants the model a 6+ invulnerable save, or a 5+ whencombined with a combat shield.
Thermograph:This weargear upgrades the optics of the wearer with superior thermal imaging equipment to that normally found inSpace Marine optics. It allows the attached unit to force the enemy to reroll any successful cover saves from theirshooting.
Disruption Beacon:The Disruption beacon works identically to the Land Speeder Storm's Jamming Beacon (Codex: Space Marines page75) but with a range of 12
Vehicle Upgrades:Re-enforced CeramiteSalamanders vehicles are often plated in heavy layers of additional heat resistant armour. Melta weapons do not gain anextra D6 to penetrate, and at over half range do not count as being AP1 when fired over half range against vehicles withthis upgrade.
Vehicles with this upgrade are limited to 9 movement when moving at cruising speed. Walkers with this upgrade maynot run. However, they count all lava or magma dangerous or difficult terrain as open ground.
Stabilised Targeting SystemMany Salamanders vehicles have access to superior targeting systems and may fire all their weapons when moving atcombat speed.
Repair EquipmentWith access to additional tools and mechanical training, a Salamanders vehicle crew with this upgrade may attempt torepair an immobilised result or a single weapon destroyed result on a D6 roll of 4+ instead of shooting in the shootingphase. Vehicles with the power of the machine spirit may still fire one weapon.
-
Psychic Powers
Avenger, Gate of Infinity, Machine Curse AS Codex: Space Marines
Inner FireThis power is used at the end of the movement phase. The Librarian turns the heroic spark of hisbattle brothers into a roaring fire. They may ignore the most serious of wounds. The Librarian andhis attached unit have Feel no pain until the beginning of the next Salamanders movement phase.
Living FlameThis power is used at the start of the shooting phase. Guided by the Librarian's mind, the fires of theSalamanders seek out the gaps enemy's armour. All enemy units within 18 of the Librarian mustreroll successful armor or cover saves against wounds caused by flamers, heavy flamers,flamestorm cannons, meltsguns or multimeltas.
Inferno WallThe Librarian summons forth a wall of fire to incinerate his foes and protect his battle brothers.This is used at the start of the movement phase. The Librarian places a wall of fire 8 long and 1wide with the closest point no more than 6 away, as long as it does not touch any friendly models.Any model under the wall takes an immediate Str 5 AP4 hit and any survivors must move awayfrom the template. The wall persists until the beginning of the next Salamanders movement phase,granting cover, and causing an immediate ST5 AP4 hit to any model that passes through it andcounts as dangerous terrain. No model may end it's turn in the fire.
Fury of the SalamanderThis power is used in the shooting phase and counts as a shooting attack. The Librarian summons aspectral incarnation of a giant Salamander which strikes out enemy units with claw and fang.The Salamander travels in a straight line for 24 stopping if it hits a friendly unit or impassableterrain. Any enemy units with a toughness value are hit by D6 ST6 AP4 hits, vehicles are hit by asingle Str 6 hit, as if struck by a monstrous creature in close combat.
Burning JudgementThis power is used in the shooting phase and can be targeting on one enemy unit within 12 orengaged in combat with the Librarian. The enemy is covered in the flames of righteous judgementand their wicked deeds are punished. Until the beginning of the next Salamanders shooting phasethe affected unit's weapons all count as having the 'gets hot!' special rule. In addition, any rolls to hitof 1 in close combat also cause them a take an automatic wound.
Psykers affected by burning judgement take a wound from perils of the warp on any roll of adouble. If the leadership test passes, they may still use the power. If the test fails on a double, thepower is seared from their mind and they may not use it for the remainder of the battle.
-
HQSalamanders Captain...............................................................100pts
Special Rules:Comm Relay- While a captain is deployed with this wargear, all other Salamanders may use hisleadership for morale or pinning tests.
Vengeance Field Modifies the Captain's Iron Halo, changing it from a 4+ save to a 5+ save. Anywounds saved by this field are immediately directed back to their source, causing a wound with noarmor saves to the attacking model or a glancing hit to attackers with an armour value.
WS BS S T W I A Ld SvCaptain 6 5 4 4 3 5 3 10 3
Unit Composition Special Rules Options1 Captain And they shall know no fear
a superior bolt pistol freeUnit Type Eye to eye a superior storm bolter +3 pointsInfantry Independent character +10 points
a storm shield, power sword or lightning claw +15 pointsa plasma pistol +5 points
+25 pointsa thunder hammer +30 points
Superior Bolter a relic blade +30 pointsReplace power armour with artificer armour +10 points
Iron Halo +10 points+5 points
Take special ammunition +10 pointsTake Auxiliary grenade launcher +15 pointsTake a digital weapon +10 points
+40 points
Terminator Armour, Superior storm bolter and power sword.Replace Terminator armour's storm bolter with
+5 pointslightning claw +10 pointsThunder hammer +20 points
Replace Terminator armour's power sword withlightning claw +5 points
+10 points+15 points
May take one of the following:Salamander Mantle +30 pointsOrbital Bombardment +15 pointsComm relay +15 pointsVengeance field +10 points
Replace Superior Bolter and/or Chainsword withPromethian
a superior combi-flamer, -melta or -plasmaFireborn
WargearPower Armor a powerfistSuperior Chainsword
Frag and Krak grenadesMastercraft one weapon Take melta bombs
Replace Power Armour, Superior ChainswordSuperior bolter, frag and krak grenades with
a superior combi-flamer, -melta or -plasma
powerfist or storm shieldThunder Hammer or chainfist
-
Salamanders Chaplain...............................................................100pts
Special Rules:Litany of Fortitude The Chaplain inspires his brothers to great acts of resilience. While alive, thechaplain and the unit he is attached to gain +1 toughness. This additional toughness does not protectagainst instant death.
Salamanders Librarian...............................................................100pts
WS BS S T W I AChaplain 5 4 4 4 2 4 2 10 3
Ld Sv
Unit Composition Special Rules Options1 Chaplain Honour of the Chapter Replace Superior Bolt pistol with
Litany of Fortitude a superior bolter freeUnit Type Eye to eye a superior storm bolter +3 pointsInfantry Promethean +10 points
a plasma pistol +5 pointsIndependent Character Replace power armour with artificer armour +10 points
+10 pointsSuperior Bolt Pistol +5 points
Replace Power Armour, Superior bolt pistol +40 points
Terminator Armour and Superior storm bolter Replace Terminator armour's storm bolter with
+5 points+15 points
Equip a Salamander Mantle +15 points
a superior combi-flamer, -melta or -plasmaFireborn
WargearPower Armor Mastercraft one weapon
Take melta bombsFrag and Krak grenadesCrozius Arcanum frag and krak grenades with
a superior combi-flamer, -melta or -plasmaReplace Crozius with Thunderhammer
Unit Composition Special Rules Options1 Librarian And They Shall Know no fear Upgrade to an Epistolary +50 points
Replace Superior Bolt pistol withUnit Type Eye to eye a superior bolter freeInfantry Promethean a superior storm bolter +3 points
+10 pointsIndependent Character a combat shield +10 points
a plasma pistol +5 pointsSuperior Bolt Pistol Replace power armour with artificer armour +10 points
Any two of the following: +10 pointsForce Weapon Avenger, Gate of infinity +5 pointsPsychic Hood Machine Curse, Inner Fire Replace Power Armour, Superior bolt pistol +40 points
Living flame, Inferno WallFury of the Salamander Terminator Armour and Superior storm bolter Burning Judgement Replace Terminator armour's storm bolter with
+5 pointsEquip Salamander hide +5 pointsEquip a Salamander Mantle +15 points
Psyker
Fireborn a superior combi-flamer, -melta or -plasmaWargearPower Armor
Pychic Powers:Frag and Krak grenades Mastercraft one weapon
Take melta bombs
frag and krak grenades with
a superior combi-flamer, -melta or -plasma
WS BS S T W I ALibrarian 5 4 4 4 2 4 2 10 3
Ld Sv
-
Command Squad...............................................................115pts
WS BS S T W I ACompany Champion 5 4 4 4 1 4 2 9 3Apothecary 4 4 4 4 1 4 2 9 3Veteran 4 4 4 4 1 4 2 9 3
Ld Sv
Unit Composition Special Rules Options4 Veterans And They Shall Know no fear One veteran may carry the company standard +15 points1 Apothecary Eye to eye One veteran may be upgraded to a Company +15 points
champion with combat shield and power weaponUnit Type Promethean The entire unit may have Salamander hide +25 pointsInfantry +50 points
Dedicated TransportMay select a drop pod, Rhino, or a superior bolter freeRazorback a superior storm bolter +3 points
Superior Bolt Pistol +5 pointsa combat shield, flamer or a plasma pistol +5 points
+10 pointsa lightning claw +15 points
+25 points+30 points
Any veteran may have the following+5 points
A storm shield +15 points
Fireborn
The entire unit may have Artificer ArmorReplace Superior Bolt pistol or Chainsword with
WargearPower Armor
a superior combi-flamer, -melta or -plasmaFrag and Krak grenadesSuperior Chainsword a meltagun, plasma gun or power weapon, The Apothecarys also has a Narthecium
a powerfista Thunderhammer or relic blade
Meltabombs
-
ElitesFiredrake Terminators...............................................................215pts
Firedrake Veterans...............................................................125pts
WS BS S T W I A Ld SvSergeant Praetor 5 5 4 4 2 4 3 10 2Terminator Sergeant 4 4 4 4 1 4 3 10 2Terminator 4 4 4 4 1 4 2 9 2
Unit Composition Special Rules Options4 Terminators And They Shall Know no fear May include up to 5 additional terminators:1 Terminator Sergeant Eye to eye ..............................40 points per model
For every 5 models in the unit, one terminatorUnit Type Promethean may choose one of the following options.Infantry Combat Squads Replace his storm bolter with a heavy flamer +5 points
Replace his storm bolter with an assault cannon +30 pointsTake a Cyclone missile launcher +30 points
Power Sword (Terminator Sergeant) Lightning Claws free+5 points
+5 pointsAny Terminator may replace his superior
+5 pointsThe Terminator sergeant may replace his
+5 points
Fireborn
WargearSuperior Stormbolter Any Terminator may replace his powerfist andPowerfist (Terminators) superior stormbolter with:
Terminator Armor Thunderhammer and Storm ShieldAny Terminator may replace his powerfist with a chainfist
Stormbolter with:a superior combi-flamer, -melta or -plasma
power weapon and superior stormbolter withThunderhammer and Storm Shield
WS BS S T W I A Ld SvVeteran Sergeant 4 4 4 4 1 4 2 9 3Veteran 4 4 4 4 1 4 2 9 3
Unit Composition Special Rules Options4 Veterans And They Shall Know no fear May include up to 5 additional veterans1 Veteran Sergeant Eye to eye ..............................25 points per model
The entire unit may have Salamander hide +5 points per mUnit Type Promethean Replace Superior Bolter or Bolt Pistol withInfantry free
Dedicated Transport a superior storm bolter +3 pointsMay select a drop pod, Rhino, or +5 pointsRazorback a combat shield, flamer or a plasma pistol +5 points
Superior Bolter a lightning claw +15 points+25 points+30 points
Special Issue Ammunition Any veteran may have the following+5 points
A storm shield +15 points
A Flamer or Tactical Heavy Bolter +5 points+10 points+15 points
Fireborn
a superior chainsword
Wargear a superior combi-flamer, -melta or -plasmaPower Armor
Superior Boltpistol a powerfistFrag and Krak grenades a Thunderhammer or relic blade
Meltabombs
Two models may replace their bolters with
A Meltagun or Plasma GunA Tactical Multimelta
-
Venerable Dreadnought:As Codex: Space Marines, with Eye to Eye and additional options.
Dreadnought:As Codex: Space Marines, with Eye to Eye and additional options.
Ironclad DreadnoughtAs Codex: Space Marines, with Eye to Eye and additional options.
Techmarine...............................................................50pts
Special Rules-Tactical Deployment a Techmarine that upgrades a unit's power armor to superior armour ispermenantly attached to that unit to oversee it's repairs. Though he still counts as an independentcharacter he must deploy with that unit and cannot leave it to join another unless it is completelydestroyed.
OptionsMay take Re-enforce Ceramite +10 pointsMay be Promethean +5 points
OptionsMay take Re-enforce Ceramite +10 pointsMay be Promethean +5 points
OptionsMay take Re-enforce Ceramite +10 pointsMay be Promethean +5 points
Unit Composition Special Rules (techmarine) Options1 Techmarine And They Shall Know no fear Upgrade Servo Arm to a Servo Harness +25 points0-5 Servitors Eye to eye Replace Servo arm with a conversion beamer +20 points
Fireborn Replace Boltgun withUnit Type Promethean a superior storm bolter +3 pointsInfantry Blessings of the Omnissiah a superior combi-flamer, -melta or -plasma +5 points
Tactical deployment a plasma pistol +5 pointsWargear (Techmarine) Take EitherArtificer Armour a power weapon +15 pointsSuperior Bolter or Bolt Pistol a thunder hammer +30 pointsFrag and Krak grenades The Techmarine can be accompanied by up toServo Arm five servitors......................+15 points per model
Up to two Servitors can replace their servo-arm withWargear (Servitors) a heavy bolter +10 points per Close Combat Weapon a multi-melta or plasma cannon +20 points per Servo Arm Take one of the following:
Thermograph +15 pointsDisruption beacon +15 pointsLocator beacon +10 points
Upgrade a unit's power armor tosuperior power armor +50 points
WS BS S T W I A Ld SvTechmarine 4 4 4 4 1 4 2 9 2
-
TroopsTactical Marines...............................................................100pts
WS BS S T W I A Ld SvVeteran Sergeant 4 4 4 4 1 4 2 9 3Tech Adept 4 4 4 4 1 4 1 9 3Spare Marine 4 4 4 4 1 4 1 9 3
Unit Composition Special Rules Options4 Space Marines And They Shall Know no fear May include 5 additional space marines1 Veteran Sergeant Eye to eye ..............................15 points per model
Fireborn One model may replace his bolter withUnit Type Promethean a flamer freeInfantry Combat Squads a meltagun or plasmagun +5 points
If the squad numbers ten models one Space MarineWargear Dedicated Transport may upgrade to a tech adept, replacing:Power Armor May select a drop pod, Rhino, or his bolter and power armor with Superior Bolter Razorback communications armour 15 pointsSuperior Boltpistol his bolter with a disruption beacon 10 pointsFrag and Krak grenades or take a Thermograph 15 points
If the squad numbers ten models one Space Marinemay replace his bolter with.
a multi-melta, heavy bolter, or missile launcher freea tactical multi-melta or tactical heavy bolter +5 points
The Veteran Sergeant may replace his bolter orbolt pistol with:
a superior chainsword freea combi-melta, -flamer or -plasma +10 pointsa stormbolter or a plasma pistol +5 pointsa power weapon +10 pointsa powerfist +25 pointsa thunderhammer +30 points
The Veteran Sergeant may take:Melta bombs +5 pointsTeleport homer +10 points
-
Tactical Devestators...............................................................100pts
You may take one squad of Tactical Devestators for every unit of Tactical Marines that has 10models.
WS BS S T W I A Ld SvVeteran Sergeant 4 4 4 4 1 4 2 9 3Spare Marine 4 4 4 4 1 4 1 9 3
Unit Composition Special Rules Options4 Space Marines And They Shall Know no fear May include 5 additional space marines1 Veteran Sergeant ..............................15 points per model
Promethean For every 5 models in the squad, 2 space marinesUnit Type Combat SquadsInfantry a heavy flamer +5 points
Dedicated Transport +10 pointsMay select a drop pod, Rhino, or The Veteran Sergeant may replace his bolter orRazorback bolt pistol with:
Superior Bolter free+10 points+5 points
a power weapon +10 points+25 points+30 points
The Veteran Sergeant may take:+5 points+10 points
Fireborn
space marines may replace their bolters with:
a tactical multi-melta or tactical heavy bolterWargearPower Armor
a superior chainswordSuperior Boltpistol a combi-melta, -flamer or -plasmaFrag and Krak grenades a stormbolter or a plasma pistol
a powerfista thunderhammer
Melta bombsTeleport homer
-
Fast AttackAssault Squad...............................................................100pts
Scout Squad...............................................................75pts
WS BS S T W I AVeteran Sergeant 4 4 4 4 1 4 2 9 3Spare Marine 4 4 4 4 1 4 1 8 3
Ld Sv
Unit Composition Special Rules Options4 Space Marines And They Shall Know no fear May include 5 additional space marines1 Veteran Sergeant ..............................18 points per model
Combat Squads For every 5 models in the squad, 1 space marineUnit TypeJump Infantry Dedicated Transport a flamer or plasma pistol +5 points
The squad may remove its jump packs +10 pointsto count as infantry. It may then have a Drop Pod or Rhino for free. Or bolt pistol with:
Bolt Pistol Note that upgrades must be bought as a plasma pistol or a combat shield +5 pointsnormal. a power weapon +10 points
a storm shield or a lightning claw +15 pointsJump Pack +25 points
+30 pointsThe Veteran Sergeant may take:
+5 points+10 points
Fireborn
space marines may replace their bolters with:
a tactical meltagunWargear The Veteran Sergeant may replace his chainsword Power Armor
ChainswordFrag and Krak grenades
a powerfista thunderhammer or pair of lightning claws
Melta bombsTeleport homer
WS BS S T W I AScout Sergeant 4 4 4 4 1 4 2 9 4Scout 4 4 4 4 1 4 1 8 4
Ld Sv
Unit Composition Special Rules Options4 Scouts And They Shall Know no fear May include 5 additional scouts1 Scout Sergeant Fireborn ..............................13 points per model
Combat Squads For every 5 models in the squad, 1 scout mayUnit Type Infiltrate replace their bolters with:Infantry Scout a flamer +5 points
Move through cover a meltagun +10 pointsWargear One scout may replace his bolter for a heavy bolterScout Armor Dedicated Transport (with hellfire shells) or a missile launcher +10 pointsBolt Pistol A unit that numbers 5 models may Any model may replace his bolter withBolter take a Land Speeder Storm as a a shotgun, combat blade or sniper rifle freeFrag and Krak grenades Dedicated Transport The Scout Sergeant may replace his Bolter
or bolt pistola combi-melta, -flamer or -plasma +10 pointsa plasma pistol +5 pointsa power weapon +10 pointsa powerfist +25 points
The Scout Sergeant may take:Melta bombs +5 pointsTeleport homer +10 points
-
Land Speeder SquadronAs Codex: Space Marines
Space Marine Bike SquadAs Codex: Space Marines, Combat Tactics replaced with Fireborn.
Attack Bike SquadAs Codex: Space Marines, Combat Tactics replaced with Fireborn.
Dedicated TransportsRhinoAs Codex: Space Marines, with additional options.
Razorback:As Codex: Space Marines, with additional options.
Land Speeder StormAs Codex: Space Marines, but BS increased to 4
OptionsMay take Re-Enforced Ceramite +5 points
OptionsMay take Re-Enforced Ceramite +5 points
-
Heavy SupportDevestator Squad...............................................................100pts
Thunderfire CannonAs Codex: Space Marines, Combat Tactics replaced with Fireborn, Promethean.
Land RaiderAs Codex: Space Marines, with additional options.
Land Raider CrusaderAs Codex: Space Marines, with additional options.
Land Raider RedeemerAs Codex: Space Marines, with additional options.
PredatorAs Codex: Space Marines, with additional options.
Unit Composition Special Rules Options4 Space Marines And They Shall Know no fear May include 5 additional space marines1 Veteran Sergeant ..............................15 points per model
Combat Squads For every 5 models in the squad, 2 space marinesUnit TypeInfantry Dedicated Transport +5 points
May select a drop pod, Rhino, or +10 pointsRazorback The Veteran Sergeant may replace his bolter or
bolt pistol with:Superior Bolter free
+10 points+5 points
a power weapon +10 points+25 points+30 points
The Veteran Sergeant may take:+5 points+10 points
Fireborn
may replace their bolters with:a missile launcher, heavy bolter or a multimeltaa lascannon or plasmacannon
WargearPower Armor
a superior chainswordSuperior Boltpistol a combi-melta, -flamer or -plasmaFrag and Krak grenades a stormbolter or a plasma pistol
a powerfista thunderhammer
Melta bombsTeleport homer
OptionsMay take Re-Enforced Ceramite +10 pointsMay take repair equipment +10 pointsMay take Stabilised targting system +10 points
OptionsMay take Re-Enforced Ceramite +25 pointsMay take repair equipment +15 pointsMay take Stabilised targting system +10 points
OptionsMay take Re-Enforced Ceramite +25 pointsMay take repair equipment +15 pointsMay take Stabilised targting system +10 points
OptionsMay take Re-Enforced Ceramite +25 pointsMay take repair equipment +15 pointsMay take Stabilised targting system +10 pointsMay be upgraded to Promethian +10 points
-
VindicatorAs Codex: Space Marines, with additional options.
WhirlwindAs Codex: Space Marines, with additional options.
OptionsMay take Re-Enforced Ceramite +10 pointsMay take repair equipment +10 points
OptionsMay take Re-Enforced Ceramite +15 pointsMay take repair equipment +10 points