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This is another little project I have been working on for some time. It has evolved in different directions - but this one seems to me to be the best.
It draws a lot from the original rules they had in Codex: Armageddon and those rules served as inspiration for these - only with a 4th edition twist.
Hope you like them:
A copy of Codex: Space Marines is necessary to field a Salamanders Space Marine army. The following rules and Codex changes apply and only the differences are noted.
SALAMANDERS SPECIAL RULES:
++ Note that the traits in the Codex do not apply, but are replaced by the following rules. However, a Codex army using the traits Cleanse & Purify, Never Despair and Eye to Eye is still representative of this Chapter and may be used instead of these rules. ++
Promethean Cult: The cult of the Salamanders emphasizes patience, self-reliance and self-sacrifice.
Salamander Space Marines may ignore "All On Your Own" morale checks.
A Salamanders Space Marine army is subject to the "Never Despair" trait rules as described in the Space Marine Codex.
Skilled Artificers: The Salamanders have the best Artificers outside of the Adeptus Mechanicus. A Salamanders Space Marine army may select up to two items from the Relics and Artifacts Chart instead of just one.
Thunder hammer: 25 points.
Master-crafting: 15/10 points
Artificer armour: 20/15 points
Signum: 15/- points
Inferno Pistol: 15 points
Remove Jump pack and Space Marine bike from selections on wargear chart.
Reinforced Ceramite (Land Raider only): 25 points (See Land Raider entry for details)
Commander: No changes.
Chaplain: (110 pts/95 pts) May exchange Crozius Arcanum for a Thunder Hammer at no extra cost.
Librarian: Default power is Fury of the Ancients at no extra cost. No Storm of the Emperor's Wrath available.
Librarian special power: Drake Fire: Template (effects same as Inferno Cannon except base of template must remain in contact with Librarian model's base) - 3/9 points. Used during the shooting phase.
Command Squad: Weapons options: The entire squad may replace their bolters with bolt pistols and close combat weapons at no extra cost. Up to two Space Marines may replace their weapons with one of the following: flamer +3 points, melta-gun +10 points, multi-melta or plasma gun +15 points, heavy bolter +20, missile launcher or plasma cannon +35 points.
The entire squad may have melta-bombs for +2 points/model in addition to frag grenades.
Fire-branding: The entire squad may be given fire-branding for +3 points per model. A squad with fire-branding may choose to pass or fail any morale or pinning checks the squad is required to make (Salamanders are pragmatic after all).
Transport options: Unchanged from Codex.
Terminator Command Squad: Identical to Terminator Squad except it is composed of a Sergeant plus 3-9 Terminators instead of 4-9 Terminators.
Terminator Squad: 36 points/model. All are armed with storm-bolter and power fist. The Sergeant may replace his power fist with a power weapon at no extra cost.
Options: Any Terminator may replace his storm-bolter and powerfist with a Thunder-Hammer and Storm Shield at no extra cost. Up to two Terminators may replace their storm-bolter with a heavy flamer for +5 points each.
Dreadnought: A Dreadnought may replace his assault cannon with a multi-melta at no extra cost. The storm bolter may be upgraded to a heavy flamer for +5 points.
Techmarine: (85 points) May exchange power weapon for a Thunder Hammer at no extra cost. The Techmarine has Artificer armor (2+ Save) as standard equipment. He may upgrade to a serv-harness for +25 points.
Veteran Squad: Weapon options: The Sergeant's weapon options are unaffected. The entire squad may replace their bolters with bolt pistols and close combat weapons at no extra cost. Up to two Veterans may exchange their weapons for one of the following: flamer +3 points, melta-gun +10 points or Thunder Hammer and bolt pistol for +25 points. If none of these options are selected, then every Veteran in the squad may replace its bolters with flamers for +6 points/model.
The entire squad may take melta bombs for +2 points/model in addition to frag grenades.
Note: They may not take any other weapons options.
Terminator Command, Terminator and Veteran Squads may be given fire-branding for +3 points/model. See Command Squad above for details. Fire-branding replaces the Furious Charge veteran skill which is no longer available.
Tactical Squad: Weapon options: One Space Marine may replace his bolter with a weapon from the following: flamer +3 points, melta-gun or plasma gun +10 points.
One Space Marine may replace his bolter with a weapon from the following: Flamer +3 points, multi-melta +5 points, heavy bolter +10 points, missile launcher +15 points, plasma cannon +20 points.
The entire squad may be equipped with melta-bombs for +2 points/model in addition to frag grenades.
Scout Squad: The entire squad may be given melta-bombs for +2 points/model in addition to frag grenades.
Transport options: Any Rhino may upgrade the storm-bolter to a pintle-mounted multi-melta for +25 points.
Assault Squad: Weapon options: Up to two Assault Marines may replace their BP&CCW with a weapon from the following list: flamer +3 points or melta-gun +10 points.
Note that plasma pistols are no longer an option.
0-1 Bike Squadron: May add an Attack Bike w/multi-melta for +55 points.
No Attack Bike Squadrons available.
0-1 Land Speeder Squadron: heavy bolter may be replaced with a multi-melta at no extra cost, a heavy flamer may be added to either Land Speeder for +10 points. One Land Speeder may upgrade its heavy flamer to an assault cannon for +25 points. Note: No other Land Speeder variants are available.
0-1 Scout Bike Squadron: No change.
Devistator Squad: Weapon options: Up to four Space Marines may replace their bolters with a weapon from the following: Flamer +6 points, multi-melta +15 points, heavy bolter or melta-gun +20 points, missile launcher or plasma cannon +35 points.
Vindicator: No change.
Predator Annihilator: No change.
Predator Destructor: May take heavy flamer sponsons for +10 points. Note that precise aiming is not required. A Predator Destructor may still fire its sponson heavy flamers even if it moves 12".
Land Raider: May be given Reinforced Ceramite armor for +25 points. Reinforced Ceramite armor negates the bonus for any weapon that benefits from the 'melta' AP rule. Weapons with the 'melta' special rule may not roll an additional D6 for armour penetration.
0-1 Land Raider Crusader: No changes.
Whirlwind: No changes.
Chapter Master Tu'shan: 195 points.
Profile - WS: 5 BS: 5 S: 5 T: 4 W: 3 I: 5 A: 4 Ld: 10 Sv: 2+
Tu'shan has the "Rites of Battle" special ability.
May only be used in armies of 1500 points or more.
Equipment: Salamander Drake Mantle, Terminator armor (extra attack included in profile above), purity seals, master-crafted Thunder-Hammer and a master-crafted power weapon.
The Salamander Drake Mantle functions in the same way as an Adamantine Mantle but also conveys a 4+ invulnerable save.
Special ability: Tu'shan may force the 'Never Despair' roll to be re-rolled - no matter which player requested the roll. This ability may only be used if Tu'shan has survived to the point in the game to force the re-roll. If the model was removed as a casualty, the re-roll may not be used.
Tu'shan may lead a Terminator Command Squad in the normal manner. Tu'shan's Terminator Command Squad (and only Tu'shan's Terminator Command Squad) may upgrade one Terminator to a Standard Bearer for +25 points. The Company Standard may be further upgraded to the Chapter Banner for +25 points.