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Salamanders Special Rules:

Eye to Eye
The Salamanders specialise in close range combat, units with eye to eye are not prevented from
assaulting after shooting rapid fire weapons. In addition if assaulted by an enemy unit when not
already engaged they may choose to take a leadership test, if passed they may shoot at the
assaulting unit before they attack with blast weapons scoring D3 hits and template weapons scoring
D6 hits instead of rolling to scatter or being placed over enemy models. Casualties from this round
of shooting count towards combat resolution. A unit that has attempted to take this leadership test
may not attack in close combat regardless of whether they pass or fail.
Walkers with this rule count as having Ld 10 for this test.
Promethean
The 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 flame
are 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 master
crafted.
Superior Equipment
The Salamanders are trained from their early induction into the chapter in the ways of the forge. As
such they are able to maintain and repair their own equipment leaving the techmarines of the
chapter free to craft superior artificer arms and armour. Combined with regular trade with the
Adeptus Mechanicus and the high level of individual technical skill, the Salamanders are arguably
equipped with the best weapons and armor in the Imperium.
Superior Bolters, Close Combat Weapons Bolt Pistols, Storm Bolters and the Bolter components of
Combi Weapons may all reroll any rolls of 1 to hit. Superior armour may reroll any failed 1s on
armor saves.
Fireborn:
The Salamanders volcanic home and the many challenges they must undertake to resist the furnace
like heat of their world have made them more resilient to heat and fire, able to stand the inferno of
enemy 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 models
with the Fireborn special rule and cancels out with special rules that allow rerolls such as twin
linked.
In addition, models with this special rule may reroll dangerous terrain tests from lava or magma
terrain.
Heroic Resolve:
The Salamanders player may force a reroll on the dice roll that determines whether there is an
additional game turn. They may only attempt this once per game and if the first result caused the
game to end.
Salamanders Wargear:
Tactical Multimelta/Heavy Bolter
A tactical multimelta is able to be wielded more ea silly than normal due to a combinator of the Salamander's training in
heavy gravity and/or suspensor units on the weapon itself. These weapons may be fired as normal or with the following
profiles:
Weapon Range Str. AP Type
Tactical Multimelta 12 8 1 Assault 1
Tactical Heavy Bolter 18 5 4 Assault 3
Salamander Mantle
Made from the adamantium strength hide of a Salamander, this cloak can deflect blows that would tear even a Space
Marine 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 arm
mounted machine cogitator that allows them to track enemy movements and respond to them quickly. Once per turn if
an enemy unit comes in from reserve from any method and comes within 12 of a unit with communication armor the
unit may immediately open fire upon them.
Salamander Hide
Tabbards or light coverings of Salamander hide given as honors. Grants the model a 6+invulnerable save, or a 5+when
combined with a combat shield.
Thermograph:
This weargear upgrades the optics of the wearer with superior thermal imaging equipment to that normally found in
Space Marine optics. It allows the attached unit to force the enemy to reroll any successful cover saves from their
shooting.
Disruption Beacon:
The Disruption beacon works identically to the Land Speeder Storm's J amming Beacon (Codex: Space Marines page
75) but with a range of 12
Vehicle Upgrades:
Re-enforced Ceramite
Salamanders vehicles are often plated in heavy layers of additional heat resistant armour. Melta weapons do not gain an
extra D6 to penetrate, and at over half range do not count as being AP1 when fired over half range against vehicles with
this upgrade.
Vehicles with this upgrade are limited to 9 movement when moving at cruising speed. Walkers with this upgrade may
not run. However, they count all lava or magma dangerous or difficult terrain as open ground.
Stabilised Targeting System
Many Salamanders vehicles have access to superior targeting systems and may fire all their weapons when moving at
combat speed.
Repair Equipment
With access to additional tools and mechanical training, a Salamanders vehicle crew with this upgrade may attempt to
repair an immobilised result or a single weapon destroyed result on a D6 roll of 4+instead of shooting in the shooting
phase. 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 Fire
This power is used at the end of the movement phase. The Librarian turns the heroic spark of his
battle brothers into a roaring fire. They may ignore the most serious of wounds. The Librarian and
his attached unit have Feel no pain until the beginning of the next Salamanders movement phase.
Living Flame
This power is used at the start of the shooting phase. Guided by the Librarian's mind, the fires of the
Salamanders seek out the gaps enemy's armour. All enemy units within 18 of the Librarian must
reroll successful armor or cover saves against wounds caused by flamers, heavy flamers,
flamestorm cannons, meltsguns or multimeltas.
Inferno Wall
The 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 1
wide 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 away
from 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 and
counts as dangerous terrain. No model may end it's turn in the fire.
Fury of the Salamander
This power is used in the shooting phase and counts as a shooting attack. The Librarian summons a
spectral 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 impassable
terrain. Any enemy units with a toughness value are hit by D6 ST6 AP4 hits, vehicles are hit by a
single Str 6 hit, as if struck by a monstrous creature in close combat.
Burning Judgement
This power is used in the shooting phase and can be targeting on one enemy unit within 12 or
engaged in combat with the Librarian. The enemy is covered in the flames of righteous judgement
and their wicked deeds are punished. Until the beginning of the next Salamanders shooting phase
the affected unit's weapons all count as having the 'gets hot!' special rule. In addition, any rolls to hit
of 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 a
double. If the leadership test passes, they may still use the power. If the test fails on a double, the
power is seared from their mind and they may not use it for the remainder of the battle.
HQ
Salamanders Captain...............................................................100pts
Special Rules:
Comm Relay- While a captain is deployed with this wargear, all other Salamanders may use his
leadership for morale or pinning tests.
Vengeance Field Modifies the Captain's Iron Halo, changing it from a 4+save to a 5+save. Any
wounds saved by this field are immediately directed back to their source, causing a wound with no
armor saves to the attacking model or a glancing hit to attackers with an armour value.
WS BS S T W I A Ld Sv
Captain 6 5 4 4 3 5 3 10 3
Uni t Composi ti on Speci al Rul es Opti ons
1 Captain And they shall know no fear
a superior bolt pistol free
Uni t Type Eye to eye a superior storm bolter +3 points
Infantry Independent character +10 points
a storm shield, power sword or lightning claw +15 points
a plasma pistol +5 points
+25 points
a thunder hammer +30 points
Superior Bolter a relic blade +30 points
Replace power armour with artificer armour +10 points
Iron Halo +10 points
+5 points
Take special ammunition +10 points
Take Auxiliary grenade launcher +15 points
Take a digital weapon +10 points
+40 points
Terminator Armour, Superior storm bolter and
power sword.
Replace Terminator armour's storm bolter with
+5 points
lightning claw +10 points
Thunder hammer +20 points
Replace Terminator armour's power sword with
lightning claw +5 points
+10 points
+15 points
May take one of the following:
Salamander Mantle +30 points
Orbital Bombardment +15 points
Comm relay +15 points
Vengeance field +10 points
Replace Superior Bolter and/or Chainsword with
Promethian
a superior combi-flamer, -melta or -plasma
Fireborn
Wargear
Power Armor a powerfist
Superior Chainsword
Frag and Krak grenades
Mastercraft one weapon
Take melta bombs
Replace Power Armour, Superior Chainsword
Superior bolter, frag and krak grenades with
a superior combi-flamer, -melta or -plasma
powerfist or storm shield
Thunder Hammer or chainfist
Salamanders Chaplain...............................................................100pts
Special Rules:
Litany of Fortitude The Chaplain inspires his brothers to great acts of resilience. While alive, the
chaplain and the unit he is attached to gain +1 toughness. This additional toughness does not protect
against instant death.
Salamanders Librarian...............................................................100pts
WS BS S T W I A
Chaplain 5 4 4 4 2 4 2 10 3
Ld Sv
Uni t Composi ti on Speci al Rul es Opti ons
1 Chaplain Honour of the Chapter Replace Superior Bolt pistol with
Litany of Fortitude a superior bolter free
Uni t Type Eye to eye a superior storm bolter +3 points
Infantry Promethean +10 points
a plasma pistol +5 points
Independent Character Replace power armour with artificer armour +10 points
+10 points
Superior 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 -plasma
Fireborn
Wargear
Power Armor Mastercraft one weapon
Take melta bombs
Frag and Krak grenades
Crozius Arcanum frag and krak grenades with
a superior combi-flamer, -melta or -plasma
Replace Crozius with Thunderhammer
Uni t Composi ti on Speci al Rul es Opti ons
1 Librarian And They Shall Know no fear Upgrade to an Epistolary +50 points
Replace Superior Bolt pistol with
Uni t Type Eye to eye a superior bolter free
Infantry Promethean a superior storm bolter +3 points
+10 points
Independent Character a combat shield +10 points
a plasma pistol +5 points
Superior Bolt Pistol Replace power armour with artificer armour +10 points
Any two of the following: +10 points
Force Weapon Avenger, Gate of infinity +5 points
Psychic Hood Machine Curse, Inner Fire Replace Power Armour, Superior bolt pistol +40 points
Living flame, Inferno Wall
Fury of the Salamander Terminator Armour and Superior storm bolter
Burning Judgement Replace Terminator armour's storm bolter with
+5 points
Equip Salamander hide +5 points
Equip a Salamander Mantle +15 points
Psyker
Fireborn a superior combi-flamer, -melta or -plasma
Wargear
Power Armor
Pychi c 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 A
Librarian 5 4 4 4 2 4 2 10 3
Ld Sv
Command Squad...............................................................115pts
WS BS S T W I A
Company Champion 5 4 4 4 1 4 2 9 3
Apothecary 4 4 4 4 1 4 2 9 3
Veteran 4 4 4 4 1 4 2 9 3
Ld Sv
Uni t Composi ti on Speci al Rul es Opti ons
4 Veterans And They Shall Know no fear One veteran may carry the company standard +15 points
1 Apothecary Eye to eye One veteran may be upgraded to a Company +15 points
champion with combat shield and power weapon
Uni t Type Promethean The entire unit may have Salamander hide +25 points
Infantry +50 points
Dedi cated Transport
May select a drop pod, Rhino, or a superior bolter free
Razorback a superior storm bolter +3 points
Superior Bolt Pistol +5 points
a combat shield, flamer or a plasma pistol +5 points
+10 points
a 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 Armor
Replace Superior Bolt pistol or Chainsword with
Wargear
Power Armor
a superior combi-flamer, -melta or -plasma
Frag and Krak grenades
Superior Chainsword a meltagun, plasma gun or power weapon,
The Apothecarys also has a Narthecium
a powerfist
a Thunderhammer or relic blade
Meltabombs
Elites
Firedrake Terminators...............................................................215pts
Firedrake Veterans...............................................................125pts
WS BS S T W I A Ld Sv
Sergeant Praetor 5 5 4 4 2 4 3 10 2
Terminator Sergeant 4 4 4 4 1 4 3 10 2
Terminator 4 4 4 4 1 4 2 9 2
Uni t Composi ti on Speci al Rul es Opti ons
4 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 terminator
Uni t 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 points
Take a Cyclone missile launcher +30 points
Power Sword (Terminator Sergeant) Lightning Claws free
+5 points
+5 points
Any Terminator may replace his superior
+5 points
The Terminator sergeant may replace his
+5 points
Fireborn
Wargear
Superior Stormbolter Any Terminator may replace his powerfist and
Powerfist (Terminators) superior stormbolter with:
Terminator Armor Thunderhammer and Storm Shield
Any Terminator may replace his powerfist with a
chainfist
Stormbolter with:
a superior combi-flamer, -melta or -plasma
power weapon and superior stormbolter with
Thunderhammer and Storm Shield
WS BS S T W I A Ld Sv
Veteran Sergeant 4 4 4 4 1 4 2 9 3
Veteran 4 4 4 4 1 4 2 9 3
Uni t Composi ti on Speci al Rul es Opti ons
4 Veterans And They Shall Know no fear May include up to 5 additional veterans
1 Veteran Sergeant Eye to eye ..............................25 points per model
The entire unit may have Salamander hide +5 points per m
Uni t Type Promethean Replace Superior Bolter or Bolt Pistol with
Infantry free
Dedi cated Transport a superior storm bolter +3 points
May select a drop pod, Rhino, or +5 points
Razorback 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 -plasma
Power Armor
Superior Boltpistol a powerfist
Frag and Krak grenades a Thunderhammer or relic blade
Meltabombs
Two models may replace their bolters with
A Meltagun or Plasma Gun
A 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 Dreadnought
As 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 is
permenantly attached to that unit to oversee it's repairs. Though he still counts as an independent
character he must deploy with that unit and cannot leave it to join another unless it is completely
destroyed.
Opti ons
May take Re-enforce Ceramite +10 points
May be Promethean +5 points
Opti ons
May take Re-enforce Ceramite +10 points
May be Promethean +5 points
Opti ons
May take Re-enforce Ceramite +10 points
May be Promethean +5 points
Uni t Composi ti on Speci al Rul es (techmari ne) Opti ons
1 Techmarine And They Shall Know no fear Upgrade Servo Arm to a Servo Harness +25 points
0-5 Servitors Eye to eye Replace Servo arm with a conversion beamer +20 points
Fireborn Replace Boltgun with
Uni t Type Promethean a superior storm bolter +3 points
Infantry Blessings of the Omnissiah a superior combi-flamer, -melta or -plasma +5 points
Tactical deployment a plasma pistol +5 points
Wargear (Techmari ne) Take Either
Artificer Armour a power weapon +15 points
Superior Bolter or Bolt Pistol a thunder hammer +30 points
Frag and Krak grenades The Techmarine can be accompanied by up to
Servo Arm five servitors......................+15 points per model
Up to two Servitors can replace their servo-arm with
Wargear (Servi tors) 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 points
Disruption beacon +15 points
Locator beacon +10 points
Upgrade a unit's power armor to
superior power armor +50 points
WS BS S T W I A Ld Sv
Techmarine 4 4 4 4 1 4 2 9 2
Troops
Tactical Marines...............................................................100pts
WS BS S T W I A Ld Sv
Veteran Sergeant 4 4 4 4 1 4 2 9 3
Tech Adept 4 4 4 4 1 4 1 9 3
Spare Marine 4 4 4 4 1 4 1 9 3
Uni t Composi ti on Speci al Rul es Opti ons
4 Space Marines And They Shall Know no fear May include 5 additional space marines
1 Veteran Sergeant Eye to eye ..............................15 points per model
Fireborn One model may replace his bolter with
Uni t Type Promethean a flamer free
Infantry Combat Squads a meltagun or plasmagun +5 points
If the squad numbers ten models one Space Marine
Wargear Dedi cated 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 points
Superior Boltpistol his bolter with a disruption beacon 10 points
Frag and Krak grenades or take a Thermograph 15 points
If the squad numbers ten models one Space Marine
may replace his bolter with.
a multi-melta, heavy bolter, or missile launcher free
a tactical multi-melta or tactical heavy bolter +5 points
The Veteran Sergeant may replace his bolter or
bolt pistol with:
a superior chainsword free
a combi-melta, -flamer or -plasma +10 points
a stormbolter or a plasma pistol +5 points
a power weapon +10 points
a powerfist +25 points
a thunderhammer +30 points
The Veteran Sergeant may take:
Melta bombs +5 points
Teleport homer +10 points
Tactical Devestators...............................................................100pts
You may take one squad of Tactical Devestators for every unit of Tactical Marines that has 10
models.
WS BS S T W I A Ld Sv
Veteran Sergeant 4 4 4 4 1 4 2 9 3
Spare Marine 4 4 4 4 1 4 1 9 3
Uni t Composi ti on Speci al Rul es Opti ons
4 Space Marines And They Shall Know no fear May include 5 additional space marines
1 Veteran Sergeant ..............................15 points per model
Promethean For every 5 models in the squad, 2 space marines
Uni t Type Combat Squads
Infantry a heavy flamer +5 points
Dedi cated Transport +10 points
May select a drop pod, Rhino, or The Veteran Sergeant may replace his bolter or
Razorback 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 bolter
Wargear
Power Armor
a superior chainsword
Superior Boltpistol a combi-melta, -flamer or -plasma
Frag and Krak grenades a stormbolter or a plasma pistol
a powerfist
a thunderhammer
Melta bombs
Teleport homer
Fast Attack
Assault Squad...............................................................100pts
Scout Squad...............................................................75pts
WS BS S T W I A
Veteran Sergeant 4 4 4 4 1 4 2 9 3
Spare Marine 4 4 4 4 1 4 1 8 3
Ld Sv
Uni t Composi ti on Speci al Rul es Opti ons
4 Space Marines And They Shall Know no fear May include 5 additional space marines
1 Veteran Sergeant ..............................18 points per model
Combat Squads For every 5 models in the squad, 1 space marine
Uni t Type
J ump Infantry Dedi cated Transport a flamer or plasma pistol +5 points
The squad may remove its jump packs +10 points
to 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 points
normal. a power weapon +10 points
a storm shield or a lightning claw +15 points
J ump Pack +25 points
+30 points
The Veteran Sergeant may take:
+5 points
+10 points
Fireborn
space marines may replace their bolters with:
a tactical meltagun
Wargear The Veteran Sergeant may replace his chainsword
Power Armor
Chainsword
Frag and Krak grenades
a powerfist
a thunderhammer or pair of lightning claws
Melta bombs
Teleport homer
WS BS S T W I A
Scout Sergeant 4 4 4 4 1 4 2 9 4
Scout 4 4 4 4 1 4 1 8 4
Ld Sv
Uni t Composi ti on Speci al Rul es Opti ons
4 Scouts And They Shall Know no fear May include 5 additional scouts
1 Scout Sergeant Fireborn ..............................13 points per model
Combat Squads For every 5 models in the squad, 1 scout may
Uni t Type Infiltrate replace their bolters with:
Infantry Scout a flamer +5 points
Move through cover a meltagun +10 points
Wargear One scout may replace his bolter for a heavy bolter
Scout Armor Dedi cated Transport (with hellfire shells) or a missile launcher +10 points
Bolt Pistol A unit that numbers 5 models may Any model may replace his bolter with
Bolter take a Land Speeder Storm as a a shotgun, combat blade or sniper rifle free
Frag and Krak grenades Dedicated Transport The Scout Sergeant may replace his Bolter
or bolt pistol
a combi-melta, -flamer or -plasma +10 points
a plasma pistol +5 points
a power weapon +10 points
a powerfist +25 points
The Scout Sergeant may take:
Melta bombs +5 points
Teleport homer +10 points
Land Speeder Squadron
As Codex: Space Marines
Space Marine Bike Squad
As Codex: Space Marines, Combat Tactics replaced with Fireborn.
Attack Bike Squad
As Codex: Space Marines, Combat Tactics replaced with Fireborn.
Dedicated Transports
Rhino
As Codex: Space Marines, with additional options.
Razorback:
As Codex: Space Marines, with additional options.
Land Speeder Storm
As Codex: Space Marines, but BS increased to 4
Opti ons
May take Re-Enforced Ceramite +5 points
Opti ons
May take Re-Enforced Ceramite +5 points
Heavy Support
Devestator Squad...............................................................100pts
Thunderfire Cannon
As Codex: Space Marines, Combat Tactics replaced with Fireborn, Promethean.
Land Raider
As Codex: Space Marines, with additional options.
Land Raider Crusader
As Codex: Space Marines, with additional options.
Land Raider Redeemer
As Codex: Space Marines, with additional options.
Predator
As Codex: Space Marines, with additional options.
Uni t Composi ti on Speci al Rul es Opti ons
4 Space Marines And They Shall Know no fear May include 5 additional space marines
1 Veteran Sergeant ..............................15 points per model
Combat Squads For every 5 models in the squad, 2 space marines
Uni t Type
Infantry Dedi cated Transport +5 points
May select a drop pod, Rhino, or +10 points
Razorback 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 multimelta
a lascannon or plasmacannon
Wargear
Power Armor
a superior chainsword
Superior Boltpistol a combi-melta, -flamer or -plasma
Frag and Krak grenades a stormbolter or a plasma pistol
a powerfist
a thunderhammer
Melta bombs
Teleport homer
Opti ons
May take Re-Enforced Ceramite +10 points
May take repair equipment +10 points
May take Stabilised targting system +10 points
Opti ons
May take Re-Enforced Ceramite +25 points
May take repair equipment +15 points
May take Stabilised targting system +10 points
Opti ons
May take Re-Enforced Ceramite +25 points
May take repair equipment +15 points
May take Stabilised targting system +10 points
Opti ons
May take Re-Enforced Ceramite +25 points
May take repair equipment +15 points
May take Stabilised targting system +10 points
May be upgraded to Promethian +10 points
Vindicator
As Codex: Space Marines, with additional options.
Whirlwind
As Codex: Space Marines, with additional options.
Opti ons
May take Re-Enforced Ceramite +10 points
May take repair equipment +10 points
Opti ons
May take Re-Enforced Ceramite +15 points
May take repair equipment +10 points

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