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Salamanders Space Marine Chapterhttp://www.special http://www.tacticalwargames.net/taccmd/viewtopic.php?f=73&t=6705 |
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Author: | BlackLegion [ Sat Nov 05, 2005 2:00 am ] |
Post subject: | Salamanders Space Marine Chapterhttp://www.special |
Some time ago i had developed an army list for the Salamanders Space Marine chapter. I posted it on the old SG-Forum ( http://www.specialist-games.com/epic/fo ... IC_ID=5304 ) and will repeat it here. Sadly i hand't enpugh time to playtest this list. So help would be appreciated. The armylist is based on the Wh40k Codex: Armageddon. Salamanders Special Rules: To the last man Salamanders Space Marines are very stubborn. They cannot bear to loose a battle. Because of this the Salamanders player can choose to continue an assault if the Salamanders formation looses the assault instead of withdrawing. That is: Another round of the assault is been made (in the same manner as in the case of a tie)instead of withdrawing, but because the Salamanders count as broken (they lost the first round of the assault!) they would be wiped out if they loose the second round. Low reflexes The reflexes of Salamanders Space Marines are not as fast as those of other Chapters, although still quick when suited in power armour. However, it is unknown whether this is due to a defect in the gene-seed, a result of their high gravity world, or comes about from the Chapter's doctrines against hastiness and impetuosity. Due to this they receive a -1 penalty on all action tests (Initiative is 2+ instead of 1+). Salamanders armies also have limited access to Fast Attack detachments. In rule terms you can only choose 1 Fast Attack detchament (this are Assault-, Bike- and Land Speeder-detachments) for every 2 non-fast attack detachments (this are all other detachments). Ceramite armour Most of the Salamanders armoured vehicles are sheated in heat-resistant ceramite armour. Because of this multi-meltas loose their Macroweapon-abillity against all Armoured Vehicles of the Salamanders (a Multi Melta would count as AT5+ instead of MW5+). New Salamanders Space Marine Units The Salamanders Predator Destructor is an addition wich can be choosen instead of the Space Marine Predator Destructor. The Salamanders Attack Bike replaces the Space Marine Attack Bike entry. The Salamanders Terminators replace the Space Marine Terminators entry. Salamanders Predator Destructor Armored Vehicle, Speed: 30cm, Armour 4+, CC 6+, FF 4+ Autocannon Range 45cm, AP5+/AT6+ 2 x Heavy Flamer Range 15cm, AP4+ Ignore Cover AND Small arms (15cm), Extra Attack +1, Ignore Cover Salamanders Attack Bike Light Vehicle, Speed: 30cm, Armour 4+, CC 5+, FF 5+ Multi-melta Range 15cm, MW5+ -- AND Small Arms Macro weapon Salamanders Terminators Infantry, Speed 15cm, Armour 4+, CC 3+, FF 3+ 2 x Heavy Flamers Range 15cm, AP4+ Ignore Cover AND Small arms (15cm), Extra Attack +1, ignore cover Power Weapons (base contact) Assault Weapons, Macro-weapon, Extra Attack (+1) Notes: Reinforced Armour, Teleport, Thick Rear Armour Salamanders Space Marine Detachments Detachments as usual but with the following changes: Devastator detachments may be upgraded with 2 extra Devastator units plus transport for + 125 points. Tactical detachments may be upgraded with 2 extra Tactical units plus transport for + 100 points. Predator detachments may be choose either Annihilators, Destructors or Salamanders Destructors or a combination of the three. Terminator detachments consists of four Salamanders Terminator units. Points cost are the same. The Attack Bike upgrade is changed to: Replace any number of Bike units with one Salamanders Attack Bike each. Cost: Free Imperial Navy Aircraft and Titan Legion Battlegroups as usual Is |
Author: | nealhunt [ Mon Nov 07, 2005 5:16 pm ] |
Post subject: | Salamanders Space Marine Chapterhttp://www.special |
To the last man: It should specify what the effects of being broken in the "second" round are with respect to BMs, i.e. do they count as having 2BM per unit as a broken marine formation or do they count as having the number they had at the beginning of the assault. Low Reflexes: I don't think this is necessary and it's a potentially big difference. But those are just minor bits. It certainly looks ready to playtest. I'd be especially interested in the results of the extra units for Devastators and Tacticals. |
Author: | The_Real_Chris [ Wed Dec 14, 2005 9:09 am ] |
Post subject: | Salamanders Space Marine Chapterhttp://www.special |
So could you give a description of how salamanders differ from codex to start with? Why for instance do they have bigger dev formations? Also, do you think you may have gone overboard with the changes and special rules. Asa far as I can see the salamanders are a small chapter, but well equipped. They have a propensity for firefights and lack bikes and landspeeders. 'Course I could be wrong ![]() Having tac squads carrying multi meltas could achieve this short ranged aspect, maybe with a FF boost to 3+. Stuff like the ceramic armour is a nice idea but very limited in application so why not drop it? The too the last man thing - salamanders don't like losing more than dark angels, space wolves or ultramarines? Oh and the Hve Flamer stats are a bit off, they don't give extra FF attacks, perhaps boost FF factors instead? |
Author: | BlackLegion [ Wed Dec 14, 2005 1:18 pm ] |
Post subject: | Salamanders Space Marine Chapterhttp://www.special |
Thats the Salamanders Chapter Organsisation THE SALAMANDERS CHAPTER ORGANIZATION HEADQUARTERS The title of Chapter Master is taken by the Captain of the First Company (who act as his personal bodyguard). Administrative Staff Support Personnel ARMOURY Techmarines Servitors Predators, Vindicators, Whirlwinds, Rhinos, Razorbacks, Land Raiders LIBRARIUS Chief Librarian Epistolaries Codiciers Lexicaniums FIRST COMPANY `FIREDRAKES` Chapter Master Master of Chaplains Chief Apothecary Chapter Standard Bearer Squads: 12 Veteran Support: Dreadnoughts Rhinos Land Riders Terminator Armour BATTLE COMPANIES SECOND, THIRD AND FOURTH COMPANIES Captain Chaplain Apothecary Standard Bearer Squads: 7 Tactical 3 Devastator 2 Assault Support: Dreadnoughts Rhinos Bikes Land Speeders RESERVE COMPANIES FIFTH AND SIXTH COMPANIES Captain Chaplain Apothecary Standard Bearer Squads: 8 Tactical 4 Devastator Support: Dreadnoughts Rhinos SEVENTH COMPANY Captain Chaplain Apothecary Squads: 6 Scout Support: Bikes |
Author: | The_Real_Chris [ Wed Dec 14, 2005 4:21 pm ] |
Post subject: | Salamanders Space Marine Chapterhttp://www.special |
Excellent - I really wish all the marine fanlists started like this, perhaps even with a breakdown of squad level differences as well. Gives a sense of what the background is for 'casual' or non 40k ites playtestors. Heavy flamer wise, the stats are published int he siegemasters list (and have an ork version in print to). Uping FF to 3+ or 2+ ain't as good as two 4+ attacks, but is within the published rules. So do tactical squads also carry multimeltas? Why not bite the bullet and make devestator formations 3 squads strong - can the upgrade as it were. |
Author: | BlackLegion [ Wed Dec 14, 2005 4:41 pm ] |
Post subject: | Salamanders Space Marine Chapterhttp://www.special |
Hmm good point on the upgrade for the devastators, but for the tacticals it should remain an upgrade to add extra units. For the multi-meltas look at the other thread. |
Author: | BlackLegion [ Thu Aug 03, 2006 1:41 am ] |
Post subject: | Salamanders Space Marine Chapterhttp://www.special |
And here is my pet. An all new and shiny Salamanders Space Marine Armylist as PDF ![]() http://s10.quicksharing.com/v/2420315/E ... 0.pdf.html |
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