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Salamanders Space Marine Chapterhttp://www.special

 Post subject: Salamanders Space Marine Chapterhttp://www.special
PostPosted: Sat Nov 05, 2005 2:00 am 
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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

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 Post subject: Salamanders Space Marine Chapterhttp://www.special
PostPosted: Mon Nov 07, 2005 5:16 pm 
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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.

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 Post subject: Salamanders Space Marine Chapterhttp://www.special
PostPosted: Wed Dec 14, 2005 9:09 am 
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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?

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 Post subject: Salamanders Space Marine Chapterhttp://www.special
PostPosted: Wed Dec 14, 2005 1:18 pm 
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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


As you can see: Salamanders have fewer companies, but they are a bit larger. 'cos the upgrade to bigger formations.

Because of the Heavy Flamer giving +1FF Attack: As you see, all theunits with Heavy Flamers have 2 of them, so i give them +1EA f?r FF. The BaalPredator in the Blood Angels list in the vault has the same Heavy Flamer stats.




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 Post subject: Salamanders Space Marine Chapterhttp://www.special
PostPosted: Wed Dec 14, 2005 4:21 pm 
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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.

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 Post subject: Salamanders Space Marine Chapterhttp://www.special
PostPosted: Wed Dec 14, 2005 4:41 pm 
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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.





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 Post subject: Salamanders Space Marine Chapterhttp://www.special
PostPosted: Thu Aug 03, 2006 1:41 am 
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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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