vulkan_tu'shaun
02-10-2010, 09:51 AM
i recently sat down with friends from my game club and decided to make a rules set for the salamander space marines. i wanted you guys to check them out and give me and hints or things to change. so without further time wasteing.....
Salamander codex ruff rules
Chapter Master Tu'Shaun Regent of Prometheus.............260pts
WS BS S T W I A LD Sv+
6 5 5 5 4 4 4 10 2+
Unit composition-1(unique)
Unit type-infantry
Wargear - Artificer Armour, Master Crafted Thunder Hammer, Master Crafted Combi-storm bolter (flamer), Shir'end Hide.
Special Rules - and they shall know no fear, combat tactics, chapter tactics, Independent Character, Eternal Warrior, Orbital Bombardment, Regent of Prometheus, Might of the flame
Options - replace artificer armour for Vulcan’s mantle... 15pts
Master craftsman - one terminator squad may twin link their storm bolters. In addition, all flamers, heavy flamers, flamestorm cannons, meltas and multi-meltas are twin linked and all thunder hammers count as master crafted.
Might of the Flame - As a master craftsman, Tu'Shauns combi-flamer may be fired more than once per battle
Shir’end - He wears the hide of Shir'end, the salamander he slew as an initiate. the hide grants him a 3+invulnerable save. He may wear it on his terminator armour.
Regent of Prometheus - Tu'Shaun may be accompanied to battle by an honour guard
Vulkans mantle - This is a suit of terminator armour made during the Istavan massacre which Vulkan never used, while wearing this suit it grants Tu'Shaun the Feel No Pain speacial rule.
Regent of Prometheus Honor Guard Squad
Terminator Assault Squad.........170pts
WS BS S T W I A LD Sv+
Terminator 4 4 4 4 1 4 2 10 2+
Terminator sergeant 4 4 4 4 1 4 2 10 2+
Chapter Champion 5 4 4 4 2 4 3 10 2+
Unit composition - 1 sergeant, 1 chapter champion, 3 honor guard
Unit type - infantry
Wargear – terminator armour, thunder hammer and storm shield, storm bolter (sergeant) drake hide (4+ invulnerable save for champion if he has no storm shield)
Special rules – and they shall know no fear, combat tactics, honor or death (champion only)
Dedicated transport – may take a landraider as dedicated transport
Options – chapter champion may replace storm shield for a second thunder hammer… 20pts chapter champion may take digital lasers… 10pts one honor guard may carry the chapter standard instead of a storm shield… 25pts
If Tu’Shaun is in the honor guard squad and the land raider chosen is a redeemer class, the flamestorm cannons count as defensive weapons for the purpose of moving and shooting
Chief Librarian Vel’cona…. 210pts
WS BS S T W I A LD Sv+
5 4 4 4 2 4 2 10 2+
unit composition – 1 (unique)
unit type – infantry
Wargear – terminator armour, storm bolter, psychic hood, book of Prometheus, frag + krak grenades, staff of the Ancients
Special rules – and they shall know no fear, independent character, master psyker, sight
Book of Prometheus – this book allows Vel’cona to use one of the three salamander psychic powers each turn along with any two others from codex: space marines (page57)
Staff of the Ancients – this is a master crafted force weapon
Master Psyker – Vel’cona knows all the psychic powers in codex: space marines
Sight – this helps Vel’cona to guide in any deep striking units/drop pods. Roll two D6 for scatter as usual and then half the distance. May be used once per player turn but when used Vel’cona may only use one psychic attack that turn.
Salamander Psychic Powers
Fury of the Ancients – psychic shooting attack, only usable by Epistolary Librarians and Vel’cona.
Range S AP type
Template 6 3 assault 2
Ancient Drake – the Librarian projects the image of a giant fire-breathing salamander into the minds of his foes. This power is used at the start of the end of the librarians movement phase. All enemy units in 12in of the Librarian must take a leadership/morale check.
Flaming Bullet – the librarian fires a fast flaming psychic bullet at the enemy that no armour can survive. To use this psychic power it must be the start of the Librarians shooting phase. If the psychic test is past, the Librarian may not shoot or assault after this power is used. The enemy model automatically takes a wound, which causes instant death regardless of toughness with no armour saves allowed. An invulnerable save may be used against this.
Units from codex space marines Restrictions or changes
Tactical squads – may take a second flamer instead of special weapon…10pts may take a heavy flamer as special weapon… 25pts
Assault Terminators – unit entry from codex: space marines but only cost 150pts
All thunder hammers in any unit entry (not including scouts) are 10pts for IC and 15pts for normal sergeants or marines.
Devastator squads may have up to 4 flamers for 10pts each or 4 meltaguns for 15pts each.
Land speeder squadrons, bike squadrons, attack bike squad, land speeder storm and scout bikers are limited to 0-1 per unit.
so leave messeges and tell me what you think
cheers
Salamander codex ruff rules
Chapter Master Tu'Shaun Regent of Prometheus.............260pts
WS BS S T W I A LD Sv+
6 5 5 5 4 4 4 10 2+
Unit composition-1(unique)
Unit type-infantry
Wargear - Artificer Armour, Master Crafted Thunder Hammer, Master Crafted Combi-storm bolter (flamer), Shir'end Hide.
Special Rules - and they shall know no fear, combat tactics, chapter tactics, Independent Character, Eternal Warrior, Orbital Bombardment, Regent of Prometheus, Might of the flame
Options - replace artificer armour for Vulcan’s mantle... 15pts
Master craftsman - one terminator squad may twin link their storm bolters. In addition, all flamers, heavy flamers, flamestorm cannons, meltas and multi-meltas are twin linked and all thunder hammers count as master crafted.
Might of the Flame - As a master craftsman, Tu'Shauns combi-flamer may be fired more than once per battle
Shir’end - He wears the hide of Shir'end, the salamander he slew as an initiate. the hide grants him a 3+invulnerable save. He may wear it on his terminator armour.
Regent of Prometheus - Tu'Shaun may be accompanied to battle by an honour guard
Vulkans mantle - This is a suit of terminator armour made during the Istavan massacre which Vulkan never used, while wearing this suit it grants Tu'Shaun the Feel No Pain speacial rule.
Regent of Prometheus Honor Guard Squad
Terminator Assault Squad.........170pts
WS BS S T W I A LD Sv+
Terminator 4 4 4 4 1 4 2 10 2+
Terminator sergeant 4 4 4 4 1 4 2 10 2+
Chapter Champion 5 4 4 4 2 4 3 10 2+
Unit composition - 1 sergeant, 1 chapter champion, 3 honor guard
Unit type - infantry
Wargear – terminator armour, thunder hammer and storm shield, storm bolter (sergeant) drake hide (4+ invulnerable save for champion if he has no storm shield)
Special rules – and they shall know no fear, combat tactics, honor or death (champion only)
Dedicated transport – may take a landraider as dedicated transport
Options – chapter champion may replace storm shield for a second thunder hammer… 20pts chapter champion may take digital lasers… 10pts one honor guard may carry the chapter standard instead of a storm shield… 25pts
If Tu’Shaun is in the honor guard squad and the land raider chosen is a redeemer class, the flamestorm cannons count as defensive weapons for the purpose of moving and shooting
Chief Librarian Vel’cona…. 210pts
WS BS S T W I A LD Sv+
5 4 4 4 2 4 2 10 2+
unit composition – 1 (unique)
unit type – infantry
Wargear – terminator armour, storm bolter, psychic hood, book of Prometheus, frag + krak grenades, staff of the Ancients
Special rules – and they shall know no fear, independent character, master psyker, sight
Book of Prometheus – this book allows Vel’cona to use one of the three salamander psychic powers each turn along with any two others from codex: space marines (page57)
Staff of the Ancients – this is a master crafted force weapon
Master Psyker – Vel’cona knows all the psychic powers in codex: space marines
Sight – this helps Vel’cona to guide in any deep striking units/drop pods. Roll two D6 for scatter as usual and then half the distance. May be used once per player turn but when used Vel’cona may only use one psychic attack that turn.
Salamander Psychic Powers
Fury of the Ancients – psychic shooting attack, only usable by Epistolary Librarians and Vel’cona.
Range S AP type
Template 6 3 assault 2
Ancient Drake – the Librarian projects the image of a giant fire-breathing salamander into the minds of his foes. This power is used at the start of the end of the librarians movement phase. All enemy units in 12in of the Librarian must take a leadership/morale check.
Flaming Bullet – the librarian fires a fast flaming psychic bullet at the enemy that no armour can survive. To use this psychic power it must be the start of the Librarians shooting phase. If the psychic test is past, the Librarian may not shoot or assault after this power is used. The enemy model automatically takes a wound, which causes instant death regardless of toughness with no armour saves allowed. An invulnerable save may be used against this.
Units from codex space marines Restrictions or changes
Tactical squads – may take a second flamer instead of special weapon…10pts may take a heavy flamer as special weapon… 25pts
Assault Terminators – unit entry from codex: space marines but only cost 150pts
All thunder hammers in any unit entry (not including scouts) are 10pts for IC and 15pts for normal sergeants or marines.
Devastator squads may have up to 4 flamers for 10pts each or 4 meltaguns for 15pts each.
Land speeder squadrons, bike squadrons, attack bike squad, land speeder storm and scout bikers are limited to 0-1 per unit.
so leave messeges and tell me what you think
cheers