Codex Astartes - Salamanders: Detachments

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Codex Astartes Salamanders

Space Marine armies have a strategy rating of 5. All Space Marine detachments and Titan
Legion formations have an initiative rating of 1+. Imperial Navy aircraft formations have an
initiative rating of 2+.

Detachments
Detachment Units Upgrades Allowed Points Cost
Terminator Four Salamanders Terminator Commander, Drop Pods, Dreadnought, Close Support, 325 points
units Helios, Heavy Transport
Tactical Six Tactical units, three Rhinos Commander, Salamanders Tactical, Drop Pods, 300 points
Razorbacks, Dreadnought, Close Support
Devastator Four Devastator units, two Rhinos Commander, Salamanders Devastator, Drop Pods, 250 points
Razorbacks, Dreadnought, Close Support
Land Raider Four Land Raiders Commander, Close Support, Helios 350 points
Whirlwinds Four Whirlwinds Commander, Close Support, Helios 300 points
Predators Four Predators (any combination Commander, Close Support 275 points
of Annihilators and Destructors)
Vindicators Four Vindicators Commander, Close Support 250 points
Landing Craft One landing Craft None 425 points
Thunderhawk One Thunderhawk None 250 points
0-1 Strike Cruiser One Strike Cruiser Battle Barge 200 points

Restricted Formations
Note: No more than 1/3 of the armys points may be spent on the following Salamanders, Aircraft and Titan formations.
Upgrades to restricted formations count towards this total.
Formation Units Upgrades Allowed Points Cost
Scout Four Scout units Commander, Razorbacks, Sniper 150 points
0-1 Assault Four Assault units Commander, Close Support 150 points
0-1 Fast Attack Five Land Speeder OR five Bike units Commander, Attack Bike 200 points

Imperial Navy Aircraft Titan Legion Battlegroups


Two Thunderbolt Fighters 150 points One Warhound Titan 275 points
Two Marauder Bombers 250 points Two Warhound Titans 500 points
One Reaver Titan 650 points
One Warlord Titan 850 points

Upgrades
Note: Each upgrade may only be taken once per formation
Upgrade Notes and Points Cost
Attack Bike Replace any number of Bike units with one Salamanders Attack Bike each Free
Battle Barge Replace the Strike Cruiser with a Battle Barge 125 points
Close Support Add up to two (in total) of the following vehicles: Predator Incinerator at 50 points each, 50/75/85* points
Hunter at 75 points each and Land Raider, Salamanders Land Raider Redeemer* and each
Land Raider Prometheus at 85 points each
Commander Add one Space Marine Commander Character to a unit in the formation. The 50 points
Commander may be a Captain, Librarian or Chaplain. One Captain in the army may be
upgraded to a Salamanders Supreme Commander for additional 25 points +25 points
Dreadnought Add up to two Vulcan or Hellfire Dreadnoughts or a combination of the two 50 points each
Drop Pods All infantry and Dreadnought units are loaded into drop pods. Any other units are lost Free
Heavy Transport Add four transports which may be any mix of Land Raiders and Land Raider Redeemer* 325 points*
Helios Replace any number of Redeemers and Prometheus with Land Raider Helios 25 points each
Razorback Replace any number of Rhinos with 1-2 Razorbacks each 25 points each
Salamanders Devastator Add two Salamander Devastator units and one Rhino 100 points
Salamanders Tactical Add two Salamander Tactical units and one Rhino 75 points
Sniper All Scouts in the formation add the Sniper ability to their Heavy Bolters 50 points

Special Rule 5.1.1 They Shall Know No Fear


Space Marines are renowned for their tenacity and bravery. This is represented by the following rules:

It takes two Blast markers to suppress a Space Marine unit or kill a unit in a broken formation (ignore any left over
Blast markers).
Space Marine formations are only broken if they have two Blast markers per unit in the formation.
Space Marine formations only count half their number of blast markers in assault resolution (rounding down - note
that assault resolution will not receive +1 for having no blast marker if the formation has 1 blast marker before
rounding down).
Halve the number of extra hits suffered by a Space Marine formation that loses an assault, rounding down in favour of
the Space Marines.
When a broken Space Marine formation rallies then it receives a number of Blast markers equal to the number of
units, rather than 1/2 this number. Space Marines with the Leader special ability remove 2 Blast markers instead of 1.
Note The Land Raider redeemer is currently subject of some discussion and in the future its stats, availability and cost
may change. This has been marked with an * in the relevant places.

Frequently Asked Questions

Army list

Space Marine transport rule it is not included in the list and does not apply to it. Rather follow the list as written (so drop
pods are an upgrade, one Razorback would replace one Rhino, a Land Raider would not replace a Rhino and so on).

Restricted Formations Any upgrades taken count towards the 1/3 points limit for restricted Salamanders (Assault, Fast
Attack and Scout), Air and Titan formations.

Fast Attack Pick either five Bike units or five Land Speeder units before applying upgrades.

Dreadnought A formation can take up to two Dreadnoughts. These may be any mix of Hellfire (missile launcher and
twin las cannon weapons fit) and Vulcan (Multi Melta and Power Fist).

Razorback It is quite deliberate that you can find yourself a transport space down. Salamander Rhinos come as part of
formations. If thats the case I recommend buying a Land Raider for the extra transport space, or just never fielding a
stand of marines 9perfectly allowable under the rules, you just cant bring him on later in the game!).

Close Support Yes it is two tanks total from the list. Prepare to agonise over whether to get Hunters, Land Raiders or
Incinerators! Well over Hunters and Land Raiders. Well whether or not to get two hunters.

Helios Obviously you cannot apply this to a Terminator transport for two reasons. One the Land Raiders upgrade is
applied after all other upgrades and two you wont have enough space for Terminators as well as all those missiles!
Instead you have to use one of your two Close Support choices to get a Land Raider that you can then upgrade. Unless
of course you wish to leave one out of the game!

Weapons

Heavy Flamers If a unit has one or more Heavy Flamers when it makes a firefight attack, that attack has Ignore Cover.
That means you can burn enemy infantry out of their holes, denying them a cover save! It does not give you an extra
attack. Note there is no additional firefight bonus for being armed with more than one Heavy Flamer (for instance the
Predator Incinerator). If the opponent assigns these hits to units in the open and normal hits to ones in cover, tough luck
for you. Next time take more melta weapons!

Multi-Meltas If a unit has one or more Multi-Meltas when it makes a firefight attack that attack is a Macro Weapon
attack. That means only units with reinforced armour or an invulnerable save have a chance of surviving! It does not give
you an extra attack. Note there is no additional firefight bonus for being armed with more than one Multi-Melta (for
instance Salamander Devastators).

Units

Land Raider Prometheus The Prometheus is packed full of command and control gear. What this means in game is that
if you add a Captain or Supreme Commander to the same formation as the tank he may ignore the 5cm restriction when
he uses the Commander special ability. Two other formations from anywhere on the tabletop (not off table so no
ordering in Thunderhawks) may be ordered to join the assault, but all other rules apply i.e. the effect of Blastmarkers on
the activation roll, the effects of failing the roll and that formations must be in coherency after the engage move, etc,
etc.

The Land Raider Crusader has been ejected from the list, to be replaced by the inferior Redeemer. Its a hard universe for
the Salamanders!
Note The Land Raider redeemer is currently subject of some discussion and in the future its stats, availability and cost
may change. This has been marked with an * in the relevant places.

New Units
Salamanders Supreme Commander
Type Speed Armour Close Combat Firefight
Character - - - -
Weapon Range Firepower Notes
Thunder Hammer (base contact) Assault Weapon Macro-weapon Extra Attack (+1)
Notes: Invulnerable Save, Supreme Commander
Please note this is not a new unit as such. Rather it makes clear that the Supreme Commander has one instance of Leader.

Salamanders Terminators
Type Speed Armour Close Combat Firefight
Infantry 15cm 4+ 3+ 3+
Weapon Range Firepower Notes
Thunder Hammers (base contact) Assault Weapons Macro-weapon Extra Attack (+1)
2 x Heavy Flamers 15cm AP4+ Ignore Cover
AND (15cm) Small Arms Ignore Cover
Notes: Reinforced Armour, Teleport, Thick Rear Armour. The Heavy Flamers can shoot and be used to confer the Ignore Cover ability to the units
firefight value.

Salamanders Tactical Marines


Type Speed Armour Close Combat Firefight
Infantry 15cm 4+ 4+ 5+
Weapon Range Firepower Notes
Multi-melta 15cm MW5+ Macro-weapon
AND (15cm) Small Arms Macro-weapon
Notes: The Multi-melta can shoot and be used to confer the macro-weapon ability to the units firefight value.

Salamanders Devastator Marines


Type Speed Armour Close Combat Firefight
Infantry 15cm 4+ 5+ 4+
Weapon Range Firepower Notes
2 x Multi-melta 15cm MW5+ Macro-weapon
AND (15cm) Small Arms Macro-weapon
Notes: The Multi-meltas can shoot and be used to confer the macro-weapon ability to the units firefight value.

Salamanders Attack Bike


Type Speed Armour Close Combat Firefight
Light Vehicle 35cm 4+ 5+ 4+
Weapon Range Firepower Notes
Multi-melta 15cm MW5+ Macro-weapon
AND (15cm) Small Arms Macro-weapon
Notes: The Multi-melta can shoot and be used to confer the macro-weapon ability to the units firefight value.

Vulcan Dreadnought
Type Speed Armour Close Combat Firefight
Armoured Vehicle 15cm 3+ 4+ 4+
Weapon Range Firepower Notes
Power Fist (base contact) Assault Weapon Macro-weapon, Extra Attack (+1)
Multi-melta 15cm MW5+ Macro-weapon
AND (15cm) Small Arms Macro-weapon
Notes: Walker. The Multi-melta can shoot and be used to confer the macro-weapon ability to the units firefight value.

Hellfire Dreadnought
Type Speed Armour Close Combat Firefight
Armoured Vehicle 15cm 3+ 4+ 4+
Weapon Range Firepower Notes
Twin Lascannon 45cm AT4+ -
Missile Launcher 45cm AP5+/AT6+ -
Notes: Walker.
Please note this is not a new unit as such. Rather it makes clear that the Salamander list has the above two choices of Dreadnought.

Predator Incinerator
Type Speed Armour Close Combat Firefight
Armoured Vehicle 30cm 4+ 6+ 4+
Weapon Range Firepower Notes
Autocannon 45cm AP5+/AT6+ -
2 x Heavy Flamer 15cm AP4+ Ignore Cover
AND (15cm) Small Arms Ignore Cover
Notes: The Heavy Flamers can shoot and be used to confer the Ignore Cover ability to the units firefight value.
Salamanders Land Raider Redeemer*
Type Speed Armour Close Combat Firefight
Armoured Vehicle 25cm 4+ 5+ 4+
Weapon Range Firepower Notes
Frag Launchers (base contact) Assault Weapons -
Twin assault cannon 30cm AP4+/AT4+ -
Flamestorm Cannons 30cm AP3+ Ignore Cover
Multi-melta 15cm MW5+ Macro-weapon
AND (15cm) Small Arms Macro-weapon
Notes: Reinforced Armour, Thick Rear Armour, Transport (may carry one Terminator unit OR two of the following units: Tactical, Devastator & Scout).
The Multi-melta can shoot and be used to confer the macro-weapon ability to the units firefight value.

Land Raider Helios


Type Speed Armour Close Combat Firefight
Armoured Vehicle 25cm 4+ 6+ 5+
Weapon Range Firepower Notes
2 x Twin Lascannon 45cm AT4+ -
Whirlwind Launcher 45cm 1BP Indirect Fire
Notes: Reinforced Armour, Thick Rear Armour, Transport (may carry one of the following units: Tactical, Devastator & Scout units).

Land Raider Prometheus


Type Speed Armour Close Combat Firefight
Armoured Vehicle 25cm 4+ 6+ 4+
Weapon Range Firepower Notes
4 x Twin Heavy Bolters 30cm AP4+ -
Notes: Reinforced Armour, Thick Rear Armour, Transport (may carry one Terminator unit OR two of the following units: Tactical, Devastator & Scout
units), any unit in the same formation as the Prometheus may ignore the 5cm restriction when using the commander special ability.

Designers notes

This list is a combination of two Salamanders fan lists. One by BlackLegion and the other by The Real Chris. The
originals and the discussions around them can be found on the Tactical Wargames and Specialist Games internet
forums.

The intention is to capture the feel of the chapter (and we outline how we see the Salamanders below) through several
new units and the structure of the army list. No new rules are needed. A complication for this is the rules review for the
Space Marines as a whole. We have incorporated these potential changes into the army list and unit datafaxes, but are
aware these could change. Our time table is to get fan testing for the list until the expected marine changes are
announced, go into the vault whilst these changes are officially tested and then have the list published in Fanatic and
made official alongside the revised core marine list. In addition to these notes and army list a complete codex is being
put together consisting of Salamanders background, how to use the list, a complete listing of every Salamanders unit with
pictures and relevant Space Marine special rules, reference sheet and possibly special scenario and panting guide.

So to summarise our view of the Chapter (please write and tell us if you feel this is wrong) Salamanders have a non-
codex company structure, a preponderance of flamer and melta weaponry, favour close range fire fights, have limited fast
attack options (the chapter possesses 6 assault squads, cross trained on bikes and land speeders), a higher level of
technology than most other chapters (many Techmarine artificers and a greater ability to maintain equipment among the
brethren) and finally physically slower reactions and a 'more measured' response than marines from other legions.

The army list represents a typical Salamanders task force. The chapter however can adapt as the situation requires and
so you may use any other codex marine list to represent a Salamanders army. For instance during the Amerits crusade
the requirements for rapid strike forces could only be meet by cross training tactical marines to use Land Speeder
Typhoons and Tornados and massing the chapters available assault troops. This would be represented by using the
Codex marine list found in the main Epic rulebook.

This is all represented by:

Non-codex company structure Salamanders prefer larger formations than their codex brothers regardless of the tactical
situation. Represented by allowing the enlargement of tactical and devastator formations, limiting rarer troop types.
Scouts are moved to the restricted section of the list.

Preponderance of flamer and melta weaponry Represented by weapons swaps on some units and arming the infantry
formation upgrades with alternative weapons.

Close range fire fights Availability of heavy armour transports (Land Raiders and variants), short range of Multi melta
and heavy flamers, combined with limited elite (3+) close combat troops encourages short range engagement and
facilitates closing with enemy. The Heavy transports are required for tactical flexibility as Air Assault options are more
expensive in an attempt to counteract a one dimensional use of the additional Mult-Melta armed squads.

Limited fast attack options Limiting these formations in the army list both with maximum numbers and joining the
restricted section of the list, as well as removing very rare options such as Typhoons. In testing allowing them as 0-1 but
in the main body of the list, instead of the 1/3 restricted part, made things too easy for the marines and they behaved too
flexibly.

Higher level of technology Allowing the use of restricted armour by more formations (e.g. Land Raiders as transports for
tactical marines, expanded presence of variants).

Slower reactions and a 'more measured' approach Basically Salamanders aren't as snappy as regular marines. This is
reflected by encouraging the use of larger (and therefore less) formations, limiting fast attack options and altering points
costs to change the value of different strategies.

An example of how the army list has changed to incorporate the new signature units would be the following. The new
Melta armed squads need to get up to the enemy quickly, to stop this being an air assaulters dream list transports have
increased in price, but to give them a chance and reflect higher levels of technological skill Land Raiders are more widely
available. Something like the Predator Incinerator is even easier as it has simply replaced the Vindicator as an upgrade
for marine detachments.

General Notes
Why Close Support?
This is something of a departure from the core marine list. Rather than allowing up to 4-6 different armour units to be
added to a formation the Salamanders have a wider choice but limited number. The wider choice is a consequence of
flavour decisions made above, the limited number though is to ensure things dont get out of hand. This is intended to be
an infantry based list, with of course varied means of delivery and support, but still infantry at its core. Heavy
mechanised formations are fine, they get the men into position, but detachments resembling tank formations with
attached infantry are not and arent the intention of the list.

Prometheus
Discussion and testing came up with a neat ability. Its of limited use in this list though (lacking as it does fast attack
choices) and this neatly side steps any additional restrictions needed. Likely only to be seen in wider games or in a list
built around the presence of one.

Vulcan Dreadnought
Games to date suggest that FF 5+ is too weak and the weapon makes it very, very one dimensional (airdrop assault unit).
FF4+ is fine considering the low mobility of the weapons platform and the short range of the gun.

Salamanders Supreme Commander


Listed as a new unit to avoid having the problem of two instances of leader on a unit and any resulting future rulings.
Subsequently found that in a low activation marine army a supreme commander is nigh compulsory!

Thunderhawk price increase


See worries below. In essence to ensure that with the Melta armed units air assault is not a default choice and ground
options are more attractive.

Restrict fast attack options


As mentioned there are a maximum of 60 marines in the whole chapter specialised in this. Upgrades such as Typhoons
are dropped as time for further specialisation isnt there, plus with this limited number of formations (one assault, one
bike/speeder) you get the full chapter allowance at above 5000 points (as 0-x restrictions double over 5000 points), which
fits as you can field the whole chapter for about 10,000 points. Allowing a bigger concentration of assault troops isnt
justified with no reserve assault company and the above intention to represent a typical task force.

Other points have been raised and either answered online as the result of play testing.

Worries

Please post any problems or imbalances on the Tac-Coms forum.

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