CODEX: SALAMANDERS

What follows is the latest version of the Salamanders rules based on the Codex: Salamanders project found at: http://www.bolterandchainsword.com/index.php?s=&showtopic=66342&view=findpost&p=1377622 If you’d like to see the Codex: Space Marines “redux” file, you can find it at: http://bolterandchainsword.com/Tyler/CodexSpaceMarinesReduxTyler.pdf http://bolterandchainsword.com/Tyler/CodexSalamandersReduxTyler.pdf

SALAMANDERS SPECIAL RULES
The models in the Salamanders army use a number of special rules that are common to more than one unit, as specified in the individual entries that follow. Given here are either the details of those rules or a reference to where you can find them. AND THEY SHALL KNOW NO FEAR Space Marines automatically pass tests to regroup, and can take such tests even if the squad has been reduced to less than 50% by casualties, though all other criteria apply. If Space Marines are caught by a sweeping advance, they are not destroyed and will instead continue to fight normally. If this happens then the unit is subject to the No Retreat! Rule in this round of close combat and may therefore lose additional casualties if outnumbered. Usually troops that regroup may not move normally and always count as moving whether they do or not, but these restrictions do not apply to models with this special rule. Note that units which include Servitors are still subject to this rule as long as the unit contains at least one Space Marine. Space Marines are still subject to Last Man Standing tests. However, they will always pass the test to regroup after each Fall Back move. INDEPENDENT CHARACTER See Characters, in the Warhammer 40,000 rulebook. FEARLESS, INFILTRATE, MOVE THROUGH COVER, SCOUT All these rules are detailed in the Universal Special Rules, in the Warhammer 40,000 rulebook. COMBAT SQUADS A number of ten-man units in the Space Marines army have the option of breaking down into two fiveman units, called Combat squads. This option is clearly specified in the unit’s entry. For example, a ten-man Veterans squad can either fight as a tenman unit or break down into two five-man Combat squads. The units that can be split into Combat squads are: Firedrakes squads Scout squads Tactical squads Assault squads Heavy Assault squads Devastator squads The decision to split the unit into Combat squads, as well as which models go into each Combat squad, must be made when the unit is deployed. Both Combat squads are deployed at the same time, but may be deployed in separate locations. If you decide to break the unit down then each Combat squad is treated as a separate unit for all game purposes from that point, and counts as a scoring unit if it still has half or more of its starting models, etc. Units held in reserve cannot be split into combat squads and vice versa. For victory points purposes, each Combat squad is worth a number of victory points equal to half of the points value of the unit. For example, a ten man Tactical squad upgraded to include a lascannon and a plasma gun is worth a total of 200 points. If the squad was to be broken down into Combat squads, each would be worth 100 victory points (regardless of which models were assigned to each Combat squad). If at the end of the game one Combat squad has been wiped out and the other was reduced to two men, the enemy would score 150 points.

Codex: Salamanders

1 of 12

“bannus” version

and they are therefore detailed in this section. Chapter Standard: If the Chapter Master is in the army. Any Salamanders unit within 12” of the banner may re-roll failed Morale and Pinning tests. Sword of Regents: The Sword of Regents is a master-crafted power weapon. along with the details for using them in your games of Warhammer 40. the First Company acts as his bodyguard and is considered part of the Headquarters of the Chapter itself. then Firedrake Squads become a Troops selection instead of an Elites selection. Codex: Salamanders 2 of 12 “bannus” version . The Sniper Rifle. bolters are ubiquitous and carried by many models. if the army includes at least one Salamanders Terminator Squad. Weapons and equipment that may be used by more than one type of model or unit are detailed here. This Terminator Squad is considered to be Tu’Shan’s personal Command Squad and may take a second heavy flamer for +5 points if desired. however.000. and is therefore detailed in the Scout squads entry. it functions like a master-crafted power fist. the position of Chapter Master is considered temporary as they firmly believe that their Primarch will one day return. If the army includes the Chapter Master. CHAPTER MASTER Chapter Master Unit Type: Infantry Special Rules: Chapter Standard Independent Character Fearless Deep Strike Regent’s Honour Guard Rites of Battle Individual: A Salamanders army can include only one Chapter Master Wargear: Terminator armour Adamantine Mantle Sword of Regents Drake’s Tongue WS 5 BS 5 S 5 T 4 W 3 I 5 A 4 Ld 10 Sv 2+ POINTS COST: 200 POINTS Regent’s Honour Guard: For the Salamanders. then one Terminator may be upgraded to a Standard Bearer and carry the Salamanders Chapter Banner for +25 points. while equipment that is unique to a single model or unit is detailed in the appropriate entry in the Forces section. The Chapter Banner inspires intense pride in any Salamander who looks upon it. When firing the flamer portion of the combi-weapon. HQ TU’SHAN. Drake’s Tongue: Drake’s Tongue is a master-crafted combi-flamer. is unique to Scout squads. The promethium used to fuel the flamer is of such quality that it is far more potent than other flamer weapons. treat it as a heavy flamer that may re-roll any failed To Wound rolls. In addition. If wielded two-handed. all models in the Standard Bearer’s unit add 1 to their Attacks characteristic.SALAMANDERS ARMY LIST This section of Codex: Salamanders lists the weapons and equipment used by the Salamanders. As such. The position of Chapter Master is considered a regency that is held by the Captain of the First Company. then the Standard Bearer of one Command Squad may replace his Company Standard with the Salamanders Chapter Banner for +15 points. For example. Alternatively.

Replace all wargear items with Terminator armour. Take meltabombs for +5 points. Take meltabombs for +5 points. o a power fist or single lightning claw for +25 points. Vulkan’s Sigil: A holy relic of the Salamanders Chapter. Options: Replace bolt pistol with a plasma pistol for +15 points. then any unit in the Salamanders army will automatically pass any “Last Man Standing” tests. o a pair of lightning claws or a thunder hammer for +30 points. Replace all other wargear with Terminator armour. All Salamanders units with a model within 12” of Vulkan’s Sigil are Fearless. and force weapon for +25 points. plus one of the following weapon options. Take a storm bolter for +5 points or a combi-flamer. RECLUSIARCH Reclusiarch Unit Type: Infantry Special Rules: Honour of the Chapter Independent Character Litanies of Hate Self Reliant Individual: A Salamanders army can include only one Reclusiarch WS 5 BS 5 S 4 T 4 W 3 I 5 A 3 Ld 10 Sv 2+ POINTS COST: 185 POINTS Self-Reliant: If the Reclusiarch is part of the army. Wargear: Power armour Frag grenades Krak grenades Bolt pistol Force Weapon Psychic Hood Codex: Salamanders 3 of 12 “bannus” version . or one other weapon for +15 points. See the Warhammer 40. Replace chainsword with one of the following: o a power weapon for +15 points. Replace power armour with artificer armour for +10 points. Vulkan’s Sigil is a mastercrafted thunder hammer and in addition acts as a Sacred Standard. for +25 points: storm bolter and power weapon. or a thunder hammer & storm shield. combi-plasma gun or combimeltagun for +10 points. Wargear: Artificer armour Adamantine Mantle Bolt pistol Frag grenades Melta bombs Crozius Arcanum Rosarius Vulkan’s Sigil COMPANY CAPTAIN Company Captain Unit Type: Infantry Special Rules: And They Shall Know No Fear Independent Character Rites of Battle Wargear: Power armour Frag grenades Krak grenades Bolt pistol Chainsword Iron halo WS 5 BS 5 S 4 T 4 W 3 I 5 A 3 Ld 10 Sv 3+ POINTS COST: 100 POINTS Take a storm bolter for +5 points. storm bolter. or a combi-flamer. May master-craft his bolt pistol or chainsword for free. it is believed to have been carried by the Primarch himself.000 Universal Special Rules for details. Command Squad Standard Bearers may not select a Sacred Standard if the Reclusiarch is included in the army. LIBRARIAN Librarian Unit Type: Infantry Special Rules: And They Shall Know No Fear Independent Character Psychic Powers: Fury of the Ancients Hellfire* *remains until suitable replacement is found WS 5 BS 5 S 4 T 4 W 2 I 5 A 3 Ld 9 Sv 3+ POINTS COST: 120 POINTS Options: Replace bolt pistol with a plasma pistol for +15 points. psychic hood.XAVIER. combi-plasma gun or combimeltagun for +10 points. Replace power armour with artificer armour for +10 points.

rosarius. For every Reclusiarch or Chaplain in the army. Wargear: Power armour Frag grenades Krak grenades Bolt pistol Crozius Arcanum Rosarius COMMAND SQUAD POINTS COST: 100 POINTS A Space Marine army may include one Command Squad for each Independent Character that it includes that does not have a jump pack. For every Chapter Master or Company Captain in the army. storm bolter. one Command Squad may upgrade one model to a Company Champion. Replace power armour with artificer armour for +10 points. Up to two Veterans may replace their bolter or chainsword with a flamer for +5 points per model. Take a storm bolter for +5 points. Codex: Salamanders 4 of 12 “bannus” version . a power fist for +25 points per model. for +25 points. The Command Squad does not use up any force organization chart selections. WS 4 BS 4 S 4 T 4 W 1 I 4 A 2 Ld 9 Sv 3+ One Veteran may be upgraded to an Apothecary equipped with a narthecium/reductor for +20 points.Master Craftsmen The Salamanders are skilled craftsmen. Any Veteran may take meltabombs for +5 points per model. or a plasma gun for +15 points per model. The Salamanders can field a higher proportion of Terminators. Space Marine bike. Replace all other wargear with Terminator armour. a meltagun for +10 points per model. a combi-flamer. Each Space Marine is capable of performing his own repairs and modifications to his armour. a Rhino or a Razorback as a dedicated transport vehicle (see the appropriate entry for points costs). Up to two Veterans may replace their bolter or chainsword with a power weapon for +15 points per model. master-crafted weapons. One Veteran may be upgraded to a Standard Bearer carrying a Company Standard for +10 points. or a thunder hammer for +30 points. or a thunder hammer for +30 points per model. Veteran Unit Composition: 5 Veteran Space Marines. and artificer armour than most Chapters. This leaves the Techmarines free to forge wondrous works of arms and armour and these are distributed among the most honoured of warriors. but is otherwise treated as a separate unit. Unit Type: Infantry Wargear: Power armour Frag grenades Krak grenades Bolt pistol Bolter or chainsword Special Rules • And They Shall Know No Fear Transport: Command Squads may select a Drop Pod. or terminator armour. and crozius arcanum for +25 points. one Command Squad may upgrade the Company Standard to a Sacred Standard for +5 points. by replacing its chainsword with a power weapon and giving him a combat shield. CHAPLAIN Chaplain Unit Type: Infantry Special Rules: Independent Character Honour of the Chapter Litanies of Hate WS 5 BS 5 S 4 T 4 W 2 I 5 A 3 Ld 9 Sv 3+ POINTS COST: 100 POINTS Options: Replace bolt pistol with a plasma pistol for +15 points. Options: Up to two Veterans may replace their bolt pistol with a plasma pistol for +15 points per model. combiplasma gun or combi-meltagun for +10 points. Take meltabombs for +5 points.

ELITES DREADNOUGHT Dreadnought Unit Type: Walker WS 4 BS 4 S 6 I 4 A 2 Front 12 Side 12 Rear 10 POINTS COST: 125 POINTS Options: Upgrade to a Venerable Dreadnought for +20 points. On a 1 the Dreadnought is out of fuel and cannot fire its Inferno cannon again. they are each hit on a roll of 4+. Codex: Salamanders 5 of 12 “bannus” version . The Dreadnought can only carry a limited amount of fuel for the Inferno cannon. If you miss. The whole template must be in range and line of sight. Replace assault cannon with a multi-melta. When firing the Inferno cannon. using the Dreadnought’s BS. One Terminator may replace his storm bolter with a heavy flamer for +5 points. Inferno Cannon Range: 24: Str: 6 AP: 4 Type: Heavy 1. FIREDRAKES TERMINATOR SQUAD Terminator Sergeant Terminator WS 4 4 BS 4 4 S 4 4 T 4 4 W 1 1 I 4 4 A 2 2 Ld 9 9 Sv 2+ 2+ POINTS COST: 175 POINTS Options: Any Terminator may replace his weapons with a thunder hammer and storm shield at no additional cost. Template Wargear: Assault cannon Dreadnought close combat weapon (with built-in storm bolter). Replace storm bolter with heavy flamer for +5 points. After each shot roll a D6. Replace Dreadnought close combat weapon with missile launcher for +10 points. plasma cannon. Roll to hit once. If you hit. or twin-linked lascannon for +20 points. Take extra armour for +15 points. Unit Composition: 1 Terminator Sergeant 4 Terminators Unit Type: Infantry Special Rules: And They Shall Know No Fear Deep Strike Wargear: Terminator armour Storm bolter Power fist (Sergeant has power weapon) Transport: Terminators may select a Drop Pod as a dedicated transport vehicle (see the Drop Pod entry for points cost). or an inferno cannon at no additional cost. Smoke launchers Searchlight Transport: A Dreadnought may select a Drop Pod as a dedicated transport (see the Drop Pod entry for points cost). then all models partially or wholly under the template are hit. designate a target unit and place the normal flamer template so that it is at least partially over as many enemy members as possible. The Terminator Sergeant may replace his power weapon with a power fist at no extra cost.

The Techmarine may be accompanied by up to four Servitors armed with a servoarm and close combat weapon for +25 points per model. or a plasma cannon or a lascannon for +20 points. TECHMARINES POINTS COST: 75 POINTS A Space Marine army may include one Techmarine for each vehicle chosen from the Elites or Heavy Support sections of the army list (not counting dedicated transports). WS 4 4 BS 4 4 S 4 3 T 4 3 W 2 1 I 4 3 A 2 1 Ld 9 9 Sv 2+ 4+ Options: Replace bolt pistol with a plasma pistol for +15 points. One Veteran may replace his bolter with a flamer or a heavy bolter or a missile launcher or a multi-melta for +10 points. Codex: Salamanders 6 of 12 “bannus” version . or a plasma cannon for +10 points per model. Replace servo-arm with a servoharness for +25 points. The Salamanders Combat Doctrine The Salamanders prefer close-ranged firefights where they can use their superior numbers of flamer and melta weapons to quickly eradicate their foes. or a meltagun for +10 points. o Combi-weapon for +10 points per model. but is otherwise treated as a separate Elites unit. One Veteran may replace his bolter or chainsword with a flamer for +5 points. a Razorback or Rhino as a dedicated transport vehicle (see the appropriate transport entry for points cost). o Pair of lightning claws or a thunder hammer for +30 points per model. or a plasmagun for +15 points. or a storm shield for +10 points per model. The Techmarine does not use up any force organization chart selections. Any servitor may replace its servoarm with a heavy bolter or a multi-melta for free. Techmarine Servitor Unit Type: Infantry Special Rules: And They Shall Know No Fear Blessing of the Omnissiah Wargear: Artificer armour Boltgun or bolt pistol Frag grenades Krak grenades Power weapon Servo-arm Transport: May select a Drop Pod. o Power weapon or plasma pistol for +15 points per model. Options: The squad may include up to five additional Veterans for +20 points per model. Any Veteran may take meltabombs for +5 points per model. Up to three Veterans may replace their bolter or chainsword with one weapon chosen from the following list: o Storm bolter for +5 points per model. Razorback or Rhino as a dedicated transport vehicle (see the appropriate transport entry for points cost). o Power fist or single lightning claw for +25 points per model. Unit Composition: 5 Veteran Space Marines Unit Type: Infantry Special Rules: And They Shall Know No Fear Combat Squads Wargear: Power armour Bolt pistol Frag grenades Krak grenades Bolter or a chainsword Transport: • Veteran squads may select a Drop Pod.FIREDRAKES SQUAD Veteran WS 4 BS 4 S 4 T 4 W 1 I 4 A 2 Ld 9 Sv 3+ POINTS COST: 100 POINTS Any Veteran may take a combat shield for +5 points per model.

If the squad numbers ten models. The Scout Sergeant may replace his chainsword with a power weapon for +15 points. Any model in the unit may take meltabombs for +5 points per model. with a plasma cannon for +15 points. Wargear: Power armour Bolt pistol Frag grenades Krak grenades Bolter Codex: Salamanders 7 of 12 “bannus” version . One Scout may replace his bolter with a heavy bolter for +15 points or a missile launcher for +20 points. or combat blade Transport: A Scout Squad may select a Drop Pod as a dedicated transport vehicle (see the Drop Pod entry for points cost).SCOUT SQUAD Scout Sergeant Scout Unit Composition: 1 Scout Sergeant 4 Scouts Unit Type: Infantry Special Rules: And They Shall Know No Fear Infiltrate Move Through Cover Combat Squads WS 4 4 BS 4 4 S 4 4 T 4 4 W 1 1 I 4 4 A 2 1 Ld 9 8 Sv 4+ 4+ POINTS COST: 80 POINTS Options: The squad may include five additional Scouts for +65 points. The Veteran Sergeant may replace his bolter or bolt pistol with a chainsword for free. or with a heavy bolter or a multi-melta or a missile launcher for +10 points. If the squad numbers ten models. The Veteran Sergeant may replace his bolt pistol with a plasma pistol for +15 points. The Scout Sergeant may replace his bolt pistol with a plasma pistol for +15 points. then up to five Scouts may replace their bolter with a sniper rifle for +5 points per model. a power fist for +25 points. shotgun. Wargear: Scout armour Bolt pistol Frag grenades Krak grenades Bolter. or a plasmagun for +15 points. a power fist for +25 points. One Space Marine may replace his bolter with a flamer for +5 points. or a thunder hammer for +30 points. chainsword. or a meltagun for +10 points. a Rhino. TROOPS TACTICAL SQUAD Veteran Sergeant Space Marine Unit Composition: 1 Veteran Sergeant 4 Space Marines Unit Type: Infantry Special Rules: And They Shall Know No Fear Combat Squads Transport: Tactical squads may select a Drop Pod. or with a thunder hammer for +30 points. or with a power weapon for +15 points. or a Razorback as a dedicated transport vehicle (see the appropriate transport entry for points cost). WS 4 4 BS 4 4 S 4 4 T 4 4 W 1 1 I 4 4 A 2 1 Ld 9 8 Sv 3+ 3+ POINTS COST: 90 POINTS Options: The squad may include five additional Space Marines for +75 points. one Space Marine may replace his bolter with a flamer for +5 points. Any model in the unit may take meltabombs for +5 points per model.

WS 4 4 BS 4 4 S 4 4 T 4 4 W 1 1 I 4 4 A 2 1 Ld 9 8 Sv 3+ 3+ Options: The squad may include five additional Space Marines for +110 points. ** Optionally. The Veteran Sergeant may take a combat shield for +10 points. Up to two Space Marine Bikers may take a flamer for +5 points each. POINTS COST: 125 POINTS Veteran Sergeant Space Marine Unit Composition: 1 Veteran Sergeant 4 Space Marines Unit Type: Jump Infantry Special Rules: And They Shall Know No Fear Deep Strike Wargear: Power armour Jump pack Bolt pistol Frag grenades Krak grenades Chainsword Transport: The Squad may remove its jump packs to count as Infantry. or a plasma gun for +15 points each. we could re-introduce the Attack Bike Squadron as a 0-1 option (see below): Codex: Salamanders 8 of 12 “bannus” version . a power fist for +25 points. the Salamanders have great difficulty training with Speeders. One Space Marine may replace his chainsword with a flamer for +5 points or with a meltagun for +10 points per model. they cannot muster many of these units. and may then have a Drop Pod or a Rhino as a dedicated transport vehicle at no additional cost (see the Rhino entry for the points cost of the Rhino’s options). and jump packs. or a thunder hammer for +30 points.FAST ATTACK ASSAULT SQUAD A Salamanders army may include up to one Assault Squad. Any model in the unit may take meltabombs for +5 points per model. The Veteran Sergeant may replace his bolt pistol with a plasma pistol for +15 points. Consequently. The Squadron may include up to one Space Marine Attack Bike for +50 points. a meltagun for +10 points each.** Any model in the unit may take meltabombs for +5 points per model. The Veteran Sergeant may take a power weapon for +15 points. or with a thunder hammer for +30 points. BIKE SQUADRON A Salamanders army may include up to one Bike Squadron. The Veteran Sergeant may replace his chainsword with a power weapon for +15 points. a power fist for +25 points. Fast Attack Because of conditions on Nocturne. WS 4 4 BS 4 4 S 4 4 T 4(5) 4(5) W 1 1 I 4 4 A 2 1 Ld 9 8 Sv 3+ 3+ POINTS COST: 110 POINTS Veteran Sergeant Biker Unit Composition: 1 Veteran Sergeant 2 Space Marine Bikers Unit Type: Bike Special Rules: And They Shall Know No Fear Wargear: Power armour Bolt pistol or chainsword Frag grenades Krak grenades Space Marine bike with twinlinked bolters (Attack Bike has twin-linked bolters and a multi-melta) Options: The squadron may include up to two extra Space Marine Bikers for +35 points each. Bikes.

a power weapon for +15 points. Codex: Salamanders 9 of 12 “bannus” version . Type Fast Skimmer BS 4 F 10 S 10 R 10 POINTS COST: 65 POINTS Land Speeder Unit Composition: 1 Land Speeder Unit Type: Vehicle Squadron Options: May include up to two extra Land Speeders for +65 points each. Transport: Heavy Assault squads may select a Drop Pod. WS 4 BS 4 S 4 T 4(5) W 1 I 4 A 1 Ld 8 Sv 3+ POINTS COST: 50 POINTS Attack Bike Unit Composition: 1 Attack Bike Unit Type: Bike Special Rules: And They Shall Know No Fear Scouts Wargear: Power armour Bolt pistol Frag grenades Krak grenades Space Marine attack bike with twin-linked bolters and a multi-melta Options: The squadron may include up to two extra Attack Bikes for +50 points each. HEAVY ASSAULT SQUAD Veteran Sergeant Space Marine Unit Composition: 1 Veteran Sergeant 4 Space Marines Unit Type: Infantry Special Rules: And They Shall Know No Fear Combat Squads Wargear: Power armour Bolt pistol Frag grenades Krak grenades Bolter WS 4 4 BS 4 4 S 4 4 T 4 4 W 1 1 I 4 4 A 2 1 Ld 9 8 Sv 3+ 3+ POINTS COST: 90 POINTS Options: The squad may include five additional Space Marines for +75 points. a power fist for +25 points.ATTACK BIKE SQUADRON A Salamanders army may include up to one Attack Bike Squadron. Any model in the squad may take meltabombs for +5 points. or meltagun for +10 points. a Rhino or a Razorback as a dedicated transport vehicle (see the appropriate transport entry for points cost). Wargear: • Heavy bolter or multi-melta One Land Speeder may add a Typhoon Missile Launcher for +10 points or an assault cannon for +35 points. LAND SPEEDER SQUADRON A Salamanders army may include up to one Land Speeder Squadron. Up to four Space Marines may replace their bolter with a weapon chosen from the following list: flamer for +5 points. The Veteran Sergeant may replace his bolt pistol with a chainsword for free. Any Land Speeder not equipped with a Typhoon missile launcher or assault cannon may be given a heavy flamer for +10 points per model. or a thunder hammer for +30 points.

Take a hunter-killer missile for +15 points. a Rhino or a Razorback as a dedicated transport vehicle (see the appropriate transport entry for points cost). Special Rules: Power of the Machine Spirit Assault Vehicle Transport Capacity 10 models Models in Terminator armour count as two models.HEAVY SUPPORT DEVASTATOR SQUAD Veteran Sergeant Space Marine Unit Composition: 1 Veteran Sergeant 4 Space Marines Unit Type: Infantry Special Rules: And They Shall Know No Fear Combat Squads Wargear: Power armour Bolt pistol Frag grenades Krak grenades Bolter WS 4 4 BS 4 4 S 4 4 T 4 4 W 1 1 I 4 4 A 2 1 Ld 9 8 Sv 3+ 3+ POINTS COST: 90 POINTS The Veteran Sergeant may replace his bolt pistol with a chainsword for free. LAND RAIDER Land Raider Type Tank BS 4 Front 14 Side 14 Rear 14 POINTS COST: 250 POINTS Options: Take a pintle-mounted storm bolter for +5 points. Take extra armour for +15 points or reinforced ceramite for +25 points. a power fist for +25 points. plasma cannon for +25 points per model. Take extra armour for +15 points. Reinforced Ceramite Weapons that benefit from the ‘melta’ rule may not roll an extra dice for Armour Penetration against a vehicle equipped with this armour. Wargear: Twin-linked heavy bolter Two twin-linked lascannons Smoke launchers Searchlight LAND RAIDER CRUSADER Land Raider Crusader Type Tank BS 4 Front 14 Side 14 Rear 14 POINTS COST: 250 POINTS Options: Take a pintle-mounted storm bolter for +5 points. Transport: Devastator squads may select a Drop Pod. Options: The squad may include five additional Space Marines for +75 points. Take a hunter-killer missile for +15 points. or lascannon for +35 points per model. Up to four Space Marines may replace their bolter with a weapon chosen from the following list: heavy bolter or multi-melta for +15 points per model. missile launcher for +20 points per model. Special Rules: Power of the Machine Spirit Assault Vehicle Transport Capacity: 16 models. Any model in the squad may take meltabombs for +5 points. a power weapon for +15 points. or a thunder hammer for +30 points. Models in Terminator armour count as two models. Wargear: Twin-linked assault cannon Multi-melta Two hurricane bolters Frag assault launcher Smoke launchers Searchlight Codex: Salamanders 10 of 12 “bannus” version .

Wargear: Whirlwind missile launcher Smoke launchers Searchlight Codex: Salamanders 11 of 12 “bannus” version . VINDICATOR Vindicator Wargear: Demolisher cannon Storm bolter Smoke launchers Searchlight Type Tank BS 4 Front 13 Side 11 Rear 10 POINTS COST: 125 POINTS Options: Take a pintle-mounted storm bolter for +5 points. Take a dozer blade for +5 points. Replace autocannon with twinlinked lascannon for +35 points. Take a hunter-killer missile for +15 points. Take a hunter-killer missile for +15 points. Take a dozer blade for +5 points. Take extra armour for +15 points. Take extra armour for +15 points. Take extra armour for +15 points. WHIRLWIND Whirlwind Type Tank BS 4 Front 11 Side 11 Rear 10 POINTS COST: 85 POINTS Options: Take a pintle-mounted storm bolter for +5 points. Take a dozer blade for +5 points. Take side sponsons with heavy bolters or heavy flamers for +25 points or with lascannons for +60 points. Take a hunter-killer missile for +15 points.PREDATOR Predator Wargear: Autocannon Smoke launchers Searchlight Type Tank BS 4 Front 13 Side 11 Rear 10 POINTS COST: 70 POINTS Options: Take a pintle-mounted storm bolter for +5 points.

Take extra armour for +15 points. Take extra armour for +15 points. Transport Capacity: 6 models May not carry models in Terminator armour. which counts as ten models.DEDICATED TRANSPORT VEHICLES DROP POD Drop Pod Type Open-topped BS 2 Front 12 Side 12 Rear 12 POINTS COST: 50 POINTS Transport Capacity: 10 models Space Marines in Terminator armour count as two models. Take a dozer blade for +5 points. Type Tank BS 4 Front 11 Side 11 Rear 10 POINTS COST: 35 POINTS Options: Take a pintle-mounted storm bolter for +5 points. May transport a Dreadnought. Special Rules: Inertial Guidance System Immobile Wargear: Storm bolter RAZORBACK Razorback Type Tank BS 4 Front 11 Side 11 Rear 10 POINTS COST: 50 POINTS Options: Take a pintle-mounted storm bolter for +5 points. or a twin-linked lascannon for +30 points. Take a hunter-killer missile for +15 points. Take a dozer blade for +5 points. Take a hunter-killer missile for +15 points. Wargear: Storm bolter Smoke launchers Searchlight Codex: Salamanders 12 of 12 “bannus” version . Replace twin-linked heavy bolters with a multi-melta for free. Wargear: Twin-linked heavy bolter Smoke launchers Searchlight RHINO Rhino Special Rules: Repair Transport Capacity: 10 models May not carry models in Terminator armour.

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