Salamanders Assault Squad

(Unit)
Type: unit
Category: Fast Attack
Categories: Fast Attack, Salamander
LinkId: 1e10-542c-4243-90c8
Hidden: false

Constraints:

max(force): 1
Options (5)
Special Weapons:
Rules (6)
And They Shall Know No Fear
Automatically regroup when falling back even when at less than 50%. Enemy advances are treated as a new Assault (enemy striking +1A the following turn). If the enemy does not advance, the Space Marines can move, shoot, and assault as normal in their following turn.
Jump Packs
Allows Infantry to move up to 12" and ignore difficult terrain, but must take a dangerous terrain test when ending a movement in it.
Deep Strike
May deploy anywhere on the table. Place the center of an Ordnance blast marker at the unit's destination and roll a Scatter Die and 2D6. On a "hit", the unit lands on-target. On an arrow, they land off-target 2D6 inches of the direction shown. Units may not move or assault in the same turn they arrive in.
Never Give Up
At the end of a game, the Salamanders player can decide to continue fighting for one more turn. Another whole game turn is played as normal (ie, each player gets one more turn) and the result of the battle is decided after that turn is finished.
Self-Reliant
Salamander models never have to take 'All On Your Own' Morale checks.
Sturdy
All Salamanders, with the exception of Dreadnoughts, have their Initiative reduced by 1 point. They must also deduct 1" from any advance or fall back moves they make.
Used By (2)
Salamanders (2000)(Catalogue)