| Salamander | Points | Front Armour | Side Armour | Rear Armour | BS |
|---|---|---|---|---|---|
| 100 pts | 12 | 10 | 10 | 3 |
Type: Tank, Open Topped
Crew: Imperial Guard
Weapons: The Salamander Command is armed with a hull mounted heavy bolter and a heavy flamer. It may replace the heavy flamer with a heavy bolter for free. All Salamander Command vehicles have improved comms and a surveyor.
Options: The Salamander may be given any of the following from the Imperial Guard Codex: camo-netting, extra armour, hunter-killer missile, mine sweeper, pintle-mounted heavy stubber, pintle-mounted storm bolter, rough terrain modification, searchlight, track guards, smoke launchers.
HQ: A Salamander Command vehicle is a HQ choice for an Imperial Guard army.
Special Rules
Improved Comms: This takes the form of long 'whip' aerials or other large aerial set-ups. The Salamander can communicate with other Imperial Guard formations, such as nearby reserves and artillery support. To represent this, the improved comms allow the Imperial Guard player to re-roll one Reserve roll per turn, and to re-roll the dice when checking to see if an enemy unit or obstacle is hit by a preliminary bombardment.
Surveyor: Each Salamander command vehicle is fitted with a driver's surveyor. This operates exactly like the wargear – Surveyor; revealing enemy infiltrators within 4D6" and allowing the Salamander command vehicle a free shot if it detects any. For full details see the Surveyor wargear entry.