The Problem: Twin linked melta guns for all or a sometimes useful rule? Hmm...
The Solution: Again, all rules are identical bar Chapter Tactics, which is now:
"If you include Vulkan in your army then all units lose the Combat Tactics special rule. Instead, the army gains the Master Artificers rule as detailed below."
Master Artificers: The Salamanders pride themselves on their personally maintained and modified weapons. The player gains a stock of five Artificer Points (AP) at the start of the game. Once per turn you may remove one point and select a unit. For that turn, either all of their ranged weapons count as twin-linked or their close combat weapons count as master-crafted.
This one I justify as follows: in a particularly decisive combat or a crucial shot, the Salamanders' better weaponry gives them the edge they need. Instead of a blanket weapons buff, this encourages you to use your CO Power (continuing my metaphor from last week) when you need it rather than taking it for granted.
I then had a bit of a think, and also made a change to:
The Problem: Lysander is nice as he is, but he's more than a really good Sergeant.
The Solution: Cost increased to 220. Bolter Drill is lost and the following rules are added:
Teleport Assault: As Captain of the First Company Lysander leads his Terminators to battle in a surigical strike. When rolling for Reserves in an army containing Lysander roll one D6 for Lysander and all units in Terminator armour. When they enter play, place Lysander and any unit accompanying him first and roll for scatter as normal. Subsequent units can arrive within 6" of Lysander without scattering in the same turn, or may Deep Strike in the normal way.
First Company: In an army containing Lysander one unit of either Terminators or Assault Terminators may be taken as a Troops choice.
And this concludes my ramblings on Special Characters. If you disagree, do not hesitate to tell me why.