The Salamanders are one of the most respected Chapters of the Imperium, their strength and honour unwavering over countless centuries of war and carnage. In battle they embody the resolute ideals of their Primarch Vulkan, forging their battle-brothers in the flames of combat and growing stronger with each furious engagement.
How This Supplement WorksThis page details additional special rules, Warlord Traits, relics and Tactical Objectives that reflect the fighting style of a Salamanders force. You can use this to field a Detachment or even a whole army of Salamanders, or one of the other Space Marine Chapters that employ a similar method of warfare, in games of Warhammer 40,000.Books
Salamanders DetachmentsAny Detachment with the Space Marines Faction can be a Salamanders Detachment if all units in the Detachment with the Chapter Tactics special rule are drawn from the Salamanders. A Salamanders Detachment retains the Space Marines Faction and is treated in all ways as a Space Marines Detachment. Salamanders Detachments may also use the following rules:Flamecraft: Salamanders models have the Feel No Pain (4+) special rule against Wounds caused by flamer weapons. Furthermore, when using flamer weapons, Salamanders models can re-roll failed To Wound rolls and armour penetration rolls that do not result in glancing or penetrating hits. Master Artisans: During army selection, each Salamanders character may upgrade one of his weapons (even one purchased as an upgrade, but not a Chapter Relic) to have the Master-crafted special rule. Special RulesMighty StrikeInstead of Attacking normally, the wielder of Drake-smiter can instead make a single mighty strike with it; this attack has all of Drake-smiter’s normal rules, but is resolved at Strength D.Tactical Objectives
Presented below are six Tactical Objectives to use in your games of Warhammer 40,000, which are exclusive to Salamanders players and reflect their stoic and relentless style of warfare. If your Warlord is drawn from the Salamanders Chapter, you must replace the Capture & Control Tactical Objectives (numbers 11-16) described in Warhammer 40,000: The Rules either with the Tactical Objectives found in Codex: Space Marines, or with these Tactical Objectives. If a Warhammer 40,000 mission has the Tactical Objectives special rule, players use the normal rules for using Tactical Objectives with the following exception: when a Salamanders player using these Tactical Objectives generates a Capture & Control objective (numbers 11, 12, 13, 14, 15 or 16), the Salamanders player instead generates the corresponding Salamanders Tactical Objective, as shown in the table to the right. Other Tactical Objectives (numbers 21-66) are generated normally.VULKAN’S GAZE Honour the Primarch by laying low the armoured might of your foes with heat and fury. 11 Score 1 Victory Point at the end of your turn if, during your turn, you completely destroyed an enemy vehicle with a weapon with the Melta special rule. Type: SALAMANDERS WEATHER THE STORM The Salamanders do not falter in the face of the storm, nor can any stay their wrath. 12 Score 1 Victory Point at the end of your turn if, during your turn, one or more of your units made a successful charge and suffered no casualties from Overwatch. Type: SALAMANDERS LEGACY OF ISSTVAN Stand your ground and hold the line no matter the odds, just as your forebears did at Isstvan. 13 Score 1 Victory Point at the end of your turn if you have at least three Salamanders units within 18" of your table edge and you destroyed at least one enemy unit that was in your table half during your turn. Type: SALAMANDERS VULKAN’S TASK Four of the Artefacts of Vulkan remain lost. Investigate every clue as to their whereabouts. 14 Score D3 Victory Points at the end of your turn if every Objective Marker on the battlefield has been identified and you control more Objective Markers than your opponent. Type: SALAMANDERS LOOK THEM IN THE EYES Prove the superiority of the Fireborn by cutting down your enemies when they can see the fury of your resolve writ clear on your face. 15 Score 1 Victory Point at the end of your turn if, during your turn, you completely destroyed an enemy unit whilst it was within 6" of any friendly Salamanders units. If you completely destroyed three or more enemy units whilst they were within 6" of any friendly Salamanders units, score D3 Victory Points instead. Type: SALAMANDERS FIRES OF NOCTURNE The Salamanders are renowned for their mastery offlamecraft. Burn the foes of the Imperium. 16 Score 1 Victory Point at the end of your turn if, during your turn, you completely destroyed an enemy unit with a flamer weapon. Score D3 Victory Points instead if you completely destroyed two enemy units with a flamer weapon, or D3+3 Victory Points if you completely destroyed three or more enemy units. Type: SALAMANDERS Warlord TraitsWhen generating his Warlord Traits, a Salamanders Warlord may choose to roll on the table below instead of those found in Warhammer 40,000: The Rules or Codex: Space Marines.
DetachmentsFlameblade Strike ForceThe Flameblade Strike Force allows you to represent the resolute style of warfare preferred by the Salamanders. Whether you wish to assemble a full Battle Company with which to cleanse the battlefield with flame, or an elite band of warriors that will defend the Imperium no matter the odds, there are a multitude of choices available. The Flameblade Strike Force is a special type of Detachment that can be included in any Battle-forged army. Unlike the Detachments shown in Warhammer 40,000: The Rules, it has a Force Organisation Chart whose slots are a combination of specific Formations and Army List Entries instead of Battlefield Roles. However, it still has compulsory and optional elements, as well as Restrictions and Command Benefits, just like any other Detachment.Although units cannot normally belong to more than one Detachment, units from a Formation that is part of a Flameblade Strike Force are an exception. They count as part of both their Formation and the Detachment, and have all associated Command Benefits and special rules. If your Warlord is part of a Formation or an Army List Entry that makes up part of a Flameblade Strike Force, that entire Flameblade Strike Force is your Primary Detachment. Command
0-3 Core
1-2 Auxiliary
1+
This Detachment must include at least one Core choice and one Auxiliary choice. It may include up to one more Core choice, up to three Command choices and any number of additional Auxiliary choices, in any combination. Only the datasheets listed here can be included in this Detachment. All units in the Detachment must be drawn from the Salamanders Chapter. COMMAND BENEFITS Not One Step Back: If a unit from this Detachment remains stationary in its Movement phase, it has the Fearless special rule until the start of its next movement phase. The Relics of Nocturne are ancient and revered artefacts, many of which are masterworks of the Salamanders’ renowned weaponsmithing and crafting abilities. Only one of each of the following relics can be chosen per army - there is only one of each of these items in the entire galaxy! Units in a Salamanders Detachment that can normally take items from the Chapter Relics list in Codex: Space Marines can choose to take items from the Relics of Nocturne list at the points cost shown instead. You can take items from both lists in the Detachment. One model in your army that may take items from the Special Weapons list may instead take Nocturne’s Fury. Note that Vulkan’s Sigil, The Tome of Vel’cona and The Salamander’s Mantle do not replace one of the model’s weapons.
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