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The obsidian-skinned battle-brothers of the Salamanders Chapter have a reputation that sets them apart from their kindred

angels of death. The halls of Remembrance in the Promethium Fortress Monastery are those battle brothers who stood alone to accept death in defense of the lowliest of the Imperium. The Chapter brothers of the Salamanders are a paradigm of stoicism and reservation. Every waking moment in a Salamander Marines life is spent improving his capability - whether that be through trials by holy fire or through mastery of his equipment, the Salamander is a reminder that the gaze of the Emperor and his Protectors can sometimes mercifully fall upon the weakest of the Imperium.

Salamanders

The Promethean Cult governs the beliefs of the Salamanders, placing great emphasis on self-reliance, loyalty, and self-sacrifice. These values stem from their training as smiths. The Promethean Cult calls on its followers to emulate the deeds and be true to the teachings of the Nocturnean Primarch Vulkan as well as providing service to and worship of his father, the Emperor of Mankind. Prometheans believe deeply in the virtues of self-reliance and self-sacrifice for others, long defining cultural values of the Nocturnean people, who have struggled to survive the harsh environment of their volcanic and earthquake-wracked homeworld. They hold a firm belief in isolationism, the tenet that only through spiritual meditation and exploration performed alone and in isolation from others can a person gain a true understanding of both themselves and how they can best honour the legacy of Vulkan and serve the will of the Emperor. Prometheans make use of fire in many of their rituals and ceremonies and believe that they must be cleansed by the pain of fire before every major undertaking or initiative. The hammer, sometimes called Vulkan's Sigil, the forge and the anvil are also important symbols for Prometheans due to the importance of smithing in Nocturnean culture. Promethean believers also hold sacred the words of the ancient ritual book known as the Canticle of Immolation, which is often read by Salamanders Chaplains during the Chapter's various ceremonies. It is not uncommon for Salamanders Space Marines to engage in ritual scarring by branding and burning. Frequently held trials of walking over burning coals and carrying red-hot metal bars are a common occurrence. As the Promethean Cult openly calls on its adherents to venerate the Primarchs and follow the Emperor loyally, it is not considered heretical by the Ecclesiarchy and instead has received official sanction as one of the accepted variants of the Imperium's state religion, the Imperial Creed.

Promethium Cult

The Salamanders have built their fortress-monastery on Prometheus, Nocturne's oversized moon. Nocturne itself is too geologically and volcanically unstable a world to build a large, defensible structure upon. Its high gravity and other environmental issues like the constant volcanic eruptions could also make training more problematic and dangerous than even Space Marines would be able to handle. When not at war, the Salamanders prefer to live among the common people of Nocturne and Prometheus, and are the leaders of each settlement. This is a unique trait of the Chapter, and makes the Astartes akin to living gods among the fierce peoples of their feudal homeworld. Once every 5 years, Nocturns weather patterns undergo a sudden shift which blankets the entire planet in raging sand storms accompanied with thunder and lightning. The planets inhabitants have called this event the Time of Trials and all make their way to one of 7 ancient cities that dot the landscape for protection from these violent storms. The Salamanders oversee the migration of course, because thousands of citizens in the open desert makes for easy prey, but those who are unable to make the migration are not helped. This is a test of the citizens of Nocturn, not for the Salamanders.

Nocturne

Recruitment Like many of the First Founding Chapters (and many subsequent ones as well), the Salamanders recruit exclusively from the people of their homeworld, Nocturne. Children aspiring to become Space Marines begin their training at the age of six or seven Terran years as the apprentice to a Salamanders Astartes. They spend several years learning the art of the smith, and the most able apprentices are then judged by the Chapter's Apothecaries and Chaplains to see if they are worthy (and capable of surviving the gene-seed organ implantation process) to become Space Marines. Their training includes many of the same trials the Emperor and Vulkan competed in according to Nocturnan legend, finally culminating in the hunting and slaying of a massive drake on Mount Deathfire. Each Salamanders company recruits solely from one of the great clans of Nocturne, and thus each Battle-Brother is a member of the same clan as his fellow company Battle-Brothers. The Salamanders companies each maintain huge, tracked fortresses that crisscross the volcanic surface of their homeworld, serving as an easy way to interact with their fellow companies and the various Nocturnan clans. Because each battle-brother in a Salamanders Company is a clan brother as well, the Salamanders have been known to fight like their savage namesakes to rescue their fallen and wounded. Combat Doctrine The Chapter follows most normal Imperial tactical and strategic dogma, as emphasized in the Codex Astartes, but with only slight variations. The Salamanders have a preference for close-ranged fire fights and use many Melta and Flamer weapons to burn whole swathes of infantry troops and to smash armoured foes. The Salamanders also have an intimate knowledge of the ways of metal and fire, forging great relics and powerful Artificer items. They have more Techmarines than is normal for an Astartes Chapter, although not a disproportionate number. Because each Salamanders Battle-Brother can repair, service and modify their own arms, power armour and wargear with a decent amount of skill, the Techmarines of the Salamanders are free to craft intricate and powerful items of incredible workmanship and advanced technology. This is most evident in the unusual numbers of Terminators in their force, as well as a greater portion of master-crafted weaponry. Their technological resources are also supplemented by regular trade with the Adeptus Mechanicus, made possible by Nocturne's abundant mineral resources. The Salamanders differ from most if not all other Space Marine Chapters in that each company possesses 120 Space Marines as opposed to the standard 100 that the Codex Astartes prescribes. Additionally, instead of having 10 companies, the Salamanders have only 6 companies of full Astartes in addition to a small company of about 60 Scout Marines. Self-reliance and craftsmanship are both highly prized traits within the Salamanders Chapter as their Primarch Vulkan himself was a great Artificer, forging many wonders. The only Primarch able to match Vulkan's skill at crafting was his iron-handed brother Primarch Ferrus Manus of the Iron Hands Legion, although Vulkan himself preferred to work the steel over a flame rather than using advanced machinery, just as he had when he was young.

Chapter Demeanor Promethium Creed:

Promethium creed is a Deameanour (pg 32 DW) unique to the Salamanders Chapter. The Salamanders have become renowned as sturdy and dependable allies, a reputation which is not shared by other, more unpredictable, Space Marine Chapters. Many Chapters fight in the name of the Emperor, or for personal glory. The Salamanders are remembered for fighting to save lives, instead of having acceptable casualties. Chapter Master TuShan has said that there is no such thing as acceptable casualties in war. This often leads to confrontations between more callous Chapters such as the Black Templars and more notably, the Marine Malevolent, with whom the Salamanders have refused to work with on several occasions. The Battle Brothers of each clan experience a level of Brotherhood that goes beyond that of fellow warriors. They go out of their way to leave a good impression of Space Marines with everyone they meet, be it a planetary governor to a poor orphan child on the streets. They will not stand down though, so if any opinion goes contrary to that of a Salamander, then the human had better be prepared to compromise.

Attributes

+5 Toughness, +5 Fellowship

Charm Charm +10 Charm +20 Performer (Any) Performer (Any) +10 Survival Survival +10 Tech-Use Trade (Armourer) Trade (Armourer) +10 Trade (Armourer) +20 Cleanse and Purify Duty Unto Death Good Reputation (Any) Hatred (Dark Eldar) Resistance (Heat) Talented (Armourer)

Salamanders Chapter Advances Advance

400 400 400 200 200 300 300 600 400 400 400 500 800 800 500 200 500

Cost

Skill Skill Skill Skill Skill Skill Skill Skill Skill Skill Skill Talent Talent Talent Talent Talent Talent

Type

Prerequisites
Charm Charm +10 Performer (same skill group) Survival Trade (Armourer) Trade (Armourer) +10 WP 45

Trade (Armourer)

Trappings

Brands A Battle-Brother typically receives a sacred brand on his skin to show his commitment to the Deathwatch. It may be the last brand he receives until his secondment is over. Anvil and Flame: Receive +2 Toughness Bonus against melee damage when only one enemy is within melee range Wyrms Coil: Reroll any failed Overheat rolls Promethium Sign:+3 to all tests to resist Cohesion damage Sand Cloak When living among the citizens of Nocturne, the Salamander wears a Sand Cloak over his armour to protect it from the raging sandstorms. This also provides a modicum of camouflage in the deserts. This cloak grants a +2 bonus to Concealment checks, +4 if in a desert environment.

Fire Hammer of the Forgefather Cost: 65 The first Salamander to ever serve in the Deathwatch wielded this powerful and ancient weapon said to have been forged by Vulkans Prime Foregemaster. Its long shaft is made of a metal that cannot be reproduced and carries promethium within it. On a swing, the promethium is forced into the hammers massive onyx-black head where it ignites in an outward explosion, causing massive damage to the enemy unfortunate enough to be on the receiving end. The weapon stats are as follows: Fire Hammer: Melee 3d10 + 8 X Pen 10 Shocking, Power Field, Unbalanced, Volitile, Unwieldy Req 65 Wt 20 - Hero

Relic

Promethium Fire Through a combination of deep familiarity, weapon modification, and extensive training, Salamanders have unparalleled control over their favoured instruments of death. When fighting on his own, or in a detachment of Chapter battle-brothers, a Salamander can achieve superior performance with these chosen weapons. Rank 1 +10m range with all flamer and melta weapons. Rank 3 -10% penalty to enemy Agility tests with flame weapons, +2 damage with melta weapons. Rank 5 +20m range with all flamer and melta weapons. Rank 7 -20% penalty to enemy Agility tests with flame weapons, +4 damage with melta weapons.

Solo Mode Ability

Brothers of the Clan Action: Free Action Cost: 2 Sustained: No The Salamanders are calculating and responsive by nature. They are astute tacticians and are educated in the truth that it is preparation that gives way to the surest victory. When this pattern is engaged, choose one battle-brother within support range and in Squad Mode. For one round every battle-brother within support range of the selected character acts in that characters initiative Improvement: If the battle-brother is rank 3 or more, this ability works for two rounds instead of one.

Squad Mode Attack

Squad Mode Defence

Obsidian Line Action: Full Action Cost: 3 Sustained: Yes A time honoured defensive ability honed to perfection by the Firedrakes of the first company. An obsidian line is typically used as a last resort and turns even the most one sided battle in favour of the Salamander and his battlebrothers. While this ability takes effect, the battle-brother and those in support range of him may, as a free action regroup himself and his battle brothers a number of meters equal to his agility bonus in order to form the firing line. This move may be taken with-out triggering overwatch or suppressive fire nor does it trigger the free attack from disengaging from melee combat range. Then, for the duration of the power, all recipients will gain +4 Armor Points, +2 to the Toughness bonus for damage reduction, +4 AP to any existing cover.

A Salamanders soul is a passionalte one, with extreme emotions tempered by years of training and self-control. The strain of keeping everything in check can be wearing at times and as time goes on, the chains that shackle the soul may start to slip. Level 1 Women and Children First The Salamanders training and mindset are such that innocent lives should be protected at all cost, even if the ultimate goal of the mission goes unfulfilled. When presented with a choice, the character takes the option that leads to the most lives being saved. Whether its the short term or long term that he uses to base is decisions is up to him. Level 2 Irate Action The character becomes enraged at the sight of innocent humans suffering for whatever reason. He will do everything possible to find the one responsible and will verbally assault them. If he believes those in the Killteam are responsible (or their respective Chapters) then they shall be the target of his wrath and must success a difficult (-20) Charm or Deceive Test to calm him down. Level 3 Isolation The character refuses to participate in any Squad Mode stances with Space Marines he feels have caused needless harm on the citizens he views and his responsibility and has not seeked penance for the actions. Cohesion of the Squad is lowered by 1

Primarchs Curse Inner Fire

Psychic Powers

Blessing of the Forgefather Cost: 1000 XP Prerequisites: WP 50+ Action: Half Opposed: No Range: 10 meters x PR Sustained: Yes Description: The Librarian calls upon the ancient mastery of the Forgefathers, stretching his mind through the warps to request their blessing. The Salamander may select any number of targets equal to his PR within range to receive the blessing of these ancient creators. The recipient's weapons, if melee, burn with white-hot energy and any ammunition fired from the weapons blessed by this quality glow with a supernatural incandescence. Add 1xPR of additional Energy Damage to all blessed weapon's attacks until the Librarian's following turn. Fire from Within Cost: 2000 XP Prerequisites: Rank 3, WP 40+ Action: Full or Free Action Opposed: No Range: 30 meters x PR Sustained: No Description: This power may be used only once at a time. The first component consists of the Salamander Librarian launching a tiny meteor-like ball of white-hot flame at his target. Evoking this initial attack takes a Full Action. The target suffers 2d10 Energy Damage as it begins to burn deeper into any armor or armored hide. The target may take a Half Action to try to remove the tiny burning orb by taking a Hard (-20) Agility Test. Attempting to remove it is difficult and may only be tried once per target's turn. If the target succeeds removing it, the orb explodes as soon as it leaves his body, dealing 1d10 energy damage. For every round the orb burns within the creature, the creature suffers 1d10 Energy Damage that ignores Armor Penetration. The second portion of the attack is particularly deadly. Like a tiny grenade, the orb awaits the psychic call from the Librarian to detonate from within its host. The Librarian may choose, as a free action, to detonate the orb dealing 1d10xPR Energy Damage that ignores both Armor Protection and damage reduction due to toughness. Ring of Promethium Cost:1000 XP Prerequisites: WP 40+ Action: Full Opposed: No Range: 10m x PR radius Sustained: Yes Description: Evoking a magnificent wall of fire and smoke, the Salamander Librarian summons the inferno to bend around himself and any allies nearby. This wall obscures any attempts to attack from a distance, reducing the BS by -20 of any ranged attacks directed at a target within the ring. Remarkably, however, the flames bend and open to permit anybody within to fire out unimpeded. Additionally, any hostile creature attempting to move into or out of the circle must pass a difficult (-10) agility test or suffer 1d10+PR Energy Damage. Rockhead Cost: 500 XP Prerequisites: None Action: Full Opposed: No Range: 50 meters Sustained: No Description: The Librarian chants from the Tome of Fire and places his hands on solid ground. Within seconds, small gysers of magma spout forth and instantly cool, producing 1 meter x 1 meter squares of solid rock that can act as cover, providing an AP bonus of 5 x PR. The Librarian may make up to his PR of these pieces of cover and may choose their location within the powers radius so long as it is an unoccupied square. Using this power is a tiring activity and imposes a level of fatigue on the Librarian.

Word of Vulkan Cost: 500 XP Prerequisites: None Action: Half Opposed: No Range: 5m x PR Sustained: No Description: The Salamander Librarian whispers arcane words of prayer toward Promethium before his open mouth begins to smoke and vomit forth billowing fires much like the legendary breath of the Drakes of Nocturne. This weapon works exactly like a shot from a flame weapon for the purposes of chance to hit and setting targets on fire. However, if hit, the target suffers 2d10+2xPR with a Penetration equal to 2xPR.

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