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No warriors can coax the searing spirits of flamers to brighter or more destructive
life than those from volcanic Nocturne.
Use this Stratagem in your Shooting phase, when a SALAMANDERS unit from your army
is chosen to shoot with. Until the end of that phase, when a model in that unit
shoots with a flame weapon, do not roll to determine the number of attacks made
with that weapon; instead, the maximum number of attacks are made with that weapon
(e.g. 6 attacks are made with a Heavy D6 weapon).
Promethean Discipline
The reek of ash, the searing heat of the volcano and the terrifying visage of
monsters from Nocturnean myth – these are the hallmarks of the psychic powers used
by those Librarians descended from Vulkan. Channelling the Chapter’s infernal
heritage, these warrior-mystics defend their battle-brothers like true Salamanders.
LIBRARIAN models in SALAMANDERS Detachments can know all of their psychic powers
from the Promethean discipline instead of the Librarius or Obscuration disciplines.
Before the battle, generate the psychic powers for PSYKER models that know powers
from the Promethean discipline using the table below. You can either roll one D6 to
generate each power randomly (re-rolling duplicate results), or you can select
which powers the psyker knows.
D6 PSYCHIC POWER
1
FLAMING BLAST
The Librarian condenses the roiling energy of the warp into a great ball of raging
fire before casting it at the foe.
Witchfire: Flaming Blast has a warp charge value of 6. If manifested, select one
point on the battlefield within 24" of and visible to this psyker. Roll one D6 for
each enemy unit within 3" of that point; on a 4+ that unit suffers 1 mortal wound.
2
FIRE SHIELD
Extending his hand, a great sheet of flame bursts from the Librarian’s palm. With a
sweep of his arms, he creates a towering wall of flame to protect his battle-
brothers.
Blessing: Fire Shield has a warp charge value of 6. If manifested, select one
friendly SALAMANDERS unit within 18" of this psyker. Until the start of your next
Psychic phase, when resolving an attack made with a ranged weapon against that
unit, subtract 1 from the hit roll. In addition, when a charge roll is made for a
charge that unit is a target of, subtract 1 from the result.
3
BURNING HANDS
The Librarian’s gauntlets glow bright before bursting into flames. Each strike from
these armoured fists blasts the unfortunate victim into ashes.
Blessing: Burning Hands has a warp charge value of 6. If manifested, then until the
start of your next Psychic phase, each time this PSYKER makes a melee attack, you
can select for it to use the close combat weapon profile instead of a melee weapon
it is equipped with. Each time this PSYKER makes an attack with the close combat
weapon profile, if a hit is scored, the target suffers 1 mortal wound and the
attack sequence ends.
4
DRAKESKIN
The Librarian summons a shimmering layer of translucent scales around his allies,
harder even than the impervious hides of the great drakes of Nocturne.
FURY OF NOCTURNE
The Librarian channels his powers into the ground around him to create a microcosm
of Nocturne around his foes. The earth darkens and begins to split, before towering
flames and boiling magma spew forth to burn the enemies of the Salamanders to
cinders.
Witchfire: Fury of Nocturne has a warp charge value of 6. If manifested, select one
enemy unit within 18" of and visible to this psyker. Roll 2D6; if the result is
greater than the highest Toughness characteristic of models in that unit, that unit
suffers D3 mortal wounds.
6
DRACONIC ASPECT
Summoning the wrath of the indigenous creatures of Nocturne, the Librarian takes on
the appearance of a great fire-breathing drake. With burning eyes and flame
streaming from his nostrils, the Salamander sends his enemies fleeing in panic.
Blessing: Draconic Aspect has a warp charge value of 6. If manifested, then until
the start of your next Psychic phase, subtract 2 from the Leadership characteristic
of models in enemy units whilst their unit is within 12" of this psyker.
The greatest champions of the Salamanders are not just those with great courage and
compassion, but those whose souls burn with the fires of Nocturne itself – white
hot and deadly.
If a SALAMANDERS CHARACTER model is your WARLORD, you can use the Warlord Traits
table below to determine what Warlord Trait they have. You can either roll one D6
to randomly generate one, or you can select one.
D6 WARLORD TRAIT
1
ANVIL OF STRENGTH
Vulkan was renowned as the strongest of the Primarchs, and his genetic heritage
lends this son of Nocturne great physical might.
MIRACULOUS CONSTITUTION
This Salamander’s body seems able to recover from injuries that should prove fatal
to even a Space Marine.
When this WARLORD would lose a wound, roll one D6; on a 6, that wound is not lost.
In addition, at the start of your Movement phase, this WARLORD regains 1 lost
wound.
3
NEVER GIVE UP
At the end of your Command phase, you can select one friendly SALAMANDERS CORE or
SALAMANDERS CHARACTER unit within 6" of this WARLORD. Until the end of your next
Command phase, that unit has the Objective Secured ability.
4
FORGE MASTER
Like many Salamanders, this champion has personally crafted his own armour, and it
provides far greater protection than normal battle-plate.
There are no secrets of flame and fire unknown to this Salamander, and he uses them
in battle like no other.
You can re-roll the dice to determine the number of attacks made with flame weapons
by friendly SALAMANDERS models whilst their unit is within 6" of this WARLORD.
6
This commander places great value on patience, and his every action is measured and
determined, his every blow placed with perfect precision.
Once per Shooting phase and/or once per Fight phase, when resolving an attack made
by this WARLORD, do not make a hit roll: it automatically scores a hit.
elics of Nocturne
Each Salamander is a master artisan in their own right, their armouries filled with
items of wargear as ornate as they are effective. Some of these, however, are
superlative examples of their craft, weapons of great power or armour of
unparalleled protection. These treasures are not locked away, but borne into battle
on the front lines against the enemies of Mankind.
If your army is led by a SALAMANDERS Warlord, you can give one of the following
Relics of Nocturne to a SALAMANDERS CHARACTER model from your army instead of
giving them a Relic from Codex: Space Marines. These are considered to be Chapter
Relics for all rules purposes. Named characters (such as Adrax Agatone) and VEHICLE
models cannot be given the following Relics.
Note that some Relics are weapons that replace one of the model’s existing weapons.
Where this is the case, you must, if you are using points values, still pay the
cost of the weapon that is being replaced. Write down any Relics your models have
on your army roster.
DRAKE-SMITER
Legend has it that Drake-smiter can shatter the diamond-hard skull of a void-dragon
with a single blow. It is presented to heroes of the Chapter, who wield it in
battle to sunder battle tanks, monstrous behemoths and even the armour of
traitorous Titans.
Model equipped with thunder hammer only. This Relic replaces a thunder hammer and
has the following profile:
WEAPON
RANGE
TYPE
AP
D
Drake-smiter
Melee
Melee
x2
-4
3
Abilities: When resolving an attack made with this weapon, subtract 1 from the hit
roll, and on an unmodified wound roll of 6 add 3 to the Damage characteristic of
this weapon for that attack.
HELM OF DRAKLOS
Forged by Chapter Master Tu’Shan from thousands of individual scales, this helm is
entrusted to a mighty hero of the Chapter. It bestows the wearer with great
fortitude, whilst its fearsome appearance sees his foes quake before him.
PRIMARIS model only. Add 1 to the Wounds characteristic of a model with this Relic.
Subtract 1 from the Leadership characteristic of models in enemy units whilst their
unit is within 6" of a model with this Relic.
NOCTURNE’S VENGEANCE
The shattered pieces of the famed flamer, Nocturne’s Fury – destroyed during the
Indomitus Crusade – were salvaged and brought back to the forges of Nocturne, where
a dozen artificers laboured to revive the weapon’s vengeful machine spirit. Reborn
into a new adamantium form, the machine spirit rages hotter than ever, and it is
said its flames burn the enemy with the ferocity of Mount Deathfire itself.
Model with combi-flamer only. This Relic replaces a combi-flamer and has the
following profile. When you choose this weapon to shoot with, select one or both of
the profiles below. If you select both, subtract 1 from hit rolls for attacks made
with this weapon.
WEAPON
RANGE
TYPE
AP
D
Master-crafted boltgun
24"
Rapid Fire 1
-1
2
Master-crafted flamer
12"
Assault D6
-1
2
Abilities: When resolving an attack made using the master-crafted flamer profile of
this weapon, do not make a hit roll: it automatically scores a hit.
This heavy-scaled mantle is made from the dense hide of one of Nocturne’s massive
salamander lizards, which live in the deepest lava flows of the planet’s volcanoes.
In battle, this cloak can turn blades and bolts aside in a shower of flame,
mimicking the durability of the fire-breathing beast it was made from.
When resolving an attack made against a model with this Relic, subtract 1 from the
wound roll.
An opus of the Salamanders’ Chief Librarian Vel’cona, this tome contains many of
his teachings. A Librarian that studies from the book before battle will gain
greater understanding of the nature of his inner flame, and how best to turn it
against enemies of the Chapter.
LIBRARIAN model only. A model with this Relic knows one psychic power from the
Promethean discipline in addition to any other powers it knows. When a Psychic test
is taken for a model with this Relic that is attempting to manifest a psychic power
from the Promethean discipline, you can add 1 to the total.
VULKAN’S SIGIL
Vulkan’s personal sigil, carried throughout the Great Crusade, was in the form of a
blacksmith’s hammer and engraved with the words ‘For he smote the Emperor’s enemies
as a hammer striking an anvil’. It is a valued artefact of the Chapter, and its
safekeeping has always been entrusted to one of the Salamander’s most distinguished
champions.
Add 1 to the Attacks characteristic of a model with this Relic. In addition, once
per battle, at the start of the Fight phase, a model with this Relic can hold aloft
Vulkan’s Sigil. Until the end of that phase, add 1 to the Attacks characteristic of
models in friendly SALAMANDERS units whilst their unit is within 6" of that model
(note that the Attacks characteristic of the model with this Relic is therefore
increased by 2 until the end of the phase).
WRATH OF PROMETHEUS
This expertly crafted bolter has been used to wage war for centuries, bringing
death to the enemies of the Imperium from the time of the Heavenfall Massacres.
Traitors and aliens alike have fallen to its fury.
SALAMANDERS model with a boltgun or master-crafted boltgun only. This Relic
replaces a boltgun or master-crafted boltgun and has the following profile:
WEAPON
RANGE
TYPE
AP
D
Wrath of Prometheus
30"
Rapid Fire 1
-2
The highly developed skills of Vulkan’s heirs at their anvils means their Chapters
have access to great vaults filled with unique and beautifully crafted equipment.
Each blade is a deadly work of art, each engraved pauldron a canvas of war,
lavishly embellished by these warrior-smiths and as enduring as their creators’
fiery spirit.
If your army is led by an SALAMANDERS Warlord or a Warlord drawn from an
Salamanders successor Chapter, you can give one of the following Special-issue
Wargear Relics to an SALAMANDERS CHARACTER model from your army, or a CHARACTER
model from your army that is drawn from a Salamanders successor Chapter, instead of
giving them a Relic from Codex: Space Marines. These are considered to be Chapter
Relics for all rules purposes. Named characters and VEHICLE models cannot be given
any of the following Relics.
Note that some Relics are weapons that replace one of the model’s existing weapons.
Where this is the case, you must, if you are using points values, still pay the
cost of the weapon that is being replaced. Write down any Relics your models have
on your army roster.
ADAMANTINE MANTLE
These flowing cloaks are laced through with threads of braided adamantine. When
combined with armour and energy fields, it has been shown time and again that these
symbols of office are proof against even the very strongest attacks.
When a model with this Relic would lose a wound, roll one D6; on a 5+ that wound is
not lost.
ARTIFICER ARMOUR
Crafted by the finest artificers of the Chapter, these ornately detailed suits of
armour provide superior protective capabilities that rival even Terminator plate.
All who set eyes upon the wearer know that an honoured champion of the Imperium
stands before them.
A model with this Relic has a Save characteristic of 2+ and a 5+ invulnerable save.
DIGITAL WEAPONS
Digital weapons are concealed lasers fitted into finger rings, bionic implants or
the knuckles of a power-armoured gauntlet. Short-ranged and powerful, they are
typically triggered in the midst of melee in order to blast the enemy point-blank
from an unexpected angle when a weakness in their guard is spotted.
When a model with this Relic fights, it can make 1 additional attack using the
close combat weapon profile. When resolving that attack, if a hit is scored the
target suffers 1 mortal wound and the attack sequence ends.
DRAGONRAGE BOLTS
The Salamanders and their successors are the creators of the fiery bolts whose
mysteries they passed to the Deathwatch. Yet, the scions of Vulkan kept the secret
of the explosive dragonrage bolts to themselves. Each bolt contains a liquid
promethium core that erupts with fury
When you give a model this Relic, select one bolt weapon that model is equipped
with. When the bearer shoots with that weapon, you can choose for it to fire a
dragonrage bolt. If you do, you can only make one attack with that weapon, but if
that attack hits, make D6 wound rolls instead of one (each successful wound roll
results in a wound that must be allocated). When resolving that attack, the target
does not receive the benefit of cover to its saving throw, and that weapon has a
Damage characteristic of 1 and an Armour Penetration characteristic of -1 for that
attack.
DRAKEBLADE
These blades are crafted in the heart of certain volcanic death worlds, their
adamantine forms quenched in the blood of the great fire-breathing drakes that
dwell therein. Though they appear to be ordinary swords, they radiate a fierce heat
that carves through armour and causes those that feel their scorching bite to burst
in flames.
Model with power sword, master-crafted power sword or combat knife only. This Relic
replaces a model’s power sword, master-crafted power sword or combat knife, and has
the following profile:
WEAPON
RANGE
TYPE
S
AP
D
Drakeblade
Melee
Melee
User
-4
2
Abilities: When resolving an attack made with this weapon, on an unmodified wound
roll of 6 the target suffers 1 mortal wound in addition to any normal damage.
MASTER-CRAFTED WEAPON
Within the armouries of each Space Marine Chapter, the finest artificers seek to
fashion weapons of ornate magnificence and utter lethality. Those forged upon
Macragge are breathtaking examples of the weaponsmith’s craft, be they potent
firearms or gilt-chased blades.
When you give a model this Relic, select one weapon that model is equipped with
(this cannot be a weapon whose profile includes the word ‘master-crafted’). Add 1
to the Damage characteristic of that weapon. That weapon is considered to be a
Chapter Relic.
OBSIDIAN AQUILA
Carved from jet-black volcanic stone, these icons stand proudly mounted upon
backpacks or banner poles, or else set within the bearer’s own battle plate,
proclaiming the unbreakability of the sons of Vulkan.
When a friendly <CHAPTER> model within 6" of a model with this Relic would lose a
wound, roll one D6; on a 6+ that wound is not lost.
PROMETHEAN PLATE
Crafted using ancient secrets passed down from the master armourers of the
Salamanders Chapter to their successors, it is said that these suits of armour can
remain unblemished even in the heat of the greatest infernos.
When resolving an attack made against a model with this Relic, an unmodified wound
roll of 1, 2 or 3 always fails, irrespective of any abilities that the weapon or
the model making that attack may have.
The Chaplain reminds his brothers of their oaths of guardianship, to think not only
of themselves, but also of the protection of their allies.
If this litany is inspiring, friendly SALAMANDERS units within 6" of this model can
perform Heroic Interventions as if they were a CHARACTER.