Salamanders Custom Chapter.

By Drix, in Deathwatch

Hey guys,

So I went ahead and worked with a few friends on a gaming imageboard. Well, after a few days of hard work I finally finished my homebrew version of the Salamanders for Deathwatch. I think they are a great chapter and definitely should have earned a spot on the list.

Take a look, tell me what you think: javascript:void(0);/*1285234431932*/

Very well done, and for the most part it looks solid. I really hate Delayed Reflexes though. To me the -5 Agility is enough. -10 to all those skill checks is just brutal.

They should also get Melta Weapon Training free if you ask me.

Atheosis said:

Very well done, and for the most part it looks solid. I really hate Delayed Reflexes though. To me the -5 Agility is enough. -10 to all those skill checks is just brutal.

They should also get Melta Weapon Training free if you ask me.

Agreed. Keep in mind their reflexes are only "slightly" slower than a standard Space Marine. But still above normal human reflexes.

Very well done, especially the presentation. I too worked up some home-brew Salamanders rules but they were nowhere near as complete as this.

1. I don't know that I like having so many stat modifiers and the Delayed Reflexes. The chapters thus far have only had bonus to stats. I too struggled with how to make the slowness come across and in the end I just went with +5 WP and +5 Fel and called it a day. IMHO all chapters should end up with +10 worth of stats (or +5 and some wounds or something) and that makes it hard to balance when trying to fit negatives in.

2. I'm not sure I like seeing Command on the skill chart. I can see where you were going with it, but I think it somewhat trivializes the skill that normally is only available at Rank 3 to non-Tactical marines. I went with Charm instead, but YMMV.

3. I think the Cleanse and Purify talent needs to be on the advances. Its just so fitting.

4. I like the Solo-Mode ability, very fitting.

5. Semper Paratus - You don't go into Squad Mode until you get into combat, so I'm not sure how this works since its prepared ahead of time.

6. No pasts chart?

Actually you can go into squad mode a head of time with abilities like Tactical Spacing. To say that squad mode only activates during a combat round is not fair to say. A Group of Real Marines moving as a squad are always acting as a squad unless they are told to break off and do some recon ahead of the patrol.

As for the many modifiers...I know that in previous editions of Warhammer 40K Salamanders had a -1 intitive bonus. Which made no sense as they came from a heavier gravity world. Heavier gravity means more muscles, which in a lower grav environment means more speed or strength. So Just go with the +10 total for stat boosts. Sometimes GW does not make any sense.

Your Great Curse is awesome. Thats all I have to say about that. As for the command skill I agree with Kenshin. Make it Charm, its more fitting.

Also your Scales Relic. I think that you should just give the wearer a +10 to parry, instead of a -10 to an enemies WS. I think at that point it gets too powerful. Even a Frost Blade is not that strong.

Atheosis said:

They should also get Melta Weapon Training free if you ask me.

All Deathwatch Marines have the Adeptus Astartes Weapon Training, so all of them know how to use Flame Weapons, Melta Weapons, Plasma Weapons, etc. There is no use to give such a specific talent to a Space Marine.

Ranek7212 said:

Actually you can go into squad mode a head of time with abilities like Tactical Spacing. To say that squad mode only activates during a combat round is not fair to say. A Group of Real Marines moving as a squad are always acting as a squad unless they are told to break off and do some recon ahead of the patrol.

Hmm, I suppose it doesn't say you can't do it. The rules make mentions of using actions, which typically is a combat-time thing. But yea, I guess that works. So my comment. :P

Quileurbist said:

Atheosis said:

They should also get Melta Weapon Training free if you ask me.

All Deathwatch Marines have the Adeptus Astartes Weapon Training, so all of them know how to use Flame Weapons, Melta Weapons, Plasma Weapons, etc. There is no use to give such a specific talent to a Space Marine.

I can actually think of one small reason, which is to assist in creation of Salamanders that have not completed their training. There are a number of redundent things throughout the rules for that reason.

@ Atheosis. Thank you for the feedback. The -10 modifiers are pretty brutal. I think I was trying to add a bit of balance to a pretty juicy starting package. Also, I may the -10 to dodge and retain the -10 modifiers to things like drive and pilot, given that the Salamander's fluff shows them having fewer fast attack options and training.

@Brellak. True enough. But all space marines are going to roll 2d10+30 for stats. Even with -5 the chances that they are at the high envelope for human excellence is pretty good.

@Kenshin138. Thank you :)

1. Yeah, I like the current mix. I think giving an Agility hit was a solid way of representing their relfexes. ALso, every chapter seems to have different mixes of +5, +5 for stats. I didn't want to arbitrarily choose from the unused +5/+5 combinations instead I chose what I thought illustrated the Salamanders the best.

2. Good point. I think tjhis is hard to reflect in the Salamander's ability to help oversee the PDF when it arrives. But Charm may actually be more appropriate for the chapter.

3. I'll definately check this out.

4. Thanks :)

5. I think someone answered this later on. The idea is that the Salamander has the Kill team figure out who will serve as a point-man during a planning stage. This can take place during the oath session. This can take place on the surface of the planet. It can happen more than once and have a different point-man selected. The benefit of planning before hand is that if the point-man gets the high initiative (so it's advantageous to choose someone with high initiative modifiers), the entire team can attack at the same time due to their preparations.

6. Nah. I just didn't like the idea that the game made up a past for a character. I guess I could amend with some, but...

@ Ranek7212. Good point about Charm. As far as the Relics, I agree with you that there may be some balance issues. I'd like to hear your playtesting feedback. Shoot me a PM if you playtest with the parry bonus and I'll try with the other bonus in my group. No reason it should be "too" powerful.

Thanks for the Replies guys! I hope you use this to include a Salamander in your next Deathwatch campaign!

(duplicate thread, my mistake)

Wonderful, both me & my GM thank you a lot for your work.

Please ignore comments on charm instead of command.

I think charm has no place on the Salamander character sheet, surely there must be a better alternative to command.

I also think this can use some additional work but I'm amazed how well your PDF is with so few info given by GW.

Isn't there some additional information in the Tome of Fire trilogy? Does anyone else know of a fluff resource for salamanders?

I really wished FF would include them instead of creating a new chapter or that GW would give them their rightful place on stage.

Thanks.

It's interesting, definitely. I was thinking of trying to make something up to have Blood Ravens in Deathwatch, since I like everything they've done in the Dawn of War series. And it's hard to say if they would ever actually get officially printed for Deathwatch, seeing as how they are basically Relic Entertainment's own chapter to do with as they see fit, which they may not want to be officially allowed in the RPG.

Viper114 said:

It's interesting, definitely. I was thinking of trying to make something up to have Blood Ravens in Deathwatch, since I like everything they've done in the Dawn of War series. And it's hard to say if they would ever actually get officially printed for Deathwatch, seeing as how they are basically Relic Entertainment's own chapter to do with as they see fit, which they may not want to be officially allowed in the RPG.

Although now that I look deeper in the forums, I see someone else already had the same idea! Guess I'm not the only one who likes Blood Ravens.

As for the Salamanders, they're definitely decent from what I've read. Maybe I'll present the PDF to our GM and see if he'll allow it...