I got a player that wants to be a Salamander. I know that I can make the chapter up with the Rites of Battle book, But is there any info in any of the other books?
Salamanders
No, but custom rules shouldn't be very hard.
+5 T and +5 WP should be pretty good for stat changes
For chapter advances Intimidate and Charm or Command should be there, as should signature wargear.
I'm not sure about solo mode ability, but maybe something which allows the salamander to take a hit intended for another, or something which boosts weapon craftsmanship. I like the first better, it's fairly unique.
Squad Attack should make close ranger scarier in some way, like making it harder to avoid (-10 to dodge and parry when active?) rank 3 upgrade could be damage or two at close range and rank 6 could boost DoS by one or two.
Squad defense could be "Hold at all Costs" from RoB.
That's all I can make up for now, I can try to be more crunchly later.
etter00 said:
I got a player that wants to be a Salamander. I know that I can make the chapter up with the Rites of Battle book, But is there any info in any of the other books?
For the love of all that is good, DON'T use the rules on Dark Reign, as they are utterly broken beyond measure.
+5 T, +5 Fel would sit, to my mind. You could argue for a -5 Agi and another +5 WP, too.
Skill sheet should include Charm for 400xp per level, Trade (smith) for 200xp a pop, maybe a leadership style talent such as Air of Authority, and perhaps Peer (Imperial Guard). Stalwart Defence definately needs to be on the list. Just add another skill on the list and that should do it. Maybe Carouse or Command? Oh, and resistance (heat) for about 100xp!
One of my players came up with really awesome salamander rules, I didnt even have to change anything really. Ill try to see if I can find my copy, as hes in the Army right now...
If you're looking for Salamanders background material they have a large write up and pictoral in Forge Wordl's Imperial Armour Volume Ten: The Badab War part 2.
The Salamanders are also renowned for their expertise with Melta and Flamer weapons coupled with the master craftmanship of their gear. So I totally agree with a Salamander character receiving "The Signature Weapon" talent upon creation.
A Chapter specific bonus when using Melta/flamer weapons also seems appropriate.
Here's what I knocked up, based on the DR version, but tempered with a measure of common sense and balance. Looking at it again, it's still rather strong, and I'd recommend dropping the Command skill.
Salamanders
Statistics
Salamanders are strong and sturdy as well as being great humanists. However, their high-gravity upbringing and gene-seed both hinder their reactions. +5 Toughness, +5 Strength, +5 Fellowship, -5 Agility.
Salamander characters are more resilient to high-gravity environments than other characters and also gain the Resistance (heat) talent for gratis.
Chapter demeanour – Childer of Vulkan
The Salamanders are perhaps closer to humanity than the majority of Chapters. They are stoic defenders of humanity and concerned with humanity, rather than distant warriors more concerned with their own deeds of valour than the people of the Imperium. Salamanders look to minimise (loyal) human casulties and suffering where possible. Furthermore; Salamanders are solid defenders: Brave and tenacious. This demenour is perhaps best triggered in dealings with humanity, and when gaining strength through determination and steadfast behaviour.
Chapter advances
Command 400
Command +10 400
Command +20 400
Charm 400
Charm +10 400
Charm +20 400
Trade (smith) 200
Trade (smith) +10 200
Trade (smith) +20 200
Cleanse and purify 300
Friend of fire 500 [see below]
Last man standing 400
Signature wargear (flame) 500 [see below]
Signature wargear (mantle) 1000 Hero renown [see below]
Talented (smith) 500
Friend of fire
In the hands of a Salamander possessing this skill, all flame and melta weapons will deliver and additional 2 points of damage and an extra point of horde damage.
Peer
To reflect the reputation that Salamanders possess the Marine may purchase this advance for any of the following categories: Adeptus Mechanus, PDF, Planetary government, Imperial Navy or Imperial Guard.
Signature wargear (flame)
This item must be a single flame or melta weapon of some type, with a value of 20 points or less.
Chapter abilities
Solo Ability - Vehement Stand (active)
When the Time comes that a Salamander finds himself standing as the solitary representative of his Chapter’s merits, he accepts with that the stoic and unrelenting desire to stand firm against overwhelming odds, even if that means he sacrifices himself in the process. For all intents and purposes, this ability is identical to the Dark Angel Stoic Defence pattern, as per page 217.
Chapter Attack Pattern – The Seven P’s
Action: Free Action
Cost: 3
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. This ability can be engaged before any combat by spending 1d5 minutes drawing a strategy, at which point the Cohesion cost is paid and a Tactics roll made. During the next combat (or the one specifically planned for: It may be that the plan was drawn up in order to defeat the ‘big bad end guy’, rather be squandered on outer guards), one of the following may be carried out, plus a further choice for every two degrees of success of the Tactics roll:
Use of a re-roll by a team-member.
+2 initiative for the whole kill-team (may be used multiple times for a larger bonus).
+10 Penetration on any one attack, decided after the hit has been made.
All members of the kill-team may move a distance equal to their Agility without triggering over-watch reactions.
A team-member may automatically go to over-watch.
Restore 1 point of Cohesion.
Allow all kill-team members to automatically re-join Squad Mode.
These activities may be triggered as a free action at any time by any eligible team member.
Improvement: If the Battle Brother is rank 5 or more, this ability works for every level of success on the Tactics toll.
Chapter Defensive Stance - Obsidian Line
Action: Full Action
Cost: 2
Sustained: No
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 battle-brothers. Though superficially similar to the Dark Angel’s Immovable Defence, there are subtle differences in that the Obsidian Line is even more defensive in nature. While this ability triggered, the Battle-Brother and those in support range of him may - as a free action - regroup and move a number of meters equal to their Agility bonus in order to form the firing line (this move is optional). This move may be taken without triggering over-watch or suppressive fire, nor does it trigger the free attack from disengaging from melee combat range. Then – until the end of combat or they move - all recipients gain +4 Armour Points, +10 Willpower, and a +10 bonus to Dodge and Parry checks.
Improvement: If the Battle Brother is rank 4 or more, the Willpower, Dodge and Parry bonus is increased to +20.
Chapter trappings
All Salamanders are equipped with a forge-hammer instead of a combat knife. In addition, they may choose to inlay a weapon with Ceraous Ornamentation, or select one of the following:
Chunk of obsidian: Provides a +3 bonus on Toughness tests (NOT toughness itself!)
Nocturn ore: +3 on all Appraise checks.
Cold iron charm: Provides +1AV against heat-based attacks.
Ceraous Ornamentation
Beautiful onyx ornamental designs have been integrated into the weaponry, a signature of your commitment to the forge and your own equipment. A blunt melee weapon with these ornaments gain +1 Impact damage and +2 kg weight. May be added to other blunt weapons as a special salamander-only upgrade, for 5 Req.
Forgehammer
A Salamander’s forgehammer is as much a tool as a weapon, and may be used as such. It provides a +5 bonus to trade (smith) checks.
Melee, 1d10+4 I, Pen 2, unbalanced, 5kg
Chapter relic - Salamander-Scale Mantle
The mantle grants the Salamander and additional 3AP on every location, provides a +10 bonus when feinting, and gives a further -10WS penalty to foes when using the full defence action. Obviously it may not be worn with an Adamantine mantle or chameoline.
70 requisition, Hero renown.
Here is my Variant for the Salamanders, inspired by the DR Stuff:
Salamander Characters:
Salamanders are famed for their particular resilience and stalwart heroism in defense of even the most lowly citizens of the Imperium. Instead of taking the cold, utilitarian approach of sacrificing the few for the many, the Salamanders pride themselves on truly understanding the value that the seemingly meek may possess. Additionally, the trials of Nocturne have taught them how to utilize every possible resource and their abilities, skills, and talents reflect this. Not a moment is wasted, for each battle brother must prepare himself for the moment where he alone will stand in the gap.
Salamander Space Marines gain the following benefits: +5 Strength, +5 Toughness, -5 Agility, +5 Fellowship and the Vehement Stand Solo ability. They begin the game with the Resistance(Heat) Talent and may replace their standard issue combat knife with a Forgehammer:Melee - 1d10+2 I - Pen 2 - 5kg - Unbalanced, Special* - Rq 0. They may not choose the Assault Marine Speciality.
At the GM’s discretion Salamanders may not suffer penalties from High Gravity Worlds.
Delayed Reflexes
In addition to the negative modifier to their Agility score, the relatively delayed reflexes of the Chapter is reflected as follows: -10 modifier to the following skill tests: Acrobatics, Dodge, Drive (Anything equal to or faster than a Rhino), and Pilot (any).
Chapter Demeanor
Progeny of Vulkan
The Salamanders do not seek individual glory like many of the Space Marines. For the Sons of Vulkan, simply becoming inducted into this venerated brotherhood is honor enough. Instead the Salamander aims his priorities exteriorly. The chapter is one of the few that regularly interacts with the primitives on their Chapter Planet. This reflects the Salamander’s particular heritage of keeping and looking after the meek of the Imperium. Just as the Chapter is too few in number to overlook a single marine, it extends this philosophy to the very edge of the Imperium. The Emperor blesses all who fall under his benevolent gaze and, so too, the Salamanders indebt themselves to his example.
Additionally, the Chapter reveres certain attributes, particularly trial by fire, preparedness, loyalty, and compassion. They accept their responsibilities to protect and serve with humility and silence performing their duties to tempered perfection. Each moment not spent in battle is spent training among his chapter mates or maintaining his equipment. For the Salamander, every bit of his equipment is an extension of himself and his competence as a Space Marine.
Primarchs Curse Consuming Dedication
Something like "too focused"
Advances:
Trade (Armorer) 200
Trade (Armorer)+10 200
Trade (Armorer)+20 200
Talented (Trade(Armorer)) 500
Command 400
Command+10 400
Command+20 400
Intimidate 200
Intimidate+10 200
Intimidate+20 200
Nerves of Steel 400
Last Man Standing 400
Peer 400
Cleanse and Purify 400
Promethian Deliverance 1000 May req. one Flame, Melter or Thunderhammer at half cost
Signature Wargear 500 May only be used to requision a flame or Melter Weapon, not cumulative with Promethian Deliverance
Favored of Vulcan 1500 Increase Requisition when taking Signature Wargear by 10
Solo Mode Ability:
Vehement Stand (as the Dark Angels Ability)
Required Rank 1
Squad Mode Ability:
Offensive:
Hellish Charge
Action: Free Action
Cost: 3
Sustained: No
Effects: As Bolter Assault, using Flame or Melter Weapons.
Improvement: When reaching Rank 4 the Character gets the usual +10 Bonus to Attacks made after a Charge Attack.
Defensive:
Obsidian Line
Action: Full Action
Cost: 3
Sustained: Yes
Effects: A time honored 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 favor of the Salamander and his battle-brothers. While this ability is in 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 is optional). 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 and +10 to Parry tests. The strength of will required to form the Obsidian Line is such that it can only be used once per game session. The Stoic Nature of the Salamanders implies that they stand their ground and advance slowly as a single organism. No Full Moves, Charges, Dodges and Sprints may be initiated while the Obsidian Line is in Effect.
Improvement: If the Battle Brother is rank 4 or more, he may initiate an Obsidian Line a number of times equal to half his fellowship bonus.
Salamander Psychic Powers
Blessing of the Forgefather: 1000XP, 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: 2000XP, 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 whitehot 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 has only one chance to take a half action to try to remove the tiny burning orb by taking a Hard (-20) Agility test as a Half Action. 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 Salamander 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.
Magma Tendrils: 1000 XP
Action: Full
Opposed: Yes
Range: 20 meters x PR
Sustained: Yes
Description: With a thick rumble and explosive speed, the Librarian calls the planetary crust to separate and permit searing hot tendrils of magma to erupt from below. These tendrils wrap the target creature within range immediately dealing 1d10xPR Energy Damage with a Penetration of 2xPR. The Tendrils will then attempt to grapple the target (pg. 246) substituting the Librarian's Willpower for Strength. The power can be sustained until the target breaks free of the tendrils (the target cannot "Take Control"), at which point the magma returns to the crust and the fissures close. If the grapple is successfully sustained, the target suffers 2d10 Energy Damage during the Librarian's turn in addition to controlling the grapple as normal (p. 240).
Ring of Promethium 1000 XP, 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 within the circle must pass a difficult (-10) agility test or suffer 1d10+PR Energy Damage.
Word of Vulkan: 500XP
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.