hazard plate — not savedDefenders of Humanity
“For the Promethean Cult, We Never Falter”
Born in the volcanic forges of Nocturne, the Salamanders are among the most compassionate of the Adeptus Astartes, valuing the lives of ordinary humans as much as their own. Every warrior carries the mark of the Promethean Cult and the memory of Vulkan, their primarch who is said to walk again among them in times of dire need. Where other Chapters see collateral damage as acceptable cost, the Salamanders will hold the line to the last to save a single soul, wielding flame and bolter with equal devotion.
Army Rule
At the start of your Command phase, select one enemy unit within line of sight of any ADEPTUS ASTARTES unit: it is your Oathed unit until the next Command phase. Friendly ADEPTUS ASTARTES units re-roll Hit rolls against your Oathed unit.
Each time a SALAMANDERS model with a Flamer weapon is destroyed, and it has not already fought this phase, roll one D6: on a 4+ it can fight or shoot with that weapon before being removed as a casualty.
2 available
Fires of Salvation
Each time a SALAMANDERS unit from your army shoots with a Torrent weapon, add 1 to the number of attacks and treat unmodified Wound rolls of 6 as scoring an additional hit.
The bearer's melee weapons have the [IGNORES COVER] and [ANTI-VEHICLE 3+] abilities.
The bearer has a 5+ invulnerable save and the FEEL NO PAIN 6+ ability.
While the bearer is in cover, worsen the Ballistic Skill of attacks that target it by 1.
Once per battle, when the bearer's unit is selected to fight, that unit's melee weapons gain the [DEVASTATING WOUNDS] ability for that phase.
Never Falter
SALAMANDERS units from your army have the Feel No Pain 6+ ability while they are within your own territory, or wholly within 6" of the centre of the battlefield.
The bearer's ranged weapons have the [SUSTAINED HITS 1] ability.
Add 1 to Damage rolls for the bearer's attacks that target a unit with fewer than half its wounds remaining.
Improve the Armour Penetration characteristic of the bearer's melee weapons by 1.
Once per battle, in the Fight phase, the bearer can fight twice.
7 stratagems
BATTLE TACTIC · Shooting phase
Use when a SALAMANDERS unit from your army shoots with a Flamer weapon. Attacks made with that weapon do not require a Hit roll and automatically hit.
BATTLE TACTIC · Any phase
Use when a SALAMANDERS CHARACTER is destroyed. That model's unit gains the [FEEL NO PAIN 5+] ability until the end of the battle.
WARGEAR · Any phase
Use before the battle. One SALAMANDERS model's ranged weapon has its Armour Penetration characteristic improved by 1 for the rest of the battle.
STRATEGIC PLOY · Your turn phase
Use when a SALAMANDERS unit ends a Normal, Advance or Fall Back move within 3" of a friendly SALAMANDERS unit. That unit regains up to D3 lost wounds.
BATTLE TACTIC · Shooting phase
Use when a SALAMANDERS unit from your army is selected to shoot. Until the end of the phase, each time a model in that unit shoots a Torrent weapon, that attack automatically wounds on a 2+.
BATTLE TACTIC · Fight phase
Use when a SALAMANDERS unit from your army is selected to fight. That unit's melee weapons have the [ANTI-VEHICLE 4+] ability until the end of the phase.
STRATEGIC PLOY · Opponent's turn phase
Use when a SALAMANDERS unit from your army is selected as the target of an attack. Until the end of the phase, that unit has the Benefit of Cover.
36 units