Salamanders for Deathwatch

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    A Salamanders Homebrew for Deathwatch RPG

    The obsidian-skinned battle-brothers of the Salamanders chapter

    have a reputation that sets them apart from their kindred angels

    of death. Where some, like the Blood Angels, ride the wings and

    reputation of their revered progenitor, 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. While others, like Black Templar or Ultramarines,

    seek glory in the mastery of their art and command, the chapter

    brothers of the Salamanders are a paradigm of stoicism andreservation. 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.

    Into the fires of battle

    unto the anvil of war!

    Written by: Drix(doctorintraining) with help rom Britag, /tg/, 40k Lexicanum and 40kWiki

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    A Plane o Smoke and Fire

    Te Salamanders hail rom the planetNocturne in the Segmentum Obscurus. Tis eudalworld is covered in vast chains o active volcanoes.In addition to these molten eatures, the suraceo Nocturne is rocked by requent earthquakeswhich kicks up the ever-present swaddle o dust

    and ash which obscures much o the sunlight onthe planet. Lie is scarce, harsh, and requentlyconsumed at the whim o a planetary tremor.Contributing to the massive tectonic stress othe world is the oversized moon o Prometheus,creating a binary system o erratic orbit. It is onthis moon that the Salamanders have chosen tosettle their massive ortress-monastery where theirorges can assemble the required wargear un-disturbed by violent natural disasters.

    When not at war, the Salamanders preerto live among the people o Nocturne andPrometheus, and are usually the leaders o aNocturnan settlement. Once every 15 erran years(1 Nocturnan year), the two worlds approachso closely that Nocturne is almost torn to piecesby the resulting gravitic stresses. Tis is calledthe ime o rial. Vast tidal waves crash acrossthe seas, thousands o volcanoes explode, theirash and umes urther blotting out the weakhaze rom the sun o Nocturne and earthquakesconstantly ravage the land. All lie is sent reeling,towns collapse and people die with heartbreakingregularity. Ten, a terrible winter sets in or thenext quarter o a year. Te young reeze and most,i not all, o the native reptilian livestock dies,unable to withstand the extreme cold as they hadthe heat.

    One o the largest volcanic mountains onNocturne is named Mount Deathre. Tis is wherethe biggest o the massive re-resistant reptiles calledsalamanders who are common on Nocturne live,and they are known as the Firedrakes. Tey are hugere-breathing beasts, and one was killed each by theEmperor and Vulkan during the legendary contestsheld between the two ten millennia ago. Tis worldmay seem a strange place or humans to live and eventhrive, but the Nocturnan people have been moldedboth physically and mentally into stronger and moreresilient orms by this adversity.

    Te ime o rial also brings great rewards.Rich veins o gems and strategic metals are revealed,large enough to be mined by the Nocturnan clansto pay or new livestock and ood on the Imperiums

    interplanetary markets. Te Salamanders and otherresidents o Nocturne live in giant underground cities,one o which is called Hesiod and which tend to bethe home o a single one o the Nocturnan peoplesclans. Each Salamanders Company is usually recruitedentirely rom one o these clan settlements so thatthe Battle-Brothers will share clan as well as Chapterloyalties and will also eel strongly connected to theirhomeworlds common people. Te Salamanders eitherlive on Prometheus or live among the people onNocturne, where they usually serve as the leaders o

    the clan settlements that dominate the relatively smallNocturnan population.

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    Sanctifed

    Trough Flame

    Recruitment or the Salamanders starts earlyon Nocturne, age 6 or 7 erran years. Tey spendseveral years learning the art o the smith, and themost able apprentices are then judged by the ChaptersApothecaries and Chaplains to see i they are worthy(and capable o surviving the process) to becomeSpace Marines. Teir training includes many o thesame eats the Emperor and Vulkan competed inaccording to Nocturne legend, nally culminating inthe hunting and slaying o a massive Salamander. Each

    Salamanders Company recruits solely rom one o thegreat clans o Nocturne, and each Battle-Brother isa clan brother as well. Te companies each maintainhuge, tracked ortresses that crisscross the volcanicsurace o their homeworld, serving as an easy way tointeract with their ellow companies and the variousNocturnan tribes.

    Because each Battle-Brother in a SalamandersCompany is a clan brother as well, the Salamandershave been known to ght like their savage namesaketo rescue their allen and wounded. Ten the survivorsare taken or biological enhancement and implantationo the Chapters gene-seed. It should be noted thatthe people o Nocturne have been slightly mutated byexposure to the high levels o radioactivity present ontheir world due to the constant exposure o radioactiverare earth elements by the extreme volcanism. Teyhave developed deep ebony skins and the irises otheir eyes now glow red in the darkness because theygained the ability to see in the inrared levels o thespectrum to deal with the constant volcanic pollution

    that blocks out their worlds sunlight. Tese physicalcharacteristics are also present in every SalamandersSpace Marine. Te Imperiums Ecclesiarchy does notconsider these mutations heretical as the Salamandershave always been among the most staunchly loyal tothe Emperor o the Space Marine

    Te Slaying o

    the SalamanderWhen the inant Primarchs were separated

    rom the Emperor and transported randomly acrossthe galaxy through the Warp by the machinations othe Chaos Gods, one o the children ended up on theeudal world o Nocturne. Te baby was ound by ablacksmith namedNbel, who, recognizing the child asthe one prophesied to be a savior, named him Vul-kan. Like all the Primarchs, Vulkan grew very quickly,reaching ull adulthood (and a size bigger and moremuscular than any man on Nocturne) by the age oonly three erran years. He was also highly intelligent,able to vastly improve the already considerable metal-working skills o the amed smiths o Nocturne. WhenVulkan was our, his town was attacked by the Dark El-dar, who were on a slave-taking expedition. Te peopleo his hometown hid, as they usually did when thedecadent aliens came raiding, but Vulkan reused tohide. Armed with only a pair o blacksmiths hammers,he roused the people rom hiding and drove back theassault, single-handedly slaying a hundred Dark Eldar

    warriors. As word o the battle spread, the headsmeno the seven most important settlements on the planetcame to pay homage to Vulkan, swearing to orever-more crush their oes rather than hiding rom them.

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    Te Outlander

    Jubilant at their victory, the people o Nocturneheld a great celebration, involving tests o strengthand crasmanship. During the opening ceremonies, astranger appeared. His skin was pale, compared to thedark complexion o the people o Nocturne, and hisclothes were very strange. Te stranger claimed thathe could best any man at the competitions, causingmany people to laugh at the seemingly inadvertentcomparison to the superhuman Vulkan. Vulkanaccepted the challenge, and the stranger wageredthat whoever lost would swear his eternal loyalty andobedience to the victor. For eight days, the strangermatched Vulkan in several events, with neither ableto beat the other by more than a slight dierence (orexample, an anvil-liing contest was declared a drawaer both men held theirs up or hal a day with no

    signs o stopping).

    Te Final Contest

    Finally, it came down to the nal contest: SalamanderSlaying. Both men had a day and a hal to orge aweapon, then go out and slay the largest salamander (alarge heat-loving reptile native to Nocturne), that they

    could nd. Vulkan and the stranger worked all day attheir orges, neither pausing to rest. As the day drewto a close, they emerged. Vulkan with a huge hammer,and the stranger with a keen-edged sword. Tey bothclimbed to the summit o Mount Deathre, a massivevolcano said to be the home o the largest Firedrakeson the planet. Vulkan ound his prey rst, smashingits head o with a single blow rom his hammer. As hecarried the carcass back, the volcano erupted. Vulkanwas nearly thrown o a cli, but managed to grab onto

    the edge with one hand, stubbornly grasping the tailo his prize with the other. Vulkan held on or severalhours, but his hold nally began to slip. It was at thattime the stranger reappeared, carrying a salamanderlarger than his own. Te stranger quickly threw hiscarcass into the lava ow, using its heat-resistant hideas a bridge to cross over and save Vulkan. Vulkanwas declared the winner when they returned home,

    but Vulkan silenced the crowd. He knelt beore thestranger, stating that any man who valued lie overpride was worthy o his service. Te stranger revealedhimsel to be the Emperor o Mankind, and it wasdeclared that Nocturne would be the homeworld othe Salamanders Space Marine Legion derived romVulkan's genome, with Vulkan at his rightul place asPrimarch o the Legion and ruler o the planet.

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    Combat DoctrineTe Salamanders ollow the Codex Astartes,

    but their doctrines are also strongly inuenced by thePromethian Cult o Nocturne, which places a highregard on sel-reliance, sel-sacrice, and loyalty. Tehammer and the re are both important symbols o the

    Cult, and the Chapter makes widespread use o Flam-ers, Meltaguns, and Tunder Hammersin their ar-moury. As one can imagine, this preerence or amersand Meltas leads to a strong afnity among the Sala-manders or close-range shooting when in combat. Be-cause o their universal early training as blacksmiths,all Salamanders are ully capable o maintaining andperorming moderate repair work on their weaponsand armour, leaving the Chapter's Articers with theree time necessary to create great works o technologyand metallurgy. As a result, the Salamanders Chap-ter has an unusually high number o master-craedweapons and Articer Power Armour. Te Chapteralso avours the use o Land Raider Redeemers. Inan interesting example o juxtaposition, however, theuctuating gravity o Nocturne makes training withcertain units such as Land Speeders and bikes difcult,thereore the Chapter makes little use o them, avour-ing instead Devastator squads and erminator Squads(the Chapter has 120 Veterans as opposed to the typi-cal 100).

    Indeed, it is tting that the Salamanders shouldlack ast attack capabilities, as or some inexplicablereason, they naturally have slightly slower reexes thanmost Space Marines, probably as a result o mutationsin their gene-seed. It should be noted though, that aSalamander's reexes are still signicantly aster thanthose o a normal human. Also, as a result o a reactionbetween their genetics and the high levels o radiationpresent on Nocturne, Salamanders Battle-Brothersusually have dark or jet black skin and bright, burning

    eyes. Tis appearance is entirely supercial, but has in-timidated more than one rebellion against the Emperorinto submission without ring a shot.

    rained never to give up or retreat, Salaman-ders are capable o going on even when their entiresquad is dead, holding positions or months on end.Tis is one o the more signicant eects o Promethe-an doctrines upon the Chapter's collective psyche.Beore each battle the Salamanders each receive a

    brand mark by a Promethean brander-priest. Tissymbolises their respect or the Chapter. Only Veteransever get brand marks on their aces.

    Salamanders dier rom most i not all otherSpace Marine Chapters in that each Company pos-sesses 120 Marines as opposed to the standard 100 thatthe Codex Astartes proscribes. Additionally, instead

    o having 10 companies, the Salamanders have only 6companies o Marines in addition to a small companyo about 60 Scout Marines.

    Te Salamanders also have an intimate knowl-edge o the ways o metal and re, orging great relicsand powerul items. Tey have more echmarinesthan is normal or a Chapter, although not a dispro-portionate number. Because each Battle-Brother cancompletely repair, service and modiy their own arms,

    Power Armour and wargear, the echmarines o theSalamanders are ree to cra intricate and powerulitems o incredible workmanship and advanced tech-nology. Vulkan himsel was a great Articer; the onlyPrimarch able to match his skill was his metal-handedbrother Primarch Ferrus Manus, although Vulkanhimsel preerred to work the steel over a ame ratherthan using advanced machinery, just as he had whenhe was young.

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    SALAMANDER CHARACTERSSalamanders are amed or their particular resilience and stalwart heroism in deense o even the most lowlycitizens o the Imperium. Instead o taking the cold, utilitarian approach o sacricing the ew or the many,the Salamanders pride themselves on truly understanding the value that the seemingly meek may possess.Additionally, the trials o Nocturne have taught them how to utilize every possible resource and their abilities,skills, and talents reect this. Not a moment is wasted, or each battle brother must prepare himsel or themoment where he alone will stand in the gap.

    Salamander Space Marines gain the ollowing benets:

    +5 Strength, +5 oughness, -5 Agility, +5 Fellowship and the Vehement Stand Solo ability. Salamanders do notsuer negative bonuses rom High Gravity Worlds (to an extent--GM discretion)

    Delayed Reexes

    In addition to the negative modier to their Agility score, the relatively delayed reexes o the Chapter is reect-ed as ollows: -10 modier to the ollowing skill tests: Acrobatics, Dodge, Drive (Anything equal to or aster thana Rhino), and Pilot (any).

    Bonus TalentsSalamanders begin with the Flame Weapon raining, and Resistance (Heat) talents.

    Bonus Skills

    Salamanders are required to maintain and manage their weaponry individually. Tereore they begin play withech-Use as a trained advanced skill. Additionally, Salamander Forgemasters (ech Priests) may purchase ech-Use advances at hal the cost listed.

    Starting Gear

    Salamanders may replace the standard issue combat knie with a Forgehammer (this also serves as the Salaman-ders selection as his chapter trapping)

    Forgehammers have the ollowing statistics:

    Class Damage Penetration Special Weight (kg) Requisition Renown

    Melee 1d10+2 I 2 Unbalanced,Special*

    5 -- --

    * Forgehammers add +10 to any test involving the repair, craing, maintaining, or modication o weapons andarmor.

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    Progeny o Vulkan (Chapter Demeanor)Te Salamanders do not seek individual glory like many o the Space Marines. For the Sons o Vulkan,

    simply becoming inducted into this venerated brotherhood is honor enough. Instead the Salamander aims hispriorities exteriorly. Te chapter is one o the ew that regularly interacts with the primitives on their ChapterPlanet. Tis reects the Salamanders particular heritage o keeping and looking aer the meek o the Imperium.Just as the Chapter is too ew in number to overlook a single marine, it extends this philosophy to the very edgeo the Imperium. Te Emperor blesses all who all under his benevolent gaze and, so too, the Salamanders indebt

    themselves to his example.Additionally, the Chapter reveres certain attributes, particularly trial by re, preparedness, loyalty, andcompassion. Tey accept their responsibilities to protect and serve with humility and silence perorming theirduties to tempered perection. Each moment not spent in battle is spent training among his chapter mates ormaintaining his equipment. For the Salamander, every bit o his equipment is an extension o himsel and hiscompetence as a Space Marine.

    Tis code has spread the reputation o the Salamanders to the urthest reaches o the Astronomicanslight. For even the darkest and most hopeless moment o a member o Humanity is availed by the sight o reand sulur as the Salamanders burn into battle.

    Salamander Chapter Advances

    Advance Cost Type PrerequisiteCommand 400 Skill --

    Command +10 400 Skill Command

    Command +20 400 Skill Command +10

    Intimidate 200 Skill --

    Intimidate +10 200 Skill Intimidate

    Intimidate +20 200 Skill Intimidate +10

    rade (armorer) 400 Skill --

    Erudite o the Drake 500 alent Posesses a Forgehammer

    Last Man Standing 400 alent Nerves o Steel, Rank 3

    Nerves o Steel 400 alent --

    Peer** 400 alent Fellowship 30

    Promethian Deliverance 500 alent Salamander or Peer(Salamander)

    Rite o the Forgeather 1,000 alent Fellowship 30, Renown:Famed

    Signature Wargear 400 alent --

    Signature Wargear (Master) 500 alent Signature Wargear, Rank 3

    Signature Wargear (Hero) 1,000 alent Signature Wargear(Master), Rank 5

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    Erudite o the DrakeTis Salamander, likely a Forgemaster (the Salamanderequivalent o tech-priests) is particularly adept atcraing, maintaining, and repairing weapons andarmor. Add +10 to any ech Use skill check whenpossessing this eat.

    ** Peero Reect the reputation that Salamanders possess inprotecting the lesser o the Imperium he may purchasethis advance once or any o the ollowing categories:Adeptus Mechanicus, PDF, Imperial Guard, ImperialNavy, or Planetary Governors.

    Promethian DeliveranceTis character remains in close contact with thearmory o the chapter planet and possesses accessto the legendary orges o Nocturne. Once persession, the Salamander Character may, as part o hisrequisition do the ollowing:

    -He may requisitin any Flame Weapons, MeltaWeapons, and Tunderhammers at hal the cost.

    OR

    -He may reduce the multiplier rom increasingcrasmanship values by 0.25 AND request a single

    weapon o increased crasmanship at one level orenown lower than required (e.g. a SalamanderInitiates can requisition Exceptional weaponry, andrespected Salamanders can request master-craedweaponry)

    Rite o the Forgeather:Te Space Marine has undergone particularly harshtrials on the surace o Nocturne such as emergingas a champion in the ceremonial gladiatorial combat

    between the recruitment-tribes o the Chapter. Indoing so he has earned the respect o none other thanthe Forgeather Vulkan HeStan. As a reward, thischaracter may choose a Salamander-Scale Mantle asopposed to the Deatwatch Adamantine Mantle withthe ollowing Characteristics:

    -Te same as an adamantine mantle in allcharacteristics except the ollowing: An adamantinemantle negates 4 points o Armour penetration romany incoming attack. It also projects a powerul orce

    Power XP Cost Prerequisi

    Blessing o the Forgeather 1,000 WP 50+

    Fire From Within 2,000 Rank 3, W

    Magma endrils 1,000 --

    Ring o Protection 1,000 WP 40+

    Word o Vulkan 500 --

    Blessing o the Forgeather

    Action: HalOpposed: NoRange: 10 meters x PRSustained: YesDescription: Te Librarian calls upon the ancient masteryForgeathers, stretching his mind through the warps to retheir blessing. Te Salamander may select any number o equal to his PR within range to receive the blessing o theancient creators. Te recipient's weapons, i melee, burn wwhite-hot energy and any ammunition red rom the weablessed by this quality glow with a supernatural incandesc

    Salamander Psychic Pow

    eld with a protection rating o 30 and overload roll o01-05.

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    Add 1d10xPR o additional Energy Damage to allblessed weapon's attacks until the Librarian's ollowingturn.

    Fire rom WithinAction: Full or Free ActionOpposed: NoRange: 30 meters x PRSustained: NoDescription: Tis power may be used only once at atime. Te rst component consists o the SalamanderLibrarian launching a tiny meteor-like ball o white-hot ame at his target. Evoking this initial attack takesa Full Action. Te target suers 2d10 Energy Damageas it begins to burn deeper into any armor or armoredhide. Te target has only one chance to take a halaction to try to remove the tiny burning orb by takinga Hard (-20) Agility test as a Hal Action. Attempting

    to remove it is difcult and may only be tried once pertarget's turn. I the target succeeds removing it, the orbexplodes as soon as it leaves his body, dealing 1d10energy damage. For every round the orb burns withinthe creature, the creature suers 1d10 Energy Damagethat ignores Armor Penetration.

    Te second portion o the attack is particularlydeadly. Like a tiny grenade, the orb awaits the psychiccall rom the Librarian to detonate rom within itshost. Te Salamander Librarian may choose, as a reeaction, to detonate the orb dealing 1d10xPR Energy

    Damage that ignores both Armor Protection anddamage reduction due to toughness.

    Magma TendrilsAction: FullOpposed: YesRange: 20 meters x PRSustained: YesDescription: With a thick rumble and explosive speed,the Librarian calls the planetary crust to separate and

    permit searing hot tendrils o magma to erupt rombelow. Tese tendrils wrap the target creature withinrange immediately dealing 1d10xPR Energy Damagewith a Penetration o 2xPR. Te endrils will thenattempt to grapple the target (pg. 246) substituting theLibrarian's Willpower and Willpower bonus insteado Strength. Te power can be sustained until thetarget breaks ree o the tendrils (the target cannot"ake Control"), at which point the magma returnsto the crust and the ssures close. I the grapple issuccessully sustained, the target suers 2d10 Energy

    Damage during the Librarian's turn in addition tocontrolling the grapple as normal (p. 240).

    Ring o PromethiumAction: FullOpposed: NoRange: 10m x PR radiusSustained: YesDescription: Evoking a magnicent wall o re andsmoke, the Salamander Librarian summons the inernoto bend around himsel and any allies nearby. Tiswall obscures any attempts to attack rom a distance,reducing the BS by -20 o any ranged attacks directed ata target within the ring. Remarkably, however, the amesbend and open to permit anybody within to re outunimpeded. Additionally, any hostile creature attemptingto move within the circle must pass a difcult (-10) agilitytest or suer 1d10+PR Energy Damage.

    Word o VulkanAction: HalOpposed: NoRange: 5m x PRSustained: NoDescription: Te Salamander Librarian whispers arcanewords o prayer toward Promethium beore his openmouth begins to smoke and vomit orth billowingres much like the legendary breath o the Drakes oNocturne. Tis weapon works exactly like a shot roma ame weapon or the purposes o chance to hit andsetting targets on re. However, i hit, the target suers2d10+2xPR with a Penetration equal to 2xPR.

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    Chapter AbilitiesSolo Ability

    Vehement StandRequired Rank: 1

    When the ime comes that a Salamander nds himsel standing as the solitary representative o hisChapters merits, he accepts with that the stoic and unrelenting desire to stand rm against overwhelming odds,even i that means he sacrices himsel in the process. At this moment, the very hell o Nocturne is released asthe Salamander unleashes what he must believe his nal struggle. Efect: When this mode is activated the salamander may treat all attacks which normally require a ullround as hal-round actions. Additionally, the Salamander doubles his oughness (and bonus) to a maximumo 100 oughness. During this ability, he may not move (except i the salamander must move in order to enablehim to engage the nearest enemy). He also suers one point o atigue or every round that he remains in the laststand. Aer the ability ends, his toughness returns to normal. It is important to note that i the number o atiguepoints are greater than his un-altered toughness bonus he will all unconscious (see pg. 251)

    Improvement: At Rank 3 the Salamander is temporarily immune to Stun. At Rank 5, when attackingHordes, the Salamander causes a bonus point o magnitude damage. At Rank 7 the Salamander gains one pointo atigue every two rounds instead o every round that this power is in eect.

    Squad Mode AbilitiesChapter Attack Pattern

    Semper ParatusChapter: SalamandersAction: Free Action

    Cost: 2Sustained: No

    Te Salamanders are calculating and responsive by nature. Tey are astute tacticians and are educated inthe truth that it is preparation that gives way to the surest victory. Tis ability can be engaged beore any combatby spending 1d5 minutes drawing a strategy. Otherwise, this can be used on the Salamanders turn as a reeaction. When it is used, the Salamander chooses a single Battle-Brother o the kill team as the Point-Man. I thisaction is used beore battle, the Point Man may add +1 to his initiative result.For one round (either at the beginning o combat, i this pattern was engaged beorehand, or on the next turn)every battle brother within support range o the Point-Man attack at the same initiative round as the Point-Man.

    Improvement: I the Battle Brother is rank 3 or more, this ability works or two rounds instead o one.

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    Chapter Deensive StanceObsidian LineChapter: SalamandersAction: Full ActionCost: 3Sustained: Yes

    A time honored deensive ability honed to perection by the Firedrakes o the rst company. An obsidian

    line is typically used as a last resort and turns even the most one sided battle in avor o the Salamander and hisbattle-brothers. While this ability is in eect, the Battle-Brother and those in support range o him may, as a reeaction regroup himsel and his battle brothers a number o meters equal to his agility bonus in order to orm thering line (this move is optional). Tis move may be taken without triggering overwatch or suppressive re nordoes it trigger the ree attack rom disengaging rom melee combat range. Ten, or the duration o the power,all recipients will gain +4 Armor Points, +2 to the oughness bonus or damage reduction, +4 AP to any existingcover, +10 to Dodge, and +10 to Parry tests until the Salamanders next turn. Te strength o will required toorm the Obsidian Line is such that it can only be used once per game session.

    Improvement: I the Battle Brother is rank 4 or more, he may initiate an Obsidian Line a number otimes equal to hal his ellowship bonus. At rank 7, the bonuses o the obsidian line are doubled.

    Primarchs CurseConsuming Dedication

    Te tribal nature o the Salamanders may have benetted them or the purposes o initiate selection andresource acquisition in the harsh Nocturne realm. However, the Salamanders, having interacted with the averagecivilian ar more requently are much more sympathetic to the saety o civilians. While this is rarely a problemor the mission, the prioritization o civilian targets increasingly narrows the scope and exibility o the Kill-

    team as the Salamander alls to the stress o combat.

    Level 1 (Plan B)

    Te battle brother will always choose a course o action that can minimize civilian casualties. I theSalamander is the squad leader, he must take a challenging (+0) willpower test or attempt to convince the groupto alter the mission plan in order to account or (and protect) civilian assets. I the Salamander is not the squadleader, the leader may attempt a challenging (+0) ellowship test to convince the Salamander to accept theoriginal plan. I the test ails and the group does not alter the plan, the kill-teams cohesion is reduced by 1.

    Level 2 (Unacceptable Casualties)

    Te primordial and patriarchal nature o the Salamander can even override the bond created between

    brothers in combat. I any member o the kill team acts, ghts, or decides in a way that (intentionally orunintentionally) results in civilian casualties, the Salamander will immediately resent the character. Te killteams cohesion is reduced by 1.

    Level 3 (Unmitigated Sacrice)Te horrors o war have lead to this Salamanders insanity maniesting as an obsession. He is now

    obsessed with the protection o not only civilians, but allied elements which are insufcient to meet the challengeo battle (such as a squad o guardsmen under attack rom a massive yranid swarm). Te Salamander, uponwitnessing or hearing o humanity in need must pass a challenging (-20) willpower test or immediately breakinto solo-mode and respond to protect them.

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    Chapter RelicsSalamander-Scale MantleTis relic can be acquired permanently with the purchase o the Rite o the Forgeather alent. Alternatively, itcan be requisitioned as a relic and has the ollowing statistics

    Location Covered AP Protection Rating Overload Roll Special Wt. (kg) Req. Renown

    Full 4 30 01-05 ** 15 70 Hero

    **Te wearer gains a +10 to his Opposed WS est to Feint, and i he takes the Deensive Stance Action, oessuer an additional -10 on WS ests to attack him.

    TuShans InernoTis heavy amer is a relic dating back to the Second War o Armageddon. Tis weapon, and many otherimmaculately-craed arms, were used by uShan and his Firedrakes to hold the Bridge over River Stygies;deeating an Ork Speed Freeks Army numbering over a thousand strong. Te weapon has the ollowing statistics

    Class Range RoF Damage Pen. Clip Rld. Special Wt. Req. Renown

    Heavy 35m S/-/- 2d10+16 E 8 12 2Full ** 65 70 Hero*

    *Te Renown requirement or this item cannot be altered by otherSalamander Special abilities.**Flame, Felling (2), win-Linked, Attached SuspensorTe win-Linked quality o this weapon simply makes the targets agilitytests to avoid damage and avoid catching on re Difcult (-20).

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    Chapter TrappingsForgehammerTis one-handed hammer is useul or any Salamander who wishes to devote the extra time inorder to keep his weapons ully maintained and working. Additionally, it replaces the combat knieas the last-measure close combat weapon. Forgehammers have the ollowing statistics

    Class Damage Penetration Special Weight (kg) Requisition Renown

    Melee 1d10+2 I 2 Unbalanced,Special*

    5 -- --

    Ceraous OrnamentationBeautiul onyx ornamental designs have been integrated into the weaponry, a signature o your commitment tothe orge and your own equipment. Tese ornaments are designed rom Ceraous material directly rom moltensources (stronger, even, than adamantine). You can only choose this trapping or one standard issue weapon withthe ollowing eects: a melee weapon with these ornaments gain +1 Impact damage and +2 kg weight. A rangedweapon with these ornaments can be used as a melee weapon with the ollowing statistics: 1d10+2 I damage, 2Pen, and +2 kg weight.