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  1. +++INTRODUCTION+++ The Sa’hrk-Hunters were the 4th Scout Squad of the Salamanders 7th Company, and were the only Scout Squad to deploy to Dakota Minor in 884M41. They did not participate in the siege of Dakota Primus, out of concern of losing the remaining future Space Marines. Once the siege was thwarted and the bulk of Imperial forces redeployed to the Adatok Wastelands to finish the Orks, Scout Sergeant Kareldek took his neophytes into the hab-blocks of Dakota Primus to flush out and destroy any stubborn Ork remnants. Sergeant Kareldek and the Scout Marines of the Sah’rk-Hunters (4th Scout Squad, 7th Company) The Sah’rk-Hunters take their name after the saurian pack-predators that roam the deserts of Nocturne. Sergeant Kareldek would frequent these deserts to test the skill and prowess of his newer neophytes. The Sah’rk-Hunters engage a hold-out of Orks and Gretchin within the Dakotra Primus hab-blocks. Two squads of scouts from the Chapters 7th Company accompanied the Yttrius Crusade, prior to the Salamanders’ arrival in the Matteus Subsector. More than two thirds of their number were killed or incapacitated, leaving only five active members by the beginning of the Dakota Minor attack. They were initially held back during the Siege of Dakota Primus, out of concern of losing the remaining future Space Marines. After the Dakota Primus siege, Captain R’Keth instructed Sergeant Kareldek to assist the DMDC in the decontamination efforts and continue their tutelage in the field. +++SQUAD MEMBERS+++ The 4th Scout Squad consisted of the following members: Aru Kareldek (Sergeant) Inducted 808M41 Full impantation Kareldek is a veteran Astartes whom recently dedicated himself to teaching the future of the chapter. He was formerly a Sergeant of the 6th Company 3rd Tactical Squad, but after a bitter feud with his Captain he was re-assigned as Sergeant of the 7th Company. He does not begrudge this sanction, as it renewed his sense of purpose within the Chapter. He has established himself as a stern but wise instructor. Scout Sergeant Aru Kareldek Fel Corr Inducted 878M41 Implant Phase: 18 The most senior neophyte, Corr is eagerly awaiting his final implants and ascending to the mantle of Space Marine. He is ambitious and overly willing to prove himself to Kareldek and his fellow battle-brothers, often to the veteran Astartes’ frustration. Scout Marine Fel Corr Xavidi Cikar Inducted 880M41 Implant Phase: 15 A devout neophyte, Cikar much idolises the Primarch Vulkan, and strives to live by his ideals and abilities on and off the battlefield. He has demonstrated an artistic flair in his works, though his blacksmithing skills need improvement. Kareldek has remarked that Cikar was the most promising initiate he has taught thus far. Scout Marine Xavidi Cikar N’Kar Augean Inducted 880M41 Implant Phase: 15 Augean is the lone survivor of the 5th Scout Squad, whom had fallen in combat during the ill-fated Yttrius Crusade. His exuberance has waned given these recent events, prompting concern from Kareldek and the Reclusiam. He is a gifted marksmen and well-versed in maintaining the Astartes arsenal. Scout Marine N'Kar Augean Kadmas Sat’ra Inducted 883M41 Implant Phase: 13 The youngest Aspirant, Sat’ra is still hesitant and subservient. He is still learning the Astartes arsenal; as of present he is mastering the flamer. He looks to Kareldek for guidance on many issues, despite the Sergeant’s attempts to nurture the individualism and self-reliance befitting a Salamander. Scout Marine Kadmas Sat'ra +++END ARTICLE+++
  2. Version 1.01

    640 downloads

    Right shoulder flame markings for the Salamanders. Includes numbered flames for each company squad (plus command skull on flames for command squads), terminator honors with skull/squad number, and scouts company numbered circles. Also includes blank flame markings (in yellow/orange/red and black) and extras if you number your squads based on role rather than position in company (2nd Co., 3rd Dev. rather than 2nd Co., 10th Squad Dev.)
  3. An acrylic artwork and dice tray I made to honor Vulkan and the Salamanders. I'm really proud of how these came out and wanted to share. Thank you!
  4. Introduction The Salamanders had come to the Segmentum Obscurus with a contingent of over 160 Astartes hailing from the 1st, 2nd and 5th Companies, along with their respective Captains, to fight in the ill-fated Yttrius Crusade (883M41). At its conclusion, their numbers had been significantly reduced; the veterans of the 1st Company were either dead or incapacitated, the 2nd and 5th Companies had been cut to half of their starting strength, and their drop pods had been exhausted. However, they still had a full compliment of Astartes tanks, skimmers and aircraft; this bode well for the weakened Astartes who could not ignore humanity's pleas for help in the Matteus Delta system. A formation of Salamanders armour moves through the industrial sector of Dakota Primus, in the early days of the city's defensive efforts against the Ork invaders. As the acting commander of the Salamanders strike force, Captain R'Keth answered the call to defend Dakota Minor. He lead his 2nd Company alongside 5th Company elements aboard their Strike Cruiser Serpentine, to the Ork infested world. R'Keth also ordered the deployment of the sacred Land Raider "Celestial Hammer", much to the chagrin of the Techmarines who felt it inappropriate to field the relic war machine without the Firedrakes. Given the surplus of armour assets and the dearth of Astartes crew, Salamanders from the 2nd and 5th Companies had to work together to ensure enough vehicles could be deployed and operated on the battlefield. Land Raider Phobos "Celestial Hammer" The Phobos-pattern Land Raider “Celestial Hammer” is one of the oldest Land Raiders in the Salamanders armory. During the Dakota Minor campaign, Captain R’Keth authorised the use of the Celestial Hammer in the later days of the war, requiring Techmarines from the 2nd and 5th Companies to crew. The Techmarines protested at first, and so too did the Land Raider’s machine spirit, but Captain R’Keth was quick to remind them of their duty to the Emperor’s people. The Celestial Hammer was the tip of the spear during the assault on the Harkon West Industrial Precinct, which has been captured by the opportunistic Steel Reavers in the last days of the war. Land Raider “Celestial Hammer”, under command of 5th Company Techmarine Fe’var, armed with heavy bolters, twin-linked lascannon sponsons and a pintle-mounted multi-melta. Rhino Gun'vek Gun’vek is one of the newer Rhinos in the 2nd Company’s armoury, and has only seen combat a handful of times. Gun’vek was instrumental in keeping the Salamanders' Tactical Squads mobile within the city of Dakota Primus, providing fire support with its storm bolter as the Astartes entered the fray. Gun’vek was the only deployed Rhino that survived the war for Dakota Minor intact; a total of nine Rhinos were immobilised or destroyed in the conflict. Rhino Gun’vek, dedicated transport of the Salamanders 2nd Company. Razorback Mir’Tar Mir’Tar is an aged razorback, equipped with the rare pattern twin-linked plasma guns and lascannon turret. It has served the 2nd Company well over the last two millennia, and though not considered as a relic like the Celestial Hammer, it is revered by many in the 2nd Company. Its most notable campaigns have been permanently painted on the left-hand side of the vehicle: the Foreshore Crusade in M39, the Purge of Venturi IX in M40, and the Starfire Campaign of M41. Razorback Mir’tar, armed with twin-linked plasma gun/lascannon turret, storm bolter and hunter-killer missile. Predator Destructor Persephius A variant of the Predator Destructor rarely seen in the late 41st millenium, Persephius features a pair of sponson-mounted heavy flamers for close-range engagements. The city of Dakota Primus had numerous road junctions and wide alleyways that were ideal for funneling Orks into kill zones for Persephius to decimate at close-range, and obliterating Ork armour at medium-to-long range with its autocannon. Predator Persephius, armed with two heavy flamer sponsons, autocannon turret, and pintle-mounted storm bolter. Land Speeders Pre'tir and Antanar Captain R'Keth sought to take advantage of the speed and maneuverability of their fleet of infrequently used Land Speeders, against the slower and disorganised Orks. Having become familiar with the Raven Guard’s tactical doctrine during the Yttrius Crusade, the crew of the Land Speeders Pre’tir and Antanar destroyed many Ork scrap tanks and skimmers in a month-long series of hit-and-run engagements. They finally ran out of fuel and ammunition on the 44th day, and the crew were forced to abandon their craft. Pre’tir was recovered and refurbished after the war, but Antanar was never seen again. Land Speeder Tornadoes Pre’tir (left) and Antanar (right), each armed with a heavy bolter and assault cannon.
  5. Introduction The Great Adar was a near-1000 year old Astartes who served the chapter as one of it's many revered Dreadnoughts. He was previously known as Bresh’Tan Adar, an Assault Marine Sergeant of the Salamanders 2nd Company. After suffering grievous injuries in combat 840 years ago against the Arch Enemy, his fractured body was interred into the sarcophagus of a Dreadnought. This is when he became The Great Adar, “last survivor of the Drop Site Massacre”. That statement is begrudging accepted by the veterans of the chapter, but many of the younger Astartes heed his stories and wisdom as if he was truly ten millenia old. The Great Adar alongside his brothers of the 2nd Company, engaging Ork skirmishers on the outskirts of Dakota Primus. During his mortal life, Adar took a great interest in the Salamanders history, and frequented the Librarius in his spare time. It is hypothesised that since his interment, his historical knowledge and personal memories have blended together, culminating in his belief of being a survivor of the Istvaan V battle during the Horus Heresy ten millenia ago. Despite repeated reminders from the Techmarines, The Great Adar still vividly “remembers” the betrayal of his brothers and succumbing to his injuries on Istvaan V. Many veterans of the chapter speculate he is actually remembering the fall of his Assault Squad at the hands of the Emperor’s Children (another participant of the Drop Site Massacre), on the death world Jacob’s Eye in 044M41, of which he was the lone survivor. Venerable Dreadnought "The Great Adar", equipped with power fist, heavy flamer, and twin-linked lascannon. In combat, The Great Adar is often equipped with a versatile arsenal, allowing him to serve as either a fire support platform or as an assault unit as required. His preference is the twin-linked lascannon for dealing with long-range threats, and the power fist with underslung heavy flamer for close engagements. Siege of Harkon West Industrial Precinct (Dakota Minor - 884M41) The Great Adar participated in many engagements on the world of Dakota Minor against the Orks and the Steel Reavers. His most notable actions was during the final battle against the Steel Reavers at the planet's largest industrial precinct, Harkon West. A combined force of Salamanders and Astra Militarum forces (including the 144th Asokan Rifles and the 37th Sartorian Rangers regiments) assaulted the precinct, forcing the Steel Reavers to make a last-ditch effort to fend off the Imperium forces. The Great Adar was among the Salamanders forces leading the Imperial charge into the precinct. A spearhead lead by the Salamanders' Land Raider Celestial Hammer attempted to cross the main bridge to enter the precinct. A barrage of rocket fire immobilised the Celestial Hammer before reaching the bridge, bringing the Salamanders' charge to a halt. The Venerable Dreadnought saw the need to maintain the momentum before they were counter-attacked, and thus continued toward the bridge. His Astartes brothers attempted to dissuade him over vox, telling him to wait until the rocket barrages had been dealt with, but his actions had emboldened the Sartorian Rangers forces into rushing the Steel Reaver defences alongside the Dreadnought. As The Great Adar charged head-on into the thin defence of the Steel Reaver forces, the Sartorian Rangers launched smoke grenades to screen their approach alongside the Venerable Dreadnought. With their targets obscured, the Steel Reavers resorted to firing their ordnance blindly into the smoke and quickly exhausted their arsenal. When the ceramite behemoth emerged from the smoke unleashing burning promethium, the Steel Reavers could do nothing but either fire their lasguns uselessly against the Dreadnought, or flee into the precinct. With that, the Imperial forces quickly secure the bridge and pressed forward without pause, cutting down the heretics as they retreated. The Great Adar leading Sartorian Rangers in an assault on the main bridge into Harkon West industrial precinct, overwhelming the Steel Reaver defenders Unbeknownst to the Imperial forces, the Steel Reavers had in fact sacrificed their more expendable units to defend the precinct entrance while their more elite forces were focused on stealing several Imperial cargo ships, carrying millions of tonnes of foodstuffs and promethium (accounting for a year's worth of tithes for Dakota Minor). Nevertheless, with the industrial precincts secured and the last of the Steel Reavers on Dakota Minor destroyed, the Imperium declared the second victory on Dakota Minor. With Dakota Minor secured for the Imperium once again, The Great Adar returned to the strike cruiser along with the surviving Salamanders, en route to Nocturne. He very much looked forward to the long rest, and to see his homeworld once again.
  6. Introduction The Anvilbreakers are the 2nd Tactical Squad of the Salamanders 2nd Company, standing at seven members as of 884M41. They are experienced in fighting xeno warbands in close quarters, and would become instrumental in breaking the Ork and Steel Reaver sieges on Dakota Minor. Anvilbreakers (2nd Tactical Squad and Apothecary) The squad takes their name from a lesser known Nocturnean fable that describes a compulsive and overachieving blacksmith. The story is both comedy and a lesson in understanding limits (of oneself, their tools and their peers). Wielding flamers, the Anvilbreakers incinerate the heretic forces besieging the industrial sector of Dakota Minor. Current Members of the Anvilbreakers The Anvilbreakers are a Tactical Squad comprised of the following members: Sergeant Ukra'thelar Konn Konn is the esteemed leader of 2nd Company’s 2nd Tactical Squad. A sombre Astartes, Konn directs his squad with blunt efficiency. In between orders, he will take a moment to give thanks to the Emperor, often in the form of recited litanies and incantations. Ashamier Loc'ru Loc’ru is the youngest member of the Anvilbreakers. He is quiet but observant; not one to charge into the maelstrom of combat. He prefers instead to plant his feet and unleash torrents of burning promethium upon the foe. As such, he typically takes to the field with a Flamer or Meltagun. Invictiel Kel'dem Kel’dem is the oldest member of the Anvilbreakers. He is a devout follower of the Promethian Cult and the example set by the Emperor of Mankind, always risking his life to save his fellow Astartes and humans in danger. During the Ork siege of Dakota Minor, he saved dozens of civilians from harm. Ukra'orrn Zytal Zytal is a uncharacteristically wrathful Salamander in battle, who exterminates the enemies of man without mercy and without hesitation. Ironically, off the battlefield he is mellowed artisan of weapons and ornaments. His signature bolter is a gift from his late mentor, which he holds in high regard. Ur'bak Greon The bitter and spiteful Greon is a former member of the Magma Walkers, who were annihilated by Eldar raiders. On the battlefield, he never misses a moment to express his prejudice against the enemies of Man. Them’sire Felk’one Felk’one is a soft-spoken Astartes, and one of the eldest of the Anvilbreakers. He was a member of the Firedrakes until his age and injuries diminished his combat prowess. He and Kel’dem have a strong friendship. Dhirr’Ane Vulg Vulg is the newest member of the Anvilbreakers, though middle-aged compared to his squad members. He is an outspoken Salamander brimming with faith and confidence. He has aspirations to join the Reclusiam once he returns to Nocturne. Apothecary Ta’varr Dra’ner Dra’Ner is the uncharacteristically joyful Apothecary of the 2nd Company, who takes pride in the work he does for the chapter. This has varying effects on his battle brothers, who either take comfort in his diligence in preserving the Chapter’s geneseed, or who take offense at his lack of decorum whilst undertaking his duties. With the 1st Tactical Squad incapacitated and no other Company Veterans to call on, Captain R’keth made the Anvilbreakers his de facto Command Squad and attached Dra’ner for the remainder of the conflict on Dakota Minor.
  7. In 884M41, the Lord-Governor of the civilised world Dakota Minor, petitioned the aid of several Space Marine chapters to crush the ever increasing Ork presence on his planet. Two chapters responded: the Salamanders and the Black Templars. At the eleventh-hour the Black Templars withdrew their support with regrets, and so the Salamanders alone came to the Lord Governor’s aid. The Salamanders force was led by Captain Ikarus R’Keth, commander of the currently under-strength 2nd Company, and was supplemented by elements of the 5th Company. Alongside a detachment of Battlefleet Agripinaa, the small Salamanders strike force broke the Ork fleet surrounding Dakota Minor and made planetfall. Despite being understrength, the Salamanders easily repelled the poorly coordinated Ork forces from the cities, and along the way inspired the local populace to rise up and fight the invaders. After three months of conflict, culminating in the total annihilation of the Ork Rok fortress (which had brought the Orks to Dakota Minor in the first place), the Imperial forces were victorious. The Lord Governor marked the victory with four days and nights of feasting (as was the custom on Dakota Minor), of which the Salamanders were the guests of honour. Unfortunately for the inhabitants of Dakota Minor, the renegade warband known as the Steel Reavers saw this as an opportunity to strike the planet. Their optimism proved to be folly, as the Imperial forces were quick to react to the newly invading forces, and able to match them in head-on engagements. After only a mere three weeks of fighting, the Steel Reavers were repelled and the Imperium again declared victory over Dakota Minor. Despite their defeat, the Steel Reavers were able to steal whole swathes of exotic resources and transport ships and take them to orbit, while the Imperial forces were occupied in combat. In addition, Captain R'Keth was slain in combat by a Chaos Space Marine champion. The Battlefleet Agripinaa detachment remained in orbit for several months in anticipation of a follow-up attack, though none came. The Salamanders forces were recalled to Nocturne shortly after crushing the Steel Reaver invasion to rearm and to assign a new 2nd Company Captain, whom would be Pellas Mir’san.
  8. Does anyone else think the Lord-Commander Carthalos in this WarCom article could be the basis for an incredible Salamander Captain/Chapter Master conversion? https://www.warhammer-community.com/2021/07/03/warhammer-preview-online-dominion-celebration/ (Sorry, couldn't figure out how to post the actual picture here)
  9. Here is a log of my Salamanders. I used to be a long time collector and Salamander Player - I got a load of space marine heroes kits ready to start adding to them and got them green Took about 2 years to get a colour I was really happy with and then Primaris dropped - invalidating my whole 3000 point army and all my plans. I did try to get into Primaris Salamanders but it just defeated my Badab Force idea and previous army. To this I started a different force for Primaris which I'm slowly adding to. 2021 I was trying to decide what my hobby goals are and along with the Drukhari force I'd like to build I wanted to clear backlog and I thought my half finished salamander's would be good. I have the following which I'm going to try and get done and build a list to play with. Terminator Librarian Terminator Chaplain Terminator Heroes Squad (Tactical) Terminator Heroes Squad (Assault) Space Marine Heroes (Tactical Squad) Anyway here is my first completed model and my first model WIP.
  10. Hey everyone! So I've finally decided on Salamanders as my primary Space Marine chapter. Going to be building a guide of cool little tips and tactics that I find out while playing my Salamanders or just theory-crafting. If you have anything you want to add please feel free and I'll edit this first post so it has easy access for new recruits. Hellfire Shells: While every Space Marine chapter can use the stratagem Hellfire Shells, Salamanders have an edge. We get to re-roll the attack roll greatly increasing the change to deal D3 mortal wounds. - Use this with 5-man Scout squads with a Heavy Bolter. They are 65 points, hold objectives, can get in some cheeky wounds, and now can drop D3 mortal wounds on a target of your choice. Vulkan He'Stan: This character allows you to reroll hit and wound rolls for melta and flamer type weapons. This can be used to great effect with several units. One good unit is Aggressors with Flamestorm Gauntlets. Aggressors can be a little expensive, can only be transported in the Repulsor, but have a horrendous number of shots. (4d6 flamer attacks per model if they stay still.) - One way to use this combo is below: Eggs in a Basket: The idea behind this is you put a bunch of characters in a rhino with a small contingent of Honor Guard. By doing this you can spread the chapter tactic to re-roll 1 dice over 5 units allowing this grouping to have 5 re-rolls Flash Fire: Using a squad of land speeders to help clear chaff with the use of the Flamecraft stratagem.
  11. https://www.warhammer-community.com/2018/04/11/coming-soon-julys-black-library-releases/ https://www.blacklibrary.com/coming-soon/july/primarchs-vulkan-lord-of-drakes-ltd.html Pre-orders are on June 30th. I wonder how much it will cost. Totally want to get this.
  12. Brother Astartes, the ETL is upon us once again. And once again we are united as a codex. Yet now our foes have multiplied ten fold with the inclusion of the foul xenos. But we shall not waver, for there can be no meeting of minds with such beings that exist in the dark places of the galaxy. There is simply a choice, defeat them... or be defeated by them. And defeat them we will. FOR ARE WE NOT SPACE MARINES? ARE WE NOT THE CHOSEN OF THE EMPEROR, HIS LOYAL SERVANTS UNTIL DEATH? TO THE DARKNESS WE BRING FIRE, TO THE IGNORANT WE BRING FAITH. THE EMPEROR'S WILL IS YOUR TORCH, WITH IT, DESTROY THE SHADOWS! THE TEMPLARS CALL YOU TO WAR, WILL YOU ANSWER?
  13. Hey all! I recently bought some Salamanders models and have started toying around with paint schemes. I’ve decided on running the 3rd Company Pyroclasts with some 1st Company and Masters of the Forge support. Since I’m trying to adhere to the color scheme for the shoulders to delineate the company’s, I was wondering why the codex says that Sallies don’t use squad designations, just Company designations? And in the artwork, they have a Salamander with 4’s painted on his armor. Is that also to show he’s from 4th company? Are there any good references for Salamander lore (the codex seemingly speaks little about them...)? Thanks for your help!
  14. Hey all! I'm a long-time 40K player who has been out of the game for the past 4 years and recently moved to a new area where I'm hoping to start my first Salamanders army. I've played a few different test lists and so far I'm having a blast with the Sallies. My problem is that the area I've moved to seems to be dominated by Xenos (Eldar and Necrons specifically), and I'm more accustomed to playing against Chaos and other marine variants. What's more, this area is purportedly very competitive, so I anticipate more WAAC players than where I last played. Do you have any recommendations for weapons or tactics to bring to bear against those pesky Xenos? Or even how to deal with units of theirs that WAAC players tend to bring en masse (I've heard Dark Reapers are the bee's knees now-a-days)? To give you an idea of what I've got I bought the SM starter box, so I'm looking at a Terminator Captain, 10 Tacticals, a Dreadnought and a Razorback to build out from. Thanks for your help ahead of time!
  15. I kicked around the idea of starting loyalists for a long time. I've always thought Salamanders were super cool, in terms of their background and appearance. I really appreciate that they're not just about "FOR THE EMPEROR!" all the time, but actually give a :cuss about your average pathetic human - so much so that they're willing to die for them. The absolute antithesis of my beloved World Eaters and Word Bearers, who would gladly sacrifice or murder for fun any of their cannon/ritual fodder. The plan is for a combined First/Second Company force with elements from the scout company and whatever else suits my fancy over time. I would really prefer, if you're so inclined, that you avoid any sort of "that wouldn't happen, that isn't in the fluff, that isn't right blah blah blah" type comments. Absolutely don't care, just so we're clear. Otherwise, please share your thoughts and suggestions! :) I'm gonna be painting them with the standard GW Salamanders recipe: Waaagh Flesh, Warboss Green, and Skarsnik Green. To start with, here's my unit of first company vanguard veterans and their chaplain buddy: Love this chaplain so much! He was still for sale in his individual blister pack at my local Warhammer store, so I picked him up and magnetized a spare MK IV backpack I had. Didn't want to totally ditch his awesome stock backpack: Here's where I need some help. Since the kit only comes with 4 hammers/shields, I've had to use space wolves parts for the sarge's hammer and shield. The hammer was no problem, but the shield is giving me trouble. I've removed the wolfy details and made the surface flat with green stuff: I sculpted these flames to glue onto the surface, but I'm not really sure I like 'em. I'd paint the flames gold, on the shield's green surface: The other option is to use something from the FW Salamanders transfer sheet. There are many cool options. I guess I could also sculpt something else, if I so choose. I tried sculpting flames onto the shield surface directly, didn't like the results, then had a very hard time scraping them away without damaging my work (since green stuff is somewhat soft). Thanks for looking! Please let me know what you think.
  16. Hey guys, I've had a go at writing a blog post about Salamanders on my friends blog. It's about my build of Bray'arth Ashmantle. Have a read, I'm not the best writer but hope it's ok. Any criticism or feedback would be greatly recieved https://krakendoomcool.wordpress.com/2018/04/03/building-a-better-brayarth/
  17. So, not sure if you've seen the updated rules for Mr He'Stan. But if not you can follow this link: Vulkan He'Stan So, this dude is a mini-Gulliman. He allows rerolls of all failed to hit and to wound rolls for flamers and more importantly meltas within 6". What I'm thinking now is that you throw him in a pod with some veterans, all with meltas. Drop the pod clump them up and have a field day with 9+ melta gun shots. Pretty damn crazy if you ask me. Maybe even better than Gulliman as you can drop this bad boy into a drop pod. Not sure if you can do that with big daddy G.
  18. I graduate at the end of this month, and my sweet ol’ grandma is going to throw some money my way. The caveat is that I actually have to spend it frivolously, and can’t save it. Sounds like the most obvious excuse to buy more plastic crack than any I’ve ever heard in my life. My chaos collection is :cuss huge. I don’t really “need” any more. I want a more or less equivalent army for my wife to use when we play against each other (we’ll switch off), and as much as I like Templars and Blood Angels, they’re too similar to my World Eaters. I really like the philosophy of the Salamanders, as well as their color scheme, skin color, and sigil. So then, I need help figuring out what the “good” units are. I’ve always wanted to buy the Vulkan He’stan model, he’s among the best sculpts in the game IMO, so I think I’ll be building and running a first company army. I’m probably going to buy the Imperial half of the Dark Imperium box for a good/cheap start, and from there... I don’t know. I like the idea of hammernators as well as vanguard vets with thunder hammers/shields. Easy to build aggressors with flamers, too. A Salamanders contemptor and a leviathan as well. What else? What would you get?
  19. So the new element is being able to ignore AP-1, and with the knowledge that vehicles now benefit, will make Salamander vehicles more efficient while everything is a tiny bit more survivable. I like it a lot. What are your thoughts, Sons of Vulkan?
  20. Title kind of says it all. What does everyone want from the supplement, and what do we expect from it? Personally I would like to see: - More details with how Primaris are integrated into Salamander society, especially the humans on Nocturne - How about getting the Primaris involved in the quest for Vulkan's Relics - Hopefully a speciality unit (something I imagine most supplements will get), something like Pyroclasts would be cool. Although obviously GW are going to make all the speciality units Primaris, so maybe they'll invent something else. Maybe pure flamer/melta options for Hellblasters - Couple of new strategems maybe. Something I know I will see is the Salamanders Pyromancy psychic discipline. Do we expect pure damage output? Maybe an ash cloud spell that imposes -1 to hit on a unit? Any other psychic power ideas?
  21. We've seen Tigurius and Kor'asso get their steroid injection. Do we expect to see our own special character get his swole on in the near future? I'm torn on if I want it or not. I'm not a Primaris player, but I like He'Stan, so I'll have conflict there. But then again I think GW could do a better model than the current He'Stan, and I'd like to see what they do with it. Thoughts?
  22. OK, so I've played a few games with this list and overall have done well, won 2, lost once (and I only lost because I made some silly mistakes), my general tactic is to make my Captain a Chapter master and build a firebase around him, usually consisting of the Land Raider, Hellblasters, Devastators and Whirlwind to get as many high damage shots hitting their targets, I usually stick either the Termies or the 2 assault orientated Tac squads in the Land Raider, ready to pop out when needs be. The Assassin is usually a Vindicare and has done very well, here is how I would rate the list so far: MVPs: Captain (mainly for his re-rolls), Assassin, Devastators, Land Raider Not Bad: Termies, Hell Blasters, Assault Squad, Lieutenant, Tac Squads, Librarian, Apothecary, Whirlwind Bad: Dreadnought, Vanguards, Chaplain What I want to do is strip out the Chaplain, Vanguard Squad and the Dreddie, plus maybe one Tac Squad, and switch the list up a bit, I'm thinking adding in a Lieutenant on Foot, Sternguard Squad, Infiltrators and Eliminators, to give me some more Phobos models for my Librarians Psychic powers to take advantage of, Im also thinking of changing the Warlord trait to the one that increases AP, thoughts? ++ Battalion Detachment +5CP (Imperium - Space Marines) [76 PL, -1CP, 1,396pts] ++ + No Force Org Slot + ***Chapter Selection:* Salamanders Operative Requisition Sanctioned [-1CP, 85pts] + HQ + Librarian in Phobos Armour [6 PL, 111pts]: Camo cloak, Force sword Lieutenants [5 PL, 92pts] . Lieutenant: Jump Pack, Plasma pistol, Power fist Primaris Captain [6 PL, 86pts]: Iron Resolve, Master-crafted auto bolt rifle, Power sword, The Armour Indomitus, Warlord + Troops + Tactical Squad [5 PL, 85pts] . 3x Space Marine . Space Marine Sergeant . . Boltgun/Bolt pistol . Space Marine w/Heavy Weapon: Missile launcher Tactical Squad [5 PL, 85pts] . 3x Space Marine . Space Marine Sergeant: Plasma pistol, Power fist . Space Marine w/Special Weapon: Flamer Tactical Squad [5 PL, 90pts] . 3x Space Marine . Space Marine Sergeant: Plasma pistol, Power fist . Space Marine w/Special Weapon: Plasma gun + Elites + Apothecary [3 PL, 55pts] + Fast Attack + Assault Squad [6 PL, 98pts]: Jump Pack . 2x Space Marine . Space Marine Sergeant: 2x Lightning Claw . Space Marine w/Special Weapon: Flamer . Space Marine w/Special Weapon . . Plasma Pistol & Chainsword: Plasma pistol + Heavy Support + Devastator Squad [8 PL, 141pts]: Armorium Cherub . Space Marine Sergeant: Boltgun . Space Marine w/Heavy Weapon: Plasma cannon . Space Marine w/Heavy Weapon: Missile launcher . Space Marine w/Heavy Weapon: Lascannon . Space Marine w/Heavy Weapon: Heavy bolter Hellblaster Squad [8 PL, 165pts]: Plasma incinerator . 4x Hellblaster . Hellblaster Sergeant: Bolt pistol Land Raider [19 PL, 303pts]: Hunter-killer missile, Twin heavy bolter, 2x Twin lascannon ++ Vanguard Detachment +1CP (Imperium - Space Marines) [39 PL, 604pts] ++ + No Force Org Slot + *Chapter Selection* + HQ + Chaplain [6 PL, 95pts]: Jump Pack, Plasma pistol + Elites + Terminator Squad [12 PL, 185pts] . Terminator Sergeant: Power sword, Storm bolter . Terminator w/Heavy Weapon: Assault cannon, Power fist . 3x Terminator w/PF: 3x Power fist, 3x Storm bolter Vanguard Veteran Squad [8 PL, 98pts]: Jump Pack . Space Marine Veteran: Bolt pistol, Power sword . Space Marine Veteran: Bolt pistol, Power sword . Space Marine Veteran: Bolt Pistol & Chainsword . Space Marine Veteran: Bolt Pistol & Chainsword . Veteran Sergeant: Bolt pistol, Power axe Venerable Dreadnought [8 PL, 134pts]: Assault cannon . Dreadnought combat weapon w/Storm Bolter: Storm bolter + Heavy Support + Whirlwind [5 PL, 92pts]: Storm bolter, Whirlwind vengeance launcher ++ Total: [115 PL, -1CP, 2,000pts] ++ Created with BattleScribe
  23. My isolation let me complete this beloved project https://u.cubeupload.com/Johanhgg/B71335FDFE544571BE27.jpeg https://u.cubeupload.com/Johanhgg/872455D509C84599A85C.jpeg https://u.cubeupload.com/Johanhgg/0B481FCF9DE249BB9BE1.jpeg
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