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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.)-
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Fanfiction Defence of Dakota Minor (884M41) II
Mike Zulu posted a blog entry in The Strifes of the Matteus Subsector
+++ INTRODUCTION +++ The Defence of Dakota Minor was a series of conflicts in 884M41, that saw the Imperium defending the Matteus Subsector’s primary food provider against invaders. With only a token battlefleet and planetary defence force to protect it, Dakota Minor was expected to fall to the invaders in less than three months. Fortunately, intervention by local Astra Militarum regiments and the Adeptus Astartes saw the invasion quelled and the planet secured for the Imperium. The first theatre of conflict was the defence of the city Dakota Primus, which saw the arrival of the Salamanders Space Marine Chapter amidst the Ork siege. The Anvilbreakers (2nd Company 2nd Tactical Squad) charge the greenskins, engulfing them in burning promethium +++ DESCENT OF ANGELS +++ Salamanders Captain Ikarus R’Keth could not ignore the astropathic plea for assistance for the nearby world. Additionally, their Chaplain Kessus Numastus expressed concern for the lacking faith amongst their battle-brethren after the failure of the Yttrius Crusade. Both saw an opportunity to find atonement and redemption in the defence of Dakota Minor. Meanwhile, the beleaguered DMDC forces were being overwhelmed at every turn. Even the Ork servant races were proving to be superior to the underequipped and poorly trained PDF soldiers. DMDC troopers engage a gretchin horde and one of their many scrap-vehicles. The Salamanders Arrive: Day 14 With their drop pod pool depleted from their previous campaign, the Astartes mobilised to the surface via Thunderhawks and Stormravens. This delayed their efforts to bolster the local defences, taking eighteen hours to fully deploy from orbit. Their first target of priority was the Orks moving towards the hive centre along St Celestine's Highway. A strike force of Astartes skimmers, bike squadrons and aircraft engage the Ork flyers that had persisted in guerrilla strikes throughout the conflict. Though the Salamanders rack up an impressive kill tally, they exhaust their ammunition quickly. They are forced to withdraw for resupply and are ultimately unable to stop the flow of innumerable Orks through the outer hive districts. Salamanders Bike Squadron "Quicksliver" (5th Company 9th Assault Squad) engage enemy units along St Celestine's Highway. The remaining Salamanders units would deploy deeper within the Imperial battlelines. The action is not a tactical one but an inspirational one; to restore the morale of the panicking DMDC forces, who had come to believe they were forsaken by the God-Emperor. +++ WITHDRAWAL INTO THE CITY +++ We must turn about this disaster you have set for yourselves. The greenskins are flowing like hot slag through the city. We can slow them down here, until their momentum breaks. - Captain R’Keth, directing the Dakota Minor command staff on the chokepoint strategy. Captain R'Keth met with the DMDC command staff, and together they devise a strategy to create a series of strategic chokepoints within the city to delay the Ork advances. The Chokepoints: Day 18 to 45The majority of the chokepoints were positioned on arterial roadways leading from St Celestine's and St Arabella's Highways. Each were designed to funnel the greenskins into Imperial kill-zones. In addition, numerous narrow passages, bridges and tunnels were closed to redirect or delay the Ork advances. In many cases, these access ways were demolished by the DMDC with explosives. Tactical map of Dakota Primus, displaying Ork and Imperial movements after the implementation of the chokepoint strategem. With the Salamanders now distributed amongst the local defences, the Imperial forces prepared for prolonged defensive actions. As the Orks confidently marched through the narrow road sections, they are savaged by fusillades of Imperial lascannons and missile launchers. The resulting wreckage formed their own roadblocks against the xenos advance, though it was a double-edged sword: the Imperials were also blocking themselves in. All chokepoints would hold for twenty-five days. The frustrated Orks eventually make a concerted push on foot, abandoning their mechanised assault. The rush of greenskins through the hab blocks, sewer pipes and structures, saw many Imperial chokepoints overrun on the forty-third day. Many Astartes and DMDC armour had depleted their fuel and ammunition, and their crews were forced to abandon their vehicles. As a result, Captain R’Keth ordered a fighting withdrawal towards the city’s centre. Meanwhile, Imperial air forces were persistent in intercepting Ork flyers, to maintain air superiority over the hive. By the forty-fifth day, they are successful in securing the airspace, but are of limited assistance within the depths and narrow passages of Dakota Primus. Salamanders Stormhawk Interceptor "Ember One" executes a strafing run on Ork infantry formations Reinforcing The Bastion: Day 50 to 54 For the next five days, the Imperial forces rallied at the “Bastion”, the central Administratum hub at the heart of the Dakota Primus. Lord-Governor Hastings Freeman convened with the Salamanders Captain and the DMDC command staff, to prepare a last stand. Meanwhile, the greenskins continued to march unto the Bastion on foot… +++ ARTICLE CONTINUES IN PART III +++ -
Fanfiction Defence of Dakota Minor (884M41) III
Mike Zulu posted a blog entry in The Strifes of the Matteus Subsector
+++ INTRODUCTION +++ The Defence of Dakota Minor was a series of conflicts in 884M41, that saw the Imperium defending the Matteus Subsector’s primary food provider against invaders. With only a token battlefleet and planetary defence force to protect it, Dakota Minor was expected to fall to the invaders in less than three months. Fortunately, intervention by local Astra Militarum regiments and the Adeptus Astartes saw the invasion quelled and the planet secured for the Imperium. The first theatre of conflict was the defence of the city Dakota Primus, culminating with the last stand in the city's centre known as the Bastion. The "Forge Brethren" (Salamanders 5th Company, 5th Tactical Squad) hold ground against an Ork onslaught, as the DMDC soldiers continue their withdrawal. +++ THE LAST STAND AT THE BASTION +++ Despite the assistance of the Salamanders, the Imperials could not stop the numerous Orks' advance through the city. What had worked against the Orks was the narrowing of passages and blockage of easy-access routes toward the city centre, preventing their vehicles from going further. Driven by impatience and the chase of the good fight, the greenskins contently abandoned their vehicles and proceeded on foot. Ork invaders proceed on foot through the narrowed passages towards the Bastion, leaving their scrap-vehicles behind. The Bastion - Day 54 to 63 The Imperial forces rallied at the Bastion, the heart of Dakota Primus. They prepared for what would be the Ork's final assault, knowing that defeat would ensure Ork control of the city. Imperial elements were positioned at key points in or around the Bastion: defending infrastructure, guarding cilivian shelters or establishing kill-zones in alleyways. The Salamanders continued to distribute their forces amongst the Imperial forces, sometimes only one per DMDC platoon or at most a non-contiguous combat squad. Salamanders and DMDC forces defend the entrance to civilian shelter "N5". The first few days saw numerous skirmishes and probing attacks against the Imperial defences. Slowly but surely the defenders were wittled down, either slain at their posts or forced to withdraw in a staggered manner. Even the Adeptus Astartes were overwhelmed by the onslaught; their genetic enhancements were no matter for the Ork's weight of numbers. As such, they too joined the DMDC soldiers in their withdrawal. Little did the Imperials know that the Orks had in fact exhausted the bulk of their own forces attempting to penetrate the city. Realising that they had overextended themselves, the Warboss fled the city with his deffkopta fleet to rearm and rally the remaining Orks at their Rok landing site. Thousands of overly excited Orks and gretchin were left behind, with nowhere left to go but forward. The Final Stand - Day 64 The Emperor and His Angels are watching. Let none of us be found wanting! For Dakota Minor! For the Emperor! - Lord-Governor Hastings Freeman addressing the DMDC soldiers on the Bastion’s paraphets. By the sixty-fourth day, the Imperial defenders were pushed to the base of the Bastion's centre spire. The Salamanders had lost few of their own, but the DMDC's casualties were significant and few remained to defend the spire. To make up the shortfall, Lord-Governor Freeman ordered the various labour guilds and unions to be pressed into service. Thousand of Imperial citizens who had spend their entire life as farmers, labourers and fertiliser producers took up lasguns in defence of their world. Able men and women of the Agri-Labour League (left, centre) and the AmSul Cooks (right), needed to take up arms against the final Ork push. With gleeful abandon, the Orks launched their assault knowing it would be their last great fight. The Salamanders were conditioned for the assault, but with boltguns and flamers running empty they struggled to hold the enemy back. The DMDC soldiers and citizen militia fought back with lasgun and bayonet, but man-to-Ork they were still inferior fighters. In short time, the Imperials were engulfed by greenskins; even the Lord-Goveror and the DMDC command staff were surrounded. Captain R'Keth and Lord-Governor Freeman, along with the remaining Imperial defenders, make their last stand at the Bastion. It was then that intervention of another kind arrived on Dakota Minor. On the same day, reinforcements hailing from the Asokan Rifles and Sartorian Rangers had arrived in orbit. Tens of thousands of soldiers grav-chuted into the city to support the beleaguered defenders of Dakota Primus. The jubilant Orks were undeterred, but still were bested by the superior and freshly supplied firepower. With the battle now tilted in the other direction, the Imperials began coordinated efforts to push the Orks out of the city centre, and continue on to sweep the outer hive districts and destroy any remaining Ork presence. It would take another one-hundred-and-thirty days before the city was declared "Ork-free". +++ AFTERMATH AND LEGACY +++ The reprieve provided by the Sartorian Rangers and Asokan Rifles allowed the remaining defenders to rally and push the Orks out of the city and back into the Adatok Wastelands. Captain R'Keth convened with the human leadership and emphasised the need to maintain momentum to ensure the Orks' total defeat. With their combined might, the Imperial forces began their counter-attack to destroy the xenos invaders and stop the invasion. By the end of the war, it was estimated that thirty-seven percent of the city was destroyed or damaged; it would take six decades until it was rebuild to its original state. The battle of Dakota Primus would become a integral part of the city's culture. The Imperial victory imbued a newfound pride and confidence in the local populace, and created many tales of heroism, defiance and His Angels' interventions. Most notably, pict-recordings of Lord-Governor Freeman combating the Orks would be used for propaganda profusely for decades to come. One of many propaganda posters featuring Lord-Governor Freeman during the battle for Dakota Primus. +++ ARTICLE CONTINUES IN PART IV +++-
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Salamanders Chapter Sah’rk-Hunters - 4th Scout Squad
Mike Zulu posted a blog entry in The Strifes of the Matteus Subsector
+++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+++ -
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.
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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.
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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.
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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.
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Way back in the day I began a Salamanders army, as they are my second favorite army next to Blood Angels. However due to a GW painting contest I couldn't attend, I had my friend go in my place, and when all was said and done, they told my friend to take the models back in a plastic bag, and he forgot about them in his trunk, so they got horribly ruined........Keep in mind that my Salamanders were on display at the store for a couple months prior. I don't know why they couldn't just stick them back into the display.... AAAAAAAAANNNYYYYWWWWAAAYYYYYYY So 5 years later, I really want to restart the army. Hopefully I can do an even better job on the painting as well I plan to make it super fluffy, but playable, so magnetizing everything obviously. I just ordered Vulkan He'stan, and I got the new tactical squad, along with the new sternguard. TIME TO KITBASH!!!!! RRAAWWWRRRR I will post a few pics sometime tomorrow morning of the 5 Tactical dudes I got started. Now, I ask my fellow Brothers to give me any ideas on campaign markings and such. Oh yeah, by the way, this is going to be a campaigning force, so lots of gear, dusty armour, and ripped dirty cloaks! Also, what sort of bases should I do? I was thinking of a nice white sandy beach with jet black rocks with bright green foliage Or a nice tundra sort of look. I did the lava thing last time, and don't really want to do that again, but I am open to any suggestions!! I was also considering doing the second company, as it looks nicest. These are my old Salamanders from 5 years back: Well, let me know, and hopefully this long weekend I can get started and hopefully finished the armour at the very least.
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So, bit of a fluff one really, everyone knows salamanders have jet black skin and scary red eyes as a result of their gene seed and the radiation on Nocturne... But what about the Primaeris Salamanders fresh out of the vaults on Mars that went out to join Guilliman's crusade? Those guys have never been to Nocturne, would they have normal human coloured skin?
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I think Salamanders players may end up using the following combo in competitive games pretty frequently: Phobos Captain with: -"Stealth Adept" and "Master of the Forge" WL Traits -"Ghostweave Cloak" Relic Supported by a nearby Salamander Librarian with the FIRE SHIELD and DRAKESKIN Psychic Power, this gives you the ability to make a HQ with the following durability stats: -1+ save in Cover and 4++ Invul save (thanks to the Phobos Captain Camo Cloak and Iron Halo) -T7 (+2T from WL Trait, +1T from DRAKESKIN power) -Net -2 to Hit modifier for all shooting attacks (-1 to Hit from FIRE SHIELD and -1 to Hit from WL Trait) -Additional -1 to Wound (due to "Ghostweave Cloak" Relic) Combine all this with the Transhuman Physiology Strat, as necessary, and you have a 6W character that, while in cover and with the FIRE SHIELD and DRAKESKIN powers active on him, requires the following to wound: -BS3+ Bolter or Heavy Bolter --> An average of 108 shots to cause a single unsaved wound, 648 Bolter shots to kill -BS3+ Autocannon --> An average of 27 shots to cause a single unsvaed wound, 162 Autocannon shots to kill -BS3+ Overcharged Plasma --> An average of 6 shots to cause a single unsaved wound (with Overheats caused on rolls of 1, 2, or 3), 36 Plasma shots to kill -BS3+ Lascannon --> An average of 3 shots to cause and a single unsaved wound, 18 Lascannon shots to kill So, what does all this mean? Well, if you put the Phobos Captain in the front of your army (i.e. closest to the enemy), then use the "Self Sacrifice" Stratagem on him, that means that any friendly infantry units within 6" of him cannot be targeted by enemy shooting at all (even by Snipers!). In turn, this means that your opponent must use all their shooting to try and kill the Phobos Captain first which, as you can see, is very difficult to do. Even if they do manage to kill him, you can use the "Rise from the Ashes" Stratatgem to resurrect him again and you can also use Harath Shen, the Unique Character Salamander Apothecary from FW, to automaticlly heal him 1+D3 wounds a turn (so an aver age of 3W healed each turn, if the enemy cannot kill him all the way). Finally, you can add in a nearby squad of Company Veterans to provide an additional 5 ablative wounds via their "Command Squad Bodyguard" rule, thus making it even more diffiuclt to kill this Phobos Captain. I expect many players to combine this Phobos Captain with Salamander Centurions, Eliminators, Hellblasters, Aggressors, Sternguard, or even other friendly shooty Imperium units to make a very hard to engage "fire base" for their army.
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I am currently planning Assault Centurions(If I can find some) and Assault terminators. Vulkan will go with centurions and a thunderhammer captain with the terminators. But this is relevant for anyone using heavy hitter units like these that needs to get them close. I would mention aggressors but they only have one option for transport and it is in the same points cost range as these others. I personally am planning a Redeemer for one transport for one of the squads. Its a Land raider chassis with twin big flamers, it goes well with our doctrine. Land raider standard. It would work as well and provide some ranged AT that is lacking from the rest of the army(at least mine) Land Raider Crusader Another viable heavy chassis which will benefit greatly in the tactical doctrine that we will likely be spending most of our time. Storm Raven- Very mobile. Can carry either of the squads no problem I think and has a ton of dakka in its base model + hurricane bolters. Storm Eagle/Caestus- Both excruciatingly expensive pointwise(dollar too, but I already own both) but both add a lot of fire power, and the Caestus even has a big honking melta weapon to benefit from our doctrine, but it is also the most expensive option here short of a Spartan. Spartan- prohibitively expensive, incredibly well armed. Not any more durable than a land raider at double the points. Which do you guys plan on using and do you have any comments of modifications to add to the list. Maybe I forgot something.
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Now that I've finally got some free time I am actually able to read the fluff in the new codex. Just got to the Lieutenant section and it mentions the Salamanders lieutenants are actually viewed as personal bodyguards to the company captain. What's the views on this, and has anyone run it on a game as a bit of fun? It's also given me a sweet idea of how to run a model I've been planning on building. Was going to make He'Stan's personal bodyguard, but couldn't get the weaponry to agree under champion unit entries.
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I'm building up psychic choir for my sallies, running from lexicanium up to ven dreadniought epistolary. I've read the Tomb of Fire books but can't remember reading a good description of how sallie librarians look. Wondering if any of you wonder guys/gals round here could help me with a question. Question: Do Sallie librarians follow standard codex practises for their amrour colour? E.g. Blue w/left shoulder guard in chapter colour. Or do they have some unique scheme similar to their apothecarys? Many Thanks Baz
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As salamanders, our chapter is renown for the skill of creation in the forges. This thread purpose is to motivate, inspire, and generally display our painted salamanders armies(successor too). Lets display our colors brothers, and show everyone our master crafted miniatures.
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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!
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Played a 2k game against a nasty death guard list yesterday, my first game with the supplement. Game was four objectives, random one worth 2 rest worth 1 every turn. It’s from Chapter Approved 2018. Deployment was perfect for my central force, armies only 24” apart. List is Adrax Agatone, Chaplain, Librarian 1x Infiltrator squad 8 man 2x veteran intercessor squads w/assault bolt rifles and thunder hammer 5 man 3x intercessor squad 5 man 3x aggressor squad w/flamers, 3 man 1x Assault terminator squad w/THSS 5 man 3x suppressor squad 3 man 2x eliminator squad w/sniper rifles 1x eliminator squad w/las fusils First off it’s a lot to juggle, the space marine codex and the salamanders codex. Lots of stratagems to remember. My general idea was to make a fist right up the center with the aggressors, terminators, and veteran intercessors surrounding the HQs and using strats and buffs to keep them alive until they could smash into the enemy deployment zone. I immediately screwed up by forward deploying the infiltrators too far. I planned on using self sacrifice but it only works on units within 6” of the target. I instead used it on the terminators which were supposed to be protected until turn 2. My mistake. Second mistake was using extraneous buffs. Putting the +1T psychic buff on a unit and then popping transhuman physiology was probably a waste. Las fusils got killed before they could fire. Even though they can forward deploy, I should put them out of LOS. I went second and they were the first target. Thunder hammer veteran intercessor sergeants, especially within Adrax’s +1 to wound aura, the chaplain rerolling all hits, and Adrax popping the one time use relic for +1A within 6”, are nasty. Six TH hits on the charge. Assault terminators hit hard as heck too: 21 TH attacks within that relic aura on the charge. They wiped out a massive 20 model horde of pox walkers within Typhus’ buff with their initial attack. Aggressor flamers working under Adrax’s flamer reroll are solid gold, especially in the Tactical Phase. The mortal wound strat is awesome for melting big ugly targets. My opponent rolled insane Disgustingly Resilient saves, but if he hadn’t had that he would’ve taken a half dozen wounds before saves. Suppressors continue to be a good units for me. With their extremely long range they can reach out and touch targets that can’t hit them back. Our reroll helps their reliability. And at the end of the game their 12” move helped me secure far away objectives once their shooting wasn’t needed. I basically park them in cover in a corner and blast away all game until then. All in all I can see that we have some immensely powerful synergies in our codex, but they will take some practice to get down perfectly. I won by one point 22-21 thanks to a Hail Mary advance roll by my suppressors to grab an objective.
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so after building (and continuing to) build a ridiculously large Dark Angels army, I decided I needed some allies. I decided to focus mostly on things I couldn't bring with my primary detachment (ravenwing). I am keeping them at an ally choice for now and I will turn it into a full blown army of its own in time. I think my army is going to focus on scouts, land speeder storms (omg I want them for ravenwing), stern guard, and legion of the damned. I finished 2 models so far and I still have around 20-25 scouts left to paint. here are the 2 vehicles I've finished. I know its not finished yet but it still looks ok I think. I also wanted to know, has anyone found Salamander transfers that look good for scouts? The head looks to big for their shoulder.
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Greetings esteemed Sons of Vulkan! Hail my beloved cousins! Just thought I would pop over from the Ravenspire to ask about how Salamanders play currently, and how, if at all this will change when the supplement drops? Like my own Raven Guard, in previous editions we were jump pack ninjas, then 8th dropped, and we became a stealthy gunline army. Now, with our supplement, we are getting back to our covert ops roots. How are Salamanders this edition? What changes to playstyles will the supplement bring? The big rumor I read was the +1 to hit within 12". Immediately I thought of Combiweapons, and how that would negate firing both barrels at -1 to hit. As well as safe overcharged Plasma at 12", so Combiplasma on a Scout Sergeant, and a heavy Bolter in the same squad,for Hellfire Shells hitting in 2+ with a free reroll. Also, the -1 for moving and firing Heavy Weapons in negated if you move within 12". For Primaris, drop those Plasma Inceptors in and wreak havoc with that overcharged Plasma with +1 to hit. Perhaps the Hellblasters with the lighter Plasma will be most viable with your Chapter Tactics. Catechism of Fire from a Chaplain will be even more brutal, because now you are hitting the closest enemy on 2+ (within 12") and then you will get +1 to wound. For my Raven Guard, I used the 3 Fs. Find 'em, Fix 'em, and :cuss 'em. But for Salamanders, the concepts of Mobility, Counter-Mobility, and Survivability seem to make the most sense. Especially the Counter-Mobility part. Salamanders have always been a close quarters shooting army, and I see them as an army that specializes in containing the enemy. You can force the enemy to castle up, or divide and conquer. Then, you drop the Thunder Hammer! Thoughts?
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SO I played a 2k game yesterday with my Sallies. I was impressed despite not using a hard core list. It was more of a just see what they could do kind of game in a pick up game vs a guy prepping a tourney list with death guard. He had two knights, 2 deredeos, two of the mortar tanks, 3 plague marine squads, 3 captains. I was fielding what I had available in a soup with my foot guard mordian army so no Doctrines. For guard is was 3 squads with a lascannon, 2 officers, one heavy weapon squad with ACs. I was fielding a termy captain with the hammer relic and storm shield and feel no pain WL Trait. along with 5 hammernators. Vulkan and an LT in drop pods, 2 Dev Squads, one with multi-melta, one with grav. 1 tac squad with a lascannon, 2 intercessors with stalkers, 2 Invictors, 2 twin flamer speeders. He got first turn and wiped a guard squad, heavy weapon squad, an intercessor squad, and left me with just the lascannon on the tac squad. I loved the Invictors, they worked together and got a knight down to 1 wound. The drop pods came down and along with the flamecraft strat and mortal wound strat on a speeder, dropped the other knight to 1 wound as well. I also killed off 4 of a plague marine squad. My remaining guard squads missed with lascannon despite a reroll 1 order. His second turn killed off the lascannon tacs, the melta devs, the grav devs. His charge with the knight in the middle at Vukan had vulkan kill it with overwatch. Then it blew up. Took out a drop pod, did a wound on the LT, killed vulkan, along with 3 PMs from one squad and 2 in the other and did a wound on a chaos lord. I might mention we were after an objective in the center of the table thus why everything was concentrating there. He managed to kill one of the invictors and one of the speeders. The other knight charged the final invictor who fried it with his big flamer, he didnt have the CP to make it blow up. My second round had vulkan get up and he and the LT moved closer to the PM squads and lord. The final moved forward and wiped one of the PM squad remnants. The Speeder killed the other squad. Vulkan and LT put a wound or two on the chaos lord and killed him on the charge.The temi squad and captain dropped down 9.01" from a mortar tank, also within consolidation range of his WL, a doredo, and another lord and promptly failed their charges. oh yeah, the guard failed to hit again, despite reroll 1 orders. Here is where I forgot Sallies ignore -1 ap and it would have helped greatly. He killed the LT, failed to killed Vulkan and double fired his Doredo killing the entire termy squad. He also killed the speeder and put 12 wounds on the Invictor. My turn for the hell of it had Vulkan charge and do a few wounds on a Doredo. Termy captain charged, took some wounds and put 3 on the other doredo despite hitting and wounding with everything because doredo dreads for some reason have a 4++ in close combat. The Guard also actually managed to hit a Doredo as well with their lascannons, predictably they rolled ones to wound. We called it at that point. I gave it to him as a win although realistically only 1600ish of my army did anything. -I forgot about the whole ignoring -1 ap thing which would have saved a ton of my guys. -Quite sure that he was not allowed to use Fire Frenzy on Doredo dreadnoughts. I remember something about since it only effects Hellbrutes by name and not the Keyword? -My guard succeeded fantastically of doing absolutely nothing except dying in the first turn.
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Brothers with the new edition now with us , what are your feelings toward the special and heavy weapons in Tac squads and the heavy in Devs. I currently run a Dev squad with 2mm and 2hb. My tacs are usually THE 3rd Edition classic pg/mm combo and either mg/flamer and lc. Am I on the right track any advice would be grateful.
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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)
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As I continue to work in my successor chapter (Salamanders and & Dark Angels) I am working on the armor for my army, has anyone used scale armor for their chapter for a loyalist chapter, or does it give off alpha legion vibes? if you have pics please show them so I can see what others have created. cheers