Legiones Astartes – Firedrake Terminator Squad
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  • Firedrake Terminator Squad 250 pts
UNIT COMPOSITION: 4 Firedrakes, 1 FIREDRAKE MASTER

The elite of the Salamanders Legion are those Legionaries known as the Firedrakes, veterans chosen not simply for their martial skill, but also because of their mental resilience and capacity for discipline and self-sacrifice; for these are values the Promethean Cult holds in high esteem. Tried and tempered in the flames of war, just as a blade is tempered in the flames of the forge, the Firedrakes are indefatigable and relentless, possessing a singular focus in battle which borders on the preternatural, and a legendary resilience; a matter as much to do with their phenomenal willpower as their superhuman physiology or superlatively fashioned arms and armour. Such is the wisdom of Vulkan and the traditions of the Legion that many of the Firedrakes can be found fulfilling numerous roles throughout the ranks, rather than concentrated into elitist cadres as may be found in other Legions, the better to serve as exemplars, champions and protectors.

LD CL WP IN
M WS BS S T W I A LD CL WP IN SAV INV
Firedrake (⌀40mm) 9 - - -
Firedrake (⌀40mm) 6 5 4 4 4 2 4 2 9 - - - 2+ -
Firedrake Master (⌀40mm) 9 - - -
Firedrake Master (⌀40mm) 6 5 4 4 4 2 4 3 9 - - - 2+ -
WARGEAR
  • Legion Cataphractii Terminator armour
  • Power weapon
  • Combi-bolter
TRAITS
  • Salamanders
SPECIAL RULES
  • Legiones Astartes (Salamanders)
  • Relentless
  • Bulky (2)
  • Stubborn
  • Forge-craft of Nocturne
  • It Will Not Die (5+)
  • Favoured of Vulkan
TYPE
  • Firedrake: Infantry (Heavy)
  • Firedrake Master: Infantry (Character, Heavy)
OPTIONS
  • A Firedrake Terminator Squad may take:
  • - Up to 5 additional Firedrakes
    +45 points each
  • Any model in the unit may exchange a power weapon for one of the following:
  • - Thunder hammer
    +10 points each
  • - Power fist
    +5 points each
  • - Chainfist
    +10 points each
  • Any model in the unit may exchange a combi-bolter for one of the following:
  • - Combi-flamer
    +5 points each
  • - Combi-melta
    +10 points each
  • The entire unit may exchange their combi-bolters for:
  • - Dragonscale storm shields
    +5 points per model
  • One model in the unit may exchange either a combi-bolter or Dragonscale storm shield for:
  • - Dragon’s Breath heavy flamer
    +10 points
SPECIAL RULES

Forge-craft of Nocturne

The controlling player of a model with this special rule may re-roll all failed To Hit rolls of ‘1’ made for weapons of the Melee type.

Favoured of Vulkan

A Firedrake Terminator Squad may be selected as a Retinue Squad in a Detachment that includes at least one model with both the Master of the Legion and Legiones Astartes (Salamanders) special rules, instead of as an Elites choice. A unit selected as a ‘Retinue Squad’ must have one model with both the Master of the Legion and Legiones Astartes (Salamanders) special rules from the same Detachment selected by the controlling player as the Firedrake Terminator Squad’s Leader for the purposes of this special rule. A Firedrake Terminator Squad selected as a Retinue Squad does not use up a Force Organisation slot and is considered part of the same unit as the model selected as its Leader. A Firedrake Terminator Squad selected as a Retinue Squad must be deployed with the model selected as its Leader deployed as part of the unit and the Leader may not voluntarily leave the Retinue Squad during play.
Combi-bolter

R
FP
RS
AP
D
Special Rules
Traits
24"
4
5
Rapid Fire, Twin-linked

Brutal (X)

Some weapons strike with such force that they cause terrible wounds that can lay low even the most formidable combatant.

When a model is allocated a Wound inflicted by a weapon with this special rule, it does not suffer only one Wound but instead suffers a number of Wounds equal to the number in brackets associated with the specific variant of this special rule, with all of the Wounds inflicted using the same AP and special rules as that of the initial Wound. Roll to save against each Wound inflicted separately, but note that Wounds caused in excess of a given model’s remaining Wounds do not spill over to other models and are lost. This special rule has no effect on models that do not have a Toughness value.
Reach (X)

Some weapons rely not on the speed of their wielder, but on their sheer length or cunning design to inflict harm upon the foe before they can react.

A model making attacks as part of an Assault using a weapon with this special rule, adds the value of (X) that is included as part of this special rule to its Initiative Characteristic. If a model has more than one weapon with this special rule then that model only increases the value of its Initiative by the value of the special rule on the weapon whose profile is used by that model to attack during the Fight sub-phase. A weapon that is not used to attack does not modify the model’s Initiative Characteristic – models that may attack with more than one weapon, or models claiming the bonus for having a second weapon, may only add the value of the highest variant of this special rule and do not add the values together.

For example, a model attacking as part of an Assault with a weapon that has the Reach (1) special rule increases its Initiative by +1.
Power Weapons

These melee weapons are sheathed in disruption fields that allow them to cleave armour as though it were paper and annihilate flesh or bone with ease. They are both difficult to master, for a single mis-stroke can lead to catastrophe in a close packed melee, and expensive to manufacture and maintain, and so are mostly found only in the hands of the finest warriors in the Legiones Astartes.

All weapons listed here are counted as ‘Power’ weapons for those rules that affect such weapons. A model that is eligible to select a power weapon may take any of the weapons included in this Profile.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Power sword
Power sword
-
User
3
Melee, Rending (6+)
-
Power axe
Power axe
-
+1
2
Melee, Unwieldy
-
Power maul
Power maul
-
+2
3
Melee
-
Power lance
Power lance
-
+1
3
Melee, Reach (1)
-

Although technically operated on the same principle, the following weapons are far rarer and more difficult to master than the more common power weapons. They count as a ‘Power’ weapons, but may not be selected by a model eligible to claim a generic power weapon.

When a model has two lightning claws, that model gains +2 Attacks instead of the usual +1 Attack for using an additional weapon in combat.
Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Power fist
Power fist
-
x2
2
Melee, Unwieldy, Specialist Weapon
-
Gravis power fist
Gravis power fist
-
9
2
Melee, Brutal (3)
-
Thunder hammer
Thunder hammer
-
x2
2
Melee, Unwieldy, Brutal (2), Specialist Weapon
-
Lightning claw
Lightning claw
-
User
3
Melee, Shred, Rending (6+), Specialist Weapon
-
Legion Tartaros Terminator Armour

This was an advanced pattern of Terminator armour developed late on during the Great Crusade in parallel with the Maximus pattern power armour, and was considered a technological masterwork. Tartaros armour is more streamlined and power efficient than its predecessors, making it more agile and providing short bursts of extra speed when needed, but was also more difficult and resource intensive to manufacture. Regardless of this, it had become one of the most widely-circulated patterns issued in the decades before the outbreak of the Horus Heresy.

Legion Tartaros Terminator armour confers a 2+ Armour Save and a 5+ Invulnerable Save.
Relentless

Relentless warriors are strong of arm – nothing can slow their implacable advance.

Relentless models can shoot with Heavy or Ordnance weapons, counting as Stationary, even if they moved in the previous Movement phase. They are also allowed to Charge in the same turn they fire Heavy, Ordnance, or Rapid Fire weapons.
Breaching (X)

Some weapons are capable of breaching armour with a terrifying ease, whether by specially designed munitions, careful targeting or sheer brute power.

When rolling To Wound for a model that has the Breaching (X) special rule, or is attacking with a weapon that has the Breaching (X) special rule, for each To Wound roll equal to or higher than the value listed in brackets, the controlling player must resolve these wounds at AP 2 instead of the weapon’s normal AP value. This rule has no effect on models that do not have Wounds, such as models with the Vehicle Unit Type.

For example, a model with the Breaching (5+) special rule that rolls To Wound and rolls a result of ‘5’ or higher, the Wound inflicted gains an AP of ‘2’ regardless of the AP value listed on the weapon’s profile. Note that a weapon that has both the Breaching (X) and the Gets Hot special rules always uses the base AP of the weapon when rolls of ‘1’ To Hit inflict Wounds on the attacking model.
Bolt Weapons

A branch of weaponry now commonplace among the ranks of the Legiones Astartes, bolt weapons are based on a robust Terran design, refined from the weapons used during the Emperor’s battles to conquer Old Earth. These brutally efficient weapons fire a caseless, self-propelled and mass reactive munition, more akin to a miniature rocket than a simple bullet and easily capable of eviscerating most foes against which the Space Marines of the Imperium find themselves matched. Such was the success of these weapons that they would eventually come to replace the more complex Martian weapons that had once dominated the arsenals of the Legiones Astartes.

All weapons listed here are counted as ‘Bolt’ weapons for those rules that affect such weapons.
Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Bolt pistol
Bolt pistol
12
1
4
5
Pistol
Assault, Bolt
Bolter
Bolter
24"
4
5
Rapid Fire
-
Combi-bolter
Combi-bolter
24"
4
5
Rapid Fire, Twin-linked
-
Kraken bolter
Kraken bolter
30"
4
4
Rapid Fire
-
- Tempest rounds
18"
3
6
Assault 3, Ignores Cover
-
- Scorpius rounds
24"
5
4
Assault 1, Breaching (4+)
-
Nemesis bolter
Nemesis bolter
72"
5
5
Heavy 1, Rending (5+), Sniper, Pinning
-
Heavy bolter
Heavy bolter
36"
5
4
Heavy 4
-
Gravis bolt cannon
Gravis bolt cannon
48"
5
4
Heavy 6, Twin-linked
-
Gravis heavy bolter battery
Gravis heavy bolter battery
48"
5
4
Heavy 8, Twin-linked
-
Avenger bolt cannon
Avenger bolt cannon
36"
6
3
Heavy 7
-
Combi-weapons

An Ancient Terran innovation, pairing a bolter with another secondary weapon to allow elite formations of warriors to project superior firepower at the climactic moment of battle. Most often used to break through enemy lines or to stymie the onslaught of enemy armour, these weapons are the mark of the elite of the Legiones Astartes, issued to the most skilled of warriors to maximise their worth.

Combi-weapons are divided into two types: magna and minor. Both are composed of a primary weapon and a secondary weapon, and a model with any combi-weapon may attack with both primary and secondary weapons in the same Shooting Attack without needing the Firing Protocols (X) special rule.

  • Any Legiones Astartes profile that allows a model to select a magna combi-weapon grants the model a weapon with a bolter as the primary weapon and a secondary weapon chosen from the following list: meltagun, plasma gun or disintegrator*.
  • Any Legiones Astartes profile that allows a model to select a minor combi-weapon grants the model a weapon with a bolter as the primary weapon and a secondary weapon chosen from the following list: flamer, volkite charger or grenade launcher.

Note that the combi-bolter, though similarly named, does not use these rules and is fired as a normal ranged weapon and has no primary or secondary components.

Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Bolter (Primary)
Bolter (Primary)
24"
4
5
Rapid Fire
-
Flamer (Secondary)
Flamer (Secondary)
Template
4
5
Assault 1
-
Meltagun (Secondary)
Meltagun (Secondary)
12"
8
1
Assault 1, Armourbane (Melta), One Shot
-
Plasma gun (Secondary)
Plasma gun (Secondary)
24"
7
4
Rapid Fire, Breaching (4+), Gets Hot, One Shot
-
Volkite charger (Secondary)
Volkite charger (Secondary)
15"
5
5
Assault 2, Deflagrate
-
Grenade launcher (Secondary)
- Frag
24"
3
6
Assault 1, Blast (3"), Pinning
-
- Krak
24"
5
4
Assault 1
-
Disintegrator* (Secondary)
Disintegrator* (Secondary)
24"
5
2
Rapid Fire, Instant Death, Gets Hot, One Shot
-

* Only models with the Independent Character special rule, or a Legion Seeker Sergeant included as part of a Legion Seeker Squad may select a combi-disintegrator.
Power fist

R
FP
RS
AP
D
Special Rules
Traits
-
x2
2
Melee, Unwieldy, Specialist Weapon

Chainfist

R
FP
RS
AP
D
Special Rules
Traits
-
x2
2
Melee, Armourbane (Melee), Unwieldy

Thunder hammer

R
FP
RS
AP
D
Special Rules
Traits
-
x2
2
Melee, Unwieldy, Brutal (2), Specialist Weapon

Army List
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Stubborn

Many warriors live and die according to the principle of ‘death before dishonour’. Seldom do such warriors take a backward step in the face of danger.

When a unit that contains at least one model with this special rule takes Morale checks or Pinning tests, the unit ignore any negative Leadership modifiers. If a unit is both Fearless and Stubborn, the unit uses the rules for Fearless instead.
Plasma Burn

Certain plasma weapons are designed not just to break the target with the sheer power of its initial strike, but also to burn and short-circuit the internal workings exposed. The superheated matter emitted by plasma cannons serves ideally for this purpose, continuing to sear and burn long after impact.

If the target of a weapon with this special rule is a model with the Vehicle Unit Type and that model loses one or more Hull Points as the result of an attack from this weapon, roll a D6. On a 4+, the target model loses an additional D3 Hull Points with no Cover Saves, Invulnerable Saves or Damage Mitigation rolls allowed.
Heavy Beam

Emitting a devastating beam of coherent energy, these weapons can engulf multiple targets in a single blast. Sweeping across the battlefield in a continuous beam of ravening destruction, the destructive power of such a burst can only be halted by the sturdiest of obstructions or most mighty of war machines.

When the weapon with this special rule is used to make a Shooting Attack, draw a 1" wide line from the end of the gun barrel up to the listed range of the weapon – this is the beam area. The initial target for the weapon (the model in the beam area closest to the attacking model) must be an enemy model.
  • All models (friend and enemy) caught in the beam area (excepting the firing model) suffer a Hit with the listed profile of the weapon, except models with the Flyer Sub-type which cannot be affected or targeted.
  • Units with any models in the beam area receive a number of Hits equal to the number of their models caught in the path of the beam; casualties are removed from affected units using the normal rules for removing casualties.
  • If a Terrain piece, Building, model with the Vehicle Unit Type or any model with 6 or more Wounds is in the beam area, the attack is blocked and its line of effect will go no further than that model. The blocking model will, however, suffer 1+D3 separate Hits, rather than just 1.
  • If a model with the Vehicle Unit Type and the Transport Sub-type suffers a Penetrating Hit from a weapon with this special rule, each unit Embarked on it suffers D6 Str 4 AP - Hits with the Deflagrate special rule, in addition to any other effects. Any Wounds caused are allocated by the controller of the target unit.
Master of the Legion

The greatest commanders of the Space Marine Legions are all but peerless in their strategic and tactical abilities. The genecraft of the Emperor that created them, honed by individual talent and the experience of countless battles, has sharpened their acumen to a preternatural degree.

The Master of the Legion special rule grants the following benefits:
  • Rites of War: If a Detachment with the Legiones Astartes Faction includes at least one model with the Master of the Legion special rule then that Detachment may select a single Rite of War. Rites of War are presented in the Legiones Astartes Rites of War section.
  • The Few and the Proud: An army may only include a maximum of one model with this special rule per 1,000 points. This counts across all Detachments of an army. Thus, an army that totals at least 1,000 points may include only a single model with the Master of the Legion special rule, and an army that totals at least 2,000 points may include up to two models with the Master of the Legion special rule, etc.
  • Retinue: A model with this special rule may also include a Legion Command Squad, Legion Cataphractii Command Squad or Legion Tartaros Command Squad as part of the same Force Organisation slot as the model with the Master of the Legion special rule.
Legion Cataphractii Terminator Armour

One of the first issued Tactical Dreadnought Armour patterns, the Cataphractii suits were even more heavily protected than their contemporaries, with slab-like ceramite pauldrons housing additional shield generators. This design has the unfortunate side effect of overstraining the armour’s exoskeleton and slowing the wearer dangerously, however. This difference led to the pattern’s declining use with some Legions at the outbreak of the Horus Heresy.

Legion Cataphractii Terminator armour confers a 2+ Armour Save and a 4+ Invulnerable Save. In addition, a unit that includes any models with Cataphractii Terminator armour may not make Sweeping Advances.

A Note on Unique and Variant Terminator Armour: If a unit is described as having a particular additional variant of Terminator armour, such as the Gorgon Terminators of the Iron Hands, or as wearing a personalised and unique suit, such as the armour worn by the Primarch Horus, the rules for this armour will be provided in the unit’s description and should not be inferred from elsewhere.
Retinue

Many of the most famous and powerful commanders went to war with a dedicated cadre of bodyguards and adjutants. These guardians served both to protect their master in the heat of battle, preserving his life against all threats, and as a vital reserve of skilled warriors to press the attack at the most crucial moment.

A Legion Command Squad, Legion Cataphractii Terminator Command Squad or Legion Tartaros Command Squad may only be selected as part of a Detachment that includes at least one model with the Master of the Legion special rule. A unit selected in this manner is considered a ‘Retinue Squad’ and the model with the Master of the Legion special rule is referred to as the Retinue Squad’s Leader for the purposes of this special rule (if the Detachment includes more than one model with the Master of the Legion special rule then the controlling player selects one as the unit’s Leader). The Retinue Squad does not use up a Force Organisation slot and is considered part of the same unit as the model selected as its Leader. The Retinue Squad must be deployed with the model selected as its Leader deployed as part of the unit and the Leader may not voluntarily leave the Retinue Squad during play. A Legion Command Squad, Legion Cataphractii Terminator Command Squad or Legion Tartaros Command Squad may not be selected as part of an army without a Leader.
Flame Weapons

Among the most ancient of weapons employed within the ranks of the Legiones Astartes, flame has always been a potent weapon against creatures that lurk in darkness. Many of the Space Marine Legions consider the cleansing power of flame a key part of their arsenal, and indeed the ability of these weapons to rout the enemy from fortified positions has proven pivotal in any number of battles.

All weapons listed here are counted as ‘Flame’ or ‘Flamer’ weapons for those rules that affect such weapons.
Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Hand flamer
Hand flamer
Template
3
-
Pistol 1
-
Flamer
Flamer
Template
4
5
Assault 1
-
Toxiferran flamer
Toxiferran flamer
Template
4
5
Assault 1, Poisoned (3+), Rending (6+)
-
Heavy flamer
Heavy flamer
Template
5
4
Assault 1
-
Flamestorm cannon
Flamestorm cannon
Template
6
4
Heavy 1, Torrent (18")
-
Melta Weapons

Capable of focusing microwave beams to such a fierce heat that even the sturdiest of armour runs like water, melta weapons are among the most fearsome anti-tank weapons available to the warriors of the Emperor. The origins of this technology are unknown, for it was in common use among the armies of Old Earth, Mars and Jupiter long before the Emperor unified Sol. However, it has been in use within the Legiones Astartes since their inception and every Legion bears examples of this venerable and fearsome weapon.

All weapons listed here are counted as ‘Melta’ weapons for those rules that affect such weapons.
Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Meltagun
Meltagun
12"
8
1
Assault 1, Armourbane (Melta)
-
Multi-melta
Multi-melta
24"
8
1
Heavy 1, Armourbane (Melta), Twin-linked
-
Gravis melta cannon
Gravis melta cannon
24"
8
1
Heavy 2, Armourbane (Melta), Twin-linked
-
Magna-melta cannon
Magna-melta cannon
36"
8
1
Heavy 3, Armourbane (Melta), Twin-linked
-
Cyclonic melta lance
Cyclonic melta lance
18"
8
1
Heavy 4, Armourbane (Melta)
-
Siege melta array
Siege melta array
12"
8
1
Heavy 5, Armourbane (Melta), Twin-linked
-
Melta cutters
Melta cutters
6"
8
1
Heavy 3, Armourbane (Melta)
-
Melta blast-gun
Melta blast-gun
36"
8
1
Heavy 4, Armourbane (Melta)
-
Plasma Weapons

Understood only by the secretive Tech-Priests of Mars, these weapons unleash projectiles of super-heated plasma capable of melting both armour and flesh with equal ease. Kept contained by temperamental magnetically sealed flasks, the plasma that feeds these weapons is as dangerous to the wielder as to the foe and deadly leaks or even explosions are far from unknown. Yet, such is the destructive power of these weapons that even the risk of such detonations does not outweigh their value.

All weapons listed here are counted as ‘Plasma’ weapons for those rules that affect such weapons.
Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Plasma pistol
Plasma pistol
12"
7
4
Pistol 1, Breaching (4+), Gets Hot
-
Plasma gun
Plasma gun
24"
7
4
Rapid Fire, Breaching (4+), Gets Hot
-
Plasma cannon
Plasma cannon
36"
7
4
Heavy 1, Blast (3"), Breaching (4+), Gets Hot
-
Gravis plasma cannon
Gravis plasma cannon
36"
7
4
Heavy 1, Large Blast (5"), Breaching (4+), Gets Hot
-
Plasma blaster
Plasma blaster
18"
7
4
Assault 2, Breaching (4+), Gets Hot
-
Executioner plasma destroyer
Executioner plasma destroyer
60"
7
4
Heavy 1, Large Blast (5"), Rending (4+)
-
Hellfire plasma cannonade
- (Sustained fire)
36"
7
4
Heavy 6, Breaching (4+)
-
- (Maximal fire)
36"
8
4
Heavy 1, Rending (4+), Gets Hot, Large Blast (5")
-
Omega plasma array
- (Sustained fire)
36"
7
4
Heavy 8, Breaching (4+), Twin-linked
-
- (Maximal fire)
36"
9
4
Heavy 2, Rending (4+), Gets Hot, Plasma Burn, Twin-linked
-
Volkite Weapons

‘Volkite’ is an arcane Martian term for a variety of powerful ray weapons whose origins date back to the Age of Strife. Possessed of considerable killing power surpassing most armaments of their size, volkites were difficult to manufacture, even for the most able of the Mechanicum’s forges, and the demands of the Great Crusade swiftly overwhelmed supply of them. Once relatively common within the fledgling Legions, they had fallen largely from favour by the time of the Horus Heresy, and been superseded by the far more flexible and utilitarian Terran bolter. Those few that remained in service were the purview of only a few specialised units at the outbreak of the conflict.

All weapons listed here are counted as ‘Volkite’ weapons for those rules that affect such weapons.
Ranged Weapon
Ranged Weapon
R
FP
RS
AP
D
Special Rules
Traits
Volkite serpenta
Volkite serpenta
10"
5
5
Pistol 2, Deflagrate
-
Volkite charger
Volkite charger
15"
5
5
Assault 2, Deflagrate
-
Volkite caliver
Volkite caliver
30"
6
5
Heavy 3, Deflagrate
-
Volkite culverin
Volkite culverin
45"
6
5
Heavy 5, Deflagrate
-
Volkite dual-culverin
Volkite dual-culverin
45"
6
5
Heavy 6, Deflagrate, Twin-linked
-
Volkite falconet
Volkite falconet
45"
7
5
Heavy 8, Deflagrate, Twin-linked, Pinning
-
Volkite saker
Volkite saker
25"
6
5
Heavy 6, Deflagrate
-
Volkite macro-saker
Volkite macro-saker
45"
6
5
Heavy 8, Deflagrate
-
Volkite carronade
Volkite carronade
45"
8
3
Heavy 1, Heavy Beam, Deflagrate
-
Volkite cardanelle
Volkite cardanelle
45"
7
5
Heavy 12, Deflagrate, Pinning
-
Dragon’s Breath

The flame weapons used by the Salamanders were made to the finest levels of craftsmanship, operating at a potency far beyond that of lesser weapons.

When attacking using the Wall of Death special rule (see the Template rules), a weapon with this special rule inflicts D6 Hits instead of D3.
Dragon’s Breath heavy flamer

R
FP
RS
AP
D
Special Rules
Traits
Template
6
4
Assault 1, Dragon’s Breath

Legiones Astartes (Salamanders)
All models with this special rule are subject to the following provisions:

BLOOD OF FIRE
When rolling To Wound against a model with this special rule for any attack inflicted by a Flame, Melta, Plasma, or Volkite weapon or effect, reduce the result of that roll To Wound by -1 (this does not affect the Strength of the attack, only the result of the roll To Wound). In addition, all models with this special rule that have more than one Wound or Hull Point gain the It Will Not Die (6+) special rule.

Artifice of Nocturne
Models with this special rule gain access to unique Wargear options (see Armoury of the Salamanders).

The Creed of Vulkan
A Warlord with this special rule may select a Warlord Trait from the Salamanders Warlord Trait list.
Forge-craft of Nocturne
The controlling player of a model with this special rule may re-roll all failed To Hit rolls of ‘1’ made for weapons of the Melee type.
Favoured of Vulkan
A Firedrake Terminator Squad may be selected as a Retinue Squad in a Detachment that includes at least one model with both the Master of the Legion and Legiones Astartes (Salamanders) special rules, instead of as an Elites choice. A unit selected as a ‘Retinue Squad’ must have one model with both the Master of the Legion and Legiones Astartes (Salamanders) special rules from the same Detachment selected by the controlling player as the Firedrake Terminator Squad’s Leader for the purposes of this special rule. A Firedrake Terminator Squad selected as a Retinue Squad does not use up a Force Organisation slot and is considered part of the same unit as the model selected as its Leader. A Firedrake Terminator Squad selected as a Retinue Squad must be deployed with the model selected as its Leader deployed as part of the unit and the Leader may not voluntarily leave the Retinue Squad during play.
Dragonscale Storm Shield

Renowned for their forgecraft, the Salamanders originated a number of prototype systems that would later become standard equipment for the armies of the Imperium. The Dragonscale was one such development, a shield that incorporated field generators capable of stopping even the most powerful of weapon strikes and yet remain man-portable.

Any model with both the Independent Character and Legiones Astartes (Salamanders) special rule that does not also have the Unique Unit Sub-type may take a Dragonscale storm shield for +15 points. Any model with the Legiones Astartes (Salamanders) special rule and Legion Cataphractii or Legion Tartaros Terminator armour may exchange a combi-bolter for a Dragonscale storm shield for +10 points each.

A Dragonscale storm shield provides a 5+ Invulnerable Save or increases an Invulnerable Save the model already has by one step (for example, from 5+ to 4+, to a maximum of 3+). A model with a Dragonscale storm shield may not claim an additional attack for a second weapon in close combat or make attacks with any weapon that has the Two-handed special rule.
© Vyacheslav Maltsev 2013-2026