MACROMUNDA
Allegiance
Space Marines Salamanders
Codex / Alliances
Codex · Space Marines

Alliances2

The Artisan Protectors alliance
Whothe artisan-protectors (the Adeptus Ministorum and the civilian-defence forces of the worlds the Salamanders shield - an Ecclesiarchy war-shrine, a Planetary Defence Force line, a forge-town militia, any Imperial power that stands to protect its people and honours the Salamanders' vow to shield the innocent)
Termscampaign-level alliance: while it holds, the protectors keep the Salamanders supplied and shielded in turn - the ally garrisons one friendly territory for free each post-battle phase (no defence needed), furnishes promethium (a discount on flame/melta ammunition or one free master-crafted upgrade per campaign phase), and once per campaign phase lends a defensive asset (a fortified emplacement or a free non-combatant objective-holder in one battle). In return the Salamanders stand between the ally's people and the dark; the alliance runs until the vow is broken or the war moves on

The artisan-protectors are the peoples the Salamanders have sworn to shield — an Ecclesiarchy war-shrine, a Planetary Defence Force line, a forge-town militia, any Imperial power that stands to guard its own and honours the Chapter's vow to defend the innocent. While the alliance holds, the protectors keep the strike force supplied and covered in turn. They garrison one friendly territory for free each post-battle phase, asking no defence for it; they furnish promethium, granting a discount on flame and melta ammunition or one free master-crafted upgrade each campaign phase; and once per phase they lend a defensive asset — a fortified emplacement, or a non-combatant objective-holder for a single battle. In return the Salamanders stand between the ally's people and the dark. The pact runs until the vow is broken or the war moves on.

The Long Range Kite alliance
Whothe long-range kite (a fast or long-ranged force built to fight at distance - a mobile raiding gang, a sniper-and-heavy shooting line, any enemy whose whole game is staying beyond the Salamanders' reach; the one matchup that beats the forge chapter by never letting the fire close, kiting the deliberately slow line and picking it apart in the open)
Termscampaign-level feud: while it stands, the Salamanders gain bonus Reputation for a decisive win in which they forced the fight to half range and burned the kiting force out (proving the fire will always arrive); but the enemy gains Reputation for every battle in which it held the Salamanders at long range and off the objective for the whole game, whatever the result - proving the forge-fire can be denied. The feud runs until one side is driven off the contested world

Some enemies are built to beat the forge chapter, and the long-range kite is the worst of them. It is fast, or it shoots far, and its whole game is one idea: stay past the Salamanders' reach. A mobile raiding gang. A sniper-and-heavy shooting line. Any foe that refuses the near fight, kites the deliberately slow advance, and picks it apart in the open. This is no alliance but a campaign feud. While it holds, the Salamanders gain bonus Reputation for any decisive win in which they forced the fight to half range and burned the kiting force out, proving the fire will always arrive. But the enemy gains Reputation of its own for every battle in which it held the Salamanders at long range and off the objective the whole game, whatever the result, proving the forge-fire can be denied. The feud runs until one side is driven from the contested world.