| 11 | Into The Fire. Play this before the battle. Up to two friendly fighters carrying flame or melta weapons may deploy up to 3" further forward than their zone allows — the burning advance begins closer to the kill, hungry for the near fight. | Pre-battle |
| 12 | Melta Kiss. Play this when a friendly fighter fires a melta weapon at a target within half its long range. That shot gains +1 Damage. The melta-kiss of the close war, delivered at the range the Salamanders live for. | Any time |
| 13 | Stand And Endure. Play this at the start of the round. Choose a friendly fighter; if it makes no Move this round, it counts as being in partial cover and improves its Feel No Pain to 5+ until its next activation — the planted brother makes a fortress of open ground. | Start of round |
| 14 | The Slow Advance. Play this before the battle. Deploy your fighters within 3" of one another; in the first round they may not be targeted by Overwatch — the massed line advances as one behind its own smoke and heat, and the enemy cannot pick a moment to loose. | Pre-battle |
| 15 | Master Of The Forge. Play this before the battle if your gang includes a Techmarine. One weapon it tends is master-crafted for the battle, and one friendly fighter repairs a Flesh Wound carried from a previous fight — the master of the forge readies the strike force for war. | Pre-battle |
| 16 | Protect The Innocent. Play this as a Reaction when an enemy targets a friendly fighter within 2" of a non-combatant objective. A friendly fighter within 3" may immediately move into base contact to shield the threatened ground, interposing itself as the Sons of Vulkan swore to do. | Reaction |
| 21 | Drake Fire. Play this when a friendly fighter fires a flame or melta weapon. Until the end of that action the weapon gains +1 Damage — the drake-fire of Nocturne runs hot, and what it touches does not walk away. | Any time |
| 22 | Tempered Resolve. Play this at the start of the battle. Until the end of the second round, friendly fighters re-roll failed Nerve tests — the creed steadies the whole line early, before the enemy's opening can shake it. | Start of battle |
| 23 | The Forgefathers Eye. Play this before the battle. Nominate one of the scenario's objectives; if your gang holds that objective at the battle's end, it gains bonus Reputation — the Forgefather's eye is on the prize, and the strike force fights to claim it. | Pre-battle |
| 24 | Firedrake Muster. Play this before the battle. One eligible Marine in your crew may take the Terminator mark of the Firedrakes for this battle at no cost, deploying in the honoured plate of the First Company and striking with its deep-strike reach. | Pre-battle |
| 25 | Burn Them Out. Play this at the end of the round. Each enemy fighter in cover within 6" of a friendly that fired a flame or melta weapon this round must pass an Initiative check or suffer a Strength 3 hit — there is no hiding from the fire, only burning slower. | End of round |
| 26 | The Anvil Holds. Play this as a Reaction when a friendly fighter is charged. It may make a free Reaction attack before blows are struck, and does not become Pinned by the charge — the anvil holds against the hammer, and it is the hammer that breaks. | Reaction |
| 31 | Nocturnes Patience. Play this at the end of a battle in which a friendly fighter was Seriously Injured but not taken Out of Action. That fighter gains 1 bonus XP. Patience under the fire is its own tempering, and the son of Vulkan who endures learns from it. | End of battle |
| 32 | Wall Of Flame. Play this when a friendly fighter fires a flame weapon with the Template trait. The ground under the template becomes a wall of flame until the start of the next round; any fighter that moves through it suffers a Strength 3 hit — a burning line the enemy must go around or through. | Any time |
| 33 | The Sanctuary Forge. Play this in the post-battle sequence. One weapon in your gang gains a permanent master-crafted upgrade at no cost, or one fighter In Recovery has its recovery shortened by one battle — the forge-shrine mends what the war has broken. | Post-battle |
| 34 | Unbroken Line. Play this at the start of the round. This round, while a friendly fighter remains within 3" of at least one other friendly, it improves its Feel No Pain to 5+ — the unbroken line shares its endurance, and no brother stands alone. | Start of round |
| 35 | Molten Fury. Play this when a friendly fighter fights in melee while carrying a flame or melta weapon. It gains +1 Strength for that combat — the molten fury of the forge behind every blow, close enough now to feel the heat. | Melee |
| 36 | Relic Recovered. Play this at the end of a battle your gang won while holding an objective. You recover a relic of the hunt: gain a permanent master-crafted upgrade for one weapon, or advance your artefact-hunt two steps — the forge's lost work reclaimed from the field. | End of battle |
| 41 | Into The Kill Zone. Play this before the battle. One friendly Firedrake or Marine may deploy anywhere on the field more than 6" from an enemy fighter, seizing the near ground before the first shot — inside the distance where the fire is lethal from the opening round. | Pre-battle |
| 42 | Heat Haze. Play this when an enemy targets a friendly fighter at long range. The shimmering heat thrown off by massed flame weapons wrecks the shot: the attacker suffers -1 to hit until the end of the action. | Any time |
| 43 | Endure The Storm. Play this as a Reaction when a friendly Salamander suffers a wound. Until the end of the round that fighter improves its Feel No Pain to 5+ — the forge-tempered body sets itself against the blow and weathers what would fell a lesser warrior. | Reaction |
| 44 | The Draconis Charge. Play this when a friendly fighter declares a charge while carrying a flame or melta weapon. It may fire that weapon at the target as part of the charge, before blows are struck — the Draconis charge arrives wreathed in fire and closes on what is left. | Charge |
| 45 | Forge Tempered. Play this at the start of the battle. One friendly fighter's chosen weapon is master-crafted for this battle, re-rolling a failed Hit — the forge worked through the night, and its edge holds true when the fight comes. | Start of battle |
| 46 | Melta Saturation. Play this when two or more friendly fighters shoot the same target with melta weapons in the same round. The second and any further melta hits ignore the target's field save. Whatever turned the first shot aside, the saturation burns through it. | Any time |
| 51 | Shield Of Vulkan. Play this as a Reaction when a friendly fighter would be taken Out of Action. It counts as Seriously Injured instead, this once — the shield of Vulkan turns the killing blow aside and leaves a brother down but not lost. | Reaction |
| 52 | The Long Burn. Play this at the end of the round. Any enemy fighter that was hit by a friendly flame weapon this round and is not standing in the open suffers a further Strength 3 hit — the long burn does not go out, it only waits among the cover. | End of round |
| 53 | Master Craft. Play this before the battle. One chosen weapon in your gang is master-crafted for this battle, re-rolling a single failed Hit each round — the artisan's edge steadying it every time it is raised. | Pre-battle |
| 54 | Vengeance Of Prometheus. Play this when a friendly fighter is taken Out of Action. One friendly fighter within 12" that has not yet activated this round may immediately make a free Shoot or Charge action against the enemy responsible — the forge answers for its own. | When a friendly goes Out of Action |
| 55 | Stoic Advance. Play this at the start of the round. Friendly fighters that make only a single Move toward the nearest enemy this round cannot be Pinned by ranged attacks until the next round — the slow advance does not falter under fire, it only closes. | Start of round |
| 56 | The Artisans Gift. Play this before the battle if your gang includes a Techmarine or a Master-Smith. One friendly fighter's weapon is master-crafted for the battle at no cost, re-rolling a failed Hit — the artisan's gift, laid in a brother's hands before the war. | Pre-battle |
| 61 | Fires Of Nocturne. Play this when a friendly fighter fires a flame or melta weapon. Re-roll one failed Hit or Wound roll for that attack — the fires of Nocturne find their mark when the son of Vulkan wills it. | Any time |
| 62 | The Unyielding. Play this as a Reaction when a friendly fighter fails a test that would force it to fall back or flee. The test is passed instead. Whatever fear or fire presses him, the unyielding brother does not give ground. | Reaction |
| 63 | Forgefathers Quest. Play this at the end of a battle in which your gang held an objective or took an enemy Leader Out of Action. The search for Vulkan's works draws a little nearer its end. Your artefact-hunt sub-plot advances one additional step. | End of battle |
| 64 | Burn The Horde. Play this when a friendly fighter fires a flame weapon with the Template trait. Any enemy hit that is within 1" of another enemy is caught in the spreading fire and suffers -1 to its save this turn — packed close, the horde burns as one. | Any time |
| 65 | Salamanders Endurance. Play this at the start of the battle. Until the end of the first round, every friendly Salamander improves its Feel No Pain to 5+ — the whole line sets its feet and refuses the opening blow, as the creed demands. | Start of battle |
| 66 | The Fire Endures. Play this at the end of a battle in which a chosen friendly fighter fired a flame or melta weapon every round and was not taken Out of Action. It gains 1 bonus XP — the fire endures where the brother endures, and both are marked by it. | End of battle |