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

Campaign55

Scenarios2

Hold The Range scenario
Attackerthe opposing gang (a mobile or long-range force pressing its one advantage over the Salamanders - it sets the tempo, opens at distance, and tries to break or bypass the slow burn before it can close)
Defenderthe Salamanders (the slow, short-range chapter forced to react - it must weather the opening at range, refuse to be scattered, and drag the fight down to the half distance where its fire finally tells)
Deploythe enemy deploys with the initiative and the open ground, spread to keep its distance; the Salamanders deploy compact around a strong terrain anchor, ready to endure the approach and grind toward contact
Objectivethe enemy wins by whittling the Salamanders down at range and controlling the field at the end of round six without ever being caught in the near fight; the Salamanders win by surviving the kiting intact and closing to half range on the enemy's main body, forcing the burn the enemy tried to avoid
Victorythe enemy wins if it holds the Salamanders at long range and controls more of the field at round six (the slow burn held off and worn down); the Salamanders win if they reach and hold half range on the enemy's main force for two consecutive rounds while still fielding half their starting fighters (the near fight forced, the fire arrived)
Rewardsan enemy win grants it bonus Reputation for proving the forge-fire can be kited and denied; a Salamanders win grants bonus Reputation and a Control-Track step for forcing the near fight against a foe built to refuse it; a Salamanders fighter that endured every round and still closed earns 1 bonus XP toward The Unbroken
Control Trackan enemy win (the Salamanders held at range all game) advances the ENEMY's Control-Track claim by one step - the slow chapter denied its fight; a Salamanders win (half range forced and held) advances the SALAMANDERS' claim by one step, the burn dragged onto the enemy despite its every effort to stay clear

Hold the Range is the Salamanders' hardest fight. The enemy sets the tempo and the distance. The slow chapter must weather that opening and drag the battle down to the range where its fire finally tells.

ATTACKER The opposing gang. A mobile or long-range force pressing its one advantage over the Salamanders. It sets the tempo, opens at distance, and tries to break or bypass the slow burn before it can close.

DEFENDER The Salamanders. The slow, short-range chapter forced to react. It must weather the opening at range, refuse to be scattered, and drag the fight down to the half distance where its fire finally tells.

BATTLEFIELD Open ground favours the attacker's distance. A strong terrain anchor breaks it, and the Salamanders can form up behind that.

DEPLOYMENT The enemy deploys with the initiative and the open ground, spread to keep its distance. The Salamanders deploy compact around the terrain anchor. They mean to endure the approach and grind toward contact.

ENDING THE BATTLE The battle runs to the end of round six, or until one gang bottles out.

VICTORY The enemy wins if it holds the Salamanders at long range and controls more of the field at round six — the slow burn held off and worn down. The Salamanders win if they reach and hold half range on the enemy's main force for two consecutive rounds while still fielding half their starting fighters — the near fight forced, the fire arrived.

REWARDS An enemy win grants it bonus Reputation for proving the forge-fire can be kited and denied. A Salamanders win grants bonus Reputation and a Control-Track step for forcing the near fight against a foe built to refuse it, and a Salamanders fighter that endured every round and still closed earns 1 bonus XP toward becoming one of The Unbroken.

CONTROL TRACK An enemy win, with the Salamanders held at range all game, advances the enemy's claim by one step — the slow chapter denied its fight. A Salamanders win, with half range forced and held, advances the Salamanders' claim by one step, the burn dragged onto the enemy despite its every effort to stay clear.

Into The Fire scenario
Attackerthe Salamanders (a short-range burn force that wants the near fight - deploy the flame-and-melta line and the revered walkers, close deliberately to half range, and saturate the kill-zone while the Promethean-endurance keeps the slow advance walking through fire)
Defenderthe opposing gang (a force that must keep the Salamanders at arm's length - stay at long range, deny the objectives, and never let a deliberately slow, short-range chapter close to the distance where its fire is lethal)
Deployboth gangs deploy across a central objective the Salamanders have come to hold and burn from; the Salamanders set up their flame-line and walkers to advance on it, the enemy deploys at range to hold the distance and pick the slow line apart before it arrives
Objectivethe Salamanders win by controlling the central ground at the end of round six with the fire still saturating it; the enemy wins by keeping the Salamanders off the objective for the whole battle, or by breaking their advance in the open before it reaches half range (kiting the slow burn to death)
Victorythe Salamanders win if they control the objective through round six AND fielded flame/melta fire within half range of the enemy for the final three rounds (the burn arrived and held); the enemy wins if it holds the Salamanders at long range and off the objective, denying the near fight the whole game
Rewardsa Salamanders win grants bonus Reputation and a Control-Track step for ground held and burned; a fighter that dealt flame or melta damage within half range every round it fired earns 1 bonus XP toward The Unbroken; an enemy win by successful kiting grants the enemy bonus Reputation for proving the forge-fire can be held off
Control Tracka Salamanders win advances their Control-Track claim on the district by one step (the near ground taken and held under fire); an enemy win holds the marker; an enemy kiting win (the Salamanders never reached half range and never held the objective) advances the ENEMY's claim by one step - the slow burn held off and worn down in the open

Into the Fire is the battle the Salamanders want — the near fight, ground held and burned from close range while a deliberately slow line walks through the enemy's fire to reach it.

ATTACKER The Salamanders. A short-range burn force built to take the near fight — deploy the flame-and-melta line and the revered walkers, close deliberately to half range, and saturate the kill-zone while the Promethean endurance keeps the slow advance walking through fire.

DEFENDER The opposing gang. A force that must keep the Salamanders at arm's length — stay at long range, deny the objectives, and never let a deliberately slow, short-range chapter close to the distance where its fire turns lethal.

BATTLEFIELD A central objective the Salamanders have come to hold and burn from dominates the field, with open ground around it for the enemy to work.

DEPLOYMENT Both gangs deploy across the central objective. The Salamanders set up their flame-line and walkers to advance on it; the enemy deploys at range to hold the distance and pick the slow line apart before it arrives.

ENDING THE BATTLE The battle runs to the end of round six, or until one gang bottles out.

VICTORY The Salamanders win if they control the objective through round six and fielded flame or melta fire within half range of the enemy for the final three rounds — the burn arrived and held. The enemy wins if it holds the Salamanders at long range and off the objective, denying the near fight the whole game.

REWARDS A Salamanders win grants bonus Reputation and a Control-Track step for ground held and burned. A fighter that dealt flame or melta damage within half range every round it fired earns 1 bonus XP toward becoming one of The Unbroken. An enemy win by successful kiting grants the enemy bonus Reputation for proving the forge-fire can be held off.

CONTROL TRACK A Salamanders win advances their claim on the district by one step — the near ground taken and held under fire. An enemy win holds the marker; an enemy kiting win, in which the Salamanders never reached half range and never held the objective, advances the enemy's claim by one step, the slow burn worn down in the open.

Favours8

RollFavourPatron
2Kin Of Nocturne. A brother of the wider Nocturnean line answers your call. A warrior of a Salamanders successor Chapter, maybe — a Black Dragon, a Storm Giant, a son of Vulkan under whatever name he wears. Add one Marine to your crew for the coming battle at no cost; he fights as one of your own and returns to his own Chapter when the war is done.a brother of a Salamanders successor Chapter or a son of Nocturne himself (a warrior of the Black Dragons, the Storm Giants, or a Promethean-creed successor)
3The Promethean Brotherhood. The Promethean creed itself steels your gang — the shared oaths that bind the Salamanders and their successors to endure and to shield. For the first round of the coming battle, every friendly Salamander improves its Feel No Pain to 5+, the whole line setting its feet and refusing the opening blow as the brotherhood swore it always would.the Promethean creed itself - the shared oaths that bind the Salamanders and their successors to endure and to shield
4The Sanctuary Forge. The Chapter's home forge-shrine on Nocturne, where the artisans work the drake-fire, tends your gear before the war. In the post-battle sequence you may repair one weapon or armour piece damaged in a previous fight at no cost, or reduce by one battle the recovery time of a fighter In Recovery — the forge mends what the war has broken.the Chapter's home forge-shrine on Nocturne, where the artisans work the drake-fire
5The Ecclesiarchy Blessing. The priests and confessors of the Adeptus Ministorum march with the shield of the innocent and bless your war. For the coming battle, friendly fighters re-roll the first failed Nerve or Cool check each makes — the litany of the faithful steadies the line as it walks into the fire.the priests and confessors of the Adeptus Ministorum who march with the shield of the innocent
6The Draconis Guard. A brother Chapter of the Salamanders lineage keeps the honour-vigil of Nocturne at your side. Add one veteran Marine, bearing the Gravis mark, to your crew for the coming battle at no cost — a warrior of the vigil who stands the slow line with you and departs when the battle ends.a brother Chapter of the Salamanders lineage keeping the honour-vigil of Nocturne
7The Firedrake Honour Guard. The Firedrakes are the Chapter's First Company, Terminator-armoured and few, and they have sent one of their number to honour your muster. Add a Marine bearing the Terminator mark of the Firedrakes to your crew for the coming battle at no cost. He deep-strikes into the near fight as the First Company does and returns to the First Company when it is won.the Firedrakes - the Chapter's Terminator-armoured First Company elite
8The Artisans Of Prometheus. The Techmarines and forge-wrights of the Promethean cult work your armoury through the night. Choose one weapon in your gang; for the coming battle it is master-crafted, re-rolling a single failed Hit each round. When the fighting is done the edge cools and the boon is spent, but the war it was forged for is yours to win.the Techmarines and forge-wrights of the Chapter's Promethean cult
9Vulkans Lineage. The deeds and relics of Vulkan He'stan's artefact-hunt draw your gang toward the Primarch's lost works. Your artefact-hunt sub-plot advances one step at once, and should you hold an objective in the coming battle it advances a further step — the lineage of Vulkan pulling the search forward toward the relics it is owed.the deeds and relics of Vulkan He'stan's artefact-hunt, drawing the gang toward the Primarch's lost works

Gang Tactics36

RollTacticTiming
11Into 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
12Melta 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
13Stand 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
14The 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
15Master 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
16Protect 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
21Drake 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
22Tempered 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
23The 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
24Firedrake 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
25Burn 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
26The 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
31Nocturnes 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
32Wall 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
33The 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
34Unbroken 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
35Molten 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
36Relic 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
41Into 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
42Heat 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
43Endure 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
44The 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
45Forge 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
46Melta 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
51Shield 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
52The 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
53Master 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
54Vengeance 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
55Stoic 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
56The 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
61Fires 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
62The 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
63Forgefathers 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
64Burn 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
65Salamanders 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
66The 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

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.

Legendary Names3

Forgefather Leader

XP cost (random): 6

XP cost (chosen): 12

The Forgefather is the searching soul of the Chapter — a Leader in the tradition of Vulkan He'stan, a Captain or artisan charged with recovering the Primarch's lost artefacts. While this fighter stands on the field, the gang advances its artefact-hunt on any battle it holds an objective, and once per campaign the Forgefather grants a free master-crafted upgrade: a weapon gains the re-roll permanently, or a recovered relic joins the roster. He bears the Spear of Vulkan and leads the burning advance from its front. But his worth is also his weakness. If the Forgefather is taken Out of Action, the artefact-hunt stalls for the rest of the campaign phase, and the gang suffers a Reputation penalty — a foe who kills him at range strikes the whole quest, not merely the man.

The Master Smith Champion

XP cost (random): 6

XP cost (chosen): 12

The Master-Smith is the artisan whose craft arms the whole gang — a Techmarine or veteran who master-crafts a relic in the heat of a campaign. While this fighter stands on the field, one chosen weapon in the gang is master-crafted each battle for free, re-rolling a failed Hit, and in each post-battle sequence the Master-Smith may forge one permanent master-crafted upgrade at half the usual cost. The forge of Nocturne walks with the strike force wherever he goes. Yet the craft is bound to his hands: if the Master-Smith is taken Out of Action, the gang loses its free battle master-craft for the rest of that fight, and no half-cost forging is possible until he recovers. The enemy that fells the smith unarms the forge.

The Unbroken any fighter

XP cost (random): 6

XP cost (chosen): 12

The Unbroken is the stoic proof of the Promethean creed — a Salamander who endured a whole war without falling. While this fighter stands on the field, it improves its Promethean endurance to Feel No Pain 5+, or 4+ against fire, flame and melta, and once per battle it automatically passes a Feel No Pain roll it would otherwise fail. Friendly fighters within 3" re-roll failed Nerve tests, steadied by the brother who will not break. But the creed is a weight as much as a shield. The Unbroken may never voluntarily retreat or fall back while an enemy is within 12" — it stands and endures — and a canny foe can use that to pin and surround it. Pride in never falling is also a leash.

Sub-Plots2

The Forgefathers Quest sub-plot

Reward: The quest completed: the gang gains a permanent master-crafted relic weapon of its choice (added to the roster free) and a lasting Reputation bonus as the bearer of a recovered Primarch's artefact. Should the Forgefather be killed outright and no fighter take up the role for a full campaign phase, the hunt stalls but is not lost - it may resume when the office is filled again. Claimable once per campaign.

Trigger. Declare the artefact-hunt at the campaign's start; your gang must field a Leader bearing the Forgefather's role or the Forgefather's Relics. The sub-plot advances one step whenever your gang wins a battle while holding an objective, or takes a notable enemy Leader Out of Action. It resolves when the hunt reaches nine steps — the nine relics of Vulkan recovered across the campaign.

Reward. With the quest completed, your gang gains a permanent master-crafted relic weapon of your choice, added to the roster free, and a lasting Reputation bonus as the bearer of a recovered Primarch's artefact. Should the Forgefather be killed outright and no fighter take up the role for a full campaign phase, the hunt stalls but is not lost — it may resume when the office is filled again. Claimable once per campaign.

The Shield Of The Innocent sub-plot

Reward: The vow honoured: the gang gains a permanent Reputation bonus as a defender of the innocent, and the protected settlement becomes a friendly territory that furnishes promethium (a recurring flame/melta discount) or a free garrison. Should the nominated innocents be lost - overrun in a battle the gang failed to hold - the sub-plot is lost and the gang suffers a Reputation penalty, the vow broken. Claimable once per campaign.

Trigger. Nominate a civilian settlement or non-combatant objective at the campaign's start — the people your gang has sworn to protect. The sub-plot advances whenever your gang wins or holds a battle in which the nominated innocents were on the field and survived unharmed. It resolves when they have been shielded through three separate battles, the vow kept across the season.

Reward. With the vow honoured, your gang gains a permanent Reputation bonus as a defender of the innocent, and the protected settlement becomes a friendly territory that furnishes promethium — a recurring flame and melta discount — or a free garrison. Should the nominated innocents be lost, overrun in a battle you failed to hold, the sub-plot is lost and your gang suffers a Reputation penalty, the vow broken. Claimable once per campaign.

Terrain2

The Drop Pod terrain

The Drop Pod is a Salamanders assault pod slammed into the battlefield — the burning advance's way of putting fire where it is needed before the slow line arrives. It is placed after deployment, anywhere more than 6" from an enemy. One friendly fighter, or a Firedrake wedge, may begin the battle embarked and disembark within 3" of the Pod at the start of the first round, deploying the fire forward. The Pod itself is impassable terrain that blocks line of sight — a burning anchor the slow advance can form up behind.

The Sanctuary Forge terrain

The Sanctuary Forge is a drop-shrine forge-bay of Nocturne's artisans deployed to the battlefield — part firing anchor, part workshop, where the Salamanders temper weapons and mend armour mid-war. It is placed as impassable terrain during set-up, in or adjacent to the Salamanders deployment zone. A friendly fighter that begins its activation within 3" of the Forge may re-ignite a flame or melta weapon, so its next Shoot with that weapon re-rolls a failed Wound, or repair one Flesh Wound. As a territory, controlling the Sanctuary Forge grants one free master-crafted upgrade each campaign phase — the forge-shrine's standing boon to the gang that holds it.