The Adeptus Astartes fight as the few, the dear, and the superhuman. A Chapter commits no horde to the field but a small strike force of transhuman warriors, each the equal of a squad of mortal soldiers. Their endurance is written into the flesh — the wide chest, the fused ribcage, the doubled hearts — so that a battle-brother weathers wounds that would fell any lesser fighter and never breaks under fire. Where other warhosts drown a foe in numbers, a Chapter answers with discipline: a gang-wide doctrine, declared afresh each round, that shifts the whole force from massed fire to swift advance to the closing charge as the battle demands. Every Chapter shares this spine — the transhuman body, the unbending nerve, the shifting doctrine — and expresses its own character through which end of that discipline it leans into and the relics its heroes carry. They are a strike force of demigods waging war across the galaxy, and each brother lost is a grievous loss to the Chapter.
Composition4
Identity2
The Salamanders are the patient forge-fire. They field the standard Astartes line and fight it as a short-range war of the forge — a slow, unbreakable line that walks into melta distance, saturates the kill-zone with flame, and refuses to fall. Where the Imperial Fists hold a wall with bolt fire and the Iron Hands endure through augmetics, the Sons of Vulkan endure through stoic craft and faith, and burn the enemy out at the range other Chapters fear to close. This is not the Codex perfected but the Codex tempered: artisan, merciful to the innocent, pitiless to the foe. Every brother carries the Promethean endurance of the forge-tempered body, and every flame and melta weapon burns hotter as the line closes. Their war is a deliberate, deathless advance — a strike force of smith-warriors that saturates the near ground with fire and outlasts whatever the enemy can spend. They are slow, and they are certain, and the fire always arrives.
Gang Composition2
- Starting credits: 1500
- Exactly 1 Leader (Captain / named Chapter Master)
- 0-2 Champions (Lieutenant); 0-1 each specialist (Librarian / Chaplain / Apothecary / Techmarine)
- Marines are the bulk; Scouts cheap and plentiful; backbone (Marines + Scouts) >= Leaders + Champions
- 0-X Cavalry (0 for foot-only chapters) - 0-1(-2) Centurion - 0-1 Brute
- Champion / specialist / Brute slots unlock with Reputation
- Combat Doctrines is declared as a stance each round; it is never stored or carried between rounds
A Chapter strike force musters on 1500 credits. It is led by a single commanding officer — a Captain, or a named Chapter Master fielded on that body — and no gang may field more than one. Beneath the Leader stand up to two Champions of Lieutenant rank, and one apiece of the specialist brethren: Librarian, Chaplain, Apothecary and Techmarine, as the Chapter's needs demand. The bulk of the force is its battle-brother Marines, stiffened by cheap and plentiful Scout neophytes; together these gangers and juves must always at least match the officers set above them in number. A Chapter may also field its mounted brethren, a lone Centurion in his warsuit, and a single interred Brute. Further Champion, specialist and Brute slots open as the Chapter's Reputation grows. The gang's Combat Doctrines stance is declared anew each round and never carried between them.
- Starting credits: 1500 (converter-wide default)
- Every fighter fights under Combat Doctrines, overlaid by the Promethean Cult: inherent Promethean-endurance and a flame/melta short-range beat
- Exactly 1 Leader (Captain, the Chapter Master or Forgefather); 0-2 Champions (Lieutenant / artisan Techmarine / Librarian / Chaplain / Apothecary); each specialist 0-1
- Backbone: Marines + Scouts >= Leaders + Champions (the line is battle-brothers and neophytes, not command)
- Marines bulk; Scouts cheap and plentiful; Firedrake (Terminator-mark), Champion and Brute slots unlock with Reputation; Dreadnought 0-1, Centurion 0-1; Cavalry 0 (the forge walks, it does not run)
- Into the Fire: flame and melta weapons saturate the line and gain a short-range burn; every fighter carries Promethean endurance (Feel No Pain 6+, inherent) and the chapter takes the Gravis mark for a slow, unbreakable advance. No chassis bans
A Salamanders strike force is built from 1500 credits. It must field exactly one Leader — a Captain, the Chapter Master or the Forgefather — and may take up to two Champions from the Lieutenant, artisan Techmarine, Librarian, Chaplain and Apothecary, each of those specialists limited to one. The backbone is the line and the neophytes: Marines and Scouts together must at least equal the number of Leaders and Champions, so the gang is battle-brothers and recruits, not a huddle of officers. Marines bulk out the force and Scouts come cheap and plentiful. A Dreadnought is limited to one and a Centurion to one; Firedrake, Champion and Brute slots open as the gang earns Reputation across a campaign. Cavalry are absent by identity — the forge walks, it does not run. The Salamanders lean their line hard into flame and melta and take the Gravis mark for a slow, unbreakable advance, with no chassis barred to them.