The Promethean Cult: the burn-and-endure creed the whole gang fights under. At the start of each round the gang declares a Combat Doctrine and shifts one step along the ladder as any Astartes force does — Devastator, Tactical, Assault. Over that engine, two riders run permanently and cost nothing to keep. First, every living Salamander carries the Promethean endurance of the forge-tempered body: a Feel No Pain 6+ save that ignores a wound after all others have failed, inherent on the neophyte Scout and the Chapter Master alike. Second, every Salamander's flame and melta weapons burn hotter as the enemy nears — when such a weapon fires at a target within half its long range, it strikes with the deeper bite of Nocturnean fire. To carry the creed further, the Chapter leans the Gravis mark, trading a step of movement for another wound and the slow, unbreakable walk into contact. There are no tokens and nothing to spend: the endurance is simply borne, and the burn simply reads the range. This is what makes the Sons of Vulkan close where others hold, and stand where others break.
Signatures3
Combat Doctrines. The disciplined heart of the Astartes way of war, and the mechanic that sets a Chapter apart from any warhost that merely brings guns to a fight. At the start of each round the controlling player declares the strike force's stance, which may shift one step along the ladder from Devastator to Tactical to Assault. Under the Devastator stance the gang fires with lethal precision, adding to its ranged Hit rolls or re-rolling misses. Under the Tactical stance the brethren move with purpose, gaining ground and seizing objectives. Under the Assault stance they close for the kill, striking harder on the charge and running down a fleeing foe. A Chapter cannot hold every advantage at once; it flows through the phases of battle as its commanders read the field, and each brotherhood leans toward the end of the ladder that suits its character.
Finest Hour. Once in a battle, a commander seizes the moment the whole war seems to turn upon and drives his brethren to their greatest effort. Once per battle a Captain or Lieutenant may call upon it. Until the start of the next round the commander himself gains an additional Attack, and every friendly fighter within 6" re-rolls failed Wound rolls, the strike force striking as one at the instant it matters most. It is a single, decisive surge rather than a lasting boon — spent in the crisis of the fight, it does not come again. A wise commander holds it for the stroke that breaks the enemy rather than the one that merely bloodies him.