The Apothecary takes Savant as his one Primary set, with Ferocity, Leadership, Shooting and the Salamanders Signature set Secondary. One Primary only. That narrowness marks the specialist: Savant for the healer's craft and the narthecium he carries, the knowledge that keeps the line on its feet. He learns the fighting sets more slowly than the battle-line. His purpose is not to kill but to see that fewer brothers fall.
Skill Access10
The Captain draws the widest access in the gang. He takes Brawn, Combat, Leadership, Shooting and the Salamanders Signature set as Primary — the full breadth of a Chapter Master who leads the burning advance from its front and answers whatever reaches him. Ferocity and Savant come Secondary. His command and his signature mastery are the spine of any build; the rest sharpens whichever role the strike force needs him to fill.
The Centurion takes Brawn and Shooting as Primary, with Combat, Ferocity, Savant and the Salamanders Signature set Secondary. His access is the siege anvil's. Brawn for the heavy warsuit and the punishment it soaks, Shooting for the heavy weapon that anchors the advance. He is the immovable centre of the slow walk, built to hold and to fire, and his skills deepen that role above all.
The Chaplain takes Combat, Ferocity and Leadership as Primary, with Brawn, Shooting and the Salamanders Signature set Secondary. His access is the zealot's edge. Combat and Ferocity for the crozius work at the front rank, Leadership for the creed he drives into the brothers around him. He is the spiritual iron of the line, built to fight and to steady, and his skills read that role before any other.
The Dreadnought takes Brawn, Combat and Shooting as Primary, with Ferocity Secondary, and is barred from the Signature set — the interred hero fights as a war-engine, not as a living son of Vulkan learning the Chapter's creed. Its access is pure martial weight: Brawn and Combat for the walker's fists, Shooting for the vehicle guns, Ferocity to press the enemy the advance forms behind it. It advances by force, and its skills sharpen only that.
The Librarian takes Savant as his one Primary set, with Cunning, Ferocity, Leadership, Shooting and the Salamanders Signature set all Secondary. Narrow at the top, broad below. That shape marks the psyker apart: the mind is his weapon, and his psychic powers are resolved outside the skill tables entirely. Savant sharpens the intellect he fights with. The wide Secondary spread lets him round out whichever gap the burning host needs closed.
The Lieutenant takes Brawn, Leadership, Shooting and the Salamanders Signature set as Primary, with Combat, Ferocity and Savant Secondary. He advances as the second command — the officer who carries a flank of the line and keeps it firing, a half-step short of the Captain's full breadth but still built to lead and to shoot. His Signature access lets him deepen the burn-and-endure creed the gang fights under.
The Marine takes Brawn, Shooting and the Salamanders Signature set as Primary, with Combat, Ferocity and Savant Secondary. This is the gun-line lean of the Chapter — Shooting for the flame and melta the brother carries, Brawn for the Gravis-marked heavies and the slow, unbreakable walk, Signature for the burn-and-endure creed the whole gang shares. The battle-brother is built to advance and to burn, and his access says so plainly.
The Scout takes Agility, Cunning and Shooting as Primary, with Savant and the Salamanders Signature set Secondary. The neophyte is the one body in the gang that skulks and darts — Agility and Cunning for the forward work the armoured line cannot do, Shooting for the early fire he lays before the heavies arrive. He carries the creed only shallowly as yet; the deeper Signature mastery comes when he earns his power plate and joins the line proper.
The Techmarine takes Brawn, Savant and Shooting as Primary, with Combat and the Salamanders Signature set Secondary. His access reads the artisan he is — Savant for the forge-wright's craft and cunning, Shooting for the flame and melta he tends, Brawn for the walking strongpoint he becomes in the line. He learns the Chapter's signature art more slowly, but his true worth is the smithing, not the set.