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Salamanders The Sons of Nocturne

HQ
TUSHAN MAUI, REGENT OF PROMETHEUS255 Points
WS TuShan 7 BS 5 S 5 T 5 W 4 I 5 A 4 Ld 10 Sv 2+

Unit Composition: 1 (Unique) Unit Type: Infantry

Regent of Prometheus In an army that includes Tu Shan, Firedrake Terminators are Troops Choices

Wargear: Terminator Armour The Drakebane Nocturnes Shroud Melta Bomb Infernus Pistol

Special Rules: And They Shall Know No Fear Combat Tactics Independent Character Into the Fires of Battle Unto the Anvil of War Brand of the Fireborn

VULKAN HESTAN190 Points


WS Vulkan 6 BS 5 S 4 T 4 W 3 I 5 A 3 Ld 10 Sv 2+

Unit Composition: 1 (Unique)

Unit Type: Infantry

Wargear: Special Rules: Artificer armour And They Shall Know No Frag and Krak grenades Fear Bolt Pistol Combat Tactics Kesares Mantle Independent Character The Spear of Vulkan Chapter Tactics Digital Weapons The Gauntlet of the Forge

CAPTAIN PELLAS MIRSAN150 Points


WS MirSan 7 BS 5 S 4 T 4 W 3 I 5 A 3 Ld 10 Sv 2+

Unit Composition: 1 (Unique)

Unit Type: Infantry

Wargear: Artificer Armour Cinder Edge Power Weapon Combi Flamer Frag and Krak Grenades Iron Halo

Special Rules: And They Shall Know No Fear Combat Tactics Independent Character Master Duellist Unflinching Resolve

BRAYARTH ASHMANTLE265 Points


|----Armour----| WS Ashmantle 6 BS 5 S 6(10) F 13 S 12 R 10 I 4 A 4

Unit Composition: 1 (Unique)

Unit Type: Infantry

Wargear: Two Dreadnought Close Combat Weapons with inbuilt Dreadfire Heavy Flamer Extra Armour Smoke Launcher Searchlights

Special Rules: Wrought by Vulkan Venerable Burning Wrath

Salamanders The Sons of Nocturne

HQ
HIGH RECLUSIARCH ELYSIUS.255 Points
WS TuShan 7 BS 5 S 5 T 5 W 4 I 5 A 4 Ld 10 Sv 2+

Unit Composition: 1 (Unique) Unit Type: Infantry

Regent of Prometheus In an army that includes Tu Shan, Firedrake Terminators are Troops Choices

Wargear: Terminator Armour The Drakebane Nocturnes Shroud Melta Bomb Infernus Pistol

Special Rules: And They Shall Know No Fear Combat Tactics Independent Character Into the Fires of Battle Unto the Anvil of War Brand of the Fireborn

HECTON DAKIR..150 Points


WS MirSan 7 BS 5 S 4 T 4 W 3 I 5 A 3 Ld 10 Sv 2+

Unit Composition: 1 (Unique)

Unit Type: Infantry

Wargear: Artificer Armour Cinder Edge Power Weapon Combi Flamer Frag and Krak Grenades Iron Halo

Special Rules: And They Shall Know No Fear Combat Tactics Independent Character Master Duellist Unflinching Resolve

MALAIM ARGOS135 Points


WS TuShan 7 BS 5 S 5 T 5 W 4 I 5 A 3 Ld 10 Sv 2+

Unit Composition: 1 (Unique)

Unit Type: Infantry

Wargear: Artificer Armour Power Weapon Plasma Pistol Digital Weapons Frag and Krak Grenades Narthecium

Special Rules: And They Shall Know No Fear Combat Tactics Independent Character Pride of the Chapter Master of Chirurgery

SALAMANDERS LIBRARIAN135 Points


WS TuShan 7 BS 5 S 5 T 5 W 4 I 5 A 3 Ld 10 Sv 2+

Unit Composition: 1 (Unique)

Unit Type: Infantry

Wargear: Artificer Armour Power Weapon Plasma Pistol Digital Weapons Frag and Krak Grenades Narthecium

Special Rules: And They Shall Know No Fear Combat Tactics Independent Character Pride of the Chapter Master of Chirurgery

Salamanders The Sons of Nocturne

HQ
SALAMANDERS CAPTAIN.255 Points
WS TuShan 7 BS 5 S 5 T 5 W 4 I 5 A 4 Ld 10 Sv 2+

Unit Composition: 1 (Unique) Unit Type: Infantry

Regent of Prometheus In an army that includes Tu Shan, Firedrake Terminators are Troops Choices

Wargear: Terminator Armour The Drakebane Nocturnes Shroud Melta Bomb Infernus Pistol

Special Rules: And They Shall Know No Fear Combat Tactics Independent Character Into the Fires of Battle Unto the Anvil of War Brand of the Fireborn

COMMAND SQUAD.255 Points


WS Firedrake Sergeant Firedrake Champion Firedrake 4 5 4 BS 4 4 4 S 4 4 4 T 4 4 4 W 2 1 1 I 4 4 4 A 3 3 2 Ld 10 9 9 Sv 2+ 2+ 2+

Wargear: Terminator Armour The Drakebane Nocturnes Shroud Melta Bomb Infernus Pistol

Special Rules: And They Shall Know No Fear Combat Tactics Independent Character Into the Fires of Battle Unto the Anvil of War Brand of the Fireborn

Unit Composition: 1 (Unique) Unit Type: Infantry

Regent of Prometheus In an army that includes Tu Shan, Firedrake Terminators are Troops Choices

Salamanders The Sons of Nocturne

ELITES
HARATH SHEN, DEFENDER OF THE FINAL VAULT..135 Points
WS TuShan 7 BS 5 S 5 T 5 W 4 I 5 A 3 Ld 10 Sv 2+

Unit Composition: 1 (Unique)

Unit Type: Infantry

Wargear: Artificer Armour Power Weapon Plasma Pistol Digital Weapons Frag and Krak Grenades Narthecium

Special Rules: And They Shall Know No Fear Combat Tactics Independent Character Pride of the Chapter Master of Chirurgery

FIREDRAKES200 Points
WS Firedrake Sergeant Firedrake Champion Firedrake 4 5 4 BS 4 4 4 S 4 4 4 T 4 4 4 W 2 1 1 I 4 4 4 A 3 3 2 Ld 10 9 9 Sv 2+ 2+ 2+

Unit Composition: 1 Firedrake Sergeant 4 Firedrakes

Unit Type: Infantry


Wargear: Terminator Armour Storm bolter Power fist (Firedrake) Power sword (Firedrake Sergeant/Champion)

Special Rules: And They Shall Know No Fear Combat Tactics Brand of the Fireborn Dedicated Transport: The squad can select a Land Raider of any type as a dedicated transport

Options: Add up to five Firedrakes..+35 pts per model Replace storm bolter and/or power fist with: Power weapon.......free Thunder hammer...+3 pts Storm shield..+7 pts For every five models in the squad, two Firedrakes can: replace his storm bolter with a heavy flamer.free replace his storm bolter with a magma cannon.+10 pts One Firedrake can carry the Chapter Banner+25 pts The Firedrake Champion may take: digital weapons....+3 pts per weapon relic blade.....+10 pts per weapon The Firedrake Sergeant may be upgraded to Hurculon Praetor, Rock of Prometheus..+150 pts

HURCULON PRAETOR150 Points


WS Praetor 5 BS 5 S 4 T 4 W 3 I 4 A 3 Ld 10 Sv 2+

Unit Composition: 1 (Unique)

Unit Type: Infantry

Wargear: Terminator armour The Wyrmhead Brand of the Fireborn Drakescale Cloak

Special Rules: And They Shall Know No Fear Combat Tactics Without Remorse

Salamanders The Sons of Nocturne

ELITES
STERNGUARD VETERANS135 Points
WS Firedrake Sergeant Firedrake Champion Firedrake 4 5 4 BS 4 4 4 S 4 4 4 T 4 4 4 W 2 1 1 I 4 4 4 A 3 3 2 Ld 10 9 9 Sv 2+ 2+ 2+

Unit Composition: 1 Firedrake Sergeant 4 Firedrakes Unit Type: Infantry Wargear: Terminator Armour Storm bolter Power fist (Firedrake) Power sword (Firedrake Sergeant/Champion)

Special Rules: And They Shall Know No Fear Combat Tactics Brand of the Fireborn Dedicated Transport: The squad can select a Land Raider of any type as a dedicated transport

Options: Add up to five Firedrakes..+35 pts per model Replace storm bolter and/or power fist with: Power weapon.......free Thunder hammer...+3 pts Storm shield..+7 pts For every five models in the squad, two Firedrakes can: replace his storm bolter with a heavy flamer.free replace his storm bolter with a magma cannon.+10 pts One Firedrake can carry the Chapter Banner+25 pts The Firedrake Champion may take: digital weapons....+3 pts per weapon relic blade.....+10 pts per weapon The Firedrake Sergeant may be upgraded to Hurculon Praetor, Rock of Prometheus..+150 pts

TECHMARINE..135 Points
WS TuShan 7 BS 5 S 5 T 5 W 4 I 5 A 3 Ld 10 Sv 2+

Unit Composition: 1 (Unique)

Unit Type: Infantry

Wargear: Artificer Armour Power Weapon Plasma Pistol Digital Weapons Frag and Krak Grenades Narthecium

Special Rules: And They Shall Know No Fear Combat Tactics Independent Character Pride of the Chapter Master of Chirurgery

Salamanders The Sons of Nocturne

ELITES
VENERABLE DREADNOUGHT..135 Points
|----Armour----| WS Ashmantle 6 BS 5 S 6(10) F 13 S 12 R 10 I 4 A 4

Unit Composition: 1 (Unique)

Unit Type: Infantry

Wargear: Artificer Armour Power Weapon Plasma Pistol Digital Weapons Frag and Krak Grenades Narthecium

Special Rules: And They Shall Know No Fear Combat Tactics Independent Character Pride of the Chapter Master of Chirurgery

DREADNOUGHT135 Points
|----Armour----| WS Ashmantle 6 BS 5 S 6(10) F 13 S 12 R 10 I 4 A 4

Unit Composition: 1 Firedrake Sergeant 4 Firedrakes

Unit Type: Infantry


Wargear: Terminator Armour Storm bolter Power fist (Firedrake) Power sword (Firedrake Sergeant/Champion)

Special Rules: And They Shall Know No Fear Combat Tactics Brand of the Fireborn Dedicated Transport: The squad can select a Land Raider of any type as a dedicated transport

Options: Add up to five Firedrakes..+35 pts per model Replace storm bolter and/or power fist with: Power weapon.......free Thunder hammer...+3 pts Storm shield..+7 pts For every five models in the squad, two Firedrakes can: replace his storm bolter with a heavy flamer.free replace his storm bolter with a magma cannon.+10 pts One Firedrake can carry the Chapter Banner+25 pts The Firedrake Champion may take: digital weapons....+3 pts per weapon relic blade.....+10 pts per weapon The Firedrake Sergeant may be upgraded to Hurculon Praetor, Rock of Prometheus..+150 pts

VENERABLE DREADNOUGHT..135 Points


WS TuShan 7 BS 5 S 5 T 5 W 4 I 5 A 3 Ld 10 Sv 2+

Unit Composition: 1 (Unique)

Unit Type: Infantry

Wargear: Artificer Armour Power Weapon Plasma Pistol Digital Weapons Frag and Krak Grenades Narthecium

Special Rules: And They Shall Know No Fear Combat Tactics Independent Character Pride of the Chapter Master of Chirurgery

Salamanders The Sons of Nocturne

FAST ATTACK
VANGUARD VETERANS..135 Points
WS TuShan 7 BS 5 S 5 T 5 W 4 I 5 A 3 Ld 10 Sv 2+

Unit Composition: 1 (Unique)

Unit Type: Infantry

Wargear: Artificer Armour Power Weapon Plasma Pistol Digital Weapons Frag and Krak Grenades Narthecium

Special Rules: And They Shall Know No Fear Combat Tactics Independent Character Pride of the Chapter Master of Chirurgery

ASSAULT SQUAD135 Points


|----Armour----| WS Ashmantle 6 BS 5 S 6(10) F 13 S 12 R 10 I 4 A 4

Unit Composition: 1 Firedrake Sergeant 4 Firedrakes

Unit Type: Infantry


Wargear: Terminator Armour Storm bolter Power fist (Firedrake) Power sword (Firedrake Sergeant/Champion)

Special Rules: And They Shall Know No Fear Combat Tactics Brand of the Fireborn Dedicated Transport: The squad can select a Land Raider of any type as a dedicated transport

Options: Add up to five Firedrakes..+35 pts per model Replace storm bolter and/or power fist with: Power weapon.......free Thunder hammer...+3 pts Storm shield..+7 pts For every five models in the squad, two Firedrakes can: replace his storm bolter with a heavy flamer.free replace his storm bolter with a magma cannon.+10 pts One Firedrake can carry the Chapter Banner+25 pts The Firedrake Champion may take: digital weapons....+3 pts per weapon relic blade.....+10 pts per weapon The Firedrake Sergeant may be upgraded to Hurculon Praetor, Rock of Prometheus..+150 pts

Salamanders The Sons of Nocturne

HEAVY SUPPORT
DEVASTATOR SQUAD..135 Points
WS TuShan 7 BS 5 S 5 T 5 W 4 I 5 A 3 Ld 10 Sv 2+

Unit Composition: 1 (Unique)

Unit Type: Infantry

Wargear: Artificer Armour Power Weapon Plasma Pistol Digital Weapons Frag and Krak Grenades Narthecium

Special Rules: And They Shall Know No Fear Combat Tactics Independent Character Pride of the Chapter Master of Chirurgery

THUNDERFIRE CANNON135 Points


|----Armour----| WS Ashmantle 6 BS 5 S 6(10) F 13 S 12 R 10 I 4 A 4

Unit Composition: 1 Firedrake Sergeant 4 Firedrakes

Unit Type: Infantry


Wargear: Terminator Armour Storm bolter Power fist (Firedrake) Power sword (Firedrake Sergeant/Champion)

Special Rules: And They Shall Know No Fear Combat Tactics Brand of the Fireborn Dedicated Transport: The squad can select a Land Raider of any type as a dedicated transport

Options: Add up to five Firedrakes..+35 pts per model Replace storm bolter and/or power fist with: Power weapon.......free Thunder hammer...+3 pts Storm shield..+7 pts For every five models in the squad, two Firedrakes can: replace his storm bolter with a heavy flamer.free replace his storm bolter with a magma cannon.+10 pts One Firedrake can carry the Chapter Banner+25 pts The Firedrake Champion may take: digital weapons....+3 pts per weapon relic blade.....+10 pts per weapon The Firedrake Sergeant may be upgraded to Hurculon Praetor, Rock of Prometheus..+150 pts

IRONCLAD DREADNOUGHT..135 Points


WS TuShan 7 BS 5 S 5 T 5 W 4 I 5 A 3 Ld 10 Sv 2+

Unit Composition: 1 (Unique)

Unit Type: Infantry

Wargear: Artificer Armour Power Weapon Plasma Pistol Digital Weapons Frag and Krak Grenades Narthecium

Special Rules: And They Shall Know No Fear Combat Tactics Independent Character Pride of the Chapter Master of Chirurgery

Salamanders The Sons of Nocturne

TUSHAN MAUI
REGENT OF PROMETHEUS, CHAPTER MASTER OF THE SALAMANDERS

WS TuShan 6

BS 5

S 5

T 4

W 4

I 5

A 4

Ld 10

Sv 2+

UNIT TYPE: Infantry SPECIAL RULES And They Shall Know No Fear, Combat Tactics, Independent Character, Eternal Warrior, Brand of the Fireborn Into the Fires of Battle: Attacks against TuShan with Flame or Melta weapons strike at -1 Str. Unto the Anvil of War: TuShan is massive, even for an Astartes. His melee attacks with The Drakebane strike at initiative. WARGEAR: Terminator Armour, Melta Bomb, Infernus Pistol The Drakebane: The Drakebane is a master-crafted thunder hammer. Nocturnes Shroud: Cut from the back of a 300 year old Drake, the Shroud of Nocturne confers a 3+ Invulnerable Save to TuShan

Salamanders The Sons of Nocturne 10

MALAIM ARGOS
MASTER OF THE FORGE, THE ARTIFICER SAVANT
Unlike many other Astartes chapters, the Techmarines of the Salamanders are not seen as aloof and estranged brothers in arms; they are revered for their closeness with the Mechanicum of Mars and their abilities as craftsmen. The skills of Malaim Argos are unmatched, even amongst his Salamander brethren. As Master of the Forge, Argos is not only responsible for oversight of the armoury of the Salamanders, but also of the prized reliquary housed within the great forges of Nocturne.

WS Argos 5

BS 5

S 4

T 4

W 2

I 4

A 3

Ld 9

Sv 2+

UNIT TYPE: Infantry SPECIAL RULES And They Shall Know No Fear, Combat Tactics, Independent Character, Digital Weapons, Bolster Defenses, Blessing of the Omnissiah, Artificer Savant: Artificer Savant: Any unit Argos joins for the duration of the game Malaim Argos must begin the game with this unit.

WARGEAR: Artificer Armour, Servo Harness, Master Crafted Power Weapon

Salamanders The Sons of Nocturne 11

ELYSIUS ANAHERA
HIGH RECLUSIARCH, KEEPER OF VULKANS SIGIL

WS Elysius 5

BS 5

S 4

T 4

W 3

I 5

A 4

Ld 10

Sv 2+

UNIT TYPE: Infantry SPECIAL RULES And They Shall Know No Fear, Combat Tactics, Independent Character, Liturgies of Battle, Preferred Enemy: Dark Eldar, Brand of the Fireborn WARGEAR: Artificer Armour, Rosarius, Plasma Pistol, Power Fist, Crozius Arcanum, Vulkans Sigil Vulkans Sigil: Vulkans Sigil is the holiest of all Salamanders relics, discovered after the Forgefathers disappearance at Isstvaan V. Carried into battle by the High Reclusiarch, Vulkans sigil evokes even greater fervor in the Salamanders. Vulkans Sigil extends Liturgies of Battle to 12 instead of being restricted to Elysius squad. Further, the Salamanders will stop at nothing to recover the Sigil should Elysius fall. If Elysius is killed, place an objective marker where he was slain.

Salamanders The Sons of Nocturne 12

MASTER HARATH SHEN


MASTER APOTHECARY OF THE SALAMANDERS, DEFENDER OF THE FINAL VAULT
The pursuit of excellence in craft and skill is second nature to the scions of the Salamanders Chapter, and their Apothecaries are renowned for their abilities as formidable warriors as well as their arts as battlefield healers. Harath Shen is one of the foremost of these Apothecaries, a veteran whose abilities have seen him rapidly progress through the ranks of the Apothecarion and whose bravery in recovering the gene-seed of the fallen has gained him great respect among the Chapter.

At the beginning of the Badab War, Shen was engaged in overseeing a new intake of recruits on Nocturne and answered Pellas Mirsans call to join the Chapters expeditionary force. He fought at the forefront of the conflict, participating in Operation Sedna and the Invasion of Shaprias, but it was during the subsequent boarding of the Salamanders battle barge Pyre of Glory by Secessionist forces that the Master Apothecarys greatest hour would come, defending the gene-seed vault against the predations of the treacherous enemy.

WS Harath Shen 5

BS 4

S 4

T 4

W 2

I 4

A 2

Ld 9

Sv 2+

UNIT TYPE: Infantry WARGEAR: Dreadnought Close Combat Weapon, Dreadfire Heavy FlamerExtra Armour, Smoke Launcher, Searchlight SPECIAL RULES And They Shall Know No Fear, Combat Tactics, Independent Character, Pride of the Chapter, Master of Chirurgery Narthecium: As long as the Master Apothecary is alive, he and all Space Marine models in a unit which he joins gain the Feel No Pain USR. Master of Chirurgery: Such is a Master Apothecarys skills that any failed Feel No Pain rolls taken as a result of their Narthecium rule that roll a 1 may be re-rolled.

Pride of the Chapter: Within a Space Marine Chapter there are few more respected and honoured than a Master of the Apothecary, for they represent the pride and honour of the fallen as well as the future of the Chapter, and those around him will do all they can to assure his survival and the survival of the geneseed in his care. As a result the presence of a Master of the Apothecary in an assault adds +1 to their total when determining their assault results, and in addition a single wound suffered by the Master Apothecary in an assault phase may instead be transferred to another allied model in a Space Marine infantry unit they have joined. (The allied model then may try to save this wound if possible.) If the Master Apothecary is not part of a unit, this rule has no effect.

Salamanders The Sons of Nocturne 13

BRAYARTH ASHMANTLE
VENERABLE ANCIENT OF THE SALAMANDERS, THE IRON DRAGON
The long history of the S alamanders Chapter is rich in tales of ancient relics, either long lost or revered. Each have their own unique histories and legends, some of glory and honour, and others of a darker hue. One of the relics to which several shadowed tales are assigned is the so-called Iron Dragon, a unique Dreadnought chassis fashioned, it is said, by the hands of the Primarch Vulkan himself. Uncommonly heavily armoured and build with an enhanced reactor-system using thermic generation technologies no longer fully understood, there are even those who believe this Dreadnought once served as the first prototype of what would later become the Ironclad patterns. The Iron Dragon itself has seen many dark and terrible wars in its time, and it is said the echoes and horrors of the ages weigh heavily upon it and the machine spirits contained within brood with unquiet violence. As a result, there have been unusually long periods where the Iron Dragon has lain dormant within its reliquary-vault in the depths of the Chapters fortress monastery on Prometheus without an occupant interned within Only in circumstances of great trial and danger has a fallen brother been placed within it and in many ways such an internment is considered both a curse and a blessing.
|----Armour----| WS Ashmantle 6 BS 5 S 6(10) F 13 S 12 R 10 I 4 A 4

At the beginning of the Badab War, Shen was engaged in overseeing a new intake of recruits on Nocturne and answered Pellas Mirsans call to join the Chapters expeditionary force. He fought at the forefront of the conflict, participating in Operation Sedna and the Invasion of Shaprias, but it was during the subsequent boarding of the Salamanders battle barge Pyre of Glory by Secessionist forces that the Master Apothecarys greatest hour would come, defending the gene-seed vault against the predations of the treacherous enemy.

UNIT TYPE: Infantry SPECIAL RULES Wrought By Vulkan, Venerable, Burning Wrath Wrought by Vulkan: The Iron Dragon in which Brayarth has been interned is a true relic, a unique Dreadnought war machine that is believed to have been fashioned by the artifice of the Primarch Vulkan himself. It contains many defensive measures and systems that others have strived but always failed to replicate. Weapons and attacks that usually gain any form of additional dice to penetrate Brayarths armour (such as Monstrous Creatures, chainfists, melta weapons, rending attacks, etc) do not do so in his case, and lance weapons do not lower his Armour Value Venerable: Venerable dreadnoughts are very hard to destroy. Whenever Brayarth Ashmantle suffers a Glancing or Penetrating hit, the owning player may ask their opponent to re-roll the result on the Damage Chart, however the second result stands even if it is worse.

Burning Wrath: Brayarthss Dreadnought chassis is also fitted with a number of secondary flame projectors as well as his main armament, allowing the ancient Dreadnought to wreath himself in flame, incinerating anything that strays too close. In any close combat in which he is involved, Brayarth can forgo one of his usual attacks to inflice a single automatic Strenght 5, AP 4 hit to all models (friend or foe) in base-to-base contact. The rest of his attacks are made as normal. Note this is not a weapons as such and is not affected by Weapon Destroyed results.
WARGEAR: Two-Dreadnought Close Combat Wepons w/ inbuilt Dreadfire Heavy Flamer, Extra Armour, Smoke Launcher, Searchlight Dreadfire Heavy Flamers: These Weapons of ancient design are capable of unleashing their power in a single, highly concentrated burst, confining the burning promethium in a superheated lance of flame. Instead of using these weapons as two heavy flamers, they may be fired instead as a single twin-linked meltagun (or a single melta gun if one arm has been destoryed.)

Salamanders The Sons of Nocturne 14

PELLAS MIRSAN
CAPTAIN OF THE SALAMANDERS 2nd COMPANY, THE WINTER BLADE, DEFENDER OF NOCTURNE
The venerable Pellas Mirsan is legend among the brethren of the Salamanders, and one of the oldest members of the Chapter still serving, earning him the title of the Winter Blade by his Battle-Brothers. He has held the position of Captain of the Salamanders 2nd Company for more than a century and a half, and before that served as Chapter Champion for thirty years and remained undefeated for his tenure. A former winner of the legendary Trial of Blades, Pellas MirSan is a consumately skilled swordsman who has taken his Chapters legendary discipline and pursuit of excellence and applied it both to the duellists arts and the creation of some of the finest power-blades in the Salamanders history. Even now, though his skin has greyed to the color of cold forge ashes and the light in his eyes has dulled to a deep crimson, he has lost nothing of his phenomenal skill at arms, while experience of the countless enemeis and wars he has seen tempers the blade of his widom to an even finer edge. Captain Pellas MirSan commanded the Salamdners Chapter contingent throughout their involvement in the Badab War, and his was a voice of reason and experience that swiftly came to be relied upon by Lord Commander Carab Culln. Following the infamous incident of the captures of the Salamanders battle barge Pyre of Glory in 900.M41 and the subsequent and infamous Red Hour, Captain Pellas MirSan believed his Chapter owed a great deal of honour to the Secessionist Executioners, and stood beside them in the final judgment as their advocate.

WS MirSan 7

BS 5

S 4

T 4

W 3

I 5

A 3

Ld 10

Sv 2+

UNIT TYPE: Infantry SPECIAL RULES And They Shall Know No Fear, Combat Tactics, Independent Character, Master Duellist, Unflinching Resolve Master Duellist: As long as MirSan is in base contact with an enemy independent character model, he may choose either to gain an additional +1 attack or reduce a single enemy independent character in base contacts Attack Characteristic by -1 (to a minimum of 1) for that Assault Phase. Choose which will apply at the beginning of each Assault phase of combat before blows are struck by either side. Unflinching Resolve: MirSan is also renowned for his unfailing calm in battle, dealing with the tumult and devastation with a cold and deliberate dispassion. He is to those around him like an anchoring rock in the storms of war. MirSan and any Space Marine unit he joins can choose to automatically pass or fail any Morale or Pinning test they are called on to make.

WARGEAR: Artificer Armour, Cinder Edge, Power Weapon, Combi-Flamer, Frag and Krak Grenades, Iron Halo Cinder Edge: Forged by Pellas Mirsans own hand, the blade folded countless times in the fires of Nocturnes volcanic heart, Cinder Edge is a master-crafted power weapon.

My blade burns with Vulkans fury; by his fires will you be judged.
- Pellas MirSan

Salamanders The Sons of Nocturne 15

VULKAN HESTAN
FORGEFATHER OF THE SALAMANDERS
According to the ancient lore of the Salamanders, the Primarch Vulkan left behind nine artefactsnine technological relics for his children to find and weild if they proved worthy. Vulkan scattered these artefacts throughout the galaxy, both to prevent them from falling into the hands of Mankinds enemies, but also because he knew that even the grandest prize was as nothing were it to be seized without challenge. Since Vulkans disappearance seven thousand and more years ago, the Salamanders have appointed one from amongst their number to seek the Primarchs lost legacy. This is a quest handed down through the Forgefathers, the greatest hereos of the Chapter, and, at the close of the 41st Millennium, it is a burden borne by Captain HeStan. HeStan had served with distinction for nearly a century when the Chapter Council commanded he set down his burdens as commander of the 4th Company and don the mantle of Forgefather. As HeStan relinquished his old titles and duties, so too did he set aside his forename, for the rituals of the Salamanders dictate that he who shall walk in Vulkans footsteps shall bear his name, and bear it with pride.
Vulkan WS 6 BS 5 S 4 T 4 W 3 I 5 A 3 Ld 10 Sv 2+

UNIT TYPE: Infantry SPECIAL RULES: And They Shall Know No Fear, Combat Tactics, Independent Character Chapter Tactics: If you include HeStan then all units in your army lose the Combat Tactics special rule. Instead, all thunder hammers in your army will count as mastercrafted and all flamers, heavy flamers, meltaguns, and multimeltas count as twin-linked. If more than one character in your army has the Chapter Tactics special rule, you must choose which version to apply. WARGEAR: Artificer Armour, Servo Harness, Master Crafted Power Weapon Kesares Mantle: The adamandium-hard drake scales of this cloak grant HeStan a 3+ invulnerable save. The Gauntlet of the Forge: This armoured gauntlet can be fired as a heavy flamer The Spear of Vulkan: The is a master-crafted relic blade

In the pursuance of his quest, HeStan has walked a crooked and winding path through the galaxy, guided from system to system by clues inked within the Tome of Fire. Though he no longer commands a company of his own, HeStan can draw upon any and all Salamanders resources to aid in his search. Though some information can be gained through trade and negotiation, such opportunities are rare.

Salamanders The Sons of Nocturne 16

HAZON DAKIR
SALAMANDERS EPISTOLARY, PROPHET OF THE FLAME
Dakir

WS Dakir 5

BS 4

S 4

T 4

W 2

I 4

A 2

Ld 8

Sv 3+

PSYCHIC INSTABILITY TABLE D6 1 Effect The warp overpowers Dakir and his full psychic potential is released in a devastating blast. Dakir is instantly killed and all units (both friendly and foe) within 2d6 suffer a Str 8 wound with no armour saves (invulnerable saves may be taken). The warp threatens to overtake Dakir, but he is able to reign in its power before it consumes him. Dakir suffers a regular Perils of the Warp wound at Str 6. Dakir is able to focus his energy to control the warp. The Psychic Ability is cast as normal. The Prophet of the Flame is unleashed as the power of the warp washes through Dakir and engulfs him in warpfire. Dakir automatically casts the Psychic ability that forced the Psychic Test again.

UNIT TYPE: Infantry WARGEAR: Power Armour, Force Weapon, Psychic Hood, Bolt Pistol, Frag & Krak Grenades, Drakescale Cloak SPECIAL RULES And They Shall Know No Fear, Combat Tactics, Independent Character Psychic Instability: Dakir is a being of unprecedented psychic ability, though the power of the warp threatens to overtake him every time he taps into his sizeable well of power. Dakir must roll 3d6 for Psychic tests and select two dice to determine his success. However, if any doubles are rolled, Dakir must roll on the Psychic Instability chart. Ebbing Power: A subject to the ebbs and flows of the warp, Dakirs psychic reservoir varies from turn-to-turn. Dakir may cast d3 psychic powers per turn. On a roll of one, Dakir may not cast any psychic powers.

2-3

4-5

Salamanders The Sons of Nocturne 17

LIBRARIAN PSYCHIC POWERS


Drakescales
The Salamander forms the warp into a hardened mail, granting his brothers the protection of the dragon. This power can be used during the Movement phase (in either player's turn). If the Psychic test is passed, choose an unit within 12 of the Librarian. This unit is granted a 5+ invulnerable save until the end of the turn.

Wall of Fire
The librarian summons flames from the depths of Nocturne creating a wall of fire to hinder his foes. This power may be used during the movement phase. If the Psychic Test is passed, place a 1 by 4 template within 18 of the librarian. The template is dangerous terrain and any model moving through it suffers a Str 5 wound.

Breath of Nocturne
Evoking the power of the volcanic heart of Nocturne, the Librarian spews a cone of searing flame at his enemies.
This power is a psychic shooting attack. Upon successful casting, place the template within 12 from the librarian and resolve hits with the following profile: Range Template Strength 7 AP 2 Type Assault 1

Strength of the Seven Cities


The Librarian summons the Strength of all of Nocturnes nomadic cities at once. This power can be used at the start of the Librarians Assault phase. If successful, the Librarian has Strength 7 and Initiative 7 for the remainder of that Assault Phase.

Smite
Lethal bolts of lightning leap from the Librarian's fingertips, tearing his enemies apart in a barrage of psychic energy. This power is a psychic shooting attack and has the following profile: Range 12 Strength 4 AP 2 Type Assault 4

The Burning
Calling upon the might of Prometheus, the Librarian is engulfed in flames.
This power can be used during the Assault phase. If the Psychic test is passed, the Librarian may forgo his melee attacks to inflict a Str 5 wound to each enemy model in base contact.

Vortex of Doom
The Librarian opens a tear between the material realm and the howling destruction of the Warp, unleashing devastating energies that utterly consume his foes.

Wreath of Flames
The Librarian encircles his allies in a ring of warpfire, daring his enemies to engage them in combat.

This power can be used during the movement phase. If the Psychic test is passed, the unit containing the Librarian counts as having defensive grenades.

This is a psychic shooting attack with the following profile:


Range 12 Strength 10 AP 1 Type Heavy 1, Blast

The flames of Prometheus shall engulf the wicked in purging fire.


- Chief Librarian Velcona

If when using this power the Librarian fails his Psychic test, place the Vortex blast marker on the Librarian in this case the template will not scatter.

Salamanders The Sons of Nocturne 18

FIREDRAKES
Dakir

At the beginning of the Badab War, Shen was engaged in overseeing a new intake of recruits on Nocturne and answered Pellas Mirsans call to join the Chapters expeditionary force. He fought at the forefront of the conflict, participating in Operation Sedna and the Invasion of Shaprias, but it was during the subsequent boarding of the Salamanders battle barge Pyre of Glory by Secessionist forces that the Master Apothecarys greatest hour would come, defending the gene-seed vault against the predations of the treacherous enemy.

WS Firedrake Sergeant Firedrake 5 5

BS 4 4

S 4 4

T 4 4

W 2 1

I 4 4

A 3 2

Ld 10 9

Sv 2+ 2+

UNIT TYPE: Infantry WARGEAR: Terminator armour, storm bolter, power fist (the Sergeant instead has a power sword) SPECIAL RULES And They Shall Know No Fear, Combat Squads, Mark of the Fireborn Psychic Instability: Dakir is a being of unprecedented psychic ability, though the power of the warp threatens to overtake him every time he taps into his sizeable well of power. Dakir must roll 3d6 for Psychic tests and select two dice to determine his success. However, if any doubles are rolled, Dakir must roll on the Psychic Instability chart. Ebbing Power: A subject to the ebbs and flows of the warp, Dakirs psychic reservoir varies from turn-to-turn. Dakir may cast d3 psychic powers per turn. On a roll of one, Dakir may not cast any psychic powers. 2-3 D6 Effect

PSYCHIC INSTABILITY TABLE

The warp overpowers Dakir and his full psychic potential is released in a devastating blast. Dakir is instantly killed and all units (both friendly and foe) within 2d6 suffer a Str 8 wound with no armour saves (invulnerable saves may be taken).
The warp threatens to overtake Dakir, but he is able to reign in its power before it consumes him. Dakir suffers a regular Perils of the Warp wound at Str 6. Dakir is able to focus his energy to control the warp. The Psychic Ability is cast as normal. The Prophet of the Flame is unleashed as the power of the warp washes through Dakir and engulfs him in warpfire. Dakir automatically casts the Psychic ability that forced the Psychic Test again. Salamanders The Sons of Nocturne 19

4-5

HURCULON PRAETOR
CAPTAIN OF THE FIREDRAKES, HAMMER OF PROMETHEUS
According to the ancient lore of the Salamanders, the Primarch Vulkan left behind nine artefactsnine technological relics for his children to find and weild if they proved worthy. Vulkan scattered these artefacts throughout the galaxy, both to prevent them from falling into the hands of Mankinds enemies, but also because he knew that even the grandest prize was as nothing were it to be seized without challenge. Since Vulkans disappearance seven thousand and more years ago, the Salamanders have appointed one from amongst their number to seek the Primarchs lost legacy. This is a quest handed down through the Forgefathers, the greatest hereos of the Chapter, and, at the close of the 41st Millennium, it is a burden borne by Captain HeStan. HeStan had served with distinction for nearly a century when the Chapter Council commanded he set down his burdens as commander of the 4th Company and don the mantle of Forgefather. As HeStan relinquished his old titles and duties, so too did he set aside his forename, for the rituals of the Salamanders dictate that he who shall walk in Vulkans footsteps shall bear his name, and bear it with pride.
WS Vulkan 6 BS 5 S 4 T 4 W 3 I 5 A 3 Ld 10 Sv 2+

UNIT TYPE: Infantry SPECIAL RULES: And They Shall Know No Fear, Combat Tactics, Independent Character Chapter Tactics: If you include HeStan then all units in your army lose the Combat Tactics special rule. Instead, all thunder hammers in your army will count as mastercrafted and all flamers, heavy flamers, meltaguns, and multimeltas count as twin-linked. If more than one character in your army has the Chapter Tactics special rule, you must choose which version to apply. WARGEAR: Artificer Armour, Servo Harness, Master Crafted Power Weapon Kesares Mantle: The adamandium-hard drake scales of this cloak grant HeStan a 3+ invulnerable save. The Gauntlet of the Forge: This armoured gauntlet can be fired as a heavy flamer

In the pursuance of his quest, HeStan has walked a crooked and winding path through the galaxy, guided from system to system by clues inked within the Tome of Fire. Though he no longer commands a company of his own, HeStan can draw upon any and all Salamanders resources to aid in his search. Though some information can be gained through trade and negotiation, such opportunities are rare.

The Spear of Vulkan: The is a master-crafted relic blade

Salamanders The Sons of Nocturne 20

THE SONS OF PROMETHEUS


This section of the book details the forces used by the Salamanderstheir weapons, their units, and some famous special characters that you can chose, such as Tushan, Regent of Prometheus. Each entry describes the unit and gives the specific rules you will need to use them in your games. As such, the army list given later refers to the page numbers of these entries, so you can easily check back as you select a force. The Sons of Prometheus section is sub-divided into two parts. The first part describes all of the troops and vehicles fielded by the Salamanders, including special characters, while the second part details the Salamanders armoury of weapons and equipment.

Equipment
The army list at the back of the book shows all the standard and optional wargear available to a particular model. You will find that some items of equipment are unique to particular characters or units, while others are used by more than one unit. When an item is unique, it is detailed in the relevant entry for its owner, and where an item is not unique, it is detailed in the wargear section. A good example is The Drakebane, Tushans personally crafted thunder hammer. As such, its rules are detailed in Tushans entry. Tushan also carries an infernus pistol. This weapon is carried by other Salamanders, so it may be found in the wargear section.

SALMANDERS SPECIAL RULES


The models in the Salamanders army use a number of special rules that are common to more than one unit, as specified in the individual entires that follow. Details of those shared rules are given here. If a special rule is not explain on this page or in the relevant entry, it can be found within the main Warhammer 40,000 rulebook.

Combat Squads
Ten-man units with this special rule have the option of breaking down into two five-man units, called combat squads. For example, a ten-man Terminator Squad can fight as a ten man unit or break down into two five-man combat squads The decision to split the unit into combat squads, as well as which models go into each combat squad, must be made when the unit is deployed. Both combat squads can be deployed in separate locations. If you decide to split a unit into combat squads, then each combat squad is treated as a separate unit for all game purposes from that point on.

And They Shall Know No Fear


Salamanders automatically pass tests to regroup, and can take such tests even if the squad has been reduced to less than half strength by casualties, though all other criteria apply. Usually troops that regroup cannot move normally and always count as moving whether they do or not. but these restrictions do not apply to models subject to this special rule.
If Salamanders are caught by a sweeping advance, they are not destroyed and will instead continue to fight normally. If this happens, then the unit is subject to the No Retreat! rule in this round of close combat and might therefore suffer additional casualties.

Brand of the Fireborn


All Astartes of the Salamanders chapter enter into the Promethean Cult, and are subsequently assigned an brander-priest to apply ritual honour-scars prior to battle. As such, the Salamanders are particularly resilient to wounds cause by flame based weaponry.

Units which are not entirely formed of Salamanders are still subject to this rule, providing that the unit contains at least one Salamander.

A Salamanders model wounded by a flame or melta weapon may elect to have the wound re-rolled by the attacking player.

Preferred Enemy (Dark Eldar)


The raiding slave-takers of the Dark Eldar are the antithesis of everything the Salamanders value, and since the days of Vulkan have targeted those protected by the Salamanders, kindling the fires of hatred within the Sons of Nocturne. To represent this, Salamanders units have the Preferred Enemy (Dark Eldar) special rule.

Salamanders The Sons of Nocturne 21

FROM THE FIRES OF NOCTURNE


Located in the Segmentum Ultima, Nocturne is the home world of the Astartes of the Salamanders. Nocturne is an Imperial Death World marked by its unforgiving climate of sandy deserts and unbearable heat. As a result of the tectonic stresses produced by the gravitational pull of its overlarge satellite Prometheus, its surface is pock-marked by numerous volcanoes and magma geysers and is subject frequent earthquakes, with the leviathan-mountain Mount Deathfire looming above them all. Deathfires instability and violent eruptions often leave the surface of Nocturne covered in rivers of scorching magma, scouring the continents and leaving it utterly inhospitable to the humans that live there. Once every 15 Terran yearsmerely one year on Nocturne-Nocturne and Prometheus orbits approach so closely that Nocturne is almost torn to pieces by the resulting gravitic stresses. This is called the Time of Trial by the Nocturnean people. Vast tidal waves crash across the seas, thousands of volcanoes explode, their ash and fumes further blotting out the weak haze from the sun of Nocturne while powerful earthquakes constantly ravage the land. All life is sent reeling, towns collapse and surface people die with heartbreaking regularity. Then, a terrible winter sets in for the next quarter of a year. The young freeze and most, if not all, of the native reptilian livestock dies, unable to withstand the extreme cold as they had the heat.

THE SANCTUARY CITIES


Due to the apocalyptic conditions created by the Time of Trial, nearly all Nocturnean citizens retreat to, or live within, one of the seven Sanctuary Cities located deep within the earth of Nocturne. Hesiod, the larges of the Sanctuary cities, serves as Nocturnes de facto capital. It is the central hub of all cultural activity and also seats the most powerful clans of all of Nocturne. While there is no ruling clan on Nocturne, as the humans that live there are not eternally at war like their distant Fenrisian cousins, the clans tend to work together as a collective against the harsh environment of Nocturne. That is not to say that there are not clan rivalries, or an ebb and flow of powerthese things do existhowever it is the Promethean way that unity through pragmatism cancel out any undue malevolence. The pragmatism also calls upon the citizens of the Sanctuary cities to adhere to a strict code of brotherhood during the Time of Trials, in which the cities are at their most full due to the nomadic tribes of the surface continents descending into the Sanctuary Cities for shelter from the harsh weather above. Those that do not adhere are subject to tribunal and subsequent punishment; though, it is rarely banishment to the surface, as the preservation of life is another key tenet of Nocturnean society.

THE SEVEN SANCTUARIES OF NOCTURNE HESIOD


The largest of all the Sanctuary cities, Hesiod is also the wealthiest. Hesiod is the hub of culture on Nocturne, and the clans which live within its walls year round are afforded the highest stature in Nocturnean society.

BRAURON
Brauron, or the City of Giants, is the Sanctuary City from which Regent of Prometheus Tushan calls home. Brauron is know widely for the massive recruits it produces for the Salamanders.

OROPOS

THERMON

Thermon, while not the largest Sanctuary city, is perhaps the most famous outside Hesiod due to the abundance of artisans that call it home. Salamanders Master of the Forge Argos hails from Thermon.

Oropos is said to be the smallest Sanctuary City in overall population, but that does not diminish its role in Nocturnean society; its clansmen are known for their hide-working skills.

POWHIRI

CLAROS

The clans residing within Claros are often considered the wisest of all Nocturneans. Claros is rich with libraries and museums housing artefacts brought back from the far reaches of the galaxy by the Astartes.

Powhiri is located on the continent of Ignea, as is often an empty city save during the Time of Trials due to the Igneans transient nature.

KAMATE

Kamate, while the smallest of all the Sanctuary Cities, also breeds the most warriors that ascend to Astartes.

Salamanders The Sons of Nocturne 22

CREATURES OF FIRE AND FLAME


Nocturne is an Imperial Death World due not only to its unforgiving environment, but also because of the savage fauna that inhabit the fiery mountains and vast desert plains. The most famous of these beasts are the eldritch Firedrakes that stalk the fiery hills of Nocturnes various volcanoes. The Firedrakes from which the Salamanders 1st Company takes its namesake, are massive, wingless reptiles of unmatched sized and ferocity. Typically four to five metres tall and twice that in length, Firedrakes are similar in appearance to the dragons of ancient Terran myth. Their hides are covered in adamantitehard scales, forming a natural armour that makes them impervious to most forms of weaponry. Though their size and natural resilience to harm make them formidable, it is their ability to spew gouts of sticky, super-heated, prometheum-like phlegm that make them ferocious predators. The Firedrake is a wholly Promethean creature: dangerous, formidable, and unwavering. As such, it is revered on Nocturne nearly as much as it is feared.

The firedrake is our enemy, our companion, our brother. He is birthed like a true Nocturnean, in a womb of flame and anguish. There he shall reside until the flames return him to the hearth of the mountain, only to be reborn stronger than before, with his soul ablaze.

-Death Rite of the Promethean Cult

Salamanders The Sons of Nocturne 23

THE HISTORY OF THE SALAMANDERS


There are over a thousand Chapters of Space Marines that maintain the age-long vigil against the enemies of Mankind. The Salamanders are a chapter of great renown, their deeds known throughout the galaxy. One of the original twenty Space Marine Legions, the Salamanders were founded by the Emperor of Mankind over ten thousand years ago. The Space Marine Legions were created to take part in the Great Crusade, the Emperors reconquest of the galaxy which established the Imperium as it is today. Before the Great Crusade, Terra had endured thousands of years of isolation whilst impenetrable Warpstorms seethed and howled throughout the western part of the galaxy. The Emperor was trapped upon Terra by these Warpstorms, and was therefore unable to do anything but prepare his armies and make plans for the reconquest to come. The Emperor was unable to duplicate the long and arduous work through which he had created the Primarchs. Instead, the raw material developed during the Primarch project was used to create the Space Marines. A number of artificially cultured organs were reengineered from the gene-banks of the Primarchs. These organs were designed so that they could be implanted into the body of an ordinary adolescent human. Once implanted, the organs would take root and develop within the hosts human tissues, becoming an integrated part of his body. Many of these organs were designed to interact with ordinary human body tissue as they became functional, enhancing muscle growth, simulating mental processes, and subtly altering the recipient into a superhuman warrior. Compared to the Primarchs whose genetically engineered powers they inherited, the Space Marines are but pale shadows, but they are still the most mighty of men and the greatest of the Emperors loyal warriors.

THE PRIMARCHS
The Emperors first efforts were directed towards the creation of a number of superhumans that he call the Primarchs. The Primarchs were genetically engineered creatures, artificial humanoids with astounding abilities. Each was created differently, with this own unique powers. Some were made so as to resemble humankind, but many were of titanic proportions and strange appearance. The Primarch experiment never reached its conclusion, as the nascent creatures were scattered throughout the galaxy by a terrible force. The Emperor was able to use his psychic powers to save the infant Primarchs, but he was unable to return them to Earth. The Primarchs were caught up by the winds of Warpspace and lost.

From the boy-kings hands were wrought the most wondrous of creations. -Nbel, of Nocturne

THE GREAT CRUSADE


From the residue genetic helices of the Primarchs the Emperor created twenty Space Marine Legions, each utilizing the genetic material derived from one of the Primarchs. Most of the implants were common in type and function to all twenty Legions, but there were subtle variances in the genetic structure due to their different origins. Thus the warriors of the twenty Space Marine Legions echoes to some degree the particular strengths and powers of the Primarch whose genes were used to develop their own implants. The Salamanders were developed from the genetic helix of the Primarch Vulkan.

At this time the Emperor only knew that his Primarchs had been spirited away by Chaotic forceshe had no idea where they were or even whether they had survived at all. Only later, during the Great Crusade itself, was the Emperor able to recover the Primarchs. By then they had grown to adulthood amongst whatever civilizations existed on the planets where they happened to be. Not all of the Primarchs found themselves on advanced worlds, and many had been found upon deadly or inhospitable planets. Raised by the blacksmith Nbel, Vulkan soon became the greatest smith to ever grace Nocturne.

Salamanders The Sons of Nocturne 24

The people of Nocturne were frequently raided by the decadent Dark Eldar. They were so used to this common occurrence, that each person in Vulkan's town had developed their own hiding place to avoid capture. When the Dark Eldar raided the world again in Vulkan's fourth year on Nocturne, the Primarch refused to hide and instead stood out in the centre of the settlement, his two smithing hammers crossed over his shoulders. The people of Vulkan's town were so inspired by his example that they joined him and prepared to defend their town from the foul xenos raiders. With a Primarch leading their defense, the people of the town decisively defeated the Dark Eldar. Within weeks, the leaders of the seven largest towns and their respective clans on Nocturne had travelled to meet Vulkan, and they soon swore never again to hide from Dark Eldar raiders.

Hanging there for hours, Vulkan's strength slowly ebbed away until he knew he must decide between maintaining his grip on the drake and saving his life. At that very moment, however, the pale stranger arrived, carrying his own huge Firedrake. Even from the edge of the cliff, the Primarch could tell that the outlander's drake was indeed bigger. Seeing Vulkan in distress, the stranger acted quickly, tossing his drake into a lava flow that separated them and using it as a bridge to cross to the Primarch. After hoisting Vulkan out of his mortal predicament, the stranger walked with him back to town, leaving his own drake to burn in the river of molten rock. Though the outlander's Firedrake had been superior in size, he had thrown it away to save Vulkan, and when he returned to town with the Primarch empty-handed, Vulkan was declared the victor. To the amazement of his people however, Vulkan kneeled before the stranger and said that any man who would value life over pride was worthy of his service. At this moment, the outlander cast off his illusionary disguise and revealed himself to be the Emperor of Mankind. Thus it was that the Primarch Vulkan and his father the Emperor were reunited.

THE OUTLANDER
In celebration of the Primarch's victory over the Dark Eldar, a tournament of various contests common to the people of Nocturne was held. Unexpectedly, a stranger arrived in the middle of the festivities. Of pale complexion (unlike the ebon-skinned Nocturnans) and wearing outlandish clothing, the stranger asked only to be allowed to compete. When he announced that he could best anyone in the town, the people laughed at this outlander. Who could possibly beat Vulkan in any feat of intellect, strength, craftsmanship or endurance? Nonetheless, Vulkan and the stranger wagered that whoever lost the tournament would forever serve the victor. Lasting for 8 days, the contest included many tests of strength and endurance such as the anvil lift (which ended in a tie when the two superhuman competitors both held anvils above their heads for a half day). All the subsequent contests saw similar outcomes, for by the end of day 8, Vulkan and the stranger were tied in the overall tournament. In the final event, both contestants were given 24 hours to forge a weapon, before using that weapon to hunt down and slay the largest salamander they could find. Climbing a high mountain, the two each went out to find a firedrake, the largest and most potent of the fire-resistant reptiles who called volcanic Nocturne home. Vulkan quickly found and killed a very large Firedrake. However, on his way back, the volcanic mountain he was standing on erupted, casting Vulkan over a cliff. Hanging on for dear life over the precipice, Vulkan was determined to keep his grip on his massive salamander. Thus, he found himself hanging by one hand from a cliff with his other hand clutching the tail of his drake.

THE CANTO OF UNITING Heavn sent, an uncommon hero came

A savior gainst enslavers awful powr


Becomes a king, lordly in his name Inspiring Nocturne in her darkest hour. A challenge posed; outlander with no name And trials endured amid a mountain pyre Disguise displaced, new journeys to embark The son unites with long-lost patriarch

-From the Tome of Vulkan

Salamanders The Sons of Nocturne 25

Salamanders The Sons of Nocturne 26

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