Nocturne's Relic Seekers

Homebrew by Kaz2k14

The Forgefathers of the Salamanders have quested for millennia to find their Primarch’s scattered relics. The incumbent Seeker, Vulkan He’stan, will stop at nothing to see his task done. The battle‑brothers who fight at their side are masters of short‑ranged firefights and close‑quarters engagements. These warriors stride into the midst of their foes, immolating them in tempests of flame or blasting them apart with volleys of bolter fire. Only once the enemy have been reduced to ashes does the Forgefather’s search truly begin.

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Composition

A SALAMANDERS KillTeam is composed of:

1 SALAMANDERS operative selected from the following list:

  1. SALAMANDERS CAPTAIN

5 SALAMANDERS operatives selected from the following list:

  1. INFERNUS BLACKSMITH
  2. BLADEGUARD VETERAN
  3. INFERNUS MARINE
  4. ERADICATOR*
  5. AGGRESSOR*
  6. ASSAULT INTERCESSOR GRENADIER
  7. INTERCESSOR WARRIOR
  8. INTERCESSOR GUNNER with auxiliary grenade launcher and one of the following options:
  • Combi-flamer; fists
  • Combi-Melta; fists

Other than INFERNUS MARINES operatives which you can include with a max of 2 , your kill team can only include each operative on this list once. *You cannot select more than one of these operatives combine.

Common Abilities and Options

Astartes:
During each friendly SALAMANDERS operative's activation, it can perform either two Shoot actions or two Fight actions. If it's two Shoot actions, a bolt weapon must be selected for at least one of them, and if it's a bolt sniper rifle or heavy bolter, 1 additional AP must be spent for the second action if both actions are using that weapon.

Each friendly SALAMANDERS operative can counteract regardless of its order

Close-range Eradication:
While this operative is within 6" of and visible to an enemy operative it is in range of, worsen that enemy operative’s Save characteristic by 1 if it has a Blaze token.

Hardy:
Whenever an operative is shooting this operative, defence dice results of 5+ are critical successes.

Whenever this operative is retaliating, the first time an attack dice inflicts Normal Dmg of 3 or more on this operative during that sequence, that dice inflicts 1 less damage on it.

CAPTAIN
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Heavy Hand Flamer (Rng 8", Sat, Tor 2")
4
2+
3/3
Plasma Pistol
Standard (Rng 8", Prc1)
4
3+
3/5
Supercharge (Rng 8", Hot, Lethal 5+,Prc1)
4
3+
4/5
Thunder Hammer (Shock, Stun)
5
3+
5/6
Power Fist (Brutal)
5
3+
5/7
Power Weapon (Lethal 5+)
5
3+
4/6
Abilities
AstartesClose-range EradicationIron HaloLord of the Pyroclasts

Iron Halo: Once per battle, when an attack die inflicts Normal Damage on this operative, you can ignore that inflicted damage.

Lord of the Pyroclasts: While an enemy operative is within Engagement Range of this Operative, subtract 1 APL of that enemy operative if both operatives are in the objective marker. Note this is not a change to its APL stat, so any changes are cumulative with this.

Salamanders, Imperium, Adeptus Astartes, Leader, Space Marine, Captain
INFERNUS BLACKSMITH
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Inferno Pistol (Rng 6", Dev 2, Prc1)
4
3+
3/2
Hand Flamer (Rng 8", Tor 2", Sat)
4
3+
2/2
Thunder Hammer (Shock, Stun)
5
3+
5/6
Abilities
1AP: Anvil of WarAstartesClose-range Eradication

Anvil of War (1AP): Use this ability during a friendly SALAMANDERS operative’s activation or counteraction, before or after it performs an action once per turning point. Select one of the following:

  • Hammers of Nocturne: Select one friendly SALAMANDERS operative or use it on this operative, add +1 Dmg stats of friendly SALAMANDERS operatives' melee weapons (to a maximum of 7).

  • Drake Shields: Select one friendly SALAMANDERS operative, visible to and within 3", improving its Save stats by 1. Note this does not change the Save stat, so any changes are cumulative with this. (Excluding: Aggressors and Eradicators)

SALAMANDERS, IMPERIUM, ADEPTUS ASTARTES, INFERNUS BLACKSMITH, SPACE MARINE
BLADEGUARD VETERAN
A 3
M 5"
S 3+
W 14
Weapons
ATK
HIT
DMG
Heavy Bolt Pistol (Rng 8", PrcCrit1)
4
4+
3/4
Master-Crafted Power Weapon & Storm Shield (Lethal 5+, *Shield)
4
3+
4/6
Abilities
*ShieldAstartesClose-range EradicationStorm Shield

*Shield: Whenever this operative is fighting or retaliating with this weapon, each of your blocks can be allocated to block two unresolved successes (instead of one).

Storm Shield: If this operative is equipped with a Storm Shield, it ignores Piercing weapon rule. Each time it fights in combat, in the Resolve Successful Hits step of that combat, each time it parries, two of your opponent's successful hits are discarded (instead of one).

SALAMANDERS, IMPERIUM, ADEPTUS ASTARTES, BLADEGUARD VETERAN, SPACE MARINE
INFERNUS MARINE
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Pyreblaster
Standard (Rng 8", Sat, Tor 2")
5
2+
3/3
Deluge (Rng 4", Sat, Seek Light)
4
2+
3/3
Bolt Pistol (Rng 8")
4
3+
3/4
Fist
4
3+
3/4
Abilities
AstartesClose-range EradicationSeeker of Relic

Seeker of Relic: Once per battle, one friendly INFERNUS MARINE can perform the Pick Up Marker, Place Marker or a mission action for 1 less AP if that friendly operative is within the objective marker.

SALAMANDERS, IMPERIUM, ADEPTUS ASTARTES, INFERNUS MARINE, SPACE MARINE
ERADICATOR
A 3
M 5"
S 3+
W 18
Weapons
ATK
HIT
DMG
Infernus Heavy Bolter
Flame (Rng 8", Sat, Tor 2")
5
2+
3/3
Focused Bolt (PrcCrit1)
5
3+
4/5
Sweeping Bolt (PrcCrit1, Tor 1")
4
3+
4/5
Meltagun (Rng 6", Dev 4, Prc2)
4
3+
6/3
Bolt Pistol (Rng 8")
4
3+
3/4
Fist
4
3+
3/4
Abilities
AstartesClose-range EradicationHardy
SALAMANDERS, IMPERIUM, ADEPTUS ASTARTES, ERADICATOR, GUNNER, SPACE MARINE, GRAVIS
AGGRESSOR
A 3
M 5"
S 3+
W 18
Weapons
ATK
HIT
DMG
Auto Boltstorm Gauntlets (Rng 9", Prc1)
4
3+
3/4
Flamestorm Gauntlets (Rng 8", Sat, Tor 2")
4
2+
3/3
Twin Power Fists (Brutal)
5
4+
5/7
Abilities
AstartesClose-Quarters FirepowerClose-range EradicationHardy

Close-Quarters Firepower: This Operative makes a shooting, fighting or retaliating that targets the closest eligible enemy operative, all weapons gains the weapon rule of Ceaseless.

SALAMANDERS, IMPERIUM, ADEPTUS ASTARTES, AGGRESSOR, GRAVIS, SPACE MARINE
INTERCESSOR GUNNER
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Combi-Flamer
Bolter (PrcCrit1)
4
3+
3/4
Flamer (Rng 8", Tor 2", Sat)
4
2+
2/2
Combi-Melta
Bolter (PrcCrit1)
4
3+
3/4
Melta (Rng 6", Dev 4, Lim 1,Prc2)
4
3+
6/3
Stalker Bolt Rifle
Heavy (Hvy(Dash), Lethal 5+, PrcCrit 1)
4
3+
3/5
Mobile
4
3+
3/4
Auxiliary Grenade Launcher
Frag (Blast 2")
4
3+
2/4
Krak (Prc1)
4
3+
4/5
Fist
4
3+
3/4
Abilities
AstartesClose-range Eradication
SALAMANDERS, IMPERIUM, ADEPTUS ASTARTES, INTERCESSOR, GUNNER, SPACE MARINE
ASSAULT INTERCESSOR GRENADIER
A 2
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
Heavy Bolt Pistol (Rng 8", PrcCrit1)
4
3+
3/4
Chainsword
5
3+
4/5
Frag Grenade (Rng 6", Blast 2", Sat)
4
3+
2/4
Krak Grenade (Rng 6", Prc1, Sat)
4
3+
4/5
Abilities
AstartesClose-range EradicationGrenadier

Grenadier: This operative can use frag and krak grenades (see universal equipment). Doing so does not count towards any limited uses you have (i.e. if you also select those grenades from equipment for other operatives). Whenever it is doing so, improve the Hit stat of that weapon by 1.

SALAMANDERS, MPERIUM, ADEPTUS ASTARTES, ASSAULT INTERCESSOR, GRENADIER, SPACE MARINE
INTERCESSOR WARRIOR
A 2
M 6"
S 4+
W 10
Weapons
ATK
HIT
DMG
Auto Bolt Rifle (Tor 1")
4
3+
3/4
Bolt Rifle (PrcCrit 1)
4
3+
3/4
Stalker Bolt Rifle
Heavy (Hvy(Dash), Lethal 5+, PrcCrit 1)
4
3+
3/5
Mobile
4
3+
3/4
Fist
4
3+
3/4
Abilities
AstartesClose-range Eradication
SALAMANDERS, MPERIUM, ADEPTUS ASTARTES, INTERCESSOR, WARRIOR, SPACE MARINE
Equipment

Dragonrage Rounds:
Once per turning point, friendly SALAMANDERS operative's Torrent weapons have the Blaze weapon rule within 6" of the closest enemy operative:

If you inflict damage with any critical successes, the operative this weapon is being used against gains one of your Blaze tokens (if it doesn’t already have one).

Whenever an operative with a Blaze token activates, it takes D3 damage. After taking the damage, that operative's player can choose to remove the token by rolling a D6 and getting a 3+.


Draken Scale:
Once per turning point, when a friendly SALAMANDERS operative incapacitates an enemy operative within 2" of it, you can use this rule. If you do, that friendly operative gains one of your Draken Scale tokens (if it does not already have one). Whenever a friendly SALAMANDERS operative that has one of your Draken Scale tokens is visible to and within control range of an enemy operative, subtract 1 from the ATK stat of that enemy operative's melee weapons.


Wrath of Prometheus:
Once per turning point, when a friendly SALAMANDERS operative is shooting, fighting or retaliating, if you roll three or more normal successes, you can retain one of them as a critical success.


Promethean Tooth Dagger:
Friendly SALAMANDERS operatives have the following melee weapon for the battle:

NameATKHITDMG
Promethean Tooth Dagger53+3/4

Ploys

Firefight - BLAZING EARTH:
Use this Firefight Ploy when a friendly SALAMANDERS operative is within control range of an enemy operative, it immediately performs a free Fall Back action up to 3" with that operative. That friendly operative’s weapons have the Punishing weapon rule.

Punishing: If you retain any critical successes, you can retain one of your fails as a normal success instead of discarding it.


Firefight - TRANSHUMAN PHYSIOLOGY:
Use this firefight ploy when an operative is shooting a friendly SALAMANDERS operative, in the Roll Defence Dice step. You can retain one of your normal successes as a critical success instead.


Firefight - BURNING VENGEANCE:
Use this Firefight Ploy when a friendly SALAMANDERS operative is shooting. After a friendly SALAMANDERS operative incapacitates an enemy operative, it immediately perform a free Dash action with that operative. That operative can do so even if it’s performed an action that prevents it from performing the Dash action.


Firefight - WRATHFUL INFERNO:
Use this firefight ploy during a friendly SALAMANDERS operative’s activation or counteraction, before or after it performs an action. Select one of the following:

  • One enemy operative within 3" of that operative gains one of your Blaze tokens (if it does not already have one).
  • Roll 1D6: if the result is 4+, one enemy operative visible to and within 6" of that operative gains one of your Blaze tokens (if it does not already have one).

Whenever an operative that has one of your Blaze tokens is activated, inflict D3 damage on it. Until the end of the turning point remove the token.


Strategic - CRUCIBLE OF BATTLE:
Whenever a friendly SALAMANDERS operative is shooting, fighting, and retaliating, its weapons have the Balanced weapon rule.


Strategic - IMMOLATION PROTOCOLS:
Whenever an operative is shooting a friendly SALAMANDERS operative, if you roll two or more fails, you can discard one of them to retain another as a normal success instead.


Strategic - RITES OF THE FORGEFATHER:
Select one RITES OF THE FORGEFATHER from those presented below. Whenever a friendly SALAMANDERS operative is x. X is the RITES OF THE FORGEFATHER you selected.

  • Incendiary Terror: Whenever an operative is shooting an enemy operative within 6", that enemy operative cannot retain more than one successful save as a critical save.

  • Relentless Advance Assault: Add 1" to the operative's Move stat.

  • Onslaught of Fire: Whenever an operative is shooting a friendly SALAMANDERS operative within 6" from it that performed an action in which it moved during this turning point, worsen the Hit stat of the enemy operative's weapons by 1.


Strategic - FORGED IN FLAMES:
You can ignore any changes to the stats of friendly SALAMANDERS operatives from being injured and ignore APL modifiers.


TacOps
Seek And Destroy: Sweep & Clear

Reveal: The first time an enemy operative is incapacitated while contesting an objective marker, or the first time a friendly operative performs the Clear action (whichever comes first).

Additional Rules:

When an enemy operative that contests an objective marker is incapacitated, that objective marker gains one of your Swept tokens (if it doesn't already have one) until the Ready step of the next Strategy phase.

Mission Action: Clear (1 AP)

  • An objective marker the active operative controls is cleared for the turning point.
  • An operative cannot perform this action during the first turning point, or while within control range of an enemy operative.

Victory Points:

  • At the end of each turning point after the first, if friendly operatives control any objective markers that have one of your Swept tokens, you score 1VP.
  • If this is true and any of those objective markers are also cleared, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Seek And Destroy: Dominate

Reveal: The first time an enemy operative is incapacitated by a friendly operative.

Additional Rules:

Each time a friendly operative incapacitates an enemy operative, that friendly operative gains one of your Dominate tokens.

Victory Points:

At the end of the third and fourth turning point, you can remove Dominate tokens from friendly operatives that aren't incapacitated. For each you remove, you score 1VP.

You cannot score more than 3VP from this op per turning point.


Seek And Destroy: Rout

Reveal: The first time you score VP from this op.

Victory Points:

Whenever a friendly operative incapacitates an enemy operative, if that friendly operative is within 6" of your opponent's drop zone, you score 1VP; if this is true and that enemy operative had a Wounds stat of 12 or more, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Recon: Flank

Reveal: As a STRATEGIC GAMBIT.

Additional Rules:

Divide the killzone into two flanks (left and right) by drawing an imaginary line that's just like the centreline, except it runs from the centre of each player's killzone edge. An operative contests a flank while both wholly within it and wholly within their opponent's territory. Friendly operatives control a flank if the total APL stat of those contesting it is greater than that of enemy operatives.

Victory Points:

  • After you reveal this op, at the end of each turning point after the first, for each flank friendly operatives control, you score 1VP.
  • In the fourth turning point, ff friendly operatives also controlled that flank at the end of the third turning point, you score 2VP instead.

You cannot score more than 2VP from this op per turning point.


Recon: Retrieval

Reveal: The first time you score VP from this op.

Mission Action: Retrieve (1 AP)

  • If the active operative controls an objective marker that hasn't been searched by friendly operatives, that operative is now carrying one of your Retrieval mission markers and that objective marker has been searched by friendly operatives. Friendly operatives can perform the Pick Up Marker action on your Retrieval mission markers.
  • An operative cannot perform this action during the first turning point, while within control range of an enemy operative, or if it's already carrying a marker.

Victory Points:

  • The first time each objective marker is searched by friendly operatives, you score 1VP.
  • At the end of the battle, for each of your Retrieval mission markers friendly operatives are carrying, you score 1VP.

Recon: Scout Enemy Movement

Reveal: The first time a friendly operative performs the Scout action.

Mission Action: Scout (1 AP)

  • Select one ready enemy operative visible to and more than 6" from the active operative. That enemy operative is now monitored until the Ready step of the next Strategy phase.
  • An operative cannot perform this action while it has an Engage order, during the first turning point, or while within control range of an enemy operative.

Victory Points:

At the end of each turning point after the first, for each monitored enemy operative that's visible to friendly operatives, you score 1VP. Note that it doesn't have to be a friendly operative that performed the Scout action.

You cannot score more than 2VP from this op per turning point.