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.

83% positive
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. ASSAULT INTERCESSOR WARRIOR
  2. INFERNUS WARSMITH
  3. ERADICATOR*
  4. AGGRESSOR*
  5. INFERNUS MARINES
  6. INTERCESSOR GUNNER with auxiliary grenade launcher and one of the following options:
  • Combi-flamer; fists
  • Combi-Melta; fists

Other than INFERNUS MARINES operatives, 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 weapon must be selected for at least one of them, 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 in range of an enemy operative, visible to and 6", all weapons gains the weapon rule Accurate 1

CAPTAIN
A 3
M 6"
S 3+
W 15
Weapons
ATK
HIT
DMG
Drakkis (Rng 8", Sat, Tor 2")
4
2+
3/3
Plasma Pistol (Rng 8", Hot, Lethal 5+,Prc1)
4
3+
5/6
Malleus Noctum (Shock, Stun, Dev 2)
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 MARINE
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Pyreblaster (Rng 12", Sat, Tor 2", PrcCrit1)
4
2+
4/4
Fist
4
3+
3/4
Abilities
AstartesClose-range EradicationIncendiary TerrorSeeker of Relic

Incendiary Terror: In your Shooting phase, after this operative has shot, the enemy operative shot at retained its attacks by one or more of those attacks made with the Pyreblaster. That enemy operative subtracts 1 APL on controlling an objective marker. Note this is not a change to its APL stat, so any changes are cumulative with this

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
INFERNUS BLACKSMITH
A 3
M 6"
S 3+
W 14
Weapons
ATK
HIT
DMG
Heavy Flame Pistol (Rng 8", Tor 2", PrcCrits1)
4
3+
3/3
Thunder Hammer (Brutal, Shock)
4
3+
5/6
Abilities
Anvil of War1AP: AstartesClose-ranged Eradication

Anvil of War:

Close-ranged Eradication: While this Operative is in range of an enemy operative, visible to and 6" within range, all weapons gains the weapon rule Accurate 1

SALAMANDERS, IMPERIUM, ADEPTUS ASTARTES, INFERNUS WARSMITH, SPACE MARINE
INFERNUS INCEPTOR
A 3
M 6"
S 4+
W 14
Weapons
ATK
HIT
DMG
Heavy Bolt Pistol (Rng 8", PrcCrit1)
4
3+
3/4
Fist
4
3+
3/4
Abilities
AstartesClose-range Eradication
SALAMANDERS, IMPERIUM, ADEPTUS ASTARTES, ASSAULT INTERCESSOR WARRIOR, 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+
2/4
Combi-Melta
Bolter (PrcCrit1)
4
3+
3/4
Melta (Rng 6", Dev 4, Prc2)
4
3+
6/3
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
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)
5
3+
6/3
Fist
4
3+
3/4
Abilities
AstartesClose-range EradicationTotal Obliteration

Total Obliteration: Each time a ranged attack made by this operative's weapon, retained its attacks on the targets, gains the weapon rule of Ceaseless within 6" range and visible.

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 (Ceaseless)
4
3+
3/4
Flamestorm Gauntlets (Rng 10", Ceaseless, Sat, Tor 2")
4
2+
2/4
Twin Power fists (Ceaseless, Brutal, Shock)
6
4+
5/7
Abilities
AstartesClose-Quarters FirepowerClose-range Eradication

Close-Quarters Firepower: This Operative makes a ranged attack that targets the closest eligible enemy operative within 8", all weapons gains the weapon rule of Prc1.

SALAMANDERS, IMPERIUM, ADEPTUS ASTARTES, AGGRESSOR, GRAVIS, SPACE MARINE
Equipment

Dragonrage Rounds:
Friendly SALAMNDERS operatives' ranged weapons have the Seek light weapon rule within 8" of the closest enemy operative


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 6" of an enemy operative, subtract 1 from the ATK stat of that enemy operative's 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.


Kesare's Mantle:
Whenever an attack dice would inflict Critical Dmg on a Friendly SALAMANDERS operative, you can choose for that attack dice to inflict Normal Dmg instead. You cannot use this rule for each friendly SALAMANDERS operative more than once per turning point.


Ploys

Firefight - BLAZING EARTH:
Use this Firefight Ploy to select one enemy operative that declares a Charge action towards a friendly SALAMANDERS operative, subtract 2" movement from that enemy operative's charge. 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 during a friendly SALAMANDERS operative is shooting, whenever a friendly SALAMANDERS operative incapacitates an enemy operative, it immediately perform a free Dash or Fall Back action up to 3" with that operative. That operative can do so even if it’s performed an action that prevents it from performing the Dash or Fall Back 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 Inferno tokens (if it does not already have one).
  • Roll 2D6: if the result is 7+, one enemy operative within 8" of that operative gains one of your Inferno tokens (if it does not already have one).

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


Strategic - CRUCIBLE OF BATTLE:
Until the end of the turning point, each time a friendly operative makes an attack that targets the closest eligible enemy operative within 6", add 1 damage to the weapons stat.


Strategic - IMMOLATION PROTOCOLS:
Until the end of the turning point, Torrent weapon rule equipped by Friendly SALAMANDERS gains the Dev 2 weapon rule.


Strategic - RITES OF THE FORGEFATHER:
If you control more objective markers than your opponent this Strategic Ploy uses 1 less CP, whenever determining the control of that marker, treat the total APL stat of friendly SALAMANDERS operatives that it is 1 higher. Note this isn’t a change to the APL stat, so any changes are cumulative with this.


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


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.