Don’t miss GW’s all new Warhammer 40k Salamander rules previews, which line up the rumored ones we have here for you from weeks past!
We knew Vukan’s sons were getting support. Between a new named character and a codex supplement, we’ve been waiting to see the new rules. Check out the latest official preview from Warhammer Community. and the latest rumored rules!
Salamanders Official Previews
Warhammer Community previewed the two new Primaris characters coming to each Chapter after several leaks hit the internet recently. After seeing their datasheets earlier on, we’ve finally got a first-hand look at the official models.
Adrax Agatone
Rocking a special suit of power armor that the Intercessors wear, this Salamander is tricked out with Chapter-specific iconography showing off the pride of Nocturne.
Starting off with Adrax’s stat sheet, he’s a T4 character with what you’d expect (WS, BS, Sv 2+). But what makes this guy especially unique are his named weapons. He’s got a S4 -1 AP flamer with a 12″ range which is nice. But Malleus Noctum brings a new meaning to melee potential.
We do have this picture of a “click bait” datasheet that appeared on the web showing what his stats could potentially be. They seem to lineup with the official Adrax previews now as well.
With 6 attacks base and a 4-damage melee weapon, he’ll be able to devastate things in close combat. But wait, he gets better.
Unto the Anvil lets him add 1 to the wound rolls (BA Chapter Tactic) to himself and any friendly units within 6″ after they charge, were charged, or heroically intervened. The Drakehide Cloak also makes him take 1 less damage than normal when he gets hit! As for the rest of his rules, he’s got a 4++ invuln save and can reroll 1’s to everyone from Nocturne within 6″.
The images are a bit blurry but starting off, it looks like the Salamanders are just getting Adrax Agatone, and Vulkan
As for Vulkan, he looks unchanged stat-wise. But he’s getting a new named battle brother at the very least!
Tactical Doctrine Bonus
We’ve seen certain Chapters specialize in different Doctrines getting bonus rules while a certain one is active. For Salamanders, when the Tactical Doctrine is active, they’ll have Promethian Cult. This gives flamer and melta weapons +1 to their wound rolls. You’ll be wounding most screens and enemy armor on 2’s and 3’s across the board with this one!
Salamanders Promethean Psychic Table
Spotted on Reddit, these six psychic powers look to be what’s coming to the Chapter exclusively.
Be sure to read these over yourself. As for the in-game uses for each power, we can see these being solid in:
- Flaming Blast: You’ll want to put this point where a bunch of different units converge. The best would be a character blob. It’s nice because there’s no negative to roll for the characters either. But at only 1 mortal wound per unit, you’ll probably just end up ticking them off.
- Drakeskin: Drakeskin is pretty cool because it’s got some decent range and you can make things like Redemptors T8 or even Ashmantle T10!
- Fire Shield: This is mainly a protective psychic power that might be paired perfectly with a unit that’s already sticking their neck out. A unit like Infiltrators would benefit greatly from having this cast on them. Or really, any unit trying to hold an objective for a turn.
- Fury of Nocturne: This is essentially a smite v2. You just have to beat their toughness on 2D6. It’s a bit gamier, but it’s a great way besides smite to do mortal wounds.
- Burning Hands: Burning hands turns your Psyker’s melee weapon into a mortal wound engine. You can give him a chain sword for an extra attack and any hit automatically transforms into a mortal wound.
- Draconic Aspect: This is a 12″ bubble of a -2 Ld aura. This is incredibly useful against things like Cultists or even Gaunts that might find themselves out of synapse.
Salamanders Relics
Coming from the first wave of relic rumors, it looks like the thunder hammer relic was 100% accurate.
This hammer is a -4 AP club that has the potential of doing 6 flat damage. However, it’s only on an unmodified wound roll of a 6. You might get a couple of 6’s each game you play depending on how much your bearer is in combat but don’t expect to melt a Knight every time you get into melee range with it.
As for the rest of the Chapter’s relics, they’re getting a whole list to pick from! Check out these options and let us know which one seems the best all-around.
- Some kind of magic tome: +1 to casts for powers in Prometheum Discipline.
- Special helmet: Bearer gets +1 wound and puts off a -1Ld aura.
- Special mantle: Bearer is -1 for enemy wound rolls.
- souped-up combi flamer: -1 AP 2 flat damage ammo.
- Souped-up Boltgun: S5 -AP D3 damage.
- Relic Thunder Hammer: S X2 AP-4 3 flat damage. (Bearer is -1 to hit but wounds of 6+ do 6 damage flat).
- Special Sigil Aura: Gives +1 attack to everyone within 6″.
Nocturne Warlord Traits
- +2 Strength to the model.
- Gives Defenders of Humanity rule (Objective Secured) to a non-Troop unit).
- Warlord gets a 6+++ FNP and regens a wound each turn.
- Everyone within 6″ can reroll number of hits for flame weapons.
- Once per phase, one attack auto-hits for the Warlord.
- Warlord gets +2 toughness. (Imagine this on Ashmantle. He could be T11!).
Salamander Strats
Looking toward the Chapter’s Stratagems, they’ve got some pretty fluff-themed ones as well. Again, the names were odd so we left them out. Essentially, you’ll have the options to:
- Revive on a 4+ with 1 wound remaining.
- One unit counts as have not been moved as long as they didn’t advance. (This is useful for things like Devastator Squads that need to cover ground).
- Give a unit +1 Sv against single damage weapons.
- One unit can For the Greater Good overwatch for a friendly unit within 12″.
- Get a 2nd Warlord Trait.
We called it a Cloud of Flies strat, but there’s a catch. You have to nominate a specific Infantry unit to be the sacrificial lamb. And rest assured, they will be shot at. The tradeoff is that any other Infantry units within 6″ can’t be targetted until that other unit you picked gets killed. You might want to bring a cheaper Storm Shield squad of vets just to take the brunt of firepower against the enemy and form a front line with them.
This stratagem alone might be the chief headache among shooty lists like Guard and Tau.
While we’re not 100% sure that these will indefinitely be a part of the Salamanders support, there’s definitely some neat tricks that look to be on the way for the Chapter… if these are all true.
With these Salamanders and Imperial Fists rumored and confirmed rules, how are you thinking they’ll size up to the Iron Hands and Raven Guard? Will you be picking up the new character Adrax?
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