Salamanders (Chapter)
Salamanders | ||
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Battle Cry | "Into the fires of battle, unto the anvil of war!" and "For the Emperor and His people!" | |
Number | XVIII | |
Founding | First Founding | |
Successors of | N/A | |
Successor Chapters | Storm Giants and Black Dragons are suspected | |
Chapter Master | Tu'Shan | |
Primarch | Vulkan | |
Homeworld | Nocturne | |
Strength | 940 (1 Veteran Company, 6 Battle Companies, 1 Scout Company)* confirmed in novel "Rebirth" | |
Specialty | Close quarters shooting | |
Allegiance | Imperium of Man | |
Colours | Green, black, gold |
The Salamanders are one of the First Founding Space Marine Chapters in Warhammer 40,000. They are known for their love of flamer and melta weapons, preference for close-quarters combat, complete unwillingness to retreat or surrender and being fairly nice guys by space marine standards. They are also arguably the most shit-upon Chapter fluff-wise, besides the Lamenters, Raven Guard, and Iron Hands. The chapter is named after the mythological fire-lizard of the same name.
Salamanders in WH40K
The Salamanders is a Space Marine chapter based on the Death World Nocturne. Nocturne is a volcanic planet with some truly ridiculous shifting gravity. As such, its people developed a slow, methodical approach to life, coupled with a healthy respect/fetish for fire. Salamanders have somewhat slower reaction time compared to other Astartes (but still blindingly fast compared to humans). In the fluff, this is said to be a result of Salamanders being almost universally cautious and methodical in their thinking, rather than a geneseed malfunction. The planet's only other reason for continued settlement is its rich mineral deposits, making metalworking an important profession to the point of bordering on a priesthood. These traits carried over to the Salamanders, who are known amongst other things for fielding tough, hard-to-break units and for giving every man and his servo-skull a flamer or melta gun.(Put a couple of C'tan with the Lord of Fire power in your necron army for the lulz.) They are also well known for making almost all of their own equipment personally, with each man held responsible for making and maintaining his own wargear. They import the few things they cannot manufacture on their home world directly from the Adeptus Mechanicus, who likes them more than the ungrateful dicks who keep using up all their ammunition on drills and "practice fights". The rest of their wargear is made by the Chapter artificers and Techmarines and they produce some of the best armor and weapons of any marine chapter, because they're not busy repairing every scratch on the armor of the other 940 (1 Veteran Company, 6 Battle Companies, 1 Scout Company). The result is that each marine is equipped with practically master-crafted weapons and wears near-artificer level armor. For comparison, Artificer armor is basically equal to terminator armor in capabilities. Their entire chapter is like that.
The Salamanders
The Salamanders themselves are perhaps the most bro-tier of all Space Marine chapters, the Lamenters coming in a close second. They regularly act in thankless rearguard or civilian defense actions, as seen on Armageddon, and rather than spend their free time in their super-awesome orbital fortress monastery, they hang out on the planet's surface chilling with the locals, many actually living normal lives among the people as chieftains, teachers, guardians, or simply wandering the planet as hermits when not on active combat duty.
In terms of tactics, the Salamanders are one of the simpler chapters; "Wait for it...", "Burn that shit", and "Never say die" are about the sum of their tactics. The number of heat-based weapons they can field is truly alarming, as is a certain special character of theirs who can make them all twin-linked. The fact that each man repairs and maintains his own armor ensures that their chapter Artificers can be free to make truly awesome stuff. They field almost exclusively treaded vehicles, as the gravitic antics of Nocturne's moon Prometheus (really more of a planet) tend to cause anti-grav plating to freak the fuck out.
Of course, if you ask a fa/tg/uy what comes to mind first when they hear the word "Salamanders," you're likely to be answered with a racial slur (such as "we wuz Space Marines, n'shiet"), gangsta rap and/or a number of pictures showing fried chicken. These ogryns deserve a *BLAM!*, 'COZ DISCRIMINATION AND STEREOTYPING AGAINST THE EMPEROR'S DEFENDERS OF HUMANITY BECAUSE OF THEIR SKIN COLOR IS HERESY!. This is because, due to genetic radiation protection, all Salamanders are black. We're not talking coal black or African-descent black (though before receiving their geneseed the warriors of Nocturne are dark-skinned), we're talking blackhole pitch black, hexadecimal code #000000, the missing word in the phrase "...as the void of space." That kind of black. With glowing red eyes. In addition to those mutations their geneseed also gives them an abnormally hardy constitution, even for a space marine. The Salamanders are much more resistant to radiation and cellular damage than other space marine chapters. This is likely a perk of having a perpetual primarch, though it may just be one of the quirks coded into their geneseed by the Emperor.
And if that wasn't enough, the ally matrix in ForgeWorld's Horus Heresy spinoff demonstrates that the Salamanders were the most liked of all the legions. Seriously, the only factions rivaling them for good ties are the Imperial army and the Mechanicum (whom everyone kisses up to anyway). Hilariously, one of the 3 chapters they dislike (though not enough to put them on red terms with anyone) are the Ultramarines. They weren't fans of the Word Bearers either, even before the whole Heresy and ritual murder-torture thing.
Vulkan's Legacy
According to the Salamander's legends, Vulkan left legendary loot nine relics scattered across the galaxy as a sort of scavenger hunt for his sons. If you believe the stories, when the Salamanders find all nine relics, their primarch will return to lead them into a glorious future. The Emperor's enemies will be slain, and the Imperium will return to glory. Of the nine relics, the Salamanders have found five. The first three are carried into battle by the Master of the Forge: the Spear of Vulcan (a master crafted relic flaming spear that can burn through ceramite or adamantium), Kesare's Mantle (a cloak of adamantium and scales that offers the same protection as a storm shield), the Gauntlet of the Forge (a bitchin glove that can spew fire better than a heavy flamer). The last two stay at home: the Eye of Vulcan, a laser defense array that can one shot a battle barge, and the Forge Ship Chalice of Fire whose industrial output can supply the salamander's entire chapter and then some. The remaining four relics are only named, not described, and they are: the Engine of Woes; the Obsidian Chariot; the Unbound Flame (Which some believe to be Vulkan himself); and the Song of Entropy.
Organization
Unlike many followers of the Codex Astartes, the Salamanders have actually adopted a different organization for their army: the Salamanders organize themselves in Great Companies rather than the typical codex companies, with 6 companies of 120+ warriors each in addition to a smaller scout "company" of roughly 60 men and their officers. Of the six companies, the first is a veteran company, the second through fourth are battle companies, and the fifth and sixth are reserve companies.
Daily Rituals of a Salamander
The daily rituals of the Salamanders take noticeably longer than other Chapters due to Nocturnean pragmatism...and the times are due to...well...you know...
- 12:00: "Morning" Prayer: The Salamanders are roused to begin the day with a few litanies from the Promethean Cult.
- 13:00: "Morning" Firing Rituals: The Salamanders practice their firing skills. Usually using flamers or meltaguns instead of bolters.
- 15:00: Battle practice: The Salamanders descend to the practice cages. Cages have usually been repaired from all the burn damage from the previous day by that point.
- 18:00: Hammer time: The Salamanders take to the maintenance of their wargear while also forging new weapons and armor.
- 20:00: "Midday" meal: A light meal prepared by the chapter serfs is consumed. Carolina Reaper peppers are usually a component of this,Ghost peppers are employed for occasions when the Salamanders might prefer something on the milder side (which is never).
- 21:00: Pimping of the Rides: The Rhinos, Land Raiders, and Predators are pimped out with sufficient bling.
- 22:00: "Afternoon" Firing Rituals: The Salamanders again take to practicing their firing skills. Again using flamers and meltaguns instead of bolters.
- 00:00: "Evening" meal: A feast prepared by the Chapter serfs is consumed. The meal usually consists of an ancient Terran fruit called a "Watermelon" and a helping of a certain flightless, avian animal, fried to a crisp. Beverages usually consist of a ancient Terran form of malt liquor called "Old English" or just "Ol' E". On special occasions they may even break out an ancient carbonated drink referred to "Cristal".
- 01:00: Free time: The Salamanders are given free time from their duties. Some reflect on their duty to the Emperor. Others go and chill with the folks in the Sanctuary Cities on Nocturne or compulsively forge new suits of artificer armor.
- 04:00: Lights out: The Salamanders retire for the "evening".
Gallery
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Sorry Sarge, but your Thunderhammer is Epic Fail.
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If at first you don't succeed. Twin-linked goodness.
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Kill it with FIRE! Always!
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The chapter's most closely guarded secret
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Even in death, I still Burn Shit Up!
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In all honesty though, they're pretty nice guys...
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They're even great with children!
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When not not embattled or training Salamanders fraternize with the citizens of the Imperium.
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You done came to da wrong neighborhood muddafucker.
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Vulkan He'stan's artificer suit