Codex · Imperial Guard
Favours9
| Roll | Favour | Patron |
|---|---|---|
| 2 | A Cold Trail. The Munitorum's ledger has no line for you this cycle, and Catachan High Command is busy elsewhere. You gain no favour — worse, a promised requisition fails to arrive. Choose one weapon or item in your Stash and set it aside: it is misrouted, and you may not field it in your next battle. The trail to supply has gone cold, and you fight the next battle on what you already carry. | the Departmento Munitorum & Catachan High Command (the Imperium's logistics and the Regiment's own veteran cadre) |
| 3 | Scavenged Kit. The Trackers turn up something useful in the wreckage — never new, but serviceable. Add one Common weapon or piece of wargear from your fighters' equipment lists to your Stash at no cost. It is scavenged, patched, and smells of the swamp, but it fires when you pull the trigger. | the Trackers' guild & the jungle-world veterans (the death-world's own network of guides and scavengers) |
| 4 | The Trackers Word. A Tracker shares what the ground told him. Before your next battle you learn the lie of the land: you may re-roll one failed roll to set up a fighter hidden, and one fighter that would not normally qualify may be set up hidden anyway. The jungle-world veterans always know the best place to wait. | the Trackers' guild & the jungle-world veterans (the death-world's own network of guides and scavengers) |
| 5 | Jungle Cache. The veterans lead you to a buried cache. Add one of the following to your Stash at no cost for the next battle: a camo cloak, a demolition charge, or a set of trapper's snares. The death-world keeps its gifts hidden, and the Trackers know where to dig. | the Trackers' guild & the jungle-world veterans (the death-world's own network of guides and scavengers) |
| 6 | Field Requisition. A field requisition comes through. You may add one weapon or item of Rare 9 or lower from your fighters' equipment lists to your Stash, with its availability roll automatically passed. The Munitorum moves slowly, but this once it moves for you. | the Departmento Munitorum & Catachan High Command (the Imperium's logistics and the Regiment's own veteran cadre) |
| 7 | Veterans Drawn Out. High Command releases a veteran from another posting to fight beside you. For your next battle only, you may field a single Catachan Tracker as a Hired Gun at no upkeep — a hard, hidden killer lent to the line for one engagement. When the battle ends, he melts back into the green. | the Departmento Munitorum & Catachan High Command (the Imperium's logistics and the Regiment's own veteran cadre) |
| 8 | Demolitions Resupply. The demolitions stores are opened to you. Restock any One-shot or Scarce demolition your fighters carry — toxic-bog charges, demolition charges, trapper's snares — returning each to full for the next battle at no cost. A Catachan gang that runs out of things to blow up is only half a gang. | the Departmento Munitorum & Catachan High Command (the Imperium's logistics and the Regiment's own veteran cadre) |
| 9 | The Colonels Favour. The Colonel remembers his own. You gain a significant favour: choose either to add one Rare 10 or lower weapon or item to your Stash with its availability roll passed, or to heal one lasting injury on a fighter in your gang between battles. The chain of command bends, once, in your direction. | the Departmento Munitorum & Catachan High Command (the Imperium's logistics and the Regiment's own veteran cadre) |
| 12 | The Full Armoury. The full armoury is thrown open — every store, every crate, no questions asked. For your next post-battle sequence you may add items from your fighters' equipment lists with no availability roll required at all, buying freely up to your credits. The Munitorum will regret this generosity; you will not. | the Departmento Munitorum & Catachan High Command (the Imperium's logistics and the Regiment's own veteran cadre) |