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Space Marines Deathwatch
Codex / Favours
Codex · Space Marines

Favours8

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2The Watch Station. The Watch-Station. A Watch-fortress reissue node opens its stores to you. Before the next battle, one of your Veterans may exchange its special-issue ammunition for any round in the Ordo Xenos catalogue, and carries a second round it may switch to once during that battle — the armoury reaching into the campaign to arm the hunt.the Watch-Station (a Watch-fortress reissue node - the Ordo Xenos armoury reaching into the campaign)
3The Ordo Xenos. The Ordo Xenos. An Inquisitor of the Holy Ordos takes an interest in your hunt. Before the next battle you may declare your prey after seeing the enemy's crew, naming the graver of the threats before you — the Inquisition's intelligence pointing the Watch at the true danger before a shot is fired.the Ordo Xenos (an Inquisitorial patron of the Holy Ordos)
4A Loyal Chapter. A Loyal Chapter. Brother Astartes who honour the vigil lend you a hand. For the next battle you may add a single Veteran on loan from the lending Chapter to your Kill Team at no cost, returned when the fight is done — proven blood standing the watch beside you.a loyal Chapter (fellow sons of the Adeptus Astartes who honour the vigil)
5The Fighting Company. The Fighting Company. The Watch's own reserve of seconded veterans answers the call. Before the next battle you may recall a Veteran currently In Recovery to full readiness, or field one fighter over your usual roster limit — the Fighting Company filling a gap the hunt cannot afford to leave open.the Fighting Company (the Watch's own seconded reserve veterans)
6The Forge Of The Watch. The Forge of the Watch. The fortress's Techmarines work through the night on your wargear. Before the next battle, one weapon or piece of wargear in your Kill Team is master-worked for that fight: its bearer may re-roll a single failed Hit or save, whichever suits the tool — the artificers' craft sharpening the hunt's edge.the Forge of the Watch (the Techmarines and artificers of the Watch-fortress)
7The Inquisitors Mandate. The Inquisitor's Mandate. A Holy Ordos writ clears every obstacle from your path. For the next battle your whole Kill Team may deploy from hidden or reserve, arriving where the writ commands — the Inquisition's authority opening ground no ordinary force could cross.the Inquisitor's Mandate (the authority of a Holy Ordos writ)
8The Allied Armoury. The Allied Armoury. The shared stores of the Imperium's xenos-fighters are opened to you. Before the next battle every Veteran in your Kill Team may load a special-issue round, and one may take a rarer round from beyond the usual catalogue — the whole team armed for the alien from a common war-chest.the Allied Armoury (the shared stores of the Imperium's xenos-fighters)
9The Chapters Gene Return. The Chapter's Gene-Return. A brother-Chapter repays a debt of gene-seed and honour. After the next battle you may re-roll one failed Lasting Injury or recovery roll for a Veteran taken Out of Action — the returning Chapter's Apothecaries reclaiming what the Watch cannot afford to lose.the Chapter's Gene-Return (a brother-Chapter's debt of gene-seed and honour)