Codex · Space Marines
Favours8
| Roll | Favour | Patron |
|---|---|---|
| 2 | Kin Of Nocturne. A brother of the wider Nocturnean line answers your call. A warrior of a Salamanders successor Chapter, maybe — a Black Dragon, a Storm Giant, a son of Vulkan under whatever name he wears. Add one Marine to your crew for the coming battle at no cost; he fights as one of your own and returns to his own Chapter when the war is done. | a brother of a Salamanders successor Chapter or a son of Nocturne himself (a warrior of the Black Dragons, the Storm Giants, or a Promethean-creed successor) |
| 3 | The Promethean Brotherhood. The Promethean creed itself steels your gang — the shared oaths that bind the Salamanders and their successors to endure and to shield. For the first round of the coming battle, every friendly Salamander improves its Feel No Pain to 5+, the whole line setting its feet and refusing the opening blow as the brotherhood swore it always would. | the Promethean creed itself - the shared oaths that bind the Salamanders and their successors to endure and to shield |
| 4 | The Sanctuary Forge. The Chapter's home forge-shrine on Nocturne, where the artisans work the drake-fire, tends your gear before the war. In the post-battle sequence you may repair one weapon or armour piece damaged in a previous fight at no cost, or reduce by one battle the recovery time of a fighter In Recovery — the forge mends what the war has broken. | the Chapter's home forge-shrine on Nocturne, where the artisans work the drake-fire |
| 5 | The Ecclesiarchy Blessing. The priests and confessors of the Adeptus Ministorum march with the shield of the innocent and bless your war. For the coming battle, friendly fighters re-roll the first failed Nerve or Cool check each makes — the litany of the faithful steadies the line as it walks into the fire. | the priests and confessors of the Adeptus Ministorum who march with the shield of the innocent |
| 6 | The Draconis Guard. A brother Chapter of the Salamanders lineage keeps the honour-vigil of Nocturne at your side. Add one veteran Marine, bearing the Gravis mark, to your crew for the coming battle at no cost — a warrior of the vigil who stands the slow line with you and departs when the battle ends. | a brother Chapter of the Salamanders lineage keeping the honour-vigil of Nocturne |
| 7 | The Firedrake Honour Guard. The Firedrakes are the Chapter's First Company, Terminator-armoured and few, and they have sent one of their number to honour your muster. Add a Marine bearing the Terminator mark of the Firedrakes to your crew for the coming battle at no cost. He deep-strikes into the near fight as the First Company does and returns to the First Company when it is won. | the Firedrakes - the Chapter's Terminator-armoured First Company elite |
| 8 | The Artisans Of Prometheus. The Techmarines and forge-wrights of the Promethean cult work your armoury through the night. Choose one weapon in your gang; for the coming battle it is master-crafted, re-rolling a single failed Hit each round. When the fighting is done the edge cools and the boon is spent, but the war it was forged for is yours to win. | the Techmarines and forge-wrights of the Chapter's Promethean cult |
| 9 | Vulkans Lineage. The deeds and relics of Vulkan He'stan's artefact-hunt draw your gang toward the Primarch's lost works. Your artefact-hunt sub-plot advances one step at once, and should you hold an objective in the coming battle it advances a further step — the lineage of Vulkan pulling the search forward toward the relics it is owed. | the deeds and relics of Vulkan He'stan's artefact-hunt, drawing the gang toward the Primarch's lost works |