Warhammer 40K: Rogue Trader Abilities & Talents Browser
Browse all abilities and talents available in the CRPG Warhammer 40K: Rogue Trader. Use the search bar and filters above to quickly find specific abilities or talents by name, effect, source, AP cost, keystone status, special/ultimate status, and more.
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Assault Onslaught
The Arbitrator dashes through allies and enemies in a straight line for up to 5 cells without provoking attacks of opportunity. Each enemy they dash through must pass an Agility resistance test or fall prone until the start of that enemy's next turn! This ability can only be used with a shield equipped!
Target: None
AP Cost: N/A
Death Sentence
The Arbitrator inflicts +X stacks of the death sentence effect on an enemy. Each stack increases the enemy's chance to be critically hit by+1% and reduces their Perception and Willpower by-2. Whenever a target under this effect suffers damage from an attack, it suffers +1 stack of death sentence. The effect lasts until the start of the Arbitrator's next turn.
Target: None
AP Cost: N/A
Double Slug
This shotgun attack allows the Arbitrator to make two single shots aginst the target.
Target: None
AP Cost: N/A
Grisly Adjudication
This shotgun attack has +Shotgun armour penetration% additional armour penetration and inflicts Shotgun maximum damage levels of bleeding on targets hit.
Target: None
AP Cost: N/A
In the Name of the Lex Imperialis
For 1 round. the Arbitrator and their allies gain immunity to the prone, stunned, immobilised, and cannot attack effects, as well as to all types of forced movement. Enemies must pass a Willpower resistance test with a penalty or become immobilised until the Arbitrator's next turn.
Target: None
AP Cost: N/A
On the Ground!
Enemies hit by the Arbitrator must pass a Toughness resistance test or fall prone for 1 round.
Target: None
AP Cost: N/A
Shield of the Lex
The Arbitrator chooses an enemy within a 6-cell radius. This cell must be on the same side as the Arbitrator's shield. The damage from that enemy's next successful attack against the Arbitrator will be reduced by --50% and redirected toward the enemy closest to the Arbitrator shielded side.! This {g|Encyclopedia:Ability}ability{/g} can only be used with a shield equipped.
Target: None
AP Cost: N/A
That's an Order!
The Arbitrator chooses a cell within a 6-cell radius. All enemies within a 3-cell radius around the Arbitrator must make a Willpower{/g} resistance test with a penalty.On a failed test, if possible, they immediately move to the designated cell.
Target: None
AP Cost: N/A
Second Shot
This shotgun attack allows the Arbitrator to make two single shots agaist the target.
Target: None
AP Cost: N/A
Apprehend!
The Overseer chooses an enemy in their line of sight. The cyber-mastiff immediately attempts to run to that enemy. If it does not have enough MP, it moves as close to that enemy as possible. Upon reaching the designated target, the cyber-mastiff makes a melee attack, dealing +50% more damage and inflicting the apprehended effect, which lasts as long as the enemy and the cyber-mastiff are adiacent to each other or until another order is given. This ability can be used multiple times per turn, but each subsequent use within a round increases its cost by +1 AP.
Target: None
AP Cost: N/A
Battle Mode: Standby
The Overseer orders the cyber-mastiff to fight autonomously It gains the battle mode:standby effect until the end of combat or until a new order is given.
Target: None
AP Cost: N/A
Bite
The Overseer chooses an enemy in their ine of sight within cells of the cyber-mastiff. The cyber-mastiff immediately dashes to that enemy and performs a special attack. The target suffers double rending damage and must pass a Toughness resistance test with a - penalty or fall prone for 1 round. This ability removes the effects of the Apprehend! and Protect! abilities.
Target: None
AP Cost: N/A
Blinding Strike
The Overseer selects an unoccupied cell in their line of sight. The cyber-eagle lands at that cell losing the soaring effect. It deals three times its weapon damage to all adjacent enemies without provoking attacks of opportunity. Those enemies must pass an Agility resistance test with a penalty or become blinded for 1 round.
Target: None
AP Cost: N/A
Consolidation
The Overseer immediately dashes to their familiar within X cells.T he Overseer can move through allies and enemies butnot through obstacles. This movement does not provoke attacks of opportunity. If the familiar is a cyber-eagle that is soaring,the Overseer gains +X MP instead.
Target: None
AP Cost: N/A
Dangerous Neighbourhood
The servo-skull swarm gains +10 Fellowship. At the start of the Overseer turn,enemies adjacent to the servo-skull swarm must pass a Willpower resistance test with a +20 bonus or suffer +1 stack of perplexed. The servo-skull swarm's deflection is increased by +1 for each perplexed enemy in a 4-cell radius.
Target: None
AP Cost: N/A
Extrapolation
Whenever the Overseer uses non-attacking single-target abilities (except psychic powers, Navigator abilities and those granting extra turns) on their servo-skull swarm, they are applied to all relevant targets (allies or enemies) in a 4-cell radius around it, having no effect on the servo-skull swarm itself If the Overseer uses an ability granting an extra turn to an ally in that area (except Finest Hour), the closest ally to the initial target also gains an extra turn.
Target: None
AP Cost: N/A
Growl!
The cyber-mastiff lets out a terrifying growl.For 1 round, all enemies in a 2-cell radius deal X% less damage to the cyber-mastiff, the Overseer{Ig}, and their allies.
Target: None
AP Cost: N/A
Halt Relay
The Overseer commands their psyber-raven to stop relaying.
Target: None
AP Cost: N/A
Heel!
If the cyber-mastiff is apprehending, it regains 50% of its maximum wounds. protecting, the protected ally gains XX temporary wounds. In battle mode: standby. its next attack scores a guaranteed critical hit. Then, the cyber-mastiff moves to a cell adjacent to its Overseer and begins waiting.
Target: None
AP Cost: N/A
Law of Equilibrium
The psyber-raven gains +15 Willpower At the end of the Overseer's turn, allies in a 4-cell radius around the psyber-raven have their burning{,toxin and bleeding level reduced by-XX and enemies in that area suffering any of those effects have their level increased by + XX.
Target: None
AP Cost: N/A
Life Emanations
Whenever the psyber-raven relays one of the Overseer's non-attacking psychic powers, it gains +5 Willpower for 1 round. If the psyber-raven's Willpower is 80 or more at the end of the Overseer's turn, it immediately heals to full. If it is already at full wounds, it grants +1 resolve to each ally in a 4-cell radius.
Target: None
AP Cost: N/A
Live Bait
The Overseer chooses an ally within their line of sight and grants them XX stacks of the bait efect
Target: None
AP Cost: N/A
Obstruct Vision
The Overseer chooses an enemy in their line of sight and an unoccupied cell adjacent to it The cyber-eagle moves to that cell (can move through occupied cells) without provoking attacks of opportunity. If the designated enemy only has a melee weapon, it attacks the cyber-eagle, using the lowest AP-cost attack. If that enemy has a ranged weapon, it shoots at the cyber-eagle, using the lowest AP-cost attack,with an additional +50% chance to hit that enemy's allies (if there are any within a cone behind the cyber-eagle) Then, the cyber-eagle attacks this enemy, dealing +XX% more damage and spending 0 AP. While the cyber-eagle is in that cell, the designated enemy is obstructed. This bility can be used multiple times per turn, but each subsequent use within a round increases its cost by +1 AP until the end of round.
Target: None
AP Cost: N/A
Protect!
The Overseer chooses an ally in their line of sight(can be themselves). The cyber-mastiff immediately attempts to run to that ally. If it does not have enough MP, it moves as close to that ally as possible. Upon reaching them, the cyber-mastiff applies protected to them and makes a melee area attack against adjacent enemies. The protected effect lasts until the cyber-mastiff or the targeted ally's wounds drop to 0 or until another order is given. When used on the Overseer for the first time in combat, the Overseer regains 1 AP.
Target: None
AP Cost: N/A
Relocate
The Overseer commands their psyber-raven to immediately move up to XX cells. It can move through occupied cells and does not trigger attacks of opportunity.
Target: None
AP Cost: N/A
Soar!
At the end of the Overseer's turn, the cyber-eagle soars high above the battlefield. This action does not provoke attacks of opporitunity.
Target: None
AP Cost: N/A
Strafe
The Overseer selects a cell within their line of sight in a 12-cell radius around the cyber-eagle and another unoccupied cell within XX cells from the first one. The cyber-eagle moves to the first cell and then dashes to the second cell in a straight line, dealing its weapon damage to each enemy in its path without provoking attacks of opportunity.
Target: None
AP Cost: N/A
Strategic Adaptation
Depending on their familiar's number of wounds, the overseer or the familiar gains a special benefit for 1 round. Less than 50% wounds: the next 3 hits against the familiar have their damage reduced by XX 50% wounds or more: the Overseer deals + XX% more damage per turn, and the Overseer regains any AP spent on it.
Target: None
AP Cost: N/A
Thermodynamic Protocol
The servo-skull swarm gains +20 intelligence. At the start of the Overseer's turn, allies in a 4-cell radius around the servo-skull swarm have their burning, toxin, and bleeding level reduced by X At the end of the Overseer's turn, their servo-skull swarm explodes mimicking the effects of fire grenade.
Target: None
AP Cost: N/A
Warp Relay
Whenever the Overseer uses non-attacking single-target psychic powers (except those granting extra turns) on their psyber-raven, they are applied to all relevant targets (allies or enemies) in a 4-cell radius around it, having no effect on the psyberraven itself. Enemies in a 4-cell radius around the psyber-raven are under surveillance.
Target: None
AP Cost: N/A
Air of Authority
The Officer increases an ally's Resolve by a Resolve until the end of combat. If the target is under the effect of Voice of Command, they will start their next turn with 1 additional action point.
Target: One friendly creature within a 4-cell radius.
AP Cost: 1
Analyse Enemies
The Operative targets one enemy within line of sight. That target immediately gains +(1 + INT bonus / 2) exploits.
Target: One enemy creature within a 20-cell radius
AP Cost: N/A
Assign Objective
The Master Tactician marks an enemy. If that enemy is killed by one of the Master Tactician's allies before the beginning of the Master Tactician's next turn, that ally gains 10+2x (that ally's resolve) momentum and +5 to all characteristics until the end of combat.
Target: One enemy creature within a 20-cell radius.
AP Cost: 1
At All Costs!
The Commissar's next single-shot or single-target melee attack applies the following effects: -Enemy Target: The target becomes marked. The ally who kills the marked enemy gains an additional turn after the curren one with +2 AP and +4 MP. -Allied Target: all allies gain an additional +1 AP and +3 MP for the next round. !Can only be used once per combat. !The Commissar themselves cannot gain bonuses from this ability.
Target: Personal
AP Cost: N/A
Biomancy
Biomancy focuses on manipulating living flesh and biological processes. Biomancers can heal wounds and alter physical characteristics.
Target: None
AP Cost: N/A
Blitz Stratagem
The Grand Strategist chooses one of the Combat Tactics areas. For 1 round, all allies within the range of (Grand Strategist's INT + FEL bonus) cells gain the ability to move to that area. This Movement does not provoke attacks of opportunity and does not spend MP.
Target: All creatures within the selected Combat Tactics area.
AP Cost: 1
Brace for Impact!
For 1 round, the Navy officer and their allies in a 3-cell radius gain +2 deflection for each archetype taken by the Navy officer. They also cannot be forcefully moved or overpenetrated. ! Can only be used once per combat.
Target: Personal
AP Cost: N/A
Break Their Ranks!
This ability can only target allies who have enemies adjacent to them. Until the start of the Officer's next turn all melee attacks made by the target deal additional damage equal to (Officer's FEL bonus/ 2) multiplied by the number of enemies adjacent to the target when this ability is used. If the target is under the effect of Voice of Command, they immediately make an attack of opportunity against an adjacent enemy, targeting the one with the lowest remaining wounds.
Target: One friendly creature within a 4-cell radius.
AP Cost: 1
Break Through
The Warrior gains the Slash ability with (AGI bonus / 2) charges for this round. Slash cannot be used in the same round as Charge. Slash (0 AP): The Warrior dashes through an enemy to the cell on the enemy's opposite side and makes a melee attack with -50% reduced damage. - Can be applied only once for one target per round. - Does not provoke an attack of opportunity.
Target: Personal
AP Cost: 2
Bring It Down!
The Officer immediately grants an ally an extra turn with action points equal to 2 and no movement points. If the ally is under the effect of Voice of Command and kills an enemy before the end of the Officer's turn, the ally gains a one-time additional +(2 x ally's resolve) momentum.
Target: None
AP Cost: N/A
Bulwark
Until the start of their next turn, the Vanguard gains damage deflection against ranged attacks equal to the number of stacks of unyielding beacon on the Vanguard. Additionally, the Vanguard becomes immune to push and forced Movement effects until their next turn.
Target: Personal
AP Cost: 1
Cautious Approach
Whenever the Arch-Militant uses an attack that is of a different type from their previous attack, the Arch-Militant gains a stack of versatility. The types of attacks can be single shot, single melee attack, area melee attack, area shot, or burst. The Arch-Militant gains +3 WS and BS for every stack of versatility. If the Arch-Militant has 4 or more stacks of versatility, the Arch-Militant deals an additional +(10 + WS bonus)% or +(10 + BS bonus)% damage, whichever is highest.
Target: Personal
AP Cost: 0
Charge
The Warrior moves in a straight line and launches a melee attack against any target in the Warrior's path. This attack does not count toward the limit of the Warrior's attacks per turn. There must be at least 2 free cells between the Warrior and the target to use Charge.
Target: None
AP Cost: N/A
Claim the Bounty
The Bounty Hunter makes a free single attack with the selected weapon. That attack always hits, does not end the Bounty Hunter's Movement, but deals just (4 x (BS bonus + PER bonus))% of usual damage. After each third enemy killed by Claim the Bounty, the Bounty Hunter recovers +1 charge of Hunt Down the Prey. Prey: if Claim the Bounty kills a target marked as prey, the Bounty Hunter receives +2 AP.
Target: One enemy creature within weapon's range.
AP Cost: 1
Combat Locus Stratagem
The Grand Strategist chooses one of the Combat Tactics areas. For 1 round, the targeted area's bonuses are doubled. All other tactical areas are discharged and cannot be used this turn, but can be designated again next round.
Target: All creatures within the selected Combat Tactics area.
AP Cost: 1
Combat Tactics
The Grand Strategist analyses the battlefield and can create specific areas providing bonuses to all allies including the Grand Strategist: Frontline, Backline, and Rear. In the first turn, all 3 areas can be created. In the following turn, only one of them can be created. All areas can be moved with the corresponding abilities and cannot overlap. If there are two or more Grand Strategists in the party, the Combat Tactics areas are common for all the Grand Strategists, and the highest INT bonus and FEL bonus of all the Grand Strategists is used. There cannot be more than one Frontline, Backline, or Rear on the battlefield. Regardless of the abilities used, the Grand Strategist always acts first in combat.
Target: None
AP Cost: N/A
Concentrated Fire
The next ranged area attack made by the Soldier deals +((50 + 10 x BS bonus) / number of enemies in the area of effect)% damage and has an additional +(10 + 2 x BS bonus)% dodge reduction.
Target: Personal
AP Cost: 1
Confident Approach
The Arch-Militant gains the confident approach effect until the end of combat, or until this ability is used again, or until using Cautious Approach. Instead of the usual bonuses from versatility, the Arch-Militant gains +3% dodge reduction and parry reduction and ignores 3% of enemy cover for every stack. All the Arch-Militant's attacks score critical hits, but the Arch-Militant's critical damage for those attacks is modified by half. If the Arch-Militant already has 4 or more stacks of versatility, the Arch-Militant's attacks always deal maximum damage, as long as the Arch-Militant keeps the confident approach effect active.
Target: Personal
AP Cost: 0
Controlled Shot
The Soldier gives a sign that they are about to open fire. The Soldier and their allies will automatically dodge the Soldier's next attack.
Target: Personal
AP Cost: 1
Cull the Bold
The Bounty Hunter's next attack this turn will have additional effects: - Deals an additional +BS bonus damage. - Enemy's armour will be reduced by -(3 x target's difficulty tier)% against all the Bounty Hunter's attacks until the end of combat. - If Cull the Bold lowers the enemy's armour below 20%, the enemy's dodge is also decreased by -(3 x target's difficulty tier)% against all the Bounty Hunter's attacks until the end of combat, and the Bounty Hunter's next attack this turn deals an additional +(BS bonus +(greater of PER and INT bonus)) damage. Prey: if the target of the attack is marked as prey, the armour and dodge reduction granted by Cull the Bold also work for the attacks of the Bounty Hunter's allies.
Target: Personal
AP Cost: 1
Dash
The Soldier immediately dashes in the selected direction, spending all their Movement points. Does not provoke attacks of opportunity. Allows the Soldier to dash through allies and enemies but not through obstacles. Can only be used once per round.
Target: Movement within a 3-cell radius
AP Cost: 0
Death Whisper
The Assassin makes an attack that does not count toward the limit of attacks per turn and does not block the Assassin's Movement, but deals only 25% of base damage. If successful, the target of that attack suffers from haemorrhage: At the beginning of each of the target's turn they will suffer (lethality / 10) rending damage that ignores armour and deflection. Lethality: a specific Assassin parameter that is equal to d on or dodge reduction, whichever is higher.
Target: One enemy creature within weapon's range.
AP Cost: 0
Defensive Stance
The Vanguard gains +(10 + 2 x number of unyielding beacon stacks)% parry until their next turn. Whenever the Vanguard parries an enemy's attack, they immediately make an attack of opportunity with a -20 penalty to Weapon Skill against that enemy.
Target: Personal
AP Cost: 2
Dense Macabre
The Assassin dashes in a straight line for up to (1 + AGI bonus/2) cells, suffering—Assassin's WS bonus less damage from attacks of opportunity and gaining +(2 x Assassin's AGI bonus)% dodge against the enemies they dash through until the next Assassin's turn. If the Assassin hasn't dashed through any enemies, at the end of their turn they gain +(2 x (greater of Assassin's PER and INT bonus))% cover efficiency to their cover until the Assassin moves. Doesn't stack with itself. After the first use, the Assassin can use this ability again for free.
Target: Movement
AP Cost: 1
Devastating Attack
The Arch-Militant's next attack, if it hit, will cause all the targets to make a Toughness resistance test with a -(2 x Arch-Militant's BS bonus or WS bonus, whichever is higher) penalty. If failed, the targets will suffer a negative effect based on the attack's damage type: - Impact damage knocks the target prone for 1 round. - Piercing and bending damage inflict , bleeding and slowed on the target until the end of combat. - Energy and all other damage inflict blinded on the target until the end of combat. Power swords and power axes count as both energy and bending, while power hammers count as both energy and impact. Attacks that combine several types of damage will benefit from each additional effect.
Target: Personal
AP Cost: 1
Dominate
The target must pass a Willpower resistance test with a -(5 X psy rating) penalty, or at their next turn they will spend all their movement points to move as close as possible toward the psyker. They can act as normal, but all their MP are spent on moving toward the psyker. At the end of their turn, the target must make the Willpower resistance test again, otherwise they remain under this effect.
Target: One enemy creature within a 24-cell radius.
AP Cost: 1
Elusive Shadow
For 1 round the Assassin becomes the lowest priority target for enemy attacks and gains Elusive: - the Assassin can move through enemies - the Assassin gains +AGI bonus% dodge and +PER bonus% dodge reduction - the Assassin's attacks deal +10% additional damage - all half cover provides the Assassin 50% cover efficiency. Elusive fades when the Assassin attacks.
Target: Personal
AP Cost: 1
Endure
Until the Warrior's next turn, all incoming damage is reduced by - (TGH bonus/2) and the Warrior gains +(10 + Character Level/6) temporary wounds.
Target: None
AP Cost: N/A
Enfeeble
Until the end of combat, all targets within the area suffer a -(5 + 3 X psy rating) penalty to Strength and Agility and +(3 + 2 X psy rating)% increase to all incoming damage.
Target: All creatures within the area of effect within a 10-cell radius.
AP Cost: 1
Ensnare the Prey
The Bounty Hunter sets a trap on a free cell in a 10-cell radius around them. Any enemy entering the 2-cell radius around that trap activates the trap: - Each enemy in a 2-cell radius around that trap suffers (2 x (greater of Bounty Hunter's PER and INT bonus)) direct damage and must pass an Agility resistance test with a -(2 x (greater of Bounty Hunter's PER and INT bonus)) penalty or become immobilised until the enemy's next turn. - The Bounty Hunter gains +AGI bonus MP at the beginning of their next turn. Prey: a target marked as prey is always immobilised until their next turn.
Target: All enemies within the area of effect within a 10-cell radius.
AP Cost: 1
Entrench
The Soldier immediately spends all their AP and MP and gains a +30% bonus to cover efficiency. The next time the Soldier uses Run and Gun, they gain back all spent AP and MP plus 1 additional AP. It also resets the 7 cooldown of all other Soldier's abilities except for Run and Gun.
Target: Personal
AP Cost: 1
Expose Weakness
The Operative removes all exploits from the target to decrease the target's dodge, parry, and armour by -(15 + exploits stacks x PER bonus)% until the start of the Operative's next turn. If this ability reduces the target's armour to 0, the Operative only removes only half of the exploits from the target.
Target: None
AP Cost: N/A
Feinting Attack
The Assassin's next single-target attack will have a -50% armour penetration penalty, with a minimum of 0% armour penetration, and +10 lethality. - If it's a melee attack, its target rotates 180 degrees. The enemy's dodge and parry against the Assassin's attack is equal to 0% until the start of this enemy's turn. - If it's a ranged attack, its target is forced to move to the closest cell in a 3-cell range with no adjacent cover facing toward the Assassin. This Movement provokes attacks of opportunity.
Target: Personal
AP Cost: 1
Fervour
The Master Tactician suffers direct damage equal to 20% of their maximum wounds, gains Master Tactician's resolve stacks of tactical advantage, and resets the cooldown of Linchpin, Inspire, and Strongpoint. Until the end of the Master Tactician's turn, these abilities can only target the Master Tactician themselves.
Target: Personal
AP Cost: 0
Finish the Job
Can only be used on enemies with the unfinished business effect. This effect is applied to enemies which were attacked by the Master Tactician's allies (but not by the Master Tactician) and have less than 50% of their maximum wounds remaining. The Master Tactician immediately attacks the target with a single shot or strike. This attack does not count toward the attacks per turn limit, dealing half of the weapon's maximum damage and an additional +BS bonus damage.
Target: One enemy creature within weapon's range.
AP Cost: 1
Firestorm
This psychic power only impacts creatures suffering from warp burn or burning. Everyone adjacent to the target point suffers the effects of the Ignite psychic power.
Target: All creatures within the area of effect within a 12-cell radius.
AP Cost: 1
Follow My Lead
Until the start of their next turn, the Vanguard gains +(10 + 2 x FEL bonus)% damage and +(10 + 2 x FEL bonus)% , armour penetration against enemies in a 2-cell radius around the Vanguard. Additionally, when the ability is cast, all allies in a 2-cell radius around the Vanguard gain the Following! ability until the start of the Vanguard's next turn. Following! (0 AP, 2 MP): The character can move to any cell adjacent to the Vanguard without provoking attack of opportunity.
Target: All allies within the area of effect.
AP Cost: 1
Forced Distraction
The Vanguard chooses an ally. All enemies in a 3-cell radius around this ally must make a Willpower resistance test with a -(5 x Vanguard's FEL bonus) penalty. On a failed test, the Vanguard becomes their priority target. Regardless of the Willpower resistance test results, the chosen ally does not provoke attack of opportunity from these enemies, can shoot enemies in melee range, and move as if not within range of attacks of opportunity.
Target: All enemies within the area of effect within a 10-cell radius.
AP Cost: 1
Forceful Strike
The Warrior gathers all their strength for a crushing strike. Their next melee attack pushes the enemy away. The distance of that push is equal to (1 + Strength bonus / 2) cells.
Target: Personal
AP Cost: 1
Foreboding
Creates an area that lasts until the start of the psyker's next turn. All allies within that area gain +(3 x psyker's psy rating)% Their dodge chance cannot be less than (psyker's PER bonus + WP bonus)%.
Target: All allies within the area of effect withina 10-cell radius.
AP Cost: 1
Get Back in the Fight!
The Officer encourages a target ally to immediately recover from burning, bleeding, toxin and stun effects. If the target is under Voice of Command effect, it gains +2×(Officer's WP bonus) temporary Wounds.
Target: One friendly creature within a 4-cell radius.
AP Cost: 1
Glimpse of Fate
The target gains +(5 x Navigator's WP bonus)% increased hit chance on their next attack, dodge on their next dodge, and resistance on their next resistance test. Each of these bonuses disappear independently from each other after being successfully applied.
Target: One friendly creature within a 12-cell radius.
AP Cost: 1
Hammer of the Emperor
All allies affected by Word of the Emperor gain the Hammer of the Emperor effect. Next time they deal damage, this damage is increased by +(5 X psyker's psy rating + ally's resolve), and the effect is removed. ! This psychic power can only be used while there is at least one ally affected by Word of the Emperor.
Target: Personal
AP Cost: 1
Held in My Gaze
The Navigator deals (1 + 2 x Willpower bonus)-(6 + 4 x Willpower bonus) damage to an enemy. That enemy must pass a Willpower resistance test or become immobilised until the start of the Navigator's next turn. Immobilised targets do not regain Movement points at the beginning of their turn and cannot use abilities that move them or add Movement points.
Target: Once creature within a 16-cell radius.
AP Cost: 1
Hot on the Trail
The Bounty Hunter designates an enemy in a 10-cell radius as trailed and finishes the turn. Trailed: All allies gain +20% hit chance against a trailed enemy, +30% if the enemy's difficulty tier is more than or equal to V. If an ally kills a trailed enemy: - The Bounty Hunter gains an additional turn after that ally's turn, with all AP and MP remaining from the moment the Bounty Hunter used Hot on the Trail. - The Bounty Hunter gains an additional +(2 + target's difficulty tier / 2) MP. - The cooldown of Hot on the Trail is reset. When Hot on the Trail is used for the thrid time during combat, the Bounty Hunter recovers +1 charge of Hunt Down the Prey.
Target: One enemy creature within a 10-cell radius.
AP Cost: 0
Hunt Down the Prey
The Bounty Hunter may mark any enemy in combat as prey. Whenever the Bounty Hunter kills a target marked as prey, they gain a stackable bonus until the end of combat. The bonus depends on the enemy difficulty tier (the roman numeral on the enemy's icon): - I-II: +25% of the Bounty Hunter's maximum wounds as temporary wounds - III-IV: +(10 x prey's difficulty tier) % critical damage and + (2 x prey's difficulty tier)% critical hit chance until the end of combat - V-VII: both of the above Hunt Down The Prey has 3 charges at the start of combat.
Target: None
AP Cost: N/A
Ignite
The target suffers (1 + psyker's WP bonus + 6 X psy rating) - (2 X psyker's WP bonus + 10 X psy rating) damage and gains the warp burn effect. This attack has (5 X psy rating)% armour penetration. Warp Burn: deals (psyker's WP bonus + 2 X psy rating) damage to the target at the end of their turn, with (5 X psy rating)% armour penetration. The target creature must pass an Agility test with a -(5 X psyker's psy rating) penalty to stop burning.
Target: One creature within a 12-cell radius.
AP Cost: 1
Immolate the Soul
Deals (3 + 2 x WP bonus)-(10 + 4 x WP bonus) damage to all targets in line and inflicts the soul burn effect. Soul Burn: target suffers (3 + Navigator's WP Bonus) damage at the start of their turn. At the end of their turn, they must pass a Willpower test to remove the flames. When burning, psykers suffer additional damage every time they use psychic powers and daemons — every time they attack or use psychic powers.
Target: All creatures within the are of effect (unlimited range).
AP Cost: 2
Incinerate
The target suffers double the damage the Ignite psychic power and half the fire damage of all the burning creatures within line of sight of the target.
Target: One creature within a 12-cell radius.
AP Cost: 2
Inflame
Until the end of combat, all burning conditions will deal +(2 X psy WB) more damage. Every burning creature in combat immediately suffers damage.
Target: Personal
AP Cost: 1
Inspire
The target gains +1 damage and +1 additional damage for every 10 stacks of tactical advantage the Master Tactician has, but the Master Tactician loses half of their stacks of tactical advantage (rounded up). This effect stacks and lasts until the end of combat. If the target uses a heroic act before the beginning of the Master Tactician's next turn, they regain +25 momentum.
Target: One friendly creature within a 10-cell radius.
AP Cost: 1
Perfect Spot
The Operative gains +25% cover efficiency (if in cover), +15 Perception, and +15 Ballistic Skill. This effect lasts until the Operative moves. Does not stack.
Target: Personal
AP Cost: 1
Intimidation
The Operative's next non-area attack inflicts the intimidated effect on the first target hit by the attack and all enemies in a 5-cell radius around that target. The damage dealt by intimidated enemies is reduced by -(5 + PER bonus/2)% until the Operative's next turn. This negative effect is doubled for enemies with less than (3 x INT bonus)% armour.
Target: Personal
AP Cost: 1
Invigorate
Restores (2 X psyker's psy rating + WP bonus) wounds to the target. If this ability brings the target to full wounds, this power also removes all stunned, bleeding, fatigued, blinded, immobilised, staggered, and fresh injury effects from the target.
Target: One friendly creature within a 10-cell radius.
AP Cost: 1
Joint Analysis
Until the Operative's next turn, their allies' attacks also remove exploits and deal +INT bonus more damage.
Target: All allies.
AP Cost: 1
Kick
The Arch-Militant makes a melee attack with a kick, dealing (TGH bonus + STR bonus) damage instead of weapon damage. This attack does not count toward the attack limit per turn and counts as a single melee attack for the purposes of versatility. This attack cannot be parried and will push the target 2 cells away.
Target: One enemy creature within a 1-cell radius.
AP Cost: 1
Killing Edge
The Assassin attacks and grants +40% dodge to the target for this attack. If this attack hits, it deals an additional +(lethality / 5) (rounded down) damage increased by twice the percentage of that target's missing wounds. Lethality: a specific Assassin parameter that is equal to dodge or dodge reduction, whichever is higher.
Target: One enemy creature within weapon's range.
AP Cost: 1
Killzone Stratagem
The Grand Strategist chooses one of the Combat Tactics areas. For 1 round, all enemies in that area are forced to re-roll successful dodge and parry tests against all attacks. Any enemies that suffer damage and are left with less than (2 x (Grand Strategist's INT + FEL bonus)) wounds, immediately die.
Target: All allies within the selected Combat Tactics area.
AP Cost: 1
Light of the Emperor
All allies affected by Word of the Emperor are healed for (1 + psyker's psy rating + ally's resolve)-(10 + psyker's psy rating + ally's resolve) wounds. ! This psychic power can only be used while there is at least one ally affected by Word of the Emperor.
Target: Personal
AP Cost: 2
Linchpin
The target ally or the Master Tactician gains +1 resolve for every 5 stacks of tactical advantage the Master Tactician has, but the Master Tactician loses half of their stacks of tactical advantage (rounded up). This effect stacks and lasts until the end of combat. Until the beginning of the Master Tactician's next turn, the Master Tactician gains stacks of tactical advantage equal to (20 + 3 x Master Tactician's FEL bonus)% of all momentum the target gains (instead of the usual 20%).
Target: One friendly creature within a 10-cell radius.
AP Cost: 1
Manipulator Push
Manipulator mechadendrite attacks enemies in close combat, pushing them up to 2 cells away and dealing (WS + INT bonus) damage. This attack has (5 x Tech-Priest's PER bonus)% armour penetration.
Target: One enemy creature within a touching distance.
AP Cost: 2
Medicae Mechadendrite
The Tech-Priest can use their mechadendrite to restore the wounds of an ally once per combat. The ally regains (6 + Medicae / 5) wounds.
Target: One friendly creature within a 1-cell radius.
AP Cost: 2
Mend Reality
The Navigator decreases veil degradation by WP bonus points. All allies gain +WP bonus deflection against all warp damage and damage from psychic powers until the end of the Navigator's next turn.
Target: All allies within a 12-cell radius.
AP Cost: 2
Metabolic Overcharge
The target ally immediately gains an extra turn with twice the number of their normal MP and psyker's psy rating AP, but their organism is subjected to severe stress, making them suffer 5% of their maximum wounds damage at the end of each turn until the end of combat. Every action the target makes during this extra turn will also trigger this damage.
Target: One friendly creature within a 10-cell radius.
AP Cost: 1
Mind Bond
At any time until the end of combat, the target of Mind Bond makes Perception, Intelligence, Willpower, or Fellowship tests using either theirs or the psyker's stats, whichever is higher at the moment.
Target: Only friendly creature within a 16-cell radius.
AP Cost: 1
Mind Rupture
The target makes a Willpower resistance test. If that test fails, the target immediately attacks its allies. After, the target suffers damage from Psychic Shriek, and their Willpower is reduced by -(10 + 2 x psyker's psy rating) until the end of combat. If the test succeeds, the target just suffers damage from Psychic Scream, and their Willpower is reduced by -(10 + 2 x psyker's psy rating) until the end of combat.
Target: One enemy creature within a 16-cell radius.
AP Cost: 2
Molten Beam
Deals double the damage of Ignite to all creatures in a 12-cell line and reduces their armour by -(10 + 2 X psy rating)% until the end of combat. If the enemy's armour falls to 0, it gains the warp burn effect. Warp Burn: Deals (psyker's WP bonus + 2 X psy rating) damage to the target at the end of their turn, with (5 X psy rating)% armour penetration. The target creature must pass an Agility test with a -(5 X psyker's psy rating) penalty to stop burning.
Target: All creatures within the area of effect within a 12-cell radius.
AP Cost: 2
Move, Move, Move!
The Officer immediately grants an ally additional Movement points equal to FEL bonus. If the target is under the effect of Voice of Command, it ignores attacks of opportunity until the end of the Officer's turn.
Target: One friendly creature within a 4-cell radius.
AP Cost: 1
Notch of Purpose
The Navigator designates a square. The enemy closest to that square immediately moves up to 4 cells toward it. If multiple enemies are the same distance from that point, all of them move. The targets move even if they are stunned or immobilised.
Target: Target point within a 12-cell radius.
AP Cost: 1
Orchestrate Flames
The target does not stop burning and no longer makes tests to stop burning. Additionally, if the target is an ally, every melee attack that ally makes inflicts full burning damage on targets of their attack, while they themselves now only suffer half burning damage from now on.
Target: One creature within a 12-cell radius.
AP Cost: 1
Overwhelming Stratagem
The Grand Strategist chooses one of the Combat Tactics areas. For 1 round, all attacks by allies in that area gain covering against any enemy that fails a Willpower resistance test. Covering: Enemies suffer —(5 + 2 x (Grand Strategist's INT + FEL bonus)) Ballistic Skill, -25% rate of fire, and —(5 + (Grand Strategist's INT + FEL bonus)) Weapon Skill during attacks against these allies. Additionally, melee enemies have their MP reduced by -3, and ranged enemies will try to get behind cover. An enemy counts as a melee enemy if they have at least one melee weapon. ! This additional effect does not work on some stronger enemies.
Target: All allies within the selected Combat Tactics area.
AP Cost: 1
Perfect Shot
While in cover, the Operative gains +25% cover efficiency, +15 Perception, and +15 Ballistic Skill. This effect lasts until the Operative moves. Does not stack.
Target: Personal
AP Cost: 1
Perfect Timing
All allies that are currently affected by any of the psyker's powers gain the perfect timing effect. Perfect Timing: when an ally under this effect dodges or parries an attack, if this ally has a weapon capable of reaching the attacker and has an attack that costs 1 or less AP, that ally immediately counterattacks with this weapon, and the perfect timing effect fades.
Target: Personal
AP Cost: 2
Piercing Shot
The Bounty Hunter's next attack during this turn will have +100% overpenetration and +(4 x PER bonus)% armour penetration. Prey: the next attack that hits a target marked as prey is always a critical hit.
Target: Personal
AP Cost: 1
Point of Curiosity
All enemies in a 6-cell radius around the target point must pass a Willpower resistance test or immediately move 3 cells toward that point. The targets move even if they are stunned or immobilised.
Target: All enemies within the area of effect within a 12-cell radius.
AP Cost: 1
Poised to Strike
The Assassin makes an enemy suffer -(2 x Assassin's AGI bonus)% armour and -((greater of Assassin's PER and INT bonus) - 1) deflection until the end of the Assassin's turn. - If there is only 1 enemy adjacent to them, the Assassin also gains +(2 x Assassin's AGI bonus)% dodge until the Assassin's next turn. - If there are no enemies adjacent to the Assassin, they gain +(2 x (greater of PER and INT bonus))% dodge reduction until their next turn.
Target: One enemy creature within a 10-cell radius.
AP Cost: 1
Precise Attack
For the next attack against a target affected by an exploit, that target's cover efficiency will be reduced by -(15 + (PER bonus/3 x stacks of exploit))%. This attack will have +(15 + PER bonus/3 x stacks of exploit)% hit chance.
Target: Personal
AP Cost: 1
Precognition
Once per round, the psyker's next turn is moved up by 2 turns in the round initiative sequence. This ability may allow the psyker to have 2 turns during one round.
Target: Personal
AP Cost: 1
Prescience
The target gains +(4 + 2 x psy rating) Intelligence, Perception, Fellowship, and Willpower until the end of combat.
Target: One friendly creature within a 10-cell radius.
AP Cost: 1
Press the Advantage
The Master Tactician empowers their next attack to deal +4% additional damage for every stack of tactical advantage the Master Tactician has, and loses half of their stacks of tactical advantage (rounded up).
Target: None
AP Cost: N/A
Prophetic Intervention
Whenever an ally suffers damage that would make them fall unconscious, the psyker immediately gains an extra turn. During that turn, the psyker can only use Prophetic Intervention. This power can only be used under these conditions. Prophetic Intervention restores the ally's wounds to the amount they had before the attack that triggered the intervention. However, the psyker's psy rating is reduced by -1 until the end of combat. ! This power can only be used by psykers with a psy rating of 3 or higher.
Target: One friendly creature (unlimited range).
AP Cost: 0
Provocation
The Vanguard forces an enemy in their melee range to immediately attack the Vanguard. All of the Vanguard's allies who are wielding melee weapons and adjacent to the enemy make an attack of opportunity against that enemy. The enemy suffers +FEL bonus more damage from these attacks of opportunity and has a -(10 + 2 x Vanguard's FEL bonus)% penalty to parry and dodge.
Target: One enemy creature within a 1-cell radius.
AP Cost: 1
Psychic Assault
Everyone within a 7-cell radius cone in front of the psyker suffers Psychic Shriek damage and is forced to make a Willpower resistance test. All targets that fail that test are stunned until the psyker's next turn.
Target: All creatures within the area of effect within a 12-cell radius.
AP Cost: 2
Psychic Shriek
Deals (1 + (psyker's WP Bonus x psy rating))-(8 + (psyker's WP Bonus x psy rating)) damage to the target.
Target: One creature within a 12-cell radius.
AP Cost: 2
Purge Soul
Deals (1 + (psyker's psy rating + 1) X resolve / 4) - (4 + (psyker's psy rating + 1) X resolve / 4) direct damage. This damage is increased by +50% against xenos, by +100% against Chaos worshippers or Drukhari, by +150% against daemons, and by +50% if the enemy has already damaged the psyker or any of the psyker's allies this combat. These damage bonuses also affect any damage bonuses from other sources. ! This power does not affect targets that lack souls.
Target: One creature within a 12-cell radius.
AP Cost: 1
Pyromancy
A pyromancer is a master of flame, a psyker who is able to create searing infernos out of thin air. Pyromancy is one of the most spectacular and destructive forms of psychic ability, and those who face a pyromancer in combat are oft reduced to nought but a pile of charred bones.
Target: None
AP Cost: N/A
Raid
Until the Bounty Hunter's next turn whenever an ally attacks a target marked as prey, this attack deals +(2 x Bounty Hunter's PER bonus)% additional damage and gains half of the Bounty Hunter's current bonuses to critical hit chance and critical damage granted by Hunt Down the Prey.
Target: Personal
AP Cost: 1
Rapid Fire
The Soldier's next burst attacks will have its rate of fire doubled but deal -25% less damage. All the shots will follow random trajectories. Only works with weapons capable of burst fire.
Target: Personal
AP Cost: 1
Reckless Rush
The Arch-Militant immediately gains +(3 + Arch-Militant's AGI bonus) MP. If the Arch-Militant has stacks of versatility, they gain +3 more stacks until the end of turn.
Target: Personal
AP Cost: 1
Reckless Strike
The Warrior's next melee attack gains +(5 x STR bonus)% armour penetration and +(2 x STR bonus) damage and ignores (3 x WS bonus)% of the target's parry. Every enemy who survives an attack enhanced by this ability will attack the Warrior in return, including creatures with ranged weapons.
Target: Personal
AP Cost: 1
Regeneration
Until the end of combat, the target recovers +(psyker's psy rating + WP bonus / 2) wounds at the beginning of each of their turns and removes one toxin, stunned, immobilised, bleeding, blinded, staggered, or fatigued effect. If the target has several effects, the removed effect is selected randomly.
Target: One friendly creature within a 10-cell radius.
AP Cost: 2
Regimental Tactics
The Astra Militarum commander and all their allies deal an additional +(20 + 2 x PER bonus)% damage to enemies that are adjacent to the commander or their allies until the end of the commander's next turn. All of the commander's allies also take no damage from other ally's attacks. ! Can only be used once per combat.
Target: None
AP Cost: N/A
Reveal the Light
The target ally gains 10+(2 x Navigator's WP bonus) to their Willpower and Toughness until the end of the combat.
Target: One friendly creature within a 12-cell radius.
AP Cost: 1
Revel in Slaughter
The Soldier immediately removes the winded effect. Until the end of combat, the Soldier gains the following bonuses: - +10 Ballistic Skill - +(5 + 2 x AGI bonus)% critical damage - +AGI bonus% critical hit chance This ability becomes available after the Soldier kills 3 enemies. The kill counter is not reset between rounds.
Target: None
AP Cost: N/A
Run and Gun
The Soldier gains +(2 + AGI bonus / 2) MP. Their next attack costs -1 AP less and does not count toward the attack limit per turn. Until the end of the next turn, the Soldier becomes winded. While winded, the Soldier suffers a -10 penalty to Skill and cannot use Run and Gun.
Target: None
AP Cost: N/A
Sanctic Powers
A concentration of faith, sanctic powers are used by pious psykers to protect allies and smite heretics.
Target: None
AP Cost: N/A
Scourge of the Red Tide
Creates a 3x3 zone. Every creature that is in it, enters it, or begins their turn in the area, suffers (1 + Navigator's WP bonus)-(4 + 2 x Navigator's WP bonus) damage. The zone remains for 3 rounds or until the Navigator casts it again.
Target: All creatures within the area of effect within a 16-cell radius.
AP Cost: 2
Seek the Opening
The Assassin sees a single opening for each enemy on one of the enemy's sides. Opening: whenever the Assassin hits an opening (excluding overpenetration), they deal an additional +10% of target's max wounds damage. After an attack, the opening is moved to the opposite side of the enemy. Openings of each enemy that were not hit by the Assassin during the Assassin's turn are moved to a random side of that enemy at the start of the Assassin's next turn.
Target: None
AP Cost: N/A
Sensory Deprivation
The target makes a Willpower resistance test. If it succeeds, the target is merely blinded until the start of the psyker's next turn. If the target fails the test, they become blinded and suffer an additional -(5 x psy rating) penalty to all characteristics reduced by blindness and must make a Willpower resistance test at the end of each turn. The first success makes them just blinded, and second success removes the blinded effect.
Target: One enemy creature within a 16-cell radius.
AP Cost: 1
Shield of the Emperor
Until the start of the psyker's next turn, all allies affected by Word of the Emperor increase their deflection by +(psyker's psy rating / 2) (minimum 1) and armour by +(10 + 2 X ally's resolve). ! This psychic power can only be used while there is at least one ally affected by Word of the Emperor.
Target: Personal
AP Cost: 2
Show the Path
This ability can only target allies that have at least one melee weapon in one of their weapon sets. The target immediately gains an additional turn during which they gain the ability to use Charge and only this ability. Charge (0 AP): Allows the target ally to dash in a straight line by 6 cells. If they collide with a creature during that Movement, they attack that creature (even if it is an ally) with their melee weapon.
Target: One friendly creature within a 4-cell radius.
AP Cost: 2
Spot of Apathy
The Navigator creates a circle with a 3-cell radius. Any creature that is inside it, enters it, or ends their turn inside, not under the effect of apathy, makes a Willpower resistance test. Failure applies the Apathy effect to the creature. Apathy: The target is immobilised. After one round passes under the effect of apathy, the target must pass a Willpower resistance test. Success removes apathy. Failure makes the creature unable to dodge or perform attacks of opportunity until the end of its next turn. After one round passes under the effect of apathy, the target must make a Willpower resistance test. Success removes apathy. Failure stuns the creature for 1 round, removes apathy, and makes the creature immune to further effect form Spot of Apathy until the end of the combat.
Target: All creatures within the area of effect within a 16-cell radius.
AP Cost: 2
Stronghold Stratagem
The Grand Strategist chooses one of the Combat Tactics areas. For 1 round, allies in that area gain +(3 + (Grand Strategist's INT + FEL bonus)/2)% armour, cannot be overpenetrated, gain immunity to the prone effect, and gain +((Grand Strategist's INT + FEL bonus)/4) deflection against area attacks. Additionally, they do not suffer injuries for receiving damage.
Target: All allies within the selected Combat Tactics area.
AP Cost: 1
Strongpoint
The target gains +2 temporary wounds and +1 additional temporary wound for every 2 stacks of tactical advantage the Master Tactician has, but the Master Tactician loses half of their stacks of tactical advantage (rounded up). Until the beginning of the Master Tactician's next turn, whenever the target loses temporary wounds from damage, the target gains momentum equal to the number of temporary wounds lost.
Target: One friendly creature within a 10-cell radius.
AP Cost: 1
Sword of Faith
This psychic power costs 50 momentum and can only be used when momentum is 175 or higher. Until the end of combat, the weapon in the psyker's hand is replaced by a sword made of sheer will. - This sword has a single-target attack and an area attack (like a two-handed sword) and can be used to release a cone of fire or a line of fire (like a flamethrower). - The damage of this sword is the same as that of Purge Soul (with all the same bonuses). - If the psyker used a force weapon, all the bonuses from that force weapon remain. For the purposes of talents and other bonuses, the Sword of Faith.
Target: Personal
AP Cost: 1
Sworn Enemy
The Warrior marks a target, gaining +(10 + 2 x TGH bonus)% armour and +(2 + STR bonus) damage on melee attacks against that target. If the target attacks the Warrior during this round, the Warrior gains +1 AP (once per round).
Target: One enemy creature within a 12-cell radius.
AP Cost: 1
Tactical Advantage
The Master Tactician gains +1 stack of tactical advantage per every 5 momentum gained by the Master Tactician or their allies. The Master Tactician begins combat with the amount of tactical advantage stacks equal to their FEL bonus.
Target: None
AP Cost: N/A
Tactical Knowledge
The Operative removes -1 exploit from each enemy in a 5-cell radius around a point within 10 cells from the Operative. If there is only one enemy in the area, the Operative removes all exploit stacks from that enemy. All allies gain +(number of removed exploits)% armour until the end of combat. If 4 or more exploits are removed, the Operative gains +(2 x number of removed exploits)% damage until the end of combat.
Target: All enemies within the area of effect within a 10-cell radius.
AP Cost: 1
Take Aim!
The target's next attack will ignore cover and will have double the effective distance. If the target is under the effect of voice of command, this attack will ignore enemy dodge. Additionally, the damage from this attack can't be reduced below (30 + 3 x FEL bonus)% for any reason.
Target: One friendly creature within a 8-cell radius.
AP Cost: 1
Taunting Scream
The Warrior screams at their enemies to draw their attention and becomes a priority target of any enemy who fails a Willpower resistance test.
Target: All enemies within the area of effect within touching distance.
AP Cost: 1
Trenchline Stratagem
The Grand Strategist chooses one of the Combat Tactics areas. For 1 round, all allies in that area gain +(5 + (Grand Strategist's INT + FEL bonus))% cover efficiency and re-roll all failed characteristic tests. Additionally, cover in the area does not suffer any damage.
Target: All allies within the selected Combat Tactics area.
AP Cost: 1
Unyielding Beacon
Each attack against the Vanguard grants them +1 stack of unyielding beacon. Each stack increases their resolve by +1, up to a maximum of +15. All allies in a 2-cell radius around the Vanguard gain 1/5 of that bonus. Temporary wounds applied to the Vanguard now stack, but only remain stacked until the start of the Vanguard's turn. At the start of their turn, the remaining temporary wounds are reduced to the largest amount granted by one applied effect. If the remaining number of temporary wounds is less than the number of stacks of unyielding beacon, it becomes equal to the number of those stacks even if the Vanguard has no temporary wounds at the start of their turn.
Target: None
AP Cost: N/A
Versatility
Whenever the Arch-Militant uses an attack that is of a different type from their previous attack, the Arch-Militant gains a stack of versatility. The types of attacks can be single shot, single melee attack, area melee attack, area shot, or burst shot. The Arch-Militant gains +5 WS and BS for every stack of versatility. If the Arch-Militant has 4 or more stacks of versatility, the Arch-Militant deals an additional +(WS bonus / 2) or +(BS bonus / 2) damage, whichever is highest.
Target: None
AP Cost: N/A
Vigil Beyond Time
The first use on any target marks it with the under the Navigator's watch effect. Enemy targets must pass a Willpower resistance test to avoid this. The second use returns the target to the position where it was during the first use and restores its wounds to the state they were at during that time. If this cell is occupied or unreachable from their current position, they move to the next closest cell in the direction of the Navigator.
Target: One creature within a 12-cell radius.
AP Cost: 1
Waking Nightmare
All enemies within a 4-cell radius circle suffer a -(10 + 2 x Navigator's WP bonus) penalty to their Willpower and Toughness until the end of the combat.
Target: All enemies within the area of effect within a 12-cell radius.
AP Cost: 1
Voice of Command
The Officer forces an ally to fully push themselves, increasing their characteristics by +(5 + 2 x Officer's FEL bonus) for 1 round. Additionally, all of the Officer's abilities can be applied to the target of Voice of Command from any distance. A character who becomes the target of Voice of Command cannot be targeted by this ability again for the next 2 rounds.
Target: None
AP Cost: N/A
Wall of Rockcrete
The Vanguard and all their allies in a 3-cell radius around them gain +(3 + number of unyielding beacon stacks) temporary wounds. All affected allies gain -50% less damage from the next attack. The effect lasts until the start of the Vanguard's next turn.
Target: All allies within the area of effect.
AP Cost: 2
War Hymn
Grants momentum equal to (2 x devotee's WP bonus). This ability also grants an additional WP bonus momentum for each enemy that is either in a 5-cell radius around the priest or was hit by the priest this turn.
Target: None
AP Cost: N/A
Warp Curse Unleashed
The enemy becomes cursed until the end of combat. Cursed: all incoming warp damage is increased by +(10 + 2 x Navigator's WP bonus)% and other types of incoming damage are increased by +(5 + Navigator's WP bonus)%. At the start of their turn, the enemy closest to them also becomes cursed.
Target: One enemy creature within a 12-cell radius.
AP Cost: 1
Warp Speed
Until the end of combat, the target ally increases their MP by +(3 + psyker's psy rating), their Agility by +(3 + psyker's psy rating), and their AP by +1.
Target: One friendly creature within a 10-cell radius.
AP Cost: 2
Wildfire
The Arch-Militant's next attack will cost 0 AP, will not count toward the attack limit this turn. The cost of this ability is reduced by -1 for every 4 stacks of versatility (min 1).
Target: Personal
AP Cost: 3
Zone of Fear
All units in a 3x3 zone must pass a Willpower resistance test or immediately move out of the zone, even if they are stunned or immobilised. This Movement triggers attacks of opportunity from the Navigator's allies that have passed the test or that are outside the zone.
Target: All creatures within area of effect within a 12-cell radius.
AP Cost: 1
Bladedance
The Bladedancer makes (2 + AGI bonus/4) melee attacks against random targets (including allies) adjacent to the Bladedancer, each dealing 50% of their normal damage. Blade Dance is a melee burst attack that does not count toward the attack limit per turn. This ability can only be used with a sword equipped. If two swords are equipped, the Bladedancer makes (1 + AGI bonus/4) attacks with each one.
Target: None
AP Cost: N/A
Death From Above
The Bladedancer leaps into the air and lands on the selected cell. Upon landing, they deal (AGI bonus + WS bonus) damage to all adjacent enemies. This leap can be made to any unoccupied cell within a 3-cell radius in the Bladedancer's line of sight. This movement does not provoke attacks of opportunity. The Bladedancer cannot jump to a cell that is inaccessible in combat. This ability can be used multiple times per turn, but each use requires a charge to be spent. The Bladedancer gains +1 charge of this ability each time they kill a target (excluding kills made with Death From Above). This ability can only be used with a sword equipped.
Target: None
AP Cost: N/A
Acrobatic Artistry
The Bladedancer immediately returns to the cell where they started their turn. This movement does not provoke attacks of opportunity. If the Bladedancer used Death From Above this turn, this movement repeats all uses of this ability in reverse.
Target: Personal
AP Cost: 1
Oath of Vengeance
This ability costs (5 + Bladedancer's level /2) wounds to use. The Bladedancer selects an ally. Until the end of combat, attacks made by the Bladedancer against enemies who have already attacked that ally gain +(10+AGI bonus)% critical hit chance and +(20 + 2 x WS bonus)% critical damage. This ability can be used multiple times per turn, but the bonuses do not stack.
Target: One friendly creature (unlimited range)
AP Cost: 0
Veil of Blades
This ability costs (5 + Bladedancer's level / 2) wounds to use. The Bladedancer faces a side of their choice and immediately ends their turn. Until the beginning of the Bladedancer's next turn, they can dodge area attacks without moving, are immune to all types of forced movement, gain +20% parry against attacks from that side, and can now parry attacks made against adjacent allies. While under the effect of Veil of Blades, the Bladedancer can even parry ranged attacks (except ranged area attacks) made from that side. The chance to parry a ranged attack is calculated as if it were a melee attack, where the attacker's Weapon Skill is equal to the hit chance of the attack. If an attack is parried in this way, it can be redirected towards one of the enemies on the selected side. The chance of redirection is equal to half of the Bladedancer's parry chance against this attack. ! This ability can only be used with a sword equipped.
Target: All creatures within the area of effect within a 1-cell radius.
AP Cost: 0
Blood Oath
This ability costs (5 + Bladedancer's level / 2) wounds to use. The Bladedancer targets a single enemy, vowing to dispatch their mark. The Bladedancer's next attack against their selected enemy cannot be dodged or parried. If this attack kills the target, the Bladedancer regains +(5 + 2 x TGH bonus) wounds and gains +1 AP along with an additional attack this turn. This ability can be used multiple times per turn, but it grants +1 AP and an additional attack only once per round.
Target: One enemy creature (unlimited range).
AP Cost: 0
Captive Audience
The Bladedancer's next attack inflicts bleeding (AGI bonus + WS bonus) on all targets hit. These targets must pass a Toughness resistance test with a -(10 + 2 x AGI bonus) penalty or become immobilised for 1 round. All enemies immobilised by Captive Audience count as full cover for the Bladedancer and their allies when adjacent to those enemies.
Target: Personal
AP Cost: 1
Forced Repentance
Whenever the Executioner inflicts a damage-over-time effect on a target which is already suffering from an effect of the same type, the target immediately suffers an additional instance of damage from the initial effect. All damage-over-time effects of this type on this target (including the one just inflicted and the ones that will possibly be inflicted later) have their level increased by +2. This bonus stacks.
Target: Personal
AP Cost: 0
Scourging Strikes
The Executioner's melee attacks inflict 6 levels of bleeding on all targets hit. This effect is applied after all other effects from the attack are applied.
Target: Personal
AP Cost: 0
Where It Hurts
If the target of the Executioner's next successful attack is under any damage-over-time effects, this target will immediately suffer 3 instances of damage from each of these effects (2 instances if the Executioner makes a burst or area attack). This damage is dealt after all other effects from the attack are applied. Then, all damage-over-time effects are removed from the target. This ability is applied instead of Scourging Strikes and removes all stacks of Forced Repentance.
Target: Personal
AP Cost: 0
Exsanguination
The Executioner immediately inflicts bleeding (5) on an ally of their choice (including themselves). That ally gains a +(5 + Medicae / 10)% bonus to dodge and +3 additional MP until bleeding ends for any reason.
Target: One friendly creature within a 10-cell radius.
AP Cost: 0
Gift of Torment
Until the start of their next turn, the Executioner gains bonuses to their parameters for each creature (enemy or ally) in combat suffering from the following damage-over-time effects: Bleeding: +(TGH bonus / 2)% armour per creature Burning: +(TGH bonus / 2)% dodge per creature Toxin: +1 deflection per creature up to a maximum of TGH bonus.
Target: Personal
AP Cost: N/A
Merciless Verdict
The Executioner's next ranged attack or psychic staff ability inflicts a damage-over-time effect on all targets hit. The type of this effect depends on the attack's damage type: Physical damage: inflicts toxin Energy damage: inflicts burning The level of this damage-over-time effect is equal to (minimum weapon damage / 7). This effect is only applied once per target after all other effects from the attack are applied.
Target: Personal
AP Cost: 1
Pain Resonance
All enemies suffering from damage-over-time effects in a 4-cell radius around the Executioner immediately suffer an extra instance of damage from these effects. They must also pass a resistance test with a -(Medicae / 5) penalty or suffer an additional negative effect. The effect and type of the resistance test depend on the initial damage-over-time effect. Bleeding: Agility resistance test, blinded Burning: Willpower resistance test, slowed Toxin: Toughness resistance test, staggered These additional effects are removed at the start of the Executioner's next turn.
Target: All enemies within the area of effect.
AP Cost: 1
Reckless Abandon
The Executioner replaces (30% of their maximum wounds) of their wounds with the same number of temporary wounds until the end of combat. While the Executioner has temporary wounds, all of their melee attacks and damage-over-time effects deal an additional +(30% of their maximum wounds)% damage.
Target: Personal
AP Cost: 0
Terrifying Strike
The Executioner's next melee attack forces all enemies hit to run away from the Executioner in a straight line for up to 3 cells. During this movement, the targets do not provoke attacks of opportunity and leave a bloody trail on the ground, which remains until the end of combat. Movement through these bloodstained cells costs the Executioner 0 MP.
Target: Personal
AP Cost: 0
Cyber-Mastiff Proficiency
The cyber-mastiff is a tough and powerful familiar designed to follow a designated target, whether ally or foe. Its Apprehend ability allows it to chase and isolate enemies, particularly effective against those using ranged weapons or psykers. While adjacent to the apprehended target, the cyber-mastiff attacks it each time the Overseer attacks that target. If the target attempts to flee, the cyber-mastiff will try to stop it. Once the target is defeated, remember to issue a new order to the cyber-mastiff, as it will await instructions. The Protect! ability transforms the cyber-mastiff into a reliable bodyguard, following and defending a protected ally by striking anyone who attacks them. If you prefer not to control the familiar directly, use Battle Mode: Standby—the cyber-mastiff will automatically attack the nearest target. Growl! weakens enemies in an area, reducing their damage dealt, while Bite and Run! provides mobility and helps disrupt enemy lines.
Target: None
AP Cost: N/A
Cyber-Eagle Proficiency
The cyber-eagle is an agile instrument perfectly suited to oversee the battlefield from above and disorient enemies. While soaring, it gains access to alternative, more powerful versions of its abilities. The Obstruct Vision ability causes enemies to attack each other with their own weapons. The evasive, obstructing cyber-eagle provokes the enemy, causing them to shoot in its direction with an increased chance of hitting their own allies. If enemies are tightly grouped, Blinding Strike can significantly limit their capabilities. Strafe allows the cyber-eagle to navigate through enemy lines while dealing damage. Lastly, Live Bait turns this familiar into a merciless predator. If you prefer not to control this familiar directly, let it soar: it will regain its wounds and wait for the right moment to strike.
Target: None
AP Cost: N/A
Psyber-Raven Proficiency
The psyber-raven is a powerful instrument of transmitting warp energy. Its Warp Relay ability allows it to enhance the Overseer's psychic powers, spreading their effect to multiple targets at once. If that is not enough, use Complete the Cycle to transmit the most recently relayed psychic power once again! No cover can hide the Overseer's enemies who are under surveillance if the psyber-raven is nearby. Relocate provides it with additional mobility. Stabilise is an essential ability for helping allies regain their wounds, while Evil Eye and Purification Discharge are great ways to deal damage to multiple enemies at once.
Target: None
AP Cost: N/A
Servo-Skull Swarm Proficiency
Servo-Skull Swarm is a versatile support tool that enhances the Overseer's combat capabilities. Thanks to the persistent Extrapolation effect, it can transmit the Overseer's abilities to multiple targets simultaneously, healing and empowering groups of allies while weakening groups of enemies. Additionally, the Servo-Skull Swarm can influence the course of battle through its signal abilities. Medicae Signal helps allies regain wounds. Provocation Signal wreaks havoc among enemy lines, forcing them to attack each other. Priority Signal distracts the enemy and improves this familiar's defense. The Relocation ability provides the Servo-Skull Swarm with additional mobility, allowing the Overseer to move it where it is needed most.
Target: None
AP Cost: N/A
Overcharge (Heroic Act)
The cyber-mastiff immediately heals to full wounds (even if it has 0 wounds). The Overseer's next three abilities cost -1 AP. Until the end of combat, the cyber-mastiff deals additional damage equal to +Familiar's WS bonus% of the target's maximum wounds.
Target: None
AP Cost: N/A
Daring Breach (Heroic Act)
Once per combat The Warrior immediately restores all AP and MP and gains +AGI bonus MP until the end of the turn. They don't lose MP after performing attacks. The Warrior has no limit on melee weapon attacks this turn.
Target: Personal
AP Cost: N/A
Daring Breach (Desperate Measures)
Once per combat The Warrior immediately restores all AP and MP and gains +AGI bonus MP until the end of the turn. They don't lose MP after performing attacks. The Warrior has no limit on melee weapon attacks this turn. Starting from the next round and until the end of combat, the Warrior can't use Charge, and their MP are reduced by —3.
Target: Personal
AP Cost: N/A
Dismantling Attack (Heroic Act)
The Operative immediately inflicts 1 exploit on all enemies in combat, then makes a free attack against a target. That attack always hits. Until the end of combat, the target of this attack suffers a -30% penalty to dodge and a -30% penalty to armour.
Target: One enemy creature within weapon's range.
AP Cost: N/A
Dismantling Attack (Desperate Measures)
The Operative immediately inflicts 1 exploit on all enemies in combat, then makes a free attack against a target. That attack always hits. -Until the end of combat, the target of this attack suffers a -30% penalty to dodge and a -30% penalty to armour. - Until the end of combat, the Operative's attacks cost +1 AP more.
Target: One enemy creature within weapon's range
AP Cost: N/A
Dispatch (Heroic Act)
The Assassin makes an attack with the current weapon against an enemy. This attack cannot miss and deals +50% more damage. It also deals additional damage equal to 25% of the target's missing wounds. The Assassin's dodge , dodge reduction, armour penetration, and parry reduction are doubled for this attack.
Target: One enemy creature within weapon's range
AP Cost: N/A
Dispatch (Desperate Measures)
The Assassin makes an attack with the current weapon against an enemy. This attack cannot miss and deals +50% more damage. It also deals additional damage equal to 25% of the target's missing wounds. The Assassin's dodge , dodge reduction, armour penetration, and parry reduction are doubled for this attack. The Assassin suffers +100% more damage until the end of combat.
Target: One enemy creature within weapon's range
AP Cost: N/A
Firearm Mastery (Heroic Act)
The Soldier gains the ability to make a number of extra attacks equal to their weapon's rate of fire (minimum 2), using the weapon attack that normally costs the least AP. These attacks do not spend AP. - Until the end of the Soldier's turn, their first attack against each new enemy automatically scores a critical hit. - The Soldier immediately reloads their current weapon.
Target: Personal
AP Cost: N/A
Firearm Mastery (Desperate Measures)
The Soldier gains the ability to make a number of extra attacks equal to their weapon's rate of fire (minimum 2), using the weapon attack that normally costs the least AP. These attacks do not spend AP. - Until the end of the Soldier's turn, their first attack against each new enemy automatically scores a critical hit. - The Soldier immediately reloads their current weapon. - Starting from the next round and until the end of combat, the Soldier's AP are reduced by -1.
Target: Personal
AP Cost: N/A
Finest Hour! (Heroic Act)
The Officer grants an ally an extra turn With full AP and MP. During the extra turn, there is no attack limit.
Target: One friendly creature (unlimited range)
AP Cost: N/A
Finest Hour! (Desperate Measures)
The Officer grants an ally an extra turn With full AP and MP. During the extra turn, there is no attack limit. Until the end of combat, the Officer's Fellowship is halved.
Target: One friendly creature (unlimited range)
AP Cost: N/A
Steady Superiority (Heroic Act)
Until the end of combat, the Arch-Militant can make one additional attack each turn (including one additional attack on the turn this heroic act was used). The first attack after using this ability and each turn afterwards costs 0 AP.
Target: Personal
AP Cost: N/A
Heroic Sacrifice (Desperate Measures)
Until the end of combat, the Arch-Militant can make one additional attack each turn (including one additional attack on the turn this desperate measure was used). The first attack after using this ability and each turn afterwards costs 0 AP. The Arch-Militant suffers a -30 penalty to their Toughness until the end of combat and suffers bleeding. Bleeding: this creature is bleeding and suffers 10% of their maximum wounds damage at the start of its turn. The effect can he removed by any source of healing.
Target: Personal
AP Cost: N/A
Orchestrated Firestorm (Heroic Act)
The Master Tactician selects a 3X3 zone on the battlefield. All allies, including the Master Tactician, that have line of sight to any enemies inside the selected zone make an immediate single attack against a random enemy within this zone that they can target with their weapons.
Target: All creatures within the area of effect within a 12-cell radius.
AP Cost: N/A
Last Volley (Desperate Measures)
The Master Tactician selects a 3X3 zone on the battlefield. All allies, including the Master Tactician, that have a line of sight to any enemies inside the selected zone make an immediate single attack against a random enemy within this zone that they can target with their weapons. Until the beginning of the Master Tactician's next turn, all allies that attacked as part of the Last Volley suffer a -20 penalty to their Ballistic skill and Weapon skill, while the Master Tactician's Fellowship is reduced by -40 until the end of combat.
Target: None
AP Cost: N/A
Take and Hold (Heroic Act)
The Grand Strategist chooses one combat tactics area. Every ally inside that area gains an additional turn with 1 AP and 2 MP at the start of the Grand Strategist's next turn. For every enemy that was killed in the selected combat tactics area, the additional AP is increased by +1 (up to maximum 3), and the additional MP is increased by +2 (up to maximum 6).
Target: Target point within a 15-cell radius.
AP Cost: N/A
Take and Hold (Desperate Measures)
The Grand Strategist chooses one combat tactics area. Every ally inside that area gains an additional turn with 1 AP and 2 MP at the start of the Grand Strategist's next turn. For every enemy that was killed in the selected combat tactics area, this AP is increased by +1 (up to maximum 3) and MP by +2 (up to maximum 6). The Grand Strategist's MP are reduced to 1 until the end of combat.
Target: Target point within a 15-cell radius.
AP Cost: N/A
Unyielding Guard (Heroic Act)
Until their next turn, the Vanguard attacks each enemy that attacks the Vanguard's allies in a 3-cell radius around the Vanguard. Additionally, until their next turn, the Vanguard always retaliates when attacked.
Target: Personal
AP Cost: N/A
Unyielding Guard (Desperate Measures)
Until their next turn, the Vanguard attacks each enemy that attacks the Vanguard's allies in a 3-cell radius around the Vanguard. Additionally, until their next turn, the Vanguard always retaliates when attacked. Until the end of combat, the Vanguard suffers +30% more damage from all sources.
Target: Personal
AP Cost: N/A
Wild Hunt (Heroic Act)
The Bounty Hunter simultaneously makes several attacks. The number of the attacks is equal to the number of prey in combat. These attacks are equally divided among all prey in the Bounty Hunter's line of sight. The attacks always hit and always score critical hits.
Target: All enemies within the area of effect within a -1-cell radius.
AP Cost: N/A
Wild Hunt (Desperate Measures)
The Bounty Hunter simultaneously makes several attacks. The number of the attacks is equal to the number of prey in combat. These attacks are equally divided among all prey in the Bounty Hunter's line of sight. The attacks always hit and always score critical hit. Until the end of combat, the Bounty Hunter's Ballistic Skill, Perception, and Agility are reduced by -20.
Target: All enemies within the area of effect within a -1-cell radius.
AP Cost: N/A
Death Waltz (Heroic Act)
The Bladedancer uses Death From Above against a target enemy without spending a charge, immediately making a melee attack against that enemy. The Bladedancer repeats this combination up to (2 + AGI bonus / 3) times against random available targets. If it is impossible to use Death From Above, the Bladedancer only makes a melee attack against a random available target (can be the same enemy).
Target: One enemy creature within a 3-cell radius
AP Cost: N/A
Death Waltz (Desperate Measures)
The Bladedancer uses Death From Above against a target enemy without spending a charge, immediately making a melee attack against that enemy. The Bladedancer repeats this combination up to (2 + AGI bonus / 3) times against random available targets. If it is impossible to use Death From Above, the Bladedancer only makes a melee attack against a random available target (can be the same enemy). After performing a desperate measure, the Bladedancer suffers 1 random trauma.
Target: One enemy creature within a 3-cell radius
AP Cost: N/A
Carnival of Misery (Heroic Act)
Until the end of combat, all damage dealt to enemies by damage-over-time effects is increased by +100% after all other modifiers. This effect stacks and can be inflicted by more than one Executioner.
Target: None
AP Cost: N/A
Category
Archetype Prerequisite
Origin Prerequisite
Homeworld Prerequisite
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