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!

OriginArbitrator - Subductor

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.

OriginArbitrator - Vigilant

Target: None

AP Cost: N/A

Double Slug

This shotgun attack allows the Arbitrator to make two single shots aginst the target.

OriginArbitrator - Vigilant

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.

OriginArbitrator

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.

OriginArbitrator - Castigator

Target: None

AP Cost: 1

On the Ground!

Enemies hit by the Arbitrator must pass a Toughness resistance test or fall prone for 1 round.

OriginArbitrator

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 ability can only be used with a shield equipped.

OriginArbitrator

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 resistance test with a penalty.On a failed test, if possible, they immediately move to the designated cell.

OriginArbitrator - Castigator

Target: None

AP Cost: 1

Second Shot

This shotgun attack allows the Arbitrator to make two single shots agaist the target.

OriginArbitrator

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.

ArchetypeOverseer

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.

ArchetypeOverseer

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.

ArchetypeOverseer

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.

ArchetypeOverseer

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.

ArchetypeOverseer

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.

ArchetypeOverseer

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.

ArchetypeOverseer

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.

ArchetypeOverseer

Target: None

AP Cost: N/A

Halt Relay

The Overseer commands their psyber-raven to stop relaying.

ArchetypeOverseer

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.

ArchetypeOverseer

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.

ArchetypeOverseer

Target: None

AP Cost: N/A

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