Talents in Rogue Trader are passive abilities that can be unlocked by gaining experience and leveling up the Class Rank. There are many Talents that Classes can choose from, but only a few can be selected. Some Talents can enhance a character's combat effectiveness, some can make a character an effective leader, influencing the morale and performance of everyone in the party, some can help in social interactions like improved skills in persuasion, and others can help enhance a character's skills related to psychic or warp-related powers.

What are Talents in Rogue Trader?

Talents are passive abilities that can be unlocked by gaining experience and leveling up the Archetype Rank. These are specialized abilities that define your character's unique strengths and these talents can range from combat prowess, leadership skills, technological proficiency, and more. Tailoring your selection of talents will allow you to customize your character to your liking, influencing their effectiveness in different scenarios may it be in combat or exploration. When you meet certain level requirements, you will be given a few Talents you can choose from based on the Homeworld you've chosen. Talents are also tied to your Origin.

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All Talents in Rogue Trader

 

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Quick Search of All Talents 

 

Name

Shortform

Effect

Source

Inevitable Enervation
IE Each use of Aim for the Opening on the same target reduces that target‘s dodge and dodge reduction by -10%. Stacks.
Outsmart
O Whenever the Assassin hits an enemy without hitting the enemy's opening, the Assassin gains +2 X (AGI bonus)% dodge until the start of their next turn.
Advanced Skill: Athletics
ASA The character gains +13 Athletics. The character can also reroll failed skill tests (+1 attempt for each test).
Professional Acumen
PA Every turn, the first use of an Assassin ability costs 0 AP.
Breaking Point
BP Heavy weapons deal +2 damage and ignore 2 deflection.
Advanced Skill: Demolition
ASD The character gains +13 Demolition. The character can also reroll failed skill tests (+1 attempt for each test).
Advanced Skill: Logic
ASL The character gains +13 Logic. The character can also reroll failed skill tests (+1 attempt for each test).
Advanced Skill: Persuasion
ASP The character gains +13 Persuasion. The character can also reroll failed skill tests (+1 attempt for each test).
Base Skill: Demolition
BSD The character gains +7 Demolition. The character may improve this skill even if their archetype or origin does not allow it.
Scanner Mechadendrite
SM An additional servo-skull connected directly to the Tech-Priest's systems increases their Perception by +10.
  • Tech-Priest
Mortally Effective
ME Whenever the Assassin hits a target with an attack that has 100 lethality or greater for the first time in a round, the Assassin immediately regains the AP spent for that attack.
Advanced Skill: Commerce
ASC The character gains +13 Commerce. The character can also reroll failed skill tests (+1 attempt for each test).
Melta Weapon Proficiency
MWP Allows the character to use melta weapons, such as a meltagunmulti-melta, and others.
Advanced Skill: Lore (Xenos)
AS The character gains +13 Lore (Xenos). The character can also reroll failed skill tests (+1 attempt for each test).
Base Skill: Lore (Warp)
BS The character gains +7 Lore (Warp). The character may improve this skill even if their archetype or origin does not allow it.
Grenadier
AP The Soldier's first grenade use in combat does not spend AP and does not count toward the attack limit that turn.
Heavy Armour Proficiency
HAP Allows the wearing of heavy armour.
Base Skill: Carouse
BSC The character gains +7 Carouse. The character may improve this skill even if their archetype or origin does not allow it.
Carmine Whisper
CW The haemorrhage effect applied by Death Whisper deals an additional +10 damage.
Hurt Like Hell
HLH When firing heavy weaponscritical hit chance is increased by +BS bonus% and critical damage is increased by +(3 X BS bonus)%.
Plasma Weapon Expert
PWE Plasma weapon attacks gain +2 maximum damage.
Base Skill: Persuasion
BSP The character gains +7 Persuasion. The character may improve this skill even if their archetype or origin does not allow it.
Deadly Calculation
DC For every 10 damage dealt by an Assassin's attack, that attack also deal +1 direct damage to the same target. Direct Damage: damage that cannot be reduced by the target's parameters or bonuses.
Ambush
A At the start of the Assassin's turn, all enemies that do not have the Assassin in their line of sight suffer the unsuspecting effect until the end of the Assassin's turn. Unsuspecting: the Assassin gains +7% hit chance and +7% critical hit chance against unsuspecting enemies.
Advanced Skill: Carouse
ASC The character gains +13 Carouse. The character can also reroll failed skill tests (+1 attempt for each test).
Leave No Witness
LNW The enemy last damaged by the Assassin suffers the witness effect. Witness: if a witness does not have the Assassin in their line of sight at the end of the Assassin's turn, that witness suffers (lethality / 3)% of the maximum base damage of the Assassin's current weapon.
Killing Spree
KS Whenever the Assassin hits an opening, the Assassin's damage is increased by +(AGI bonus / 2)% until the end of combat. Stacks.
Advanced Skill: Lore (Warp)
AS The character gains +13 Lore (Warp). The character can also reroll failed skill tests (+1 attempt for each test).
Swift Movements
SM Grants +2 movement points.
Keep Your Distance
KYD Whenever the Assassin has no more than 1 adjacent enemy, any enemy that moves into a cell adjacent to the Assassin must pass an Agility resistance test with a -(2 X STR bonuspenalty or fall prone, if possible, and become immobilised until the start of that enemy's next turn.
Flame Weapon Proficiency
FWP Allows the character to use flame weapons, such as a flamer, heavy flamer, and hand flamer.
Base Skill: Awareness
BSA The character gains +7 Awareness. The character may improve this skill even if their archetype or origin does not allow it.
Characteristic Training: Fellowship
CTF The character gains +5 Fellowship. The character may improve any trained characteristic even if their archetype or origin does not allow it.
Seize the Advantage
SA The Assassin gains +15 lethality against enemies that have any of following effects: slowed, immobilised, or haemorrhage. The bonus is gained for each of these effects but cannot exceed +45 lethality.
Base Skill: Medicae
BSM The character gains +7 Medicae. The character may improve this skill even if their archetype or origin does not allow it.
Utility Mechadenrite
UM This mechadendrite is equipped with all kinds of tools to communicate with machine spirits. Increases Tech-Use and Demolition by +10.
  • Tech-Priest
Elusive Speed
ES If the Assassin is elusive at the start of their turn, they gain +4 MP and +10 lethality until the end of their turn.
Bringer of Doom
BD Whenever the Assassin attacks an enemy with a single-target attack, this attack reduces the target's armour and dodge by -15% until the end of the Assassin's turn. Does not stack.
Dual-Weapon Combat
DWC The character can attack with the second weapon in their current weapon set in addition to the usual one attack per round. This attack suffers a -20 penalty to WS and BS and costs +1 AP more.
Characteristic Training: Agility
CTA The character gains +5 Agility. The character may improve any trained characteristic even if their archetype or origin does not allow it.
Combat Master
CM Enemies gain no melee superiority bonuses against this character.
Base Skill: Commerce
BSC The character gains +7 Commerce. The character may improve this skill even if their archetype or origin does not allow it.
Plasma Weapon Proficiency
PWP Allows the character to use plasma weapons, such as plasma gun, plasma pistol, and others.
Chain Weapon Expert
CWE Chain weapon attacks gain +4 maximum damage.
Melta Weapon Expert
MWE Melta weapon attacks gain +4 maximum damage.
Nimble
N Grants +10% bonus to dodge.
Heavy Weapon Proficiency
HWP Reduces the required Strength value for heavy weapons by -25.
Duelling Mastery
DM Grants +15% bonus to parry.
Aeldari Weapon Proficiency
AWP Allows the character to use Aeldari weapons, such as Aeldari long rifle, shuriken catapult, and others.
An Eye for the Unscathed
AEU Whenever the Assassin attacks an enemy that is at full wounds, the Assassin gains +20% dodge and dodge reduction against that enemy until the end of the Assassin's next turn.
Advanced Skill: Coercion
ASC The character gains +13 Coercion. The character can also reroll failed skill tests (+1 attempt for each test).
Esquive
E Each successful dodge grants the Assassin +(Lethality / 5)% damage for the next successful attack.
Solid Projectile Weapon Expert
SP Solid projectile weapon attacks gain +2 minimum damage.
Morbid Pirouette
MP Danse Macabre deals additional +AGI bonus direct damage.
Drukhari Weapon Proficiency
DWP Allows the character to use Drukhari weapons.
Base Skill: Logic
BSL The character gains +7 Logic. The character may improve this skill even if their archetype or origin does not allow it.
Flame Weapon Expert
FWE Flame weapon attacks cost -1 AP less to use (1 AP minimum).
Characteristic Training: Weapon Skill
CT The character gains +5 Weapon Skill. The character may improve any trained chracteristic even if their archetype or origin does not allow it.
Las Weapon Expert
LWE Enemies suffer a -20% penalty to dodge against las weapon attacks.
Base Skill: Lore (Xenos)
BS The character gains +7 Lore (Xenos). The character may improve this skill even if their archetype or origin does not allow it.
Characteristic Training: Perception
CTP The character gains +5 Perception. The character may improve any trained characteristic even if their archetype or origin does not allow it.
Flawless Lunge
FL Poised to Strike also reduces the target's dodge by -(2 X AGI bonus)%.
Imminent Demise
ID Whenever the Assassin deals direct damage to an enemy, that enemy suffers +1 stack of the vulnerable effect. Vulnerable: the character suffers +(number of vulnerable stacks) X PER bonus% more damage from the Assassin's attacks. Direct Damage: damage that cannot be reduced by the target's parameters or bonuses.
Lone Killer
LK While the Assassin has no allies in a 5-cell radius around them, they gain +10% dodge and +10% dodge reduction.
Perfect Opening
PO The Assassin gains +Lethality% chance to deal +5% of target's max wounds more damage to an opening.
Characteristic Training: Intelligence
CTI The character gains +5 Intelligence. The character may improve any trained characteristic even if their archetype or origin does not allow it.
Power Weapon Expert
PWE Power weapon attacks gain +10% armour penetration.
Gruesome Gust
GG The armour penetration penalty of Feinting Attack is reduced to -20%.
Characteristic Training: Willpower
CTW The character gains +5 Willpower. The character may improve any trained characteristic even if their archetype or origin does not allow it.
Base Skill: Lore (Imperium)
BS The character gains +7 Lore (Imperium). The character may improve this skill even if their archetype or origin does not allow it.
Advanced Skill: Awareness
ASA The character gains +13 Awareness. The character can also reroll failed skill tests (+1 attempt for each test).
Characteristic Training: Strength
CTS The character gains +5 Strength. The character may improve any trained characteristic even if their archetype or origin does not allow it.
Advanced Skill: Lore (Imperium)
AS The character gains +13 Lore (Imperium). The character can also reroll failed skill tests (+1 attempt for each test).
Disarray
D Whenever the Assassin deals direct damage, the target must pass an Agility resistance test with a -(2 X Assassin's AGI bonuspenalty or become slowed until the end of their next turn.
Characteristic Training: Toughness
CTT The character gains +5 Toughness. The character may improve any trained characteristic even if their archetype or origin does not allow it.
It Will Not Die
IW Increases wounds by half of the character's level (rounded up).
Advanced Skill: Tech-Use
AS The character gains +13 Tech-Use. The character can also reroll failed skill tests (+1 attempt for each test).
Base Skill: Tech-Use
BS The character gains +7 Tech-Use. The character may improve this skill even if their archetype or origin does not allow it.
Advanced Skill: Medicae
ASM The character gains +13 Medicae. The character can also reroll failed skill tests (+1 attempt for each test).
Bolter Weapon Proficiency
BWP Allows the character to use bolt weapons, such as bolter or bolt pistol.
Characteristic Training: Ballistic Skill
CT The character gains +5 Ballistic Skill. The character may improve any trained characteristic even if their archetype or origin does not allow it.
Lethality Heightens
LH Whenever the Assassin deals 5 or more direct damage to an enemy with a single attack, the Assassin gains +10 lethality until the end of combat. Stacks.
Bolt Weapon Expert
BWE Bolt weapon attacks gain +10% armour penetration.
Base Skill: Coercion
BSC The character gains +7 Coercion. The character may improve this skill even if their archetype or origin does not allow it.
Hunting Surge
HS Whenever an enemy is killed by a critical hit scored by the Bounty Hunter or their ally, the Bounty Hunter gains +(2 X enemy's difficulty tier)% damage or 2 rounds.
Share the Spoils
SS Whenever an ally kills prey, the Bounty Hunter gains half of the bonuses granted by Hunt Down the Prey.
Claim and Maim
CM If Claim the Bounty kills an enemy, the Bounty Hunter's next attack this turn will always score a critical hit.
Expert Finesse
EF Whenever the Bounty Hunter kills an enemy whose difficulty tier is IV or higher, the Bounty Hunter immediately reloads their weapon and attacks the closest enemy in their line of sight. This attack gains +50% overpenetration but deals only (4 x (BS bonus + PER bonus))% of the Bounty Hunter's usual damage.
Gruesome Kill
GK Whenever prey is killed, all enemies in a 10-cell radius around the prey have their Agility reduced by -(5 X prey's difficulty tier) for 2 rounds.
Retaliate
R Whenever prey deals damage to the Bounty Hunter's ally, the Bounty Hunter gains +prey's difficulty tier% damage against that prey for 2 rounds. Stacks.
Trail and Shatter
TS Hot on the Trail now has an unlimited range and reduces the target's armour by -(3 + PER bonus)% for 2 rounds.
Inspiring Trophy
IT Whenever the Bounty Hunter kills prey whose difficulty tier is IV or higher, the Bounty Hunter additionally gains +2 AP.
Catch
C Whenever the Bounty Hunter hits an enemy with an attack, they inflict the catch effect on that enemy. Catch: at the start of the Bounty Hunter's turn, this target suffers a stacking - (2 X (catch's difficulty tier + PER bonus))% penalty to their armour and dodge. Once the catch moves or suffers damage, the catch effect and the penalties are removed.
Guidance
G The Bounty Hunter's first critical hit in a round grants their allies a stacking +(target's difficulty tier + Bounty Hunter's PER bonus / 3)% bonus to armour penetration until the end of combat. Once a character with this bonus reloads, the bonus is removed.
Cut to the Chase
CC Whenever the Bounty Hunter scores a critical hit for the first time in a round, they gain +target's difficulty tier movement points.
Critical Chain
CC Whenever the Bounty Hunter kills an enemy with a critical hit, all allies in a 7- cell radius around the target gain +target‘s difficulty tier% critical hit chance until the end of combat. Stacks.
Pierce the Armour
PA Whenever the Bounty Hunter scores a critical hit, the target's armour is reduced by -(BS bonus + target's difficulty tier)% until the end of combat. Stacks.
Good Hunting
GH Every third critical hit scored by the Bounty Hunter restores +1 charge of Hunt Down the Prey.
Pounce
P The Bounty Hunter's allies gain +(3 + Bounty Hunter's PER bonuscritical hit chance against enemies affected with one or more of the following effects: preytrailed, or immobilised.
Savour the Kill
SK Whenever prey that is not being trailed is killed by an ally, the Bounty Hunter gains an extra turn with half of their MP and AP. The Bounty Hunter cannot attack during this extra turn.
Hunter's Ambush
HA When the Bounty Hunter performs a single-shot attack on an immobilised or stunned target, this attack refunds its cost and does not count for the attack limit. Once per round.
Kill Squad
KS Raid grants an ally an additional +(2 X prey's difficulty tier)% damage against prey.
Withdraw
W Whenever the Bounty Hunter is attacked in melee range for the first time since the end of their turn, they automatically dodge that attack and move 1 cell in the opposite direction from the enemy. The Bounty Hunter does not provoke attack of opportunity with this movement.
Flay the Bold
FB Cull the Bold additionally removes -target's difficulty tier deflection, -(2 X target's difficuIty tierWillpower, and -(2 X target's difficulty tierToughness from the target.
Heightened Concentration
HC Whenever the Bounty Hunter scores a critical hit, they gain +PER bonusarmour penetration until the end of combat. Stacks.
Pierce and Ruin
PR Each enemy affected by Piercing Shot has their armour reduced by -BS bonus% until the end of combat. Stacks.
We Got 'Em
WGE At the start of the Bounty Hunter's turn, they gain +2 MP for each ally who is adjacent to prey.
Jinx
J While a voidborn character has more than 50% wounds, all chances of all creatures (including enemies) in a 3-cell radius are increased by +10%. >While a voidborn character has less than 50% wounds, all chances of all creatures (including enemies) in a 3-cell radius are decreased by -10%.
Heroism
H Whenever a heroic act is used in combat by any character, the Officer's next attack will cost 0 AP.
Be Smart
BS Any time an ability or talent uses the Fellowship bonus, a voidborn character can instead use the Intelligence bonus, if it is higher. >Additionally, voidborn characters can always upgrade Intelligence even if their archetype does not allow it.
Armour of Contempt
AC Whenever an ally is affected by an Officer's ability or talent that grants temporary wounds, that ally's armour is increased by +10% for 1 round. Does not stack.
Leader's Assault
LA Whenever the Officer makes an attack, they gain +5 Fellowship until the end of combat.
Into the Jaws of Hells
IJH The Officer gains +10 Willpower and +10 Fellowship when they have less than 50% of their maximum wounds remaining. They also gain an additional +10 Willpower and +10 Fellowship after using any Officer ability on a target with less than 50% wounds for 1 round. >These two sets of bonuses stack with each other but do not stack with themselves (the Officer can only have up to +20 Willpower and +20 Fellowship granted by 2 this talent at any given time).
No Respite
NR Whenever the Officer's ability grants action points to an ally, that ally also gains +1 to all characteristics for every action point gained until the end of combat.
Contagious Luck
CL Using a non-damaging ability on an ally grants that ally the ability to reroll any failed attack, dodgeparrycharacteristic, or skill test with a 20% chance of success for 1 round. This chance cannot be greater than the base success chance of the roll. Using a non-damaging ability on an enemy grants them a 20% chance to fail a successful dodge or parry test against any character for 1 round.
Tonicity
shot on the run talents warhammer 40k rogue trader wiki guide 100px" Navigator path powers deal +1 additional damage for every 5 bonus characteristic of the Navigator's currently equipped staff. Castigatinginfusing, and devastating count as characteristics for this talent.
Be Vigilant!
BV Allies under the effect of the Officer'abilities gain a bonus to their Weapon Skill equal to (3 + Officer's FEL bonus) and will deal +FEL bonus more damage on attacks of opportunity until the start of the Officer's next turn.
Eye of Oblivion
shot on the run talents warhammer 40k rogue trader wiki guide 100px Every enemy the Navigator has in their line of sight has its dodge and hit chance reduced by -(2 X Navigator's PER bonus).
Inspiring Speech
IS Air of Authority immediately grants momentum to the target equal to the target's resolve.
Strange Vitality (Navigator)
placeholder buff advantage04 talents warhammer 40k rogue trader wiki guide 100px The Navigator heals WP bonus wounds at the beginning of every turn and gains +1 additional wound for every Navigator talent taken. The healing increases by +1 for every creature killed in between the Navigator's turns.
Strange Vitality (Psyker)
SV When the psyker's allies or the psyker themselves are under the effects of the psychic powers, they gain +5 Toughness for each of such effects.
Perilous Ways
placeholder buff advantage04 talents warhammer 40k rogue trader wiki guide 100px Enemies moved by the Navigator's abilities suffer WP bonus damage at the end of movement. This damage is increased by +2 for every cell the enemy moves.
The Course Untravelled
shot on the run talents warhammer 40k rogue trader wiki guide 100px Whenever the Navigator uses a Navigator power that hasn't been used this combat, the Navigator gains +2 Perception until the end of combat.
Guide of Souls
shot on the run talents warhammer 40k rogue trader wiki guide 100px The Navigator starts all turns, including extra turns, with +3 additional movement points. The first ally, targeted each turn by the Navigator with a single-target ability, gains the same amount of additional movement points at the start of their next turn.
Under My Protection
placeholder buff advantage04 talents warhammer 40k rogue trader wiki guide 100px Allies that are targeted by the Navigator's abilities gain +5 to all resistance test against warp effects (caused by daemons, psychic powers, Navigator powers, etc.) until the end of combat. The effect stacks with every applied Navigator ability.
Veil of Protection
placeholder buff advantage04 talents warhammer 40k rogue trader wiki guide 100px Allies that are targeted by the Navigator's power gain +10% armour. This additional armour is reduced by the amount of veil degradation (to a minimum of +0%) and increased by the infusing of the currently equipped Navigator's staff.
Blood Augury
shot on the run talents warhammer 40k rogue trader wiki guide 100px Enemies damaged by the Navigator suffer +(2 X Navigator's PER bonus)% additional damage from warp damage. The bonus damage stacks for each hit.
Steady!
S Take Aim! also increases the damage of the next ranged attack by +2% for each cell between the attacker and the target.
Ebb and Flow
shot on the run talents warhammer 40k rogue trader wiki guide 100px Every even (second, fourth, etc.) turn, the Navigator gains an additional action point. Every odd turn (first, third, etc.) the Navigator gains +20 Perception.
Blood of Martyrs
BM Whenever an ally uses a heroic act, that ally gains temporary wounds equal to (10% of their maximum wounds + Resolve).
Base Skill: Athletics
BSA The character gains +7 Athletics. The character may improve this skill even if their archetype or origin does not allow it.
Prepare for an Assault!
PA Break Their Ranks! works as if there were one more enemy adjacent to the target. This allows this ability to be used on targets with no enemies adjacent to them.
March
M Whenever the Officer's ability moves any target, the Officer gains movement points equal to half the distance the target moved. If this happens on another character's turn, the Officer will gain these movement points on their next turn.
Personal Oversight
PO Whenever the Officer targets an ally with an action (an ability or an attack), that ally's resolve is increased by +1 until the end of the Officer's next turn. This effect stacks and is prolonged until the end of the Officer's next turn each time it stacks. Cannot be prolonged past the Officer's next turn.
Steel Resolve
SR The Officer's resolve is increased by +3.
Mind Over Matter
placeholder buff advantage04 talents warhammer 40k rogue trader wiki guide 100px The Navigator makes all resistance test with their Willpower if it is higher than the base characteristic for such test. If the Navigator's Willpower is higher than their Toughness, the Navigator's wounds are calculated according to their Willpower.
Unnatural Allure
placeholder buff advantage04 talents warhammer 40k rogue trader wiki guide 100px The Navigator gains +5 to Fellowship and an additional +1 to Fellowship for every Navigator talent and/or Navigator power taken.
Threads and Faults
placeholder buff advantage04 talents warhammer 40k rogue trader wiki guide 100px Whenever an enemy fails a resistance test against a Navigator's power, attacks against them gain +(20 + 2 X PER bonus)% critical hit chance. The effect stacks but is reset by a critical hit.
Seize the Initiative
SI At the beginning of combat, the Officer gains an extra turn. During this turn they can only use Officer archetype abilities.
Physical Encouragement
PE Whenever an ally starts a turn (including any extra turn) adjacent to the Officer, that ally gains additional MP equal to (Officer's FEL bonus / 2).
Open to the Warp
placeholder buff advantage04 talents warhammer 40k rogue trader wiki guide 100px Enemies affected by the Navigator's abilities suffer a stacking -10 penalty to the next resistance test from the Navigator's powers. The penalty is lost after such a test is made.
More Than Possible
MTP The target of Bring It Down! gains +1 AP. If they finish their extra turn using this ability with 0 AP, they will suffer WP bonus direct damage.
Lead by Example
LE Whenever the Officer uses an Officer archetype ability two times in one turn that does not grant an extra turn, they gain the stand witness effect. >Stand Witness: the next Officer archetype ability that does not grant an extra turn will also affect the Officer.
Mastery of Time
placeholder buff advantage04 talents warhammer 40k rogue trader wiki guide 100px Whenever a creature in combat gains an extra turn, the Navigator gains a stacking +5 bonus to Willpower until the end of combat.
Watch Yourself!
WY Targets of Move! Move! Move! gain a +10% bonus to dodge and a +10% bonus to cover efficiency until the start of the Officer's next turn.
Pass Unscathed
placeholder buff advantage04 talents warhammer 40k rogue trader wiki guide 100px If the Navigator's Perception is higher than their Agility, their dodge is calculated using Perception instead.
Commanding Voice
CV The range of the Officer's abilities is increased by +3. The range of Voice of Command is increased by +6.
Undam the Sea of Souls
shot on the run talents warhammer 40k rogue trader wiki guide 100px While under effect of any Navigator power, enemies have their armour reduced by -(2 X Navigator's WP bonus).This reduction is increased by the devastating parameter of the Navigator's staff but does not stack.
Iron Discipline
ID Allies affected by the Officer's abilities gain a bonus to all resistance tests equal to (2 X Officer's WP bonus).
Wounds Are No Excuse!
WA Get Back in the Fight! removes 1 fresh injury from the target and heals the target for (Officer's WP bonus / 2) wounds for each condition removed by Get Back in the Fight! (including fresh injuries). A minimum of (Officer's WP bonus / 2) wounds is always healed, even if no conditions are removed.
Unblinking Stare
placeholder buff advantage04 talents warhammer 40k rogue trader wiki guide 100px Until the end of combat, enemies damaged by the Navigator suffer an additional +PER bonus damage from all attack of opportunity and cannot dodge them.
Stable Routes
placeholder buff advantage04 talents warhammer 40k rogue trader wiki guide 100px Whenever the Navigator uses a Navigator's abilityveil degradation is reduced by -1.
Inspire Courage
IC Whenever the Officer targets an ally with an ability for the first time in a round, that ally gains +WP bonus temporary wounds.
Just a Flesh Wound
JFW The voidborn character has a 20% chance to survive after suffering lethal damage, surviving with 1 wound.
Bloody Mess
BM Any time a voidborn character scores a critical hit, there is a 10% chance to double the damage.
Lasting Impression
LI Half of the bonus granted by the Voice of Command remain until the end of combat. This bonus does not stack with itself or with bonuses granted by Voice of Command but does count as an Officer ability effect for the purposes of other talent effects.
Focus!
F Whenever the Officer uses an ability on an ally, that ally gains a bonus to their Perception and Ballistic Skill equal to FEL bonus. These bonuses stack, but half of the stacks (rounded up) are lost at the end of the target's turn.
Covert Protocol
CP While the Operative is in half cover, their cover efficiency is increased by +15%. This bonus is doubled if the Operative has not moved during their turn.
Predicted Downfall
PD The first dodge attempt of every enemy in combat suffers a -(7 X psyker's psy rating)% penalty.
Psy Rating 1
PR Each level of psy rating provides the psyker access to new psychic powers. It also strengthens damaging psychic powers.
Stabilising Factor
SF The first psychic power used each turn increases veil degradation by 2 points less. If this talent reduces the effect on veil degradation to less than 0, veil degradation is instead decreased by 1.
Uncanny Sight
US The Operative inflicts an exploit even on enemies which are out of the Operative's line of sight at the start of the turn.
Psy Rating 4
PR Each level of psy rating provides the psyker access to new psychic powers. It also strengthens damaging psychic powers.
Subtle Manipulation
SM The psyker can use a damaging psychic power while being threatened by enemies in melee range without provoking attacks of opportunity. Non-damaging psychic powers do not provoke attacks of opportunity even without this talent.
Mental Breach
MB Enemies that have taken damage from the psyker at least once suffer a -20 penalty to all resistance test against the psyker until the end of combat.
Weak Hearts
WH Enemies, currently inflicted with blindedstunnedimmobilised, or prone effects by the psyker, suffer +10% more damage.
Visions of Doom
VD Enemies that become targets of the psyker's psychic powers gain a stacking -5% penalty to their dodge and parry until the end of combat.
Informed Hit
IH If the Operative uses Precise Attack on a target affected by (10 - INT bonus) or more exploits and scores a hit, that hit becomes a critical hit.
Obscured Threat
OT While the psyker is not in the target's line of sight, or the psyker is in cover, all resistance tests of the target suffer a -(4 X psy ratingpenalty.
Comprehensive Analysis
CA If the target of Analyse Enemies has 2 or more exploits, that target suffers +1 additional exploit.
Mind Siege
MS Enemies that have failed a Willpower resistance test against any of the psyker's psychic powers will suffer an additional +(4 X psy ratingmental damage every time they suffer mental damage until the end of combat.
Aftershock
A Every time the psyker deals mental damage from any source other than Aftershock, the target suffers half as much mental damage at the end of its next turn.
Pain Channelling
PC Whenever the psyker kills an enemy with a psychic power dealing more damage than wounds of the target, the excess damage will be dealt to the enemy closest to the target.
Weak Body, Weak Soul
WB Expose Weakness also reduces enemies' Toughness and Willpower by -(3 X INT bonus) for 1 round.
Improved Tactics
IT Tactical Knowledge requires 3 exploits instead of 4. The Operative's damage is increased by +INT bonus.
Continuous Analysis
CA At the start of the Operative's turn, the enemy with the largest number of exploits receives an additional exploit stack. If two or more enemies are tied for the largest number of exploit stacks, one of those enemies is chosen at random.
Warp Minds
WM After every sixth use of a psychic power by the psyker, all enemies gain a stacking -5 penalty to all characteristics until the 1 end of combat.
Insightful Precision
IP Precise Attack grants the Operative a bonus to Perception equal to (number of exploits removed / 2) (minimum 1) .
Terrifying Presence
TP If Intimidation kills the target, the damage of all other enemies in the area of Intimidation is reduced by an additional -(4 X INT bonus)%.
Edge of Fate
EF At the beginning of every combat, the psyker's allies gain +15% critical hit chance. The first critical hit removes this effect.
Sniper Expertise
SE Perfect Shot additionally grants the Operative +(5 + PER bonus)% armour penetration against enemies that are 7 cells away or farther.
Joint Offence
JO The Operative's allies gain +Operative's INT bonus / 2 hit chance and critical hit chance while attacking targets affected by exploits.
Tide of Excellence
TE Whenever the Operative triggers an exploit on an enemy, the Operative gains +1 damage and +2% armour penetration until the end of combat. Stacks.
Offensive Pattern Prediction
OPP The Operative suffers -(3 x INT bonus)% less damage from enemies affected by exploits.
Fresh Target
FT Whenever the Operative attacks an enemy that is at full wounds, that attack deals +(10 + PER bonus)% more damage to that enemy.
Sharpshooter
S If the Operative has not moved this turn, they gain +PER bonus Ballistic Skill and +(INT bonus / 2) damage for every 5 cells between them and the target.
Unnatural Luck
UL When the psyker uses a Divination psychic power on an ally without an unnatural luck effect, that ally gains unnatural luck. >Unnatural Luck: when the ally suffers a critical hit, it becomes a normal hit instead and the unnatural luck effect is removed.
Thriving in Peril
TP Every perils of the warp increases momentum by +(psyker's WP bonus + resolve + psy rating).
Passive Learning
PL On their first turn in combat, the Operative randomly distributes the same number of exploits as when using Analyse Enemies among all enemies in a 10-cell radius around the Operative. At the start of each of the Operative's subsequent turns, they distribute half as many exploits (half the base amount) among all enemies in a 2-cell radius around the Operative.
Reactive Study
RS If an enemy affected by an exploit within 5 cells from the Operative attacks the Operative or their ally, that enemy suffers +1 additional exploit.
Inflict Despair
ID Whenever the Operative hits an enemy that is affected by both an exploit and Expose Weakness, that enemy loses -3 MP and their damage is reduced by -20% on their next turn.
Psy Rating 3
PR Each level of psy rating provides the psyker access to new psychic powers. It also strengthens damaging psychic powers.
Flawless Plan
FP Every 9th successful dodge and/or parry by the psyker and their allies combined grants the psyker +2 additional AP on the next turn.
Combat Insight
CI While the Operative's Perception bonus is 10 or higher, they gain +1 AP and ignore enemies' deflection.
Power Conduit
PC After triggering psychic phenomena or perils of the warp first time each turn, the psyker's next psychic power costs -1 less action point.
Ballistics Calculation
BC If the Operative attacks a target affected by an exploit from a distance of (15 - PER bonus) cells or farther, that attack deals +15% damage.
Psychic Barrage
PB Whenever the psyker uses a damaging psychic power on targets that are 6 cells or farther from the psyker, the targets suffer an additional +BS bonus damage.
Instant Exposure
IE Expose Weakness costs 0 AP.
Blade of Light
BL Force weapon attacks deal +psy rating more damage and have +(5 X psy rating)% more armour penetration.
Mind Thief
MT Any time an enemy becomes a target of any particular psyker ability for the first time, this enemy suffers a -5 penalty to their Intelligence and Perception, and the psyker's Intelligence and Perception increase by +2 until the end of combat.
Second Sight
SS The psyker's psychic powers that have a range of 2 cells or more have their range increased by +PER bonus.
Enforce Reality
ER Usage of a heroic act by the psyker decreases veil degradation by INT bonus.
Psy Rating 2
PR Each level of psy rating provides the psyker access to new psychic powers. It also strengthens damaging psychic powers.
Advice and Guidance
AG The first time in combat that an ally becomes the target of the psyker's psychic power, this ally gains +10 to Weapon Skill and Ballistic Skill until end of combat.
Fatebringer
F Allies under the effect of at least one psychic power gain an additional +(5 + 2 x psyker's psy rating)% armour penetration.
Fired Up
FU Whenever the Soldier deals damage, their critical damage is increased by +1% until the end of combat.
Characteristic Training: Strength
CTS The character gains +5 Strength. The character may improve any trained characteristic even if their archetype or origin does not allow it.
Enough Bullets for Everyone
EBE The Soldier's second attack action in a turn deals +(5 + 2 x AGI bonus)% more damage to enemies that have not suffered damage from the Soldier during this turn.
Shield of Faith
SOF The Ministorum priest gains +(4 X WP bonus)% to armour against attacks of daemons and warp damage. The priest's resolve is also permanently increased by (WP bonus / 2).
The Emperor Protects
TEP The Ministorum priest gains a WP bonus% chance to ignore any enemy attack.
Unpredictable
U The Soldier gains +(3 + AGI bonus)% critical hit chance. This bonus is doubled against enemies from which the Soldier is protected by cover at the moment of the attack.
Forewarning
F While the Soldier has an ally adjacent to them, Controlled Shot costs -1 AP less to use.
Tenderise
T Enemies damaged by the Soldier's area attacks suffer +(1 + BS bonus / 2) damage from the next attack that hits them.
Flensing Faith
FF Melee, flame, and melta attacks against daemons and psykers deal an additional +(2 X WP bonusdamage and gain +(6 X WP bonus)% armour penetration. Such attacks against xenos deal an additional +WP bonus damage and gain +(3 X WP bonus)% armour penetration.
Point-Blank
PB All of the Soldier's area attacks gain +(5 + 3 X BS bonus)% armour penetration and ignore (BS bonus / 2deflection when used against enemies in a 3-cell radius around the Soldier.
Litany of Hatred
litany of hatred talents warhammer 40k rogue trader wiki guide 100px The Ministorum priest and their allies in the area of effect of War Hymn gain +(priest's WP bonus / 2) damage for single shots and attacks of opportunity for 1 round.
Exploit Surroundings
ES Cover efficiency is increased by +10% for full cover and +20% for half cover.
Muzzle Velocity
MV The first hit of each burst attacks deals additional damage equal to the weapon's current rate of fire.
Rapid Reload
RR Reloading costs -2 AP less (minimum 1). The first reload in a combat does not cost AP.
Integrity
I While at full wounds, the Soldier has +10 Ballistic Skill and +2 MP.
Alacrity
A Each shot fired by the Soldier grants them +1 Agility until the end of their next turn.
Combat Medicae
CM Healing an ally with a medikit in combat restores additional wounds equal to (Medicae / 10). >Using medikits costs -1 AP less.
Swift Slaughter
SS Revel in Slaughter can be used after 2 kills instead of 3.
Rack and Ruin
RR After the Soldier deals damage to 3 different enemies, the Soldier gains +(10 + 2 X BS bonus)% more damage for their next attack in the current combat.
Litany of Purification
killzone stratagem grand strategist abilities warhammer 40k rogue trader wiki guide 64px All enemies in the area of effect of War Hymn gain +1 stack of the disturbed effect. Enemies that are adjacent to the priest gain +2 stacks of disturbed instead. Also, all daemons in the area of effect suffer damage equal to the momentum restored to the priest while using this ability.
Second Skin
SS The Soldier's medium armour does not reduce dodge.
Fortress
F While the Soldier has full cover against an enemy, the Soldier gains +10% damage against that enemy, and the enemy's attacks deal -20% less damage against the Soldier and their cover if the cover is present at the moment when the shot is fired (even if the cover is destroyed by the shot).
Tactical Disengage
TD Dash does not end the Soldier's movement for the turn. Enemies adjacent to the starting point of Dash will consider the Soldier their lowest priority target during their next turn.
On the Double
OD The next use of Run and Gun, when used after Entrench, grants an additional +AGI bonus movement points.
Camaraderie
C For each adjacent ally, the Soldier deals +(5 + BS bonus)% more damage to enemies.
Trace the Trajectory
TT Whenever the Soldier successfully dodges or uses cover against an enemy's attack, they gain a guaranteed critical hit against that enemy.
Unfaltering Fire
UF Rapid Fire no longer reduces damage.
Trusty Weapons
TW Death world characters gain +10% to critical hit chance for axes, hammers, and las weapons.
Rigorous Training
RT The Warrior becomes incredibly deft. Charge and Slash do not end the Warrior's movement and grant +(10 + AGI bonus)% dodge for 1 round after use.
Clenched Teeth
CT The Warrior gains +TGH bonus damage deflection against the first attack made by every enemy this combat.
Crowd Kill
CK Area attacks deal an additional +(1 + STR Bonus / 2) damage for each enemy in the area of effect.
Enrage
E If the Warrior has less than 50% wounds, they gain +(5 + (TGH bonus + AGI bonus))% critical hit chance.
Defensive Manoeuvres
DM When the Warrior takes damage, they gain +(5 + 2 X AGI Bonus)% dodge. Stacks up to 3 times and resets after a successful dodge.
Reckless Fury
RF Reckless Strike gains +(2 X WS bonus)% critical hit chance.
Living Shield
LS Enemies suffer a -10% penalty to their hit chance with ranged attacks (including area attacks) against the Warrior for every enemy in a 1-cell radius around the Warrior. Stacks up to 3 times.
Epicentre of Slaughter
wall of rockcrete vanguard abilities warhammer 40k rogue trader wiki guide 64px Whenever the Warrior is attacked, they gain +1 stack of epicentre of slaughter until the end of combat. >At the start of their turn, the Warrior gains +1 temporary wound for each stack. These temporary wounds cannot exceed the Warrior's TGH bonus.
Contempt
C Whenever an enemy attacks the Warrior, the Warrior's next melee attack against that enemy deals an additional +TGH bonus damage. Does not stack, but it can be reactivated after another attack made by either the same enemy or a different one.
Hardened Scars
HS Whenever the Warrior is hit while under the Endure effect, their damage deflection is increased by +1 until the Warrior's next turn.
Blade Flurry
BF Each use of Slash increases the damage dealt by Slash by +1 until the end of combat.
Impetus
I The damage dealt by Charge is increased by +(TGH bonus + STR bonus) when the ability is used from a distance of 5 or more cells.
Ramming Speed
RS Increases Charge distance by +3 cells.
Desolation
D The Warrior deals an additional +AGI bonus damage to enemies that have no allies in adjacent cells.
Brutal Hunter
BH Death world characters gain +15% critical hit chance against targets with the bleeding effect or with 50% or less of their maximum wounds.
Interception
I When the Warrior parries an attack, their next Warrior archetype ability costs -1 AP less.
Defensive Stance
DS If the Warrior has not attacked this turn, they gain +(10 + 2 X TGH bonus)% armour. Charge and Slash do not affect this bonus.
Tenacity
T Once per combat, when a death world character is suffering from the stunnedblinded, or immobilised condition, this condition is ignored, and they instead gain +20% temporary wounds to their maximum wounds.
Wounded Beast
WB Every Injury increases the death world character's Agility and Willpower by +5. Every trauma counts as 3 Injuries.
Invigorating Hatred
IH When the Warrior ends their turn near an enemy affected by the Sworn Enemy ability, the Warrior gains +(2 + TGH bonustemporary wounds.
Open Engagement
OE If there are no enemies adjacent to the Warrior at the start of the turn, the Warrior's damage is increased by +(2 X STR bonus) for one melee attack.
Cautious Disengage
CD Attacks of opportunity deal -(10 + 3 X WS bonus)% less damage to the Warrior. Movement within range of attacks of opportunity costs -1 MP less.
Opening Strike
OS Charge and push increase the damage of ranged attacks made against affected enemies by +(5 + WS bonus)% until the end of combat. Does not stack.
Hellish Life
HL Death World characters take TGH bonus less damage from flame, toxic damage, and bleeding effects.
Thick Skin
TS The Warrior gains +1 damage deflection. Their parry chance is increased by +25% of the Warrior's total armour.
Disarm
D When the Warrior uses a single-shot attack or a melee attack against a target, the Warrior gains +(5 + 2 X TGH bonus)armour against attacks made by that target for 1 round.
The Emperor's Retribution
TER +5% to critical hit chance against chaos enemies. This voidship's talent can be obtained after completing the The High Throne Project. It applies to all archetypes.
  • This talent can be obtained after completing the The High Throne Project.
Blessing of the Fallen
BF The souls of the crewmen laid to rest in the Foulstone Cemetery send blessings to their ship.
~// The flagship gains a +5% bonus to evasion. This voidship's talent can be obtained after completing the Cemetery of the Faithful Project. It applies to all archetypes.
Frequency of Faith
FF All allies gain +(3 X ally's Dogmatic rank)% critical hit chance.
  • This talent can be obtained after completing the Good Tidings Project.
Accusation of Heresy
AH The Rogue Trader and their allies gain +20% damage against daemons.
  • This talent can be obtained after completing the Crusade Project.
Holy Man
HM Grants +10% damage for 2 turns and +20 temporary wounds when a character uses their origin ability.
  • This talent can be obtained after completing the Crucible Project.
Blessing of Saint Cognatius
BSC All non-xenos allies gain a +5 bonus to all their characteristics and skills.
  • This talent can be obtained after completing the Sacred Comet Project.
Advice of the Dark Sages
manplaceholder buff advantage06 projects warhammer 40k rogue trader wiki guide 100px All allies deal +5% more damage to xenos.
Master of Flame
MF All allies deal +10% damage with melta and plasma weapons.
  • This talent can be obtained after completing the Great Fire Project.
Merciful Saviour
MS Each time an ally is healed in combat, the damage of this ally is increased by +4% until the end of combat. Stacks.
  • This talent can be obtained after completing the Shelter Project.
Xenovivisectionist
X All allies gain +12% dodge against xenos.
Shield of Faith (Voidship's talent)
  +30% to the prow shield sector. This voidship's talent can be obtained after completing A Celestial Protector Project. It applies to all archetypes.
Guidance of the Astronomican
GA The Rogue Trader gains a +10 bonus to all characteristics during warp encounter battles. This voidship's talent can be obtained after completing the Crusade Project. It applies to all archetypes.
  • This talent can be obtained after completing the Crusade Project.
Accusation of Heresy
AH The Rogue Trader and their allies gain +20% damage against daemons. This voidship's talent can be obtained after completing the Crusade Project. It applies to all archetypes.
  • This talent can be obtained after completing the Crusade Project.
Nobility is Perfection
NP The Rogue Trader gains a +5 bonus to all their skills.
Pirates' Bane
PB +5% to critical hit chance against pirates. This voidship's talent can be obtained after completing the Shield of the Emperor Project. It applies to all archetypes.
Master Raider
MR +20% scrap for winning space battles. This voidship's talent can be obtained after completing the Filth of the Expanse Project. It applies to all archetypes.
Bloody Underhive Leader
manplaceholder buff advantage06 projects warhammer 40k rogue trader wiki guide 100px All allies gain +5% melee damage and +20% damage to their attacks of opportunity. This talent can be obtained after completing The Season of Wars Project.
Bestower of Freedom
BF The Rogue Trader gains +(3 X Iconoclast rank) Fellowship. This talent can be obtained after completing the Charter of Minimal Rights Project.
Triumph Over the Expanse
TOE All the inhabitants of the Expanse place their trust in the Rogue Trader during their hour of need. >~// The flagship restores +33% to the cooldown of ultimate abilities at the end of space combat. Red warp routes always become orange. This talent can be obtained after completing the Triumph Over the Expanse Project.
Battle Mastery
BM The Rogue Trader has received some of the best munitions and supplies for the defence of the Expanse. >~// +2 to the plating of all sectors. This talent can be obtained after completing the Bastion Project.
  • This talent can be obtained after completing the Bastion Project.
Enemy of Knowledge
EK Grants +5% damage against psykers and Navigators. This talent can be obtained after completing the Punishment of the Thinkers Project.
Cutthroat
cutthroat talents warhammer 40k rogue trader wiki guide 128px All allies gain +10% critical damage. This talent can be obtained after completing the Punishment of the Outsiders Project.
Punisher
P The Rogue Trader gains +10% dodge against human enemies. This talent can be obtained after completing the Punishment by Calculation Project.
I Will Fear No Poison
i will fear no poison talents warhammer 40k rogue trader wiki guide 128px All allies gain +5 to Carouse and +10% toxic damage resistance. >Magos Toxicus of Vheabos VI, responsible for the purity of the climate domes, presented the Rogue Trader with a welcome gift of consecrated rebreather filters and poison resistance medicaments. This talent can be obtained after completing the Enviro-Dome Project.
  • This talent can be obtained after completing the Enviro-Dome Project.
Absolute Efficiency
absolute efficiency talents warhammer 40k rogue trader wiki guide 128px All allies gain +5 Commerce and +4% hit chance. >Everyone knows the Rogue Trader's eagerness to succeed using the most efficient ways possible. This talent can be obtained after completing the Ergonomics Project.
  • This talent can be obtained after completing the Ergonomics Project.
Unerring Shots
US The cannoneers recruited from the warlike tribes of Vheabos VI are noted for their outstanding marksmanship as true hunters. >~// Torpedoes deal +15% more damage. This voidship's talent can be obtained after completing the Test of Wills Project. It applies to all archetypes.
  • This talent can be obtained after completing the Test of Wills Project.
Superior Munitions
SM All allies gain +5 Ballistic Skill and +5% damage to their ranged attacks. >The Rogue Trader's munitions are produced with fyceline of the highest quality. This talent can be obtained after completing the Killing Fields Project.
  • This talent can be obtained after completing the Killing Fields Project.
Diligent Cannoneers
DM +10% to critical hit chance with macro-cannons. This talent can be obtained after completing the Penal Battalion Project.
  • This talent can be obtained after completing the Battalion Project.
Master of the Shadowy Expanse
MSE The Rogue Trader gains + 10 Intelligence, Fellowship, and Willpower.
Mettle of Metal
MM Servitors have no feelings, but they serve, attempting to pay the Rogue Trader back for his merciful guardianship. >~// +20 hull integrity. This talent can be obtained after completing the Compassion for the Silent Project. This voidship's talent can be obtained after completing the Compassion for the Silent Project. It applies to all archetypes.
Wisdom of the Tech-Guards
WTG The Rogue Trader gains +10 Tech-Use. This voidship's talent can be obtained after completing the The Vigil of the Tech-Guards Project. It applies to all archetypes.
Armoured Prow
AP This front-focused armour design concentrates the thickest adamantium armour plates in the ship's prow compartment, allowing the ship to break through heavy enemy fire during a relentless push. >~// +4 to the prow plating. The ram of the flagship causes internal fires, the number of fires depends on the size of the target. This voidship's talent can be obtained after completing the Inferno Project. It applies to all archetypes.
  • This talent can be obtained after completing the Inferno Project. 
Eye of the Omnissiah
EO This augur system is connected to the mighty cogitation blocks offered by the Explorators as a gift to the Rogue Trader. Their computing power is so great that the augurs can pick up even the slightest vulnerabilities in enemy defences. >~// Enemies suffer -10% to their evasion. This voidship's talent can be obtained after completing the Unwelcome Guests Project. It applies to all archetypes.
Vulnerabilities of the Xenos
VX +5% to critical hit chance against xenos enemies. This voidship's talent can be obtained after completing the Dark Experiments Project. It applies to all archetypes.
Exalted Instruments of War
EIW All allies gain +20% minimum damage to their ranged attacks. >The Rogue Trader's weapons carry the blessings of the supreme armourers of the Adeptus Mechanicus. This voidship's talent can be obtained after completing the Sky Barrier Project. It applies to all archetypes.
  • This talent can be obtained after completing the Sky Barrier Project.
Excellence
excellence talents warhammer 40k rogue trader wiki guide 128px Any attacks from allies that may hit other allies will be dodged if possible. Any allied ability that may target an ally and has a resistance test will be resisted by allies. Conviction: Iconoclast - Zealot.
Transcend the Potential
transcend the potential talents warhammer 40k rogue trader wiki guide 128px Once per battle the Rogue Trader may choose an ally. The target ally may immediately use their heroic act without spending momentum. >Not applicable to allies whose heroic act is on cooldown. Conviction: Iconoclast - Fanatic.
Courage and Steel
courage and steel talents warhammer 40k rogue trader wiki guide 128px The Rogue Trader and their allies need 30 less momentum to activate a heroic act. Conviction: Iconoclast - Votary
Master of Command
master of command talents warhammer 40k rogue trader wiki guide 128px In the first round of every combat, the Rogue Trader and their allies gain +(2 + Rogue Trader's Iconoclast rank) additional MP. Conviction: Iconoclast - Adherent
Above the Thundering Guns
above the thundering guns talents warhammer 40k rogue trader wiki guide 128px The Rogue Trader and two random allies start combat with temporary wounds equal to (their own resolve). Conviction: Iconoclast - Follower.
Power From Beyond the Veil
power from beyond the veil talents warhammer 40k rogue trader wiki guide 128px All weapons on the battlefield become warp-imbued for 1 round, gaining bonus damage equal to +(veil degradation level) and an additional +(5 X veil degradation)% armour penetration. >Can only be used once per combat. Conviction: Heretical - Zealot.
Daemonopathy
daemonopathy talents warhammer 40k rogue trader wiki guide 128px Once per battle the Rogue Trader may choose an ally (including themselves) and grant them a +20 bonus to all their characteristics for 2 rounds. After the effect fades, the target falls prone. Conviction: Heretical - Fanatic.
Gifts of the Warp
gifts of the warp talents warhammer 40k rogue trader wiki guide 128px Any psychic phenomena increase the momentum of the Rogue Trader's party by +(2 to 10) instead of decreasing it by -(1 to 5). Conviction: Heretical - Votary.
Destroy the Weak
destroy the weak talents warhammer 40k rogue trader wiki guide 128px For the first round of combat, everyone in the Rogue Trader's party gains a 25% chance to regain 1 AP after killing an enemy, however triggering this effect immediately manifests psychic phenomena. >Does not reset the cooldowns of attacks and abilities. Conviction: Heretical - Adherent.
Resource Preservation
resource preservation talents warhammer 40k rogue trader wiki guide 128px The Rogue Trader and their allies gain a +20% chance to save a combat stimulant or a medikit after using it. Conviction: Heretical - Follower.
Instrument of His Will
instrument of his will talents warhammer 40k rogue trader wiki guide 128px Until the start of their next turn, the Rogue Trader becomes immune to any attacks from daemons and xenos, and all daemons and xenos in a 5-cell radius consider them a priority target. >Can only be used once per battle. Conviction: Dogmatic - Zealot.
Piercing Resolution
piercing resolution talents warhammer 40k rogue trader wiki guide 128px Once per battle the Rogue Trader may choose an ally (including themselves). For 1 round all the target's weapon attacks ignore enemies' armour. Conviction: Dogmatic - Fanatic.
Path of Redemption
path of redemption talents warhammer 40k rogue trader wiki guide 128px Any momentum expenditure by the Rogue Trader and their allies, including heroic acts, is reduced by -20%. Conviction: Dogmatic - Votary
Absolution
absolution talents warhammer 40k rogue trader wiki guide 128px In the first round of combat, all critical hits scored by the Rogue Trader's party inflict burning. In addition, all fire damage suffered by enemies is increased by +1 for each Conviction: Dogmatic - Adherent. >Burning: at the start of every turn the affected target suffers 10 damage and must pass an Agility resistance test with a -10 penalty to stop burning.
Grim Determination
grim determination talents warhammer 40k rogue trader wiki guide 128px The Rogue Trader and their allies gain a +10% chance to survive with 1 wound instead of falling unconscious. Conviction: Dogmatic - Follower.
Still Mind
SM The psyker's resolve is increased by +(WP bonus / 2) while veil degradation is 10 or lower.
Inscribed Soul
IS The psyker gains the Inscribed Soul ability. It costs no AP but deals direct damage to the psyker equal to 25% of the psyker's maximum wounds.
The next psychic power used after this ability will not trigger psychic phenomena or perils of the warp and will not degrade the veil.
Sanctified Slayer
SS The psyker's critical hit chance is increased by +Resolve%.
Psalms of Heroes
PH The psyker's psy rating is increased by +1 until the end of combat every time an ally uses a heroic act.
Hymns of Hatred
HH Critical hits scored by anyone within the psyker's line of sight (including the psyker themselves) increase the psyker's critical damage by +1% until the end of combat. Stacks.
Eternal Glory
EG The first time that momentum reaches 200 during the psyker's turn, the psyker gains +5 to all characteristics, +1 to resolve, +1 to deflection, and +1 to all damage that the psyker deals until the end of combat.
Edge of Dawn
ED Enemies adjacent to the psyker suffer +10% more damage.
Destined
D The psyker's armour increases by +5%. This bonus increases by +5% at the start of every turn of combat except the first.
Deterioration
D Whenever an effect applied by the psyker increases the damage suffered by a target, this effect is increased by half (for example, a 20% increase turns into a 30% increase).
Pulse of Life
PL Whenever the psyker heals themselves or another character with a psychic power or an effect applied by a psychic power, this healing can critically heal with a chance of (5 + 2 x WP bonus)%. This critical heal chance is increased by all the effects that increase critical hit chance, and the amount healed is increased by the same value as critical damage.
Corpus Conversion
CC When an enemy adjacent to an ally dies, that ally gains a stacking corpus conversion effect. If multiple allies are adjacent to the dead enemy, one is selected at random.
The psyker's next psychic power that targets only the target with corpus conversion will work as if the psyker's psy rating is +2 higher, will not damage the veil, will not trigger psychic phenomena or perils of the warp, and will remove -1 stack of corpus conversion from the target.
Confer Immunity
CI Whenever the psyker is healed or heals any ally, if the character being healed is already at full wounds, that character instead gains temporary wounds equal to the healing. These temporary wounds do not stack.
Sanguine Siphon
sanguine siphon talents warhammer 40k rogue trader wiki guide 100px Every time the psyker deals damage, they gain +1 stack of the sanguine siphon effect. If that damage was dealt to a target adjacent to the psyker, they gain +2 stacks instead. When the psyker suffers lethal damage, the stacks of sanguine siphon are removed to reduce this damage by -1 for each stack, until either all stacks are removed or the damage is no longer lethal.
Biophysical Distortion
biophysical distortion talents warhammer 40k rogue trader wiki guide 100px All the psyker's attacks, including damaging psychic powers, now poison enemies. This poison deals (4 x psy ratingdamage every turn.
Adrenaline Surge
AS On the first turn of every combat, all psychic powers of the biomancy discipline cost -1 action point.
Sparks of the Greater Flame
SGF All damage-over-time effects applied by the psyker gain a (5 + 5 x psy rating)% critical hit chance. This chance is increased by all bonuses to critical hit chance.
Melting Armour
MA Every time an enemy suffers damage from the psyker, that enemy's armour is reduced by -3%. If the enemy's armour is already 0, this enemy's deflection is reduced by -1 instead.
Fire Within
FW Every time the psyker kills or scores a critical hit against 8 creatures in one combat, the psyker's next attack (including attacking psychic powers) will cost 0 AP and have no cooldown.
Burning Blood
BB When the psyker uses a psychic power, all enemies adjacent to the psyker suffer (4 X psy rating direct damage. The same also 1 happens when the psyker suffers damage from burningbleeding, or melee attacks.
Relentless Blaze
RB When the psyker is burning, the psyker's psy rating is increased by +1, and the psyker's resolve is increased by 2. Damage from fire no longer reduces the psyker's momentum.
Body of Flames
BF The psyker gains +(8 X psy rating)% additional armour against fire damage and half this amount as additional armour against energy damage from las, melta, and plasma weapons.
Backdraft
B Whenever a psychic power used by the psyker deals damage, a random enemy within 2 cells from the initial target suffers half of this damage. That damage does not trigger this talent again.
Blazing Inferno
BI The psyker's critical hit chance increases by +1% until the end of combat every time the psyker deals damage by any means.
Helping Hand
HH If a hive world character starts their turn adjacent to an ally character, that hive world character gains +2 MP.
If a hive world character ends their turn adjacent to allies, they all gain +2 MP on their next turn.
Hail of Steel
HS Each round fortress world characters gain a stacking +1% bonus to dodge against ranged attacks for each shot they made during this round. Also, the burst attack grants an additional +10 stacks of never stop shooting.
Survival Instinct
SI Once per combat, when the wounds of a death world character drop below 30%, they gain +20% of their maximum wounds as temporary wounds.
Death world characters also gain a +20% bonus to dodge and armour while they have at least 1 temporary wound from any a source.
Strength in Numbers
SN Hive world characters gain +((1 + FEL bonus) / 2) resolve if there are 3 or more creatures (allies or enemies) in a 3-cell radius.
Yet they suffer a -2 penalty to resolve with no creatures around.
Weapon Personalisation
WP All ranged weapons dealing physical damage have +1 damage, +1% armour penetration, +1 rate of fire, and -5 to recoil.
Never Stop Believing
NSB When all stacks of never stop shooting should be lost, they become (WP / 2) number of stacks instead.
Additionally, a fortress world character may upgrade their Willpower characteristic even if their current archetypes do not allow it.
Spare Magazine
SM Fortress world characters' first reload in combat costs 0 AP. Reloading a weapon grants an additional +10 stacks of never stop shooting.
Fires of the Forge
FF Forge world characters gain +TGH bonus deflection against the burning effect and flame weapons.
Comradery
C

Hive world characters can pass Willpower resistance tests using their Fellowship value instead, if the character's Fellowship is higher.

Stronger Together
ST All allies, excluding xenos, in the current party gain +5 to the same characteristic as was chosen for Humanity's Finest.
Outnumber
O If a hive world character has melee superiority against the enemy, the effect is increased by +10. If an enemy has melee superiority against a hive world character, the effect is decreased by -10.
Melee Superiority: in melee combat, any target surrounded by more allies then enemies receives a +10 WS bonus for each additional ally. Larger creatures need to be surrounded by more than two enemies to provide this advantage to the attackers.
Steel of the Forge
SF While wearing heavy armour, forge world characters gain +1 MP, +1 deflection, and cannot fall prone.
Familiar Kickback
FK At the end of their turn, fortress world characters gain stacks of never stop shooting equal to (half the minimal damage of the most damaging ranged weapon they used this round).
Fresh Start
FS Hive world characters gain a +50% bonus to dodge against the first attack of opportunity every round.
Pinnacle of Weaponry
PW The first attack in combat with any plasma, melta, or power weapon deals additional damage equal to INT bonus.
For the remainder of combat, the bonus damage is decreased to (INT bonus / 2).
Fortune
F

A voidborn character can reroll any failed attack, dodgeparrycharacteristic, or skill test with a 20% chance of success. This chance cannot be greater than the base success chance of the roll.
Additionally, any enemy dodge or parry against a voidborn character has a 20% chance to fail after a successful roll.

Calculated Relations
CR Forge world characters can use PersuasionCoercion, and Commerce based on Intelligence instead of Fellowship.
Combat Addict
CA Fortress world characters gain +7 to Ballistic SkillPerception, and Willpower while in combat. Yet while out of combat, their IntelligenceFellowship, Perception, and Willpower are decreased by -7.
Humanity's Finest
HF Imperial world characters can select any characteristic (except for Weapon Skill or Ballistic Skill) and add a +10 bonus.
Know no Heresy
KH  Imperial world characters gain +10% critical hit chance and +10% armour against xenos or daemonic creatures. Their allies gain half the bonuses of know no heresy.
However, Imperial world characters' Lore (Xenos) and Lore (Warp) are always 0.
Better to Die for the Emperor
BDE While under 40% wounds, Imperial world characters gain a +10 bonus to all characteristics and +2 to resolve.
Ready to Serve
RS When an Imperial world character is affected by an ally's non-damaging ability or affects an ally with such an ability, their resolve is increased by (FEL bonus / 2) for 1 round.
Never Stop Shooting
NSS Each time a fortress world character kills an enemy, they gain +10 stacks of never stop shooting. At the start of their turn, there is a (stacks of never stop shooting)% chance that the first attack this round will cost 0 AP and will not count toward the attack limit per round.
If this effect triggers, all the stacks are lost.
Doing My Part
DMP If no other character in the current party is from an Imperial world, the first use of any of the character's archetype abilities costs -1 AP less.
You. You Are Next.
YY If the servant has less than 30% maximum wounds, the noble can use You. Serve Me. once more in battle, designating a new servant and removing the effect from the previous one.
The noble cannot designate a character awho already was their servant this combat.
You. Kill It.
YKI If the servant kills the target that the noble dealt damage to last turn, the noble gains +1 AP next turn.
You. Go On.
YGO The noble's servant gains +2 movement points every turn.
You. Protect Me.
YPM If the noble and the servant are adjacent to each other at the start of the noble's turn, they both gain temporary wounds equal to servant's TGH bonus or noble's FEL bonus depending on which is higher.
Taunting Opportunity
TO Whenever the Vanguard hits an enemy with an attack of opportunity, that enemy must make a Willpower resistance test. On a failed test, the Vanguard becomes this enemy's priority target until the end of the Vanguard's next turn.
Taunting Defence
TD The Vanguard gains +(5 + 2 x TGH bonus)% parry against enemies that consider the Vanguard a priority target.
You. Serve Me.
YSM The noble assigns one ally who Will become their servant until the end of combat. Any time the noble's abilities affect the servant, the servant gains +5 to all characteristics until the start of the noble's next turn. Any time the servant attacks a target that the noble dealt damage to last turn, the servant gains +(10 + noble's FEL bonus)% critical hit chance against that target. Can only be used once per combat.
You. Do Something.
YDS If a noble uses an ability on their servant, the servant gains +1 AP next turn. Does not stack with itself.
Get Into Cover!
cover warhammer 40k rogue trader wiki guide 64px All allies affected by Brace for Impact! gain an extra turn with O AP and 3 MP and increase their cover efficiency by +20% for 1 round.
Get off Me
cover warhammer 40k rogue trader wiki guide 64px Brace for Impact! also allows the Navy Officer to use any ranged weapon in threatened areas, knocks enemies prone, and pushes them 1 cell away during the effect.
Perfect Timing
perfect timing warhammer 40k rogue trader wiki guide 64px All allies affected by Brace for Impact! gain +30% to cover penetration. The Navy officer also permanently gains + 15% to cover penetration.
Scatter
cover warhammer 40k rogue trader wiki guide 64px All allies affected by Brace for Impact! suffer only half damage from all attacks of opportunity.
Do Not Falter!
do not falter warhammer 40k rogue trader wiki guide 64px All allies affected by Brace for Impact! do not suffer the negative effects of melee superiority for the entire combat.

Melee Superiority: in melee combat, any target surrounded by more allies than enemies receives a +10 Weapon Skill bonus for each additional ally. Larger creatures need to be surrounded by more than two enemies to provide this advantage to the attackers.
War Hymn
litany of hatred talents warhammer 40k rogue trader wiki guide 100px 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.
! Can only be used once per combat.
The Last Plan
TLP Once per combat, if the crime lord has at least 1 stack of sure-fire plan, they do not die from lethal damage. Instead, they heal (5 X sure-fire plan stacks)% of maximum wounds, lose a stacks, and can no longer gain sure-fire plan stacks.
Contingency Plan
CP If at the start of a turn, the crime lord has no stacks of sure-fire plan, they gain +1 stack.
Disorienting Plan
DP An enemy affected by sure-fire plan also suffers a -(10 + 2 X PER bonus)% penalty 10 dodge and parry reduction.
Escape Plan
EP The bonus to dodge and parry from sure- fire plan are increased by +(2 X AGI bonus %. Dodging or parrying at least one attack by the start of the next round restores 1 stack of sure-fire plan.
Killing Plan
KP The bonus damage of sure-fire plan is increased by +(2 X WS bonus)%. Killing at least one enemy with an attack restores 1 stack of sure-fire plan.
Sure-Fire Plan
SFP At the start of combat, the crime lord gains +INT bonus stacks of the sure-fire plan effect. Activation of this ability consumes 1 stack and makes the next action stronger depending on the type of action:
- If the crime lord attacks, they deal +(10 + PER bonus)% more damage.
- If the crime lord moves, they gain +(10 + PER bonus)% dodge and parry until the start of their next turn.
- If the crime lord uses a non-damaging ability on an enemy, that enemy suffers a -(10 + INT bonus)% penalty to damage for one round.
Can be used multiple times per turn.
For the Emperor!
litany of hatred talents warhammer 40k rogue trader wiki guide 100px When momentum is less than 100 points, killing the marked enemy or targeting an ally grants +(20 + 2 X FEL bonus) momentum.
Summary Execution
SE If the Commissar kills the target with  At All Costs!, they can use At All Costs! once more this combat for 0 AP.
Motivation
litany of hatred talents warhammer 40k rogue trader wiki guide 100px Any time the Commissar grants additional movement points to any ally character, they give +2 movement points more.
Show Them Contempt!
move move move rogue trader company wiki guide 64px While the Commissar is adjacent to an enemy, all their allies gain +(Commissar's FEL bonus / 2) resolve.
Duty and Honour!
litany of hatred talents warhammer 40k rogue trader wiki guide 100px While the Commissar's ally is under the effects of At All Costs!, that ally suffers +50% damage but gains +2 AP and +4 MP (instead of +1 AP and +3 MP).
Shoulder to Shoulder
SS While the Astra Militarum commander is adjacent to any ally, the commander deals an additional +(10 + PER Bonus)% damage to all enemies adjacent to the commander‘s allies.
This stacks with Regimental Tactics
Unflinching Heroism
UH Every time the Astra Militarum commander's ally uses a heroic act, the commander gains +5 to all of their characteristics until the end of combat.
Timely Rescue
TR While the Astra Militarum commander is under the Regimental Tactics effect, killing an enemy adjacent to any ally grants that ally an additional +10 momentum.
Field of Fire
FF While the Astra Militarum commander is under the Regimental Tactics effect, all their allies gain +5% to rate of fire for every attack they have made since the start of this effect.
Suppression Fire!
SF While the Astra Militarum commander is under the Regimental Tactics effect, their single target meleeranged attacks, and area attacks gain +20% to dodge reduction, parry reduction, and cover penetration against enemies adjacent to the commander or their allies.
Renitent Beacon
RB Each Stack of unyielding beacon additionally increases armour and parry by +1%.
Formidable Distraction
FD All enemies in a 2-cell radius around the Vanguard suffer a -(5 + FEL bonus)% penalty to dodge against all attacks except the Vanguard's.
If any of these enemies consider the Vanguard a priority target, those enemies suffer a -(5 + 2 X FEL bonus)% penalty to dodge instead.
Resilient Beacon
RB Critical hits deal -(15 + 2 x TGH bonus)% less damage to the Vanguard.
Enduring Shield
ES While the Vanguard has at least 1 temporary wound, they gain +(5 + TGH Bonus)% parry and armour.
Selfless Resilience
SR Allies affected by any of the Vanguard's abilities gain +(2 X Vanguard's FEL bonus)% armour for 1 round. Does not stack.
Words of Endurance
WE Whenever the Vanguard's ally in a 2-cell radius around them is hit, the Vanguard grants that ally +FEL bonus temporary Wounds. Once per round for each ally.
Punish the Imprudent
PI Once per round, whenever an enemy that considers the Vanguard a priority target enters a cell adjacent to the Vanguard, that enemy provokes an attack of opportunity.
Counter-Attack Stance
CAS Defensive Stance now has a -10 penalty to Weapon Skill for attacks of opportunity granted by this ability instead of -20. These attacks of opportunity deal an additional +TGH bonus damage.
Covering Bulwark
CB While Bulwark is active, the Vanguard counts as full cover for their allies and grants the adjacent allies +(stacks of unyielding beacon / 2damage deflection against ranged attacks.
On Your Feet!
OYF The next attack made by an ally under the effect of Forced Distraction additionally grants +3 MP to that ally.
Overwhelming Provocation
OP

If the target of Provocation is hit by at least one attack of opportunity caused by Provocation, the target gains +1 stack of fatigued until the end of combat.
Fatigued: the target suffers a -10 penalty to, StrengthToughness, and Agility for each stack of fatigued. MP are reduced by -1 for each stack.

Wall of Ferrocrete
WF Wall of Rockcrete now grants +TGH bonus temporary wounds to allies.
Offensive Follow
OF Whenever an ally uses Following!, that ally gains +(5 + 2 X Vanguard's FEL bonus)% more damage against all enemies in a 2-cell radius around the Vanguard for 1 round.
Unyielding Resolve
UR While at maximum stacks of unyielding beacon, the Vanguard gains +7 resolve.
Beacon of Might
BM At the start of the Vanguard's turn, before their temporary wounds are lost, the Vanguard gains +number of temporary wounds Strength for 1 round.
Unflinching
U Whenever an attack made by an ally hits the Vanguard for the first time in a round, that attack deals no damage to the Vanguard. If this attack is a burst attacks, this applies to each successful hit in the burst.
Defensive Comrade
DC While the Vanguard has at least one ally in a 2-cell radius, the Vanguard gains +(3 Vanguard's TGH bonus)% parry.
Protective Word
PW All allies affected by the Vanguard's abilities (but not the Vanguard themselves) are -(5 + Vanguard's FEL bonus)% less likely to suffer a critical hit.
Centre of Attention
CA

For each enemy that considers the Vanguard a priority target, the Vanguard's armour is increased by +5%.

Exploit Weakness
EW When the Arch-Militant attacks targets that have their armour reduced by any effects applied by the Arch-Militant's allies, the Arch-Militant deals +10% damage.
When the Arch-Militant attacks targets that have their deflection reduced by any effects applied by the Arch-Militant's allies, the Arch-Militant deals +2 damage.
Always Ready
AR The Arch-Militant begins combat with 2 stacks of versatility.
Broad Expertise
BE When entering combat the Arch-Militant gains +(2 X BS bonusWeapon Skill, and +(2 X WS bonusBallistic Skill until end of combat.
Critical Versatility
CV The Arch-Militant gains a +3% bonus to critical damage for every stack of versatility. This bonus is kept when the Arch-Militant uses Cautious Approach or Confident Approach.
Flagbearer
F Allies within 2 cells around the character deal +(3 + character's FEL bonus)% more damage and suffer -(3 + character's TGH bonus)% less damage. If multiple characters have this talent, the effect does not stack.
Relentless
R Whenever the character is healed, they regain +(5 x character's TGH bonus)% more wounds.
Masterful Display
MD When the character's single shots deal damage to targets other than their main target, they gain +5 Ballistic Skill until the end of combat.
Flesh Wounds
FW At the start of the character's turn, they restore 10% of their maximum wounds. If the character has less than 20% of wounds left, they restore 20% of their maximum wounds instead.
Masterful Precision
MP Deadeye shot deals an additional +(3 x PER bonus)% damage.
The following ranged attack abilities gain deadeye shot benefits (x 1.5 range and the additional damage from the talent itself):
-Bounty Hunter's Claim the Bounty
-Master Tactician's Finish the Job
-Assassin's Death Whisper
-Assassin's Killing Edge
-Assassin's Dispatch
-Operative's Dismantling Attack
-Bounty Hunter's Wild Hunt.
Martyrdom
M Whenever the character is attacked by an enemy, they gain momentum equal to the difficulty tier of the attacking creature.
Cataclysm
C All damage dealt by the character is increased by +3% until the end of combat for every new enemy damaged by them this combat.
Crushing Assault
CA The character's first melee attack each round deals an additional +2 damage for every cell between the character's current position and the spot where they started their turn. The distance is measured in a direct line, ignoring all terrain, with every second diagonal cell counting as two.
Tough as Steel
TS The character gains an additional 12 wounds. Those wounds are further increased by Toughness, increasing by +(10 x TGH bonus)%, in the same way as basic wounds.
Psychic Awakening (Telepathy)
PAT The character becomes an unsactioned psyker and gains +1 psy rating.
Eager Subordinates
ES When allies take actions on extra turns given by the character, they deal +15% more damage.
Revenge
R Whenever the character loses wounds, their next melee attack gains +1 damage for every 2 wounds the character has lost. Stacks.
Steel Shell
SS The character's deflection is doubled against single-target attacks.
Destroyer
D Every character's melee attack reduces the target's armour by -% until the end of combat. This reduction is applied before damage is calculated. Stacks.
Grievous Wounds
GW Enemies that have 0 deflection or 0% armour against the character's attacks suffer +10% additional damage from the character.
If an enemy has both 0 deflection and 0% armour, those damage bonuses stack.
Psychic Awakening (Divination)
PAD The character becomes an unsactioned psyker and gains +1 psy rating.
Critical Velocity
CV The character's critical hit chance and critical damage are increased by +7% of their dodge.
Deathdealer
D Every round, after the character kills the first enemy, the character immediately makes an additional single attack against the closest enemy they can target with the same weapon if possible. This attack deals 30% base damage with a +10% bonus for every difficulty tier of the first killed enemy, i.e. if the enemy was of difficulty tier 1, this attack deals 40% damage in total.
Out of My Way
OMW Whenever the character pushes an enemy, the character gains +4 MP Those MP are added after the attack and allow the character to continue movement.
Damage dealt by collisions from pushes is increased by +%.
Contagion
C Whenever you apply blinded, slowed, fatigued, perplexed, or disturbed effects, one random enemy within 5 cells of the target also gains that effect for 1 round.
The same happens if you inflict stunned or  prone, but the random target makes a resistance test to avoid the effect.
Disastrous Collision
DC When targets pushed by the character collide with enemies or cover, both the target and the object they collide with suffer an additional +(2 x character's STR
bonus) damage.
Malign Influence
MI Whenever an enemy fails a Willpower resistance test against the character, they suffer (2 x character's WP bonus) direct damage. On success the damage is doubled.
Extermination
E Any damage the character deals is increased by +1 for every attack they have made this combat. Does not affect damage-over-time effects: bleeding, burning, or toxin.
Masterful Display
MD When the character's single shots deal damage to targets other than their main target, they gain +5 Ballistic Skill until the end of combat.
Peak Condition
PC The character gains a bonus to their Strength equal to 20% of their maximum wounds.
Attention!
A After an ally takes an extra turn provided 1 by the character, the ally gains +7% armour, +7% dodge, and +3 movement points until the end of combat. Does not stack.
Psychic Awakening (Biomancy)
PAB The character becomes an unsanctioned psyker and gains +1 psy rating.
Full Attention
FA Targets that consider the character a priority target deal -40% less damage to the character's allies.
Combat Meditation
CM The character gains +15 Willpower as long as they have no ranged weapons equipped (staves do not count as ranged weapons).
Pinpoint Accuracy
PA The character ignores (BS bonus / 2) of the enemy's deflection (rounded down).
Shot Through
ST The character's attacks gain an additional +(BS / 2)% overpenetration. Their overpenetration attacks cannot be dodged.
Puncture
P If the character's armour penetration is higher than the enemy's armour, the character's critical hit chance against that enemy is increased by +2% for every 5% difference between the character's armour penetration and the enemy's armour.
Degraded Defence
DD Whenever the character deals damage to an enemy, that enemy suffers +1 stack of the degraded defence effect for every 6 damage that the character has dealt. Whenever an ally attacks that enemy, they deal additional damage equal to the number of degraded defence stacks.
Eager for Battle
EFB During the first turn of combat, the character has +2 additional action points.
Perfection Under Fire
PUF The character gains +5 to all characteristics. This bonus is doubled when they have 25% wounds or less
Tricky Defence
TD As long as the character wears light armour, their dodge is increased by half of the armour bonus of that armour.
Know-It-All
KIA The character gains a +(2 + INT bonus / 2)% bonus to armour, armour penetration, dodge, dodge reduction, critical hit chance, critical damage, and parry chance.
Psychic Awakening (Sanctic Powers)
PA The character becomes an unsanctioned psyker and gains +1 psy rating.
Deals (from (1 + psyker's WP Bonus x psy rating) to (4 + psyker's WP Bonus x (1 + psy rating))) damage to the target.
Firebrand
F If an extra turn given by the character's abilities or talents grants MP, the target gains +4 additional MP; if AP - the target gains +1 additional AP.
Psychic Awakening (Pyromancy)
PAP The character becomes an unsanctioned psyker and gains +1 psy rating.
Lethal Threat
LT Enemies hit by the character with a melee attack must pass a Willpower resistance test or make the character their priority target until the start of the character's next turn.
Unbreakable Will
UW The character gains a bonus to all resistance tests equal to +(5 x deflection).
Deadly Aim
DA If the character's dodge reduction is higher than the enemy's dodge, the character's damage against that enemy is increased by +1% for every 5% difference between the character's dodge reduction and the enemy's dodge. This bonus damage is tripled for critical hits.
Unstoppable
U The character becomes immune to all effects that reduce their MP. They gain +(TGH bonus / 2) MP.
Dependable
D The Arch-Militant gains a +2% bonus to armour for every stack of versatility. This bonus is kept when the Arch-Militant uses Cautious Approach or Confident Approach.
Preferred Targets
PT When the Arch-Militant attacks targets that have their dodge reduced by any effects applied by the Arch-Militant's allies, the Arch-Militant gains +10% critical hit chance.
When the Arch-Militant attacks targets that have their parry reduced by ant effects applied by the Arch-Militant's allies, the Arch-Militant deals +20% critical damage.
Adaptability
A Gaining a stack of versatility increases critical hit chance by +10% until the end turn. Stacks.
Armsmaster
A Killing an enemy with a melee attack makes all the Arch-Militant's ranged attacks this turn cost -1 AP (min 1), and vice versa. Does not stack.
Blood Haze
BH As long as the Arch-Militant has killed at least one enemy with a melee attack this round, the Arch-Militant gains a +(10 + AGI bonus)% bonus to dodge.
Ingenious
I Enemies that were forced to make a resistance test by the Arch-Militant will make any resistance tests from any source with a -(10 + 2 X AGI bonuspenalty until the end of combat.
Close-Quarters Training
CQT The Arch-Militant can use two-handed ranged weapons within melee range but with a -10 penalty to Ballistic Skill.
Heavy Gunner
HG The Arch-Militant's heavy weapon attacks cost -1 action point.
Focal Point
FP The Arch-Militant deals +15% damage to targets that have a priority target regardless of whether that target is the Arch-Militant or someone else.
Awaiting Orders
AO Every round, the first single-target ability used by an ally on the Arch-Militant grants +1 action point to that ally.
Contempt for the Weak
CW The Arch-Militant deals +20% critical damage against targets that are stunned, aprone, or blinded.
Discipline
D The Arch-Militant gains +1 stack of versatility whenever an ally grants the Arch-Militant an extra turn.
Shoot on the Hands
SH Any ranged area and burst attacks of the Arch-Militant reduce the Weapon Skill of all enemies hit by -10 until the end of combat. Does not stack. 
Dismantle
D Any of the Arch-Militant's area attacks, both melee and ranged, reduce the deflection of all the enemies hit by -2 and their armour by -7% until the end of combat. Does not stack.
Distract
D Any of the Arch-Militant's burst attacks and melee area attacks reduce dodge of all the enemies hit by -8% until the end of combat. Does not stack.
Accustomed to Glory
AG Whenever the Arch-Militant or their ally uses a heroic act or a desperate measure, the Arch-Militant gains +2 damage for all attacks until the end of combat.
Martial Art
MA Targets of Kick must pass a Toughness resistance test with a -(2 X Arch- Militant's STR bonuspenalty or fall prone for 1 round.
Flashfire
F The cost of Wildfire is reduced by -1 AP for every 3 stacks of versatility instead of 4.
Survivor
S Using Cautious Approach also grants the Arch-Militant temporary wounds equal to 10% of the Arch-Militant's maximum wounds. The same happens at the start of every turn while the Arch-Militant remains under the effect of Cautious Approach.
Calm and Steady
CS While under the effect of Confident Approach, the Arch-Militant keeps half of the usual bonuses from versatility.
Breaking Attack
BA Devastating Attack also reduces the target's armour by -7% and Toughness by -10 until the end of combat. Does not stack.
All Out
AO As long as the Arch-Militant has stacks of versatility, Reckless Rush costs 0 action points.
Point of Interest
PI All Combat Tactics bonuses are increased by +((INT + FEL bonus) / 2)% if the area was not moved for 2 rounds.
Diversion Zone
DZ Using a stratagem on a Rear area also makes the allies in that area the enemies' lowest priority targets for 1 round.
Crossfire Zone
CZ Using a stratagem on a Frontline area grants allies in the area +(10 + 2 x (Grand Strategist's INT + FEL bonus))% increased dodge against other allies' hattacks.
Enduring Zone
EZ Using a stratagem on a Combat Tactics area grants all allies in the area +INT bonus deflection against the next melee hit they suffer.
Redeployment
R Every time a Combat Tactics area is affected by a stratagem, all allies in that area gain +1 MP for the following turn. Stacks with itself.
Adjusting Frontline
AF If there are more enemies than allies in the Frontline area, all allies in the area gain +(3 + (Grand Strategist's INT + FEL bonus) / 2)% to parry and dodge.
If there are more allies than enemies in the Frontline area, all allies in the area deal +(3 + (Grand Strategist's INT + FEL bonus) / 2)% damage.
Personal Zone
PZ Allies, including the Grand Strategist, in the same Combat Tactics area with the Grand Strategist gain +(3 + INT bonus / 2) Perception and Agility.
Strongpoint
S Using a stratagem on a Combat Tactics area for the second time in a turn refunds 1 AP. This effect can be activated once per turn.
Personal Combat Zone
PCZ Allies gain the ability to reposition the Combat Tactics area they are currently at the cost of 1 AP.
Critical Zone
CZ Using a stratagem on a Backline area grants allies in the area +(3 + (Grand Strategist's INT + FEL bonus) / 2)% increased critical hit chance against enemies they are protected by cover from.
Mobility Zone
MZ Using a stratagem on a Combat Tactics area grants all allies in the area the ability to move 1 cell without provoking attacks of opportunity.
Supporting Zone
SZ Using a stratagem on a Combat Tactics area grants the Grand Strategist the ability to use all Officer abilities on allies in the area regardless of distance.
Strategic Perfection
SP Each time the Grand Strategist uses a stratagem, they gain a stack of the strategic perfection effect. At 6 stacks of strategic perfection, the next stratagem applies the benefits of all stratagems known by the Grand Strategist, then all the stacks are removed.
Improvised Strategy
IS At the start of combat, the Grand Strategist gains one random unknown stratagem and can use it until the end of combat for 0 AP.
Sniping Zone
SZ Each ally in the Rear area gains +(3 + (Grand Strategist's INT + FEL bonus) / 2)% critical hit chance if there are no enemies in a 5-cell radius around the ally.
Fire at Will
FW If there are no enemies in the Backline area, the first attack in the turn made by every ally in that area costs -1 AP less.
Disputed Zone
DZ Enemies in the same Combat Tactics area with the Grand Strategist suffer a -(3 + (Grand Strategist's INT + FEL bonus) / 2)% penalty to dodge and parry.
Strategic Offensive
SO Every enemy killed in the Frontline area increases all bonuses of Combat Tactics areas by +1 until the end of combat.
Respite Zone
RZ All allies in the Rear area are healed by medikits for +(5 + Grand Strategist's INT + FEL bonus) more and gain the same amount of temporary wounds.
Medikits used by allies in the Rear area toost -1 AP less.
Inescapable Zone
IZ Re-rolls forced by Killzone Stratagem are made with a -15 penalty.
Fortress Zone
FZ Allies under the effects of Trenchline Stratagem will dodge area attacks without movement and are immune to all types of forced movement.
Daunting Zone
DZ Willpower resistance tests forced by Overwhelming Stratagem are made with a -(5 + 2 X (INT + FEL bonus)penalty.
Opening Strategy
OS The first stratagem used in a turn can be used a second time for 0 AP.
Overcoming Zone
OZ Every time allies under the effect of Stronghold Stratagem should have suffered an injury, they gain +(INT + FEL bonustemporary wounds instead.
Blurred Locus
BL After the use of Combat Locus Stratagem, one of the areas removed by Combat Locus Stratagem can be recreated immediately.
Hidden Advantage
HA All the Master Tactician's abilities work as if the Master Tactician has FEL bonus more stacks of tactical advantage.
Joint Offensive
JO For every enemy hit by the Master Tactician's attack, the Master Tactician gains +1 stack of tactical advantage.
Nerves of Steel
NS Whenever the Master Tactician or their allies gain momentum, they gain +1 more. Whenever the Master Tactician or their allies lose momentum, they lose -1 less.
Suppressive Fire
SF All enemies hit by the Master Tactician have +10% higher chances of hitting a cover when shooting at the Maste Tactician's allies behind a cover.
Against All Odds
AAO The Master Tactician begins combat with additional stacks of tactical advantage equal to the number of enemies.
Brink of Death
BD The Master Tactician deals +12% more damage to targets with less than 50% wounds and heals +20% more wounds for targets with less than 50% wounds.
Reliance
R Using Linchpin now spends only 1/4 of tactical advantage stacks instead of 1/2.
In the Hero's Footsteps
IHF The Master Tactician immediately gains an extra turn with (Master Tactician's FEL bonus / 3) AP and full MP the first time any of the Master Tactician's allies use a heroic act in combat. This extra turn takes place after their ally finishes their turn.
Personal Involvement
PI Every enemy killed by the Master Tactician increases the Master Tactician's resolve by +1 until the end of combat.
Salvation
S Using medikits on an ally under the effects of the Master Tactician's archetype abilities heals that target for additional wounds equal to (Master Tactician's FEL bonus + target's TGH bonus) and removes an extra injury wit out any tests.
Tactical Respite
TR Whenever the Master Tactician reloads a weapon, all allies within a 3-cell radius around the Master Tactician also reload their weapons.
Cost-Effective
CE Grenades and medikits cost -1 less action point to use (minimum 0).
Stand Resolute
SR Whenever the Master Tactician heals an ally, that ally gains +1 resolve until the end of combat. This effect stacks up to a maximum of +FEL bonus.
Ally Coordination
AC All allies have +25% dodge against attacks made by allies, deal -25% less damage to allies, and deal -50% less additional damage with critical hits against allies.
Undisputed Advantage
UA Press the Advantage ignores cover and dodge.
Heroic Inspiration
HI The first ability the Master Tactician uses after the very first heroic act used in combat will cost 0 action points until the end of combat.
Logistical Superiority
LS Whenever the Master Tactician or the Master Tactician's ally uses any consumable item (e.g., grenade, medikit, etc.) or reloads a weapon, the Master Tactician gains +2 stacks of tactical advantage.
Comfort in Conformity
CC Whenever an ally grants the Master Tactician stacks of tactical advantage, that ally also heals 1 wound for every stack granted.
Stacking the Deck
SD Whenever the Master Tactician spends tactical advantage stacks on abilities, the critical damage dealt by the Master Tactician increases by +1% for every stack spent until the end of the turn.
Dawn of Victory
DV Every critical hit scored by the Master Tactician grants them momentum equal to (resolve / 2). Works up to 3 times per turn.
Unwavering Motivation
UM The target of Inspire gains +1 additional damage for every 10 stacks of tactical advantage until the beginning of the Master Tactician's next turn.
Primary Objective
PO Assign Objective also makes the target suffer +7% more damage from any source until the beginning of the Master Tactician's next turn.
Stronghold
S Strongpoint also grants half the amount of temporary wounds to the ally closest to the target.
Perfect Finish
PF Finish the Job gains +75% critical hit chance.
Pinnacle of Weaponry
PW The first attack in combat with any plasma, melta, or power weapon deals additional damage equal to INT bonus.
For the remainder of combat, the bonus damage is decreased to (INT bonus / 2).
Persistence of the Forge
PF Forge world characters gain a stacking +10% bonus to hit chance and dodge reduction against any target they hit with a single-target attack.
Successful critical hits from single-target attacks increase the hit chance and dodge reduction by +20%.
Weapon Personalization
WP All ranged weapons dealing physical damage have +1 damage, +1% armour penetration, +1 rate of fire, and -5 to recoil.

 

 

 




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