Arch-MilitantTier II Archetype |
Prerequisites
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Keystone Features |
Arch-Militant is a Tier II Archetype in Rogue Trader. The Arch-Militant is one of the Advanced Archetypes for the Warrior or Soldier Archetypes. Arch-Militant offers a dynamic and versatile playstyle, rewarding players for embracing a diverse array of attack options. Focused on Agility, Ballistic Skill, Strength, Toughness, and Weapon Skill, the Arch-Militant excels as a ranged combatant, utilizing a variety of weapons to devastating effect.
An Arch-Militant is a formidable master of warfare, able to blend various weapons and styles mid-combat. Be it melee, or ranged, or anything in between — the Arch-Militant is the best at it, and becomes stronger and stronger with each second in battle.
Core focus: versatility, large area attacks, personal buffs, weapon set rotation, crowd control.
Rogue Trader Arch-Militant Archetype Initial Features
Keystone Features
Ultimate Abilities
Characteristics
Skills
Rogue Trader Arch-Militant Builds
The following Builds can be created for the Arch-Militant Archetype:
__builds__
Arch-Militant Requirement in Rogue Trader
To unlock Arch-Militant players need to reach level 15 with one of the following Tier I Archetypes:
Rogue Trader Arch-Militant Class Progression
As players level up, they can choose a new Talent or Ability, as well as Characteristic or Skills' points. Players will be able to choose from a pool based on the improvement they unlock.
Rank 1:
- Pick your Keystone Feature
Rank 2:
- You can pick 1 Ability
Rank 3:
- You can pick 1 Talent
Rank 4:
- Pick 1 Ultimate Ability
Rank 5:
- You gain AP Increase
- You can improve 1 of your Characteristics
Rank 6:
- You can pick 1 Talent
- You can improve 1 of your Characteristics
Rank 7:
- You can pick 1 Ability
- You can pick 1 Common Talent
Rank 8:
Rank 9:
- You can improve 1 of your Characteristics
- You can pick 1 Common Talent
Rank 10:
- You can pick 1 Talent
Rank 11:
- You can improve 1 of your Skills
- You can improve 1 of your Characteristics
Rank 12:
- Upgrade your Ultimate Ability
Rank 13:
Rank 14:
- You can improve 1 of your Characteristics
- You can pick 1 Common Talent
Rank 15:
- You can pick 1 Ability
Rank 16:
- You can pick 1 Talent
Rank 17:
- You can improve 1 of your Characteristics
- You can improve 1 of your Skills
Rank 18:
- You can pick 1 Talent
- You can improve 1 of your Characteristics
Rank 19:
- You can improve 1 of your Characteristics
- You can pick 1 Common Talent
Rank 20:
- Upgrade your Ultimate Ability
Arch-Militant Abilities in Rogue Trader
Versatility
Whenever the Arch-Militant uses an attack that is of a different type from their previous attack, the Arch-Militant gains a stack of Versatility. The types of attacks can be single shot, single melee attack, area melee attack, area shot, or burst shot.
The Arch-Militant gains +5 WS and BS for every stack of Versatility.
If the Arch-Militant has 4 or more stacks of Versatility, the Arch-Militant deals an additional +(WS bonus / 2) or +(BS bonus / 2) damage, whichever is highest.
Reckless Rush
The Arch-Militant immediately gains +(3 + Arch-Militant's AGI bonus) MP.
If the Arch-Militant has stacks of Versatility, those stacks are doubled until the end of turn, but the Arch-Militant loses all stacks that were added at the end of the turn.
Cautious Approach
The Arch-Militant gains the cautious approach effect until the end of combat, or until this ability is used again, or until using Confident Approach. Instead of the usual bonuses from Versatility, the Arch-Militant gains +5% dodge and parry for every stack.
If the Arch-Militant already has 4 or more stacks of Versatility, the Arch-Militant removes all slowed, blinded, bleeding, burning, and toxin effects from themselves and becomes immune to these effects, as well as stun and prone, for as long as the Arch-Militant keeps the cautious approach effect active.
Kick
The Arch-Militant makes a melee attack with a kick, dealing (TGH bonus + STR bonus) damage instead of weapon damage. This attack does not count toward the attack limit per turn and counts as a single melee attack for the purposes of Versatility.
This attack cannot be parried and will push the target 2 cells away.
Devastating Attack
The Arch-Militant's next attack, if it hit, will cause all the targets to make a Toughness resistance test with a −(2 × Arch-Militant's BS bonus or WS bonus, whichever is higher) penalty. If failed, the targets will suffer a negative effect based on the attack's damage type:
Impact damage knocks the target prone for 1 round.
Piercing and rending damage inflict bleeding and slowed on the target until the end of combat.
Energy and all other damage inflict blinded on the target until the end of combat.
Power swords and power axes count as both energy and rending, while power hammers count as both energy and impact. Attacks that combine several types of damage will benefit from each additional effect.
Wildfire
The Arch-Militant's next attack will cost 0 AP, will not count toward the attack limit this turn, and will grant a stack of Versatility even if the attack type is the same as the last attack.
The cost of this ability is reduced by −1 for every 4 stacks of Versatility.
Confident Approach
The Arch-Militant gains the confident approach effect until the end of combat, or until this ability is used again, or until using Cautious Approach. Instead of the usual bonuses from Versatility, the Arch-Militant gains +5% dodge reduction and parry reduction and ignores 5% of enemy cover for every stack.
All the Arch-Militant's attacks score critical hits, but the Arch-Militant's critical damage for those attacks is modified by −(50 − (critical hit chance / 2))%.
If the Arch-Militant already has 4 or more stacks of Versatility, the Arch-Militant's attacks always deal maximum damage, as long as the Arch-Militant keeps the confident approach effect active.
Arch Militant Ultimate Abilities
HEROIC ACT:
Steady Superiority
Until the end of combat, the Arch-Militant can make one additional attack each turn (including one additional attack on the turn this heroic act was used). The first attack after using this ability and each turn afterwards costs 0 AP.
DESPERATE MEASURE:
Heroic Sacrifice
Until the end of combat, the Arch-Militant can make one additional attack each turn (including one additional attack on the turn this desperate measure was used). The first attack after using this ability and each turn afterwards costs 0 AP.
The Arch-Militant suffers a −30 penalty to their Toughness until the end of combat and suffers bleeding.
Bleeding: this creature is bleeding and suffers 10% of their maximum wounds damage at the start of its turn. The effect can be removed by any source of healing.
Arch-Militant Characteristics Pool
- Ballistic Skill +5
- Weapon Skill +5
- Agility +5
- Strength +5
- Toughness +5
Arch-Militant Skills Pool
- Awareness +10
- Carouse +10
- Demolition +10
- Athletics +10
- Medicae +10
Arch-Militant Talents Pool
- Exploit Weakness
- Always Ready
- Broad Expertise
- Critical Versatility
- Dependable
- Preferred Targets
- Adaptability
- Armsmaster
- Blood Haze
- Ingenious
- Close-Quarters Training
- Heavy Gunner
- Focal Point
- Awaiting Orders
- Contempt for the Weak
- Discipline
- Shoot on the Hands
- Dismantle
- Distract
- Accustomed to Glory
- Martial Art
- Survivor
- Calm and Steady
- Breaking Attack
- All Out
Common Talents Pool
- Bolt Weapon Expert
- Chain Weapon Expert
- Combat Master
- Swift Movements
- Dueling Mastery
- Flame Weapon Expert
- Las Weapon Expert
- Melta Weapon Expert
- Nimble
- Plasma Weapon Expert
- Power Weapon Expert
- Solid Projectile Weapon Expert
- It Will Not Die
- Melta Weapon Proficiency
- Plasma Weapon Proficiency
- Bolter Weapon Proficiency
- Flame Weapon Proficiency
- Heavy Armour Proficiency
- Aeldari Weapon Proficiency
- Drukhari Weapon Proficiency
- Dual-Weapon Combat
- Heavy Weapon Proficiency
- Hurt Like Hell
- Breaking Point
- Characteristic Training Weapon Skill
- Characteristic Training Ballistic Skill
- Characteristic Training Strength
- Characteristic Training Agility
- Characteristic Training Toughness
- Characteristic Training Intelligence
- Characteristic Training Perception
- Characteristic Training Willpower
- Characteristic Training Fellowship
- Base Skill: Awareness
- Base Skill: Carouse
- Base Skill: Coercion
- Base Skill: Commerce
- Base Skill: Logic
- Base Skill: Lore (Imperium)
- Base Skill: Lore (Warp)
- Base Skill: Lore (Xenos)
- Base Skill: Medicae
- Base Skill: Persuasion
- Base Skill: Tech-Use
- Advanced Skill: Athletics
- Advanced Skill: Awareness
- Advanced Skill: Carouse
- Advanced Skill: Coercion
- Advanced Skill: Commerce
- Advanced Skill: Demolition
- Advanced Skill: Logic
- Advanced Skill: Lore (Imperium)
- Advanced Skill: Lore (Warp)
- Advanced Skill: Lore (Xenos)
- Advanced Skill: Medicae
- Advanced Skill: Persuasion
- Advanced Skill: Tech-Use
- Grenadier
Rogue Trader Arch-Militant Tips & Notes
- Other Notes & Tips for the Arch-Militant Archetype go here