Warhammer 40,000: Rogue Trader – All Classes, Homeworlds & Origins

Notes: Start combat on 100 Momentum, 175 allows Ults. Advantage: If more allies than enemies adjacent to it, +10 Melee Skill for each ally in excess of enemies.

Worlds

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Death World

+5 STR, +5 TGH, +5 AGI, -5 INT, -5 CHA.

Survival Instinct: 1x per combat, when you hit 30% HP, get 20% Temp HP.

Also Permanent: Whenever you have Temp HP, get +20% Dodge and Armour.

  • Brutal Hunter: +15% Crit vs. Bleeding (status) or Bloodied (50% HP) enemies.
  • Trusty Weapon: +10% Crit with Axes, Hammers, Lasguns. 
  • Wounded Beast: Permanent Injuries give +5 WIL and AGI. Traumas count x3.
  • Hellish Life: Get (TGH) DR vs. Toxic, Fire and Bleeding.
  • Tenacity: 1x combat, ignore Stun/Blind/Pinned, gain 20% HP as Temp. HP.

Obviously, the premium melee character homeworld.

Forge World

+5 TGH, +5 INT, -5 CHA. 

Get 1x Permanent Gadget: 

Subskin Armour: +5 + (2 x TGH)% Armour.

Loco System: +AGI bonus/2 MP and +(2 x AGI bonus)% Dodge.

Analytic System: +(10 + INT)% Crit.

  • Pinnacle of Weapons: Power, Melta, Plasma weapons get +INT damage on first attack in combat. ½ that in rest of combat.
  • Forge Fires: +TGH to resist Flames & Flame Weapons.
  • Forge Steel: +1 MP, +1 Deflection, cannot fall prone when in Heavy Armour.
  • Forge Persists: Stacking +10% Hit & Remove Dodge when you hit.
  • Calculated Relations: Use INT for Persuasion/Coercion/Commerce checks.

Probably works well with Priest. But also fine for fast moving shooty or hybrid types.

Hive World

+5 CHA, +5 AGI, -5 WIL. 

Strength In Number: Permanent~ ((1 + CHA) /2) Resolve if 3+ creatures in 3 squares, but -2 if all by yourself.

  • Comradery: Can use CHA in the place of WIL for tests (saves).
  • Outnumber: If have PC has Advantage in melee, count as if 1 extra ally is there. If enemy has advantage, they count as if they have 1 less ally.
  • Personal Weapon: Physical Ranged weapons (bolters etc.) have +1 Dmg, +1% Armour Pen, +1 RoF, -5 Recoil.
  • Helping Hand: If start next to ally, get +2 MP. If end next to allies, each one adjacent gets +2 MP next turn.
  • Fresh Start: +50% Dodge vs. 1st Attack of Opportunity each round.  

Ideal for full-support or for any setup where you’re going in with several mates (especially a bunch of melee guys in a group). 

Voidborn

+5 WIL, +5 INT, -5 STR

Lucky: Permanent~ Whenever you fail a roll, or an enemy dodges or parries you, roll again with a 20% chance to actually succeed/ignore defence.

  • Bloody Mess: 10% chance for Crits to be doubled again.
  • Contagious Luck: If you use a support ability on an ally, they gain your Lucky ability this round. Similar on enemy, they gain the bad part.
  • Just a Flesh Wound: 20% chance to survive death on 1HP.
  • Jinx: When on more than 50% HP, all rolls in 3 squares have +10% chance to succeed. Vice versa on less than 50%, -10% chance. Risky, but okay if staying far away from everything or huddling with allies.
  • Be Smart: Any time ability or talent uses CHA for its bonus, use INT instead. Can always upgrade INT even if not normally allowed by Class.

The Psyker choice; for anything squishy in general. Supports especially.

Imperial World

+10 to stat of choice (Not weapon or shoot skill). No penalties. No universal ability.

  • Ready to Serve: When using support ability, or support ability used on you, the targets Resolve is increased by (CHA/2) for 1 round. 
  • Better to Die for the Emperor: If under 40% HP, +10 to all stats, +2 Resolve.
  • Doing My Part: If no other character in party is Imperial Worlder, first use of any ability costs you -1 AP. (Abelard, Argenta, Heinrix, Jae are Imp Worlders)
  • Know No Heresy: +10% Crit and Armour vs. Xenos and Demons. All allies get +5% instead. Your Lore (Xeno) & Lore (Warp) is set to 0. 
  • Stronger Together: All allies (not Xeno allies) in party get +5 to a stat. It’s the same stat you picked as your +10.

Goes with anything, though suggests a support character.

Fortress World

+5 PER, +5 WIL, -5 CHA.

Never Stop Shooting: Every time you kill, gain +10 Stacks of NSS. At start of PC’s turn, get (NSS)% chance to make first attack of round cost 0 AP & lose all stacks.

  • Combat Addict: +7 Shoot/PER/WIL if in combat. -7 INT/CHA/PER/WIL if out of combat.
  • Hail of Steel: Each round get +(1 x Shots Fired)% dodge vs. enemy shots which stacks. Also, Burst Fire immediately gives +10 Stacks of NSS.
  • Familiar Kickback: At end of turn, gain NSS stacks equal to ½ of the Min DMG of the most damaging ranged weapon they used that turn.
  • Spare Mag: First reload in combat is 0AP. Any reload gives +10 stacks of NSS.
  • Never Stop Believing: When stacks of NSS are lost, instead retain WIL/2. You can also always level-up WIL, regardless of class. 

Obviously, for a shooty character.

Origins

Important: Most abilities that specify X of a STAT% chance imply that this is the “bonus amount” (Which is actually the base amount/10).

So if it says (2x PER)%, it’s referring to (2 x PER/10), so if you have 50 PER, (2x PER)% will actually be 10% (5×2), not 100%. 

Priest

+5 TGH, +5 WIL, +5 Lore Imp, +5 Medical. Always Level +WIL, +Lore Imp.

  • Hymn: 1x Combat. WIL based. Get 2x WIL Momentum (which is EX-Gauge for Ultimate attacks) + WIL Momentum per enemy in a 5-Cell Radius.
  • Perk: Litany of Purification: When Hymn, all enemies in 5-Cell get disturbed, -10 to Will or Fellowship tests. If enemy adjacent, -20 instead. Demons also take dmg. Equal to the momentum restored.
  • Perk: Litany of Hatred: Priest and allies in 5-Cell Radius get +1/2 WIL damage for single shots and opportunity attacks.
  • Perk: Shield of Faith: Priest gains +(4xWIL)% to armour vs. Demons and Warp, and resolve is permanently increased by WIL/2
  • Perk: Emperor Protects: Priest gains WIL% chance to just ignore an attack.
  • Perk: Flensing Faith: Melee, Melta, Flamer attacks vs. Demons & Psykers gets +(2 x WIL) Dmg. & +(6 x WIL) Armour Penetration. Increased to +(3 x WIL) Dmg. & +(9 x WIL) Armour Penetration vs. filthy Xenos.
  • Homeworld synergy: Forge World with Subdermal Armour (vastly good Tough). Power Sword would satisfy criteria for Flensing Faith AND Pinnacle of Weaponry. Steel of the Forge perk is good for Heavy Armour. Can use Persuasion/Coercion/Commerce off INT, and INT is used in Lore Imp/Med.

Unsurprisingly, it will be pretty great in melee or close ranged cleansing with fire, especially in tandem with other melee and hybrid allies.

Imperial Guard Commander

+5 Shoot, +5 PER, +5 Athletics, +5 Med. Always level +PER, +Medical.

  • Reg Tactics: 1x Combat. PER based. PC and all allies deal +(20 + (2x PER))% damage to any enemy adjacent to allied forces. No Friendly Fire. For a turn.
    • Perk: Suppression: Whilst PC has Reg Tactics, they reduce enemy dodge, parry and cover bonuses by 20% for all their personal single target melee, ranged attacks, area attacks.
    • Perk: Drown in shots: Whilst PC has Reg Tactics, all allies get +5 RoF, stacking, for each shot they have all made this turn.
    • Friend in Need: Whilst PC has Reg Tactics, killing any adjacent enemy (to any ally) grants that ally +10 Momentum.
  • Perk: Unflinching Heroism: Whenever an ally uses an Ult, the PC gains +5 to all stats until the end of the combat.
  • Perk: Shoulder to Shoulder: When PC adjacent to any ally, deal (10 + PER)% extra damage to enemies adjacent to allies.
  • Homeworld Synergy: Hive World or Imperial World (PER).

Strangely enough, all about the dakka. There is no such thing as Overkill.

Commissar

+5 Melee, +5 CHA, +5 Coercion, +5 Athletics. Always level CHA & Athletics.

  • At All Cost: 1x Combat. Marks next foe or ally hit. If mark foe, ally that kills it immediately gains extra turn with +2 AP, +4 MP. If you shoot an ally, all allies gain +1 AP and +3 MP for the next round.
    • Perk: Duty & Honour: After shooting an ally, they all actually gain +2/+4 instead of +1/+3, but all also take +50% damage next round.
    • Perk: Summary Execution: If PC kills the foe with their use of At All Cost (whoops), they can use it again for 0AP. 
    • Perk: Forwards To Glory: If current Momentum of party is less than 100 (i.e. bad), killing marked enemies or shooting allies gives +(20 + 2 x CHA) momentum.
  • Perk: Show Them Contempt: When PC adjacent to enemy, all allies gain Resolve == (Commissar’s CHA/2).
  • Perk: Motivation: When PC grants MP to ally, grant +2 MP more.
  • Homeworld Synergy: Hive World or Imperial World (CHA) for more support stuff.

Really wants you to shoot your own allies for bonuses. I guess you can equip it with a trash damage (but accurate) weapon and use with a pure support class. Otherwise, a mostly melee supportive character (if ally shooting ignored).

Crime Lord

+5 Melee, +5 PER, +5 Awareness, +5 Logic. Always level PER & Awareness.

  • Sure Fire Plan: At combat start, get +INT SFP stacks. Burn a stack to give a bonus to next action. If Attack: +(10+ 2 x PER)% more damage for it.
    If Move: +(10+ 2 x PER)% Dodge & Parry until next turn. If Non Damaging Ability on Enemy: It has (10+ 2 x INT)% to it’s damage for 1 round.
    • Perk: Killing Plan: Increases damage bonus of attack SFP to-
      (10 + (2 x PER) + (2 x Melee)) %. If it kills, refund 1 SFP stack.
    • Perk: Escape Plan: Increases dodge/parry bonus of move SFP to-
      (10 + (2 x PER) + (2 x AGI)) %. If you Dodge/Parry, refund 1 SFP stack.
    • Perk: Disorienting Plan: Enemies affected by SFP also gain a debuff to their Dodge/Parry of (10+ 2 x PER)%, as well as damage debuff. 
    • Perk: Contingency Plan: If no SFP stacks at turn start, gain 1.
    • Perk: The Last Plan: Once per combat, survive death if you have at least 1 SFP stack, and immediately heal (5 x SFP stacks)% HP. Lose all SFP stacks & cannot gain them for rest of combat.

Pretty versatile for all kinds of options, so long as you have some INT/PER. 

Naval Officer

+5 AGI, +5 CHA, +5 Commerce, +5 Demolition.

  • Brace for Impact: 1x Combat. For each class you have (Tier 1/2/3), give +2 Deflection to all in 3 Square Radius (i.e. 2/4/6). They also become immune to being over-penetrated or forcibly moved.
    • Perk: Do Not Falter! All allies affected by Brace do not suffer negative effects of enemy melee superiority for the rest of the combat.
    • Perk: Scatter: All allies affected by Brace take ½ damage from attacks of opportunity this round.
    • Perk: Perfect Timing: All allies affected by Brace gain +30% to Cover Penetration. Also, PC gets +15% Cover Pen permanently. 
    • Perk: Get Off Me! When braced, PC can use Ranged Attacks even when threatened in melee. Bracing also knocks enemies prone and away by 1 square if in the zone.
    • Perk: Get Into Cover! All allies affected by Brace gain a bonus turn now, with no AP, but 3 MP. Allies affected gain +20% Cover Efficiency for 1 round as well.
  • Homeworld Synergy: Hive/Imperial/Fortress. Nothing specific. 

Agile, and supports allies that get caught out in bad positioning. Good for hybrid ranged/melee characters? 

Noble

+5 INT, +5 CHA, +5 Coercion, +5 Persuasion. Always level CHA/Persuasion. 

  • You, Serve Me. Pick 1 ally to become retainer for combat. Whenever noble abilities affect retainer, they get +5 to all stats. If retainer hits a target damaged by the noble last turn, retainer gets +(10+ CHA)% Crit vs. it.
    • Perk. You. Do something!: When noble uses an ability on their retainer, retainer gets +1AP next turn. Doesn’t stack with itself.
    • Perk: You. Protect Me!: If noble & retainer are adjacent to one another at start of nobles turn, they both gain Temp HP equal to servants TGH or Nobles CHA, whichever is higher.
    • Perk: You, Go on!: Designated Retainer gets +2 MP each turn.
    • Perk: You, Kill It!: If Retainer kills a target hit by noble last turn, noble gains +1 AP next turn.
    • Perk: You, You are next: If retainer drops below 30% HP, PC gains another use of You, Serve Me. It switches entirely to the second target. Can’t select a target already selected at least once this battle.
  • Homeworld Synergy: Hive/Imperial/Void. Support character.

Useful for most classes that are not lone wolves, as long as you have some INT/CHA. Generally, you want a buddy to be your retainer that does the same thing as you (i.e. both melee, both shooty). 

Sanctioned Psyker

See the video, too complex to write here (30 mins worth of options)

Classes

Basic Layout is as below:

  • L2: +10 to Skill.
  • L3: New Ability pick.
  • L4: Get Ult, and +1 Perk.
  • L5: +5 Stat. +1 Perk.
  • L6: New Ability pick. +10 Skill.
  • L7: +5 Stat, +1 Perk.
  • L8: +10 Skill, +1 Perk.
  • L9: Ult Upgrade.
  • L10: +5 Stat, +1 Perk.
  • L11: New Ability pick, +1 Perk.
  • L12: +10 Skill, +5 Stat.
  • L13: +10 Skill, +1 Perk.
  • L14: +5 Stat, +1 Perk.
  • L15: Ult Upgrade.

Warrior

Companions: Abelard (Melee Tank setup, but can also use Melta’s), Heinrix (also a Biomancer Psyker, DPS), Marazhai (Late Act III- Dark Eldar, Assassin DPS setup).

Evolve Class into: Assassin, Vanguard, or Arch-Militant

Basic: Charge: Dash in straight line and make melee attack. Doesn’t count towards max attacks in a turn, but ends normal MP movement.

Basic II (gained at L3) Endure: Gain Temp HP equal to TGH. Next turn, gain DR/all equal to TGH.

Ult: Daring Breach: Restore all AP & MP to max. Get extra MP equal to AGI until turn end. Melee attacks don’t remove remaining MP and are unlimited for this turn.

Abilities Warrior @ 6/11

Taunting Scream: Cone. Taunt all enemies that fail WIL save.

Sworn Enemy: 1 enemy in 12. Mark it, +(10 + (2 x TGH))% armour vs. it, and (2 x STR) damage vs. it. If it attacks you, get +1 AP next turn.

Reckless Strike: Next attack has (5 x STR)% Armour Pen, ignores (3 x WIS) parry, deal +(2 x STR) more damage. If enemy survives, it then counters you, though.

Crushing Strike: Next attack pushes (1 + STR / 2) back.

Breakthrough: Gains (AGI/2) uses of Slice this turn. Can’t also charge this turn. Slice passes through a square, like a hop in checkers, hitting enemy beneath for 50% damage attack, uses 0 AP. Can only be used once for each enemy.

Class Perks Warrior

Contempt: Whenever enemy attacks you, next melee attack vs. them deals +TGH extra damage. Doesn’t stack. Fairly low value overall, but easy to trigger.

Enrage: If on less than 50% HP, get (5+TGH+AGI) % crit. Around 13-15% crit for being on risky low HP, though I guess it doesn’t include Temp. HP.

Epicentre of Slaughter: Each time attacked, gain +1 ES stack. Lasts until combat end. At start of turn, gain +1 Temp HP per ES stack. Can probably build quite high, so sounds pretty good. Free self-sustain for your warrior.

Desolation: +AGI damage to enemies that are all alone. Low-ish bonus and quite conditional.

Thick Skin: +1 DMG Deflection. Parry is increased by +25% of Armour. I imagine you should be wearing heavy armour, so free Parry can’t be bad.

Open Engagement: If during start turn, if no enemies adjacent, next melee attack deals +(2 x STR) damage. An easy +8-14 damage to a charge is nice, though I imagine you should be in the fray more often than not.

Impetus: If Charge from 5+ tiles away, damage gets both +TGH +STR added to it. Pretty good, probably +8-10 damage, assuming you can always pick far foes.

Ramming Speed: Charge max distance increased by +3. It’s a pretty core ability to your standard Warrior, so I don’t see why you’d not want this.

Rigorous Training: Charge & Slice do not remove MP after attack, and grant +(10+AGI) % Dodge after the attack for 1 round. Repositioning after a charge and some free 13-16% dodge? Sounds good.

Defensive Stance: If you’ve not attacked this turn, get +(5 + 2 x TGH)% Armour. Charge and Slice do not count as attacks for this. Good for charging and then sitting tight to tank.

Opening Strike: Charge increases damage of ranged attacks made by anyone against those enemies by (5+ Melee Skill) % until end of combat. Not suddenly going to make you into an Officer class, but another 10% isn’t to be sniffed at.

Living Shield: For every enemy in 1 square (max 3) of you, enemies have -10% chance to hit you with a ranged attack. Extra tankiness for doing your job.

Defensive Manoeuvres: Whenever you take damage, get (5+ 2 x AGI)% Dodge. Stacks up to 3 times, lost on next Dodge. Will help you prevent lucky enemy streaks murdering you, so not bad.

Disarm: When using single attack vs. target, get +(5 + 2 x TGH)% Armour vs. it for the rest of this round. Ideal boss tanking ability.

Prepped for Pain: +TGH damage deflection against first hit of every enemy. Can be quite a bit of free damage reduction. Sounds like a very solid option.

Invigorating Hatred: When ending turn near [Sworn Enemy], get (2 x TGH) Temp HP. Sounds pretty good for tanking.

Hardened Scars: When hit whilst [Enduring], damage deflection +1 until next turn. Quite low value by the sounds of it, but okay.

Interception: After a parry, next Warrior ability/attack costs -1AP less. Hopefully you can trigger this every turn. Sounds great IMHO.

Crowd Kill: Area attacks deal +(1 + STR/2) for each enemy in AoE. I guess this is if you’re also carrying a hand flamer or automatic or something? Decent setup for an Arch-Militant focused Warrior.

Cautious Discharge: Attacks of Opportunity deals -(10 + 3 x Melee)% less damage to you, and moving in threatened areas costs -1 MP less. Gives a bit more versatility, but probably a bit meh; your Officer should disengage you if in trouble, right?

Blade Flurry: Each [Slice] gives +1 Dmg. to all subsequent slices, stacking this combat. Eventually removing the 50% penalty. Probably the key “Assassin playing checkers” ability.

Reckless Fury: [Reckless Strikes] gain (2 + Melee)% Crit. Like +7-8% Crit. Meh.

Officer

Companions: Cassia (Also a Navigator/Psyker, unique powers that tap Warp), Jae (also a Gunslinger (dual-pistol) with lots of perks for that).

Evolve Class into: Vanguard, Master Tactician, or Grand Strategist

Basic I: The Voice of Command: Give a buff of +(5 + 2 x CHA) to ALL of a single allies stats for 1 round. The officers other abilities can always target the Voice’d character, regardless of position, this turn. No cooldown, but you cannot select the same target again without at least a 2 turn gap.

Basic II: Bring It Down! Bring It Down!: @Level 4. Immediately give an extra turn to an ally now. For the extra turn, they get 0 MP, but X AP, where X is Officer (Bonus CHA/2). If this ally is already affected by Voice of Command, and kills at least 1 enemy during this bonus turn, they also gain an immediate boost of Momentum == (2 x Ally’s Resolve).

Ult: Their Finest Hour: Grant an ally an extra turn, with full MP and AP, and no limit to the attacks they can make in this bonus turn.

Abilities Officer (3/7/12)

Get Back in the Fight: 1 AP. Ally instantly heals Burn/Bleed/Toxin/Stun now. If currently voiced, ally also gets +(2 x WIL) Temp HP.

Air of Authority: 1 AP. Increases allies Resolve by users Resolve until end of combat. If voiced, ally also gets +1 AP in their next turn.

Move, Move, Move!: 1 AP. Ally immediately gets MP equal to CHA, used now. If voiced, ally also ignore AoO’s this turn, during this move.

Break their ranks!: 1 AP. Ally adjacent to an enemy gets bonus damage to melee equal to CHA/2, multiplied by the number of enemies adjacent. If voiced, that ally immediately gets an Attack of Opportunity now against the lowest HP foe.

To Me!: 1 AP. Ally in 20 immediately moves to officer. If voiced, they also gain +(WIL x 2) Armour until end of officers next turn, and Automatically Defensive support the officer if they’re attacked and they’re adjacent, taking the hit.

Take Aim: 1 AP. Ally in 11’s next shot will ignore cover, and have x2 range. If voiced, the ally’s attack will ignore dodge entirely, and it’s damage cannot be reduced below (30 + 3 x CHA)% for any reason.

Perks Officer

Commanding Voice: +3 Range to all Officer abilities, with [Voice of Command] getting +6 instead. Considering that, if you have VoC on target, other abilities can also always affect it, that +6 is amazing. Seems a must-have.

Steel Resolve: Permanent +3 to Resolve. (Resolve is added to Momentum each turn). It’s fine, it exists.

Blood of Martyrs: Whenever an ally uses an Ult, they also get Temp HP == (10 + Resolve) % of their Max HP. A bit of a ‘win more’ ability. Meh.

Focus: Whenever you use an ability on an ally, that ally also gains +CHA to their PER and Shoot. This can stack, but ½ of all stacks is lost at end of that allies turn. Not clear if it’s your CHA or allies CHA; but presumably the former. It’s fine, but a fairly low bonus regardless.

Inspire Courage: The first ability you use in a turn on an ally also gives that ally +WIL Temp HP. Seems very good, you’ll do this all the time as Officer.

Personal Oversight: Whenever you use an ability on an ally, or shoot an ally (Commissar), that ally gets +1 Resolve until end of your next turn. This ability can stack, which resets the duration, when used in subsequent turns. Fairly low bonus for a fairly mediocre stat. Kind of not worth it.

Physical Encouragement: Whenever an ally starts a turn next to you, they get +CHA/2 extra MP that turn. Especially nice for the Noble background, or Hive World, even better with both.

Iron Discipline: Allies affected by your abilities gain +(2 x Your WIL) to all of their saves. Keep in mind, if you’re a hive-worlder cheating your own saves with CHA, this won’t be too useful, but good if your own WIL is good.

More Than Possible: Ally targeted with [Bring It Down! Bring It Down!] gets +1 more AP, but if they use all AP in the bonus turn, they take damage == Your WIL. Really bizarrely bad; why would you want this? Punishment for using all your AP? Huh?

Lasting Impression: ½ of [Voice of Command] bonuses persist even after it finishes, lasting all combat. Cannot stack with itself or VoC bonuses if re-applied, but does count as having an Officer ability on target. Why yes, I do in fact want to keep +7-12 to everyone’s stats all the time after using an ability once. Great.

Exemplar of Heroism: Whenever any ally uses an Ult, Officers next attack will cost 0 AP.
I mean, your officer isn’t an attacker, but it’s free. On the other hand, I’m guessing a Psyker Power is also an attack, so probably great for Psy-Officer.

Lead by Example: Whenever officer attacks, they gain +5 CHA for the rest of the battle.
As above, you should be ordering people around, but I guess your Commissar shooting an ally will count, as does Psy.

Personal Example: If you use two Officer abilities this turn that don’t grant extra turns, your third ability used this turn will also affect you (again, not one that gives extra turns). Presumably you also get the VoC effect on yourself, so you can use this heal 2x status effects and stuff. Not bad.

Armour of Contempt: When your abilities are giving an ally +Temp HP, you also give that ally +10% Armour. Pretty good, if not fantastic.

Be Vigilant!: Allies under effect of your abilities get +(3+ CHA) to melee skill, and +CHA to damage dealt by their Attacks of Opportunity. Extra nice for the Noble background, but a great thing to throw on your melee units regardless.

Inspiring Speech: [Air of Authority] also immediately gives target Momentum equal to that characters new increased Resolve. Since AoA has just injected a load of resolve, this could well mean an instant early Ult. If you then force them to take a turn as well… with +1 AP as well… yeah it could be amazing.

Survive!: Targets of [To Me!] take 15% less damage until the end of your next turn. During the bonus move, this is doubled to 30%. Not bad, since that 15% will apply to the Defensive Supports the ally makes to protect you.

Wounds are no excuse!: [Get back in the fight!] also removes 1x Fresh Injury from the target, and heals them for (WIL / 2) HP for each condition or injury removed. Even if no conditions were removed, it still heals as if 1 condition was removed. Makes an already pretty solid purify into a heal as well, what’s not to like?

Watch Yourself!: Targets of [Move! Move! Move!] gain +10% Dodge and Cover Bonus until the end of your next turn. Get them into safety and make them even safer. Again, pretty great if using the talent.

Prepare for Assault: [Break Their Ranks!] always counts as if +1 enemy is adjacent to the chosen ally. This does ally it to be used on an ally not adjacent to an enemy if you want, for a lower bonus. Not sure why you would use it for a not in-melee ally really, but it could be some extra damage.

Steady!: [Take Aim] also increases the damage of that ally’s next shot by +2% for each square between them and the target. Take Aim is doubling the range and basically guaranteeing a hit anyways, so this is great. Especially on your Operative.

Seize the Initiative: Officer gains a free turn at combat start. Can’t move and can only use Officer (specifically) abilities. Ignores usual turn order. Ungodly amazing; will give you free setup for every fight.

Into the Jaw of Hell: If you have less than 50% HP, you get +10 CHA & WIL. If you use an ability of an ally on less than 50%, you get +10 CHA & WIL. These two can stack with each other, but not be granted multiple times (i.e. max +20). Helps if the battle is going a bit pear-shaped, but it’s only overall a +1 or +2. Likely best if you’re a melee Commissar or something like that.

March: Whenever your ability moves a target, after it’s turn is done, you get extra MP equal to half the distance moved. Not bad if you need to catch up with the team.

No Respite: Whenever you give +AP, you also give +All Stats for the same amount until the end of combat. Seems to stack. Free stats that stick around for a while, and help you snowball from a few of your abilities. Pretty nice as long as you’re not one-rounding battles.

Marksman

Companions: Argenta (Sister of Battle- Bolter or Flamer Mid-Range DPS, can use Power Armour with +STR), Ulfar (Act III – Space Wolf Astartes, already Arch-Militant promotion, uses Bolter/Plasma & Power Knife. WIDE (2×2 spaces!))

Evolve into: Arch-Militant, Master Tactician, Bounty Hunter

Basic I: Run & Gun: Give self 2 + (AGI /2) MP. Next attack costs -1 AP, doesn’t count towards max attacks this turn. Becomes Winded (Get -10 Shoot until end of next turn, 1 cooldown on R&G).

Basic II (at 3) Revel In Slaughter: 1AP ~ Usable only after getting 3x kills. Lasts all combat, usable once only. Removes Winded and gives +10 Shoot, +5 + (2xAGI)% Crit damage, +AGI Crit chance.

Ult: Military Excellence: Instant Reloads now. Then, gain extra attacks equal to Weapons RoF, using the ability that would cost the least AP. Does not use AP. First attack vs. each enemy is always a crit.

Abilities Marksman (6 & 11)

Dash: 0 AP, dashes 3, burning all remaining MP. Dash can go through enemies and allies but not terrain. Does not provoke Opportunity Attacks.

Controlled Shot: 1 AP. All allies automatically dodge the Marksman’s next attack.

Ready, Go!: 1 AP (and immediately banking all remaining MP & AP). Cover this turn becomes 30% better. Next turn, using Run & Gun withdraws the banked AP & MP, resets all cooldowns, and gives +1 AP extra.

Concentrated Fire: 1 AP. Next Burst/Cone/AoE deals +50 +(10 x Shoot) damage. Also adds dodge penetration (10 + 2 x Shoot). Total amount / enemies hit.

Rapid Fire: 1 AP. Next Burst has x2 RoF, but fires randomly with -25% Damage.

Perks Marksman:

Rapid Reload: First reload each combat is free. Subsequent reloads are -2 AP to a minimum of 1. Dakka is the name of the game for Marksman, so sounds essential to me.

Taste the Pain: After dealing damage to 3 different enemies, your next attack this combat will deal +(10 + 2 x Shoot)% more damage. A cadence ability, since you should be firing a lot, could be good.

Camaraderie: For each adjacent ally, you deal (5 + Shoot)% more damage. Can be a massive bonus in theory, and super nice with Imperial Guard Hive-World support. Though packing everyone together is asking for grenades to the face.

Unpredictable: Gains 3+ AGI Crit chance permanently. If you’re currently protected from your target by cover, this is doubled. Free 6-10% crit doubling to 12-20% for being in cover, which you should be doing all the time anyway. Sounds good to me.

Fired Up: Whenever you deal damage, get +1% Crit damage until end of combat. Tiny amount, but constant growth as you should be constantly firing as much as possible. So, solid.

Exploit Surroundings: Cover Bonus for full cover 60 => 70%, Low Cover 30% => 50%. Obviously, you should be in cover, so good hit reduction in that case.

Combat Medicae: Healing an ally with a Medkit restores extra HP equal to Medicae/10. Using Medkits costs -1AP less. Not sure if your main shooty DPS should be using Medkits, but this sounds like a good bonus anyways.

Tenderise: When enemies are hit by your AoE, the next attack to hit them deals 1+(Shoot/2) extra damage. Fairly small amount, but it’s okay to help prep an ally kill.

Integrity: Whilst you’re at full HP, you have +10 Shoot Skill and +2 MP. Should be sustainable if you keep to cover. Not bad.

Point-Blank: Versus enemies in 3 tiles of you hit by your burst fire, you ignore (5 + 3 x Shoot)% of their Armour, and (Shoot/2) of their Deflection. Requires some dangerous charge tactics, but negating defences is great.

Trace the Trajectory: Whenever you dodge or cover prevents an attack, you gain a guaranteed crit vs. that enemy when you next attack them. Sounds fairly easy to trigger with cover, and who doesn’t want free crits!?

Muzzle Velocity: First hit of each burst attack deals extra damage equal to your weapon’s RoF. Potentially very good (i.e. Heavy Bolter has 8 RoF) though depends on gear.

Tactical Disengage: [Dash] no longer burns all remaining MP, and also lowers your threat to the lowest possible level with enemies. Making your get out jail free card even more potent sounds good to me.

Enough Bullets for Everyone: Your second attack in a round deals (5 + 2 x AGI)% more damage vs. targets not harmed by your first attack. Free +15% odd damage for every second attack. Not bad but I imagine you want to focus fire choice targets most of the time.

Fortress: Whilst you’re in full cover vs. a foe, you gain +10% damage, and if you get countered you take -20% less damage even if your cover is destroyed. Okay, but not sure if it’s worth your pick.

On the Double!: If you use [Ready, Go!], then, when your next [Run & Gun] unlocks the banked points, you get +AGI extra MP as well. Potentially like +4 or 5 MP for a full unleash turn of doom. Could be great.

Bullet Hell: [Rapid Fire] no longer reduces damage by 25%. Uh, yeah, it’s already a good ability even with the less damage. This just makes it silly.

Forewarning: [Controlled Shot] costs -1AP less if you’re adjacent to an ally. I think that means it’s free. Which is amazing. It does have a cooldown, of course.

Drops of Blood: [Revel in Slaughter] only requires 2 kills to be activated. Okay if there is little chaff for some reason, but it seems like this is not a problem mostly.

Second Skin: Your Medium Armour does not reduce your Dodge. Great, since the penalty is often -75% or similarly severe on Medium Armour. Argenta can use Power Armour by default eventually though so may not be good for her.

Trigger Bliss: Each shot fired by Marksman gives +1 AGI until the end of turn. Probably kind of meh initially, but maybe useful when doing lots of attacks.

Operative

Companions: Idira (also Unsanctioned Telepath Psyker, can go debuff or shooty), Pasqual (Techpriest- buff & debuff focus, can also use Plasma/Melta), Yrliet (Act II – dodgetank overwatch sniper Eldar, las-rifle focus)

Evolve into: Assassin, Bounty Hunter, Grand Strategist

Basic I- Analyse Enemies: Automatic, start of turn. All enemies in LoS get a stack of Exploit. Hitting an enemy that has Exploit makes you remove all exploit stacks, dealing (10 x Exploit stacks) + (5 x PER)% more damage (i.e. Minimum +25%).
It can also be used again during a turn for 2 AP.

Basic II- Expose Weakness (at 3): 1 AP. Remove all exploits from target in 30. It loses (10 + (Exploit stacks x 3))% Armour, Dodge and Parry until start of Operative’s next turn.

Ult: Dismantling Attack: All enemies in combat gain an Exploit stack now. Then, shoot 1 enemy. You always hit. That enemy has -30% Dodge and Armour for the rest of combat.

Abilities Operative (6 & 11)

Precise Attack: 1 AP. For next attack vs. Exploited foe, targets cover bonus is reduced by (5 + (Exploit stacks x 3))% (its 30 for Low, 60 for high cover). The attack also has a (5 + (Exploit stacks x 3))% additional chance to hit.

Joint Analysis: 1 AP. Until your next turn, all allies can also remove Exploit, dealing +INT damage extra in the process (wut, that’s pretty bad).

Sniping Shot: 1 AP. Whilst in cover, you get +25% Cover bonus, +15 Shoot & Perception skills (all flat). Lost if you move.

Intimidating Shot: 1 AP. Next single shot inflicts Intimidated in a 5 cell AoE of target hit. This debuffs them to deal (2 x PER)% less damage, and if they have less than (3 x INT)% Armour, this debuff is doubled.

Tactical Knowledge: 1 AP. All enemies in 5 cells radius drop all their Exploit stacks. All allies then gain (2 x Removed stacks)% Armour until end of combat. If 4+ removed, the Operative also gains +(Removed Stacks) extra damage until end of the combat.

Perks Operative

Tide of Excellence: Whenever you trigger an Exploit, get +1 DMG, +2% Armour Pen until the end of combat. This is triggering the normal hit effect, not applying an Exploit. It’s still fine, and helps snowball a bit.

Weak Body, Weak Soul: [Expose Weakness] also reduces enemy TGH & WIL by
  -(3 x PER)% for 1 round. Let’s make a good debuff even better. How about yes?

Fresh Target: When attacking an enemy on full HP, you deal (10 + PER)% more damage. Since you’re likely doing lots of single shot damage, 14-17% could be fairly big on your sniper. Not bad.

Assisted Analysis: At turn start, gain an extra Exploit stack on each enemy that is seen by 2x allies as well as yourself. Can happen to multiple enemies and use up to 4 allies (for 3 stacks total). Amazing, just really boosts your main thing.

Instant Exposure: [Expose Weakness] AP cost reduced to 0AP. Pretty amazing, not using an AP for this means you then use it yourself even easier.

Pattern Recognition: At start of each enemy turn, if it still has an Exploit stack, it will give a free exploit stack to an enemy in 3 spaces without an Exploit stack. Enemies will self-replenish some stacks for you in their turns. Really handy.

Comprehensive Analysis: If, when [Analyse Enemies] goes off, a target already has 2+ Exploit stacks, Analyse adds +1 more stack than it would normally. Helpful for building up stacks on a boss quicker, though others are better.

Inflict Despair: When you hit a target that has both [Expose Weakness] AND an Exploit stack, that target is debuffed with -3 MP and -20% damage next turn. Kind of tough to trigger since EW removes stacks first.

Passive Learning: On turn 1 of combat, use [Analyse Enemies] effect on all enemies in 10 spaces (as well as start of your turn). On subsequent turns, this effect still triggers at ½ effectiveness, but only within 2 spaces. I don’t see the subsequent effect happening often ~ if your sniper is 2 spaces from an enemy something is going wrong, but doubling up initial stacks is great.

Offensive Pattern Prediction: If an enemy has an Exploit, they deal (3 x INT)% less damage to the operative. Hopefully your tank is attracting aggro away from you. Pretty rubbish, wasting a perk for like 12-18% damage reduction on a DPS class.

Reactive Study: If an enemy in 5 squares attacks you or an ally, and it has an Exploit, it gains another Exploit. Yes, that’s super solid, but the low range could be annoying on a sniper-type class.

Informed Hit: If you use [Precise Attack] vs. a foe that has (10-INT) or more Exploits, and you hit, that hit is automatically a crit. Not a perk you take early, but with lots of stacking Exploit abilities and higher INT, it’s free crits which is great.

Combat Insight: If your PER bonus (i.e. PER/10) is 10 or higher, you gain +1 AP and ignore enemy deflection permanently (i.e. requires 100+ PER, guessing from gear). If you can actually activate it, then great. Don’t know how hard it is to get 100+ PER, though. Likely an Exemplar pick as a result.

Sharpshooter: If you’ve not moved this turn, your shots gain +PER Shoot and +INT/2 Damage for every 5 squares between you and the target. Hopefully you’re firing from 10+ squares away, could be a good bonus in that case, but subjective.

Uncanny Sight: [Analyse Enemies] at turn start works even without Line of Sight. What is this cover of which you speak? Probably a mandatory pick.

Ballistic Calculation: If you shoot an Exploited foe that is (15-PER) or more squares away, that shot has +15% damage. I mean, if you’re good at stay away, this will likely stack with Combat Insight for silly bonuses.

Insightful Precision: [Precise Attack] also grants you +PER equal to (removed exploits/3) for the duration of the shot (min 1). Doesn’t seem to be a very good amount. +2-3 PER seems a joke.

Sniper Expertise: [Sniping Shot] also grants you +(5 + PER)% Armour Penetration vs. foes that are at least 7 squares away. Fair enough, though not amazing (10-12%).

Improved Tactics: [Tactical Knowledge]’s secondary effect requires 3, rather than 4 stacks. It also improves your damage by +INT, rather than by +Stacks removed. Makes that ability better for sure, but I don’t see it being too hard to get 4 stacks removed.

Joint Offence: When attacking exploited foes, your allies gain a +(Your INT/2) bonus to Hit and Crit chance. Fairly tiny bonus of like 2-4%, even if it’s permanent, it’s probably not worth it.

Terrifying Presence: If [Intimidating Shot] kills its primary target, the damage debuff is increased to -((4 x INT) + (2 x PER)) % less damage. Makes that debuff much more worthwhile. Assuming you have like 50 in both stats, that’s -30% or -60% to the enemy’s attack which is mad.

Continuous Analysis: [Analyse Enemies] also adds +1 extra Exploit to the target with the most exploits. If enemies are tied, one is randomly chosen to get it. Not as good as other similar abilities, but not horrid.

Assured Analysis: Whilst in half cover, [Analyse Enemies] AP cost is reduced by 1. It’s free anyway at turn start, this just makes it more usable again during a turn. Meh.

Covert Protocol: Whilst in half cover, Cover bonus is increased by +15% to 45%, and if you’ve not moved, it’s 60% (like Full Cover). Good defence booster: unlike a Marksman, your operative should probably never be out of cover

Volodymyr Azimoff
About Volodymyr Azimoff 13499 Articles
I love games and I live games. Video games are my passion, my hobby and my job. My experience with games started back in 1994 with the Metal Mutant game on ZX Spectrum computer. And since then, I’ve been playing on anything from consoles, to mobile devices. My first official job in the game industry started back in 2005, and I'm still doing what I love to do.

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