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Bladedancer Talents
Warhammer 40,000: Rogue Trader

Bladedancer Talents

Explore Bladedancer talents in "Warhammer 40,000: Rogue Trader", including damage boosts, survivability buffs, and unique combat mechanics like "Balancing on the Edge".

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Explore Bladedancer talents in "Warhammer 40,000: Rogue Trader", including damage boosts, survivability buffs, and unique combat mechanics like "Balancing on the Edge".

Talents:

  • Balancing on the Edge: You can use both a desperate measure and heroic act in the same combat (but not in the same round). Whenever you take desperate measures, you gain +10 Weapon Skill and +3 Resolve.
  • Blade in His Hand: Any attacks you make with a sword deal +(AGI bonus)% additional damage. This bonus is doubled if using a two-handed sword.
  • Blessed Scars: When you are healed for the first time in a round, you are healed by an additional +(TGH bonus) wounds and gain +10 Toughness until the end of combat. This effect stacks.
  • Blinding Blades: Enemies you attack have their Weapon Skill, Ballistic Skill and Perception reduced by -(10 + your WS bonus) until the start of your next turn. These penalties do not stack.
  • Blood Rush: When you use an ability which costs wounds, you gain +3 MP in the current turn.
  • Bloody Requiem: Whenever you kill an enemy, your Resolve is increased by +1 until the end of combat.
  • Dance Partners: When you have two swords equipped, your Weapon Skill is increased by +(AGI bonus).
  • Death Warden: Your Medicae skill is determined by your Weapon Skill instead of your Intelligence. You deal +(5 + Medicae / 10)% critical damage and can use medikits as if you had Medicae skill advancement.
  • Duellist: You deal an additional +(5 + your WS bonus)% damage against enemies armed with melee weapons.
  • Escape Artist: When you dodge an attack made by an enemy attacking you for the first time, you gain +1 charge of _Death From Above_.
  • Facing the End: You gain +3 Weapon Skill and +3 Agility for every injury you are currently have and +10 Weapon Skill and +10 Agility for every trauma.
  • Feel No Pain: When you use an ability which costs wounds, you gain half of the wounds sacrificed as temporary wounds.
  • Guillotine: _Death From Above_ deals double damage to enemies that have less than 50% wounds.
  • In Footsteps of Death: Every time one of your allies kills an enemy, you gain +2 MP in your next turn.
  • It Takes Two: If all the strikes made as part of _Blade Dance_ are directed at the same target, the last strike deals double damage.
  • Killing Rhythm: When you kill an enemy with an attack of opportunity, you gain +1 charge of _Death From Above_.
  • Paid in Blood: Once you have killed four enemies, the next ability which requires spending wounds will instead restore (5 + 2 x TGH bonus) wounds.
  • Race Against Death: Your maximum wounds are increased by +(your dodge / 10).
  • Rising Tempo: Each attack made by you increases the damage of all subsequent attacks you make this turn by +5%. This effect stacks up to 3 times. For purposes of this effect, any attacks which deal multiple hits are considered single attacks.
  • Shadow Dancer: When you have less than 50% wounds, you gain +12% dodge and +3 MP. You also gain +8% dodge and +2 MP for every unconscious ally.
  • Spinning Blades: When you parry an attack, the number of attacks made by the next _Blade Dance_ is increased by +1. This effect stacks up to (AGI bonus) times.
  • Steady Hand: Your parry is increased by +(TGH bonus)%. An attacker's melee critical hit chance bonus if their Weapon Skill is higher than yours is halved.
  • Sweeping Motions: Your melee area attacks cost -1 AP less (minimum 1 AP).
  • Unforgiving: After losing any number of wounds, your next attack deals +(5 + TGH bonus)% more damage. If that loss causes an injury or trauma the bonus damage increases to +(10 + 2 x TGH bonus)%.

Talents with Prerequisites:

  • Slip Away: Prerequisites: Acrobatic Artistry. Whenever you use _Acrobatic Artistry_, your dodge and cover (press the cover button to crouch behind walls or objects) efficiency are increased by +(5 + AGI bonus)% until the end of your next turn. This bonus is doubled against attacks made against you during your turn.
  • Promises of Blood: Prerequisites: Blood Oath. _Blood Oath_ restores an additional +1 AP.
  • Grand Performance: Prerequisites: Captive Audience. Targets affected by _Captive Audience_ have their armour, dodge and parry reduced by -(10 + AGI bonus)% until the end of combat. This penalty is doubled for targets failing the Toughness resistance test.
  • Blood Bonds: Prerequisites: Oath of Vengeance. Every ally targeted by _Oath of Vengeance_ gains the same bonuses as you against affected enemies.
  • Anticipation: Prerequisites: Veil of Blades. While under the effect of _Veil of Blades_, you deal 50% of your normal damage to the attacker when parrying a melee attack and your chance to deflect a ranged attack is increased by +20%.

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