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Origin Talents
Warhammer 40,000: Rogue Trader

Origin Talents

Explore Origin Talents in "Warhammer 40,000: Rogue Trader", including Astra Militarum Commander, Commissar, Crime Lord, Ministorum Priest, Navy Officer, and Noble archetypes.

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Explore Origin Talents in "Warhammer 40,000: Rogue Trader", including Astra Militarum Commander, Commissar, Crime Lord, Ministorum Priest, Navy Officer, and Noble archetypes.

Astra Militarum Commander Talents:

  1. Field of Fire: While Regimental Tactics is in effect, your allies gain +5% to rate of fire for every attack they have made since the start of the effect.
  2. Fix Bayonets!: Two-handed las weapons equipped by you and your allies gain a Bayonet Strike single melee attack costing 1 AP. This attack deals weapon damage and does not count towards the attack limit but can only be used once per round.
  3. Suppression Fire!: While Regimental Tactics is in effect, your attacks against enemies which have already been attacked by you or your allies gain a +20% bonus to dodge reduction, parry reduction and cover (press the cover button to crouch behind walls or objects) penetration.
  4. Trench Warfare: Your las weapons' rate of fire is increased by +20% while in partial cover and by +40% while in full cover.
  5. Unflinching Heroism: Every time you or an ally performs a heroic act, you gain +7 to all your characteristics until the end of combat.

Commissar Talents:

  1. For the Emperor!: If an ally remains in combat after being targeted with At All Costs! and kills an enemy while under its effect, they regain 30% of the wounds lost as temporary wounds.
  2. Let Them Know Fear!: If you are adjacent to an enemy, your allies gain +(1 + your FEL bonus / 2) resolve. If there are no creatures in a 2-cell radius, you gain +(1 + FEL bonus / 2) resolve.
  3. Motivation: You gain +(1 + character level / 2) MP. Allies starting their turn within a 2-cell radius around you also gain +(1 + character level / 2) MP. Once per round, after performing an attack with a pistol, you gain +(FEL bonus / 2) MP.
  4. One for the Enemies, Two for the Traitors: The Iconic Sidearm effect is active when a pistol is equipped in either hand.
  5. Summary Execution: When using At All Costs! from behind the target, the bonuses granted by the effect are doubled.

Crime Lord Talents:

  1. Contingency Plan: If you have no stacks of sure-fire plan at the start of your turn, you gain a single stack.
  2. Disorienting Plan: An enemy affected by Sure-Fire Plan also suffers a -(10 + 2 x PER bonus)% penalty to dodge and parry.
  3. Escape Plan: The bonus to dodge and parry from Sure-Fire Plan is 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.
  4. Killing Plan: The bonus damage from Sure-Fire Plan is increased by +(2 x WS bonus)%. Killing at least one enemy with the attack restores 1 stack of sure-fire plan.
  5. The Last Plan: Once per combat, if you have at least 1 stack of sure-fire plan, you will not die from lethal damage. Instead, you heal (5 x stacks)% of maximum wounds. This uses up all remaining stacks and you can no longer gain sure-fire plan stacks for the remainder of the combat.

Ministorum Priest Talents:

  1. The Emperor Protects: You gain +(WP bonus) maximum wounds.
  2. Flensing Faith: You gain +(WP bonus)% armour penetration with chain and power weapons. Critical hits scored with such weapons inflict (WP bonus / 2) levels of burning.
  3. Litany of Hatred: When using War Hymn or Furious Recital, you and allies within a 5-cell radius deal +(zeal / 2) weapon damage for 1 round. This bonus is doubled against daemons, psykers and xenos.
  4. Litany of Purification: When using War Hymn or Furious Recital, every daemon and xenos in a 5-cell radius suffers (5 x zeal) direct damage and +1 stack of perplexed.
  5. Tenets of Retribution: You deal +(WP bonus / 3) damage and +(WP bonus)% critical damage with bolt weapons. Base melta weapon and flamer damage is increased by +(WP bonus)%. These bonuses are doubled against daemons, psykers and xenos.

Navy Officer Talents:

  1. Evasive Manoeuvres: Allies with the braced effect or affected by your other non-attacking archetype abilities gain +(10 + 2 x PER bonus)% dodge for 1 round. You and allies with the braced effect do not provoke attacks of opportunity.
  2. Fleet Combat Training: When you score a critical hit or successfully parry an attack with your primary weapon, you immediately make an attack (whichever one costs the least AP) with your secondary weapon against the same enemy.
  3. Get Into Cover!: Allies benefiting from Brace for Impact! gain an extra turn with 0 AP and 3 MP and increase their cover efficiency by +20% for 1 round. During this extra turn, allies can use movement abilities, perform Heroic Acts or take Desperate Measures.
  4. Get off Me!: While braced, you can use this ability once per round. The targets of your melee attacks must pass an Agility resistance test with a -10 penalty or fall prone.
  5. Stentorian Voice: While braced, enemies within 5-cells suffer penalties to Weapon Skill and Ballistic Skill equal to -(10 x your archetype count).

Noble Talents:

  1. You. Do Something.: When using an ability on your servant, they gain +1 AP next turn. Note that this bonus does not stack.
  2. You. Go On.: Your servant gains +2 movement points each turn.
  3. You. Kill It.: If your servant kills a target which you damaged during your last turn, you gain +1 AP next turn.
  4. You. Protect Me.: If you are next to your servant.

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