Arch-Militant

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Arch-Militant is a 2nd tier archetype.


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.

Key Features

  • Versatility


Available Stat Advancements

  • Agility Advancement
  • Ballistic Skill Advancement
  • Strength Advancement
  • Toughness Advancement
  • Weapon Skill Advancement

Available Skill Advancements

  • Awareness
  • Carouse
  • Demolition
  • Athletics
  • Medicae

Prerequisites:

Warrior, Soldier or Bladedancer

Tier 3 Options:

Arch-Militant can become Exemplar

Abilities

Ability AP Cost Range Description

Cautious Approach
0 Self 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 stunned and prone, for as long as the Arch-Militant keeps the cautious approach effect active.

Confident Approach
0 Self The Arch-Militant gains the confident approach effect until the end of combat, until this ability is used again, or until using Cautious Approach. Instead of the usual bonuses from versatility, the Arch-Militant gains +3% dodge reduction and parry reduction and ignores 3% of enemy cover for every stack.

All the Arch-Militant's attacks score critical hits, but the Arch-Militant's critical damage on those attacks is reduced by half.

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.

Devastating Attack
1 Self The Arch-Militant's next attack, if it hits, 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 inflicts bleeding and slowed on the target until the end of combat.
Energy and all other damage inflicts 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.

Kick
1 1 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.

Reckless Rush
1 Self The Arch-Militant immediately gains +(3 + Arch-Militant's AGI bonus) MP. If the Arch-Militant has stacks of versatility, they gain +3 more stacks of versatility which last until the end of their turn.

Wildfire
3 Self The Arch-Militant's next attack this turn will cost 0 AP and will not count toward the attack limit per turn. The cost of this ability is reduced by −1 AP for every 4 stacks of versatility (minimum 1).

Heroic Act / Desperate Measure

Ability Range Description

Steady Superiority
Self 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 afterward costs 0 AP.

Heroic Sacrifice (Desparate Measure)
Self 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 afterward costs 0 AP. Until the end of combat, the Arch-Militant suffers a −30 penalty to their Toughness and, at the start of each the Arch-Militant's turn, they suffer direct damage equal to 10% of their maximum wounds. The latter effect can be removed by healing.

Upgrades

Upgrade Description
Steady Superiority (Upgrade I) The first time in combat that the Arch-Militant reaches 0 wounds while under the effect of Steady Superiority or Heroic Sacrifice, the Arch-Militant restores 20% of their maximum wounds and loses this effect.
Steady Superiority (Upgrade II) Until the end of combat, every attack grants a stacking +2% bonus to critical hit chance.
Steady Superiority (Upgrade III) Until the end of combat, the Arch-Militant's attacks do not spend all MP. Additionally, each attack grants a stacking +5% bonus to dodge for 1 round.
Steady Superiority (Upgrade IV) The Arch-Militant can use both the heroic act of the Arch-Militant archetype and the heroic act of the Warrior or Soldier archetype in a single combat. Note: You can still only use a heroic act or desperate measures once per round.

Talents

Talent Description
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. Valid attack types are: single-shot, melee attack (single-target or burst), area melee, area ranged, or ranged burst.

The Arch-Militant gains +3 Weapon Skill and Ballistic Skill for every stack of versatility.

If the Arch-Militant has 4 or more stacks of versatility, the Arch-Militant deals an additional +(10 + WS bonus)% or +(10 + BS bonus)% damage, whichever is highest.
Exploit Weakness 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.
Adaptability Gaining a stack of versatility increases critical hit chance by +5% until the end of the turn. Stacks.
Always Ready The Arch-Militant begins combat with 2 stacks of versatility.
Armsmaster 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 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.
Broad Expertise When entering combat, the Arch-Militant gains +(2 × BS bonus) Weapon Skill and +(2 × WS bonus) Ballistic Skill until the end of combat.
Ingenious 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 × AGI bonus) penalty until the end of combat .
Close-Quarters Training The Arch-Militant can use two-handed ranged weapons within melee range but with a −10 penalty to Ballistic Skill.
Critical Versatility The Arch-Militant gains a +(5 + number of versatility stacks)% bonus to critical damage. This bonus is kept when the Arch-Militant uses Cautious Approach or Confident Approach.
Heavy Gunner The Arch-Militant's heavy weapon attacks cost −1 action point (minimum 1).
Focal Point 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 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 The Arch-Militant deals +20% critical damage against targets that are stunned, prone, or blinded.
Dependable The Arch-Militant gains a +(5 + number of versatility stacks)% bonus to armour. This bonus is kept when the Arch-Militant uses Cautious Approach or Confident Approach.
Discipline The Arch-Militant gains +1 stack of versatility whenever an ally grants the Arch-Militant an extra turn.
Crippling Blasts Any ranged area and ranged 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 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 Any of the Arch-Militant's burst attacks and melee area attacks reduce the dodge of all the enemies hit by −8% until the end of combat. Does not stack.
Preferred Targets 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 any effects applied by the Arch-Militant's allies, the Arch-Militant deals +20% critical damage.
Accustomed to Glory Whenever the Arch-Militant or their ally uses a heroic act or a desperate measure, the Arch-Militant gains +1 and +10% damage on all attacks until the end of combat.
Martial Art The target of Kick must pass a Toughness resistance test with a −(2 × Arch-Militant's STR bonus) penalty or fall prone for 1 round.
Flashfire The cost of Wildfire is reduced by −1 AP for every 3 stacks of versatility instead of 4.
Survivor 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 While under the effect of Confident Approach, the Arch-Militant keeps half of the usual bonuses from Versatility.
Breaking Attack Devastating Attack also reduces the target's armour by −7% and Toughness by −10 until the end of combat. Does not stack.
All Out While the Arch-Militant is under the effect of Reckless Rush, their attacks do not cost MP.

Levels

Total Skill Selections: 4
Total Stat Selections: 8
Total Archetype Talent Selections: 7
Total Common Talent Selections: 4
Total Ability Selections: 3

Level Features
1 Versatility
2 Ability Selection
3 Archetype Talent Selection
4 Steady Superiority
5 AP Increase
Stat Selection
6 Archetype Talent Selection
Stat Selection
7 Ability Selection
Common Talent Selection
8 Skill Selection
Archetype Talent Selection
9 Stat Selection
Common Talent Selection
10 Archetype Talent Selection
11 Skill Selection
Stat Selection
12 Heroic Ability Upgrade Selection
13 Skill Selection
Archetype Talent Selection
14 Stat Selection
Common Talent Selection
15 Ability Selection
16 Archetype Talent Selection
17 Stat Selection
Skill Selection
18 Archetype Talent Selection
Stat Selection
19 Stat Selection
Common Talent Selection
20 Heroic Ability Upgrade Selection