Exemplar
Exemplar is a 3rd tier archetype.
Mere survival in the grim darkness of the far future is no easy task, to thrive in it — a next to impossible one. But some manage to go beyond and become Exemplars. Not only do Exemplars possess extraordinary knowledge in their given archetypes, but they have also reached the pinnacle of mastery, transcending what is thought to be possible.
Core focus: additional abilities and talents from previous archetypes, new Exemplar talents.
Key Features
Available Stat Advancements
- Ballistic Skill Advancement
- Agility Advancement
- Perception Advancement
- Strength Advancement
- Fellowship Advancement
- Intelligence Advancement
- Toughness Advancement
- Weapon Skill Advancement
- Willpower Advancement
Available Skill Advancements
- Athletics
- Awareness
- Carouse
- Coercion
- Commerce
- Demolition
- Logic
- Lore (Imperium)
- Lore (Xenos)
- Medicae
- Persuasion
- Tech-Use
- Lore (Warp)
Prerequisites:
Warrior, Officer, Operative, Soldier or Bladedancer
and Assassin, Vanguard, Bounty Hunter, Master Tactician, Grand Strategist, Arch-Militant, Executioner, Overseer or Overseer
Talents
| Talent | Description |
|---|---|
| Tough as Steel | The character gains an additional 12 wounds. Those wounds are further increased by Toughness, increasing by +(10 × TGH bonus)%, in the same way as basic wounds. |
| Flesh Wounds | At the start of the character's turn, they restore 10% of their maximum wounds. If the character has less than 20% of wounds left, they restore 20% of their maximum wounds instead. |
| Full Attention | Targets that consider the character a priority target deal −40% less damage to the character's allies. |
| Lethal Threat | Enemies hit by the character with a melee attack must pass a Willpower resistance test or make the character their priority target until the start of the character's next turn. |
| Tricky Defence | As long as the character wears light armour, their dodge is increased by +1% for every 3% of the item's armour bonus. |
| Critical Velocity | The character's critical hit chance and critical damage are increased by +5% of their dodge. |
| Unbreakable Will | The character gains a bonus to all resistance tests equal to +(5 × deflection). |
| Unstoppable | The character becomes immune to all effects that reduce their MP. They gain +(TGH bonus / 2) MP. |
| Relentless | Whenever the character is healed, they regain +(5 × character's TGH bonus)% more wounds. |
| Martyrdom | Whenever the character is attacked by an enemy, they gain momentum equal to the difficulty tier of the attacking creature. |
| Steel Shell | The character's deflection is doubled against single-target attacks. |
| Peak Condition | The character gains a bonus to their Strength equal to 20% of their maximum wounds. |
| Revenge | Whenever the character loses wounds, their next melee attack gains +1 damage for every 2 wounds the character has lost. Stacks. |
| Eager for Battle | During the first turn of combat, the character has +2 additional action points. |
| Deathdealer | Whenever the character kills the first enemy in a round, that character immediately makes an additional attack against the closest enemy they can target with the same weapon if possible, using whichever attack costs the least AP. This attack deals 30% base damage with a +10% bonus for every difficulty tier of the first killed enemy, i.e. if the enemy was of difficulty tier I, this attack deals 40% damage in total. |
| Vital Points | Whenever the character scores a critical hit, they have a chance to increase their critical damage bonus by half. That chance is equal to (character's critical hit chance − 50)% (minimum of 0%). |
| Tipping Point | The character's dodge reduction and armour penetration are increased by +10% of their critical hit chance. |
| Destroyer | Every melee attack the character makes reduces the target's armour by −Strength Bonus% until the end of combat. This reduction is applied before damage is calculated. Stacks. |
| Grievous Wounds | Enemies that have 0 deflection or 0% armour against the character's attacks suffer +10% additional damage from the character. If an enemy has both 0 deflection and 0% armour, those damage bonuses stack. |
| Pinpoint Accuracy | The character ignores (BS bonus / 2) of the enemy's deflection (rounded down). |
| Extermination | Any damage the character deals is increased by +1 for every attack they have made this combat. Does not affect damage-over-time effects: bleeding, burning, or toxin. |
| Cataclysm | All damage dealt by the character is increased by +3% until the end of combat for every new enemy damaged by them this combat. |
| Eager Subordinates | When allies take actions on extra turns given by the character, they deal +15% more damage. |
| Attention! | After an ally takes an extra turn provided by the character, the ally gains +7% armour, +7% dodge, and +3 movement points until the end of combat. Does not stack. |
| Firebrand | If an extra turn given by the character's abilities or talents grants MP, the target gains +4 additional MP; if AP — the target gains +1 additional AP. |
| Flagbearer | Allies within 2 cells around the character deal +(3 + character's FEL bonus)% more damage and suffer −(3 + character's TGH bonus)% less damage. If multiple characters have this talent, the effect does not stack. |
| Degraded Defence | Whenever the character deals damage to an enemy, that enemy suffers +1 stack of the degraded defence effect for every 6 damage that the character has dealt. Whenever the character's ally attacks that enemy, they deal an additional +1% damage for each stack of degraded defence. |
| Puncture | If the character's armour penetration is higher than the enemy's armour, the character's critical hit chance against that enemy is increased by +2% for every 5% difference between the character's armour penetration and the enemy's armour. |
| Deadly Aim | If the character's dodge reduction is higher than the enemy's dodge (before applying the heavy (0.75) or medium (0.5) armour penalty modifier), the character's damage against that enemy is increased by +1% for every 5% difference between the character's dodge reduction and the enemy's dodge. |
| Masterful Precision | Deadeye shot deals an additional +(2 × PER bonus)% damage.
The following ranged attack abilities gain deadeye shot benefits (× 1.5 range and the additional damage from the talent itself):
|
| Crushing Assault | The character's first melee attack each round deals an additional +2 damage for every cell between the character's current position and the spot where they started their turn. The distance is measured in a direct line, ignoring all terrain, with every second diagonal cell counting as two. |
| Out of My Way | Whenever the character pushes an enemy, the character gains +4 MP. Those MP are added after the attack and allow the character to continue movement. Damage dealt by collisions from pushes is increased by +Strength%. |
| Combat Meditation | The character gains +15 Willpower as long as they have no ranged weapons equipped (staves do not count as ranged weapons). |
| Malign Influence | Whenever an enemy fails a Willpower resistance test against the character, they suffer (3 + character's WP bonus) direct damage. On success the damage is doubled. |
| Contagion | Whenever the character applies blinded, slowed, fatigued, perplexed, or disturbed effects, one random enemy within 5 cells of the target also gains that effect for 1 round. The same happens if the character inflicts stunned or prone, but the random target makes a resistance test to avoid the effect. |
| Perfection Under Fire | The character gains +5 to all characteristics. This bonus is doubled when they have 25% wounds or less. |
| Shot Through | The character's attacks gain an additional +(BS / 2)% overpenetration. Their overpenetration attacks cannot be dodged. |
| Know-It-All | The character gains a +(2 + INT bonus / 2)% bonus to armour, armour penetration, dodge, dodge reduction, critical hit chance, critical damage, and parry chance. |
| Disastrous Collision | When targets pushed by the character collide with enemies or cover, both the target and the object they collide with suffer an additional +(2 × character's STR bonus) damage. |
| Masterful Display | When the character's single shots deal damage to targets other than their main target, they gain +5 Ballistic Skill until the end of combat. |
| Psychic Awakening - Biomancy | The character becomes an unsanctioned psyker and gains +1 psy rating. |
| Psychic Awakening - Divination | The character becomes an unsanctioned psyker and gains +1 psy rating. |
| Psychic Awakening - Pyromancy | The character becomes an unsanctioned psyker and gains +1 psy rating. |
| Psychic Awakening - Sanctic Powers | The character becomes an unsanctioned psyker and gains +1 psy rating. |
| Psychic Awakening - Telepathy | The character becomes an unsanctioned psyker and gains +1 psy rating. |
| Invincibility | The wielder gains +(TGH bonus / 3) deflection if a shield is in their current weapon set. |
| Professional Know-How | The wielder gains +(shield's block / 3) Weapon Skill and Ballistic Skill. |
| Strong Hand | The wielder gains +5% block and deals +50% more damage with Shield Bash. |
| Adamantium Alloys | The familiar's maximum wounds are increased by +(30 + Overseer's Tech-Use / 2)%. |
| Mercy of the Omnissiah | The familiar gains a (5 + Overseer's character level / 5)% chance to ignore any incoming damage. |
| Poison Dispersal System | If melee damage is dealt to the familiar, the attacker suffers toxic damage equal to (Overseer's Medicae / 4)% of the damage dealt (cannot be more than 100%). |
| Emergency Algorithms | Whenever the familiar's wounds drop below 20% for the first time in a round, the Overseer's next ability has its cost reduced to 0 AP. |
| Autonomous Protection Algorithms | In combat, the familiar gains +1 deflection for each cell between it and the Overseer, up to maximum of Fellowship Bonus. |
Levels
Total Skill Selections: 7
Total Stat Selections: 6
Total Archetype Talent Selections: 6 1st Archetype, 6 2nd Archetype, 2 1st or 2nd Archetype and 5 Exemplar
Total Common Talent Selections: 3
Total Ability Selections: 1 1st Archetype, 1 2nd Archetype and 1 1st or 2nd Archetype
| Level | Features |
|---|---|
| 1 | Exemplar Talent Selection First Archetype Talent Selection |
| 2 | Skill Selection Second Archetype Talent Selection |
| 3 | Stat Selection Common Talent Selection |
| 4 | First Archetype Ability Selection Skill Selection |
| 5 | Exemplar Talent Selection Second Archetype Talent Selection |
| 6 | Stat Selection First Archetype Talent Selection |
| 7 | Second Archetype Ability Selection Stat Selection |
| 8 | Second Archetype Talent Selection Common Talent Selection |
| 9 | Skill Selection Exemplar Talent Selection |
| 10 | AP Increase |
| 11 | First Archetype Talent Selection Skill Selection |
| 12 | First Archetype Talent Selection Skill Selection |
| 13 | Second Archetype Talent Selection Stat Selection |
| 14 | Stat Selection Skill Selection |
| 15 | Exemplar Talent Selection First Archetype Talent Selection |
| 16 | Second Archetype Talent Selection Skill Selection |
| 17 | First or Second Archetype Talent Selection Common Talent Selection |
| 18 | First or Second Archetype Ability Selection Stat Selection |
| 19 | Exemplar Talent Selection First or Second Archetype Talent Selection |
| 20 | AP Increase |
