Master Tactician

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Master Tactician is a 2nd tier archetype.


Always in the thick of battle, using their leadership and combat prowess, Master Tacticians are able to harness the momentum of their party to enhance the combat effectiveness of their allies and themselves.
Core focus: scaling with party success, long-term single-target buffs, momentum, versatility.

Key Features

  • Tactical Advantage
  • Press the Advantage


Available Stat Advancements

  • Agility Advancement
  • Fellowship Advancement
  • Ballistic Skill Advancement
  • Willpower Advancement
  • Weapon Skill Advancement

Available Skill Advancements

  • Persuasion
  • Medicae
  • Lore (Imperium)
  • Demolition

Prerequisites:

Soldier, Officer or Bladedancer

Tier 3 Options:

Master Tactician can become Exemplar

Abilities

Ability AP Cost Range Description

Press the Advantage
0 Self The Master Tactician empowers their next attack to deal +4% additional damage for every stack of tactical advantage the Master Tactician has, and loses half of their stacks of tactical advantage (rounded up).

Assign Objective
1 20 The Master Tactician marks an enemy. If that enemy is killed by one of the Master Tactician's allies before the beginning of the Master Tactician's next turn, that ally gains +(10 + 2 × ally's resolve) momentum and +5 to all characteristics until the end of combat. The bonus to all characteristics does not stack.

Fervour
0 Self The Master Tactician suffers direct damage equal to 20% of their maximum wounds, gains Master Tactician's resolve stacks of tactical advantage, and resets the cooldown of Linchpin, Inspire, and Strongpoint. Until the end of the Master Tactician's turn, these abilities can only target the Master Tactician themselves.

Finish the Job
1 Weapon Can only be used on enemies with the unfinished business effect. This effect is applied to enemies which were attacked by the Master Tactician's allies (but not by the Master Tactician) and have less than 50% of their maximum wounds remaining. The Master Tactician immediately attacks the target with a single shot or strike. This attack does not count toward the attacks per turn limit, dealing half of the weapon's maximum damage and an additional +BallisticSkill Bonus damage.

Inspire
1 10 The target gains +5% damage and +5% additional damage for every 10 stacks of tactical advantage the Master Tactician has, but the Master Tactician loses half of their tactical advantage stacks (rounded up). This effect stacks and lasts until the end of combat. If the target uses a heroic act before the beginning of the Master Tactician's next turn, they gain +25 momentum.

Linchpin
1 10 The target ally or the Master Tactician gains +1 resolve for every 5 stacks of tactical advantage the Master Tactician has, but the Master Tactician loses half of their stacks of tactical advantage (rounded up). This effect stacks and lasts until the end of combat. Until the beginning of the Master Tactician's next turn, the Master Tactician gains stacks of tactical advantage equal to (20 + Master Tactician's FEL bonus)% of all momentum the target gains (instead of the usual 20%).

Strongpoint (Ability)
1 10 The target gains +2 temporary wounds and +1 additional temporary wound for every 2 stacks of tactical advantage the Master Tactician has, but the Master Tactician loses half of their stacks of tactical advantage (rounded up). Until the beginning of the Master Tactician's next turn, whenever the target loses temporary wounds from damage, the target gains momentum equal to the number of temporary wounds lost.

Heroic Act / Desperate Measure

Ability Range Description

Last Volley (Desparate Measure)
12 The Master Tactician selects a 3×3 zone on the battlefield.

All allies, including the Master Tactician, that have a line of sight to any enemies inside the selected zone make an immediate single attack against a random enemy within this zone that they can target with their weapons.

Until the beginning of the Master Tactician's next turn, all allies that attacked as part of Last Volley suffer a −20 penalty to their Ballistic Skill and Weapon Skill, while the Master Tactician's Fellowship is reduced by −40 until the end of combat.

Orchestrated Firestorm
12 The Master Tactician selects a 3×3 zone on the battlefield. All allies, including the Master Tactician, that have line of sight to any enemies inside the selected zone make an immediate single attack against a random enemy within this zone that they can target with their weapons.

Upgrades

Upgrade Description
Orchestrated Firestorm (Upgrade I) The Master Tactician and one random ally make two attacks instead of one during Orchestrated Firestorm and Last Volley.
Orchestrated Firestorm (Upgrade II) Orchestrated Firestorm and Last Volley can be used multiple times per combat, once per turn.
Orchestrated Firestorm (Upgrade III) All allies, including the Master Tactician, that have a weapon capable of burst attacks use a burst attack instead of a single attack against enemies as part of Orchestrated Firestorm and Last Volley. Until the beginning of the Master Tactician's next turn, allies automatically dodge all friendly fire.
Orchestrated Firestorm (Upgrade IV) All allies, including the Master Tactician, that have a weapon capable of area attacks use these area attacks instead of a single attack against enemies as part of Orchestrated Firestorm and Last Volley. All allies within the zone gain +35% armour until the end of the Master Tactician's next turn.

Talents

Talent Description
Tactical Advantage The Master Tactician gains a special tactical advantage effect that allows them to empower their attacks. They gain +1 stack of this effect for every 5 momentum gained by themselves or their allies. The Master Tactician begins combat with a number of tactical advantage stacks equal to their FEL bonus.
Hidden Advantage All the Master Tactician's abilities work as if the Master Tactician has Fellowship Bonus more stacks of tactical advantage.
In the Hero's Footsteps Whenever the Master Tactician's ally uses a heroic act, the Master Tactician gains +5 Fellowship. Whenever their ally uses a desperate measure, the Master Tactician gains +5 Toughness. These bonuses stack and last until the end of combat.
Joint Offensive The Master Tactician gains +1 stack of tactical advantage for every hit they score on enemies.
Personal Involvement Every enemy killed by the Master Tactician increases the Master Tactician's resolve by +1 until the end of combat.
Nerves of Steel Whenever the Master Tactician or their allies gain momentum, they gain +1 more. Whenever the Master Tactician or their allies lose momentum, they lose −1 less.
Salvation Using medikits on an ally under the effects of the Master Tactician's archetype abilities heals that target for additional wounds equal to (Master Tactician's FEL bonus + target's TGH bonus) and removes an extra injury without any tests.
Tactical Respite Whenever the Master Tactician reloads a weapon, all allies within a 3-cell radius around the Master Tactician also reload their weapons.
Cost-Effective Grenades and medikits cost −1 less action point to use (minimum 0).
Suppressive Fire All enemies hit by the Master Tactician have +10% higher chances of hitting cover when shooting at the Master Tactician's allies behind cover.
Stand Resolute Whenever the Master Tactician heals an ally, that ally gains +1 resolve until the end of combat. This effect stacks up to a maximum of +Fellowship Bonus.
Against All Odds The Master Tactician begins combat with additional stacks of tactical advantage equal to the number of enemies.
Support the Advance At the beginning of the Master Tactician's turn, if their momentum is higher than 125, the first burst attack or area attack used by the Master Tactician this turn costs −1 less action point (minimum 0).
Ally Coordination All allies have +25% dodge against attacks made by allies, deal −25% less damage to allies, and deal −50% less additional damage with critical hits against allies.
Brink of Death The Master Tactician deals +12% more damage to targets with less than 50% wounds and heals +20% more wounds for targets with less than 50% wounds.
Undisputed Advantage Press the Advantage ignores cover and dodge.
Heroic Inspiration After a heroic act is used for the very first time in combat, the Master Tactician's next archetype ability used will have its cost reduced to 0 AP on all subsequent uses until the end of combat.
Logistical Superiority Whenever the Master Tactician or the Master Tactician's ally uses any consumable item (e.g., grenade, medikit, etc.) or reloads a weapon, the Master Tactician gains +2 stacks of tactical advantage.
Comfort in Conformity Whenever an ally grants the Master Tactician stacks of tactical advantage, that ally also heals 1 wound for every stack granted.
Stacking the Deck Whenever the Master Tactician spends tactical advantage stacks on abilities, the critical damage dealt by the Master Tactician increases by +1% for every stack spent until the end of the turn.
Dawn of Victory Every critical hit scored by the Master Tactician grants them momentum equal to (resolve / 2). Works up to 3 times per turn.
Reliance Using Linchpin now spends only 1/4 of the tactical advantage stacks instead of 1/2.
Unwavering Motivation The target of Inspire gains +5% additional damage for every 10 stacks of tactical advantage until the beginning of the Master Tactician's next turn.
Primary Objective Assign Objective also makes the target suffer +7% more damage from any source until the beginning of the Master Tactician's next turn.
Stronghold (Talent) Strongpoint also grants half the amount of temporary wounds to the ally closest to the target.
Perfect Finish Finish the Job gains +75% critical hit chance.

Levels

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

Level Features
1 Tactical Advantage
Press the Advantage
2 Ability Selection
3 Archetype Talent Selection
4 Orchestrated Firestorm
5 AP Increase
Stat Selection
6 Stat Selection
Archetype Talent Selection
7 Ability Selection
8 Archetype Talent Selection
Skill Selection
9 Stat Selection
Common Talent Selection
10 Archetype Talent Selection
11 Skill Selection
Stat Selection
12 Heroic Ability Upgrade Selection
13 Archetype Talent Selection
14 Skill Selection
Stat Selection
15 Common Talent Selection
Ability Selection
16 Archetype Talent Selection
17 Stat Selection
Skill Selection
18 Archetype Talent Selection
19 Stat Selection
Common Talent Selection
20 Heroic Ability Upgrade Selection