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Homeworld Talents
Warhammer 40,000: Rogue Trader

Homeworld Talents

Explore Homeworld Talents in "Warhammer 40,000: Rogue Trader", including Death World, Voidborn, Hive World, Forge World, Imperial World, and Fortress World options.

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Explore Homeworld Talents in "Warhammer 40,000: Rogue Trader", including Death World, Voidborn, Hive World, Forge World, Imperial World, and Fortress World options.

Death World Talents:

  • Brutal Hunter: You gain +15% critical hit chance against targets with the bleeding effect or with 50% or less of their maximum wounds.
  • Lifetime of Scars: Damage from fire, toxic damage and bleeding effects is reduced by an amount equal to your Toughness bonus.
  • Tenacity: Once per combat, when you would otherwise be stunned, blinded or immobilised, you instead gain +20% of your maximum wounds as temporary wounds.
  • Trusty Weapons: You gain +10% critical hit chance with axes, hammers and las weapons.
  • Wounded Beast: Every injury increases your Agility and Willpower by +5. A trauma counts as 3 injuries.

Voidborn Talents:

  • Be Smart: Any time an ability or talent uses your Fellowship bonus, you can use your Intelligence bonus instead if it is higher. In addition, you can upgrade Intelligence even if your archetype doesn't allow it.
  • Bloody Mess: When scoring a critical hit, you have a 10% chance to double the damage.
  • Contagious Luck: Using a non-damaging ability on an ally grants that ally the benefits of the Fortune ability for 1 round.
  • Jinx: While you have more than 50% wounds, all chances of all creatures within a 3-cell radius are increased by +10%. While you have less than 50% wounds, all chances of all creatures within a 3-cell radius are decreased by -10%. The bonus also affects enemies while the malus also affects allies.
  • Just a Flesh Wound: You have a 20% chance to survive after taking lethal damage, surviving with 1 wound.

Hive World Talents:

  • Comradery: You can pass Willpower tests using your Fellowship value if your Fellowship is higher.
  • Fresh Start: You gain a +50% dodge bonus against the first attack of opportunity made against you in a given round.
  • Helping Hand: If you start your turn next to an ally, you gain +2 Movement Points. If you end your turn next to any allies, they gain +2 Movement Points on their next turn.
  • Outnumber: If you have melee superiority against an enemy, the effect is increased by +10. If an enemy has melee superiority against you, the effect is decreased by -10.
  • Weapon Personalisation: All ranged weapons dealing physical damage have +1 damage, +5% armour penetration, +1 rate of fire and -5 recoil.

Forge World Talents:

  • Calculated Relations: You can use Persuasion, Coercion and Commerce based on Intelligence instead of Fellowship.
  • Fires of the Forge: You gain +TGH bonus deflection against the burning effect and flame weapons.
  • Persistence of the Forge: You gain a stacking +10% bonus to hit chance and dodge reduction against any target you hit with a single-target attack. Critical hits increase the hit chance and dodge reduction by +20%.
  • Pinnacle of Weaponry: The first attack in combat with any plasma, melta or power weapon deals +(INT bonus) damage. For the remainder of combat the bonus is reduced to INT bonus / 2.
  • Steel of the Forge: While wearing heavy armour, you gain +1 MP, +1 deflection and cannot fall prone.

Imperial World Talents:

  • Better to Die for the Emperor: While under 40% wounds, you receive +10 to all characteristics and +2 resolve.
  • Doing My Part: If no other party member has the same archetype as you, the first archetype ability you use in combat costs -1 AP.
  • Know No Heresy: You gain +10% critical hit chance and +10% armour against xenos and daemonic enemies while your allies gain +5%. However, your Lore (Xenos) and Lore (Warp) skill values are always 0.
  • Ready to Serve: When you are affected by a non-damaging ability from an ally or you affect an ally with a non-damaging ability, your resolve is increased by an amount equal to (FEL bonus / 2) for 1 round.
  • Stronger Together: All party members (excluding xenos) gain +5 to the same characteristic you chose for Humanity's Finest.

Fortress World Talents:

  • Combat Addict: You gain +7 bonuses to Ballistic Skill, Perception and Willpower while in combat. Outside combat, you suffer -7 penalties to Intelligence, Perception, Willpower and Fellowship.
  • Familiar Kickback: At the end of your turn, you gain a number of stacks of _never stop shooting_ equal to half the minimum damage of the most damaging ranged weapon you used in that round.
  • Hail of Steel: You gain a stacking +1% bonus to dodge against ranged attacks for each shot you make in a round. Burst attacks grant an additional +10 stacks of _never stop shooting_.
  • Never Stop Believing: You can upgrade your Willpower characteristic even if your current archetype does not allow it. Furthermore, when all stacks of _never stop shooting_ would otherwise be lost, you are left with (WP bonus / 3) stacks instead.
  • Spare Magazine: Your first reload action in combat costs 0 AP. Reloading g

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