Master the Master Tactician archetype in "Warhammer 40,000: Rogue Trader" with details on abilities like Assign Objective, Fervour, and Orchestrated Firestorm.
Class Progression:
- Rank 16: Tactical Advantage, Press the Advantage
- Rank 17: Ability
- Rank 18: Talent
- Rank 19: Orchestrated Firestorm
- Rank 20: +1 AP, +5 Characteristic
- Rank 21: +5 Characteristic, Talent
- Rank 22: Ability
- Rank 23: +10 Skill, Talent
- Rank 24: +5 Characteristic, Common Talent
- Rank 25: Talent
- Rank 26: +5 Characteristic, +10 Skill
- Rank 27: Orchestrated Firestorm Upgrade
- Rank 28: Talent
- Rank 29: +5 Characteristic, +10 Skill
- Rank 30: Ability, Common Talent
- Rank 31: Talent
- Rank 32: +5 Characteristic, +10 Skill
- Rank 33: Talent
- Rank 34: +5 Characteristic, Common Talent
- Rank 35: Orchestrated Firestorm Upgrade
Keystone Features (Master Tactician):
Tactical Advantage: You gain +1 stack of tactical advantage for every 5 momentum gained by you or your allies. You begin combat with a number of tactical advantage stacks equal to your FEL (Fellowship) bonus.
Press the Advantage: Cost: 0 AP. Area of effect: Personal. Cooldown: 1 round. Your next attack deals +4% additional damage for every stack of tactical advantage, removing half your stacks.
Abilities (Master Tactician):
Assign Objective: Cost: 1 AP. Area of effect: One enemy creature within a 20-cell radius. Cooldown: 1 round. You mark an enemy. If an ally kills that enemy before the start of your next turn, they gain +(10 + 2 x ally's Resolve) momentum and +5 to all characteristics until the end of combat. The characteristic bonuses do not stack.
Fervour: Cost: 0 AP. Area of effect: Personal. Cooldown: 1 round. You take direct damage equal to 20% of your maximum wounds. You gain +(your resolve) stacks of tactical advantage and reset the cooldowns of _Linchpin_, _Inspire_ and _Strongpoint_. Until the end of your turn, you can only use these abilities on yourself.
Finish the Job: Cost: 1 AP. Area of effect: One enemy creature within weapon range. Cooldown: 1 round. This ability can only be used on enemies with the unfinished business effect which is applied to enemies which were attacked by your allies (but not by you) and which have less than 50% of their maximum wounds remaining. You attack the target with a single shot or strike, dealing half the weapon's maximum damage and an additional +(BS bonus) damage. This attack does not count towards the attack limit for this turn.
Inspire: Cost: 1 AP. Area of effect: One friendly creature within a 10-cell radius. Cooldown: 1 round. The targeted ally gains +5% damage, +5% for every 10 stacks of tactical advantage you have, costing half your stacks of tactical advantage. This effect stacks and lasts until the end of combat. If the target performs a heroic act before the beginning of your next turn, they gain +25 momentum.
Linchpin: Cost: 1 AP. . Cooldown: 1 round. The targeted ally gains +1 resolve for every 5 stacks of tactical advantage you have, costing half your stacks of tactical advantage. . Until your next turn, you gain stacks of tactical advantage equal to (20 + your FEL bonus)% of all momentum the target gains rather than the usual 20%.
Strongpoint: Cost: 1 AP. . Cooldown: 1 round. The targeted ally gains +2 temporary wounds, +1 for every 2 stacks of tactical advantage you have, costing half your stacks of tactical advantage. . Until the beginning of your next turn, when the target loses temporary wounds from damage, they gain momentum equal to the number of temporary wounds lost.
Orchestrated Firestorm / Last Volley (Heroic Act / Desperate Measures): Cost: N/A. Area of effect: A 3x3 square within a 12-cell radius. Cooldown: 1 round (see below). You select a 3x3 square. You and all allies with line of sight to any enemies in the area make an immediate single attack against a random enemy within the zone. When used as a Desperate Measure (Last Volley), each ally who attacked suffer -20 penalties to Weapon Skill and Ballistic Skill until your next turn while your Fellowship is reduced by -40 until the end of combat. At 27th and 35th levels, you can choose one of the following upgrades: 1. You and one random ally make two attacks instead of one. 2. _Orchestrated Firestorm_ and _Last Volley_ can be used once per turn. 3. When using this ability, you and your allies make a burst attack instead of a single attack if you have a suitable weapon. Allies automatically dodge all friendly fire until your next turn. 4. When using this ability, you and your allies make an area attack instead of a single attack if you have a suitable weapon. All allies within the target zone gain +35% armour until the end of your next turn.
Talents (Master Tactician):
When selecting talents from the full talent list, you may additionally choose from talents unique to the Master Tactician archetype.
- Focus on generating and spending tactical advantage stacks efficiently to maximize damage and buffs for your allies.
- Use Assign Objective to incentivize allies to focus fire on specific targets.
- Fervour is a powerful ability to quickly gain tactical advantage stacks and reset key cooldowns at the cost of your own health.
- Orchestrated Firestorm and its upgrades can turn the tide of battle with massive coordinated damage.
- Consider the upgrades for Orchestrated Firestorm carefully based on your party composition and playstyle.
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