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Navigator
Warhammer 40,000: Rogue Trader

Navigator

Explore Navigator abilities in "Warhammer 40,000: Rogue Trader", including Lidless Stare, Glimpse of Fate, and Immolate the Soul. Learn their costs and effects.

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Explore Navigator abilities in "Warhammer 40,000: Rogue Trader", including Lidless Stare, Glimpse of Fate, and Immolate the Soul. Learn their costs and effects.

Abilities (Navigator):

  1. Lidless Stare
    • Cost: 2 AP
    • Area of effect: All creatures in a cone
    • Cooldown: 1
    • Effect: All creatures in a cone in front of the Navigator suffer 1 - 4 + (2 x Navigator's WP bonus) warp damage. The affected targets must also pass a +30 bonus Willpower resistance test or become stunned for 1 turn. Using this ability consumes the Navigator's Movement points and she is unable to use attacking abilities for the rest of her turn.
  2. Glimpse of Fate
    • Cost: 1 AP
    • Area of effect: One friendly creature within a 12-cell radius
    • Cooldown: 1
    • Effect: The target gains bonuses equal to +(5 x Navigator's WP bonus)% to the hit chance of their next attack, chance of success on their next dodge test and chance of success on their next resistance test. Each bonus disappears after being successfully applied.
  3. Held in My Gaze
    • Cost: 1 AP
    • Area of effect: One creature within a 16-cell radius
    • Cooldown: 1
    • Effect: The Navigator deals (1 + 2 x Navigator's WP bonus ) - (6 + 4 x Navigator's WP bonus) warp damage to an enemy. The target must also pass a Willpower resistance test or become immobilised until the start of the Navigator's next turn. Using this ability consumes her Moment points and she is unable to use attacking abilities for the rest of her turn.
  4. Notch of Purpose
    • Cost: 1 AP
    • Area of effect: Target point within a 12-cell radius
    • Cooldown: 1
    • Effect: The Navigator designates a square. The enemy closest to that square immediately moves up to 4 cells towards it. If multiple enemies are equidistant, they all move. The targets move even when stunned or immobilised.
  5. Reveal the Light
    • Cost: 1 AP
    • Area of effect: One friendly creature within a 12-cell radius
    • Cooldown: 1
    • Effect: The target gains +(10 + 2 x Navigator's WP bonus) bonuses to Willpower and Toughness until the end of combat.
  6. Waking Nightmare
    • Cost: 1 AP
    • Area of effect: All enemies with 2 cells of a point within a 12-cell radius
    • Cooldown: 1
    • Effect: All enemies in the area of effect suffer -(10 + 2 x Navigator's WP bonus) penalties to Willpower and Toughness until the end of combat.
  7. Zone of Fear
    • Cost: 1 AP
    • Area of effect: All creatures with 3 cells of a point within a 12-cell radius
    • Cooldown: 1
    • Effect: All creatures in the area of effect must pass a Willpower resistance test or move out of the zone even when stunned or immobilised. This movement triggers attacks of opportunity from the Navigator's allies who pass the resistance test or are outside the zone.
  8. Immolate the Soul
    • Prerequisites: Held in My Gaze or Waking Nightmare
    • Cost: 2 AP
    • Area of effect: All creatures in a line
    • Cooldown: 1
    • Effect: The Navigator deals (3 + 2 x Navigator's WP bonus ) - (10 + 4 x Navigator's WP bonus) warp damage to all creatures in a line in front of her. Affected targets suffer Soul Burn causing them to suffer (3 + 2 x Navigator's WP bonus ) warp damage at the start of their turn. At the end of their turn, they can attempt a Willpower resistance test to remove the flames. While burning, psykers suffer additional damage when they use psychic powers while daemons suffer additional damage every time they attack as well. .
  9. Mend Reality
    • Prerequisites: Glimpse of Fate or Reveal the Light
    • Cost: 2 AP
    • Area of effect: All allies within a 12-cell radius
    • Cooldown: 1
    • Effect: The Navigator decreases veil degradation by -(WP bonus) points. All allies gain +(WP bonus) deflection against warp damage and damage from psychic powers until the end of the Navigator's next turn.
  10. Point of Curiosity
    • Prerequisites: Notch of Purpose or Zone of Fear
    • Cost: 2 AP
    • Area of effect: All enemies within a 6-cell radius of a point up to 12-cells distant
    • Cooldown: 1
    • Effect: All enemies within 6 cells of the target point must pass a Willpower resistance test or immediately move 3 cells to wards that point. They must move even if stunned or immobilised.
  11. Show the Path
    • Prerequisites: Glimpse of Fate or Reveal the Light
    • Cost: 2 AP
    • Area of effect: One friendly creature within a 4-cell radius
    • Cooldown: 1
    • Effect: This ability can target allies who have a melee weapon. The target gains an extra turn during which they are able to use Charge (but nothing else).
  12. Spot of Apathy
    • Prerequisites: Notch of Purpose or Zone of Fear
    • Cost: 1 AP
    • Area of effect: All creatures within a 3-cell radius of a point up to 16-cells distant
    • Cooldown: 1
    • Effect: All creature within 3 cells of the target point or who enter it or who ends their turn inside it must pass a Willpower resistance test or become afflicted by Apathy. Afflicted creatures become immobilised. After 1 turn, they make another Willpower resistance test. Success removes the effect. Failure removes the effect but stuns the creature for 1 round, after which they are immune to the effects of Spot of Apathy until the end of combat. .
  13. Warp Curse Unleashed
    • Prerequisites: Held in My Gaze or Waking Nightmare
    • Cost: 2 AP
    • Area of effect: One enemy within a 12-cell radius
    • Cooldown: 1
    • Effect: The targeted enemy becomes cursed, taking +(10 + 2 x Navigator's WP bonus)% warp damage and +(5 + Navigator's WP bonus)% damage from all other damage types. At the start of their turn, the enemy closest to them also becomes cursed.
  14. Scourge of the Red Tide
    • Prerequisites: Immolate the Soul or Warp Curse Unleashed

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