Retribution/Imperial Guard/Abilities
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Activate Frag Missiles | |||||
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Unit(s) | Sentinel | Load frag missiles, effective against infantry. ~24 DPS grenade launcher damage. | |||
Requires | Missile Launcher | ||||
Cost | None | ||||
Activate Krak Missiles | |||||
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Unit(s) | Sentinel | Load krak missiles, effective against vehicles. ~8.2 DPS explosive damage. | |||
Requires | Missile Launcher | ||||
Cost | None | ||||
Assail | |||||
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Unit(s) | Inquisitor | Immobilizes the targeted infantry squad, dealing 500 courage damage and 7.5 piercing damage every second for up to 10 seconds. The Inquisitor must remain stationary or the target is freed. Cooldown 50. | |||
Requires | Excruciators | ||||
Cost | 50 | ||||
Back in the Fight! | |||||
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Unit(s) | Lord General | The General recites a prayer for his troops, increasing the health regeneration of allied infantry in radius 30 by 2 hp/s for 20 seconds. Affects the Lord General and his retinue. 60 second cooldown. | |||
Requires | Stabilizers | ||||
Cost | 45 | ||||
Call Reinforcements | |||||
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Unit(s) | Lord General | The General radios in a Valkyrie gunship to drop off reinforcements, reinforcing any allied Imperial Guard squads in radius 35 to full strength. 90 second cooldown. | |||
Requires | Vox Operator | ||||
Cost | 150 70 | ||||
Chem Bomb | |||||
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Unit(s) | Bane Wolf | Fires a massive burst of chemicals that leave a 15 radius toxic patch on the ground for 10 seconds, reducing the speed of infantry by 60% and inflicting them with 10 damage every second. 30 second cooldown. | |||
Requires | Default ability | ||||
Cost | 50 | ||||
Conversion Field | |||||
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Unit(s) | Inquisitor | Activate a conversion field that causes damage to reduce energy rather than health. Field strength is 5 damage taken per 1 energy drained. | |||
Requires | Rosarius | ||||
Cost | 0 | ||||
Crippling Volley | |||||
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Unit(s) | Inquisitor | Fires a volley of bolts in radius 10, inflicting 20 damage on enemy infantry and immobilizing them for 8 seconds. Cooldown 65. | |||
Requires | Crossbow Bolt Pistol | ||||
Cost | 45 | ||||
Deployable Cover | |||||
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Unit(s) | Guardsman Infantry Squad | Construct cover (30 health, building, small) in the field. Cover blocks enemy melee troops and grants directional (heavy/green) cover to units behind it. Build time depends on # of Guardsmen (up to 6 models). | |||
Requires | Default ability | ||||
Cost | 4.2–25 per block | ||||
Distribute Medi-kit | |||||
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Unit(s) | Lord General | The General equips an allied infantry unit with a medi-kit, which can be deployed at will and heals the unit for 100 health per squad member. Medi-kits cannot be given to the command squad or any target who already has one. 10 second cooldown. | |||
Requires | Sergeant | ||||
Cost | 50 | ||||
Explosive Shot (Catachan Devils) | |||||
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Unit(s) | Catachan Devils | Fires a concussive shotgun shell, doing 200 courage damage and weapon knockback in a 90 degree, 20 radius cone. 50 cooldown. | |||
Requires | Default ability | ||||
Cost | 50 | ||||
Fight Harder! | |||||
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Unit(s) | Lord General | The General presses his men to double their efforts, reducing the weapon cooldown of your infantry in radius 35 by 40% for 20 seconds. The Lord General is not affected, but members of his retinue are. 60 second cooldown. | |||
Requires | Meltaguns | ||||
Cost | 45 | ||||
Fire Baneblade Cannon | |||||
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Unit(s) | Baneblade | Fires the Baneblade Cannon at the target, dealing up to 450 explosive damage in radius 4. Units struck by cannon do weapon knockback to all targets in radius 4. 30 second cooldown. | |||
Requires | Default ability | ||||
Cost | None | ||||
Fire Demolisher Cannon | |||||
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Unit(s) | Baneblade | Fires the Demolisher Cannon at the target position, dealing up to 400 explosive damage in radius 10. Units struck by the cannon do weapon knockback to all targets in radius 4. 30 second cooldown. | |||
Requires | Default ability | ||||
Cost | None | ||||
Fire on my target! | |||||
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Unit(s) | Lord General | The General exhorts his men to take greater aim, increasing the range of your infantry in radius 35 by 35% for 15 seconds. The Lord General is not affected, but members of his retinue are. 60 second cooldown. | |||
Requires | Sniper Rifle | ||||
Cost | 45 | ||||
Ground Pound | |||||
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Unit(s) | Sentinel | The Sentinel slams the ground, doing 20 melee damage and weapon knockback to enemy infantry in radius 7. Targets are stunned for 5 seconds. Cooldown 35 seconds. | |||
Requires | Default ability | ||||
Cost | None | ||||
Hammer of the Witches | |||||
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Unit(s) | Inquisitor | Inflicts 100 damage on a single targeted infantry model and stuns it for 3.5 seconds. A successful hit with this ability increase the Inquisitor's damage by 5% for 20 seconds. Cooldown 60 seconds. | |||
Requires | Default ability | ||||
Cost | 45 | ||||
Holy Pyre | |||||
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Unit(s) | Inquisitor | Ignites the target area in holy flame for 30 seconds. Enemies in radius 18 are inflicted with 4 damage per second and enemies in radius 30 have their damage reduced by 20%. The pyre has a vision radius of 30 and a detection radius of 20. Cooldown 40. | |||
Requires | Holy Brazier | ||||
Cost | 40 | ||||
Impenetrable | |||||
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Unit(s) | Inquisitor | The Inquisitor's speed is increased by 3 and she becomes invulnerable for 10 seconds. Cooldown 85. | |||
Requires | Inquisitorial Mandate | ||||
Cost | 50 | ||||
Improvised Explosives | |||||
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Unit(s) | Catachan Devils | The Demolition Man arms a remote bomb, considered infiltrated once set up. When detonated, the bomb does 60 detonation damage and ability knockback in radius 3 and a further 120 detonation damage in radius 6. Cooldown 60. | |||
Requires | Demolition Man | ||||
Cost | 40 5 | ||||
Incoming! | |||||
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Unit(s) | Lord General | The General sets his men in a defensive formation, decreasing incoming ranged damage to your infantry in radius 35 by 30% for 20 seconds. Affects the Lord General and his retinue. 60 second cooldown. | |||
Requires | Flak Jacket | ||||
Cost | 45 | ||||
Infiltrate (Storm Troopers) | |||||
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Unit(s) | Storm Trooper Squad | Become invisible. Attacking or using abilities will partially reveal the squad. Partially revealed units have received damage lowered by 20%. Can be fully revealed by detector units, capturing points, or getting too close to enemy units. Drains 1.5 energy per second. | |||
Requires | Default ability | ||||
Cost | 10 then 1.5 per second | ||||
Inspire Courage | |||||
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Unit(s) | Commissar Lord | Execute one man to inspire the rest. The targeted allied Imperial Guard non-hero model is killed, increasing the damage of its squad by 100% for 15 seconds. Stops an in-progress retreat, and the unit cannot retreat for the duration of the buff. 50 second cooldown. | |||
Requires | Default ability | ||||
Cost | 50 | ||||
Inspire Determination | |||||
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Unit(s) | Commissar Lord | Execute one man to inspire the rest. The targeted allied Imperial Guard non-hero model is killed, rendering its squad immune to suppression and knockback and increasing its damage by 100% for 15 seconds. This ability will break a retreat, and the unit cannot retreat for the duration of the buff. 50 second cooldown. | |||
Requires | Bionic Eye | ||||
Cost | 50 | ||||
Inspire Terror | |||||
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Unit(s) | Commissar Lord | Execute one of your men, or one of the enemies. If used on your units, they receive the effects of Inspire Courage. When used on an enemy non-hero infantry unit, the target receives 300 piercing damage and its squad has its damage reduced by 50% for 15 seconds. 50 second cooldown. | |||
Requires | Flak Jacket | ||||
Cost | 50 | ||||
Judge | |||||
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Unit(s) | Inquisitor | Judge an enemy non-building target. Judged units are inflicted with 1 damage every second for 60 seconds, during which time they may be subjected to Judgement. Using this ability replaces it with Judgement, allowing the Inquisitor to inflict massive damage to the Judged target. Cooldown 20. | |||
Requires | Inferno Pistol | ||||
Cost | 50 | ||||
Judgement | |||||
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Unit(s) | Inquisitor | A shot from the Inquisitor's inferno pistol delivers holy judgement to the target of Judge, dealing up to 400 judge_shot_av damage and weapon knockback in radius 6. There is a 20 second delay before you can use this ability, and if it is not used in 60 seconds, the target escapes Judgement and must be Judged again. | |||
Requires | Inferno Pistol | ||||
Cost | 50 | ||||
Lead by Example | |||||
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Unit(s) | Commissar Lord | Increases speed by 2 and grants special attacks on every strike for 15 seconds. Allied infantry in radius 35 have their damage increased by 10% for 15 seconds, and each of the Commissar Lord's attacks adds the bonus again. 60 second cooldown. | |||
Requires | Power Sword | ||||
Cost | 50 | ||||
Melta Bomb (Storm Troopers) | |||||
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Unit(s) | Storm Trooper Squad | Throws a melta bomb at an enemy vehicle or monstrous creature. Melta bombs do 200 melta damage and reduce speed by 60% for 15 seconds. 48 second cooldown. | |||
Requires | Anti-Armor Kit | ||||
Cost | 50 | ||||
Move! Move! Move! | |||||
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Unit(s) | Lord General | The General spurs his men to make greater haste, increasing the speed of your infantry in radius 35 by 67% for 15 seconds. The Lord General is not affected, but members of his retinue are. 60 second cooldown. | |||
Requires | Grenade Launchers | ||||
Cost | 45 | ||||
Multi-laser Turret | |||||
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Unit(s) | Guardsman Infantry Squad | Construct a Multi-laser Turret; a light fire support turret that causes no suppression. Build time depends on the number of Guardsmen to build it (up to 6 models). Can be reclaimed to regain 75 2.5 (salvage process takes 10). | |||
Requires | Default ability | ||||
Cost | 150 5 5 10–60 | ||||
None Shall Fall! | |||||
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Unit(s) | Commissar Lord | Inspires nearby units to fight on in the face of death. For the next 30 seconds, allied infantry in radius 20 of the Commissar Lord cannot be killed, although they take damage normally. The Commissar himself can still fall. 85 second cooldown. | |||
Requires | Fist of Brockus | ||||
Cost | 50 | ||||
Off Map Artillery | |||||
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Unit(s) | Commissar Lord | Call down 3 Basilisk artillery rounds after a 3.5 second delay. Each round does up to 180 Manticore rocket damage and weapon knockback in radius 10. 120 second cooldown. | |||
Requires | The Emperor's Wrath | ||||
Cost | 50 | ||||
Ol' Reliable | |||||
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Unit(s) | Catachan Devils | Fires a volley of three grenades that each deal up to 40 barbed strangler damage in radius 4. Units struck by Ol' Reliable do weapon knockback to all targets in radius 5. Cooldown 30. | |||
Requires | Default ability | ||||
Cost | 55 | ||||
Purgatus | |||||
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Unit(s) | Inquisitor | Unleashes a wave of fiery purgation to wipe away the Inquisitor's quarry. Enemy infantry struck by the expanding ring are stunned for 4 seconds, and enemies in radius 5 of ring's termination are inflicted with 200 damage. Cooldown 75. | |||
Requires | Purgatus | ||||
Cost | 50 | ||||
Refractor Field (Commissar Lord) | |||||
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Unit(s) | Commissar Lord | Activates a refractor field that causes damage to reduce energy rather than health and grants immunity to weapon knockback. Field strength is 2.5 damage taken per 1 energy drained. | |||
Requires | Default ability | ||||
Cost | 0 | ||||
Refractor Field (Lord General) | |||||
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Unit(s) | Lord General | The General deploys a refractor field on his position in radius 8, reducing the received ranged damage of all infantry within it by 55%. 90 second cooldown. | |||
Requires | Commissar | ||||
Cost | 60 | ||||
Repair | |||||
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Unit(s) | Various squads and heroes | Repair an allied vehicle or building for 10 health per second. Does not work on biological units. Cooldown 5 seconds. | |||
Requires | Default ability | ||||
Cost | None | ||||
Silently | |||||
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Unit(s) | Inquisitor | Infiltrates an allied infantry squad for 30 seconds. Cooldown 1. | |||
Requires | Interrogator's Armor | ||||
Cost | 55 | ||||
Smoke Grenade | |||||
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Unit(s) | Catachan Devils | Throws a smoke grenade that covers a 15 radius area for 8.5 seconds, reducing both ranged ramage and received ranged damage by 80% and lowering received suppression by 90%. Cooldown 0. | |||
Requires | Demolition Man | ||||
Cost | 40 | ||||
Stand Firm | |||||
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Unit(s) | Lord General | The General commands his troops to stand firm, making any allied Imperial Guard infantry in radius 30 immune to suppression for 15 seconds. 60 second cooldown. | |||
Requires | Carapace Armor | ||||
Cost | 45 | ||||
Storm Eagle | |||||
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Unit(s) | Manticore | Fires 4 Storm Eagle rockets in quick succession at the targeted area. Each rocket does up to 180 Manticore rocket damage and weapon knockback in radius 10. 45 second cooldown. | |||
Requires | Default ability | ||||
Cost | None | ||||
Summary Execution | |||||
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Unit(s) | Guardsman Infantry Squad | The Commissar executes one of the Guardsmen for cowardice, instantly breaking the squad's retreat. Cooldown 60. | |||
Requires | Commissar | ||||
Cost | 1 model | ||||
Use yer 'ead! | |||||
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Unit(s) | Ogryn Squad | The squad charges head first for 7 seconds, increasing their speed by 3, crushing all obstacles in their way, and doing weapon knockback in radius 6 every 5 seconds. The Ogryns forget to fire their ranged weapons while charging. Cooldown 45. | |||
Requires | Bone 'ead | ||||
Cost | None | ||||