Stratagem Modifiers
All 30 positive and 63 negative stratagem modifiers. Click any modifier for its own reference page.
Positive Modifiers (30)
- Combat Mastery — Melee or Ranged Damage increases by 100%, with the bonus switching every 15 seconds.
- Point Blank — Ranged Damage at less than 10 metres is increased by 75%.
- Sharpshooter — Ranged Damage at greater than 10 metres is increased by 75%.
- Larraman Cells — Health is passively restored at a slow rate.
- Technological Revolution — Ability Charge restoration significantly faster.
- Deep Pockets — Ammo Reserve is doubled.
- Harvest of Vitae — You have no contested Health, and Executions restore a fixed amount of Health.
- Rhythm of Carnage — Melee Damage is reduced by 70%. Consecutive melee attacks increase in power to 300%. This bonus resets if no melee damage is dealt for 4 seconds.
- Unleashed Fury — Executing an enemy boosts your damage dealt by 200% for 8 seconds.
- Camaraderie — Handshake restores all Health and Armour.
- Imperial Fervour — "For the Emperor!" shout increases damage dealt for a short time.
- Pointed Attack — Pointing deals significant Damage to the enemy you point to.
- Avenger — Last brother standing temporarily gains a significant increase to attack and defense.
- Enemy Sighted — Ranged kills restore Armour based on enemy threat level.
- Unshaken — You do not lose control upon taking Heavy Hits, and you cannot be knocked back.
- Surgical Strike — A Perfect Parry or Block deals significant Damage to an enemy, but the Perfect Parry/Block window is smaller.
- We Stand as One — Medicae Stimms also heal Squad Members within a 5-metre radius.
- Migraine — Headshot kills explode the enemy, dealing Damage to other enemies.
- Astra Militarum — Imperial Troopers spawn.
- Beset — Both enemy factions spawn.
- Intelligence Lapse — The enemy faction that does not usually appear spawns instead.
- Surplus — You can carry twice as much Equipment. Equipment spawns are doubled.
- Come Prepared — No Medicae Stimms are available, but every Squad Member starts the Mission with 10 stimms.
- The Emperor Protects — One player gains a buff that restores 75% HP to all Squad Members and knocks back enemies every 90 seconds. If the player dies, another gains the buff.
- Doomed Offensive — The lower your Health, the more damage you deal.
- Butcher's Gifts — Enemy Executions heal Squad Members within a 7 metre radius for 20% health, but do not heal you.
- Measured Mercy — You are granted 5 relics at the start. Allies cannot be revived from Incapacitation, and you are defeated if any player dies.
- Temporal Boosts — Spheres appear on the map. Collect them to gain a power-up for 15 seconds.
- Hallowed Relic — A random player carries a Hallowed Relic that heals nearby allies and boosts their damage by 50%.
- Shockwave Plating — Nearby Explosions restore armour.
Negative Modifiers (63)
- Suboptimal State — Maximum health is reduced by 50%.
- Maintain Distance — Melee Damage is greatly reduced, but Ranged Damage is increased.
- Close In — Ranged Damage is greatly reduced, but Melee Damage is increased.
- Backup Plan — Primary Weapon Damage is greatly reduced, but Secondary Weapon Damage is increased.
- Heavy Calibre — Secondary Weapon Damage is greatly reduced, but Primary Weapon Damage is increased.
- Hyperopia — Ranged Damage at ranges less than 10 metres is reduced by 75%.
- Myopia — Ranged Damage at ranges greater than 10 metres is reduced by 75%.
- Survival Training — Contested Health cannot be restored by any means, but Squad Members do not receive Mortal Wounds.
- You Only Live Once — You do not respawn after death.
- Fatality — Full depletion of Health always leads to respawn countdown rather than Incapacitation.
- Corrosion — Damage received is continuously increased with Mission duration up to a limit.
- No Delays — Enemy Health is continuously increased with Mission duration up to a limit.
- Tactical Weakness — Tactical will have 50% less Health, deal 50% less Damage, and will not be able to parry.
- Aggravated Assault — Assault will have 50% less Health, deal 50% less Damage, and will not be able to parry.
- Fallen Vanguard — Vanguard will have 50% less Health, deal 50% less Damage, and will not be able to parry.
- Bleary Sniper — Sniper will have 50% less Health, deal 50% less Damage, and will not be able to parry.
- Heavy Burden — Heavy will have 50% less Health, deal 50% less Damage, and will not be able to parry.
- Broken Bulwark — Bulwark will have 50% less Health, deal 50% less Damage, and will not be able to parry.
- Buffed Enemies — Enemies have increased Health and Damage.
- Hardened Skins — Enemies are not staggered by the first 3 hits. Damage is still dealt.
- Supremacy of the Strong — Terminus-level enemies are stronger.
- Empathy — 100% Damage is shared among all players.
- Great Responsibility — A randomly chosen player will have 150% more Health, but all Damage taken by the team redirects to them. If they die, the Mission fails.
- Killer Instinct — Ability Charge is restored only by kills.
- Strike Out — Gun Strike cannot be used.
- Reinforced Cranium — Headshots no longer deal additional damage. All enemy health is reduced by 35%.
- Extreme Challenge — The number of Extremis enemies spawned is increased, and they are encountered more frequently.
- Major Challenge — The number of Majoris enemies spawned is heavily increased. The number of Minoris enemies spawned is heavily reduced.
- Meat for the Slaughter — The number of Minoris enemies spawned is heavily increased. The number of Majoris enemies spawned is reduced.
- Hunted — An unkillable Lictor constantly pursues you. Dealing enough Damage scares it away for a brief time.
- Mine Field — Spore Mines spawn periodically and travel to players.
- Summoner — Every uninterrupted Call for Reinforcements summons an Extremis enemy.
- Effective Taunt — Every wave has enraged Majoris enemies.
- Tsunami — All enemy waves are massive waves, but waves are less frequent.
- Clever Foe — A small number of Majoris-level enemies can be shielded from all Damage for a short time.
- Coordinated Calls — Reinforcements are called by several enemies simultaneously.
- Depleted Armour — No Armour Boosts are available, and Squad Members only have one Armour Segment.
- Scavenger — No Ammo Caches and Ammo Boxes are available, but each melee kill restores 2% of your Primary and Secondary Weapons’ Ammo.
- Rationing — No Ammo Caches are available, but Ammo Boxes drop more frequently.
- Equipment Malfunction — Equipment cannot be used.
- No Apothecaries — No Medicae Stimms are available.
- Detonation Risk — Exploding objects are more common and much more dangerous in terms of radius and Damage.
- Press the Attack — Not performing a finisher for 20 seconds will start draining your Health down to 30%, but finishers restore Health.
- Squad Unity — When you do not maintain close proximity to Squad Members, Armour and Contested Health restoration are disabled.
- Split Up — When you maintain close proximity to Squad Members, Armour and Contested Health restoration are disabled.
- Atrophy — Incapacitations don't kill but reduce maximum health by 25% (limited to 10% of its original value). Does not apply if you have a mortal wound or are the last man standing.
- On the Clock — The Mission has a timer, which can be extended by kills and checkpoints. If the timer runs out, the Mission is aborted.
- Hazardous Environment — Enemies spread Toxic or Corruption zones (depending on faction) around themselves.
- Armour Malfunction — Dodges cause you to take a small amount of Damage (1 per dodge; perfect dodge deals no damage).
- Suspicious Behaviour — Friendly fire Damage from firearms and explosives is enabled.
- Booby Trap — Majoris-level and higher enemies explode upon death and deal Damage to Squad Members.
- Warp Storm — A psychic storm periodically hits.
- Shadow of the Warp — Squad Members can only see 30 metres in front of them. The rest is covered in darkness.
- Microreactor Breach — When a Squad Member dies, they deal significant Damage to other Squad Members around them.
- Enduring Foes — Enemies don't enter Incapacitation and cannot be Executed. All enemy health is reduced by 35%.
- Fatal Contamination — Corruption and Intoxication cause instant Incapacitation, but their build-up takes 50% longer.
- Battlefield Instincts — The user interface is disabled.
- Spoils of War — There are no pickups on the missions. Kill enemies to acquire pickups.
- Corrupted Relic — A random player receives the Cursed Relic. While holding it, enemies prioritize attacking the holder, and the holder's damage dealt is reduced by 25%. Hold the Relic to avoid mission failure.
- Twice the Foe — There are twice as many Terminus-level enemies.
- Coordinated Elimination — Enhanced enemies periodically spawn and must be killed with focused fire from multiple Squad Members.
- Posthumous Proliferation — Slain enemies spawn Spores or Chaos Skulls (depending on faction).
- Personal Quarry — Each Player is assigned an enemy that only they can kill.