IconName
IconBattle-Psyker BootsThe wearer gains PER bonus% dodge until the start of their next turn for each enemy affected by their psy-power or psyker staff attack. Stacks.
IconBoots of DecayEach time the wearer uses a major psychic power, all enemies in their line of sight lose 30% of their deflection until the start of the wearer's next turn.
IconBoots of KasrkinWhen in cover, the wearer has 100% cover efficiency against area attacks but never dodges them. Also, they suffer −50% less damage from area attacks.
Whenever the wearer uses a grenade and it hits at least 3 enemies at once for the first time in combat, this action does not spend AP.
IconBreacher BootsWhenever the wearer's area attack damages at least two enemies within a 2-cell radius from the wearer, the wearer gains the Kick ability costing 0 AP to use until the end of their turn.
IconBreezecatcher BootsWhenever the wearer moves through a cell occupied by an enemy, the wearer gains +15% dodge against that enemy's attacks until the wearer's next turn.
IconBruiser BootsWhenever the wearer performs an area attack, they instantly provoke attacks of opportunity from all adjacent enemies.
The wearer gains +TGH bonus temporary wounds for each attack of opportunity provoked by an area attack.
IconCommissar BootsWhenever the wearer chooses an ally as the target of their ability, the wearer immediately gains +(FEL bonus / 2) MP.
The targeted ally gains +(wearer's FEL bonus / 2) MP at the start of this ally's next turn.
IconDeadly Dancer BootsWhenever the wearer's MP reach 0, the wearer deals Maximum MP impact damage to all adjacent enemies.
IconDynamo BootsIncrease the wearer's movement points by +3.
IconEnforcer Light BootsWhenever the wearer parries an attack, they immediately strike back at the attacker.
If this attack deals damage, the wearer performs Kick to push the enemy away.
IconErgo BootsIncrease the wearer's Agility by +5 and Athletics by +10.
IconFencing BootsThe wearer gains +(2 × AGI bonus)% parry when using swords.
Whenever the wearer parries with a sword, they immediately counter attack, causing the attacking enemy to become staggered.
If the attacker is staggered, the wearer's parry is increased by +(5 × AGI bonus)%.
IconFreerunner BootsThe wearer becomes immune to the slowed and immobilised effects.
IconIntendant BootsWhenever the wearer uses a consumable item, they gain +2 MP and +20% dodge until the start of their next turn.
IconMartyr BootsThe wearer can move through cells adjacent to enemies spending the normal amount of movement points.
Also, the wearer gains momentum equal to their resolve each time they suffer damage from attacks of opportunity.
IconNavy Breacher BootsWhen the wearer's area attack damages at least two enemies within a 2-cell radius from the wearer for the first time during the round, the wearer gains +2 AP, and this attack does not count toward their attack limit. The wearer then becomes immobilised until the start of their next turn.
IconPneumo BootsUsing the Charge ability costs −1 AP less.
IconPyromaniac BootsThe wearer cannot suffer the burning effect by walking over burning cells.
The wearer inflicts +3 additional stacks of burning whenever they stand on burning cells.
IconSharpshooter BootsWhenever the wearer performs a single-shot ranged attack from any cover, this attack gains +(Awareness / 4)% armour penetration.
IconSkirmisher BootsWhenever the wearer deals damage to an enemy, the wearer has a 25% chance to gain 2 MP.
IconExpeditionary FootwearWhenever the wearer uses a Navigator power, they gain +15% dodge until the end of the round. Stacks.
IconSororitas BootsThe wearer raises momentum to 175 whenever they kill 5 enemies in a row in one turn.
IconSpiked BootsAt the start of combat, the wearer inflicts bleeding (4) on themselves.
Whenever the wearer performs an area melee attack, they inflict bleeding (4) on all hit creatures.
This area melee attack also deals +(5 × wearer's bleeding level)% additional damage.
IconStalwart BootsThe wearer and adjacent allies cannot fall prone and become immune to forced movement effects.
IconArch-Militant's BootsWhenever the wearer performs a melee attack after a ranged attack, the target of the melee attack should pass a Toughness resistance test with a −15 penalty or get knocked prone.
IconWarmonger BootsWhenever the wearer kills 2 or more enemies with a single attack, the attack does not spend all of the wearer's MP.
IconWindrunner BootsWhenever an enemy moves to a cell adjacent to the wearer for the first time in round, the wearer immediately gains an extra turn with 3 MP and 0 AP.
The wearer does not provoke attacks of opportunity during this turn.
IconAdrenaline WarbootsAt the start of the wearer's turn, they gain +20% dodge until the end of the round.
IconAstral CurrentsIn the first round of combat, the wearer gains the following benefits:
-+20 MP.
-The wearer's movement cost is not affected by threatened areas.
-The wearer's movement does not trigger attacks of opportunity.
IconDancing on BloodOnce per turn, after the wearer uses Blood Oath or Oath of Vengeance, they gain +1 use of Dash, costing 0 AP, until the end of their turn.
After using this Dash ability, the wearer regains MP equal to their resolve.
IconChirurgeon's BootsAt the beginning of combat, the wearer gets the Medikit and Onslaught abilities, which reproduce the effect of the medikit and onslaught consumables, costing 0 AP. Each of these abilities can only be used once per combat.
IconUnyielding Vanguard BootsAll allies in a 2-cell radius around the wearer gain a +40% bonus to resolve from the Unyielding Beacon ability instead of the original bonus.
IconBladed BootsWhenever the wearer hits an opening with the Charge, Slash, or Danse Macabre abilities, they inflict bleeding (10) on the target.
IconBladedancer's GreavesMoving through cells affected by Raining Blood or blood phial costs the wearer −50% MP less.
IconSwift ShadowsOnce per turn, after the wearer uses Blood Oath or Oath of Vengeance, they gain +1 use of Dash, costing 0 AP, until the end of their turn.
IconCaligae of Saint KeefeWhenever the wearer performs a heroic act or a desperate measure, they recover all their wounds and gain +2 AP this turn.
IconVoid Veteran BootsWhenever the wearer kills an enemy with their melee attack, they immediately gain +1 use of Charge costing 0 AP (even if they do not have this ability).
IconAcrobat's GreavesAt the start of combat, the wearer gains stacks of acrobatic trick equal to their MP. These stacks can be used until the end of combat.
IconRecoil WarbootsWhenever the wearer attacks an enemy behind cover with a ranged attack, cover efficiency is decreased by −40% for that attack.
−15 recoil
IconBoots of SilenceIf the wearer did not spend MP during their turn, they double their cover efficiency and gain immunity to the forced movement effects until the end of the wearer's next turn.
IconHeavy Breacher's BootsAfter the wearer makes an area attack, they gain +4 MP and can continue their movement.
IconCursed BootsWhenever the wearer ends their turn, they deal Number of adjacent creatures warp damage to each adjacent creature and to the wearer themselves.
The wearer also deals an additional +ConvictionHeretical rank warp damage to enemies.
IconDeath World WarbootsThese boots grant their wearer a +15% dodge reduction bonus for attacks with melee weapons.
IconDefensive BootsIf the wearer did not spend MP during their turn, they double their cover efficiency in half-cover until the end of the wearer's next turn.
IconDisciple's BootsThe wearer gains +(wearer's PER bonus × 2)% dodge against enemies under the effect of Expose Weakness.
IconCorrupted Enforcer BootsRequires Heretical — Votary
The wearer is always slowed but immune to the immobilised effect.
Targets hit by the wearer's melee attacks fall prone for 1 turn if they fail a Toughness resistance test with a −(5 × Heretical rank) penalty. If passed, the target becomes slowed for 1 turn instead.
IconTactical BootsWhenever an enemy attempts to make an attack of opportunity against the wearer, that enemy is pushed back by 1 cell before the attack is able to hit the wearer.
IconHungering MindThe power of burning effects inflicted by the wearer is increased by +1 for each enemy affected by the wearer's area attacks until the end of combat. This bonus stacks.
IconGreaves of the Black ArchonEvery time the wearer scores a critical hit with a melee weapon, they restore (Agility bonus / 2) wounds and gain +2 MP.
+15% critical damage
IconBladedancer's Light GreavesMoving through cells affected by Raining Blood or blood phial costs the wearer 0 MP.
IconWear-Resistant BootsGrant +5 Agility and +(4 × (AGI bonus + Dogmatic rank))% dodge against attacks of opportunity.
IconImproved Lightweight BootsThe wearer of these boots gains +(2 × STR bonus)% parry and re-rolls failed dodge tests.
IconLightweight BootsThe wearer of these boots gains +STR bonus% parry while wearing a light armour.
IconAstartes Power BootsThe Kick ability costs 0 AP and deals an additional +(2 × STR bonus) damage.
IconPsyker's FootwearThese boots grant their wearer +3% dodge until the end of combat for each psy power they use. Stacks.
IconRallying BootsWhenever the wearer's ally uses Following!, that ally deals +33% more damage with their next attack for each ally within a 2-cell radius around the wearer.
IconReinforced BootsThese boots grant their wearer +5 Toughness. Collision damage caused by the wearer is increased by +(TGH bonus / 2).
IconBlitz BootsThe wearer gains +4 damage against enemies who have no adjacent allies. Only applies to the first strike or projectile in a burst attack.
Also, the range of the wearer's Dash and Charge abilities is increased by +1 cell.
IconStalking BootsIf the wearer has melee weapons equipped in both hands, their Slash ability makes an additional melee attack with the secondary weapon.
IconTracking BootsWhenever the wearer's Hot on the Trail extra turn is triggered, the wearer gains +1 AP and +AGI bonus MP for this extra turn.
IconInertia BootsIf the wearer's melee attack is dodged, parried, or scores a critical hit, the wearer regains +AGI bonus MP and does not provoke attacks of opportunity until the end of their turn.
IconImpulse BootsWhenever the wearer makes a melee area attack, they regain +2 MP and gain +(2 × AGI bonus)% critical hit chance. Lasts until the end of the round. Stacks.
IconThe Slow March of DeathWhenever the wearer uses Charge, Danse Macabre, Dash, or Death From Above, the wearer's damage is increased by +((AGI bonus + PER bonus) / 2)% until the end of their turn. Stacks up to 3 times.
IconShield-Bearer's BootsThe wearer can use their Assault Onslaught ability twice per turn.
IconElite Synth-Leather BootsWhenever the wearer successfully blocks an attack with a shield for the first time in a round, they gain +2 AP on their next turn.
IconMeragon BootsWhile under the effect of ruthless suppression, the wearer is immune to immobilised, prone, and slowed.