Icon | Name | |
---|---|---|
![]() | Battle-Psyker Boots | The 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. |
![]() | Boots of Decay | Each 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. |
![]() | Boots of Kasrkin | When 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. |
![]() | Breacher Boots | Whenever 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. |
![]() | Breezecatcher Boots | Whenever 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. |
![]() | Bruiser Boots | Whenever 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. |
![]() | Commissar Boots | Whenever 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. |
![]() | Deadly Dancer Boots | Whenever the wearer's MP reach 0, the wearer deals Maximum MP impact damage to all adjacent enemies. |
![]() | Dynamo Boots | Increase the wearer's movement points by +3. |
![]() | Enforcer Light Boots | Whenever 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. |
![]() | Ergo Boots | Increase the wearer's Agility by +5 and Athletics by +10. |
![]() | Fencing Boots | The 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)%. |
![]() | Freerunner Boots | The wearer becomes immune to the slowed and immobilised effects. |
![]() | Intendant Boots | Whenever the wearer uses a consumable item, they gain +2 MP and +20% dodge until the start of their next turn. |
![]() | Martyr Boots | The 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. |
![]() | Navy Breacher Boots | When 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. |
![]() | Pneumo Boots | Using the Charge ability costs −1 AP less. |
![]() | Pyromaniac Boots | The 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. |
![]() | Sharpshooter Boots | Whenever the wearer performs a single-shot ranged attack from any cover, this attack gains +(Awareness / 4)% armour penetration. |
![]() | Skirmisher Boots | Whenever the wearer deals damage to an enemy, the wearer has a 25% chance to gain 2 MP. |
![]() | Expeditionary Footwear | Whenever the wearer uses a Navigator power, they gain +15% dodge until the end of the round. Stacks. |
![]() | Sororitas Boots | The wearer raises momentum to 175 whenever they kill 5 enemies in a row in one turn. |
![]() | Spiked Boots | At 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. |
![]() | Stalwart Boots | The wearer and adjacent allies cannot fall prone and become immune to forced movement effects. |
![]() | Arch-Militant's Boots | Whenever 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. |
![]() | Warmonger Boots | Whenever the wearer kills 2 or more enemies with a single attack, the attack does not spend all of the wearer's MP. |
![]() | Windrunner Boots | Whenever 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. |
![]() | Adrenaline Warboots | At the start of the wearer's turn, they gain +20% dodge until the end of the round. |
![]() | Astral Currents | In the first round of combat, the wearer gains the following benefits: - - - |
![]() | Dancing on Blood | Once 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. |
![]() | Chirurgeon's Boots | At 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. |
![]() | Unyielding Vanguard Boots | All 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. |
![]() | Bladed Boots | Whenever the wearer hits an opening with the Charge, Slash, or Danse Macabre abilities, they inflict bleeding (10) on the target. |
![]() | Bladedancer's Greaves | Moving through cells affected by Raining Blood or blood phial costs the wearer −50% MP less. |
![]() | Swift Shadows | Once 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. |
![]() | Caligae of Saint Keefe | Whenever the wearer performs a heroic act or a desperate measure, they recover all their wounds and gain +2 AP this turn. |
![]() | Void Veteran Boots | Whenever 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). |
![]() | Acrobat's Greaves | At 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. |
![]() | Recoil Warboots | Whenever the wearer attacks an enemy behind cover with a ranged attack, cover efficiency is decreased by −40% for that attack. |
![]() | Boots of Silence | If 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. |
![]() | Heavy Breacher's Boots | After the wearer makes an area attack, they gain +4 MP and can continue their movement. |
![]() | Cursed Boots | Whenever 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 +Conviction — Heretical rank warp damage to enemies. |
![]() | Death World Warboots | These boots grant their wearer a +15% dodge reduction bonus for attacks with melee weapons. |
![]() | Defensive Boots | If 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. |
![]() | Disciple's Boots | The wearer gains +(wearer's PER bonus × 2)% dodge against enemies under the effect of Expose Weakness. |
![]() | Corrupted Enforcer Boots | Requires 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. |
![]() | Tactical Boots | Whenever 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. |
![]() | Hungering Mind | The 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. |
![]() | Greaves of the Black Archon | Every time the wearer scores a critical hit with a melee weapon, they restore (Agility bonus / 2) wounds and gain +2 MP. |
![]() | Bladedancer's Light Greaves | Moving through cells affected by Raining Blood or blood phial costs the wearer 0 MP. |
![]() | Wear-Resistant Boots | Grant +5 Agility and +(4 × (AGI bonus + Dogmatic rank))% dodge against attacks of opportunity. |
![]() | Improved Lightweight Boots | The wearer of these boots gains +(2 × STR bonus)% parry and re-rolls failed dodge tests. |
![]() | Lightweight Boots | The wearer of these boots gains +STR bonus% parry while wearing a light armour. |
![]() | Astartes Power Boots | The Kick ability costs 0 AP and deals an additional +(2 × STR bonus) damage. |
![]() | Psyker's Footwear | These boots grant their wearer +3% dodge until the end of combat for each psy power they use. Stacks. |
![]() | Rallying Boots | Whenever 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. |
![]() | Reinforced Boots | These boots grant their wearer +5 Toughness. Collision damage caused by the wearer is increased by +(TGH bonus / 2). |
![]() | Blitz Boots | The 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. |
![]() | Stalking Boots | If the wearer has melee weapons equipped in both hands, their Slash ability makes an additional melee attack with the secondary weapon. |
![]() | Tracking Boots | Whenever the wearer's Hot on the Trail extra turn is triggered, the wearer gains +1 AP and +AGI bonus MP for this extra turn. |
![]() | Inertia Boots | If 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. |
![]() | Impulse Boots | Whenever 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. |
![]() | The Slow March of Death | Whenever 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. |
![]() | Shield-Bearer's Boots | The wearer can use their Assault Onslaught ability twice per turn. |
![]() | Elite Synth-Leather Boots | Whenever the wearer successfully blocks an attack with a shield for the first time in a round, they gain +2 AP on their next turn. |
![]() | Meragon Boots | While under the effect of ruthless suppression, the wearer is immune to immobilised, prone, and slowed. |