Operative Rework
🟡 Updated this yearPreview

🔍 Analysis
- 👍 1.1% endorsement rate — high engagement, a strong quality signal
- 🏆 #27 of 166 Gameplay mods in this game by downloads
📋 About This Mod
Reworks the Operative to bring their power level closer to other T1 archetypes and give them a clearer gameplan.
The Operative is currently significantly weaker than other T1 archetypes, this mod significantly buffs Operative's abilities and makes the behavior flow together better. The new Operative leans heavily into debuffing support paired with very high single target damage. Their exploits are no longer consumed on hit and provide a team-wide damage boost but their overall damage boost for the Operative is generally lower, but their real damage output now comes from Expose Weakness. Expose Weakness keeps the team-wide damage boosts from exploits for the turn it's active in addition to stripping armor, dodge, parry, and block while massively boosting the damage of the Operative's next attack plus granting additional boosts according to the number of stacks removed. Along with general improvements to weaker abilities and talents this should help reinforce the Operative's strengths as a single-target damage specialist and debuffer while still retaining their defined weaknesses of limited mobility and multi-target damage.
Note that this is currently in a beta state; there may be bugs or weird balancing.
Installation Instructions:
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[]Download ModFinder (https://www.nexusmods.com/warhammer40kroguetrader/mods/146)[/]
[]Open ModFinder[/]
[]Drag the mod zip file into ModFinder[/]
[]Mod is now installed. You may need to close and reopen Rogue Trader to see any changes.[/]
Overall changelist is as follows:
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[]Exploit: No longer removed on hit. Stacks increase all damage taken by 5%, including for damage over time and from allies. The operative deals +5 + PER% per stack instead. Exploits from multiple Operatives stack, however Operatives only gain bonus damage for their own stacks and cannot remove stacks from other Operatives.[/]
[]Expose Weakness: Now increases damage by 5% per stack, debuff scaling changed to a flat -5% armor, parry, block, and dodge. Casts of Expose Weakness now stack between uses by the same Operative, although duration is not increased by subsequent casts. After using Expose Weakness, the Operative's next attack vs the target deals an additional +(10 + stacks) x PER% damage and provides further boosts based on the number of weaknesses on the target:
[]3+ stacks: The attack auto-hits[/]
[]6+ stacks: The attack auto-crits and ignores deflection[/]
[]10+ stacks: The operative regains 2 AP and can make an extra attack this turn[/]
[]Joint Analysis: No longer removes exploits, instead adds an exploit when allies hit an enemy, but limited to one proc per enemy per turn.[/]
[]Precise Attack: No longer requires exploits to work. Scaling 15 + 3 exploits% -> 10 + 2 PER%. Now also reduces dodge. Now additionally applies 2 exploits.[/]
[]Informed Hit: Critical hits with Precise Attack apply an additional stack of exploit. Auto-crit threshold 10 - INT -> 6 - INT/2.[/]
[]Insightful Precision: Scaling changed to flat +5 perception when using Precise Attack[/]
[]Intimidation: Scaling 5 + PER/2% -> 15 + PER%, but no longer doubles vs low armor. Also reduces MP by 3.[/]
[]Terrifying Presence: Killing a target with Intimidation now also extends the range to LoS.[/]
[]Perfect Spot: Applies exploits to all enemies in LoS at the start of the Operative's turn.[/]
[]Tactical Knowledge: No longer removes all stacks when cast vs a single target. Armor scaling 1% -> 1 + INT/5%. Damage scaling 2% -> 2 + INT/2%. Stacks between multiple casts.[/]
[]Improved Tactics: New effect, adds a stack of Tactical Knowledge at the start of combat and grants +1 additional stacks when using Tactical Knowledge.[/]
[]Dismantling Attack: Applies 6 stacks of Exploit Weakness instead of applying a -30% penalty to armor, dodge, parry, and block and gains the first hit damage bonus of Exploit Weakness. Dismantling Attack also makes Exploit Weakness no longer expire from the target.[/]
[]Comprehensive Analysis: New effect, analyze enemy distributes half the stacks of exploit on enemies within 5 tiles. If there are no enemies within 5 tiles those exploits are placed on the main target.[/]
[]Continuous Analysis: New effect, applies exploits on combat start and on extra turns in addition to at the start of normal turns.[/]
[]Inflict Despair: Triggers if enemy has exploit and expose weakness -> triggers if enemy has expose weakness.[/]
[]Joint Offense: Scaling INT/2% -> 2 + INT/2%[/]
[]Passive Learning: New effect, grants +1 intelligence when an enemy with an exploit dies.[/]
[]Reactive Study: Doesn't require an exploit to proc (not a change in behavior, in-game tooltip doesn't reflect actual behavior)[/]
[*]Sharpshooter: Scaling every 5 tiles
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[]Exploit: No longer removed on hit. Stacks increase all damage taken by 5%, including for damage over time and from allies. The operative deals +5 + PER% per stack instead. Exploits from multiple Operatives stack, however Operatives only gain bonus damage for their own stacks and cannot remove stacks from other Operatives.[/]
📊 Mod Details
- Game
- Warhammer40kroguetrader Mods
- Author
- Mawootad
- Version
- 0.4.1
- Downloads
- 10,383
- Endorsements
- 117
- Category
- Gameplay
- Created
- 7/14/2025
- Updated
- 7/5/2026
- Tags
- Gameplay
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