Standing Orders

⭐ — (2 endorsements) 📥 297 downloads 📌 v1.8.0 📅 7/16/2026
🟡 Updated this year

By Beyondpowder · Gameplay

⬇ Download Mod Source: Nexus Mods ↗ 📅 Updated: 7/20/2026 📅 Created: 7/16/2026

🔍 Analysis

  • 🏆 #123 of 166 Gameplay mods in this game by downloads

📋 About This Mod

Standing Orders lets you set up each character's buffs and abilities once, then fire them with a key or automatically at combat start or every turn. Every cast respects the normal rules and skips buffs already active. Built as a native

Description

Set up a buff and ability opener for each character once, then fire it with a single key on their turn. Standing Orders replays the abilities you would have clicked yourself. It never bends the rules: every cast respects action points, range, cooldowns, ammo, crowd control, and whether the ability can be used at all. If an ability could not be cast by hand right now, Standing Orders skips it and moves on. This is a convenience tool, not a cheat and not a combat AI.

Installation instructions

Extract the zip to

%USERPROFILE%\AppData\LocalLow\Owlcat Games\Warhammer 40000 Rogue Trader\UnityModManager\StandingOrders\

so the files sit in that folder, then enable "Standing Orders" in the in-game mod manager. No separate Unity Mod Manager install needed.

OR get Modfinder and drop it in there.

Main features

  • []In-game panel: press a keybind (default F9) to open a native editor over the game. It has a Global tab plus one tab per party character. The mod settings menu in the mod manager still works as a fallback.[/]

    []Two lists per character:

    []On combat start: fires once, on that character's first turn of the fight. Put your one-time openers here (auras, until-combat buffs).[/]

    []Every full turn: fires at the start of each of that character's normal turns when the every-turn mode is set to Every Full Turn. Extra turns granted by another ability are left alone. An area buff placed on the ground casts every turn it can; pair it with a condition or rely on its cooldown.[/]

[/]

[]One key manually fires a character's set on their turn: the every-turn entries every time, plus the On combat start entries only if the opener has not already fired this combat (so the opener still runs just once, whether by key or auto). The abilities cast in order, spending action points exactly as they would if you clicked them. Each On combat start ability is checked off one by one as it actually casts: anything that could not fire yet (for example pressing the fire key on a granted extra turn with no action points, or an ability still on cooldown) stays armed and is retried on the character's later turns, while the ones that already fired are never cast again that combat.[/]

[]Hold opener on ambush (per character): when your group is surprised at the start of a fight, the opener holds for that first turn so you can reposition (for example a misplaced pet), then auto-fires on your next turn. The fire hotkey still triggers it immediately if you prefer.[/]

[]Legit only: an ability that is out of action points, out of range, on cooldown, has no valid target, or whose caster is stunned or controlled is skipped, and the rest still runs. This is a convenience tool, not a cheat and not a combat AI.[/]

[]Does not waste casts: if a buff is already active on its target, Standing Orders skips it. For a buff with a list of targets, it moves to the next ally who does not have it yet. For stacking buffs (for example Word of the Emperor in a per-turn command rotation), expand the entry and turn on "Recast even if already active" to cast it every time instead.[/]

[]Toggles and auras are handled as an on state, not a blind press. If the one you want is already active it is left alone; if a different one in its group is active it switches once.[/]

[]Targeting options: self, a specific party member, an Overseer's own pet, or an enemy chosen at cast time. When you add a target step to an entry, pick one:

[]Self: the caster.[/]

[]Specific party member: any companion, tried in the order you chain them (pets appear here too, listed as Name (pet)).[/]

[]Nearest enemy: closest enemy to the caster.[/]

[]Lowest-HP enemy: smallest HP pool, for focusing weak targets.[/]

[]Highest-HP enemy: largest HP pool, for focusing tough targets. Lowest and Highest compare raw hit points.[/]

[]Lowest-HP ally: picks the most wounded party member by HP percent (the caster counts too), for heals. Pets count too, since heals work on them.[/]

[]Ally missing this buff: picks the nearest party member that does not already have the buff this ability applies. Cast it every turn and it rotates the buff across the party, then goes quiet once everyone has it. Pets are skipped, except when the game itself reports the buff would relay through the pet to nearby allies that still need it.[/]

[]Ally: biggest cluster: picks the ally standing among the most party members that still need this buff, to aim area buffs at the biggest unbuffed group.[/]

[]Enemy: biggest cluster: picks the enemy with the most enemies around it, to aim area attacks at the thickest group

📊 Mod Details

Game
Warhammer40kroguetrader Mods
Author
Beyondpowder
Version
1.8.0
Downloads
297
Endorsements
2
Category
Gameplay
Created
7/16/2026
Updated
7/20/2026
Tags
Gameplay, User Interface, Quality of Life

🔧 How to Install Warhammer 40,000: Rogue Trader Mods

Install via a mod manager (Vortex or Mod Organizer 2). Most mods drop into the game folder.

📖 Full step-by-step install guide for Warhammer 40,000: Rogue Trader →

Visit the official mod page for specific installation instructions for this mod.

🎮 Need cheat codes or console commands? Check ur gaming wiki for Warhammer 40,000: Rogue Trader commands, item IDs, and more.

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