
Murmur
Whisper doubt into a known foe within 8: its attacks are at -15 aim until your next turn.
Work in progress: numbers are still being tuned. Messalith is in development. This wiki is generated from the game's current build, so every figure here can change.
Mind and deception. The Voice plants doubt, fear and phantoms in enemy minds, and at the top can turn a foe for a turn. Every form, rank by rank.

Voice
Voices work on minds. Most of what they do is plant a belief: doubt, certainty of defeat, an exile who isn't there, footsteps, eyes that slide off a mate, a song sung back at the Choir. The enemy still chooses what to do, from what it believes. The illusions live in enemy minds, not in the air, so they can't be seen by anyone else.
| Rank | What the exile has |
|---|---|
| Glimmer | Murmur |
| Spark | Dread |
| Flare | Phantom or Echo or Halt |
| Beacon | Veil or Faltering or Compel |
| Zenith | Phantom Host or Countersong or Dominate |
Murmur is the Voice's line from the first rank. At Spark it becomes Dread. At the branch point the Voice chooses one of three ways, the only three-way choice in the game: Phantom (things that aren't there draw fire), Sound (doubt and song move what the enemy does) or Command (brief, partial control of one foe).
| Branch | Flare → Beacon → Zenith |
|---|---|
| Phantom | Phantom → Veil → Phantom Host |
| Sound | Echo → Faltering → Countersong |
| Command | Halt → Compel → Dominate |

Whisper doubt into a known foe within 8: its attacks are at -15 aim until your next turn.

A foe you can see within 8 is sure it is beaten: its next turn it falls back to cover and neither fires nor watches.

Plant an exile that is not there on open ground you can see within 8: the first foe with a shot at it wastes its attack.

Footsteps sound on a tile within 12: foes who have lost sight of you hunt there instead. Wakes no one, reveals nothing.

Tell a foe you can see within 10 to stand still: its next turn it can't move, though it may still fire. Strong minds resist.

Until your next turn the foe's eyes slide off a mate within 6 (or you): unseen unless a foe stands beside them. Attacking ends it.

Doubt spreads through every known foe within 2 of a tile you can see: -20 aim until your next turn, and they drop their watch.

A foe you can see within 10 walks toward you at once, out of cover and past your overwatch. One move, then it is its own. Strong minds resist.

Three phantoms round a tile you can see within 8: each one draws a foe's attack before it fades at your next turn.

Sing against the Choir until your next turn: no Will is drained from mates within 6 of you, and each singer that tries loses its next turn.

A foe you can see within 10 turns on its own side for its next turn: one attack at a foe the squad can see. Any wound breaks it. Strong minds resist.
The Command branch (Halt, Compel and Dominate) bends one foe for one action or one turn, and the foe can resist. Each cast rolls percentile dice against the foe's mind: at or under its number, the foe resists, and the Will is spent anyway. A Voice's crown above Tier I takes 10 off every mind.
| Enemy | Power | Resists a command |
|---|---|---|
| Warden | The Glass Court | 30% |
| Chorister | The Brine Choir | 50% |
| Descant | The Brine Choir | 20% |
| Antiphon | The Brine Choir | 40% |
| Bourdon | The Brine Choir | never bends |
| Lucent | The Glass Court | 60% |
| Iridant | The Glass Court | 60% |
| Scintle | The Glass Court | 30% |
Dread doesn't shake the Bourdon and the Lucent: too vast or too proud a mind. Nothing a Voice does lasts past the next squad turn, and enemies never panic.