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.

Disciplines

Voice

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.

Discipline

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.

RankWhat the exile has
GlimmerMurmur
SparkDread
FlarePhantom or Echo or Halt
BeaconVeil or Faltering or Compel
ZenithPhantom Host or Countersong or Dominate

Murmur

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).

BranchFlare → Beacon → Zenith
PhantomPhantom → Veil → Phantom Host
SoundEcho → Faltering → Countersong
CommandHalt → Compel → Dominate

Glimmer

Glimmer

Murmur

10 Willcooldown 11 APrange 8

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

Spark

Spark

Dread

20 Willcooldown 31 APrange 8

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.

Flare · the branch point

Flare · Phantom branch

Phantom

20 Willcooldown 31 APrange 8

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.

Flare · Sound branch

Echo

20 Willcooldown 31 APrange 12

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

Flare · Command branch

Halt

20 Willcooldown 31 APrange 10

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.

Beacon

Beacon · Phantom branch

Veil

20 Willcooldown 31 APreach 6

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.

Beacon · Sound branch

Faltering

30 Willcooldown 31 APrange 8

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.

Beacon · Command branch

Compel

30 Willcooldown 41 APrange 10

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.

Zenith

Zenith · Phantom branch

Phantom Host

40 Willcooldown 41 APrange 8

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

Zenith · Sound branch

Countersong

30 Willcooldown 41 APradius 6

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.

Zenith · Command branch

Dominate

40 Willcooldown 51 APrange 10

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.

Strong minds

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.

EnemyPowerResists a command
WardenThe Glass Court30%
ChoristerThe Brine Choir50%
DescantThe Brine Choir20%
AntiphonThe Brine Choir40%
BourdonThe Brine Choirnever bends
LucentThe Glass Court60%
IridantThe Glass Court60%
ScintleThe Glass Court30%

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.