Revan619's Collection of Rogue Trader Unfair Builds - 1.5 DLC 1 & 2

Warhammer 40,000: Rogue Trader5 · 616 ratings52k views2.5k favorites37 min readby Revan619Updated Apr 6View on Steam ↗

Introduction

This is a guide aimed at giving newer players a skeleton to work with, so they dont have to worry too much about optimising and can focus on enjoying the game. It can also be used by more advanced players, that as they deep dive mechanics, want builds to compare their own plans to.

In this guide ill give one build per origin taken from my build spreadsheet.

This spreadsheet will have all the builds covered, some alternative builds, builds for companions, loot tables and some information to help you with space sections.
https://docs.google.com/spreadsheets/d/1rskX4sYcNm6Wqt4rtm8EQqRR4__yrEuxCEzjwoKlHOY/

The guide wont explain how to fully gear at every stage in the game or their ability rotations or the best buff support but for those looking for guides on that this playlist will help: https://youtube.com/playlist?list=PLrqfcSvSc1aUy6YKaBh-Yr27xSZlTQ3z_&si=Fklr4x8-ce003dqr

This guide is based on the youtube channel of the author, Revan619: https://www.youtube.com/@Revan619/

https://steamcommunity.com/sharedfiles/filedetails/?id=3398861511

Rogue Trader Wiki: https://roguetrader.wh40k.wiki/Warhammer_40,000_Rogue_Trader_Wiki

If you want to know how defences work I did a full write up here: https://www.reddit.com/r/RogueTraderCRPG/comments/1se2go8/lets_talk_about_defences/

Skills

There are 13 skills in rogue trader, not to be confused with the 9 characteristics. These skills are used for various RNG roll checks throughout the world via intractables, dialogue and story book narratives.

You can maximise two skills in each of the three level tiers per companion. Some classes can also take one point in a third skill. You want your team composition to cover as many of these 13 skills as possible to get the best results, exp, rewards and bonuses to encounters.

When I plan my parties I think about what companions can effectively cover these checks based on the characteristics that best enhance it.

Skill
Recommended Companions (Pick 2 per member to min-max)
Athletics (Str)
Abelard, Heinrix, Ulfar, Marazhai, Kibellah
Awareness (Per)
Cassia, Pasqal, Idira, Yrliet, Argenta, Solomorne
Carouse (Tgh)
Abelard, Heinrix, Ulfar, Marazhai, Kibellah
Coercion (Fel)
Cassia, Jae, Solomorne*
Commerce (Fel)
Cassia, Jae
Persuasion (Fel)
Cassia, Jae
Demolition (Agi)
Argenta, Ulfar, Kibellah, Yrliet, Marazhai, Solomorne
Logic (Int)
Pasqal, Idira, Yrliet, Jae
Lore (Imperium) (Int)
Argenta, Idira, Jae, Yrliet
Lore (Warp) (Int)
Idira, Heinrix, Cassia* (navigator checks)
Lore (Xenos) (Int)
Heinrix, Jae, Idira, Yrliet, Marazhai
Medicae (Int)
Kibellah, Heinrix (1 pt for medicae kits)
Tech-Use (Int)
Pasqal, Idira, Yrliet, Jae

For my example team I am planning to bring the following five companions: Abelard, Idira, Cassia, Argenta, Pasqal. Based on the skills they can cover this means my Rogue trader will need to cover Medicae, Commerce or Coercion.

The checks increase in difficulty on higher difficulties which require more min-maxing to get the best results.

Jae has some unique bonuses that come from gaining reputation with the various vendors:
Drusians: +(2x reputation level) % to all resistance tests and +(4x reputation level) to Lore (Imperium)
Explorators: +(2x reputation level) % to armour and +(4x reputation level) to Tech-Use
Kasballica Mission: +(2x reputation level) % to dodge and parry and +(4x reputation level) to Commerce
Fellowship of the Void: +(2x reputation level) % to critical hit chance and +(4x reputation level) to Coercion
The Imperial Navy: +(2x reputation level) % to cover efficiency and +(4x reputation level) to Persuasion

Companion Roles

Based on their origins, starting stats, homeworlds and base archtypes the 12 companions has various roles that they can be built to fulfill. Whilst you dont have to lean into them and can build them differently. This is the setups that I have found trivilise the game the easiest:

Companions
Role
Abelard
Frontline Damage / Tank
Idira
Psyker Support / Disruptor / Blaster
Argenta
Ranged Damage
Cassia
Navigator Support / Disruptor / Secondary Damage
Pasqal
Disruptor / Secondary Damage / Secondary Support
Heinrix
Psyker Frontline Damage / Blaster / Secondary Tank
Jae
Support / Secondary Damage / Skill Monkey / Tank (with gear)
Yrliet
Secondary Damage / Disruptor
Ulfar
Mixed Damage
Marazhai
Armour / Dodge Tank - AoE Death Aura
Kibellah
Dodge-Tank Frontline Damage
Solomorne
Crowd Clearing & pet support

I highly recommend you read the basics of each archetype for every companion as I will not be explaining mechanics that are overtly explained in game when you select the archetype.



Astra Militarum Commander

Astra Militarum Commander has a very powerful once per combat party wide buff that whilst overshined by priest's litany of hatred is not an origin to be overlooked.

Regimental tactics for one round makes allies immune to friendly fire, and deal an additional (20+2x FEL bonus)% damage for allies after the first hit in that turn. This means on a 10 round burst fire, shots 2-10 will gain the bonus but the first hit will not which is an odd limitation.

Two of the talents from the origin work around this ability such as suppression fire which gain 20% doddge, parry and block reduction to their weapon attacks as well as cover penetration against enemies to have been attacked by the commander or their allies. The second is field of fire which is the hidden gem of the origin. The commander and their allies gain 5% rate of fire for every attack they have made since regimental tactics has been activated, this can cause some huge snowballing on heavy rate of fire teams, this includes burst weapons, pyromancy staffs and rock saws.

The commander is not just an officer option working as support and can also be used as a soldier damage setup thanks to trench warfare. Whilst the astra militarum commander has partial cover their las weapons gain 20% rate of fire and 40% if they have any full cover, this applies to Las Rifles and Las Pistols. Fix Bayonets adds a melee attack to las weapons which is quite useful to arch-militant builds.

The final ability is unflinching heroism that adds +7 to the commander's characteristics when the commander or allies activates a heroic ability. Due to colony events, talents and items giving so much free fellowship you can have an effective soldier build use these abilities with minimal fellowship investment.

One of the best soldier setups uses a las rifle in the main set and a shotgun in the secondary set which is perfect for build versatility. Alternatively you can also make a very effective master tactician build thanks to the increased rate of fire on las rifles.

Company Commander (Astra Militarum Commander)

A frontline battlefield commander build. Soldier Astra Militarum commander that turbo boosts las rifle damage whilst using free colony fellowship rewards to greatly boost ally damage

Selection
Choice
Homeworld
Fortress World
Origin
Astra Militarum Commander
Starting Archetype
Soldier
Stat Advances
Ballistic Skill +2 / Agility +2 / Perception +1 / Willpower +1

Soldier
Level 1 :
Run and Gun
Level 2 :
Medicae
Level 3 :
Revel in Slaughter
Level 4 :
Firearm Mastery
Muzzle Velocity
Level 5 :
Ballistic Skill
Rapid Reload
Level 6 :
Ballistic Skill
Rapid Fire
Level 7 :
Agility
Trench Warefare
Level 8 :
Unfaltering Fire
Awareness
Level 9 :
Firearm Mastery II
Level 10 :
Fired Up
Agility
Level 11 :
Concentrated Fire
Awareness
Level 12 :
Perception
Never Stop Believing
Level 13 :
Swift Slaughter
Field of Fire
Level 14 :
Hail of Steel
Demolition
Level 15 :
Firearm Mastery III

Arch-Militant
Level 16 :
Versatility
Level 17 :
Wilfire
Level 18 :
Always Ready
Level 19 :
Steady Superiority
Level 20 :
Ap +1
Ballistic Skill
Level 21 :
Flash Fire
Ballistic Skill
Level 22 :
Reckless Rush
Familiar Kickback
Level 23 :
Demolition
All Out
Level 24 :
Agility
Unflinching Heroism
Level 25 :
Adaptability
Level 26 :
Demolition
Agility
Level 27 :
Steady Superiority IV
Level 28 :
Awareness
Critical Vesatility
Level 29 :
Perception
Suppression Fire!
Level 30 :
Devestating Attack
Level 31 :
Breaking Attack
Level 32 :
Perception
Awareness
Level 33 :
Dismantle
Perception
Level 34 :
Fellowship
Grenadier
Level 35 :
Steady Superiority II

Exemplar
Level 36 :
Eager for Battle
Rack and Ruin
Level 37 :
Awareness
Exploit Weakness
Level 38 :
Ballistic Skill
Fix Bayonets!
Level 39 :
Entrench
Awareness
Level 40 :
Degraded Defence
Distract
Level 41 :
Ballistic Skill
Camraderie
Level 42 :
Kick
Agility
Level 43 :
Ingenious
Combat Addict
Level 44 :
Demolition
Deadly Aim
Level 45 :
AP +1
Level 46 :
Demolition Engineer
Demolition
Level 47 :
Point-Blank
Demolition
Level 48 :
Contempt for the weak
Agility
Level 49 :
Perception
Medicae
Level 50 :
Extermination
Enough Bullets for Everyone
Level 51 :
Preferred Targets
Medicae
Level 52 :
Fortress
Spare Magazine
Level 53 :
Controlled Shot
Perception
Level 54 :
Pinpoint Accuracy / Vital Points
Accustomed to Glory
Level 55 :
AP +1

Commissar

Commissar in the 1.5 patch has been changed to have the most powerful ally buffing tool in the game, thanks to me personally, it is once per 3 rounds instead of once per combat. Commissar can be used to make an incredibly powerful officer or a very strong soldier, unfortunately it does not have direct support for mixed attacker with melee and gun but it is possible to make such a build.

So what is this powerful ability? At All Costs: Shoot an ally with primary pistol (100 + Coercion % weapon damage, ignores armor/deflection, always hits). Ally gains (2× FEL)% damage/dodge/parry + (Coercion/10) to all characteristics. If ally falls unconscious, effect spreads to all other allies (except Commissar).

What this allows for is incredibly potent buff to an ally which can mitigate the damage you do to that ally by having a low damage primary pistol and or by stacking temp HP to an ally as this ignores defences. Vanguards, Invigorating resolve, Relished Anguish and Strongpoint are all viable ways to counteract taking too much damage in order to receive this buff. Or purposely kill a weakened ally to buff the whole party. The talent Summary execution also doubles the bonuses to allies if you shoot the target in the back which will be shown by an assassin opening symbol during the commissar's turn. It will also allow the ally to Regain 30% wounds lost as temporary wounds on enemy kill.

The fun does not stop at buffing allies. The commissar also greatly boosts pistol damage. Primary pistol shots: (2× BS bonus)% more damage, +15% crit chance, (2× FEL bonus)% dodge reduction, with the talent One for the Enemies, Two for the Traitors, this enhancement also applies to the offhand. I have also discovered the Hive world talent, weapon personalisation, if your primary weapon is solid state projectile weapon, then the bonus will apply to the offhand even if it is a las pistol. This can then be built on with Let Them Know Fear! which when adjacent to enemy: Allies gain +(1 + FEL bonus/2) Resolve, which can further stack with other hive world bonuses and finally you have Motivation. The commissar's MP is increased by (1+ character level \10). All allies, starting their turn in a 2-cell radius around the commissar also gain, (1+ character level \10) mp. Once per round, after the commissar performs an attack with a pistol, they gain (Fel \ 2) MP. Does not stack

So what does all this mean? It means you can create an incredibly potent officer buffer which can be a very potent master tactician gunslinger or you can make a very potent soldier Arch-Militant gunslinger that greatly benefits from pistol items. Thanks to dipping into iconoclast with some of the fellowship bonuses you can stack some very high fellowship even with minimal investment but the buffs become very potent with high investment.

Taking Command (Commissar)

Gunslinger commissar build which takes over and blasts from the frontline. Very potent in the mid game as a support damage dealer and heavy ally buffer.

Selection
Choice
Homeworld
Hive World
Origin
Commissar
Starting Archetype
Officer
Stat Advances
+2 Ballistic Skill / Agility +1 / Perception +1 / Fellowship +2

Officer
Level 1 :
Voice Of Command
Level 2 :
Coercion
Level 3 :
Bring it Down !
Level 4 :
Finest Hour
Lasting Impression
Level 5 :
Ballistic Skill
Summary Execution
Level 6 :
Decisive Response
Ballistic Skill
Level 7 :
Move, Move, Move
Weapon Personalisation
Level 8 :
Focus!
Coercion
Level 9 :
Finest Hour IV
Level 10 :
Commerce / Lore Imperium
Fellowship
Level 11 :
Steel Resolve
Fellowship
Level 12 :
Air of Authority
Characteristic Training: PER
Level 13 :
Inspiring Speech
Commerce / Lore Imperium
Level 14 :
Perception
Let them know Fear!
Level 15 :
Finest Hour I

Master Tactician
Level 16 :
Tactical Advantage
Press The Advantage
Level 17 :
Linchpin
Level 18 :
Reliance
Level 19 :
Orchestrated Firestorm
Level 20 :
AP +1
Ballistic Skill
Level 21 :
Ballistic Skill
Joint Offensive
Level 22 :
Inspire
Level 23 :
Unwavering Motivation
Coercion
Level 24 :
Fellowship
Dual-Weapon Combat
Level 25 :
Hidden Advantage
Level 26 :
Coercion
Fellowship
Level 27 :
Orchestrated Firestorm III
Level 28 :
Against All Odds
Level 29 :
Commerce / Lore Imperium
Agility
Level 30 :
One for the Enemies, Two for the Traitors
Strongpoint
Level 31 :
Stronghold
Level 32 :
Agility
Commerce / Lore Imperium
Level 33 :
Dawn of Victory
Level 34 :
Perception
Comradery
Level 35 :
Orchestrated Firestorm II

Exemplar
Level 36 :
Eager for Battle *
Be Vigilant!
Level 37 :
Coercion
Stacking the Deck
Level 38 :
Perception
Motivation
Level 39 :
Break Their Ranks!
Coercion
Level 40 :
Firebrand *
Undisputed Advantage
Level 41 :
Fellowship
Prepare for an assault!
Level 42 :
Fervour
Fellowship
Level 43 :
Brink of Death
Grenadier
Level 44 :
Commerce / Lore Imperium
Eager Subordinates
Level 45 :
AP +1
Level 46 :
Seize the Initiative
Commerce / Lore Imperium
Level 47 :
Leader's Assault
Medicae
Level 48 :
Logistical Superiority
Ballistic Skill
Level 49 :
Ballistic Skill
Medicae
Level 50 :
Degraded Defence
Personal Oversight
Level 51 :
Personal Involvement
Medicae
Level 52 :
No Respite
For the Emperor!
Level 53 :
Assign Objective
Perception
Level 54 :
Extermination
Primary Objective
Level 55 :
AP +1

Crimelord

Crimelord unfortunately did not receive any buffs in 1.5 which has changed the view of crimelord in the current rogue trader meta. It went from being viewed as the stronger non psyker origin to the second weakest origin, only out performing noble which is by far the weakest origin.

Oddly enough further diving into crimelord which appeared to be billed as the operative origin, shows that it in fact never really was. The origin is based on weapon skill, agility and perception which makes it better suited to a agility warrior or bladedancer. The confusion comes from sure-fire plan and the upgrades.

At the start of combat, the crimelord gains +INT bonus stacks of sure-fire plan effect. Activation of this ability consumes 1 stack then makes the next action stronger depending on the type of action:
- If the crimelord attacks they deal (10+PER)% bonus more damage
- If the crime lord moves, they gain (10+PER bonus)% dodge and parry until their next turn
- If the crime lord uses a non-damaging ability on an enemy, that enemy suffers a (10+INT bonus)% damage penalty for one round.

So all seems straight forward to support this being designed for operative right? However, the base origin enhances weapon skill and perception, with the enhancement ability killing plan increasing the bonus damage of sure-fire plan by (2x WS Bonus) killing an enemy also restore 1 stack of sure-fire plans. So is this intending we make a melee operative? Keep in mind this origin was designed before blade dancer existed which can use this very effectively.

As for the other enhancement talents, escape plan increases the dodge and parry from sure-fire plan by (2 x agi bonus)% with agility being another characteristic operative cannot naturally increase through level up and requires a specific training talent. Disorienting plan increases the penalties to dodge and parry by (10+2 x PER bonus)% which further increases the case that the best archetype for this origin is indeed bladedancer which heavily builds weapon skill, agility and perception.

The last two talents are contingency plan which at the start of the crimelord's turn adds a stack of sure-fire plan if they have none and the last plan which once per combat if the crimelord has 1 stack of sure-fire plan and they receive lethal damage. They do not die and instead heal 5x sure-fire plan stacks% of maximum wounds losing all stacks they currently have.

Whilst Crimelord can enhance Operative when built correctly, it does really feel like this origin is best suited to Bladedancer and Warrior with any of the tier 2s of your choice. Potentially with an argument even existing for a soldier Arch-Militant to sure all aspects of the origin.

Forgeflayer Overlord (Crimelord)

High mobility combat build taking advantage of killing plan to lay waste to all those in your way. Purposely avoided executioner to show more variety.

Selection
Choice
Homeworld
Forge World (Locomotion System)
Origin
Crime Lord
Starting Archetype
Blade Dancer
Stat Advances
Weapon Skill +2 / Toughness +1 / Agility +2 / Perception +1

Blade Dancer
Level 1 :
Blade Dance
Level 2 :
Medicae
Level 3 :
Death From Above
Level 4 :
Death Waltz
Death Warden
Level 5 :
Duelling Mastery
Weapon Skill
Level 6 :
Blood Oath
Medicae
Level 7 :
Weapon Skill
Blood Rush
Level 8 :
Awareness
Killing Plan
Level 9 :
Death Waltz II
Level 10 :
Escape Artist
Agility
Level 11 :
Acrobatic Artistry
Guillotine
Level 12 :
Agility
Awareness
Level 13 :
Base Skill: Lore Xenos
Lore Xenos
Level 14 :
Perception
Sweeping Motions
Level 15 :
Death Waltz III

Arch-Militant
Level 16 :
Versatility
Level 17 :
Wild Fire
Level 18 :
Always Ready
Level 19 :
Steady Superiority
Level 20 :
AP +1
Weapon Skill
Level 21 :
Flashfire
Weapon Skill
Level 22 :
Reckless Rush
Drukhari Weapon Proficiency
Level 23 :
Medicae
All out
Level 24 :
Agility
Finesse
Level 25 :
Dismantle
Level 26 :
Medicae
Agility
Level 27 :
Steady Superiority IV
Level 28 :
Awareness
Adaptability
Level 29 :
Perception
Contingency Plan
Level 30 :
Devastating Attack
Level 31 :
Breaking Attack
Level 32 :
Perception
Awareness
Level 33 :
Critical Versatility
Perception
Level 34 :
Toughness
Escape Plan
Level 35 :
Steady Superiority II

Exemplar
Level 36 :
Peak Condition
Blade in His Hand
Level 37 :
Awareness
Distract
Level 38 :
Weapon Skill
Power Armour Proficiency
Level 39 :
Captive Audience
Medicae
Level 40 :
Degraded Defence
Exploit Weakness
Level 41 :
Weapon Skill
Grand Performance
Level 42 :
Kick
Agility
Level 43 :
Ingenious
Grenadier
Level 44 :
Medicae
Destroyer *
Level 45 :
AP +1
Level 46 :
Rising Tempo
Awareness
Level 47 :
Duellist
Demolition
Level 48 :
Preferred Targets
Agility
Level 49 :
Toughness
Demolition
Level 50 :
Eager for Battle *
It Takes Two
Level 51 :
Contempt for the Weak
Demolition
Level 52 :
Race Against Death
It Will Not Die
Level 53 :
Veil of Blades
Toughness
Level 54 :
Extermination
Accustomed to Glory
Level 55 :
AP +1

Navy Officer

Navy officer prior to 1.5 was an incredibly boring origin which was on one of the most beloved companions, Abelard. Prior to 1.5 Abelard was just a simple imperial world Navy Officer Warrior which essentially just made him a vanilla warrior with nothing special. However due to the strength of warrior, low difficulty players memed Abelard into being primark levels of power despite being one of the bottom companions in terms of strength. However the 1.5 upgrades to navy officer elevated the memes from dreams into reality.

The premiere function of Navy officer is adding perception to warrior/bladedancer which is vital for higher difficulty player such as unfair and max sliders as well as fleet combat training that can skyrocket melee damage builds up the meta tier list. It also has the unintended result of making offhand gun a viable build.

Brace for impact is a great origin ability because it is not a once per combat ability and adds some vital early game survival to the party. It grants the braced effect to allies in a 5 cell radius for 1 round which grants the navy officer and those allies 2 deflection per archetype the navy officer has, makes allies immune to force movement and they cannot be overpenetrated. This is ideal for a front line tank in a game where controlling aggro is pretty much impossible as you can at least become a wall against enemy fire. You gain additional charges whenever wounds drop below 50% for the first time in combat or an ally is knocked unconscious.

Before discussing fleet combat training which becomes essential to all navy officer builds I want to quickly go over the other talents. Get off me! whilst the braced effect lasts gives the navy officer an ability to knockback enemies and targets of their melee attacks must pass an agility resistance test with a -10 penalty or be knocked prone. Evasive manoeuvres gives party members under the braced effect gain (10+2xPER bonus) % dodge for 1 round. This also is added to any ability from the navy officer that targets allies such as conviction rank 4 abilities. Whilst braced they also do not provoke attacks of opportunity, which is useful to fall back or psykers to attack in melee range. Stentorian voice gives a debuff to enemies within 5 cells of the navy officer -(10 x number of archetypes) weapon skill and ballistic skill reduction. The final talent being, get into cover!, which grants allies an extra turn with 0 ap, 3 mp and increases their cover efficiency by 20% for 1 round. Those allies cannot attack during this bonus turn.

These are all great passives which are incredibly effective for supporting the team but the main gem is as mentioned fleet combat training. When the navy officer scores a critical hit or successfully parries an attack with their primary melee weapon, they immediately make an attack with their offhand secondary weapon against the same enemy. This means if you crit or parry, you follow up with your offhand. To put into perspective how strong this is ill give two scenarios:
1. You activate reckless strike with reckless fury to guarantee a critical attack, you attack, you crit then you attack with your offhand weapon, the enemy as part of reckless strike makes a melee attack at you but you parry their attack then once again attacking with your offhand weapon, all of which will also be ciriticals thanks to reckless fury.
2. You use blade dance on bladedancer, for every main hand critical you make an additional offhand attack, this sends your attack economy to the moon allow huge procs of force repentance as an executioner, this also applies to death from above which if the offhand attack kills can generate charges of death from above.

For builds I highly recommend navy officer as a counter attacker warrior tank, a shearing strikes agility warrior, a blade dancer executioner OR as an arch-militant that uses offhand guns with broad expertise and even armsmaster. This opens up some devastating late game build options with arch-militant's cape.

Lord Admiral (Imperial Navy Officer)

A highly survivable build which is great for a new player's first run. Can be used with double melee or offhand gun like a foehammer or burst only pistol.

Selection
Choice
Homeworld
Forge World (Subskin armour)
Origin
Navy Officer
Starting Archetype
Warrior
Stat Advances
Weapon Skill +2 / Strength +2 / Toughness +2

Warrior
Level 1 :
Charge
Level 2 :
Medicae
Level 3 :
Endure
Level 4 :
Daring Breach
Thick skin
Level 5 :
Hardened Scars
Weapon Skill
Level 6 :
Taunting Scream / Sworn Enemy
Athletics
Level 7 :
Weapon Skill
Fleet Combat Training
Level 8 :
Athletics
Crowd Kill
Level 9 :
Daring Breach II
Level 10 :
Impetus
Toughness
Level 11 :
Reckless Strike
Steel of the Forge / Duelling Mastery
Level 12 :
Toughness
Carouse
Level 13 :
Reckless Fury
Carouse
Level 14 :
Strength
Heavy Armour Proficiency
Level 15 :
Daring Breach IV

Arch-Militant
Level 16 :
Versatility
Level 17 :
Wildfire
Level 18 :
Always Ready
Level 19 :
Steady Superiority
Level 20 :
AP +1
Weapon Skill
Level 21 :
Broad Expertise
Weapon Skill
Level 22 :
Reckless Rush
Melee Weapon Specialist
Level 23 :
Athletics
Dependable
Level 24 :
Toughness
Dual-Weapon Combat
Level 25 :
All out
Level 26 :
Athletics
Toughness
Level 27 :
Steady Superiority IV
Level 28 :
Carouse
Flashfire
Level 29 :
Perception
Get off Me!
Level 30 :
Kick
Level 31 :
Adaptability
Level 32 :
Perception
Carouse
Level 33 :
Critical Versatility
Perception
Level 34 :
Perception
Dual Weapon Specialist
Level 35 :
Steady Superiority II

Exemplar
Level 36 :
Eager for battle *
Easy Target
Level 37 :
Athletics
Armsmaster
Level 38 :
Weapon Skill
Power Armour Proficiency
Level 39 :
Sworn Enemy
Athletics
Level 40 :
Degraded Defence
Dismantle
Level 41 :
Weapon Skill
Opening Strike
Level 42 :
Devastating Attack
Toughness
Level 43 :
Breaking Attack
Stentorian Voice
Level 44 :
Carouse
Destroyer *
Level 45 :
AP +1
Level 46 :
Ramming Speed
Carouse
Level 47 :
Desolation
Medicae
Level 48 :
Exploit Weakness
Toughness
Level 49 :
Perception
Medicae
Level 50 :
Peak Condition
Open Engagement
Level 51 :
Contempt for the Weak
Medicae
Level 52 :
Preferred Targets
Power Weapon Expert
Level 53 :
Forceful Strike
Strength
Level 54 :
Extermination
Accustomed to Glory
Level 55 :
AP +1

Ministorum Priest

The update to Ministorum Priest priest is absolutely game breaking. For players that build very casually, dont use buffers, dont use officers and dont care about party synergy you might not even notice that priest is strong, you might even think it is one of the weaker origins. However to anyone that plays on higher difficulties, understands how to 1 turn clear combat from act 2 onwards and optimises their party, then they understand how crazy OP this origin now is.

The new origin ability has two parts, War Hymn and Unshakable faith. War Hymn grants zeal stacks momentum then the priest gains WP bonus stacks of zeal. Unshakable faith grants the priest (2x (str bon+ tgh bon+ agi bon+ per bon)) to willpower in combat and it also gains WP bonus stacks of zeal which are also increased by +1 stack of zeal for each enemy they attack with a bolter, flamer, melta, chain or power weapon for the first time in combat as well as +2 zeal stacks for each daemon or xenos killed in combat. Sounds simple enough but zeal does not actually do anything until we start adding in more origin talents which is where priest starts to get crazy. War Hymn being once per combat might also sound very limiting so far but wait till you see what it actually does with talents.

Litany of purification deals 5x number of zeal stacks direct damage to daemon and xenos enemies. It also applies 1 stack of perplexed. During the first round of combat this might not be a lot but if you build up your zeal before using war hymn it is very potent to most of the mid to late game enemies. This is actually one of the more balanced talents.

Litany of hatred then spits in the face of game balance. War Hymn (or furious recital for Argenta) for 1 round, the priest and their allies within a 5-cell radius deal (number of zeal stacks /2) more base weapon damage. This bonus is doubled against daemon, psykers and xenos. Contrary to the description this applies to ALL damage as additional base damage. This turbo stacks damage to the point there is no challenge possible on unfair difficulty. I had act 3 Argenta doing 1000+ damage per bullet on her burst fire attacks. For a warrior using rock saws with void veteran boots then the multi-hit damage is obscene, the same if you use shearing strikes on agility warrior or just bladedancer in general. This applying to the whole party is huge. On my youtube channel, Revan619, I have a whole collection of Argenta one bursting every major boss from act 2 onwards.

Tenets of retribution is another big boost for bolter builds by always adding (wp bon /3) more damage and +(WP bonus)% critical damage with bolt weapons. It enhances melta andd flamer damage by (wp bon)% damage with these bonuses being doubled against daemons, psykers and xenos. A lot more honest than litany of hatred but definitely very nice.

Flensing faith is a little more disappointing as it adds (WP bonus)% armour penetration to chain and power weapons and critical hits inflict chain and power weapons inflict (wp bonus /2) levels of burning with the effects being doubled against daemons, psykers and xenos.

The final talent the emperor protects adds +(WP bonus) wounds which unless you are turbo buffing isnt very noticeable.

You could poentially make an officer buffer priest saving your litany of hatred for a key party push but realistically the optimal setups for priest are soldier arch-militant heavy gunner, warrior and bladedancer executioners. However all damage builds will benefit from this. Unfortunately bolt pistols are still the weakest weapon in the game so it doesnt benefit all that much from priest here but maybe we get some better bolt pistols in the future.

The last tidbit is litany of hatred DOES stack, so the more priest the more overpowered your party becomes. So having a heavy bolter priest with normal bolt rifle Argenta or normal bolter priest with heavy bolter Argenta is an incredibly powerful combination.

Argenta At Home (Ministorum Priest)

An optimised bolter priest build designed to go into heavy weapons. Can use Artificer power armour to make an more AP effective Argenta build.

Selection
Choice
Homeworld
Fortress World
Origin
Ministorum Priest
Starting Archetype
Soldier
Stat Advances
Ballistic Skill +2 / Agility +2 / Perception +1 / Willpower +1

Soldier
Level 1 :
Run and Gun
Level 2 :
Medicae
Level 3 :
Revel in Slaughter
Level 4 :
Firearm Mastery
Muzzle Velocity
Level 5 :
Ballistic Skill
Rapid Reload
Level 6 :
Ballistic Skill
Rapid Fire
Level 7 :
Agility
Litany of Hatred
Level 8 :
Unfaltering Fire
Awareness
Level 9 :
Firearm Mastery II
Level 10 :
Fired Up
Agility
Level 11 :
Concentrated Fire
Awareness
Level 12 :
Strength
Never Stop Believing
Level 13 :
Swift Slaughter
Bolt weapon Proficiency
Level 14 :
Heavy Weapon Proficiency
Demolition
Level 15 :
Firearm Mastery III

Arch-Militant
Level 16 :
Versatility
Level 17 :
Wild Fire
Level 18 :
Always Ready
Level 19 :
Steady Superiority
Level 20 :
AP +1
Ballistic Skill
Level 21 :
Heavy Gunner
Ballistic Skill
Level 22 :
Reckless Rush
Breaking Point
Level 23 :
Demolition
All out
Level 24 :
Agility
Overpower
Level 25 :
Flashfire
Level 26 :
Demolition
Agility
Level 27 :
Steady Superiority IV
Level 28 :
Awareness
Adaptability
Level 29 :
Perception
Tenets of Retribution
Level 30 :
Devastating Attack
Level 31 :
Breaking Attack
Level 32 :
Perception
Awareness
Level 33 :
Critical Versatility
Strength
Level 34 :
Strength
Power Armour Proficiency
Level 35 :
Steady Superiority II

Exemplar
Level 36 :
Eager for Battle
Point-Blank
Level 37 :
Awareness
Dismantle
Level 38 :
Ballistic Skill
Litany of Purification
Level 39 :
Entrench
Demolition
Level 40 :
Degraded Defence
Exploit Weakness
Level 41 :
Ballistic Skill
Demolition Engineer
Level 42 :
Kick
Agility
Level 43 :
Ingenious
Grenadier
Level 44 :
Demolition
Deadly Aim
Level 45 :
AP +1
Level 46 :
Rack and Ruin
Demolition
Level 47 :
Enough Bullets for Everyone
Awareness
Level 48 :
Distract
Agility
Level 49 :
Perception
Medicae
Level 50 :
Extermination
Integrity
Level 51 :
Contempt for the weak
Medicae
Level 52 :
Preferred Targets
Combat Addict
Level 53 :
Controlled Shot
Perception
Level 54 :
Vital Points / Cataclysm
Accustomed to Glory
Level 55 :
AP +1

Noble

Undeniably bottom 1 for Origins. A weak ability, weak talents and entirely limited to playing officer whilst being strictly worse than almost any other origin on officer.

You. Serve Me. did get a nice buff from servo-skull overseer that will allow you to designate the entire party as a servant but in order to get the +5 buff to characteristics the noble will still need to use a targeted ability on the ally and not transmit via the servo-skull.

There is not much else to say, gaining (10+ noble's fel bonus)% critical hit chance for allies if the noble already attacked them is not much. Worse than just equipping the commissar cap from act 3.

The talents are so uninspired im just going to copy them directly from my spreadsheet:
- You. Do Something.: If a noble uses an ability on their servant, the servant gains +1 AP next turn. Does not stack with itself.
- You. Protect Me.: If the noble and the servant are adjacent to each other at the start of the noble's turn, they both gain temporary wounds equal to servant's TGH bonus or noble's FEL bonus depending on which is higher.
- You. Go On.: The noble's servant gains +2 movement points every turn.
- You. Kill It.: If the servant kills the target that the noble dealt damage to last turn, the noble gains +1 AP next turn.
- You. You Are Next.: If the servant has less than 30% maximum wounds, the noble can use You. Serve Me. once more in battle, designating a new servant and removing the effect from the previous one. The noble cannot designate a character who already was their servant this combat.

There is not really any fun or amazing builds for this origin. All very slow turn 2 sort of stuff that requires the noble to attack first which is vastly outperformed by other origins.

Universe. Serves Me. (Noble)

Noble is the current weakest origin in game. Can add +5 to ally stats after a targeted buff. Can AoE you serve me but still needs a single target follow up to get the +5.

Selection
Choice
Homeworld
Imperial (Fellowship)
Origin
Noble
Starting Archetype
Officer
Stat Advances
BS +2 / Agility +2 / Fellowship +2

Officer
Level 1 :
Voice Of Command
Level 2 :
Persuasion
Level 3 :
Bring it Down !
Level 4 :
Finest Hour
Lasting Impression
Level 5 :
Ballistic Skill
You. Do Something.
Level 6 :
Decisive Response
Ballistic Skill
Level 7 :
Move, Move, Move!
Ready to Serve
Level 8 :
Focus!
Persuasion
Level 9 :
Finest Hour IV
Level 10 :
Lore Imperium
Fellowship
Level 11 :
Steel Resolve
Fellowship
Level 12 :
Air of Authority
Characteristic Training: AGI
Level 13 :
Inspiring Speech
Lore Imperium
Level 14 :
Agility
You. Kill It.
Level 15 :
Finest Hour I

Overseer
Level 16 :
Servo-Skull Swarm
Level 17 :
Medicae Signal
Level 18 :
Emergency Stimulation
Level 19 :
Overcharge
Level 20 :
AP +1
Ballistic Skill
Level 21 :
Safe Shelter
Ballistic Skill
Level 22 :
Priority Signal
Persuasion
Level 23 :
Master's Patronage
Level 24 :
Fellowship
Stronger Together
Level 25 :
Rite of Calibration
Level 26 :
Fellowship
Persuasion
Level 27 :
Overcharge III
Level 28 :
Kinetic Module
You. Protect Me.
Level 29 :
Agility
Lore Imperium
Level 30 :
Provocation Signal
Level 31 :
Symbiosis
Characteristic Training: Per
Level 32 :
Perception
Lore Imperium
Level 33 :
Unseen Support
Level 34 :
You. You Are Next.
Level 35 :
Overcharge II

Exemplar
Level 36 :
Eager for Battle *
Be Vigilant!
Level 37 :
Persuasion
Brother-In-Arms
Level 38 :
Ballistic Skill
Grenadier
Level 39 :
Break Their Ranks!
Persuasion
Level 40 :
Firebrand *
Enhanced Augmetics
Level 41 :
Ballistic Skill
Prepare for an Assault!
Level 42 :
Advanced Tracking
Fellowship
Level 43 :
Dependable Ally
You. Go On.
Level 44 :
Lore Imperium
Eager Subordinates
Level 45 :
AP +1
Level 46 :
Seize the Initiative
Lore Imperium
Level 47 :
Personal Oversight
Medicae
Level 48 :
Self-Learning Algorithms
Fellowship
Level 49 :
Perception
Medicae
Level 50 :
"Degraded Defence / Attention!"
Blood of Martyrs
Level 51 :
Energy Multiplier
Medicae
Level 52 :
Iron Discipline
Better to Die for the Emperor
Level 53 :
Take Aim!
Perception
Level 54 :
Flagbearer
Steady!
Level 55 :
AP +1

Sanctioned Psyker

The most OP and versatile origin which has five unique schools which all open up unique staff powers, unique talents and unique abilities. This origin does everything with virtually no draw backs as in order to have a negative chance of a warp peril you need to have veil degradation at over 15 then use a major power.

Biomancer: Physical stat buffs for allies, healing, extra turn generation and increases to received damage for enemies. Also can apply poison on attacks.

Divination: adds dodge and parry buffs to allies, counter attacks, buffs to mental stats, initiative order buffs and armour penetration buffs.

Pyromancy: adds incredibly strong willpower / psy rating related damage abilities. Can turn self burn dots into melee damage, can strip enemy armour (slightly bugged) and can provide additional attack economy. Can double up psyker damage to secondary targets.

Sanctic: buffs to enhance ally resolve, huge ally defensive buffs, huge ally offensive buffs, fairly weak damage abilities and passable healing abilities.

Telepath: Enemy debuffs and damage enhancements as well as fairly potent range damage abilities. Has a unique talent that can pass excess damage to a new target

Support items like warp surge brooch can break the games attack economy and I suggest watching specific guides on my psyker builds over on https://www.youtube.com/@Revan619 as there is a lot of nuance to cover.

Revan's Pyromancer (Sanctioned Psyker: Pyromancer)

Pyromancer build I created for void shadows which was used to solo the game on unfair. Executioner got reworked to make this less viable and the build has been reworked to change with the 1.5 meta. Can use secondary staffs very effectively with the melee psyker staff bug.

Selection
Choice
Homeworld
Death World
Origin
Sanctioned Psyker – Pyromancer
Starting Archetype
Blade Dancer
Stat Advances
+2 Weapon Skill / +2 Agility / +2 Perception

Level
Primary Pick
Secondary Pick
1
Blade Dance
2
Medicae
3
Death From Above
4
Death Waltz
Death Warden
5
Psyker Minoris
Weapon Skill
6
Blood Oath
Medicae
7
Weapon Skill
Blood Rush
8
Demolition
Wounded Beast
9
Death Waltz II
10
Dance Partners
Agility
11
Acrobatic Artistry
Facing the End
12
Agility
Demolition
13
Sparks of the Greater Flame
Carouse
14
Willpower
Sweeping Motions
15
Death Waltz III

Level
Primary Pick
Secondary Pick
16
Forced Repentance
Scourging Strike / Where It Hurts
17
Biomancy
18
Anatomy Expert
19
Carnival of Misery
20
AP +1
Weapon Skill
21
Weapon Skill
Biophysical Distortion
22
Orchestrate Flame
23
Sower of Distress
Medicae
24
Agility
Psyker Majoris
25
Master of Torture
26
Agility
Medicae
27
Carnival of Misery III
28
Invigorating Screams / Perfect Anatomy
29
Willpower
Demolition
30
Inflame
Body of Flames
31
Fragile Playthings
32
Willpower
Demolition
33
Racking Weakness
34
Willpower
Psyker Terminus
35
Carnival of Misery IV

Level
Primary Pick
Secondary Pick
36
Eager for Battle *
Rising Tempo
37
Medicae
All-Encompassing Agony
38
Weapon Skill
Blade of Light
39
Captive Audience
Medicae
40
Degraded Defence
Deep Laceration
41
Weapon Skill
Grand Performance
42
Reckless Abandon
Agility
43
Backdraft
Psyker Extremis
44
Demolition
Destroyer *
45
AP +1
46
Duellist
Demolition
47
Relentless Blaze
Awareness
48
Death in the Air
Agility
49
Willpower
Awareness
50
Peak Condition
Fire Within
51
Acute Pain
Awareness
52
It Takes Two
Melting Armour
53
Molten Beam
Willpower
54
Extermination
Bloody Requiem
55
AP +1

Arbitrator

The Adeptus Arbites are one of the iconic 40k sub factions. The space Judge Dreadds. This is a DLC origin that focuses on shotguns, shields and single hand mauls. As a DLC origin this has a very long list of amazing abilities which until the 1.5 update made it vastly better than other origins besides psyker origins.

There are three versions of Arbites, Subductor which focuses on shields which is deal for melee. Vigilant which focuses on shotguns which is deal for soldiers and usable by operatives. Then castigators which has some battlefield control which is usable by officer / operative but is quite clearly weaker than subductor and vigilant.

Arbites also uniquely always has access to overseer archetype for the pet cyber-mastiff, post 1.5 updates also make cyber-mastiffs unique depending on your base tier 1 archetype. The warrior overseer cyber-mastiff notably gives the ability pack hunting which makes the build an insane tank and damage option vastly out performing vanguard for the same role whilst the soldier variant adds a chance of knockdown on the cyber-mastiff apprehend which is a lot more mediocre. It should be kept in mind pets also change with the alignment of the Rogue Trader with the heretic cyber-mastiff essentially doubling the damage output of the pet.

If you go for a warrior build then taking talents for shields and mauls is highly recommended. Bladedancer can even use shields for mobility and shield abilities but will probably want to secondary two sets of swords. Soldier shotgun vigilant is an incredibly power and fun setup, that whilst weaker than using heavy burst guns is still very potent.

Overall Arbites is very versatile and worth taking on a full run through of the game. Some combinations like overwhelming stratagem with Arbites talents like Law and order with lawful intervention and public sentencing is incredibly powerful. Not to mention shotgun mastery allows for single hand shotguns to either be dual wielded or combined with a shield.

Mandalorian (Arbitrator)

Very powerful area focused build using mobility options to make a superior Solomorne build. Overseer is also a fantastic options with a build variation on the spreadsheet. You could alter this build for a secondary burst weapon.

Selection
Choice
Homeworld
Fortress World
Origin
Arbitrator (Vigilant)
Starting Archetype
Soldier
Stat Advances
BS +2 / Agility +2 / Perception +2

Soldier
Level 1 :
Run and Gun
Level 2 :
Demolition
Level 3 :
Revel in Slaughter
Level 4 :
Firearm Mastery
Point-Blank
Level 5 :
Ballistic Skill
Demolition Engineer
Level 6 :
Ballistic Skill
Concentrated Fire
Level 7 :
Perception
Lawful Intervention
Level 8 :
Fired Up
Demolition
Level 9 :
Firearm Mastery I
Level 10 :
Rack and Ruin
Perception
Level 11 :
Dash
Coercion
Level 12 :
Agility
Never Stop Believing
Level 13 :
Swift Slaughter
Familiar Kickback
Level 14 :
Shotgun Mastery
Coercion
Level 15 :
Firearm Mastery IV

Bounty Hunter
Level 16 :
Hunt Down The Prey
Level 17 :
Claim the Bounty
Level 18 :
Cut to the chase
Level 19 :
Wild Hunt
Level 20 :
AP +1
Ballistic Skill / Dual-Weapon Combat
Level 21 :
Ballistic Skill
Hunter's Ambush
Level 22 :
Cull the bold
Level 23 :
Flay the bold
Demolition
Level 24 :
Agility
Armour-Piercing
Level 25 :
Hunting Surge
Level 26 :
Demolition
Agility
Level 27 :
Wild Hunt II
Level 28 :
Heightened Concentration
Level 29 :
Coercion
Agility
Level 30 :
Law and Order
Hot On the Trail
Level 31 :
Trail and Shatter
Level 32 :
Perception
Coercion
Level 33 :
Inspiring Trophy
Level 34 :
Public Sentencing
Level 35 :
Wild Hunt III

Exemplar
Level 36 :
Eager for Battle
Rapid Reload
Level 37 :
Demolition
Share the Spoils
Level 38 :
Ballistic Skill
Mob Justice
Level 39 :
Entrench
Demolition
Level 40 :
Degraded Defence
Pierce the Armour
Level 41 :
Ballistic Skill
Enough Bullets for Everyone
Level 42 :
Piercing Shot
Agility
Level 43 :
Pierce and Ruin
Shield Mastery
Level 44 :
Coercion
Deadly Aim *
Level 45 :
AP +1
Level 46 :
Second Skin
Coercion
Level 47 :
Integrity
Medicae
Level 48 :
Gruesome Kill
Agility
Level 49 :
Perception
Medicae
Level 50 :
Extermination *
Tenderise
Level 51 :
Guidance
Medicae
Level 52 :
Camaraderie
Grenadier / Spare Magazine
Level 53 :
Double Slug
Perception
Level 54 :
Pinpoint Accuracy / Vital Points
Fortress
Level 55 :
AP +1

Update Log

12/08/2025 Version 2.0 now live with updates from pictures to tables, including Lex Imperialis updates
12/08/2025 Added first non pyromancer build to the sheet, the Judge Dreadd build.
16/01/2026 Builds updated for patch 1.5
16/01/2026 Reworked to include one build per origin for all origins rather than focus on favourite builds
17/02/2026 Added origin explanations prior to builds.

Future Plans
- Add a suggested gear section (currently is on the spreadsheet linked at the top of the guide)

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