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Best Warhammer 40k Rogue Trader Warrior build

What's the best Warrior build in Rogue Trader? There's nothing more Warhammer-like than a chainsword-wielding maniac leaping into battle to slice up the Emperor's foes. Thankfully, Rogue Trader offers the Warrior as one of the game's four starting archetypes, and while it's a bit straightforward - and your first companion is a Warrior - there's more versatility to the class than any other. Warriors are fully capable of being melee powerhouses, defensive tanks, and have the flexibility to wield a powerful sidearm or secondary long ranged weapon to make sure they can always turn your enemies into a bloody mess. As a result, it can be quite daunting to make a Warrior in Rogue Trader's already complex character creator, but the build detailed here will ensure your versatile melee enthusiast survives the hordes of vile xenos.


What if a Warrior doesn't fit your style? Check out our guides for the gun obsessed Soldier, the debuffing Operative, and the supportive Officer. If you want to wield two-handed greatswords in a sci-fi setting, any one of these classes can develop the use of melee weapons - you don't have to stick with the Warrior archetype. That said, if you want to really hone in on slicing and dicing through Warhammer 40k Rogue Trader, read on for our best Warrior build.


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Best Warhammer 40k Rogue Trader Officer build

Best Warhammer 40k Rogue Trader Soldier build

Best Warhammer 40k Rogue Trader Operative build

Warhammer 40k Rogue Trader review - a deep but unfinished sci-fi RPG

Developer Owlcat Games is no stranger to isometric role-playing games or CRPGs. We're in a renaissance era for them right now, starting from Pillars of Eternity in 2015 through to 2023 game-of-the-year frontrunner Baldur's Gate 3. Owlcat Games' other contributions to this revival include Pathfinder: Kingmaker and Pathfinder: Wrath of the Righteous. Both games were well received but not without their problems, which brings us to Warhammer 40k: Rogue Trader - the team's latest and most ambitious CRPG to date.


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RELATED LINKS:

Best Warhammer 40k Rogue Trader Officer build

Best Warhammer 40k Rogue Trader Soldier build

Best Warhammer 40k Rogue Trader Operative build

Co-op in Warhammer 40,000: Rogue Trader

A way to play our games with friends is something that our players have been asking for a very long time, ever since our very first game - Pathfinder: Kingmaker. Back then, we lacked the experience and resources and couldn’t even consider such an undertaking.

But we’ve come a long way since then. And when the development of Warhammer 40,000: Rogue Trader started, the question, “what if our game had multiplayer?” kept popping up again and again. The team debated this at length, with some of the discussions getting quite heated! Eventually, we decided that we wanted to step up to the challenge of delivering a multiplayer experience.

It’s about time we talk about our implementation!



[h2]The Lord Captain and Their Crew[/h2]

The biggest challenge in creating co-op mode was to decide how to fit multiple players into our story. As the story is one of the things players appreciate the most in our games, we saw no point in multiplayer without allowing the players to experience the main campaign. But given the nature of the unfolding narrative, there can only be one Lord Captain on the von Valancius flagship! So how did we get around that?

After discussing our options, we’ve decided not to try artificially stretching the story to fit multiple equally important protagonists. Instead, we’ve taken the route of inherently asymmetrical gameplay, where one player takes up on the role of the Lord Captain, and the other players form their crew, assisting their leader in battle, exploration, and management.

Of course, this asymmetrical approach does put some limitations on the gameplay for other players: for example, only the Lord Captain can select options in dialogue and book events (although other players can vote using ALT button), decide to enter some locations, or make certain important irreversible gameplay decisions such as levelling up the ship. This, however, allows us to deliver the same story experience as in singleplayer, gives the host the option to continue playing the campaign in the absence of some players (or even convert it back to a singleplayer campaign), and, let’s be frank, reduces some potential misclicking and trolling chaos. Sorry, Heretical players!



[h2]An Adventure for up to 6 Players[/h2]

Rogue Trader supports up to 6 players in a single co-op game, matching with the maximum available number of characters in the party.

The host can distribute the characters between players as they see fit at any time. If the host wants, they may give multiple characters to a certain player, have a player become a spectator, or even transfer control of the Lord Captain to someone else. This may prove handy in situations where someone needs to go AFK.



A player in control of the characters can move them, engage in combat, loot, level up, manage their equipment and pass skill checks the same as they would normally do in single player.



The only exception is that in co-op, the game will not automatically pick the most capable member of the group for a given skill check (such as opening a door, learning about an object, blowing up a barricade, etc.) during ground exploration - the icon must manually be clicked by the player with this character. So don’t forget to keep track of who’s good at what!

[h2]One Step From Singleplayer to Multiplayer[/h2]

Other players may hop in and leave the campaign on the fly, effectively allowing the host player to alternate between singleplayer and multiplayer at any moment. Depending on your preferences, you may have your friends with you through the whole journey, or invite them only sporadically to show them an exciting story moment or beat a particularly challenging boss. It is also possible for another player to save the game and become the host for the next session or continue it in singleplayer if they wish.

Keep in mind that it may take some time for a full 6-person party to be assembled. The game starts with only the Rogue Trader in play. The first 3 companions appear within the first hour of gameplay, while the rest of them may take a few more hours to find and include in the party. Other players may either join the campaign a bit later, as soon as there are enough characters to play, or spend some time as spectators, voting for options and witnessing the story until a character becomes available.

Normally, only the main player gets to customise their character, while other players take control of the existing story companions. However, the group may agree to give up some story content related to the companions in favour of more customisation. In this case, before starting a multiplayer session, the main player may launch the game and utilise the mercenary system to create fully custom characters for their friends by talking to High Factotum Janris Danrock on the voidship bridge. This feature becomes available after a few hours into the game as soon as you get access to the bridge.

Currently it’s impossible to do this from the cooperative session itself, but in near future, we plan to add such possibility.



[h2]Share the Burden of Responsibility[/h2]

Perhaps the most important thing in co-op play is interactivity.

While some irreversible decisions and actions are the sole prerogative of the Lord Captain, and the participation of the other players in these is limited to voting, most of the game’s systems and mechanics are available to all players.

As we already mentioned above, character levelling and equipment is managed by their respective controlling players. In addition to that, all players have full access to looting, shared inventory, and cargo, as well as vendors, the trade empire management interface, and ship equipment. These mechanics are a good way for players to do something during downtime on the bridge, where characters other than the Rogue Trader can’t be directly controlled.



As for space combat, we’ve tested multiple approaches, such as having only the Lord Captain control everything, using the voting system, or even distributing different ship systems and management responsibilities between players. But it all felt clunky and not interactive enough.

That’s why we went with the implementation that gathered the most positive feedback among the team: full shared control of the ship during combat, where every player can use anything, and it’s up to them to decide which systems players will get control of!

During space exploration, most actions are story-related and thus reserved for the Lord Captain. However, other players can still vote on options in exploration dialogues and use vendors once the ship reaches them.



[h2]Acceptable Casualties[/h2]

One of the major aspects in Warhammer 40000: Rogue Trader’s ground combat system is the potential for friendly fire. Allies may miss their intended targets, a shot may accidentally penetrate an enemy to hit a friendly target behind them, or someone may simply decide that the ends justify the means and unleash a chain lightning into the ongoing melee.

In co-op mode, this aspect is increasingly important: every player has their own vision of tactics, so it’s crucial to coordinate your effort to avoid dying at the hands of your teammates! We recommend gathering a trusted team and not being too frugal with your medikits, especially when your comrades' life is on the line.



[h2]How to play a cooperative game[/h2]

To start a cooperative game, simply launch an existing save or start a new game, then go through the normal character creation process. Once you’re in the game, press ESC and select “Cooperative mode”. Invite your friends through the respective store overlay (e.g. Steam) or give them the server ID, visible on the top of the screen. Once everyone is ready, you may use the “Roles'' button to distribute characters. And now your crew is set to conquer the Koronus Expanse!



If you wish to join a game, enter the lobby by clicking the “Cooperative mode” button in the main menu, selecting the same server (EU, US, etc.) in the list above as the host, and then proceed to input the server ID given to you by the host. Alternatively, simply use the Steam (or other store) overlay to accept an invitation sent by your friend.

It is possible to use the server ID to play between different stores (but not between PC and Mac at the moment). In future, we plan to bring the co-op mode to consoles and add crossplay between platforms - we’ll announce this feature separately.

[h2]Let Them Know Your Name![/h2]

Now that your team is assembled, Lord Captain, it’s time to board your voidship and head onwards to meet your destiny!

May the von Valancius trade protectorate remain strong and prosperous, and the vast riches of the Koronus Expanse fall tumbling into your hands. The Emperor protects!

A pre-release checkup

Greetings, Lord Captain!

We are pleased to inform you that the release of Warhammer 40,000: Rogue Trader is getting closer. The journey into the depths of the Koronus Expanse will begin as early as December 7, 2023. Are you ready? Make sure you are with our checklist.

And get ready to claim your brand new game key - these are available, starting on December 4.

If you purchased one of the editions of the game at roguetrader.owlcat.games, then log in to your account. If you forgot your password and have trouble recovering it, please contact [email protected] - we will help you.

After that, check the Digital Downloads tab: there you will be able to obtain the game key. You will be able to activate the game on the following platforms: PC or Mac.

As for now, the keys for PlayStation 5 and Xbox Series X / S are not available - they will become available right on the day of the release. The same stays for the GOG keys on the PC - they will be available on December, 7. Important note: Warhammer 40,000: Rogue Trader is NOT optimized for PlayStation 4 and the older versions of the Xbox.

If you choose to activate the key on PC, you will be able to select between a key for Steam or EGS. Please be careful: once you have obtained a key for a particular platform, you will not be able to switch back and replace, for example, a Steam key with a EGS key.
After receiving the key, you will be able to activate it in the corresponding program or launcher. Warhammer 40,000: Rogue Trader will appear in your game list. You will be able to download the game only starting from the release day, the 7th of December.

If after purchasing one of the editions of the game you have a promo code for the portal, please note: it is intended to be activated by another user.

That's all for now. See you in the Koronus Expanse, Lord Captain!

Religion and Synthesizers

Every component of a game matters. An engaging story, believable and memorable characters, balanced gameplay, unique features, and an impressive visual aesthetic are all prominent aspects that grab players’ attention. However, there’s one more element that binds everything together and brings immersion to the next level. Music and sound design are one of our studio’s signature touches. Today we’re going to tell you a little about this process and all the creative and inventive ways our composers used sound and music to bring Warhammer 40,000: Rogue Trader to life. We now go over to Paweł Perepelica, one of the project’s composers and the writers of the game’s main theme.

[h2]The Main Theme[/h2]
Every track of the game’s musical score was the result of long and meticulous work. Each theme went through a strict vetting process both at our studio and Games Workshop. It took us about five months to find the right sound for the main theme. The other composers and I tried many different versions, scrapping the ones we disliked, trying again and again. That search left me with some extra time on my hands, which I put to use getting started on the game’s space battle themes. One of those themes became a sudden hit and caught everyone’s attention, so much so that a decision was made to transform this track into the main theme.
As a long-time Warhammer fan, I’ve always wanted to work on something set in this universe. Imagine my excitement when I got the offer one day to work on Warhammer 40,000: Rogue Trader, finally having a chance to turn my ideas into reality! I always knew that if I were to write music for the Warhammer universe, I’d make sure to try and bring together two things: religion and synthesizers! Those two words are what come to mind when I imagine music from Warhammer 40,000.


The choir is the main theme’s centerpiece. For the orchestral version, we recorded a live professional choir. But here’s a fun fact: for the earlier version, I used my own voice layered on top of itself several times over. We needed the choir to sound natural and human, which you don’t always achieve with digital samples. That’s why in the beta, as well as in the version of this track shared earlier on YouTube, the vocals you hear are mine. A choir of Paweł Perepelica clones, if you will.


https://www.youtube.com/watch?v=n5R0oN00ODE

https://www.youtube.com/watch?v=bt4tQyQ9cQ0


I used many vintage analogue synths from the 1980s during recording. They have a very unique sound, owing partly to the old hardware, a kind they don’t make anymore. One of those was the legendary Polivoks. Over the years, it’s been used by such famous artists as Rammstein, Goldfrapp, and Mick Gordon (who used it in the soundtrack to the 2016 reboot of Doom, among other things.)

[previewyoutube][/previewyoutube]


[h2]Music for the Rogue Trader[/h2]
The setting of Rogue Trader is somewhat unusual as Warhammer titles go. Back when we started working on the soundtrack, we had something more classical in mind, with more strings and other “organic” instruments. Then, however, we realised the music had to sound a little more “unpolished” and “rough.” Dramatic grandeur (provided by the choir, an organ, and other components typical of religious music) had to be complemented with something obscurely down-to-earth. That approach was received well by us, by Games Workshop, and, as we can see, by you, the audience.
We tried to preserve the grand atmosphere of Warhammer 40,000 that fans adore while also adding something new: that “unpolished” quality I mentioned along with some other unusual sounds. For example, our music is rich in various types of percussion. It has unexpected instruments along with some scraping and clanging. This is true of the entire soundtrack, not just the main theme. The music isn’t all about grandeur (which of course it can’t do without); there’s a more down-to-earth side to it as well. It’s likewise about a motley crew of characters who accompany the player throughout the entire game. It’s about the lives of lowly commoners. It’s about our voidship and the places it will take us to, the most fantastic and grim corners of the universe. And it’s about the enigmatic xenos.
We mixed and matched a lot, and used every means available to create a hybrid soundtrack. Aside from the choir, the synths, and classical strings, I used traditional instruments from a variety of cultures in a few tracks (such as a banjo, a hammered dulcimer, and a bouzouki). I processed them in order to give them a “broken” sound that’s evocative of a dieselpunk aesthetic. I experimented a lot with recordings of everyday objects around me, including coins, keys — and even a moonshine still!

https://www.youtube.com/shorts/p13IQAr2_nA

There was even a bowed string instrument I crafted myself out of a tin can, a string, and a couple of wooden planks. We used that one a lot in the Footfall track.

https://youtube.com/shorts/Iwou4qggpmg

[h2]Every World Sounds Different[/h2]
We had a different approach for each of the settings, aiming for a soundtrack that players would instantly associate with whatever surroundings or situation they were in at any given moment. The game features a great variety of worlds and locations, and we used every possible artistic means to reflect how out of the ordinary they are — whether it be the voidship, Footfall, the alien jungle of Janus, or any of the other biomes and settings. Each of them is unique, with its own distinctness and charisma, which we sought to highlight through the music.
Metallic clangs were one of the soundtrack’s fundamentals (and every one of our guidelines said as much.) A technique I used often was impulse response reverb. In simple terms, I’d take the sound of something striking a metal pipe and blend it with the sound of a French horn. The result was a strange metallic sound that resembled singing (“singing pipes” was how I referred to it myself.) This effect appears most in tracks we hear when we’re on our voidship. The Rogue Trader’s ship is a hulking mass of metal which at the same time is practically a living being. We felt that its machinery had to have a peculiar singing voice of its own, and it would be great for the soundtrack to reflect that. In the name of the Omnissiah, obviously.



Footfall is a hub of sorts, full of people and bustle. Deals are constantly being brokered; schemes are being run. That’s why Footfall music contains, among other things, the sound of coins and the metallic noises of moving augmetics.



Janus is an entirely different place, a fascinating alien forest. I spent a long time finding a unique touch for this setting’s combat music. Normally, for a forest theme, the choice of instruments tends to be on the more classical, strings-and-winds side. Our forest isn’t typical at all. On top of being visually quite different from most of the game’s locations, I thought that adding a bit of contrast in the music would be awesome. Something organic but also unnatural, crossing a little into “electronica.”

I used a didgeridoo, an Aboriginal Australian wind instrument with a very peculiar sound. However, rather than to use it unaltered, I blended it with my own voice to make it sound like someone singing in a didgeridoo voice. Eventually, the team decided that the resulting sound carried the wrong associations when featured prominently in the tracks, seemingly echoing the culture of an indigenous tribe. But the sound did remain in the background, creating a strange sense of something DIFFERENT.

[previewyoutube][/previewyoutube]

[h2]The Experiments Continue[/h2]
Creating the Warhammer 40,000: Rogue Trader soundtrack has been a long process of searching, recording, and vetting. As is often the case, this type of work is an adventure, one where experimenting, failing, and starting again are all part of the process. Aside from the composers and the sound design team, the project’s creative team, its team of producers, and Games Workshop have also taken part in developing the music and sound design, each making their own contributions. On your journeys as a Rogue Trader across the vast number of the alien worlds, we hope you find them and their music as enjoyable and captivating as we did!