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Warhammer 40,000: Rogue Trader News

The Angels of Death

“They shall be my finest warriors, these men who give of themselves to me. Like clay I shall mould them, and in the furnace of war forge them. They will be of iron will and steely muscle. In great armour shall I clad them and with the mightiest guns will they be armed. They will be untouched by plague or disease, no sickness will blight them. They will have tactics, strategies and machines so that no foe can best them in battle. They are my bulwark against the Terror. They are the Defenders of Humanity. They are my Space Marines and they shall know no fear.”

Space Marines are the champions of the Imperium, Mankind’s most elite fighting force. The combat prowess of these heavily augmented warriors is backed up by the best weaponry and equipment the Imperium can provide. Clad in nigh-impenetrable power armour, each Space Marine combines excellent close combat skills with deadly shooting accuracy. Space Marine armies are hard-hitting, able to tactically adjust to any foe or situation. A wide range of troops and vehicles enables them to launch lightning strikes, armoured spearheads, airborne assaults, or any other strategy a commander can envision.



It was the Emperor who unlocked the secrets of creating superhumans. Through many trials of alchemy and genetic artifice he created his masterworks, the Primarchs. The genetic material of those legendary beings still shapes the galaxy, used again and again to create warriors that surpass the physical and mental limitations of the human race. Although the exact science behind such bio-engineering has been lost, the ritualistic process for creating more Adeptus Astartes has not.

The Space Marines are the elite of the Imperium’s armies, and it is said by some that a single member of the Adeptus Astartes upon the battlefield is worth an entire regiment of lesser men. Curators of the Logis Strategos, an obscure branch of the Adeptus Administratum, calculate that during many campaigns, hundreds, if not thousands of foes fall for the loss of a single Space Marine. Yet still the Adeptus Astartes rue such exchanges, for they are few in number and their enemies beyond count. So it is that every Chapter of Space Marines must constantly induct new warriors into its ranks in order to survive. Most have recruited from their Chapter Planets and nearby worlds since the foundation of their brotherhoods. This explains why so many Chapters are based on harsh or otherwise deadly worlds – the recruiting stock is far stronger where every day is a struggle to survive. Aspirants must always be chosen as youths, before they become too mature to accept the foreign genetic substances that must be implanted within them. These are derived from material known as gene-seed, specially grown grafts that turn them into Space Marines.

Gene-seed implants are organs that work with an aspirant’s own body tissues, stimulating natural abilities such as muscle growth, or creating abilities that are wholly new. Organ implantation goes hand in hand with a harsh routine of physical and spiritual training. This is achieved by means of hypnotic suggestion, prolonged meditation, psychological and spiritual testing, and gradual initiation into the rites and traditions of the Chapter. It is a long and sometimes fatal process that must be done in the correct order. In this way, a Space Marine is engineered and modified to become stronger, faster and tougher than any normal human could ever be, able to endure the harshest conditions without concern. Gene-seed is a finite resource, for it is a direct delineant of the biomanipulations that created the Primarchs, a biological inheritance that is shared by every Space Marine – past and present. In a very real sense, the blood of the Primarchs flows through each Space Marine’s veins. It is a Chapter’s single most valuable resource, for it alone allows the creation of more battle-brothers.

Sky Warriors of Russ.

There is no leashing them. The tendrils of the Ice Kraken cannot bind them. They are the wind that howls through the trembling forest. They are the ship that splits the Storm.

Between Space Marines there are a lot of unique and eccentric chapters. Salamanders - paragons of self-sacrifice in the name of common people, Black Templars who are still on the eternal crusade, even ten thousand years later, or cannibalistic Sons of Malice who are fighting both with the Imperium and forces of chaos.

But there is one chapter that stands out even between them. The Space Wolves, ferocious warriors drawn from a population of Fenris.



The home world of the Space Wolves is dominated by extremes of climate, and is amongst the most deadly and turbulent worlds inhabited by Man. Most of Fenris’ surface is covered by water, its tiny land masses no more than islands scattered sparsely upon the mighty sea. The one and only sizeable continent, Asaheim, lies at the northern pole. There are many death worlds in the Imperium, whose wildlife, native flora or esoteric nature make them inimical to human life. Even in such baleful company, Fenris is amongst the very worst. It is a world of fire and ice, of wolves and dragons. It is one of the most inhospitable planets in the universe, yet the folk of Fenris not only endure, but thrive.

Although Fenris is the world of the Space Wolves, the Chapter occupies only the island continent of Asaheim, which rises from the polar oceans like a massive pillar of granite, sheer and forbidding, shrouded from mortal eyes by thick white clouds. The remainder of Fenris is left in its wild and primitive state and the people survive as best they can amidst the endless seasons of ice and fire. The Space Wolves maintain a careful watch over their tribal brethren, but rarely appear openly amongst the warrior clans. To uninitiated Fenrisians, the Space Wolves are seen as demigods that descend from the stormy skies, legendary champions possessed of unsurpassed strength and magical, holy powers. They are warriors of myth, and the lands of Asaheim are the forbidden realms of the divine, where native tradition prohibits man to go. Only a warrior chosen by the gods themselves can enter the Fang – the fortress at Asaheim’s peak. Thus the Fenrisians have become accustomed to the bravest of their young warriors vanishing from the everyday world, having been taken to win glory in the high realm of Asaheim. So it has ever been. So it will ever be.



With bolt, blade, and fang Vlka Fenryka have fought in Humanity’s wars for ten thousand years, ever loyal to the Emperor and their lost Primarch, Leman Russ. The Space Wolves march to battle clad proudly bearing the markings of their Great Companies and of the packs in which they fight. Known as Sky Warriors by the tribes of their home world, they are tenacious, dauntless and possessed of insatiable hunger for battle. They restlessly hunt all who would defy the will of the Imperium.

Space Wolves have uncanny abilities above and beyond even the Space Marines of other Chapters. As a genetic descendant of Russ, each battle-brother has the razor- sharp senses of an apex predator. Incredible eyesight and olfactory perception allow him to stalk his prey in a snowstorm, and acute hearing can pick out his quarry’s breathing pattern in the midst of a raging battle. During his life, his teeth will lengthen and stretch into vicious-looking fangs that are capable of denting plasteel, and his skin becomes as resilient as cured leather. By some quirk of fate, a flaw took root deep within the Space Wolves’ gene-seed legacy – known as the Canis Helix – very early in the Chapter’s history, and it still affects each and every one of the Sons of Russ. For most, this manifests in a berserk battle-fury when their inner beast takes over. Some carry the genetic heritage of the Canis Helix even deeper within them. There are dark tales of the horrific transformation that these warriors undergo in battle.

While the usual chapters of Adeptus Astartes have fixed companies and their number, the Great Companies of the Space Wolves are not permanently fixed. Where one Wolf Lord falls, another must rise to lead his battle-brothers, taking a figure from Fenrisian myth to be his sigil. Though varied, every Wolf Lord and Great Company strives to embody the virtues of strength, courage and honour that defined their Primarch.

Each Great Company is near autonomous. Each is commanded by a Wolf Lord, equivalent to the Captains of other Chapters. He rules a brotherhood of eager warriors fuelled by battle-lust, and his resources give him the capacity to hunt down and kill any prey. In the Wolf Lord's lair within the Fang are stores of powerful wargear and master-crafted weapons; he commands a fleet of warships to sail the Sea of Stars, as well as powerful war engines such as battle tanks, anti-grav vehicles and bulky war suits - some of which are centuries or even millennia old, their machine spirits as aggressive and savage as ever.

Upon the enormous stone tablets of the Grand Annulus, within the Hall of the Great Wolf on Fenris, each Great Company is represented by the sigil of their Wolf Lord. The Space Wolves have used many dozens of sigils throughout their history, some descended from ancient Fenrisian myths, but many developed solely in the Space Wolves' own mystic traditions. Some, like the Spirit Wolf, have not been selected in millennia. The symbolism of each is not only fixed in myth but absorbs the deeds and characters of each Great Company, consuming their sagas. Thus do some sigils recur in cycles of prominence, while others - with connections to fallen heroes or to bad omens - remain thought of as cursed. Such is the case with the Hunger Skull, tied forever to the traitor Jorghun Vor.



Driven by warrior instinct and armed with the mightiest weapons of Fenris, the Space Wolves cast off into the Sea of Stars in search of battle. They are a Chapter of heroes profoundly shaped by their tribal heritage, and their deeds are the stuff of legend. Every victory in the name of the Imperium is yet another verse in their long and storied saga.

“Do you sense the hairs on your neck standing and the chill of the ice spearing your heart? Do you see pitiless yellow eyes calculating your every weakness? You are being hunted. Are you afraid?

They are the Emperor’s executioners - you should be.”


Quite soon you will get a chance to meet the Space Wolf whose saga crosses with your journey. How will it end? Only the Emperor and the Allfather know.




Visit our portal for more articles: https://roguetrader.owlcat.games/

Contest time! Cassia Figurine First Reveal!

Want to become a Rogue Trader?

Explore the perilous Koronus Expanse?

Face countless xenos and Chaos threats along the way?

Visit Warhammer Fest 2023 and take a photo or selfie with a figurine of your future companion, Navigator Cassia Orsellio. Then just post it on your profile on Twitter, Instagram or Facebook with the hashtag #RogueTraderCRPG. After the festival is over, we will send you your beta key in a PM!

Rogue Trader Portrait Painting Timelapse

Our artists worked on this portrait for a long time, and it required a lot of revisions and alterations. But the result was worth it — now you can get into the spirit of Imperium aristocracy. And in the game you can choose a noble background for your Lord Captain as well.

https://youtu.be/Uxt7C8VrHnk

Feedback from the Koronus Expanse

Greetings, Lord Captains! Some time ago, we conducted an extensive survey on the alpha version of Warhammer 40,000: Rogue Trader that we used to gather your impressions and suggestions on how to make the game better. We are immensely grateful to everyone who participated in the survey and would like to share with you some interesting figures and conclusions, in addition to decisions we have made based on your feedback.

We will jump ahead a little and say that, judging by your reaction, it looks like we are on the right track. But that doesn't mean we are going to stop there — we still have a lot of work ahead of us to make the game truly great!

Important note: We won't be going over every question here, or else the contents of this article could have filled a whole book — these are just the highlights. With that said, enjoy the read!

Overall score


A total of 521 people took part in our survey and, on average, gave our game a score of 4.35 out of 5! That is quite an inspiring result for an Alpha, and here at Owlcat we want to express our sincerest thanks to every one of you for rating our team's work so highly even when many aspects of the game were far from completion.

Areas and atmosphere


The majority of the players (over 87%) enjoyed the game’s portrayal of Warhammer 40,000’s grimdark tone. Being fans of the Warhammer 40,000 universe ourselves, we were very happy to hear this, as we believe it crucial to get the atmosphere right.

But there's always room for improvement! Which is why we turned to your open-ended comments:

Some of the players, even those who rated the atmosphere positively, felt that many areas were too shiny and bright and lacked the grim darkness of Warhammer 40,000. We took these comments to heart, and our crew is now hard at work measuring just the right amount of hopelessness and despair to add to the game.



Some respondents also noted that certain areas lacked the overpopulation and crowdedness that the universe is known for. We realize how important this is, and while technical limitations do not allow us to have thousands of NPCs on the screen at once, our programmers are working on considerably increasing the maximum number of objects that can be present on a single screen when compared to our previous games. Here are some of the preliminary results:



Companions


All companions were rated on a scale of 1 to 5 based on overall impression, narrative, and usefulness in terms of gameplay. Almost all of them received a score higher than 4 out of 5, which we consider to be a rather commendable result.

The companions with the highest scores overall were Argenta (4.6) and Pasqal (4.3).



Only Idira (3.7) and Jae (3.6) fell short of the 4-point bar.



Although they are not all that far behind, this was an important cue that these companions required attention. We have already discussed what steps we can take: for instance, Jae was rather difficult to find on the sprawling port of Footfall, and her smuggler persona could not compete with the more iconic archetypes such as a sister of the Adepta Sororitas, a Tech-Priest, or an Interrogator. Finding Jae should now be easier, and she will receive many new reactions to the game's events, so that her personality can really shine.

As for Idira, being an unsanctioned psyker, her position aboard the ship is inherently more precarious. You will get to know her better during the game's prologue in the Beta and see just why Theodora saw Idira as an irreplaceable ally in spite of her... quirks. We are also working on the abilities and careers of both Jae and Idira to make them more mechanically useful as party members.

Naturally, Jae and Idira are not the only ones who will receive updates. We are significantly expanding upon build creation and variety as well as adding many new companion reactions to everything that happens in the game.

Narrative and dialogue


Originally, we had concerns that the abundance of terms, starting the game from the second chapter, and current lack of tutorials and gradual immersion might stop you from really getting into the spirit of Warhammer 40,000 that pervades our story and dialogue. Thankfully, over 80% of the respondents found that they had no difficulties in this regard. Still, we are already preparing a whole range of tutorials, key terms, and encyclopedia entries that will help those of you who are less familiar with the setting find their way around the intricacies of the Warhammer 40,000 world.

We also took some bold liberties with the dialogue UI and weren't quite sure how you would react to them. As it turned out, our worries were exaggerated, and the new UI was well received. Among the most frequently voiced feedback were requests to make the font bigger, improve text legibility, and fix scrolling. We are working on solutions and can already share some of the results with you now:



We thank those of you who pointed out typos, minor inaccuracies, and inconsistencies with the lore that you encountered in the dialogues. Many of these have already been fixed, and we can't wait to show you the improvements in the next version of the game.

Ground combat


Your feedback showed us that we struck a good overall balance between the frequency, pace, and difficulty of combat encounters, but there certainly are aspects that we can and will improve on.

Namely, we received a number of requests related to:

  1. Loot: Over 35% of the respondents wished that loot had been more interesting.
  2. Progression: Up to 40% of the respondents were dissatisfied one way or another with the speed and variety of character development.
  3. UI: Over a third of the players had difficulties reading interface icons and interpreting the contents of the combat log.


We will be improving all three of these areas.

Furthermore, many of you mentioned that you would like to see a pre-combat preparation phase that would allow you to place your characters as you see fit. We heard you loud and clear, so we're already on it! We will be able to tell you more about this system soon.



An interesting tidbit about enemy design: there was an undisputed leader for the title of the most memorable foe — the Daemon Engine, mentioned by nearly 1/3 of the respondents. This encounter was described as both challenging and exciting. Have you faced this monstrosity yet? What are your impressions?



When it comes to the warp, our leading encounter is the fight against Daemonettes of Slaanesh in the Rogue Trader's personal chambers (as noted by 36% of the respondents).

Talk about an arousing arousal. 😀

Space


Compared to other elements of the game, the alpha version of space was still very early in development, which, predictably, affected the score. Global map navigation and exploration were rated 4 out of 5, which isn't half bad given their unfinished state.

Space battles were not as well-received (3.4/5). There were concerns about the visual quality, the balance (for instance, encounters against Drukhari ended up being too difficult and not particularly fun in their alpha state), the slow pace, and the steep learning curve. And even though there were some positive sentiments (the space combat UI, despite being an early draft, was still praised for its simplicity and clarity), it is apparent that we have our work cut out for us here.

We took your comments seriously and focused on refining the space-related elements of the game. Global map navigation will be more intuitive. A complete overhaul of the system map UI and the space combat UI is on the way, and space combat overall will be better and faster. Additionally, the Craftworld Aeldari and Drukhari encounters will be improved, a ghost-like ship projection mechanic will be added that can be used to estimate firing ranges, and the learning curve will be fixed (e.g., there will be fewer overly challenging encounters at the early stages of the game). On top of this, our artists are grinding away to bring you some stunning space visuals in the style of Warhammer 40,000.

[previewyoutube][/previewyoutube]

Sound and music


Both sound and music in the game were pretty much unanimously well received. We are so glad that you enjoyed the results of the hard work put in by our sound team and composers!

Careers


Thanks to your comments, we received tons of useful data for us to work with. For example, many of you noted that the Soldier career was clearly more powerful than the other careers, and that the Assassin was, shall we say, underperforming. Some players also encountered problems with the level-up UI.

We will be sure to consider all this feedback for future iterations: there will be no "empty" level-ups, you will have the option to read about the careers before choosing them, it will be clearer which stats can be selected, and the overall variety of choices will be significantly increased.

Cargo, reputation, and Profit Factor


In general, the cargo system received mostly positive reviews (over 60% said they enjoyed the system), but it still raised a number of questions. These are some of the issues survey participants identified with the system’s alpha iteration:
  • Obscurity and the lack of tutorials
  • Poor balancing and lack of variety in items offered by vendors
  • Cumbersome UI: no option to sort, search, or stack items and no way to select them with a single click.

We have processed all of your feedback, and these issues will be addressed in the next version of the game. We are making the whole system more intuitive, adding more items, working on a more comfortable UI, along with more helpful changes. And yes, those Anver notes will finally stop clogging up your inventory — we know they were super annoying! 🙂



Colonies


Colonization is another part of the game that was present in the alpha version. The system is in its earliest stages of development, and as such it was difficult for many players to evaluate it properly (36% of the respondents didn't progress far enough into the Alpha to interact with it in the first place). The colonization system is going to be revamped, and therefore it wouldn't make much sense to cover it in detail here, but we would still like to thank you for providing valuable feedback that helped us to identify the system’s prevailing issues.

Conclusion


That is it for now! Once again, we are so grateful to you for participating in our survey — your feedback has been a huge help and will allow us to make the game even better and more faithful to the Warhammer 40,000 universe. Work on the Beta is well underway, and we can't wait to show you the progress we've made!

As a little parting gift, here are some extra fun facts and figures:

New Location Trailer

The new Warhammer 40,000: Rogue Trader trailer is upon us!
In this one, we want to show how our team has recreated the iconic Warhammer atmosphere, even from a top-down perspective.
And there is one killer surprise, so we advise watching until the very end!



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