Warhammer 40,000: Rogue Trader

Warhammer 40,000: Rogue Trader

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Turn order
I feel a bit weird about the turn order. My characters have like 50 agility and they still play after ennemies with 25 agility
Is there something that I am missing to determine turn order? Like there is a roll I am not seeing and I am just being unlucky?

Thanks if someone as the answer to it.
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Showing 1-15 of 26 comments
Kixaster Jan 1, 2024 @ 10:03am 
Yo! The game first creates an allied and enemy team using every participant in that fight then both teams get be broken up into groups of 4 based on initiative. Finally these 4-man groups get ordered with the a the teams alternating. So first an allied group then an enemy one etc.
Also Initiative is calculated by using agility AND perception (AGI bonus + PER bonus)/2
Last edited by Kixaster; Jan 1, 2024 @ 10:06am
Zsrai Jan 1, 2024 @ 10:04am 
There is a roll and your Agility bonus is added to it, just like D&D with Initiative and your Dex bonus.
Kixaster Jan 1, 2024 @ 10:09am 
Originally posted by Zsrai:
There is a roll and your Agility bonus is added to it, just like D&D with Initiative and your Dex bonus.
How can there be a roll when your initiative is calculated with a specific formula lol?
Last edited by Kixaster; Jan 1, 2024 @ 10:09am
Zsrai Jan 1, 2024 @ 11:13am 
Originally posted by Kixaster:
Originally posted by Zsrai:
There is a roll and your Agility bonus is added to it, just like D&D with Initiative and your Dex bonus.
How can there be a roll when your initiative is calculated with a specific formula lol?

Because that formula includes a die roll.
Evil Badger Jan 1, 2024 @ 11:39am 
Thank you for the answers. Is there a way to see those initative roll somewhere?
I checked the battle chat but could not see anything in it.
It is defintly not fixed because my Commissar as more agility and perception and he is still going after the ennemies with lower agility+ perception.
Kixaster Jan 1, 2024 @ 12:47pm 
Originally posted by Evil Badger:
Thank you for the answers. Is there a way to see those initative roll somewhere?
I checked the battle chat but could not see anything in it.
It is defintly not fixed because my Commissar as more agility and perception and he is still going after the ennemies with lower agility+ perception.
Bro I literally told you that the game ALTERNATES the ally and enemy teams in turn order which means it always X number of team1 will be followed by the same number of enemies (if possible). Simply put: your Initiative is ONLY used to set up the turn order in YOUR team, and the same goes for enemy team. Both teams have their own turn order which then gets as fairly distributed as possible, so if its a 8 ally vs 8 enemy fight then turn order will be 2 highest initiative player of team1 followed by 2 highest initiative players of team2 etc. AKA if your initiative is 60 but only 3rd highest in your team, then if my Initiative is 24 but thats still the highest in our team then yes I would end up waaay ahead of you
Last edited by Kixaster; Jan 1, 2024 @ 1:28pm
Evil Badger Jan 1, 2024 @ 1:25pm 
Oh thanks that is much more clear. I will check that again in game.
corisai Jan 1, 2024 @ 1:27pm 
Originally posted by Kixaster:
Bro I literally told you that the game ALTERNATES the ally and enemy teams in turn order which means it always X number of team1 will be followed by the same number of enemies (if possible).
Wrong - it's easy to check that you're wrong with ToyBox.

Initiative roll is = d10 + AGI bonus + (PER bonus) / 2.

Random part (d10) is that screwing everything. But try to set 200 PER & AGI to yourself with ToyBox and you will see that enemies will always have a turn after you.
JimmysTheBestCop Jan 1, 2024 @ 1:30pm 
Get 2 officers with seize the initiative. Get 2 Grand Strategist, one who is an aforementioned officer and 1 can be an operative debuffer or double officer.

This will allow you to control turn order for the entire game.

you could have 100 agility and still never go first cause of the rolls.

initiative is absolutely god awful in this game and the only way to control is with officers ans GS
Kixaster Jan 1, 2024 @ 1:55pm 
Originally posted by corisai:
Originally posted by Kixaster:
Bro I literally told you that the game ALTERNATES the ally and enemy teams in turn order which means it always X number of team1 will be followed by the same number of enemies (if possible).
Wrong - it's easy to check that you're wrong with ToyBox.

Initiative roll is = d10 + AGI bonus + (PER bonus) / 2.

Random part (d10) is that screwing everything. But try to set 200 PER & AGI to yourself with ToyBox and you will see that enemies will always have a turn after you.
bro are you okay ? You literally just posted the formula to determining each characters own Initiative stat even though the post you quote is clearly talking about what Initiative actually does a k a what happens AFTER your initiative is determined, since you may notice this thread is called "Turn Order" and not "initiative"
Atech Jan 1, 2024 @ 2:03pm 
Some enemies also have the Seize initiative passive I think. Atleast feels like some enemies you never win initiative check exept with your own officers passives.
corisai Jan 1, 2024 @ 2:14pm 
Originally posted by Kixaster:
bro are you okay ? You literally just posted the formula to determining each characters own Initiative stat even though the post you quote is clearly talking about what Initiative actually does a k a what happens AFTER your initiative is determined, since you may notice this thread is called "Turn Order" and not "initiative"
Because that post was wrong. Yes - similar enemies are merged into groups to speed up combat, but NO there is no "switching sides in combat rule". By playing with initiative you could get:
a) all your party - then enemies
b) officers/GS - enemy1 - your char - enemy2 - your char (and so on).

There is no rule for "alternating" sides in combat. Just the Initiative roll + special rules (like Seize or boss abilities).
Zsrai Jan 1, 2024 @ 2:44pm 
Originally posted by Evil Badger:
Oh thanks that is much more clear. I will check that again in game.

That's not how the system works at all, please don't listen to that users explanation. The player and enemies don't "alternate" in groups; the only groups are groups of enemy chaff to speed up how long enemy turns take.

The correct answer is post #8 by corisai, since it has the actual formula in it.
Neoz Jan 1, 2024 @ 2:53pm 
Originally posted by Kixaster:
Yo! The game first creates an allied and enemy team using every participant in that fight then both teams get be broken up into groups of 4 based on initiative. Finally these 4-man groups get ordered with the a the teams alternating. So first an allied group then an enemy one etc.
Also Initiative is calculated by using agility AND perception (AGI bonus + PER bonus)/2


so, if you have two Grand strats, you will forever lock out your other members from going before others.
Originally posted by Kixaster:
Yo! The game first creates an allied and enemy team using every participant in that fight then both teams get be broken up into groups of 4 based on initiative. Finally these 4-man groups get ordered with the a the teams alternating. So first an allied group then an enemy one etc.

https://steamcommunity.com/sharedfiles/filedetails/?id=3128950914
https://steamcommunity.com/sharedfiles/filedetails/?id=3128944228

There are 16 participants in this battle; six friendlies, ten enemies. Refer to both screenshots to see the complete order, since they don't all fit on the screen at once.

The turn order is:
Friendly
Enemy
Friendly, Friendly
Enemy, Enemy, Enemy, Enemy, Enemy
Friendly, Friendly
Enemy, Enemy, Enemy
Friendly
Enemy

Nothing about this order matches the idea that the two sides are being clumped into groups of any size larger than one, or that any alternation of sides based on those clumps is taking place.

I don't know where you got your information, but it is incorrect.

Edit: Added a second screenshot so the entire order can be seen.
Last edited by tempest.of.emptiness; Jan 1, 2024 @ 3:03pm
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Date Posted: Jan 1, 2024 @ 9:11am
Posts: 26