Warhammer 40,000: Rogue Trader

Warhammer 40,000: Rogue Trader

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cypher Mar 31, 2024 @ 1:14am
help with Main Character build.
Hello, i need a build that best suits a main character, that means a build thats good for dialogue and etc
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Showing 1-13 of 13 comments
Taifun_Vash Mar 31, 2024 @ 1:39am 
Forge world origin, operative would be best as it scales with Int, with the Calculated relations skill chosen at level 3. You could choose the noble setting here.
Calculated Relations is a Talent in Rogue Trader. Calculated Relations is a talent that allows forge world characters to employ Persuasion, Coercion, and Commerce skills based on their Intelligence instead of Fellowship. Rogue Trader Talents cover a wide range of capabilities, from combat skills to social abilities and everything in between.
Imperial world, fellowship, commissar/navy officer, officer as it scales with fellowship, you could also go with warrior if you're more into coercion.

A bit funny that I could give the same answer to two different threads, that mostly asked the same, just now.
Last edited by Taifun_Vash; Mar 31, 2024 @ 2:04am
Ash Mar 31, 2024 @ 1:59am 
That'll be an Officer/Grand Strategist. They both benefit from Fellowship, which also affects Persuasion, Coercion and Commerce. Also high Intelligence will help you with other skills and also buff some of Grand Strategist abilities.

Alternatively you can chose a Forge World character with Operative archetype, their Calculated Relations origin ability allows to use Intellect instead of Fellowship for Commerce, Coercion and Persuasion. Though your skills will be stretched thin, if you won't have a second high Int character in your team.
Last edited by Ash; Mar 31, 2024 @ 2:01am
cypher Mar 31, 2024 @ 2:14am 
Originally posted by Ash:
That'll be an Officer/Grand Strategist. They both benefit from Fellowship, which also affects Persuasion, Coercion and Commerce. Also high Intelligence will help you with other skills and also buff some of Grand Strategist abilities.

Alternatively you can chose a Forge World character with Operative archetype, their Calculated Relations origin ability allows to use Intellect instead of Fellowship for Commerce, Coercion and Persuasion. Though your skills will be stretched thin, if you won't have a second high Int character in your team.

thank you i choose to do a comissioner officer from the hive world with lots of fellowship.
Hidetsugu Mar 31, 2024 @ 3:18am 
Originally posted by cypher:
Hello, i need a build that best suits a main character, that means a build thats good for dialogue and etc
I will even give you my 2 builds, that I play now:

1
Sniper - any conviction works good
Forge world (+crit chance) / Astra Millitarum Commander / Operative > Assassin
Focus stats (in order of importance) - INT/PER/BS
Common skills - 1 Lore Xenos, 2 Medicae, 2 Awareness is what I use
Operative skills: Tactical Knowledge, Perfect Spot
Operative and common traits: Sharpshooter, Calculated Relations, Tide of Excellence, Improved Tactics, CT: INT, Ballistics Calculation, It Will Not Die, Instant Exposure, CT: PER

Assassin skills: Killing Edge, Elusive Shadow, Death Whisper
Assassin and common traits: Professional Acumen, Deadly Calculation, Lethality Heightens, Aeldari Weapon Proficiency, Perfect Opening, Las Weaapon Expert, An Eye For the Unscathed, CT: BS, Seize the Advantage, Disarray, Unflinching Heroism

Gameplay type - medium armor sniper. Stays in cover and kills 1 tough target per turn. Weak skills - athletics, demolition, carouse, ws checks

2
Psyker officer - best in Dogmatic playthrough
Hive world / Sanctic psyker / Officer > Grand Strategist
Focus stats (in order of importance) - FEL/INT/STR(up to 45), then TGH
Common skills - Persuasion, Coercion, 1 in Medicae
Officer archetype skills: Shield of the Emperor, Divination
Officer and common traits: Seize the Initiative, Comradery, Lasting Impression, CT: INT, Steel Resolve, PSY + 1, CT: STR, CT: FEL, Heavy Armor Proficiency

Grand Strategist archetype skills: Combat Locus Stratagem, Hammer of the Emperor, Prescience
GS (none) and common traits: It Will Not Die, PSY + 1, Fatebringer, Stabilizing Factor, Psalms of Heroes, PSY + 1, Second Sight, CT: TGH, Destined

Gameplay type - pure tank/support, until you can get the Sanctic Staff in ch 2, then good damage can be dealt too. But mostly support with armor stacking from Tactical Advantage operatives.
Weak skills - awareness, demolition, bs/ws checks.
Sir_Blaze Mar 31, 2024 @ 3:20am 
Voidborn also works well with Be Smart allowing you to use int for ability and talent checks they also get +5 int to start, and makes int always upgradeable, so works rather well with the officer/grand stratagist, and means you only need to work on int rather than int and fellowship
Last edited by Sir_Blaze; Mar 31, 2024 @ 3:22am
pkd Mar 31, 2024 @ 4:23am 
Whenever available, pick Intelligence / Fellowship when levelling up (intelligence raises all lore skills, logic + tech use, fellowship coercion + persuation), when not, focus on picking the blabber skills (basic / advanced training in persuation, coercion, lore). There are a couple items that add +10 to all skills, equip those for your MC. You will have around +150 in every skill that matters with regards to dialogue by act 4.
Last edited by pkd; Mar 31, 2024 @ 4:24am
Ash Mar 31, 2024 @ 5:35am 
Originally posted by Sir_Blaze:
Voidborn also works well with Be Smart allowing you to use int for ability and talent checks they also get +5 int to start, and makes int always upgradeable, so works rather well with the officer/grand stratagist, and means you only need to work on int rather than int and fellowship

"Be Smart" works for the abilities (like Bring It Down!) or talents (like Be Vigilant!), but not for skills, so Persuasion or Coercion won't benefit from your Int.
Last edited by Ash; Mar 31, 2024 @ 5:35am
Sir_Blaze Apr 1, 2024 @ 1:35am 
Originally posted by Ash:
Originally posted by Sir_Blaze:
Voidborn also works well with Be Smart allowing you to use int for ability and talent checks they also get +5 int to start, and makes int always upgradeable, so works rather well with the officer/grand stratagist, and means you only need to work on int rather than int and fellowship

"Be Smart" works for the abilities (like Bring It Down!) or talents (like Be Vigilant!), but not for skills, so Persuasion or Coercion won't benefit from your Int.

I must have a bugged game as i'm currently running a voidborn Psyker officer/grand strat, and it's saying my persuasion, coercion and commerce are now running off of Int and when i changed over the numbers went up
Ash Apr 1, 2024 @ 6:27am 
Originally posted by Sir_Blaze:
Originally posted by Ash:

"Be Smart" works for the abilities (like Bring It Down!) or talents (like Be Vigilant!), but not for skills, so Persuasion or Coercion won't benefit from your Int.

I must have a bugged game as i'm currently running a voidborn Psyker officer/grand strat, and it's saying my persuasion, coercion and commerce are now running off of Int and when i changed over the numbers went up
That is strange. I've respecced my Voidborn officer from Fel to Int+Be Smart before posting, just to be sure, and in the tooltip my Persuasion, Coercion and Commerce skills were derived from the Fellowship stat even if Intellect was higher (though that is no surprise, because Be Smart description doesn't mention skills).
Daidre Apr 1, 2024 @ 6:46am 
Originally posted by Ash:

That is strange. I've respecced my Voidborn officer from Fel to Int+Be Smart before posting, just to be sure, and in the tooltip my Persuasion, Coercion and Commerce skills were derived from the Fellowship stat even if Intellect was higher.

After Save/Load interface will show correctly that all talking skill scale with Int now. Even more, I saw rare [Fellowship] checks in dialogue to use Int value instead.
Last edited by Daidre; Apr 1, 2024 @ 6:46am
Sir_Blaze Apr 2, 2024 @ 3:09am 
Originally posted by Daidre:
Originally posted by Ash:

That is strange. I've respecced my Voidborn officer from Fel to Int+Be Smart before posting, just to be sure, and in the tooltip my Persuasion, Coercion and Commerce skills were derived from the Fellowship stat even if Intellect was higher.

After Save/Load interface will show correctly that all talking skill scale with Int now. Even more, I saw rare [Fellowship] checks in dialogue to use Int value instead.

yeah I didn't read Be smart properly originally and so noticed all checks coming off of int and it changes it in the interface from frl to int when looking at your skills so assumed that was the way it's ment to be, but when reading the skill Ash was correct in interpretation just somethings gone wrong in implementation which makes Voidborn a great choice for a smart talker
Originally posted by Taifun_Vash:
Forge world origin, operative would be best as it scales with Int, with the Calculated relations skill chosen at level 3. You could choose the noble setting here.
Calculated Relations is a Talent in Rogue Trader. Calculated Relations is a talent that allows forge world characters to employ Persuasion, Coercion, and Commerce skills based on their Intelligence instead of Fellowship. Rogue Trader Talents cover a wide range of capabilities, from combat skills to social abilities and everything in between.
Imperial world, fellowship, commissar/navy officer, officer as it scales with fellowship, you could also go with warrior if you're more into coercion.

A bit funny that I could give the same answer to two different threads, that mostly asked the same, just now.
Oh ♥♥♥♥ I chose Crime Lord based on a Fellowship build, also with higher INT. I usually use my main characters in RPGs as having some type of sniper rifle/hacker/sorcerer build with high persuasion/INT and sometimes CHA/WIS so I know where you're coming from.



Originally posted by pkd:
Whenever available, pick Intelligence / Fellowship when levelling up (intelligence raises all lore skills, logic + tech use, fellowship coercion + persuation), when not, focus on picking the blabber skills (basic / advanced training in persuation, coercion, lore). There are a couple items that add +10 to all skills, equip those for your MC. You will have around +150 in every skill that matters with regards to dialogue by act 4.
This

And it helps to know, that you DO recruit an Officer, a Warrior, a Soldier (how are these supposed to be different things?) and an operative really early on. I know you also get a second Warrior. So be mindful of that, some talents get better if you're the only archetype on your team using them. Officer or Operative are definitely the best for a PC. I imagine it'd be more interesting being a psyker too tbh. I found my background lore helps really well for what I'm doing with a crime lord who's accidentally funded/armed/somehow involved with a heretic group, so that blade wasn't even the first time I brushed with the warp. I find that an interesting inner conflict to drive the character, not being a puritan, nor fully succumbing as heretic yet, but the struggle to save one's soul.

Also kudos to Owlcat with Argenta and Idira, strong Visas Mar and Handmaiden vibe, I see what you did thar.
Taifun_Vash Apr 3, 2024 @ 7:29am 
Originally posted by Red Star, Blood Moon:

Oh ♥♥♥♥ I chose Crime Lord based on a Fellowship build, also with higher INT. I usually use my main characters in RPGs as having some type of sniper rifle/hacker/sorcerer build with high persuasion/INT and sometimes CHA/WIS so I know where you're coming from.

I'm changing the builds every new run and try new builds for the companions, it's part of the fun with RT.
I did the fellowship build with Commissar, warrior/vanguard in a dogmatic run and changed Abelard to an Arch Militant. Vanguard also profits from fellowship and that is one Abelard worst stats, so I build my RT that way. I wanted a Commissar build for my RT, with high Coercion and Fellowship being important for it. I could have also gone with the Officer, but would have only gotten a mediocre Vanguard through it, which wasn't my objective.

Had used the Crime Lord in a forgeworld heretic build before, only for the Calculated Relations, but build him down the soldier path. Which was a waste considering that soldier has demolition engineer, which uses Demolition instead of Intelligence and plasma/melta weapons don't really work for the soldier/arch miltant build. Technically speaking that was the worst build I could have given my Crime Lord at the time.
Last edited by Taifun_Vash; Apr 3, 2024 @ 7:45am
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Date Posted: Mar 31, 2024 @ 1:14am
Posts: 13