Understand Warhammer 40,000: Rogue Trader's Conviction system: Dogmatic, Heretical, and Iconoclast paths. Learn about ranks, scores, and unique abilities unlocked.
Conviction is Rogue Trader's equivalent of alignment, featuring three distinct paths: Dogmatic, Heretical, and Iconoclast. Each conviction is scored from 0 to 500. Reaching a score of 200 (Votary) locks you into that path, preventing advancement on the other two.
Deepest Conviction: There is a trophy for completing the game on Daring difficulty or higher, having reached Zealot on one of the paths.
The following table shows what you unlock at each conviction milestone:
| Rank | Score | Dogmatic | Heretical | Iconoclast |
|---|---|---|---|---|
| Follower | 15 | Grim Determination | Resource Preservation | Above the Thundering Guns |
| Adherent | 45 | Absolution | Destroy the Weak | Master of Command |
| Votary | 200 | Path of Redemption | Gifts of the Warp | Courage and Steel |
| Fanatic | 300 | Piercing Resolution | Daemonopathy | Transcend the Potential |
| Zealot | 500 | Instrument of His Will | Power From Beyond the Veil | Excellence |
Your human companions also have conviction scores, but this has no mechanical effect.
Conviction - Dogmatic
Grim Determination
You and your allies gain a +10% chance to survive with 1 wound rather than falling unconscious.
Absolution
In the first round of combat, all critical hits scored by you and your allies inflict burning (10). In addition, all fire damage suffered by enemies is increased by +1 for each rank of Dogmatic.
Path of Redemption
Any momentum expenditure by you and your allies (including heroic acts) is reduced by -20%.
Piercing Resolution
Once per battle, you may choose an ally (or yourself). For 1 round, the chosen ally's weapon attacks ignore enemies' armour.
Instrument of His Will
Once per battle, you become immune to any attacks from daemons and xenos until the start of your next turn. Any daemons and xenos in a 5-cell radius consider you a priority target.
Conviction - Heretical
Resource Preservation
You and your allies gain a +20% chance to save a combat stimulant or medikit after using it.
Destroy the Weak
During the first round of combat, all party members gain a 25% chance to regain 1 AP after killing an enemy. Triggering this effect immediately manifests psychic phenomena.
Gifts of the Warp
Any psychic phenomena increase the momentum of your party by +(2 to 10) rather than decreasing it.
Daemonopathy
Once per battle, you may choose an ally (or yourself). The chosen ally gains a +20 bonus to all characteristics for 2 rounds, after which they fall prone.
Power From Beyond the Veil
Once per battle, all weapons on the battlefield become warp-imbued for 1 round, gaining bonus damage equal to +(5 x veil degradation)% and an additional +((5 x veil degradation)% armour penetration.
Conviction - Iconoclast
Above the Thundering Guns
You and two random allies start combat with temporary wounds equal to their own resolve.
Master of Command
In the first round of combat, you and your allies gain +(2 + Iconoclast rank) MP.
Courage and Steel
You and your allies spend 30 less momentum when activating a heroic act.
Transcend the Potential
Once per battle, you may choose an ally. The chosen ally may immediately use their heroic act without spending momentum.
Excellence
Any attacks from allies that may hit other allies will be dodged if possible. Any ability which affects an ally and which comes with a resistance test will be resisted by allies.
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