Master the Officer archetype in "Warhammer 40,000: Rogue Trader". Learn about abilities like Voice of Command, Bring It Down!, and Finest Hour!.
Advanced Archetypes: Vanguard, Master Tactician, Grand Strategist, Overseer
Characteristics: Weapon Skill, Ballistic Skill, Toughness, Willpower, Fellowship
Skills: Carouse, Lore (Imperium), Coercion, Commerce, Persuasion.
Class Progression:
- Rank 1: Voice of Command
- Rank 2: +10 Skill
- Rank 3: Bring It Down!
- Rank 4: Finest Hour!, Talent
- Rank 5: +5 Characteristic, Common Talent
- Rank 6: +5 Characteristic, Talent
- Rank 7: Ability, Common Talent
- Rank 8: +10 Skill, Talent
- Rank 9: Finest Hour! Upgrade
- Rank 10: +5 Characteristic, +10 Skill
- Rank 11: +5 Characteristic, Talent
- Rank 12: Ability, Common Talent
- Rank 13: +10 Skill, Talent
- Rank 14: +5 Characteristic, Common Talent
- Rank 15: Finest Hour! Upgrade
Keystone Features (Officer):
Voice of Command
- Cost: 1 AP
- Area of effect: Single ally
- Cooldown: 1 round
- Effect: Increases an ally's characteristics by +(10 + your FEL bonus) for 1 round. All other abilities can be applied to this ally regardless of distance. Cannot be used on the same ally for the next 2 rounds.
Bring It Down!
- Cost: 2 AP
- Area of effect: Friendly creature within an 8-cell radius
- Cooldown: 1 round
- Effect: Grants an ally an extra turn with 2 AP and no MP. If the ally is under the effects of Voice of Command and kills an enemy before the end of your turn, they gain additional Momentum equal to (2 x your FEL bonus). Cannot be used on the same ally more than once per round.
Abilities (Officer):
Finest Hour! (Heroic Act / Desperate Measures)
- Cost: N/A
- Area of effect: Single ally
- Cooldown: Once per battle
- Effect: Grants an ally an extra turn with full AP and MP. During the extra turn, there is no attack limit. When used as a Desperate Measure, your Fellowship is halved until the end of combat. At 9th and 15th levels, you can choose one of the following upgrades: 1. During the extra turn, your ally deals +(3 x your FEL bonus)% damage. Your ally also gains the effect of Voice of Command until the end of combat. 2. All negative effects are immediately removed from your ally and their wounds cannot be reduced below 1 until the end of your next turn. 3. Your ally gains +(3 x your FEL bonus) temporary wounds until the end of combat. 4. During the extra turn, your ally's non-attacking abilities cost -1 AP.
Air of Authority
- Cost: 1 AP
- Area of effect: Friendly creature within a 4-cell radius
- Cooldown: 1 round
- Effect: Increases an ally's resolve by (2 + your resolve / 3) until the end of combat. If the ally is under the effect of Voice of Command, they will start their next turn with +1 AP.
Break Their Ranks!
- Cost: 1 AP
- Area of effect: Friendly creature within a 4-cell radius
- Cooldown: 1 round
- Effect: Can only target allies who have enemies adjacent to them. Until the start of your next turn, the ally's melee attacks deal additional damage equals to +(your FEL bonus / 2) multiplied by the number of adjacent enemies at the time when the ability was used. If the ally is under the effect of Voice of Command, they immediately make an attack of opportunity against the adjacent enemy with the lowest wounds.
Get Back in the Fight!
- Cost: 1 AP
- Area of effect: Friendly creature within a 4-cell radius
- Cooldown: 1 round
- Effect: The targeted ally immediately recovers from any burning, bleeding, toxin and stunned effects. If the ally is under the effect of Voice of Command, they also gain +(2 x your WP bonus) temporary wounds.
Move, Move, Move!
- Cost: 1 AP
- Area of effect: Friendly creature within a 4-cell radius
- Cooldown: 1 round
- Effect: Immediately grants an ally additional MP equal to your FEL bonus. The ally can only use movement abilities, Heroic Acts and Desperate Measures during this extra turn. If the ally is under the effect of Voice of Command, they ignore attacks of opportunity until the end of your turn.
Take Aim!
- Cost: 1 AP
- Area of effect: Friendly creature within an 8-cell radius
- Cooldown: 1 round
- Effect: The targeted ally's next attack ignores cover (press the cover button to crouch behind walls or objects) and has double the effective distance. If the ally is under the effect of Voice of Command, this attack will ignore enemy dodge and the damage cannot be reduced below (30 + 3 x your FEL bonus)%.
Talents (Officer):
When selecting talents from the full talent list, you may additionally choose from talents unique to the Officer archetype.
Playing an Officer
As an Officer, your primary role is to control turn order, build momentum, and use Finest Hour! to empower offensive party members. Your most important characteristics are Fellowship followed by Willpower. Pumping Fellowship makes you the natural "face" of the party, allowing Cassia to spec into skills other than Persuasion and Coercion.
Homeworld Choices: Imperial World for +10 Fellowship, or Hive World for a bonus to resolve.
Background Choices: Commissar (extra turns), Noble (boosting offence-oriented allies), Sanctioned Psyker (Sanctic Powers) for a more offensive role by weaponizing resolve with the Sanctified Staff. Astra Militarum Commander and Navy Officer are also valid choices.
Advanced Archetype Synergies: Vanguard has no synergy. Grand Strategist is OK for doubling down on turn order control, but may be redundant with Jae.
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