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Operative
Warhammer 40,000: Rogue Trader

Operative

Learn about the Operative archetype in "Warhammer 40,000: Rogue Trader", including its characteristics, skills, abilities like Dismantling Attack, and class progression.

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Learn about the Operative archetype in "Warhammer 40,000: Rogue Trader", including its characteristics, skills, abilities like Dismantling Attack, and class progression.

Walkthrough
  1. 1
    As an Operative, you specialize in finding and exploiting enemy weaknesses.
  2. 2
    Your core characteristics are Weapon Skill, Ballistic Skill, Intelligence, and Perception.
  3. 3
    Your skills include Logic, Lore (Imperium), Lore (Xenos), Medicae, Tech-Use, and Awareness.
  4. 4
    You progress through 15 ranks, gaining bonuses such as +10 Skill, +5 Characteristic, and new abilities and talents.
  5. 5
    At Rank 4, you gain the Dismantling Attack ability and a Talent.
  6. 6
    At Rank 9 and 15, you can upgrade Dismantling Attack.
  7. 7
    At Rank 7 and 12, you gain new Abilities.

Keystone Features (Operative):

  • Analyse Enemies: Costs 1 AP, affects one enemy creature, has a 1-round cooldown. At the start of each turn, you inflict +1 exploit on all enemies in your line of sight. This ability inflicts +(INT bonus / 2) more exploits on a chosen enemy. If you hit a target with an exploit stack, the attack deals +(5 x PER bonus)% more damage. The damage is also increased by 10% for each exploit on the target. The attack removes all exploits from the target.
  • Expose Weakness: Costs 1 AP, affects one enemy creature, has a 1-round cooldown. You remove all exploits from the target, decreasing their dodge, parry and armour by -(15 + exploits x (PER bonus / 3))% until the start of your next turn. If you reduce the target's armour to 0, you remove only half of the exploits from the target.

Abilities (Operative):

  • Dismantling Attack (Heroic Act / Desperate Measures): Costs N/A AP, affects one enemy creature within weapon range, has 0 cooldown. You inflict 1 exploit on all enemies and make a free attack on a single enemy. This attack always hits and inflicts a -30% penalty to dodge and armour until the end of combat. When used as a Desperate Measure, your attacks cost +1 AP until the end of combat. At 9th and 15th levels, you can choose one of the following upgrades: 1. The target cannot move until your next turn and its Movement Points are reduced by -3 until the end of combat. 2. The target additionally suffers -30 penalties to Weapon Skill and Ballistic Skill until the end of combat. 3. The attack also intimidates all enemies in a 5-cell radius of the target, reducing their dodge and armour by -15% until the end of combat. 4. The target also provokes an opportunity whenever it attacks.
  • Intimidation: Costs 1 AP, affects Personal, has a 1-round cooldown. Your next non-area attack inflicts the intimidated effect on the first target hit by the attack and all enemies in a 5-cell radius around that target. The damage dealt by intimidated enemies is reduced by -(5 + your PER bonus / 2)% until your next turn. This penalty is doubled for creatures with less than (3 x your INT bonus)% armour.
  • Joint Analysis: Costs 1 AP, affects All allies, has a 1-round cooldown. Until your next turn, your allies' attacks also remove exploits and deal +(INT bonus) more damage.
  • Perfect Spot: Costs 1 AP, affects Personal, has a 1-round cooldown. While in cover (press the cover button to crouch behind walls or objects), you gain +25% cover efficiency, +15 Perception and +15 Ballistic Skill. This effect does not stack and lasts until you move.
  • Precise Attack: Costs 1 AP, affects Personal, has a 1-round cooldown. For your next attack against a target affected by an exploit, the target's cover efficiency will be reduced by -(15 + exploits x (PER bonus / 3))% and the attack will have a +(15 + exploits x (PER bonus / 3))% hit chance.
  • Tactical Knowledge: Costs 1 AP, affects All enemies within a 5-cell radius of the target point, has a 1-round cooldown. You remove -1 exploit from each enemy in a 5-cell radius of a point up to 10 cells distant. If there is only one enemy in the area, you remove all exploit stacks from that enemy. Allies gain +(exploits removed)% armour until the end of combat. If you removed 4 or more exploits, you gain +(2 x exploits removed)% damage until the end of combat.

Talents (Operative):

  • When selecting talents, you may additionally choose from talents unique to the Operative archetype.
Tips
  • The Operative archetype is focused on single-target damage. Use single or deadeye shots to maximize the bonus damage from exploits, as burst or area attacks will not benefit as effectively.
  • Target single high-value enemies with the highest-damage single shot weapon you can find.
  • While Weapon Skill can be increased, melee Operatives are less viable due to limitations in increasing Strength, Toughness, or Agility.
  • Voidborn homeworld offers decent synergy for an Operative.

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