Master the Warrior archetype in "Warhammer 40,000: Rogue Trader". Learn about Charge, Daring Breach, and class progression.
Walkthrough
- 1As a Warrior, you specialize in melee combat, capable of engaging enemies head-on and absorbing significant damage.
- 2Your advanced archetypes include Assassin, Vanguard, Arch-Militant, and Executioner.
- 3Key characteristics for the Warrior are Weapon Skill, Strength, Toughness, and Agility.
- 4Your core skills are Athletics, Carouse, Demolition, Medicae, and Coercion.
- 5The Warrior class progresses through 15 ranks, granting bonuses such as abilities like Charge and Endure, talents, skill increases, and characteristic boosts.
- 6At rank 4 and 5, you gain Daring Breach and a Talent.
- 7At rank 6, you gain an Ability.
- 8At rank 7, you gain a Common Talent.
- 9At rank 9 and 15, you can upgrade Daring Breach.
- 10At rank 11, you gain a Common Talent and an Ability.
Keystone Features (Warrior):
- Charge: Costs 2 AP, targets a single enemy at least 2 cells away, and allows a melee attack without counting towards your attack limit. It has a 1-round cooldown.
- Endure: Costs 1 AP, lasts until your next turn, grants +10 temporary wounds, and reduces all incoming damage by -1. It has a 1-round cooldown.
Abilities (Warrior):
- Daring Breach (Heroic Act / Desperate Measures): Restores all AP and MP, grants +(AGI bonus) MP until the end of your turn, and removes the limit on melee weapon attacks. When used as a Desperate Measure, you cannot use Charge next turn and your MP are reduced by -3. At 9th and 15th levels, you can choose one of four upgrades:
- +10 MP and no attacks of opportunity until the end of the turn.
- +4 MP for each kill until the end of combat, and you can use MP after attacking or using abilities.
- Become the primary target for enemies hit by your attacks for 1 round, gaining +20% parry and +2 Deflection until the end of combat.
- Melee attacks deal an additional +(STR bonus / 2) damage for this turn.
- Break Through: Costs 2 AP, grants one charge of the Slash ability for 1 round. Slash is a 0 AP ability that allows you to dash through an enemy to the cell on its opposite side, making a melee attack with -50% reduced damage. This attack does not provoke an attack of opportunity and can only be used once per given enemy per round. You cannot use Break Through and Charge in the same round. It has a 1-round cooldown.
- Forceful Strike: Costs 1 AP, your next melee attack pushes the target (1 + STR bonus / 2) cells away. It has a 1-round cooldown.
- Reckless Strike: Costs 1 AP, your next melee attack gains +(5 x STR bonus)% armour penetration, +(2 x STR bonus) damage, and ignores (3 x WS bonus)% of the target's parry score. Enemies who survive will attack you when able. It has a 1-round cooldown.
- Sworn Enemy: Costs 1 AP, marks a target within a 12-cell radius, granting (10 + 2 x TGH bonus)% armour and +(2 x STR bonus) damage with melee attacks against that target. If the target attacks you, you gain +1 AP. It has a 1-round cooldown.
- Taunting Scream: Costs 1 AP, makes you a priority target for enemies failing a Willpower resistance test for 3 rounds. It has a 1-round cooldown.
Talents (Warrior):
- When selecting talents, you can choose from those unique to the Warrior archetype.
Playing a Warrior:
- You can adopt a heavy armour/high Toughness playstyle or a light armour/high Agility playstyle. The former is similar to Abelard's specialization.
- A high Agility playstyle can move you up in the turn order.
- Focus on high Strength and two-handed weapons for higher damage and better area attacks.
- If you do not have the _Void Shadows_ (DLC (downloadable content — extra missions or items released after launch)), you will not find a two-handed weapon until early Chapter 2. If you have the _Void Shadows_ DLC, you receive a two-handed sword and a maul early in Chapter 1.
- Obvious skill choices are Athletics and either Carouse or Demolition.
- Medicae is a less obvious but useful skill choice as it is not well covered by companions.
- Charge is an outstanding core ability, and Daring Breach is a joint best Heroic Act.
- Taunting Scream is an ability that allows you to draw aggro, though it may be less useful later on.
- Reckless Strike and Forceful Strike are good abilities, and Sworn Enemy is essential.
- When selecting talents, avoid those that require you to be hit to take effect.
- The Death World homeworld choice provides a boost to core characteristics and useful talents for melee attackers.
- Forge World offers a great upfront bonus with either Subskin Armour or Locomotion System.
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