Aside from the tabletop game itself,Warhammer 40,000: Rogue Tradergives you the most control over your character’s life prior to the game than any other game. From which homeworld they come from to their Archetype and appearance, you control it all. One of the most important parts of designing your character comes down to picking their origin. This will obviously create some changes in your stats and Features, but it also is a massive factor in terms of the story and your roleplaying. You have seven to choose from, so let’s verify you start your life off on the right foot by reviewing each origin inWarhammer 40,000: Rogue Trader.
Which origin to pick
Astra Militarum Commander
As a member of the Astra Militarum, aka the Imperial Guard, you are a loyal soldier fighting for humanity’s survival in the 40K universe. As the name states, you have worked your way up to a commander after thousands of victories for the Emperor.
Feature: Regimental Tactics — You and all allies deal +(20+2x Perception bonus)% damage to any enemy adjacent to any member of your team until the end of your turn. Can only be used once per combat.
Characteristic and Skill modifiers: Ballistic Skill, Perception, Athletics, and Medicae get +5.
As a member of the Officio Prefectus, you are a strict, borderline cruel leader who maintains order through force. You once again rose up from one of these lowly servants to become a feared and admired leader.
Feature: At All Costs! – Your next single-target attack applies marked on an enemy, which grants the unit that kills them +2 AP and +4 MP on their next turn, or gives an ally +1 AP and +3 MP on their next turn. Can only be used once per combat and can’t be used on yourself.
Characteristic and Skill Modifiers: Weapon Skill, Fellowship, Coercion, and Athletics get +5.
Crime Lord
On the opposite end of the spectrum, Crime Lords work in the shadows of the Imperium as smugglers, bandits, and thieves. You have no respect for the law, despite the dangers that poses.
Feature: Sure-Fire Plan – When beginning a battle, gain +INT bonus stacks. Activating the ability uses 1 stack and has one of the following effects: deal +10+PER bonus)% more damage on your next attack, gain +(10+Perception bonus)% dodge and parry if you move, or suffer a -(10+Intelligence)% penalty to damage for a round if you use a non-lethal ability on an enemy. This can be used multiple times per turn.
Characteristic and Skill Modifiers:+5 Weapon Skill, Perception, Awareness, and Logic.
Minstorum Priest
The order of the Imperium’s religious institution, you are a former zealot who preached the dangers of heresy and devoted yourself to the divine Emperor.
Feature: War Hymn – Gives momentum equal to (2x Willpower bonus) and an additional WP bonus for any enemy within 5 cells of your priest. Only available once per combat.
Characteristic and Skill Modifiers: +5 Touchness, Willpower, Lore, and Medicae.
Navy Officer
You are responsible for commanding one of the Imperium’s voidships across the universe to maintain order, with numerous battles and accolades collected over your career.
Feature: Brace for Impact! – For one round, you and your allies within a 3-cell range get +2 deflection for each Archetype you have. Can be used once per battle.
Characteristic and Skill Modifiers: +5 Agility, Fellowship, Commerce, and Demolition.
Born into luxury, a Nobel expects respect rather than earns it.
Features: You. Serve. Me. – One ally is picked to be a servant for a battle. Whenever you use an ability on a servent, they gain +5 to all characteristics until your next turn, and whenever a servent attacks an enemy you have hit, they gain +(10+ Nobel’s Fellowship bonus)% chance to critical hit.
Characteristic and Skill Modifiers: +5 Intelligence, Fellowship, Coercion, and Persuasion.
Finally, Psykers are mysterious and powerful telepaths. Only a few survived the training to become soldiers, but you were one of them.
Features: Sanctioned Psyker – -20% chance to trigger psychic phenomena.
Characteristic and Skill Modifiers: +5 Toughness, Willpower, Lore, and Carouse.