Warhammer 40,000: Rogue Trader

Warhammer 40,000: Rogue Trader

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Rogue Trader Strongest Companion Builds - Lex Imperialis Leveling Guide
By Revan619
Companion break down and guide to creating strong teams for unfair that dont rely solely on buffs or multiple respecs as you play through the game. Updated for dlc 1, dlc 2 and patch 1.4. Up to date to 2025 and patch 1.4.1.229
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Introduction
This is a guide aimed at giving newer players a skeleton to work with so they dont have to worry too much about optimising and enjoy playing through. It can also be used by more advanced players that as they deep dive mechanics want builds to compare their own plans to.

For this I will explain the roles of each companion. The options you have to build them and what I choose to play them as. These wont be their most optimised end game build but playable 1-55 builds not reliant on end game items to work OR being entirely reliant on buffers like some guides but something that will never require a respec with loot giving power spikes rather than coming online at ridiculous late levels or as said before, not being solely reliant on companion buffs like many creators do.

This spreadsheet will have all the builds covered, some alternative builds, builds for your rogue trader, builds from other creators, loot tables and some information to help you with space sections.
https://docs.google.com/spreadsheets/d/1rskX4sYcNm6Wqt4rtm8EQqRR4__yrEuxCEzjwoKlHOY/

You can also find guides for my pyromancer rogue traders here: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3399032797
Characteristics
In Rogue Trader there are 9 characteristics that you have the option to level up through play. This is a table designed to explain what they do and their benefits:

Characteristic
Explaination
Benefits
Weapon Skill
Melee hit, parry, critical chance
Melee focused archtypes
Ballistic Skill
Ranged hit, critical chance
Ranged focused archtypes
Strength
Melee damage, increase for 2h, recoil reduction
Melee focused archtypes
Toughness
Wounds, physical resistence
All / Tank Archtype
Agility
Initiative, dodge, dodge reduction 1/2 melee
Dodge focused archtypes
Intelligence
Area damage
Operative abilities
Perception
Dodge reduction, Initiative
Ranged focused / (All)
WIllpower
Mental resistance, some origin benefits
Psyker damage, Navigators / (All) , Priest Origin
Fellowship
Resolve
Officer buffs, (All)
Skills
There are 13 skills in rogue trader, not to be confused with the 9 characteristics. These skills are used for various RNG roll checks throughout the world via intractables, dialogue and story book narratives.

You can maximise two skills in each of the three level tiers per companion. Some classes can also take one point in a third skill. You want your team composition to cover as many of these 13 skills as possible to get the best results, exp, rewards and bonuses to encounters.

When I plan my parties I think about what companions can effectively cover these checks based on the characteristics that best enhance it.

Skill options
(You can pick two skills per member to min-max):
Athletics (Str)
Abelard, Heinrix, Ulfar, Marazhai, Kibellah
Awareness (Per)
Cassia, Pasqal, Idira, Yrliet, Argenta
Carouse (Tgh)
Abelard, Heinrix, Ulfar, Marazhai, Kibellah
Coercion (Fel)
Cassia, Jae
Commerce (Fel)
Cassia, Jae
Persuasion (Fel)
Cassia, Jae
Demolition (Agi)
Argenta, Ulfar, Kibellah, Yrliet, Marazhai
Logic (Int)
Pasqal, Idira, Yrliet, Jae
Lore Imperium (Int)
Argenta, Idira, Jae, Yrliet
Lore Warp (Int)
Idira, Heinrix, Cassia* (cassia navigator checks)
Lore Xenos (Int)
Heinrix, Jae, Idira, Yrliet, Marazhai
Medicae (int)
Kibellah, Heinrix, (1 point to use medicae kits)
Tech-Use (int)
Pasqal, Idira, Yrliet, Jae

For my example team I am planning to bring the following five companions: Abelard, Idira, Cassia, Argenta, Pasqal. Based on the skills they can cover this means my Rogue trader will need to cover Medicae, Commerce or Coercion.

The checks increase in difficulty on higher difficulties which require more min-maxing to get the best results.

Jae has some unique bonuses that come from gaining reputation with the various vendors:
Drusians: +(2x reputation level) % to all resistance tests and +(4x reputation level) to Lore (Imperium)
Explorators: +(2x reputation level) % to armour and +(4x reputation level) to Tech-Use
Kasballica Mission: +(2x reputation level) % to dodge and parry and +(4x reputation level) to Commerce
Fellowship of the Void: +(2x reputation level) % to critical hit chance and +(4x reputation level) to Coercion
The Imperial Navy: +(2x reputation level) % to cover efficiency and +(4x reputation level) to Persuasion

Companion Roles
Based on their origins, starting stats, homeworlds and base archtypes the 12 companions has various roles that they can be built to fulfill. Whilst you dont have to lean into them and can build them differently. This is the setups that I have found trivilise the game the easiest:

Companions
Role
Abelard
Frontline Damage / Tank
Idira
Psyker Support / Disruptor / Blaster
Argenta
Ranged Damage
Cassia
Navigator Support / Disruptor / Secondary Damage
Pasqal
Disruptor / Secondary Damage / Secondary Support
Heinrix
Psyker Frontline Damage / Blaster / Secondary Tank
Jae
Support / Secondary Damage / Skill Monkey / Tank (with gear)
Yrliet
Secondary Damage / Disruptor
Ulfar
Mixed Damage
Marazhai
Squishy Frontline Damage
Kibellah
Dodge-Tank Frontline Damage
Solomorne
Crowd Clearing & pet support


Abelard
Abelard starts with heavy armour and a chainsword. He is vital for tanking the chaos spawn in the prologue on unfair and potentially very helpful for tanking the act 1 boss on unfair. As you progress into act 2 and the game opens up, tanking becomes almost obsolete as you start to single turn encounters with officers, extra turns, high damage combinations and the game's difficulty drastically drops off.

Abelard can either be built as a defensive melee utility character or a high mobility offensive melee character. Regardless of how you build him he will fall further and further behind the damage of psyker companions or executioners. Whilst Abelard can be built into executioner, not having access to biomancy and pyromancy limits him somewhat. Abelard also has points into iconoclast meaning he can take advantage of two very powerful items, Malpain shroud and rock saws (previously chainsaws). Together they allow for very high damage when stacking temp hp which can be done via vanguard, officer buffs, items or Abelard's own abilities.

Early game Abelard can be used with the talent defensive stance (not to be confused with the ability defensive stance), to gain 20 extra armour and absorb damage for the party. Using endure and brace for impact Abelard can also stack deflection for more damage mitigation. As you level through warrior you can pick up an AoE taunt, a high damage melee hit or a knockback melee hit whilst also investing into charge to up Abelard's attack economy.

Later on you have the option to pick between focusing on chainsaws for burst melee attacks, hammers/sword two-handers for additional strength bonuses with larger area attacks and or dual weapon fighting to increase Abelard's attack economy. Previously I had built for a two handed hammer for aoe knock downs when combined with get off me upgrade for Abelard's brace for impact and chainsaws for high damage when combined with malpain shroud and temp hp. You can also dual weild axes or maces to get additional attacks or focus more on knockdown mechanics which can also generate temp hp. However this becomes less useful later when you will want to just 1 turn encounters with chainsaws.

The most reliable way to build Abelard is as an arch-militant but most people want to role play Abelard as a vanguard. The main issue with melee vanguard is it becomes stuck after melee strikes which means it is very reliant on daring breach too clear encounters. However if you mostly want to just use Abelard as a melee blocker for your squishies then Vanguard can be very useful early on due to the ability defensive stance to counter attack successful parries. Paired with damage stacking via temp wounds and malpain shroud this is a much easier way to play. Ideally you want to charge up, use your AoE taunt then use defensive stance and endure. Later when you have higher armour you can add in aoe knocks downs via hammers and get off me or, as I build him here, using shove with a mace and dual weapon fighting to take on hordes.

DLC 2 Update
With the addition of shields Abelard has seen a lot of new life. More defence, chance to ignore damage and access to revenge attacks from early game regardless of archetype. This has really led to vanguard no longer filling a niche with Arch-Militant becoming the supreme be all and end all for Abelard. With a shield and instant retribution Abelard was able to trivialise aurora on my most recent run as an Arch-Militant shield user.

Gearing for the early levels will be focusing on two-handers or one hand with shield, likely the sword given to you by Kibellah in act 1 for two hander or a maul with a deflection shield. You will upgrade to the heavy armour dropped by the heretics in the monastery until around act 2 when you start getting some bigger upgrades. On footfall you will find your first thunder hammer with some upgrades being around act 2 and DLC1. DLC 2 has added a lot of options for one hand hammers and shields. Dual-Weapon Combat applies to shields and with the neck slot item to give shields area attacks, it becomes a perfect option for building versatility

Abelard Levels
Warrior
Level 1 :
Charge
Level 2 :
Athletics
Level 3 :
Endure
Level 4 :
Daring Breach
Defensive Stance / Thick Skin
Level 5 :
Thick skin / Hardened Scars
Weapon Skill
Level 6 :
Taunting Scream / Forceful Strike
Athletics
Level 7 :
Weapon Skill
Duelling Mastery / Characteristic Training: Per
Level 8 :
Carouse
Clenched Teeth / Hardened Scars / Ramming Speed
Level 9 :
Daring Breach II
Level 10 :
Impetus
Toughness
Level 11 :
Reckless Strike
Get off Me!
Level 12 :
Toughness
Carouse
Level 13 :
Easy Target
Medicae
Level 14 :
Agility / Strength
Instant Retribution / Grenadier
Level 15 :
Daring Breach IV

Arch-Militant
Level 16 :
Versitility
Level 17 :
Reckless Rush
Level 18 :
Allout
Level 19 :
Steady Superiority
Level 20 :
AP +1
Weapon Skill
Level 21 :
Always Ready
Weapon Skill
Level 22 :
Wildfire
Dual-Weapon Combat
Level 23 :
Athletics
Dependable
Level 24 :
Toughness
Melee Weapon Specialist / Combat Master
Level 25 :
Flashfire
Level 26 :
Athletics
Toughness
Level 27 :
Steady Superiority IV
Level 28 :
Carouse
Adaptability
Level 29 :
Strength / Perception
Shield Mastery / Dual-Weapon Specialist
Level 30 :
Kick
Level 31 :
Martial Art
Level 32 :
Strength / Perception
Carouse
Level 33 :
Critical Versatility
Strength / Perception
Level 34 :
Strength / Perception
Defensive Manoeuvre / Know No Heresy
Level 35 :
Steady Superiority II

Exemplar
Level 36 :
Eagar for battle
Crowd Kill
Level 37 :
Athletics
Exploit Weakness
Level 38 :
Weapon Skill
Stronger Together
Level 39 :
Forceful Strike / Breakthrough
Athletics
Level 40 :
Peak Condition
Accustomed to Glory
Level 41 :
Weapon Skill
Ramming Speed / Shearing Strikes
Level 42 :
Devestating Attack
Toughness
Level 43 :
Breaking Attack
Power Weapon Expert / Grenadier
Level 44 :
Carouse
Degraded Defence
Level 45 :
AP +1
Level 46 :
Disarm / Interception / Desolation
Carouse
Level 47 :
Desolation / Hardened Scars
Medicae
Level 48 :
Contempt for the weak
Toughness
Level 49 :
Strength
Medicae
Level 50 :
Vital Points
Cautious Disengage
Level 51 :
Dismantle
Medicae
Level 52 :
Preferred Targets
It Will Not Die / Know No Heresy
Level 53 :
Break Through / Sworn / Forceful
Strength
Level 54 :
Strong Hand / Out of My Way / Destroyer
Focal Point / Shearing Strikes
Level 55 :
AP +1
Abelard Gear
Slot
Gear to look out for
Helm
Tactical Genius / Enforcer helmet / Retinal analyser
Armour
[War World Origin] Tempestus Elite Carapace / Familial Power Armour
Cloak
Malpian Shroud
Neck
Requiemator / Invigorating Resolve / Chirugen's Vow / laughing god's pendant / solid shield enarmes
Accessory 1
Peculiar Trinker / sturdy shield straps
Accessory 2
Empyrean Transceiver / Hellbrute Horn Trophy / accuser of sin / litany of exhaustion
Gloves
Metal Claw Gloves / Exoskeletal gloves / Heavy Lifters / Adaptive Gloves / composite gloves
Boots
Bruiser Boots / Void Veteran Boots / pneumo boots / dynamo boots / enforcer's light boots
Weapon Set 1
Tearing Vengeance / Carnage / Bonebreaker Maul / heavy maul
Power Maul / Auto-Striking Power Sword / Sanguine Thirst / maragon shield / advanced shield
Weapon Set 2
Well-Maintained rock saw / [LD Pattern] Well-maintained rock saw / Bonecracker
Idira
Idira is an operative unsanctioned psyker. Being an unsanctioned psyker means everytime you click a psyker power you have a % charge to proc perils of the warp regardless of veil degradation, which can do everything from making funny noises, instantly killing Idira, summoning a daemon or an aoe knockdown that stuns you and your companions. She does however get higher psy rating, start with two psyker school abilities and have access to very powerful unique gloves which increases her psy rating every time she procs perils of the warp.

Idira can be built several ways. Grand strategist to go first to buff allies. Executioner to pair with ranged pyromancy. Infinite buff loops with bounty hunter. Or direct damage abuse with Assassin. The most common easy to make build is grand strategist and spam buffs. The most effective route is bounty hunter, prior to dlc 2, to either focus entirely on buff looping or focusing on high damage whilst also buff looping. Whilst the spreadsheet has both versions of bounty hunter buff looping.

DLC 2 update
DLC 2 has added the option of Overseer which the psyber raven gives Idira the ability to perform aoe buffs with warp buffer passing perils to enemies. This is now the meta pick for Idira.

Early levels you will focus on using a sniper as you do not want to wipe your own party by summoning a daemon or exploding allies. This is not wasting any late game potential as the talent psychic barrage allows you to channel ballistic score into your damage. With talents like backdraft and pain-channelling you can spread out a lot of AoE via Idira's psyker staff early game and later staves will do some very impressive things.

Mid game you will now have the psyber raven to start applying psyker buffs aoe, you will want to get warp buffer as soon as possible to reduce the risk of Idira killing your own party with perils. This setup will focus on acquiring buffs and quickly become a crutch for any party to easily win no matter the difficulty.

Gear wise Idira will focus early game on range with the initial burst rifle, offering AoE support via her psychic staff. In Act 1 you will upgrade to use the longlas and the charged staff. You still need to be careful early game as heavily relying on psyker abilities can cause idira to explode or summon daemons. Early into act 2 you will get Idira's warp conductor gloves which really start to super charge her and from footfall you can pick up her end game staff the sanctified staff.


They just added psyber-Raven the ability that after using its default damage ability it links all enemies then echos the damage of your targeted damage spells like scream to all other targets making it very viable for aoe damage. Thus the build has been updated to reflect this.
Idira levels
Operative
Level 1 :
Analyse Enemies
Level 2 :
Awareness
Level 3 :
Expose Weakness
Level 4 :
Dismantling Attack
Uncanny Sight
Level 5 :
Ballistic Skill
Thriving In Peril
Level 6 :
Weak Body, Weak Soul
Ballistic Skill
Level 7 :
Biomancy
Awareness / Lore Warp
Level 8 :
Passive Learning / Instant Exposure
Adrenaline Surge / Pain Channelling
Level 9 :
Dismantling Attack III
Medicae / Lore Warp
Level 10 :
Lore Xenos
Perception
Level 11 :
Psyker Minoris
Lore Xenos
Level 12 :
Invigorate / Enfeeble
Confer Immunity / Corpus Conversion
Level 13 :
Fresh Target / Ballistics Calculation
Perception
Level 14 :
Willpower
Pulse of Life / Deterioration
Level 15 :
Dismantling II / IV

Overseer
Level 16 :
Psyber-Raven Proficiency
Level 17 :
Prescience
Level 18 :
Warp Buffer
Level 19 :
Overcharge
Level 20 :
Ap +1
Willpower
Level 21 :
Psyker Majoris
Willpower
Level 22 :
Warp Speed
Awareness / Lore Warp
Level 23 :
Sacrificial Penance
Level 24 :
Willpower
Strange Vitality
Level 25 :
Castigating Echoes
Level 26 :
Perception
Awareness / Lore Warp
Level 27 :
Overcharge II
Level 28 :
Rite of Calibration
Fatebringer
Level 29 :
Intelligence
Lore Xenos
Level 30 :
Strategic Adaptation
Level 31 :
Psy-Resonator
Psyker Terminus
Level 32 :
Intelligence
Lore Xenos
Level 33 :
Corpus Conversion / Confer Immunity
Level 34 :
Second Sight
Level 35 :
Overcharge I / III

Exemplar
Level 36 :
Degraded Defence
Aftershock / Passive Learning
Level 37 :
Awareness / Lore Warp
Enhanced Augmetics
Level 38 :
Willpower
Pain Channelling / Adrenaline Surge
Level 39 :
Metabolic Overcharge / Sensory Deprivation
Awareness / Lore Warp
Level 40 :
Firebrand / Peak Condition
Psyker Extremis
Level 41 :
Willpower
Weak Hearts
Level 42 :
Sensory Deprivation / Psychic Assault
Perception
Level 43 :
Mind Seige
Subtle Manipulation / Power Conduit / Heavy Armour Proficiency
Level 44 :
Lore Xenos
Eager Subordinates / Eager for Battle
Level 45 :
Ap +1
Level 46 :
Psychic Barrage
Lore Xenos
Level 47 :
Ballistics Calculation
Medicae
Level 48 :
Deterioration
Perception
Level 49 :
Intelligence
Medicae
Level 50 :
Vital Points
Warp Minds
Level 51 :
Suppressive Factor
Medicae
Level 52 :
Tide Of Excellence
Mental Breach
Level 53 :
Psychic Assault / Mind Rupture
Intelligence
Level 54 :
Extermination / Combat Meditation
Mind Thief
Level 55 :
Ap +1
Idira Gear
Slot
Gear to look out for
Helm
Ethereal visor / Ghost helm / dark visionary hood
Armour
Psychic body glove / psyker's breastplate
Cloak
cameleoline cloak / cloak of hatred / zealot cloak / phantom cloak / singed cloak
Neck
Vortex Pendant
Accessory 1
Chains of Domination / Mystic Ward / warp surge brooch / mysterious sliver / commander's chrono
Accessory 2
spirit drape / Commander's Chrono
Gloves
warp conductors gloves / abyssal conduit
Boots
Battle-Psyker Boots / Psyker's footware / boots of decay
Weapon Set 1
Bloodrinker Staff / detachment from death
Weapon Set 2
Staff of shock and awe / thought guide
Argenta
Argenta is a very reliable companion whom unfortunately turns out to be a better space marine than the space marine companion. This is because Argenta does not have gear limitations with Ulfar, the space marine, being locked out of the best heavy gunner gear.

Argenta can use a wide variety of weapons but her soldier talents focus on burst and area weapons, the most effective with her origin allowing her to have proficiency being bolters and flamers. You can potentially build Argenta into being a dual weild pistol user but I find this to be more effective on a fortress world rogue trader. In my opinion the best option is to go arch-militant and very much lean into heavy weapons.

Argenta's unique priest origin ability will allow her to build more momentum when attacking, especially in act 1 as it specifically names those enemy types.

Argenta's starting bolter has 50 recoil, more than the heavy bolter, so I recommend in the prologue you immediately drop it for the trash carbine burst rifles that the enemies are using then pick up a las gun until you are able to get to the act 1 explorator vendor to buy a proper bolt rifle. For the early game you will be focusing on using shotguns for close combat and burst fire for range. By the end of act 2 you should be swapping over to the heavy bolter and DLC heavy flamer then in act 4 progressing to the improved heavy bolter and Judex.

Arch-militant allows Argenta to move and shoot so she can be mobile, react to the flow of battle and best position herself with the available cover. Once you are an arch-militant swapping between single damage and area attacks will increase your versatility.

Starting with the burst rifle from the prologue (not Argenta's default rifle) then using a las rifle in act 1 until you get to the explorator shop to buy the first decent bolt rifle. There are two other bolt rifles you can pick up on footfall which are very good and there is natural progression all through act 2 using the bolt rifles from the vendors then upgrading to the heavy bolter. Upgrade to the heavy bolter in act 2 then the improved bolter in act 4 which is the same time as the unfair path.

DLC 2 Update
Shotguns are amazing and make flamers almost redundant. Foe hammers are now an incredibly viable dual pistol setup with many new support items but my preferred end game setup is still Improved Heavy bolter and the best shotgun you have. For big numbers on the final boss use Purging Fury flamer for that one encounter. With shotgun supremacy in mind, I have reordered early talents to focus on shotguns as they just perform so much better in acts 1 and 2 now. Act 3 they start to drop off until you get access to the double-barrel shotgun in act 4.

Argenta Levels
Soldier
Level 1 :
Run and Gun
Level 2 :
Demolition
Level 3 :
Revel in Slaughter
Level 4 :
Firearm Mastery
Point-Blank
Level 5 :
Ballistic Skill
Fired Up / Rapid reload
Level 6 :
Ballistic Skill
Concentrated Fire
Level 7 :
Agility
Stronger Together
Level 8 :
Demolition Engineer
Demolition
Level 9 :
Firearm Mastery II
Level 10 :
Swift Slaughter
Agility
Level 11 :
Rapid Fire
Awareness / Lore Imperium
Level 12 :
Strength
Bolt weapon Expert
Level 13 :
Unfaltering Fire
Grenadier / Melta Weapon
Level 14 :
Heavy Weapon Profeciency
Awareness / Lore Imperium
Level 15 :
Firearm Mastery III

Arch-Militant
Level 16 :
Versatility
Level 17 :
Reckless Rush
Level 18 :
Always Ready
Level 19 :
Steady Superiority
Level 20 :
Ap +1
Ballistic Skill
Level 21 :
All out
Ballistic Skill
Level 22 :
Wild Fire
Breaking Point
Level 23 :
Demolition
Heavy Gunner
Level 24 :
Agility
Overpower
Level 25 :
Adaptability
Level 26 :
Demolition
Agility
Level 27 :
Steady Superiority IV
Level 28 :
Awareness / Lore Imperium
Critical Versatility
Level 29 :
Perception
Flensing Faith
Level 30 :
Devestating Attack
Level 31 :
Breaking Attack
Level 32 :
Perception
Awareness / Lore Imperium
Level 33 :
Dependable
Perception
Level 34 :
Perception
Flame / Solid / Melta Expert
Level 35 :
Steady Superiority II

Exemplar
Level 36 :
Eagar for Battle
Muzzle Velocity
Level 37 :
Demolition
Exploit Weakness
Level 38 :
Ballistic Skill
Know No Heresy
Level 39 :
Entrench / Controlled Shot
Demolition
Level 40 :
Degraded Defence
Contempt for the weak
Level 41 :
Ballistic Skill
Rapid Reload / Fired Up
Level 42 :
Kick
Perception
Level 43 :
Martial Art
Litany of Purification
Level 44 :
Awareness / Lore Imperium
Vital Points
Level 45 :
AP +1
Level 46 :
Enough Bullets for everyone
Awareness / Lore Imperium
Level 47 :
Rack and Ruin
Medicae
Level 48 :
Preferred targets
Perception
Level 49 :
Agility
Medicae
Level 50 :
Deadly Aim
Tenderise / Fortress
Level 51 :
Accustomed to Glory
Medicae
Level 52 :
Focal Point / Integrity
Litany of Hatred / Shield of Faith
Level 53 :
Controlled Shot / Entrench
Agility
Level 54 :
Extermination / Critical Velocity
Integrity / Focal Point/ Flashfire
Level 55 :
AP +1
Argenta Gear
Slot
Gear to look out for
Helm
Gunslinger's Helm / Corruption Eradicator Helm
Armour
Sororitas Power Armour / Death world Origin Enforcer light carapace / [Hive World Origin] Voidsmen Armour
Cloak
Tactical Backpack
Neck
Fury Incarnate / Flashlight Emitter / Focus Incense
Accessory 1
Bead of Might / Book of War Prayers / Long-range Aim Lens / Enemy Finder
Accessory 2
Saint Cognatius's Scriptures / Demolition Instructions / Portative Manipulator / echo of victory
Gloves
Compensator Gloves / Marksman Bracers/ gloves of rapid desolation
Boots
Caligae of saint keefe / Heavy Breacher's Boots / Sororitas boots
Weapon Set 1
Improved Heavy Bolter / They shall weep
Weapon Set 2
Double-Barrel Shotgun / Judex / Fiery Retribution / Purging Fury / Full-Auto Shotgun
Cassia
Fish wife. Good life.

Cassia is the strongest officer companion in the game and the most reliable companion to always have in the party. She can use officer buffs and unique navigator talents to turbo charge your damage dealers allowing you to 1 turn encounters even on max sliders. If you are struggling at any point and Cassia is not in your party. That is why.

The build is simple. Use voice of command on your damage dealer. Make sure you are holding your infusing staff then use reveal the light on your damage dealer. Next use bring it down on your damage dealer then watch them win the combat. Cassia also has access to the power lidless stare which a stacking damage aoe stun. It can add burning by using the daemon tool from act 1 but by the end off act 1 you will likely replace this with medal of alacrity to give 3 ap bonus turns to allies. Her finest hour heroic action gives an additional turn with no attack limit.

Later levels you will take Grand Strategist to always go first during encounters so your team always has the offensive momentum. Cassia will learn abilities to group up enemies, place zones that buff allies and debuff enemies. Cassia's mend reality will AoE apply infusing buff to allies which stacks with the one placed by reveal the light.

Cassia will use an infusing staff then secondary staff type will depend if you want to debuff enemies or damage them. If you plan to debuff enemies use a castigating staff if you plan to do the damage use a devastating staff.

Cassia will want to focus on taking any gear that boosts persuasion and fellowship. The thrice-pioneer's bracers and daemon tool are great early items for her lidless stare.

DLC 2 Update
Cassia is still awesome. Didnt really change much but I optimised her leveling path more

Cassia Levels
Officer
Level 1 :
Voice Of Command
Level 2 :
Persuasion
Level 3 :
Bring it Down !
Level 4 :
Finest Hour
Inspire Courage
Level 5 :
Willpower
Mastery of Time
Level 6 :
Lasting Impression
Willpower
Level 7 :
Reveal the light
Eye of Oblivion
Level 8 :
Ebb and Flow
Persuasion
Level 9 :
Finest Hour IV
Level 10 :
Lore Warp / Awareness
Perception
Level 11 :
Mind over Matter
Perception
Level 12 :
Zone of Fear
Strange Vitality
Level 13 :
Undam The Sea of Souls
Lore Warp / Awareness
Level 14 :
Fellowship
Grenadier
Level 15 :
Finest Hour I

Grand Strategist
Level 16 :
Combat Tactics
Level 17 :
Point of Curiosity
Level 18 :
Improvised Strategy
Level 19 :
Take and Hold
Level 20 :
Ap +1
Willpower
Level 21 :
Pass Unscathed
Willpower
Level 22 :
Waking Nightmare / Held In my Gaze
Level 23 :
Lore Warp / Awareness
Unnatural Allure
Level 24 :
Perception
Blood Augury
Level 25 :
Veil of Protection
Level 26 :
Perception
Lore Warp / Awareness
Level 27 :
Take and Hold IV
Level 28 :
Guide of Souls
Fellowship
Level 29 :
Fellowship
Persuasion / Lore Warp
Level 30 :
Mend Reality
Level 31 :
Stable Routes
The Course Untravelled
Level 32 :
Persuasion / Lore Warp
Intelligence / Fellowship
Level 33 :
Intelligence
Threads and Faults
Level 34 :
Characteristic Training: Willpower
Level 35 :
Take and Hold III

Exemplar
Level 36 :
Eager for Battle
Steel Resolve
Level 37 :
Lore Warp / Awareness
Tonicity
Level 38 :
Willpower
Open to the warp
Level 39 :
Air of authority
Lore Warp / Awareness
Level 40 :
Firebrand
Under My Protection
Level 41 :
Willpower
Inspiring speech
Level 42 :
Warp Curse Unleashed / Waking Nightmare / Combat Locust
Perception
Level 43 :
Adjusting Frontline/ Blurred Locus
It Will Not Die / Unblinking Stare
Level 44 :
Persuasion / Lore Warp
Eager Subordanates
Level 45 :
AP +1
Level 46 :
Commanding Voice
Persuasion / Lore Warp
Level 47 :
Focus!
Lore Warp / Awareness
Level 48 :
Strategic Offensive
Perception
Level 49 :
Fellowship
Lore Warp / Awareness
Level 50 :
Combat Meditation / Degraded Defence
Decisive Response
Level 51 :
Fire at Will
Lore Warp / Awareness
Level 52 :
Personal Oversight
Character Training PER
Level 53 :
Immolate the Soul / Warp Curse Unleashed / Blitz Statagem
Fellowship
Level 54 :
Malign Influence / Flesh Wounds
Be Vigilant!
Level 55 :
AP +1
Cassia Gear
Slot
Gear to look out for
Helm
Commander's Monocole
Armour
Slick Bodyglove
Cloak
Mercy's Gift
Neck
Daemon Tool / Medal of Alacrity / Aquila Pendant
Accessory 1
Black signet of the inquisition / Red / White
Accessory 2
Precint's Vox Relay / Grimoire of the void / Emerald cherub ring / signet ring / Commander's Notes
Gloves
Thrice-Pioneer's bracers / Grenadier's Gloves
Boots
Adrenaline Warboots
Weapon Set 1
Astronomican Regalia / warp guide staff
Weapon Set 2
Staff of Orsellio Novator / Red Crystal Staff
Pasqal
Pasqal is usually an auto pick on the team not just for his hilarious dialogue but because until late act 2 he is the only one that can pass the very high tech-use and logic checks on unfair difficulty.
However if you learn how to optimise reputation with the vendors, Jae even outshines Pasqal here.

Pasqal is an interesting beast as he starts as the support class operative. Many confuse this class for a primary damage dealer when it is in fact a support class. It adds damage while doing partial buffing and partial debuffing. Pasqal has the unique feature that every plasma weapon shot increases damage of followup shots that stack for the entire battle. Unfortunately this does not apply to arc rifles which would be the better pick if they did and operative has no close range damage talents for shotguns or meltas.

When using pasqal you will want to build up exploits then drain them via tactical knowledge to give the party armour and increase pasqal's damage. You will be able to use expose weakness to reduce the armour of enemies to give your companions an easier time to deal damage. Due to pasqal low starting perception enemies can often dodge his attacks so precise shot ability becomes quite important to landing shots early game. It is also important to keep in mind the low range of plasma weapons as shooting beyond the optimal range halves your hit chance. If however you do not care for shooting then you can use joint analysis to add his intelligence bonus to companions damage. Grenadier is very useful for getting additional damage to clear up weaker enemies or debuff grenades to help deal with stronger enemies.

Act 1 I mostly build up exploits on one enemy. Use tactical advantage. Then those stack of exploits become ally armour.

As you get his upgrades for machine spirit communion it will help when you start shooting. Act 2 you will use hunt the pray as it always lands. Analyse enemy. Precise shot. Then shoot someone. When you have the AP you aoe exploit with machine spirit communion which will lower ally recoil. Increase dodge chance but also increase enemy recoil and lower their dodge chance

Mid game pasqal can go into assassin, bounty hunter, grand strategist or executioner. Through testing I have found assassin and executioner to be underwhelming due to operative's low attack economy and grand strategist to be the lazy option for people that do not know what to do with pasqal. However building into bounty hunter using savour the kill can allow for additional turns when prey is killed which pasqal can use further buffs/debuffs. Pasqal's unique machine communion is very useful in this scenario. Pasqal can even use hot on the trail to debuff enemies and gain an additional turn. With claim the bounty pasqal can also increase his attack economy which allows him to rapidly build up damage of his plasma weaponry. With two bounty hunters pasqal and the other bounty hunter can swap bonus turns between them as the other gets kills. Unfortunately when another ally gets a kill there is no way to pick which bounty hunter gets the turn from savour the kill. Hopefully a feature owlcat will add in the future.

Pasqal is very effective when built to go into hunter's ambush with hypnotising pendant to increase attack economy but will still be a bit underwhelming due to being an operative. However opening with Claim the bounty, following up with a plasma cannon single shot which will then be refunded allowing for a 3rd attack for either area or overcharge plasma.

For those not all that impressed with Pasqal, rather than just using him as a turn looper or trying to build up plasma shots, you can use talents like weak body, weak soul, joint offensive and abilities like joint analysis and raid to add passive bonuses to allies.

Pasqal is an act 1 companion. Early game I use him with Sniper rifles, swapping to his plasma pistol for the monestary but back to sniper rifles for the end section as there are the only parts of the game that you really need someone with range. From act 2 onwards use whatever the best plasma weapon you have. You will want to take any items to either help his single shots, intelligence, medium armour and his exploits. As you move away from snipers be sure the more the sniper gear over to Yrliet when you recruit her in act 2.

DLC 2 Update
Whilst the game did add overseer and some new sniper rifles. Plasma bounty hunter is still the only viable pick for unfair with grand strategist and servo skull overseer being incredibly underwhelming. With how powerful buffs are and double bring it down from officer overseers, the operative exploit mechanic virtually drops off a cliff in act 1, with that in mind, I rebuilt Pasqal to focus more on increasing attack economy with plasma and damage over distance rather than focusing on trying to increase exploits

Pasqal Levels
Operative
Level 1 :
Analyse Enemies
Level 2 :
Tech-Use
Level 3 :
Expose Weakness
Level 4 :
Dismantling
Passive learning
Level 5 :
Ballistic Skill
Scanner Mechadendrite
Level 6 :
Uncanny Sight
Intelligence
Level 7 :
Joint Analysis / Tactical Knowledge
Tech-Use
Level 8 :
Ballistic Calculations / Comprehensive Analysis
Grenadier
Level 9 :
Dismantling III
Medicae
Level 10 :
Logic
Intelligence
Level 11 :
Fresh Target / Ballistic Calculations
Logic
Level 12 :
Perfect Spot / Joint Analysis
Aiming Protocols
Level 13 :
Sniper Expertise / Improved Tactics
Perception
Level 14 :
Intelligence
Overcharge Protocols / Machine Spirit Scan Protocols
Level 15 :
Dismantling II

Bounty Hunter
Level 16 :
Hunt Down The Prey
Level 17 :
Claim the Bounty
Level 18 :
Savour the kill
Level 19 :
Wild Hunt
Level 20 :
AP +1
Ballistic Skill
Overcharge Protocols / Machine Spirit Scan Protocols
Level 21 :
Ballistic Skill
Hunter's Ambush
Level 22 :
Cull the bold
Level 23 :
Flay the bold
Tech-Use
Level 24 :
Intelligence
Filtering Protocols
Level 25 :
Heightened Concentration
Level 26 :
Tech-Use
Intelligence
Level 27 :
Wild Hunt II
Level 28 :
Hunting Surge
Level 29 :
Logic
Perception
Level 30 :
Pinnnacle of Weaponry
Hot on the trail
Level 31:
Trail and Shatter
Level 32:
Perception
Logic
Level 33:
Expert Finesse
Level 34:
Exposing Communion
Level 35:
Wild Hunt III

Exemplar
Level 36 :
Eager for Battle
Fresh Target / Tide of Excellence
Level 37 :
Tech-Use
Share the Spoils
Level 38 :
Ballistic Skill
Plasma Weapon Exp
Level 39 :
Precise Attack
Tech-Use
Level 40 :
Degraded Defence
Inspiring Trophy
Level 41 :
Ballistic Skill
Insightful Precision
Level 42 :
Piercing Shot
Intelligence
Level 43 :
Pierce and Ruin
Persistence of the forge
Level 44 :
Logic
Vital Points
Level 45 :
AP +1
Level 46 :
Combat Insight
Logic
Level 47 :
Sharpshooter
Medicae / Awareness
Level 48 :
Pierce the Armour
Intelligence
Level 49 :
Perception
Medicae / Awareness
Level 50 :
Deathdealer / Deadly Aim
Weak Body, Weak Soul
Level 51:
Cut to the chase / Critical Chain
Medicae / Awareness
Level 52:
Comprehensive Analysis
Utility Mechadendrite
Level 53:
Perfect Spot / Tactical Knowledge
Perception
Level 54:
Deadly Aim / Know It All
Sniper Expertise / Improved Tactics
Level 55:
AP +1
Pasqal Gear
Slot
Gear to look out for
Helm
Self-calibrating Helmet / Self-calibrating Goggles / Enhanced Data-tether Mask
Armour
[Forge World Origin] Skitarii Ranger Armour / Commissar Flak Breastplate / [Hive World Origin] Voidsmen Armour
Cloak
Shadowguide cloak / backpack with armour-piercing ammo / Grenadier's cloak
Neck
Warlord's Amulet / Hypnotising Pendant / Synaptic Coagulator
Accessory 1
Litany of Exhausion / Prey Scanner / Anatomy Tome / Armour-Piercing Ammo / Long-Range Aim / untuning combi-tool
Accessory 2
Bead of concentration / metronome / vid-capture relay
Gloves
Overcharge Gloves / plasmashaper gloves
Boots
Sharpshooter Boots / Tracking Boots / Recoil Warboots
Weapon Set 1
Omnissiah's providence
Weapon Set 2
Ancient Plasma Rifle
Heinrix
Heinrix is an inquisitor psyker that comes with two schools, biomancy and sanctic. Heinrix is the only companion whom can be built effectively with any of the advanced classes put in front of him. Unfortunately his base class of warrior makes him not suited for sword of faith which is what one might assume is a good option for a sanctic psyker. Purge soul and by extension sword of faith is the most underwhelming ability in the game and in direct competition for overall worst ability as of writing during 1.3 patch. (Which has not changed with 1.4)

Early game Heinrix is somewhat squishier than Abelard as he comes preloaded with defensive manoeuvres and does not start with heavy armour. Potentially he was intended to be a dodge tank build but that was before bladedancer was added which is infinitely better at that than warrior. Heinrix also has fairly low toughness but with how we intend to build Heinrix, this will not be a problem. It is also somewhat mitigated by the iron arm ability. Early game Heinrix will take pyromancy to have an option to charge in on the enemy and use his biomancer staff at range to drain a enemy or blast them with ignite. Once Heinrix has picked up body of flames and relentless blaze he will be able to Ignite himself, cast orchestrate flame to channel that fire damage into his weapon and then charge in on the enemy. Which daring breach Heinrix can easily clear encounters solo with self/ally buff support.

Once you have ignite, orchestrate flame and body of flames. Heinrix will ignite himself using his staff to increase willpower. He will then use orchestrate flame to add his self burn to his melee. As you used his attack action you will need to use charge to get an attack for the first round. If you have additional ap you can use iron arm to increase strength and toughness. Endure would further reduce self damage from ignite but AP is limited early on.

With this in mind pneumo boots are fantastic to allow heinrix to buff and charge with the strength to health armour you get from the bloodspun web questline in act 1 being very good picks. At this time giving Heinrix the two handed sword will make his charges with impetus and desolation your highest damage option.

Ideally you want cassia to use voice of command and reveal the light on heinrix with an infusing staff. You can then use bring it down to give him a bonus turn. If you have medal of alacrity he will gain 3 ap if not just 2. This 2 ap can be used to ignite and orchestrate. If you have the pneumo boots you can charge in for 1 ap rather than 2.

Later acts when you have more AP this combo will be easier to setup. Finest hour and daring breach can be used to remove the attack limit so all your ap can be used for attacks. For now he will just be a harder hitting Abelard in act 1.

Act 2 when you get executioner he starts rocketing. Dogmatic 2. Biophysical Distortion and chainsaws are all massive damage spikes. With gear Warrior Executioner can out perform Blade Dancer Executioner.

The highest damaging class in the game is executioner and Heinrix can use this very well with a rock saw to make him the highest damaging companion in the game putting kibellah to shame. By focusing on his pyromancy with chainsaw's heinrix can do high damage bursts for low ap. As he gains bleed on hit, fire dots from dogmatic 2 and toxin damage from biophysical distortion, every hit of heinrix will instantly proc dots that are applied due to forced repentance. Once a high enough stack of dots has been achieve Heinrix can use where it hurts for a massive explosion of damage. This can also be used on ignite or firestorm.

By end game you will have further defensive options with shield of the emperor, further offensive options with hammer of the emperor/molten beam and turbo charge your damage with void born's pride and reckless abandon.

Heinrix and Abelard have some gear overlap. They both enjoy heavy armour and the charge boots. However Heinrix can stick to high armour light armour until you get the psyker's breastplate if you desire but there are quite a few decent act 1 and act 2 heavy armours as of 1.3.

Weapon wise you will use a two-hander with his biomancy staff until you get a rock saw from the DLC 1 question or the act 2 vendors and his biomancer staff upgrade on kieva gamma. You will want to take items that enhance his executioner arch-type, anything to add willpower damage and any items for psykers.

DLC 2 Update
DLC added new gear and made heinrix go harder. You do not need to worry about going into heavy armour as you can now stick to light thanks to the inertia boots in act 2 and the armour of hidden promise in act 2 dlc 2. This will carry you to end game with rock saws destroying everything in your path.

Heinrix Levels
Warrior
Level 1 :
Charge
Level 2 :
Coercion
Level 3 :
Endure
Level 4 :
Daring Breach
Defensive manoeuvres
Level 5 :
Rigorous Training / Thick Skin
Weapon Skill
Level 6 :
Pyromancy
Medicae
Level 7 :
Weapon Skill
Psyker Minoris
Level 8 :
Medicae
Clenched Teeth / Easy Target
Level 9 :
Daring breach II
Level 10 :
Impetus
Toughness / Agility
Level 11 :
Orchestrate Flame
Body of Flames
Level 12 :
Toughness / Agility
Athletics
Level 13 :
Desolation
Athletics
Level 14 :
Strength
Heavy Armour / Characteristic Training: Per
Level 15 :
Daring Breach IV

Executioner
Level 16 :
Forced Repentance
Scourging Strike + Where it hurts
Level 17 :
Firestorm
Level 18 :
Anatomy Expert
Level 19 :
Carnival of Misery
Level 20 :
AP +1
Weapon Skill
Level 21 :
Weapon Skill
Psyker Majoris
Level 22 :
Inflame
Level 23 :
Invigorating Screams *
Medicae
Level 24 :
Agility
Biophysical Distortion
Level 25 :
Sparks of the greater flame
Level 26 :
Agility
Medicae
Level 27 :
Carnival of Misery III
Level 28 :
Perfect Anatomy *
Level 29 :
Willpower / Perception
Athletics
Level 30 :
Reckless Abandon
Fire Within
Level 31 :
Fragile Playthings
Level 32 :
Willpower / Perception
Athletics
Level 33 :
Racking Weakness
Level 34 :
Willpower / Perception
Psyker Terminus
Level 35 :
Carnival of Misery IV

Exemplar
Level 36 :
Eagar For Battle
Psyker Extremis
Level 37 :
Medicae
Hymns of Hatred
Level 38 :
Weapon Skill
Edge of Dawn
Level 39 :
Shield of the Emperor
Medicae
Level 40 :
Peak Condition
Master of Torture
Level 41 :
Weapon Skill
Crowd Kill / Eternal Glory
Level 42 :
Hammer of the Emperor
Agility
Level 43 :
Pslam of heroes
Melting Armour / Shield Mastery
Level 44 :
Athletics
Degraded Defence
Level 45 :
AP +1
Level 46 :
Deterioration
Athletics
Level 47 :
Ramming Speed
Coercion
Level 48 :
All-Encomposing Agony
Agility
Level 49 :
Willpower / Strength
Coercion
Level 50 :
Vital Points
Corpus Conversion
Level 51 :
Does it Hurt? / Sanctified Slayer
Coercion
Level 52 :
Acute Pain
Backdraft / Melting Armour
Level 53 :
Molten Beam / Enfeeble / Reckless Strike
Willpower / Strength
Level 54 :
Cataclysm
Destined / Still Mind
Level 55 :
AP +1
Heinrix Gear
Slot
Gear to look out for
Helm
Eyes of Joyeuse / Mechanicus Respirator / Visor Of Inevitable Retribution / Tactical Genius / Carmine Crown
Armour
Psyker's Breatplate / [War World Origin] Tempestus Elite Carapace / Psyker's breastplate / Armour of Hidden Promise
Cloak
Tempestus Carapace Elite Backpack / Pack of Reagents / Cloak of Bloodthirst
Neck
Psy Focus / Requiemator / Anatomist Amulet / Phoenix Gem / Starmist scarf
Accessory 1
Hand of Offence / Chirugen's manuel / Knuckle Guard / Accuser of Sin / book of war prayers
Accessory 2
Warp Surge Brooch / Warp Reflex Ring / Anatomy Tome / Cruciatum Litany
Gloves
High Spinners Gloves / executioner's gauntlets / Master Surgeon's Gloves / Augmented Gloves
Boots
Void Veteran Boots / Pneumo Boots / Inertia Boots
Weapon Set 1
[LD-Pattern] rock saw / well-maintained rock saw
Weapon Set 2
Bloody Pact / Bloodrinker Staff
Jae
Jae unfortunately come level locked at 15 which means you cannot change these levels without cheating or modding. Her build is not what I would have gone with considering her unique gunslinger origin but we can work with this to make Jae a very useful support build and a decent secondary damage dealer.

The preset build unfortunately goes for the movement ability and the increased aim ability rather than picking up air of authority or get back in the fight!. However move move move can be used quite nicely to get allies into position for bring it down.

Jae also does not take the -1 ap upgrade for her finest hour upgrades which has led to many overlooking her. On top of all that she has had her gunslinger origin nerfed a few times and her supporting gear nerfed. So no more infinite pistol turns for Jae.

What Jae can do is as a master tactician build up high stacks of tactical advantage then give out very decent damage buffs to allies via inspire or to herself by abusing fervour. The start of act 2 she will work on juicing up allies but by the end of act 2 once you have access to more powerful pistols like the hot shot las gun you will start buffing Jae herself to clear encounters. Unfortunately she does not have the movement options to reliably solo so you will tend to use allies.

With Jae you will want to Linchpin a high attack economy or burst fire ally. Give them a turn via bring it down so they can build some stacks then you can inspire another ally with high damage. Jae can also Linchpin herself to build these stacks when using the pair holster for two pistol bursts.

When Jae's damage is low your rotation will look like this: Linchpin, Inspire Ally, bring it down then use their generated tactical advantage to press the advantage then attack with a burst fire.

Once you have your damage you will use linchpin and inspire on yourself, Burst fire once. Press the advantage then burst fire again with pair holster. When you then have fervour the rotation evolves somewhat: Linchpin -> inspire -> fervor -> inspire -> linchpin pin -> burst fire -> press the advantage -> burst fire.

By end game Jae has some very powerful fellowship items and can cover most skill checks thanks to cold trader.

Jae is your first act 2 companion. Until you have some recoil gear her burst fire is not going to be the best. So you want to focus on buffing allies early on, then as you get some better pistols and the recoil gloves from janus you can start joining the fight with burst fire. Act 3 has a lot of very good fellowship gear upgrades for Jae.

Act 2 you can use the pair holster for Jae or save it for Ulfar in act 3. Footfall will have some useful items for grenadier cloak and gloves which you can use early on until you get some decent recoil gear. The Act 2 dlc has a medium armour called the breachers armour that when paired with the helm of determination can give Jae some very high armour score. The armour of the undaunted is a secondary option for armour if you do not have the dlc. Act 3 you get the Commissar cap which is amazing. Act 4 the commander's chrono will allow jae to act first for buffing even as a master tactician.

DLC 2 Update
DLC gave Jae the option to go full skill monkey support tank. Servo-Skull allows Jae to do AoE officer buffs, double bring it down, double move,move,move and with stacking lore imperium can become the main tank just without taunts.... so like any vanguard.

Foe hammers with new gear become a huge damage potential for pistol builds going MT or if you go Servo-Skull as I have, a way to build up fellowship with leader's assault and knockdown enemies. Jae really has become an all powerful Commissar with DLC 2.

Jae Levels
Officer
Level 1 :
Voice Of Command
Level 2 :
Commerce
Level 3 :
Bring it Down !
Level 4 :
Finest Hour
Comanding Voice
Level 5 :
Fellowship
Nimble
Level 6 :
Lasting Impression
Fellowship
Level 7 :
Move, Move, Move
Swift Movements
Level 8 :
March
Commerce
Level 9 :
Finest Hour I
Level 10 :
Lore Imperium
Ballistic Skill
Level 11 :
leader Assault
Ballistic Skill
Level 12 :
Take Aim!
Characteristic Training : BS
Level 13 :
Heroism
Lore Imperium
Level 14 :
Willpower
Characteristic Training : FEL
Level 15 :
Finest Hour III

Overseer
Level 16 :
Servo-Skull Swarm
Level 17 :
Medicae Signal
Level 18 :
Kinetic Module
Level 19 :
Overcharge
Level 20 :
AP +1
Ballistic Skill
Level 21 :
Emergency Stimulation
Ballistic Skill
Level 22 :
Priority Signal
Lore Imperium
Level 23 :
Safe Shelter
Level 24 :
Fellowship
Characteristic Training: AGI
Level 25 :
Master's Patronage
Level 26 :
Fellowship
Lore Imperium
Level 27 :
Overcharge III
Level 28 :
Rite of Calibration
Ready to Serve
Level 29 :
Agility
Tech-Use
Level 30 :
Provocation Signal
Level 31 :
Symbiosis
Stronger Together
Level 32 :
Agility
Tech-Use
Level 33 :
Unseen Support
Level 34 :
Grenadier
Level 35 :
Overcharge I

Exemplar
Level 36 :
Eager for Battle
Steel Resolve
Level 37 :
Lore Imperium
Brother-In-Arms
Level 38 :
Ballistic Skill
It Will Not Die
Level 39 :
Air of Authority
Lore Imperium
Level 40 :
Firebrand
Energy Multiplier
Level 41 :
Perception
Inspiring Speech
Level 42 :
Advanced Tracking
Ballistic Skill
Level 43 :
Enhanced Augmetics
Characteristic Training: PER
Level 44 :
Tech-Use
Eager Subordinates
Level 45 :
AP +1
Level 46 :
Decisive Response
Tech-Use
Level 47 :
Seize the Initiative
Medicae
Level 48 :
Side by Side
Perception
Level 49 :
Perception
Medicae
Level 50 :
Degraded Defence
Focus!
Level 51 :
Autonomous Medikit
Medicae
Level 52 :
Steady!
Better to Die for the Emperor
Level 53 :
Strategic Adaptation
Perception
Level 54 :
Flagbearer
Be Vigilant!
Level 55 :
AP +1
Jae Gear
Slot
Gear to look out for
Helm
Commissar Cap
Armour
ceramite xenochestplate / breacher's armour / Duellist Uniform
Cloak
tactical backpack / rogue trader's cloak
Neck
medal of alacrity / soldier aquila pendant
Accessory 1
Commander's Chrono / Portative Manipulator / chainsaw byonet
Accessory 2
Pair Holster / Saint Cognatius's Scriptures / Black Ring of the Inquisition
Gloves
Gloves of rapid desolation / deflection gloves
Boots
Recoil Warboots / commissar boots
Weapon Set 1
Daredevil Pistol / Upgraded Shuriken Pistol / Quick Firing Las-Pistol / [Sol Pattern] Las Pistol / The Rack
Anti-Vehicle Revolver / Tyrant / agonising splinter pistol / The Ruin
Weapon Set 2
Upgraded Shuriken Pistol / Promise of Freedom / Quick Firing Las-Pistol / Gloomrifle
Bone-Shatterer / Promise of Retribution / Tyrant
Yrliet
Yrliet is an Aeldari companion with access to unique Aeldari gear. Prior to 1.3 she could not fully utilise human gear but as of 1.3 there are only a few restrictions. Yrliet act as a support build by picking off weaker enemies from great ranges as a sniper whilst apply debuffs to key enemies. Previously I always built her as an assassin but with the changes from launch, Yrliet is much more effective as a bounty hunter. If you are using 1 other bounty hunter in the party she is great with savour the kill if you have two other bounty hunters you may want to skip that talent.

Yrliet comes level 15 so her initial build is locked and fully set on being a sniper. By going into bounty hunter you can take party in hilarious bounty hunter buff loops, increase Yrliet's attack economy and get a few uses from her unique ability. You can end your turn and build up extra attacks on enemies that all come into effect at the start of Yrliet's main turn. This unique origin is almost as underwhelming as sword of faith and could use a buff or rework.

If you do not side with Calligos you will want to take Drukhari Weapons to use the deadshot splinter rifle. If however you do side with him to get the Eye of Hecaton you do not need drukhari weapon proficiency. Yrliet can also use heretic 2 to generate a very large number of attacks when an ally bounty hunter procs savour the kill but this could also be a bug.

Yrliet's turn will look something like this. Mark 3 prey. Use claim the bounty to attempt to kill said prey. An ally bounty hunter procing savour the kill may refund claim the bounty which in turn could also generate AP with heretic 2. As long as you keep getting kills you can loop this with the other bounty hunter also marking 3 prey. You will then take a deadeye shot with wanderer's potent which if it crits will allow another sniper rifle single or deadeye shoot.

Yrliet got a huge gear buff in 1.3 opening her up to many of the human restricted gear from earlier patches. Now she can use the analyst helmet in combination with the target designator which will carry you for most of the game. There is not too many ranged support items so progression can feel slow with most of the items being locked behind specific gameplay paths such as Eye of Hecaton.

DLC 2 Update
Yrliet got some new snipers which can be used with Assassin but nothing much overall. Here is hoping 1.5 improves operative.

Yrliet Levels
Operative
Level 1 :
Analyse Enemies
Level 2 :
Awareness
Level 3 :
Expose Weakness
Level 4 :
Dismantling Attack
Sharpshooter
Level 5 :
Perception
Nimble
Level 6 :
Ballistic Calculation
Perception
Level 7 :
Precise Attack
Awareness
Level 8 :
Fresh Target
Swift Movements
Level 9 :
Dismantling III
Lore Xenos
Level 10 :
Lore Xenos
Ballistic Skill
Level 11 :
Insightful Precision
Medicae
Level 12 :
Perfect Spot
Las Weapon Expert
Level 13 :
Comprehensive Analysis
Ballistic Skill
Level 14 :
Intelligence
Swift Sight
Level 15 :
Dismantling IV

Bounty Hunter
Level 16 :
Hunt Down The Prey
Level 17 :
Claim the Bounty
Level 18 :
Hunting Surge
Level 19 :
Wild Hunt
Level 20 :
AP +1
Ballistic Skill
Grenadier
Level 21 :
Intelligence
Claim and Maim
Level 22 :
Cull the Bold
Level 23 :
Flay the Bold
Lore Xenos
Level 24 :
Perception
Drukhari Weapon / Prescient Sight
Level 25 :
Heightened Concentration
Level 26 :
Lore Xenos
Agility
Level 27 :
Wild Hunt II
Level 28 :
Savour the kill
Level 29 :
Awareness
Perception
Level 30 :
Drukhari Equipment / Penetrating Sight
Ensnare the Prey
Level 31 :
Hunter's Ambush
Level 32 :
Ballistic Score
Awareness
Level 33 :
Expert Finesse
Level 34 :
Characteristic Training PER
Level 35 :
Wild Hunt III

Exemplar
Level 36 :
Eager for Battle
Sniper Expertise
Level 37 :
Awareness
Inspiring Trophy
Level 38 :
Ballistic Skill
Characteristic Training BS
Level 39 :
Tactical Knowledge
Awareness
Level 40 :
Degraded Defence
Pierce the Armour
Level 41 :
Ballistic Skill
Uncanny Sight
Level 42 :
Hot on the trail
Agility
Level 43 :
Trail and Shatter
Characteristic Training Agi
Level 44 :
Lore Xenos
Vital Points
Level 45 :
AP + 1
Level 46 :
Improved tactics
Lore Xenos
Level 47 :
Tide Of Excellence
Medicae
Level 48 :
Gruesome Kill
Perception
Level 49 :
Perception
Medicae
Level 50 :
Deadly Aim / Deathdealer
Combat Insight
Level 51 :
Critical Chain / Cut to the chase
Medicae
Level 52 :
Passive Learning / Weak Body, Weak Soul
Characteristic Training Int
Level 53 :
Piercing Shot
Intelligence
Level 54 :
Critical Velocity / Deadly Aim
Pierce and Ruin
Level 55 :
AP + 1
Yrliet Gear
Slot
Gear to look out for
Helm
Hunter's Focus / Foulsight Veil / Self Calibrating Goggles / Analyst Helmet / Self Calibrating Helmet
Armour
Craftworld world origin - Aeldari Guardian Mesh Armour
Cloak
Cameleoline cloak / cape of righhteous fury / camo cloak / shadowguide cloak
Neck
Wraithbone necklace
Accessory 1
Elder Flow / Target Designator
Accessory 2
Aeldari Ranger Sight / armour peircing ammo
Gloves
sniper gloves / marksman bracers / Apex Predator Gloves
Boots
sharpshooter boots
Weapon Set 1
Wanderer's potent
Weapon Set 2
Eye of Hecaton / Deadshot Splinter Rifle
Ulfar
Due to gear limitations Ulfar is unirionically one of the weakest companion in the game. Something that becomes more apparently on each increase in difficulty. However that does not mean he is a weak character, just out of everyone available, Ulfar is one of the weakest. Ulfar can very much solo encounters and is at the end of the day a stereotype space viking with a heavy bass nordic accent. So additional style points there.

Ulfar's high bulky physical stats would be impressive if he were a warrior but unfortunately as a soldier Ulfar is not able to feed those stats into damage. Ulfar also does not get access to damage mitigation talents of a warrior which often means he gets turned into tissue paper by tougher enemies.

Owlcat seem very intent on forcing you down the path of using flamers and pistol+melee setups for ulfar with his build being locked to level 20. Whilst nerfing his heavy gunner gear to make the playstyle unusable, only achieving 1/6 of Argenta's damage, they did however add a new very powerful flamer to the act 4 shop. Owlcat give as owlcat take. However by leaning into this we can tenderise enemies to increase the damage of follow up hits to either kill with ulfar's unique knife which generates ap or burst enemies down with the surprisingly powerful astartes pistols. No it does not feel as good as when we had heavy gunner ulfar build before patch 1.3 but that is my own bias, some of you may enjoy burning down heretics then running in with a chainsword/axe firing off pistol blasts to be far more enjoyable.

Confident approach also saw heavy nerfs so is never worth taking unless you are a psyker using sanctified staff. So for Ulfar we pick up wild fire and reckless rush. We do not need the upgrade all out as ulfar can move and shoot as part of his origin. In exemplar levels we pick up demolition engineer and concentrated fire to further boost his area damage potential. Ulfar can also setup a very devastating combo with a psyker biomancer using metabolic overcharge. Ulfar can bank that additional AP with entrench so he can safely use it on his next turn with run and gun without taking damage, ideally by an officer ally giving him a turn via finest hour so he has no attack limit allowing him to generate AP with pair holster and combat knife.

If that seems too complicated, here is the rotation, reckless rush, kick, concentrated fire, flamer spray, rapid fire, bolt pistol burst fire. If anything lives, hit it with the knife to get the kill and AP.

Items like Soldier Aquila Pendant and chainsaw bayonet are very useful early on in act 4. Getting a melee kill with armsmaster will reduce the cost of ulfar's range by 1, allowing for 1 ap burst fires and range kills will allow ulfar's melee to do 1 ap area attacks. This is surprisingly useful to squeeze out more attack economy.

Ulfar does not have a lot of gear options. Most of his helmets are terrible. He cant change his gloves or boots. He has very limited cloak and armour options. The helmet that allowed heavy guns to be viable got nerfed in 1.3 but owlcat also added a very powerful new flamer to the shop for ulfar. Due to this I pivoted his build to be a flamer with mixed attacker set. So ulfar can either abuse best pistol with his knife to generate AP or take whatever highest damaging melee you have.

You can use the pair holster if you focus more on the pistol side of things to generate more attacks but you will need to use wildfire to get a pistol crit which will then make his burst fire costs 0 AP if you have attack actions.

DLC 2 Update
By accident Ulfar actually got a buff. Two new heavy stubbers were introduced in Advanced Heavy Stubber and Righteous Anger that make Ulfar as a heavy gunner build viable again. As strong as annihilating bolter with flamer can be, I just love heavy guns which is why I went back to this setup. The spreadsheet has all variants.

Ulfar Levels
Soldier
Level 1 :
Run and Gun
Level 2 :
Athletics
Level 3 :
Revel in Slaughter
Level 4 :
Firearm Mastery
Unpredictable
Level 5 :
Agility
Rapid Reload
Level 6 :
Agility
Controlled Shot
Level 7 :
Ballistic Skill
Combat Master
Level 8 :
Alacrity
Awareness
Level 9 :
Firearm Mastery II
Level 10 :
Tenderise
Ballistic Skill
Level 11 :
Rapid Fire
Demolition
Level 12 :
Perception
Duelling Mastery
Level 13 :
Unfaltering Fire
Dual Weapon Combat
Level 14 :
It Will not Die
Demolition
Level 15 :
Firearm Mastery I

Arch-Militant
Level 16 :
Versatility
Level 17 :
Kick
Level 18 :
Martial Art
Level 19 :
Steady Superiority
Level 20 :
Ap +1
Ballistic Skill
Level 21 :
Always Ready
Toughness
Level 22 :
Wild Fire
Heavy Weapon prof
Level 23 :
Demolition
Broad expertise
Level 24 :
Perception
Breaking Point
Level 25 :
Armsmaster
Level 26 :
Demolition
Agility
Level 27 :
Steady Superiority IV
Level 28 :
Athletics
Dependable
Level 29 :
Ballistic Skill
Overpower
Level 30 :
Reckless Rush
Level 31 :
Heavy Gunner
Level 32 :
Toughness
Athletics
Level 33 :
Adaptability
Toughhness
Level 34 :
Perception
Solid Projectile Expert
Level 35 :
Steady Superiority II

Exemplar
Level 36 :
Peak Condition
Swift Slaughter
Level 37 :
Demolition
Critical Versatility
Level 38 :
Ballistic Skill
Brutal Hunter
Level 39 :
Entrench
Demolition
Level 40 :
Degraded defence
Contempt for the Weak
Level 41 :
Ballistic Skill
Fired Up
Level 42 :
Devestating Attack
Agility
Level 43 :
Breaking Attack
Grenadier
Level 44 :
Demolition / Athletics
Eager for battle
Level 45 :
AP +1
Level 46 :
Muzzle Velocity
Demolition
Level 47 :
Rack and Ruin
Athletics
Level 48 :
Exploit Weakness
Agility
Level 49 :
Toughness / Perception
Athletics
Level 50 :
vital points
Enough Bullets for Everyone
Level 51 :
Preferred Targets
Carouse
Level 52 :
Accustomed to Glory
Power/Chain/Bolt Weapon Exp
Level 53 :
Dash
Toughness / Perception
Level 54 :
Extermination / Deadly Aim
Focal Point / Camaraderie / Integrity
Level 55 :
AP +1
Ulfar Gear
Slot
Gear to look out for
Helm
Emperor's Justice
Armour
Holy Power Armour / Bloodcraver
Cloak
Shroud Of Dauntlessness
Neck
Slicing Symbol / Fury Incarnate / Requiemator / Soldier Aquila Pendant / wolf tooth necklace
Accessory 1
Echo of Victory / Demolition Instructions / Bead of Might / Knuckle Guard / pair holster
Accessory 2
Hellbrute Horn Trophy / Bayonet Chain Knife / secrets of the forerunner / Pair Holster
Gloves
Astartes Power Gloves
Boots
Astartes Power Boots
Weapon Set 1
[Mezoa-Pattern] Astartes Bolt Pistol / Burden Of Servitude / Storm Bolter / Annihilating Bolter
Astartes Combat Knife / [Ryza-Pattern] Astartes Chainsword / Singer of Fearsome Sagas
Weapon Set 2
Advanced Heavy Stubber / Righteous Anger*
Marazhai
Marazhai went from being a gimmick companion to a pretty damn strong one. For his build to "come online" it does unfortunately require you to pick up his unique incubus blade armour in act 3 by killing the drukhari on the motorbikes before you go to the pit and picking up notes on weakness from the act 4 vendor.

As Marazhai is locked level 29 as an assassin, arguably the worst advanced arch-type in the game, a lot of work is required to get Marazhai up and running. Using break through, shearing strikes, malign influence and then causing as many willpower checks as possible, notes on weakness can turbo charge lethality to do a lot of direct damage causing enemies to die by Marazhai simply walking towards them if you get the colony reward fiend of vheabos VI. Other willpower checks like lethal threat or taunting scream will also cause direct damage to proc which will be boosted by lethaliy and notes on weakness.

Marazhai's turn will look something like this. Joyful Torture, Taunting scream a pack of enemies, activate break through, use reckless strike if you have a two hander (once shearing strikes bug is fixed you will use dual weapons), then walking up to enemies using slash to move through them. When you approach them they will take damage due to a willpower test from fiend of vheabos VI, when you shearing strikes them lethal threat will cause additional two willpower tests. Then anything that isnt instantly killed you will pick off with death whisper then killing edge. Procing daring breach will allow Marazhai to generate MP on kill and when using slash via slicing symbol. Incubus blade armour will also proc aoe damage.

Whilst waiting for the shearing strikes bug to be fixed where it uses all MP regardless of rigorous training. You can offhand an aeldari melee weapon.

Marazhai has some very specific gear that he needs to make his death aura build work. Incubus Blade Armour from act 3. Slicing Symbol and Notes on Weakness from act 4. The Hekatarii blade of bloodthirst is a very good primary hand weapon for Marazhai with an aeldari weapon being required in his offhand until shearing strikes gets fixed. The secondary slot can be a decent 2h or another status dual set. Due to high weapon skill enforcer's light boots or fencing boots are a great option for marazhai. Look for any gear that causes enemies to make willpower tests!

DLC 2 Update
Not much changed for Marazhai in dlc 2 however we did realise he can use interrogator dagger for the death aura build which is pretty cool.

Marazhai Levels
Warrior
Level 1 :
Charge
Level 2 :
Athletics
Level 3 :
Endure
Level 4 :
Daring Breach
Defensive Manoeuvres
Level 5 :
Easy Target
Weapon Skill
Level 6 :
Break Through
Athletics
Level 7 :
Weapon Skill
Nimble
Level 8 :
Carouse
Rigorous Training
Level 9 :
Daring Breach I
Level 10 :
Blade Flurry
Agility
Level 11 :
Reckless Strike
Duelling Mastery
Level 12 :
Agility
Carouse
Level 13 :
Desolation
Coercion
Level 14 :
Strength
Combat Master
Level 15 :
Daring Breach II

Assassin
Level 16 :
Seek the Opening
Level 17 :
Danse Macabre
Level 18 :
An Eye for the Unscathed
Level 19 :
Dispatch
Level 20 :
AP +1
Agility
Level 21 :
Lone Killer
Agility
Level 22 :
Athletics
Elusive Shadow
Level 23 :
Seize the Advantage
Level 24 :
Weapon Skill
Dual Weapon Combat
Level 25 :
Bringer of Doom
Level 26 :
Weapon Skill
Athletics
Level 27 :
Dispatch II
Level 28 :
Characteristic Training: AGL
Ambush
Level 29 :
Perception
Lore Xenos
Level 30 :
Death Whisper
Level 31 :
Mantle of Agony
Deadly Calculation
Level 32 :
Medicae
Level 33 :
Lethality Heightens
Perception
Level 34 :
Prey On the Weak
Level 35 :
Dispatch III

Exemplar
Level 36 :
Malign influence
Shearing Strikes (Cautious Disengage due to SS bug)
Level 37 :
Athletics
Lethal Concentration
Level 38 :
Weapon Skill
Grenadier
Level 39 :
Taunting Scream
Athletics
Level 40 :
Lethal Threat
Dissary
Level 41 :
Weapon Skill
Cautious Disengage
Level 42 :
Killing Edge
Agility
Level 43 :
Morbid Pirouette
Emboldened by Bloodshed
Level 44 :
Medicae
Eager for Battle
Level 45 :
AP + 1
Level 46 :
Thick Skin
Medicae
Level 47 :
Impetus
Medicae
Level 48 :
Perfect Opening
Agility
Level 49 :
Perception
Medicae
Level 50 :
Degraded Defence
Crowd Kill
Level 51 :
Killing Spree / Esquive
Medicae
Level 52 :
Create An Opening
It WIll Not Die
Level 53 :
Poised to Strike
Perception
Level 54 :
Vital Points
Imminent Demise
Level 55 :
AP + 1
Marazhai Gear
Slot
Gear to look out for
Helm
self calibrating goggles / self calibrating helm / vivisector's visor / Provocateur's Helmet / Tactical Genius
Armour
Incubus Blade Armour
Cloak
Pack of Reagents / sworddancer cloak / swiftshroud cloak / Swashbuckler Cloak
Neck
Slicing Symbol / the last flash / Anatomist's Amulet
Accessory 1
Notes On weakness / Bladewings
Accessory 2
Knuckle Guard / Iron Cape / shard of bloodstone / Bladewings
Gloves
Riposte Gloves
Boots
Enforcer Light Boots / Skirmisher Boots / Greaves of the Black Archon / Improved Lightweight Boots
Weapon Set 1
Intterrogator's dagger / Djin Blade of Yrmeryss / Hekatarii Blade of Bloodthirst / Glimmersteel Blade
Master-Crafted Aeldari Chainsword / Serrated Glimmersteel Blade
Weapon Set 2
Bloodseeker Klaive
Kibellah
Kibellah is a blade dancer that would be such a great companion if she had a better haircut and wasnt voidborn. She is still a very high source of damage thanks to being a blade dancer but nothing will every shake off the disappointment that cut brings or how underwhelming voidborn is.

After testing all her options for secondary arch-types, Executioner is by far the best option. High damage. High mobility. Ability to wipe the entire map. Adding Drukhari toxin weapons she is an absolute beast. They even had to nerf kibellah by changing drukhari bleed swords to be daggers so her blade dancer abilities and talents did not benefit from them. Even then she is still very damn powerful right behind Heinrix.

Kibellah requires a bit of understanding to not get stuck. Blade Dancer's rely on blood rush and blood oath to keep moving, generate ap and additional attacks. Whilst she can use two weapon fighting as kibellah requires swords she cant drop her offhand attacks down to 1 ap. However it is not like that matters when blade dance shreds everything in sight. death from above will also benefit from the passives on your primary weapon. Early game you will be blender. Mid game you will be a blender that also procs instant damage of time abilities and end game you will still continue to stomp.

You turns will go something like, death from above a group of enemies, mark a low hp one with blood oath, use blade dance to kill the group and gain an additional attack, charges of death from above and ap. Then use blood oath to generate mp to death from above around then hit a few more targets. When you progress into executioner after you have built some dots you will use where it hurts to explode enemies. Pain resonance will also give an aoe dot proc that can be used for additional damage which does not count towards your attack limit.

Kibellah will apply bleed from being executioner. Toxin from drukhari venom swords and fire from dogmatic 2 ability. With 1.3 you can easily rank 5 one conviction whilst hitting 2 in the others.

Kibellah will want to use two swords for her bladedancer talents during act 1. Luckily all swords count be it primitive, power, chain or drukhari. In act 2 you will progress into drukhari venom blades around the end of the act so potentially at 30. There are some to be grabbed on vheabos VI. Armour you will want to progress whatever is the best light armour and Kibellah will also greatly benefit from any gear that increases medicae or enhances her executioner arch-type.

DLC 2 Update
DLC added Inertia boots, impulse boots, armour of hidden promise and other such things which were just direct boosts to kibellah. Whilst her build didnt change, she just got stronger. GG.

Kibellah Levels
Blade Dancer
Level 1 :
Blade Dance
Level 2 :
Medicae
Level 3 :
Death From Above
Level 4 :
Death Waltz
In Footsteps of Death
Level 5 :
Characteristic Training: Per/ Duelling Mastery
Weapon Skill
Level 6 :
Blood Oath
Medicae
Level 7 :
Weapon Skill
Blood Rush
Level 8 :
Demolition / Athletics
Combat Master / Bloody Mess / Jinx
Level 9 :
Death Waltz II
Level 10 :
Dance Partners / Guillotine
Agility
Level 11 :
Captive Audience
Death Warden / Escape Artist
Level 12 :
Agility
Demolition / Athletics
Level 13 :
Dual Weapon Combat
Carouse
Level 14 :
Toughness / Perception
Escape Artist / Death Warden
Level 15 :
Death Waltz III

Executioner
Level 16 :
Forced Repentance
Scourging Strike + Where it hurts
Level 17 :
Pain Resonance
Level 18 :
Anatomy Expert
Level 19 :
Carnival of Misery
Level 20 :
AP +1
Weapon Skill
Level 21 :
Weapon Skill
Invigorating Screams
Level 22 :
Reckless Abandon
Level 23 :
Does It Hurt?
Lore Xenos
Level 24 :
Agility
Drukhari Weapon Prof
Level 25 :
Fragile Playthings
Level 26 :
Agility
Medicae
Level 27 :
Carnival of Misery III
Level 28 :
Racking Weakness
Level 29 :
Perception / Strength
Medicae
Level 30 :
Exsanguination
Base Skill: Medicae / Grenadier
Level 31 :
Perfect Anatomy
Level 32 :
Perception / Strength
Demolition / Athletics
Level 33 :
Master of Torture
Level 34 :
Perception / Strength
Advanced Skill: Medicae / Jinx / Bloody Mess
Level 35 :
Carnival of Misery IV

Exemplar
Level 36 :
Eagar for Battle
Guillotine
Level 37 :
Medicae
All-Encompassing Agony
Level 38 :
Weapon Skill
Dance of Blood
Level 39 :
Acrobatic Artistry
Medicae
Level 40 :
Peak Condition
Deep Laceration
Level 41 :
Weapon Skill
Rising Tempo
Level 42 :
Terrifying Strikes
Agility
Level 43 :
Unbearable Presence
Dance of throns
Level 44 :
Demolition / Athletics
Degraded Defence
Level 45 :
AP +1
Level 46 :
Duellist
Demolition / Athletics
Level 47 :
Spinning Blades
Demolition / Athletics
Level 48 :
Acute Pain
Agility
Level 49 :
Perception
Carouse
Level 50 :
Vital Points
Promises of Blood / Bloody Requiem
Level 51 :
Wounds Streaming Blood
Carouse
Level 52 :
Race Against Death
Crimson Tide
Level 53 :
Gift of Torment
Perception
Level 54 :
Cataclysm / Critical Velocity
Grand Performance / Sweeping Motions
Level 55 :
AP +1
Kibellah Gear
Slot
Gear to look out for
Helm
Carmine Crown / Mechanicus Respirator / Face of the Sovereign / Lingering Whisper
Armour
Armour of hidden promise/ Bygone Sorrow / Shadow of the Undying One / High Spinner Armour
Cloak
Malpian Shroud / Bladedancer's Mantle / swashbuckler cloak
Neck
The Vial of Falstow / Anatomist's Amulet / Dissector's Amulet / Phoenix Gem
Accessory 1
Voidborn's Pride / Seal of Death / Knuckle Guard / Diagnoser
Accessory 2
Seal of the Purifier / Blades of Clone Field / book of War prayers
Gloves
Crimson Oblivion / Augmented Gloves / Executioner's Gauntlets / Master Surgeon's Gloves
Boots
Inertia Boots / Fencing Boots / skirmisher boots / enforcer's light boots
Weapon Set 1
Virulent Slicer / Sharpened venom blade / Blackhaze Venom Blade
Sharpened venom blade
Weapon Set 2
Well-Maintained Chainsaw + Temperus Carapace Elite Backpack
Solomorne
Solomorne is the Vigilant Soldier Overseer that joins the team at level 24 as part of DLC 2. Shotguns in the 1.4 update become the best area weapons with seemingly all other area weapons now left to eat dirt as there is no strong reason you can make to use them over shotguns from a mechanicus stand point.

Swift Justice is one of Solomorne's main gimmicks. This allows shotguns to do coercion bonus damage after Solomorne or Glaito have dealt damage to an enemy. This allows for Solomorne to have obscenely high area damage, making him an ideal companion for clearing the map and combined with Glaito will also have very high single target damage.

Glaito is the cyber-mastiff pet which is both the strongest of the damage pets but also somewhat annoying to use. Whilst using protect with advanced tracking glaito can do up to 1000 damage aoe or apprehend can allow for everytime you attack, the pet will follow up with high damage attacks and even comes with a bite knockdown attack. So what is the problem? Well you cannot increase glaito's perception, which means against high dodge enemies which means the pet often misses their attacks. Meaning, like many terrible builds floating about, glaito needs heavy buff support from companions. Normally this would make a character not worthwhile but DLC 2 gave us ways for officer and psykers to aoe buff the entire party in a single turn so there is no real issue here.

Solomorne will use advanced tracking, move to enemies, have glaito use protect to aoe and apply swift justice to buff Solomorne's shotgun damage. You can either use shield with a shotgun like gunnery shield to do high damage with 0 ap reloads. Or you can use dual weapon combat to increase attack economy to have additional attacks each turn that Solomorne takes. This is very useful when used with cresendo offhand shotgun, the ability strategic adaptation and items like elastic gloves.

Due to Solomorne not having firearm mastery 1 upgrade movement can become a bit of an issue. However in exemplar levels Solomorne can pick up dash and consolidation to fix movement issues. Entrench can save AP that is left over when there are no viable targets which can then be regained on the next turn that Solomorne uses run and gun.

The last thing to keep in mind is that exemplar talents like eager subordinates and attention will apply to glaito when Solomorne issues the pet commands. Any damage to glaito can be turned into damage for Solomorne with his unique ability.

Gear wise you will want to keep Solomorne in medium armour as he comes with second skin, by keeping glaito in WS/STR gear you can guarentee the pet doesnt get parried but he can still unfortunately be dodged without buffer support. You will want to give Solomorne the best shotguns you have, you can use double-barrel shotgun with gunnery shield in one slot with the highest damage shotgun and cresendo offhand in the second set.

Solomorne Levels
Soldier
Level 1 :
Run and Gun
Level 2 :
Demolition
Level 3 :
Revel in Slaughter
Level 4 :
Firearm Mastery
Rack and Ruin
Level 5 :
Ballistic Skill
Demolition Engineer
Level 6 :
Ballistic Skill
Grisly Adjudication
Level 7 :
Agility
Lawful Intervention
Level 8 :
Second Skin
Demolition
Level 9 :
Firearm Mastery III
Level 10 :
Point-Blank
Agility
Level 11 :
Concentrated Fire
Coercion
Level 12 :
Perception
Armour-Piercing
Level 13 :
Camaraderie
Prepared Prosecution
Level 14 :
Pillar of the Law
Coercion
Level 15 :
Firearm Mastery IV

Overseer
Level 16 :
Cyber-Mastiff Proficiency
Level 17 :
Run!
Level 18 :
Suppressive Factor
Level 19 :
Overcharge
Level 20 :
Ap +1
Fellowship
Level 21 :
Perimeter Defence
Fellowship
Level 22 :
Advanced Tracking
Coercion
Level 23 :
Cohesion
Level 24 :
Fellowship
Defensive Manouvre
Level 25 :
Rite of Calibration
Level 26 :
Ballistic Skill
Demolition
Level 27 :
Overcharge II
Level 28 :
Shotgun Mastery
Dual-Weapon Combat / Instant Retribution
Level 29 :
Ballistic Skill
Demolition
Level 30 :
Strategic Adaptation
Level 31 :
Law and Order
Public Sentencing
Level 32 :
Agility
Coercion
Level 33 :
Chain-Maw
Level 34 :
Mob Justice
Level 35 :
Overcharge III

Exemplar
Level 36 :
Eager for Battle
Swift Slaughter
Level 37 :
Demolition
Relentless Pursuit
Level 38 :
Ballistic Skill
Grenadier
Level 39 :
Dash
Demolition
Level 40 :
Degraded Defence
Enhanced Augmentics
Level 41 :
Ballistic Skill
Fired Up
Level 42 :
Bite! / Consolidation
Agility
Level 43 :
Brother-In-Arms
Stronger Together
Level 44 :
Coercion
Vital Points
Level 45 :
AP +1
Level 46 :
Enough Bullets for Everyone
Coercion
Level 47 :
Tenderise
Medicae
Level 48 :
Battle Mode: Terror
Agility
Level 49 :
Perception
Medicae
Level 50 :
Extermination / Eager Subordinates
Rapid Reload / Fortress / Binding Purpose
Level 51 :
Autonomous Medikit / Master's Patronage / Ammo Bags
Medicae
Level 52 :
Integrity
Know No Heresy
Level 53 :
Entrench / Consolidation
Perception
Level 54 :
Critical Velocity / Attention
Side by Side / Dependable Ally
Level 55 :
AP +1
Solomorne Gear
Slot
Gear to look out for
Helm
Steel Guidance / Arbites Helmet / Commissar Cap
Armour
Warrior Armour / [Hiveworld Origin] Voidsman Armour
Cloak
Sensory-motor Modulator / Cloak of hatred
Neck
The Vial of Falstow / Ironclad Argument
Accessory 1
Bead of Might / Book of War Prayers / Long-range Aim Lens / Enemy Finder / Iron Cape
Accessory 2
Demolition Instructions / Portative Manipulator / Boyonet Chain Knife
Gloves
Marksman Bracer / Elastic Gloves
Boots
The Slow March of Death / Heavy Breacher Boots / Navy Breacher Boots
Weapon Set 1
Double-Barreled Shotgun / Final Chord
Gunnery Shield
Weapon Set 2
Scoped Shotgun / [Sol Pattern] Shotgun / The Rack
Crescendo / Advanced Adeptus Arbites Shotgun / Bloody Vigil / The Ruin
Compositions
When building my team I pick my Rogue Trader's role first then rotate members that fill certain roles for combat and cover as many skill checks as possible.

To cut to the chase, the strongest possible team setup is: Cassia Grand strategist, Jae Overseer Servo-Skull and Idira Overseer Psyber Raven. This will allow your team to have incredibly strong turn 1 aoe buffs, Jae to cover all fellowship and intelligence checks and all three add a lot of support damage. This means your other 3 slots can be filled by any role Rogue Trader and any two companions you want. These three are so strong at buffing that no matter how bad a build, it will still trivialise unfair difficulty.

For example here I am using a pyromancer blade dancer rogue trader:

In this example I will want cassia and pasqal which leaves options for Abelard/Heinrix to act as frontline, Idira/Yrliet to act as backline with Argenta/Jae acting as mid range damage. Alternatively I can also swap in kibellah for either front or mid.

When we pick up ulfar in act 3 he can act as our mid line with Marazhai also able to act as frontline but he does not have the defensive stats of Heinrix or Abelard.

You want to try to spread as much of the 13 skills as possible. Until act 4 cassia and Pasqal will be your core party members to win when playing unfair+ difficulties. Officer Grandstrategist is the main strategy of the game. Go first, stack buffs, have your damage dealer go before enemies. Have your party pick off the rest. You will want to plan your initial combat start with this in mind, it is okay to start further from the enemy to force them to come to you as the AI won't make smart use of cover. Cassia's zones can be used defensively or offensively based on the needs of the encounter.

I try to have 1. Cassia and 2. Pasqal act as the support core. Then I tend to go with two front line which prevents my softer targets being rushed. No I'm not even thinking about tanking just more survivable damage dealers like Kibellah, heinrix, Abelard and to an extent marazhai/ulfar. So that will make up 4. The last two slots will usually be ranged damage and support. So Argenta/Jae and Idira/Yrliet.

Jae's cold trader does give her the unique spot of being able to cover many intelligence checks with her fellowship. So she can be put in as a skill monkey that is also an officer to cover many checks. So this is a strategy to consider when building your party.

Your rogue trader will fit somewhere here and you will swap people out depending on what they are doing.

Warrior? Drop Abelard.
Blade dancer? Drop Kibella
Officer? Drop Jae maybe Argenta
Operative Drop idira or yrliet. Maybe pasqal if you can cover tech/logic

Something to note. Heinrix is the highest damage companion by far. Cassia is the strongest support companion by a large margin. Argenta is the highest ranged damage companion but can be tricky to use if your melee is in the way. Heinrix and Kibellah will out perform Argenta but Abelard wont. Idira whilst she can self destruct is the strongest buffer by a large margin.

Companions like pasqal, yrliet, ulfar, jae and marazhai are far less impactful until very late game. Whilst Abelard is tankier than Heinrix in act 1 by act 2 you will notice Abelard is one of the weakest companions due to his homeworld/origin/class. Don't fall for reddit memes. Plan your team according to your experience.

If you want to see any of it in play you can do so from this livestream playlist: https://youtube.com/playlist?list=PLrqfcSvSc1aX_H_NfHeCk-mMpsChbb7qF&si=bIi7n_Gd9ta9yEsG

The following are some video guides on gear progression for these builds:
Act 1

Act 2



Act 3

Act 4

Lastly here is a sneak peak at what my Rogue Trader build can do that is shown in the above videos


78 Comments
Silverthorn 22 Oct @ 8:17pm 
I do mean a Heavy Weapon user, to the comment below. I wish there was an edit button.
Silverthorn 22 Oct @ 8:13pm 
Question to Author. Would it be possible to come up with a Main characterr psyker range weapon using Drukari dark repeating weapons? Basically stacking dots from range. Whenever I try to make a build my eyes glaze over.
Revan619  [author] 22 Oct @ 4:13pm 
Will be coming to 1.5 soon, the 1.4 builds are still on the sheet but just hidden on the live version. if you download a local copy you can view the hidden pages
DeWitt 22 Oct @ 12:10pm 
Is there a possibility to get back your old spreadsheet data from 1.4 (I can see these pages still but greyed out)? Because I´d like to finish my run n 1.4 but did not save the file.
sweetcacophony 22 Oct @ 9:30am 
appreciate your work
Zeppy 5 Oct @ 11:48pm 
Ooo. Got it, thanks for the notice!
Revan619  [author] 5 Oct @ 7:58am 
@zeppy the written guides will be up to date but keeping videos up to date is much harder as patches come through. Some will be a year old some will be maybe a version old. So 1.3 videos won't always reflect 1.4 version updates.

Ive been play testing 1.5 and there will be vast changes again. Ill try to get videos updated for companion changes as well as origin changes.
Swordsman 5 Oct @ 5:42am 
1.5 massive patch coming soon.. another massive updates to all of your builds ?
Zeppy 5 Oct @ 2:59am 
Why are the written guides in here and the some of the Youtube videos the complete opposite of each other?
Revan619  [author] 3 Oct @ 6:02am 
DOTS dont care about weapon base damage and the number of hits very much matters. As each hit causes application of dots which is where the vast majority of your damage comes from. Also it is just suggested gear to consider, you can use a thunder hammer if you want