Warhammer 40,000: Rogue Trader

Warhammer 40,000: Rogue Trader

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Revan619's Collection of Rogue Trader Unfair Builds
By Revan619
This is a collection of builds put together for the lex imperalis update for 1.4. This is a collection of good builds that has beaten Unfair and does not heavily rely on late game items or buffs. Though these will naturally apply power spikes as you progress your game. These games are designed to not rely on specific conviction paths, exploits, bugs, mercenaries or respecs.
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Introduction
I originally picked up Rogue Trader on launch but got quickly distracted by other titles. Coming back to August in 1.2 I looked up some info on the game to try to get a jumping in point but I found that almost everything online was out of date, wrong or just poorly put together. So because of this I began deep diving the game, collecting what I learned to make for youtube videos and a spreadsheet of builds.

I am now typing up a how to play guide for people that do not feel like watching the videos and want more than raw spreadsheets. https://docs.google.com/spreadsheets/d/1rskX4sYcNm6Wqt4rtm8EQqRR4__yrEuxCEzjwoKlHOY

The spreadsheet will also have a lot more builds and variants for you to choose from.

Companion builds can be found here: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=3398861511
Pyromancer Berserker
Walking Tactical Nuke was the edgy name I gave to this build on my first run in 1.3. This build used dual weapon fighting with the chain axe carnage and offhanded noble sword as at the time it was adding willpower to all source of damage. This Warrior Arch-Militant would set itself on fire, run in to cleave up the enemies, explode in storms of fire and fire off many sunbeams using bounty hunter's savour the kill interrupts to refresh abilities. Stacking dual weapon item damage increases with arch-militant versatility made this one of the strongest builds prior to the first DLC.

On later runs I discovered warp surge brooch could remove first round attack limits. Optimised talent ordering for the content and what items really stacked the highest. Then the DLC attacked and everything changed. We had chainsaws and executioners which completely changed the meta. When all looked lost, 1.3 dropped adding 12 more force swords and reworking alignment paths so you could easily get too rank 5 in one and rank 2 in the others. This has resurrected the OG powerhouse of the pre-dlc.

You will want to pick death world for your home world for survival instinct. You will want to be a psyker pyromancer as your origin. Taking 2 points in strength to get it to 45 for heavy armour. 2 Points into toughness for some suitability. Then 1 point into both agility and willpower to bring them to 40. We pick warrior as the base arch-type.

Essentially how this build works. At early levels you go in with charge and you melee then pop on endure to keep yourself alive. Sometimes swapping to your staff to cast an aoe or ignite but before you get some psy rating this wont be all that impressive. Once you have body of flames using the bonus armour from death world when you pop endure you ignite yourself then follow up with orchestrate flame. This will add your self burn to melee but give you resistance to the burning. Once you have relentless blaze this will also increase your psy rating and stop any negative momentum from burning. You then hit more things. With the 1.3 changes you will pick up blade of light to start using some of the new fancy force swords. We get heavy armour at level 13 intending to use psyker's breatplate in act 4 but until then you can still stick to light armour until you find better heavy armours. Daring breach is the heroic action that will allow you to spend all your AP on attacks and generate mp on kills.

Ideally you will voice of command from cassia, reveal the light with infusing staff then bring it down so you can ignite yourself and orchestrate flame. If you have medal of alacrity bring it down will give 3 ap which can be combined with pneumo boots to do a 1 ap charge whilst on fire.

Mid game Arch-militant is our advanced arch-type opens more attack economy via wildfire and reckless rush with the all out upgrade means we do not spend MP to attack with melee. By swapping between melee attacks and psyker powers or area attacks from single target attacks we gain versatility which increases weapon score and damage. Eventually it will also increase crit hit chance, damage and armour. Inflame will also up our burning dot damage. Steady Superiority will also give us another free attack a round which can be reset by enemy interupts for more free attacks.

During end game you can be adding sanctic powers for some extra passive talents and opening up the possibility of using sanctified staff for range casts. Fire within can give us more free attack economy with a lot of other damage multipliers coming in during exemplar ranks.

There are a few options for gearing. Pick your favourite force swords. Potentially the warp burn ones or sacrifice. Then pair it with either carange/tearing vengence or the best chainsaw you find or even the sanctified staff if you want a ranged AoE.

This build really wants dogmatic 2+ to add burn on hit and for eyes of Joyeuse. It also likes Iconclast 2+ for malpain shroud as you can gain temp hp from allies but swashbuckler cloak is also very good. Heretic 2+ also helps generate some ap and attacks. What every you decide to rank 5 is really up to you.

DLC 2 Update

With Lex Imperialis we got access to shields which opened a lot of new options for builds. It also gave more an identity to Warrior as an archetype. It is no longer just a weaker melee option than a blade dancer but it instead becomes a very tanky frontline fighter that can prevent damage to allies, soak up damage and still one turn encounters on unfair. There are some special act 3 shields that can apply burning effects to the build

Pyromancer Berserker Levels
Warrior:
Forge World (Subskin)
Sanctioned Psyker (Pyromancer)
Weapon Skill +2
Strength +2
Tougness +2
Level 1 :
Charge
Level 2 :
Medicae
Level 3 :
Endure
Level 4 :
Daring Breach
Thick Skin
Level 5 :
Hardened Scars
Weapon Skill
Level 6 :
Reckless Strike
Athletics
Level 7 :
Weapon Skill
Psyker Minoris
Level 8 :
Athletics
Impetus
Level 9 :
Daring Breach II
Level 10 :
Body of Flames
Toughness
Level 11 :
Orchestrate flame
Instant Retribution
Level 12 :
Strength
Carouse
Level 13 :
Heavy Armour
Carouse
Level 14 :
Toughness
Steel of the Forge
Level 15 :
Daring Breach IV

Arch-Militant
Level 16 :
Versitility
Level 17 :
Reckless Rush
Level 18 :
Always Ready
Level 19 :
Steady Superiority
Level 20 :
AP +1
Weapon Skill
Level 21 :
Allout
Weapon Skill
Level 22 :
Wildfire
Dual Weapon Combat
Level 23 :
Athletics
Flashfire
Level 24 :
Toughness
Pysker Majoris
Level 25 :
Dependable
Level 26 :
Athletics
Toughness
Level 27 :
Steady Superiority IV
Level 28 :
Carouse
Adaptability
Level 29 :
Agility
Characteristic Training: Per
Level 30 :
Firestorm
Level 31 :
Critical Versatility
Level 32 :
Perception
Carouse
Level 33 :
Exploit Weakness
Agility
Level 34 :
Perception
Fire Within
Level 35 :
Steady Superiority II

Level 36 :
Eager for battle
Crowd Kill
Level 37 :
Athletics
Contempt for the weak
Level 38 :
Weapon Skill
Psyker Terminus
Level 39 :
Inflame / Sanctic Powers
Athletics
Level 40 :
Peak Condition
Relentless Blaze / Edge of Dawn
Level 41 :
Weapon Skill
Still Mind / Hymns of Hatred
Level 42 :
Kick
Toughness
Level 43 :
Martial Art
Psyker Extremis
Level 44 :
Carouse
Degraded Defence
Level 45 :
AP +1
Level 46 :
Ramming Speed / Blade of Light
Carouse
Level 47 :
Easy Target
Medicae
Level 48 :
Preferred Targets
Toughness
Level 49 :
Willpower
Medicae
Level 50 :
Strong Hand
Desolation
Level 51 :
Accustomed to Glory
Medicae
Level 52 :
Melting Armour
Defensive Manuevre / Pslams Of Heroes
Level 53 :
Molten Beam / Reckless Strike
Willpower
Level 54 :
Vital Points
Focal Point
Level 55 :
AP +1
Fire Tsunami (Can Solo Unfair)
The next edgy boi themed build, previously known as burning death, is a Pyromancer-Biomancy Bladedancer Executioner. The original run used Drukhari weapons to stack extra toxin and bleed which did insane amounts of damage, however 1.3 nerfed the drukhari bleed swords by turning them into daggers. It did however add a bunch of new force swords to play with that can inflict warp burn making them very powerful on a psyker executioner.

Starting with death world we want to as with every build here pick origin psyker pyromancer then put 2 points into weapon score, 2 points into agility and 2 points into willpower whilst choosing blade dancer.

With this unique spin on it we will be taking balancing on the edge, wounded beast and facing the end which means we get a lot of gains from injuries and wounds. No we dont need to intentionally cause them, you will gain them regardless. Trust me. We use death from above to jump in on a group of enemies, blood oath the weakest to then blade dance then get two attack actions. Once we have body of flames and orchestrate flame we will be able to set ourselves on fire, orchestrate flame then dive in on enemies for extra damage. During act 1 and the start of act 2 holding the noble sword in the primary hand is very effective as death from above and blade dance will use its effects and gain willpower damage to disorientated foes. Death waltz will generate a lot of death from above charges and add agility modifier to all of our damage.

During act 2 whilst we are progressing through the advantage arch-type executioner we will start using our medicae stat for HP instead of toughness. We also use weapon score instead of intelligence for toughness thanks to death warden which also adds medicae to critical damage. We take blade of light to swap to force swords and at we take biomancy to open the path to biophysical distortion. This is when damage will explode. Getting the carnival of misery upgrades allows dot to heal allies and applies damaging dots to all enemies. Clicking inflame with carnival of misery upgrade is just a win button.

There is not much to talk about in exemplar as everything just makes what you already do that much more powerful. Corpus conversion will cause iron arm and orchestrate flame to each give you +2 psy rating until you use an offensive psyker power.

Gearwise you will want to use the strongest two swords you have then once you have strong force swords you will want to swap to the best force swords you have. Try to keep the best offensive ability in the primary hand. This is a light armour build that benefits from medicae increases as well as psy rating. Warp surge brooch will remove attack cap for the first round of combat equal to your psy rating.

Yes this build can solo clear unfair difficulty

DLC 2 Update
Whilst I have changed some of the ordering of talents, the actual build and play style has not changed, however the buildhas gained access to some very new powerful items such as the armour of hidden promise and inertia boots.

Fire Tsunami Levels
Blade Dancer
Death World
Sanctioned Psyker (Pyromancer)
Weapon Skill +2
Agility +2
Willpower +2
Level 1 :
Blade Dance
Level 2 :
Medicae
Level 3 :
Death From Above
Level 4 :
Death Waltz
Dance Partners
Level 5 :
Wounded Beast
Agility
Level 6 :
Blood Oath
Medicae
Level 7 :
Agility
Blood Rush
Level 8 :
Demolition / Athletics
Body of Flames
Level 9 :
Death Waltz II
Level 10 :
Facing the End
Weapon Skill
Level 11 :
Orchestrate Flame
Death Warden
Level 12 :
Weapon Skill
Demolition / Athletics
Level 13 :
Psyker Minoris
Carouse
Level 14 :
Willpower
Escape Artist / Balancing on the edge
Level 15 :
Death Waltz III

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
Agility
Level 21 :
Agility
Sparks of the Greater Flame
Level 22 :
Biomancy
Level 23 :
Invigorating Screams
Medicae
Level 24 :
Weapon Skill
Psyker Majoris
Level 25 :
Biophysical Distortion
Level 26 :
Weapon Skill
Medicae
Level 27 :
Carnival of Misery III
Level 28 :
Perfect Anatomy
Level 29 :
Willpower
Demolition / Athletics
Level 30 :
Inflame
Fire Within
Level 31 :
Fragile Playthings
Level 32 :
Willpower
Demolition / Athletics
Level 33 :
Racking Weakness
Level 34 :
Willpower
Psyker Terminus
Level 35 :
Carnival of Misery IV

Exemplar
Level 36 :
Eager for Battle
Guillotine
Level 37 :
Medicae
Master of Torture
Level 38 :
Agility
Blade of Light
Level 39 :
Sanctic Powers
Medicae
Level 40 :
Peak Condition
All-Encompassing Agony
Level 41 :
Agility
Edge of Dawn
Level 42 :
Reckless Abandon
Weapon Skill
Level 43 :
Hymns of Hatred
Pysker Extremis
Level 44 :
Demolition / Athletics
Degraded Defence
Level 45 :
AP +1
Level 46 :
Rising Tempo
Demolition / Athletics
Level 47 :
Race Against Death
Carouse
Level 48 :
Deterioration
Weapon Skill
Level 49 :
Perception
Carouse
Level 50 :
Vital Points
Pslam of Heroes
Level 51 :
Does it Hurt? / Sanctified Slayer
Carouse
Level 52 :
Acute Pain / Brutal Hunter
Melting Armour
Level 53 :
Gift of Torment / Molten Beam
Perception
Level 54 :
Cataclysm / Critical Velocity
Still mind
Level 55 :
AP +1
Lina the Slayer
This was one of my first big youtube hits. Previously known as Space Gandalf. A staff based ranged caster. By dipping into telepath you can grab pain channelling which sends excess damage on your casts to a fresh target. Unfortunately it only passes the original source of damage forward once but that is still pretty damn good on aoes. This build also does a lot with fire staffs and the sanctic staff. Early game you will be a staff and rifle enjoyer eventually transitioning into a double staffer.

We pick fortress world (my original choice was death but this is better), we then take sanctioned psyker pryromancer as it makes brain happy then we put 2 points into Ballistic score. 2 points into strength, one point into agility and one point into willpower. You might be wondering about the ballistic score and strength but we will cover that.

Early game you will use a rifle for burst shots as the damage is fairly good till we get our first psy rating increase and your secondary will be the psyker staff. Early levels you will use the psyker staff power to hit groups which backdraft will cause secondary damage to nearby enemies. Psychic barrage will add your ballistic score bonus to your power damage. Eventually we will pick up pain channelling to send excess damage to other enemies. Enough bullets for everyone will up damage and revel in slaughter will up ballistic score, critical damage and critical chance as we get kills which will enhance our pyromancy staffs as we pick them up.

Mid game we move over to master tactician and pick up sanctic powers so we can use the sanctified staff. We will now use the pyromancer staff for spray damage and sanctified for aoe. The pyromancy staff will also be how we build up hits for linchpin to take advantage of inspire then drop some bombs with press the advantage. We use linchpin -> Inspire -> pyromancy staff cast -> press the advantage -> run and gun -> pyro staff / sanctified staff.

Going into exemplar we get a lot of damage increases, grenadier to throw out some support nades, molten beam for some big damage then at level 42 we can take shield of the emperor with the intention of grabbing hammer of the emperor to really juice those press the advantage casts or we can take fervour and incinerate. the choice is yours.

Gearwise you will start in light/medium armour. You will use las rifles and a psyker staff until you get upgrades. You will have a choice of mysterious sliver if you want to do more damage or spirit drape if you want to reduce the cost of your psyker buffs round 1. You will also need to choose between chains of domination for willpower stacking on kill or warp surge brooch to remove your attack limit. Abyssal conduit will up your staff damage and psyker's footware will do you good until you go into heavy armour then you will want to swap up your boots. Solar Staff and sanctified staff are solid option. Staff of the rightous pyre is not a bad alternative.

Lina the slayer levels
As the skills are not dependant on the build, you are free to make your own choices.

Soldier
Fortress World
Sanctioned Psyker (Pyromancer)
Ballistic Skill +2
Agility +2
Willpower +2
Level 1 :
Run and Gun
Level 2 :
Medicae
Level 3 :
Revel in Slaughter
Level 4 :
Firearm Mastery
Psychic Barrage
Level 5 :
Ballistic Skill
Psyker Minoris
Level 6 :
Ballistic Skill
Telepathy
Level 7 :
Willpower
Backdraft
Level 8 :
Subtle Manipulation
Level 9 :
Firearm Mastery I
Level 10 :
Enough Bullets for everyone
Willpower
Level 11 :
Firestorm
Level 12 :
Agility
Never Stop Believing
Level 13 :
Swift Slaughter
Pain Channelling
Level 14 :
Pysker Majoris
Level 15 :
Firearm Mastery II

Master Tactician
Level 16 :
Tactical Advantage
Press The Advantage
Level 17 :
Sanctic Powers
Level 18 :
Joint Offensive
Level 19 :
Orchestrated Firestorm
Level 20 :
Ap +1
Willpower
Level 21 :
Willpower
Against All Odds
Level 22 :
Linchpin
Level 23 :
Reliance
Level 24 :
Agility
Psyker Terminus
Level 25 :
Fire Within
Level 26 :
Agility
Level 27 :
Orchestrated Firestorm II
Level 28 :
Personal Involvement
Level 29 :
Agility
Level 30 :
Second Sight / Grenadier
Inspire
Level 31 :
Unwavering Motivation
Level 32 :
Perception
Level 33 :
Brink of death
Level 34 :
Perception
Psyker Extremis
Level 35 :
Orchestrated Firestorm III

Exemplar
Level 36 :
Degraded Defence
Rack and Ruin
Level 37 :
Stacking the Deck
Level 38 :
Willpower
Psalms of Heroes / Melting Armour
Level 39 :
Molten Beam
Level 40 :
Peak Condition
Still Mind
Level 41 :
Willpower
Fired Up
Level 42 :
Shield of the Emperor / Fervour
Agility
Level 43 :
Dawn Of Victory
Heavy Armour Proficiency
Level 44 :
Eager for Battle
Level 45 :
AP +1
Level 46 :
Hymns of Hatred
Level 47 :
Comraderie / Sacred Rituals
Level 48 :
Edge of Dawn
Agility
Level 49 :
Ballistic Skill
Level 50 :
Vital Points
Integrity
Level 51 :
External Glory
Level 52 :
Sanctified Slayer
Combat Addict / Melting Armour
Level 53 :
Hammer of the Emperor / Inflame
Ballistic Skill
Level 54 :
Extermination / Combat Meditation
Undisputed Advantage
Level 55 :
AP +1
Psyker Doomslayer
This was inspired by how good the Heinrix chainsaw executioner build was but I wanted to get away from the annoyance of being imperial world.

Deathworld, Pyromancer, Warrior, taking 2 strength, 2 weapon score, 1 agility and 1 willpower.

This build levels 1-15 play almost the same as the walking tacticial nuke. So check what is written there for the early game. The only difference is we pick up biomancy to use iron arm to buff our strength and toughness.

The fun starts when we go into executioner for the advanced arch-type. You will want dogmatic 2 so your criticals set enemies on fire to instantly proc burning damage via forced repentance. Iconoclast 2 for malpain shroud is optional. Every hit will stack bleeding which instantly procs. Every crit will set enemies on fire round 1 which will then instantly proc. From level 30 every hit will also add toxin which will also instantly proc. For this build we will use chain saws which have a 3-4 hit burst and can be enhanced by later game items such as Tempestus carapace elite backpack. You can also where it hurts to then hit and explode enemies once you have built up stacks of dots or when you cast ignite or firestorm.

By end game you buff up, use charge, get a kill then void veteran boots give you a free 0 AP melee charge per kill which can also proc of itself. So infinite 0 AP charges to clear encounters. If you get heroic action you can use daring breach to generate mp to burst melee everything or carnival to inflame and explode things.

Gearwise early game you will use whatever two hander you find. By end game you want to be rip and tearing with a chainsaw, possibly using bloody pact to generate infinite AP as your melee attacks will heal you. During a daring breach you can use all AP for attacks so you are guaranteed to have never ending range fuelled by death.

[DLC 2 Update]
With the update for DLC 2 we get a lot more items to improve the mobility of the build, there is also the option to go for forge world to further stack armour which I was not previously doing as we now have more heavy armour in act 1. Unlike some of my other builds this does not currently take characteristic training perception so this build can struggle a bit to hit enemies in act 3 without buffs so you may need to use ignite and firestorm more to hit some mini bosses. Or if you have Cassia or Jae you will just be able to use voice of command.

Psyker Doomslayer Levels
Warrior
Forge World (Subskin Armour)
Sanctioned Psyker (Pyromancer)
Weapon Skill +2
Strength +2
Toughness +2
Level 1 :
Charge
Level 2 :
Medicae
Level 3 :
Endure
Level 4 :
Daring Breach
Thick Skin
Level 5 :
Rigorous Training
Weapon Skill
Level 6 :
Reckless Strike
Medicae
Level 7 :
Weapon Skill
Psyker Minoris
Level 8 :
Carouse
Hardened Scars
Level 9 :
Daring breach II
Level 10 :
Impetus
Toughness
Level 11 :
Orchestrate Flame
Body Of Flames
Level 12 :
Strength
Carouse
Level 13 :
Ramming Speed
Athletics
Level 14 :
Toughness
Heavy Armour Proficiency
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 :
Biomancy
Level 23 :
Invigorating Screams
Medicae
Level 24 :
Toughness
Biophysical Distortion
Level 25 :
Sparks of the greater flame
Level 26 :
Toughness
Medicae
Level 27 :
Carnival of Misery III
Level 28 :
Fragile Playthings
Level 29 :
Willpower
Carouse
Level 30 :
Inflame
Fire Within
Level 31 :
Racking Weakness
Level 32 :
Willpower
Carouse
Level 33 :
Master of Torture
Level 34 :
Willpower
Psyker Terminus
Level 35 :
Carnival of Misery IV

Exemplar
Level 36 :
Eagar for Battle
Easy Target
Level 37 :
Medicae
All-Encomposing Agony
Level 38 :
Weapon Skill
Psyker Extremis
Level 39 :
Taunting Scream
Medicae
Level 40 :
Peak Condition
Melting Armour
Level 41 :
Weapon Skill
Crowd Kill
Level 42 :
Reckless Abandon
Toughness
Level 43 :
Perfect Anatomy
Backdraft
Level 44 :
Carouse
Degraded Defence
Level 45 :
AP +1
Level 46 :
Desolation
Carouse
Level 47 :
Corpus Conversion
Athletics
Level 48 :
Perfect Anatomy
Toughness
Level 49 :
Perception
Athletics
Level 50 :
Vital Points
Deterioration
Level 51 :
Does it hurt?
Athletics
Level 52 :
Relentless Blaze
Strange Vitality
Level 53 :
Exsanguination
Perception
Level 54 :
Cataclysm / Extermination
Acute Pain
Level 55 :
AP +1
Death Engine
This is probably the most interesting pyromancer build on the list as it takes no psy rating increases and only takes two pyromancy talents being melting armour and fire within. This build is going to aim to get a lot of 1 ap attacks with heavy weapons and mow down everything in your path with no risk of exploding.

We pick fortress world, psyker pyromancer and soldier. Taking 2 ballistic score, 2 strength and 2 agility.

Early game this build plays as a las rifle and shotgun soldier. Using burst fires and shotgun rounds to get enemies off you when they get too close. At level 13 you can take neversotp believing to increase chances of proccing never stop shooting from fortress world or you take one of two weapon proficiencies then taking the other at level 14. Bolter and Flamer. Firearm mastery allows for a lot of free single shot attacks.

Mid game you move into arch-militant. Swapping between area, burst and single fire to increase stacks of versatility which enhances damage. Reckless rush enables you to effectively move and shoot with the allout upgrade and wild fire increases your attack economy. Kick gives you a way to get enemies off you if you take both bolters and flamers, no longer having shotguns for close range. Around level 28 we start taking heavy weapon talents completing the swap over by level 38. At level 43 we get power armour to really reduce the cost of attacks but you dont need to wait till then. From level 34 you should be good to be upgrade from bolt rifler and flamer to heavy bolter and heavy flamer. Or whichever of the proficiency you have taken. Steady superiority and fire within are now two sources of free AP attacks with wildfire also being able to be reset by enemy interrupts and sometimes bounty hunter savour the kill resetting their free use.

End game is when the build starts becoming alarmingly strong. Artificer power armour allows flame attacks and burst fires to cost 1 ap. Wild fire, steady superiority, fire within and never stop shooting are now sources of free attacks. When given turns from finest hour you are an absolute monster but as we have not invested in psy rating we cannot abuse the warp surge brooch. You will however gain AP thanks to the caligae of saint keefe boots. If you manage your versatility correctly it is possible to do 60 round salvo burst fires for 1 ap with the improved heavy bolter.

The gearing for this build has a very natural progression. Practically an imperial guard with a las rifle and shotgun that eventually becomes a power armoured agent of death with heavy guns.

DLC 2 Update
With a massive buff to shotguns and stubbers, there are now even more options for weapons for this build to use which does not require exotic talents.
Death Engine Levels
Soldier
Fortress World
Sanctioned Psyker (Pyromancer)
Ballistic Skill +2
Agility +2
Perception +2
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
Level 6 :
Ballistic Skill
Rapid Fire
Level 7 :
Perception
Familiar Kickback
Level 8 :
Unfaltering Fire
Demolition
Level 9 :
Firearm Mastery II
Level 10 :
Demolition Engineer
Agility
Level 11 :
Controlled Shot / Concentrated Fire
Medicae / Lore Imperium
Level 12 :
Strength
Never stop Believing
Level 13 :
Muzzle Velocity
Melting Armour / Fire Within
Level 14 :
Heavy Weapon Proficiency
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 :
Wilfire
Breaking Point
Level 23 :
Demolition
Heavy Gunner
Level 24 :
Perception
Overpower
Level 25 :
Adaptability
Level 26 :
Demolition
Perception
Level 27 :
Steady Superiority IV
Level 28 :
Lore Imperium
Flash Fire / Dependable
Level 29 :
Perception
Hail of Steel
Level 30 :
Devastating Attack / Kick
Level 31 :
Breaking Attack / Martial Art
Level 32 :
Agility
Lore Imperium
Level 33 :
Critical Versatility
Agility
Level 34 :
Agility
Fire within / Melting Armour
Level 35 :
Steady Superiority II

Exemplar
Level 36 :
Eagar for Battle
Swift Slaughter
Level 37 :
Demolition
Exploit Weakness
Level 38 :
Ballistic Skill
Spare Magazine
Level 39 :
Concentrated Fire/ Controlled Shot
Demolition
Level 40 :
Peak Condition
Contempt for the weak
Level 41 :
Ballistic Skill
Tenderise
Level 42 :
Kick / Devestating Attack
Perception
Level 43 :
Martial Art / Breaking Attack
Power Armour Proficiency
Level 44 :
Lore Imperium
Degraded Defence
Level 45 :
AP +1
Level 46 :
Enough Bullets for Everyone
Lore Imperium
Level 47 :
Rack and Ruin
Medicae / Lore Imperium
Level 48 :
Focal Point
Perception
Level 49 :
Agility
Medicae
Level 50 :
Vital Points
Integrity
Level 51 :
Accustomed to Glory
Medicae
Level 52 :
Preferred Targets
Combat Addict
Level 53 :
Entrench
Agility
Level 54 :
Extermination / Deadly Aim
Fortress
Level 55 :
AP +1
Judge Dreadd Mastiff Build
This is an Arbitrator Vigilant Soldier build with the inspiration coming from Judge Dreadd. This build has two other options with heavy guns which on the spreadsheet I named the terminator and a bounty hunter version which I named the mandalorian.

The Dreadd build focuses on using both Shotgun and Shield as well as Double shotguns all whilst having backup from a cyber mastiff. If you are looking for that Arbitrator power fantasy this is the build to go for.

With the Lex Imperialis changes to shotguns, they are now the best early and mid game options for crowd clearing whilst also offering very respectable damage. Talents will give you an edge on armour penetration, there will also be a chance of CC for knockdown as well as damage quickly ramping up to kill whole swarms of enemies. As a fortress world character taking multiple extra turns will also offer up many free attacks to allow you to keep clearing waves of enemies. With the lawful intervention feature from Arbitrator you will also be able to parry with shotguns and make attacks of opportunity with them. Shotgun Mastery will also allow you to single hand shotguns opening option for shields as well as dual wielding. Firearm mastery upgrades as well as clever uses of dash will keep this build being highly mobile which can be a concern whenever you make a non arch-militant build.

As you get into the tier 2 overseer archetype the build has some interesting options provided by pets. Since the release of the DLC, pets have also seen two signification boosts in adding new talents, passive abilities and large boosts to stats. The Cyber-Mastiff is now with out a doubt the strongest offensive pet, often doing 3x the damage of an offensive operative at the same level. Abilities like strategic adaptation will give more shotgun attack economy to the overseer, advanced tracking will help build up the pet's damage, the more it moves, the more it does. This is a very powerful combo with inertia boots having the pet follow you to stack up damage before giving a big apprehend chomp to an elite enemy. Every shot on an apprehended enemy will have the pet do a follow up attack, often providing double or more damage. During this time you will have the option to focus on shields or go into dual weilding. As the only useful shield comes in act 4 for this build, I highly recommend focusing on dual wielding early on as you also get the incredibly useful cresendo shotgun at the start of dlc 2 in act 2.

With tier 2 offerring many utility upgrades from the arbitrator background such as public sentencing and mob justice. The main focus on these levels is imporving the pet. The pet attacking enemies will proc swift justice which will then greatly boost the overseer's damage based on coercion. Going into tier 3 exemplar levels the build picks up the rest of the soldier damage talents, some more utility levels for shields and further enhances the pet with example talents such as eager subordinates. If you dont want to focus on the pet there are other options.

Judge Dreadd Levels
Soldier
Fortress World
Arbitrator (Vigilant)
Ballistic Skill +2
Agility +2
Perception +2
Level 1 :
Run and Gun
Level 2 :
Demolition
Level 3 :
Revel in Slaughter
Level 4 :
Firearm Mastery
Point-Blank
Level 5 :
Ballistic Skill
Demolition Engineer
Level 6 :
Ballistic Skill
Concentrated fire
Level 7 :
Perception
Lawful Intervention
Level 8 :
Fired up
Demolition
Level 9 :
Firearm Mastery I
Level 10 :
Enough Bullets for Everyone
Perception
Level 11 :
Dash / Double slug / Grisly Adjudication
Coercion
Level 12 :
Agility
Never Stop Believing
Level 13 :
Swift Slaughter
Familiar Kickback
Level 14 :
Shotgun Mastery
Coercion
Level 15 :
Firearm Mastery IV

Overseer
Level 16 :
Cyber-Mastiff Proficiency
Level 17 :
Strategic Adaptation
Level 18 :
Rite of Calibration
Level 19 :
Overcharge
Level 20 :
Ap +1
Ballistic Skill
Level 21 :
Enhanced Augmetics
Ballistic Skill
Level 22 :
Advanced Tracking
Demolition
Level 23 :
Armour-Piercing
Level 24 :
Agility
Dual-Weapon Combat / Instant Retribution
Level 25 :
Chain-Maw
Level 26 :
Agility
Demolition
Level 27 :
Overcharge II
Level 28 :
Law and Order
Public Sentencing
Level 29 :
Agility
Coercion
Level 30 :
Bite! / Consolidation
Level 31 :
Perimeter Defence
Mob Justice
Level 32 :
Perception
Coercion
Level 33 :
Suppressive Factor
Level 34 :
Spare Magazine
Level 35 :
Overcharge I / III

Exemplar
Level 36 :
Eager for Battle
Camaraderie
Level 37 :
Demolition
Brother-In-Arms / Side by Side
Level 38 :
Ballistic Skill
Combat Addict / Shield Mastery
Level 39 :
Entrench / Dash
Demolition
Level 40 :
Degraded Defence
Relentless Pursuit
Level 41 :
Ballistic Skill
Rapid Reload
Level 42 :
Consolidation / Bite!
Agility
Level 43 :
Battle Mode: Terror / Brother-In-Arms
Prepared Prosecution / DWC / Instant Retribution
Level 44 :
Coercion
Vital Points
Level 45 :
AP +1
Level 46 :
Rack and Ruin
Coercion
Level 47 :
Integrity
Medicae
Level 48 :
Autonomous Medikit / Ammo Bags
Agility
Level 49 :
Perception
Medicae
Level 50 :
Eager Surbordinates / Extermination
Fortress / Second Skin
Level 51 :
Binding Purpose / Pillar of the Law
Medicae
Level 52 :
Grenadier / Unpredictable
Solid Projectile Weap Exp / Prepared Prosecution
Level 53 :
Entrench / Double slug / Grisly Adjudication
Perception
Level 54 :
Critical Velocity / Attention
Master's Patronage / Dependable Ally
Level 55 :
AP +1
Youtube Videos
These builds feature in a wide variety of youtube videos over at my channel found here: https://www.youtube.com/c/revan619

These following videos are slightly out of date for 1.3 but should give a decent idea on how to play the classes.


Update Log
12/08/2025 Version 2.0 now live with updates from pictures to tables, including Lex Imperialis updates
12/08/2025 Added first non pyromancer build to the sheet, the Judge Dreadd build.

Future Plans
- More builds from the spreadsheet: https://docs.google.com/spreadsheets/d/1rskX4sYcNm6Wqt4rtm8EQqRR4__yrEuxCEzjwoKlHOY/
- Section for suggested gear to look out for
47 Comments
Hi just wanted to ask you a question about Carnival of Misery.
Sydney Losstarot 3 Sep @ 2:25am 
Does Carnival of Misery IV heal yourself?
Marrow 29 Aug @ 1:56pm 
Looking to get into this game with a build here. If I use a build marked as unsuitable for party facing, for here or in your excel sheet, can I just tinker with the choices a bit for more balance and still be fine on lower modes, or does each build need to be executed precisely to function at all?

Hoping to play more of an offensive psyker with some melee/range and cha, but unsure of how viable that much spread is on lower difficulties.
cfbonnet 26 Aug @ 9:42am 
Thanks for all your effort here. I played before DLC but didn't quite finish. I'm playing one of your Arbiters now and really like the shotgun. I'm glad you post these builds because I'm not super familiar with all the character options and there's so many! Thanks!
Bakanieru 16 Aug @ 11:01am 
For the Fire Tsunami build you say Blade of Light at 24 and biomancy at 30. But the Fire Tsunami Levels say something different at those levels.. Which one is correct?
Revanroi 16 Aug @ 1:36am 
For the Lina build you have soldier/tactician here and teo overseer build at the googleDOC. Which version do you recommend?
Lord Tyrant 15 Aug @ 1:09pm 
thx :praisesun:
zaldaria 13 Aug @ 7:14pm 
nice builds but wonder what you pick for the triumph and negtive choose in character creation with each build
Revan619  [author] 12 Aug @ 4:36am 
@[FR] Brother Wolf it sounds almost exactly like the space wizard build already on the list under Lina the Slayer
[FR] Brother Wolf 11 Aug @ 6:28pm 
Bro you got to try my ''Hell's higway'' build

Pyro telepath from space
You go full agility will soldier militant
Take telepath just for the damage perk

As soon as you can get the flame pillar
Make the perils going to the moon for equipment bonus

At the door of exemplar you're going to get 150-200 damage each
Per tun you get :
3 attacks
sprint
Destroyed armour and burning bosses

With agility you always have a good point to snipe multiple enemies and evade everything

I make it work with a tank and 4 officers because I don't need anything else.