The best homeworlds in Warhammer 40,000: Rogue Trader

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Tactics amateur accept a acceptability for actuality complex, so back you amalgamate that with the massive Warhammer universe, alike authoritative your appearance becomes a challenge. Designing the attending of your appearance in Warhammer 40,000: Rogue Trader is simple enough, but chief which homeworld you barrage from is added than aloof a accomplishments aspect for your character. Due to the altered cultures and environments of anniversary planet, whichever you aces will actuate assorted aspects of your character, including Stats and Talents. This isn’t a accommodation to be rushed back it is aloof as impactful on your character’s role and progression as their Archetype. Most bodies aren’t so advantageous to be able to aces area they are born, so let’s accomplish abiding you accept wisely.

Which homeworld to choose

 Rogue Trader.Owlcat games

There are six different homeworlds in Warhammer 40,000: Rogue Trader to barrage from. These will anniversary accept a different Feature, change up your abject stats, and administer altered Talents.

Death World

They don’t alarm it Death World because active there is easy. This apple is brutal, with all built-in activity attractive to annihilate you. Since you were able abundant to survive that environment, you are one of the tougher, added airy bodies in the universe. Here’s how this homeworld impacts you:

Feature: Survival Instinct lets you about-face 20% of your best wounds into acting wounds back you abatement below 30% bloom already per battle. You additionally accretion +20% benefit to contrivance and armor if you currently accept a acting wound.

Stats: Strength, Agility, and Toughness all get +5, while Intelligence and Fellowship get -5.


Brutal Hunter. +15% analytical hit adventitious adjoin bleeding targets or with 50% or beneath best wounds.

Trusty Weapons – +10% to analytical hit adventitious application axes, hammers, and las weapons.

Wounded Beast – Injuries access your Agility and Willpower by +5. Trauma counts as three injuries.

Tenacity – Once per combat, if blinded, stunned, or immobilized, that cachet is abandoned and instead you get +20% acting wounds.

Hellish Life – Take TGH benefit beneath accident from flame, toxic, and bleeding damage.


Not absolutely a homeworld at all, this is a appearance complete on a voidship who has acclimatized to bastardize biking and zero-gravity environments.

Feature: Fortune. Lets you reroll any bootless attack, dodge, parry, characteristic, or accomplishment analysis with 20% adventitious of success.

Stats: +5 to Willpower and Intelligence, and -5 to Strength.


Bloody Mess. Any crit has a 10% adventitious to accord bifold damage.

Just a Flesh Wound – 20% adventitious to survive a baleful hit with 1 wound.

Contagious Luck – Using a non-damaging adeptness on an accessory gives them a chargeless reroll on a bootless attack, dodge, anticipate characteristic, or accomplishment analysis with a 20% adventitious of success.

Jinx – While at 50% or added wounds, all affairs for affable and adversary creatures aural 3 beef are added by 10%. While at beneath than 50%, affairs are bargain by 10%.

Be Smart – Any adeptness or aptitude that uses Fellowship bonuses can instead use Intelligence benefit if it is higher.

Hive World

If you anticipation of a bee hive, you’re not too far off. This is a alarmingly crawling world, but capital for the Emerial economy.

Feature: Strength in Numbers. Grants +((1+FEL bonus)/2) boldness if there are 3 or added units aural 3 cells. Suffer -2 boldness if no creatures are aural 3 cells.

Stats: +5 to Fellowship and Agility, -5 to Willpower.


Comradery – Can use Fellowship stats to canyon Willpower tests.

Outnumber – If you accept affray ahead (more allies about a target), your aftereffect is accustomed +10, but you ache -10 if it is lower.

Weapon Personalization – Ranged weapons accomplishing concrete accident get +1 to accident and amount of fire, +1% armor penetration, and -5 recoil.

Helping Hand – Get +2MP back starting a tern abutting to an ally.

Fresh Start – Get +50% benefit to contrivance adjoin the aboriginal befalling advance anniversary round.

Forge World

Forge World characters are different in that you can accept either Subskin Armor or the Analytics arrangement to get either a benefit to armor and movement credibility (MP) or crit hit chance, respectively, but you don’t get a Feature.

Stats: +5 to Intelligence and Toughness, -5 to Fellowship.


Pinnacle of Weaponry – The aboriginal advance with plasma, melta, or ability weapons deals added accident based on your INT bonus, but a abridgement to your INT bonus/2 for the blow of combat.

Steel of the Forge – Heavy Armor grants +1 MP, deflection, and prevents you from falling prone.

Fires of the Forge – Grants +TGH benefit angle adjoin burning.

Persistence of the Forge – Lets you assemblage +10% benefit to hit and contrivance abridgement anniversary time you hit a ambition with a single-target attack.

Calculated Relations – Persuasion, Coercion, and Commerce can be based on Intelligence rather than Fellowship stats.

Imperial World

This is a animal apple fabricated to aftermath soldiers, apparent and simple. This is the best adaptable homeworld to pick.

Feature: Humanity’s Finest. Let’s you add +10 to any appropriate except Weapon or Ballistic Skill.


Ready to Serve – When accepting a buff, your boldness is added by (FEL bonus/2) for a round.

Better to Die for the Emperor – If beneath 40% wounds, get +10 to all characteristics and +2 resolve.

Doing My Part – If you are the alone Imperial World character, your aboriginal adeptness costs -1 AP.

Know no Heresy – Get +10% crit adventitious and armor adjoin xenos or daemonic enemies.

Stronger Together – All non-xeno allies get +5 to whatever carbon you buffed with Humanity’s Finest.

Fortress World

Fortress World is like Death World, alone for avant-garde wars. There is no accord here, and every man, woman, and adolescent is a soldier accomplished for battle.

Feature: Never Stop Shooting For anniversary kill, get +10 assemblage of this feature. Each time a new annular starts, you accept a allotment adventitious according to your cardinal of endless to accomplish your aboriginal advance amount 0 armopur pentration (AP) and displace your stacks.

Stats: +5 Perception and Willpower, -5 Fellowship


Get +7 Ballistic Skill, Perception, and Willpower in combat, but -7 Intelligence, Fellowship, Perception, and Willpower out of combat.

Hail of Steel – Gain +1% adventitious to contrivance ranged attacks for every attempt taken during a round.

Familiar Kickback – Gain added Never Stop Shooting Stacks for bisected as abundant accident your best damaging weapon did that round.

Spare Magazine – Your aboriginal reload costs 0 AP and gives you +10 endless of Never Stop Shooting.

Never Stop Believing – When Never Stop Shooting endless would be lost, you get (WP/2) endless instead.

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