Unlock new maneuvers, officer posts, and flagship abilities by earning ship XP in Warhammer 40,000: Rogue Trader. Assign companions to posts to use abilities.
Walkthrough
- 1Defeat enemy ships to gain ship XP.
- 2As you gain XP, you will unlock new maneuvers, develop officer posts, and improve flagship abilities.
- 3Assign a companion to a relevant post to activate the ability.
Ship XP Table:
- Rank 1: 0 XP - Swing Run, Torpedo Control
- Rank 2: 3500 XP - Common Post Ability x2
- Rank 3: 7000 XP - Post Ability x2
- Rank 4: 12,000 XP - Post Ability, Ultimate Post Ability
- Rank 5: 18,000 XP - Post Ability, Flagship Development
- Rank 6: 25,000 XP - Ultimate Post Ability x2
- Rank 7: 33,000 XP - Flagship Development x2
- Rank 8: 42,000 XP - Ultimate Post Ability x2
- Rank 9: 52,000 XP - Flagship Development x2
- Rank 10: 63,000 XP - Ultimate Post Ability x2
- Rank 11: 75,000 XP - Flagship Development x2
- Rank 12: 88,000 XP - Flagship Development x2
- Rank 13: 105,000 XP - Flagship Development x2
- Rank 14: 127,000 XP - Flagship Development x2
Flagship Common Post Abilities:
- Arc Augury (Master of Etherics): Your next shot gains +2 extra range. Cooldown: 1-3 rounds. Area of effect: Personal.
- Exact Prediction (Upgrade): Arc Augury gains +1 range and lasts for 2 weapon attacks (Idira, Kibellah).
- New Heading (Master of Manoeuvres): You can make your next turn at 90° rather than 45°. Cooldown: 1-3 rounds. Area of effect: Personal.
- Shortcut (Upgrade): New Heading cooldown is reduced by -1 round (Abelard, Argenta).
- Reinforce Shields (Shield Master): Reinforce a sector of your void shields, giving it a greater chance to absorb attacks and lose only half its strength. Cooldown: 1-3 rounds. Area of effect: Personal.
- Double Wall (Upgrade): Reinforce Shields has a 50% chance to reinforce one additional random void shield sector (Rogue Trader).
- Swing Run (Supreme Commander): Your ship flies in a straight line and makes a U-turn at the end of its movement. Can only be used during the acceleration phase. Cooldown: 1-3 rounds. Area of effect: Personal.
- Spin Around (Upgrade): At the end of Swing Run, the flagship can choose its position of three directions instead of just the opposite one (Abelard, Cassia).
- Torpedo Control (Master Cannoneer): Gives the nearest torpedo salvo 5 VMP. The salvo must have been launched on a previous turn. Cooldown: 1-3 rounds. Area of effect: Personal.
- Instant Control (Upgrade): Torpedo Control can be used the same turn a torpedo is launched (Jae, Yrliet).
- Warp Wave (Warp Channeller): Causes the targeted ship to turn 45° or 90°, depending on its manoeuvrability. If the ship has suffered damage, the sudden turn deals damage equal to 15-20% of the ship's missing hull for a 45° turn or twice that amount for a 90° turn. Cooldown: 1-3 rounds. Area of effect: One enemy ship, unlimited range.
- High Tide (Upgrade): Increases the damage of Warp Wave by +10% (Idira).
Flagship - Advanced Post Abilities:
- Expeditious Reload (Master Cannoneer): Reloads all macro-cannons that were fired during the acceleration phase. Can only be used during the end phase. Cooldown: 1-3 rounds. Area of effect: Personal.
- Lance Reload (Upgrade): Expeditious Reload will also reload the prow lance weapon, but that weapon will suffer an additional -25% to hit penalty.
- Torpedo Reload (Upgrade): Expeditious Reload can be used during the acceleration phase to reload torpedo tubes fired the previous round (Pasqal, Marazhai).
- Focused Efforts (Supreme Commander): Allows the use of both abilities of the selected post for 1 turn. If one or both abilities are on cooldown, their cooldown is reduced by -1 turn. Cooldown: 1-3 rounds. Area of effect: Personal.
- Take It Easy (Upgrade): The cooldown of Focused Efforts is reduced by -1 (Rogue Trader, Jae).
- Shallow Jump (Warp Channeller): The ship makes a shallow warp jump up to 5 cells in a forward direction. Cooldown: 1-3 rounds. Area of effect: Personal.
- Leaking Aether (Upgrade): Enemy voidships suffer 25 - 35% of their maximum hull integrity warp damage when being jumped through by Shallow Jump (Cassia, Heinrix).
- Shield Pulse (Shield Master): Overload the enemy's shields, redistributing them with the weakest side facing the flagship. If the enemy has a holo-field, it loses several charges and the pulse can negatively impact other xenos technology. Using this ability expends 25% of the flagship's shields. Cooldown: 1-3 rounds. Area of effect: One enemy ship within a 5-cell radius.
- Perfect Pulse (Upgrade): Shield Pulse gains +1 range and does not expend the flagship's shields (Pasqal, Ulfar).
- Strafe (Master of Manoeuvres): The ship slides a short distance to one side. Cooldown: 1-3 rounds. Area of effect: Personal.
- Lateral Impact (Upgrade): The Strafe ability can be used to ram enemy ships, dealing 90% of the regular ram ability but with no bonus damage from the distance travelled (Ulfar, Marazhai).
- Vulnerability Scan (Master of Etherics): Scan an enemy ship to highlight its weak points. Damage dealt to a weak point is increased by +30%. Only one weak point can be highlighted at a time. Cooldown: 1-3 rounds. Area of effect: One enemy ship, unlimited range.
- Determined Scan (Upgrade): The weak point never appears on the opposite side of an enemy voidship. Your attacks deal an additional +5% damage to the weak point (Cassia, Yrliet).
Flaship - Ultimate Post Abilities:
- All Hands on Deck (Master Cannoneer): Duration: 2 rounds +1. Cooldown: N/A. Area of effect: Personal.
- Prerequisites: Torpedo Control or Expeditious Reload.
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