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Grand Strategist
Warhammer 40,000: Rogue Trader

Grand Strategist

Master battlefield positioning as the Grand Strategist in "Warhammer 40,000: Rogue Trader". Learn about Combat Tactics, Frontline, Backline, Rear, and powerful abilities.

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Master battlefield positioning as the Grand Strategist in "Warhammer 40,000: Rogue Trader". Learn about Combat Tactics, Frontline, Backline, Rear, and powerful abilities.

Class Progression:

  1. Rank 16: Combat Tactics
  2. Rank 17: Ability
  3. Rank 18: Talent
  4. Rank 19: Take and Hold
  5. Rank 20: +1 AP, +5 Characteristic
  6. Rank 21: +5 Characteristic, Talent
  7. Rank 22: Ability
  8. Rank 23: +10 Skill, Talent
  9. Rank 24: +5 Characteristic, Common Talent
  10. Rank 25: Talent
  11. Rank 26: +5 Characteristic, +10 Skill
  12. Rank 27: Take and Hold Upgrade
  13. Rank 28: +5 Characteristic, Talent
  14. Rank 29: +5 Characteristic, +10 Skill
  15. Rank 30: Ability
  16. Rank 31: Talent, Common Talent
  17. Rank 32: +5 Characteristic, +10 Skill
  18. Rank 33: +5 Characteristic, Talent
  19. Rank 34: Common Talent
  20. Rank 35: Take and Hold Upgrade

Keystone Features (Grand Strategist):

Combat Tactics: You always act first in combat. You can analyze the battlefield to create three distinct areas: Frontline, Backline, and Rear, providing bonuses to allies within them. In subsequent turns, only one area can be created, and another can be moved with the correct ability. These areas cannot overlap. If multiple Grand Strategists are in the party, the three areas are shared, and the highest Intelligence and Fellowship values determine the bonuses.

  • Frontline: Marks an area of 4x4 cells. Allies gain +(5 + 2 x your INT bonus)% to armour, and enemies take +(5 + 2 x your FEL bonus)% damage from any source. This area can be moved by using the ability again. Cost: 0 AP. Cooldown: 1 round.
  • Backline: Marks an area of 5x2 cells. Allies gain +(5 + 2 x your INT bonus)% cover (press the cover button to crouch behind walls or objects) efficiency and dodge, and enemies suffer +(10 + 2 x your FEL bonus)% dodge reduction. . Cost: 0 AP. Cooldown: 1 round.
  • Rear: Marks an area of 5x2 cells. Allies deal +(5 + 2 x your INT bonus)% damage with ranged attacks and gain +(5 + your FEL bonus)% bonuses to overpenetration and critical hit chance. . Cost: 0 AP. Cooldown: 1 round.

Abilities (Grand Strategist):

  • Blitz Stratagem: Cost: 1 AP. Cooldown: 1 round. For 1 round, allies within 6 cells of a selected Combat Tactics area can move there without spending Movement Points (MP) or provoking attacks of opportunity. Affects all allies within a selected Combat Tactics area.
  • Combat Locus Stratagem: Cost: 1 AP. Cooldown: 1 round. For 1 round, the selected area's bonuses are doubled. Other areas are dismissed and cannot be used this turn but can be created again next round. .
  • Killzone Stratagem: Cost: 1 AP. Cooldown: 1 round. For 1 round, enemies within the selected area must re-roll successful dodge and parry tests against all attacks. Enemies suffering damage and left with less than (2 x (your INT bonus + your FEL bonus)) wounds immediately die. .
  • Overwhelming Stratagem: Cost: 1 AP. Cooldown: 1 round. For 1 round, attacks by allies in the area of effect force targeted enemies to make a Willpower resistance test or become overwhelmed for 1 round. Overwhelmed enemies suffer -(5 + (your INT bonus + your FEL bonus)) penalties to Weapon Skill and Ballistic Skill and -25% rate of fire. Melee creatures have their movement points reduced by -3, and ranged creatures try to get behind cover. Some powerful enemies are immune to the additional effect. .
  • Stronghold Stratagem: Cost: 1 AP. Cooldown: 1 round. For 1 round, allies within the selected area gain +(3 + (your INT bonus + your FEL bonus) / 2)% armour, cannot be overpenetrated, become immune to the prone effect, and gain +((your INT bonus + your FEL bonus) / 4) Deflection against area attacks. Additionally, they do not suffer injuries when receiving damage. .
  • Trenchline Stratagem: Cost: 1 AP. Cooldown: 1 round. For 1 round, allies within the selected area gain +(5 + (your INT bonus + your FEL bonus))% cover efficiency and re-roll all failed characteristic tests. Additionally, cover in the area does not suffer any damage. .
  • Take and Hold (Heroic Act / Desperate Measures): Cost: N/A. Cooldown: Once per combat. You choose one Combat Tactics area. Every ally inside that area gains an extra turn with 1 AP and 2 MP at the start of your next turn. For every enemy killed in the selected area, AP increases by +1 (maximum 3) and MP increases by +2 (maximum 6). When used as a Desperate Measure, your movement points are reduced to 1 until the end of combat. At 27th and 35th levels, you can choose one of the following upgrades: 1. Allies in the selected area gain +20% to dodge, parry and armour. 2. Allies in the selected area have their Weapon Skill and Ballistic Skill increased by +20. 3. Allies in the selected area gain +20% to dodge reduction and armour penetration. .
Tips
  • Coordinate with other Grand Strategists to maximize the effectiveness of shared Combat Tactics areas.
  • Utilize the different Combat Tactics areas (Frontline, Backline, Rear) to suit the current combat situation and your allies' strengths.
  • The Take and Hold ability, especially with its upgrades, can provide a significant advantage by granting extra turns and enhanced combat stats.

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