Warhammer 40K: Rogue Trader – Heretical Conviction Guide

Heresy and Heretics are a part of just another day in Warhammer 40K: Rogue Trader, with players also able to choose this path.

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Warhammer 40K: Rogue Trader gives players three different convictions to follow: Dogmatic, Iconoclast, and Heretical. Throughout the game, different conversations will happen and give players the ability to earn points for any conviction of their choosing.


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While it is possible to earn points in all three convictions simultaneously, it’s best to pick one single conviction and try to eventually reach its final rank, as there are only so many conviction points to go around.

What Is Heretical & How To Rank It Up

The First Rank Of The Heretical Conviction

Heresy takes many forms in the Imperium, as the more Dogmatic will see anything that goes slightly against The Emperor’s words. For many, being Heretical is to go against the harshness of the Imperium and push back against the worship of the Emperor as he was only ever just a regular man. Others push Heresy further and worship the chaos gods and the warp to borrow power for their own personal reasons.

In Rogue Trader, Heresy takes these different forms, but all must be taken to fully rank up this conviction. During various conversations, players will be presented with various dialogue options that list which conviction will earn points from that decision. Simply make sure only the “Heretical” options are selected each time, and players will be able to reach the final rank of this conviction before completing the game.

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Heretical Perks

A Chaos Space Marine With A Heavy Bolter

There are five ranks with five perks to be unlocked through the Heretical ranks. These bonuses are permanent effects, as being tainted by the warp or chaos gods is a permanent effect on the soul. Following the Heretical conviction also lets players use powerful weapons such as the Heavy Bolter.


Level & Perk Name

Effects

1: Resource Preservation

20% chance to save a medikit or combat stimulant after use.

2: Destroy The Weak

Every party member has a 25% chance of regaining 1 AP after killing an enemy during the first round of combat. Each enemy killed will also trigger a psychic phenomenon.

3: Gifts Of The Warp

Psychic Phenomena increase the party’s momentum.

4: Daemonopathy

One party member can be granted +20 to all characteristics for two rounds and will be knocked prone on the third turn.

5: Power From Beyond The Veil

All weapons on the battlefield gain bonus warp damage and armor penetration for one turn based on the veil degradation level.

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