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The characters of the Warhammer 40,000: Rogue Trader video game.

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Main Character and Companions

    The Rogue Trader 
Voiced By: Scott Tunnix (Male Pragmatic), Ashley Rose Kaplan (Female Pragmatic), Jonathan Cox (Male Pious), Aimee Smith (Female Pious), Mike Bodie (Male Bold), Amina Koroma (Female Bold), Tim Bick (Male Heretic), Rhiannon Moushall (Female Heretic), Nicholas Maddern (Male Madman), Jenna Sharp (Female Madman).

The player character of the setting, you take over as Lord Captain and Rogue Trader of the von Valanicus Dynasty after the deaths of both Lady Theoroda and the other heir.


  • A Father to His Men: An Iconoclast trader is this, full stop. Many Iconoclast options emphasize that the Rogue Trader sees their crew as under their charge to lead and protect, and will do anything to protect them. Some characters will react oddly to this due to the nature of the setting indicating most expect them to be a Bad Boss, and some even express that treating the crew well borders on illogical.
  • All for Nothing: Possible ending if you choose to enslave the C'tan shard, as the Imperium will eventually wipe out your empire.
  • Apocalypse Maiden: Due to their actions in the prologue, a warp entity has designated them as this, since they're replacing the last person who they gave that role. They could be talking about Kunrad, or possibly Theodora herself.
  • Bling of War: More than a few origins give the trader some outlandish clothes they wear into every battle, especially the noble's fur coat and the commissar's stylish uniform.
  • Church Militant: The Ministorum Priest origin, to little surprise, was a devoted member of the religious institution prior to the start of the game.
  • Colonel Badass: The Astra Militarium Commander origin, and arguably the Commissar (though they're of a separate organization than the Imperial Guard).
  • Commissar Cap: Pick the commissar origin, and you get the matching hat alongside.
  • Corrupt the Cutie: Heretical traders will be doing this a lot - especially towards Idira.
  • Death World: One of the homeworld options, which comes with physical bonuses earned via surviving there.
  • Did You Just Flip Off Cthulhu?: The prologue ends with an encounter with a warp entity trying to corrupt you, and you get a few ways to tell them to screw off.
  • The Don: One of the starting origins is "Crime Lord," the flavor text suggesting of the Space Pirate variety.
  • Drill Sergeant Nasty: Mixed into the commissar origin not just as flavor, but as an ability. Use their unique ability, and if you attack one of your own men, the entire party gets a boost to AP and MP.
  • Elite Agents Above the Law: The main advantage of being a Rogue Trader: getting away with things that would have most Imperial citizens, even nobles, summarily executed. The Inquistion's patience isn't infinite, but both Heinrix and Calcazar basically say they're deliberately giving you a very long leash as long as you advance the Imperium's interest on the whole. They are also willing to let you do certain things they would possibly disagree with as long as you listen to them and provide assistance when they "request" it.
  • Ensign Newbie: Your very first day on board Lady Theodora's voidship, and you're already the Lord-Captain. Better learn fast!
  • For the Evulz: Aside from worshipping the Ruinous Powers, many Heretical options boil down to this. Cruelty for cruelty's sake, to slake a thirst for suffering and sadism. Some of these options can be incredibly petty to boot.
  • Good Feels Good: The main attitude of an Iconoclast Rogue Trader. They do good deeds not for profit, pragmatism or ideology; they do the right thing because it is the right thing to do. More often than not, this bites them in the ass since this is the Warhammer 40,000 universe.
  • The Idealist Was Right:
    • An Iconoclast Rogue Trader can directly challenge the Imperium's Dogma against xenos by striking up alliances with the Aeldari scattered across the Koronus Expanse, leading to situations where they can diplomatically resolve potential conflicts between species before they can escalate to mindless violence as per usual. If the Rogue Trader chooses to allow Farseer Muaran and his followers to remain on Janus but convinces him that the planet has to be governed by humans alone as a trade-off while also completing Yrliet's personal quests with minimum bloodshed, they can actually succeed in securing a lasting coexistence between Humanity and their Aeldari neighbours on Janus. Since this is 40k, the two factions never develop an open affection for one another. But they do eventually learn to communicate without hostilities and cooperate with one another to overcome their mutual struggles, with Muaran even successfully preventing a massacre when Aeldari reinforcements unaware of the alliance arrive on the planet via the Webway Gate.
    • An Iconoclast Trader's ideals seemingly becomes Decontructed in one of the game's many epilogues, where their radical reforms spurn The Imperium of Man to declare the Expanse a Separatist Empire in the making and deploys a massive invasion fleet to strip the von Valancius Dynasty of their territories. But if you also achieved the hidden Golden Ending, Nomos creates a dimensional barrier that permanently cuts the entire Koronus Expanse off from Imperium Space, allowing the von Valancius Worlds to thrive as the closest thing this setting can get to a utopia without the threat of Holy Terra breathing down their neck akin to the Farsight Enclaves. Even if you don't achieve the hidden Golden Ending, there can be hope: if you built enough of a rapport with the Imperial Navy, a good chunk of the fleet defects to your side, leaving you with a fighting chance of actually holding off the Imperium, especially since they're cut off from Terra regardless.
  • I Did What I Had to Do: The actions of the Dogmatic Rogue Trader tends to have shades of this. While worship of the God-Emperor and protection of the privileges of the nobility does play a part, the hard choices of the Dogmatic path involves doing very bad things for very good, and imminently necessary, reasons. Due to the nature of the setting, some of the choices are potentially the best option for someone trying to be a morally decent person.
  • I'm Standing Right Here: Available as a dialogue option in certain conversations, namely those involving the Aeldar or Drukhari with the Rogue Trader being an observing third party.
  • Kleptomaniac Hero: Even more so than Owlcat's previous games. You're a Rogue Trader, meaning you have an absurd level authority, so you taking everything not nailed down is just expected. In addition, since the game doesn't use any encumbrance or money managing system, you are encouraged to look everything to increase your reputation with the various traders.
  • Knight Templar: Central to a dogmatic trader. As a dogmatic Rogue Trader, you more or less blindly follow the teachings and edicts that the Imperium of Man preaches, and follow them even if it seems questionable to do so. Even if not fully invested into dogmatic, multiple dialogue options exist that, while not giving dogmatic points, still read as if they do.
  • Logical Latecomer: Theodora ran the ship and her trade empire in an authoritarian, often Fascist, but Inefficient manner reflecting the Imperium of Man itself, and nobody thinks much of it. An Iconoclast Rogue Trader can implement changes to this, often to the confusion and discomfort of the old guard.
  • Mega City: One of the homeworld options is a Hive World, which are filled with these. The abilities and talents given by the homeworld are mostly based around being around fellowship related bonuses.
  • Merchant Prince: The player is a Rogue Trader, a type of imperial noble charged with leading a Dynasty to conquer and trade for the imperium. Rogue Traders are equal part Corsair, Conquistador, and Yankee Trader. They wield tremendous political powers due to being appointed by the High Lords of Terra themselves (with the oldest houses, such as House van Valanicus, appointed by the Emperor of Mankind himself).
  • My Greatest Failure: Required to pick one of these in character creation, ranging from being assaulted by some of your own men, all the way to having your soul warp tainted.
  • Refusal of the Call: It is entirely possible to say that you don't want to become a Rogue Trader at the end of the tutorial. Doing so leads to a Non-Standard Game Over as Abelard accepts and simply drops you off at the next planet the ship makes a stop at, ending the game.
  • Royals Who Actually Do Something: A Rogue Trader is one of the highest nobles in the Imperium. Getting hands-on with their protectorate's expansion and stability is something you're very much required to do. Picking the Noble background also means that the Rogue Trader is essentially double nobility.
  • Screw Destiny: A powerful being from the warp says the trader's destiny has already been decided by it, and the trader on the dogmatic and iconocast routes can prove it wrong. It does get summoned, but you can make sure it goes right back.
  • Spare to the Throne: The player wasn't Theodora's intended heir, but a backup she'd hope to shape as an advisor to her appointed heir. With Theodora's murder, and the heir sacrificing himself to interrupt a ritual, the player is left over to take the Throne of the Dynasty.
  • We Have Reserves: Dogmatic traders will definitely lean this way in terms of strategy. The commissar will also have a unique option when answering Theodora's question at the start of the game that amounts to sending wave after way of their own men at a problem. The warp lore check also gives you the option of suggesting mass psyker sacrifice to test the situation.

    Abelard Werserian 
https://static.tvtropes.org/pmwiki/pub/images/abelard_rt.jpg
Voiced By: Ian Russell

The seneschal of the von Valanicus dynasty, Abelard is in essence your right-hand man in helping keep your protectorate stable and running.


  • Berserk Button: Though he tries to maintain the image of a cool-headed professional, impugning on the dignity and reputation of the von Valancius dynasty in general, and Theodora in particular, is a surefire way to get under his skin. This is played both for drama - such as an early personal quest where he may confront you if you deal with a strike in the lower decks of your ship in a manner he considers unbecoming of your station - and for humor - such as his utterly flabbergasted reaction to the mere idea of Heinrix requestioning the Rogue Trader's forces for his Inquisitorial operation in his introductory scene.
  • The Big Guy: Naturally, given his Warrior class and role as the party tank, with appropriately high Toughness and Strength. If built right, he can out-beef even Ulfar in the lategame, without needing any of that fancy power armor or Astartes training.
  • Boomerang Bigot: Abdelard has a low opinion of commoner and lowborn, and disapproves of the Rogue Trader associating or interacting with people beneath their station. Abdelard himself isn't a noble, he's an ex-Navy Officer, but from a commoner background. In fact his house on the Von Valancius homeworld is looked down upon due to not being a true noble house. The player can seek to arrange for them to be made a noble house.
  • Boring, but Practical: Abelard's combination of archetype and background mostly just make him set up for tanking damage and melee attacks. Nothing as fancy as other party members, but it definitely gets the job done and keeps the heat off the squishier members of the team.
  • Broken Pedestal: Abelard particularly takes it hard as he learns more and more of Theodora's secrets. By act 5 as more of her deeds become apparent, he weakly protest she'd never have done this, but the narration notes that he sounds like a missionary who has lost his faith.
  • Bruiser with a Soft Center: Despite being your starter warrior party member, Abelard is the most caring of your starting companions overall, even down to having a wide swath of kids and grand kids.
  • Combat Medic: Abelard is this and the party tank rolled into one, as he comes with the aptly-named Field Medic characteristic right off the bat. Without specifically training your retinue for this, Abelard will most likely be your only medkit user and injury remover for quite a long stretch of the game.
  • Consummate Professional: Strives for this, but often lets his emotions or sarcasm slip.
  • Cool Old Guy: He's an actual grandfather, and he serves as the team's main tank. He also serves as the voice of reason among your usually more The Fundamentalist companions.
  • Crutch Character: For the prologue and first chapter. Being able to take a hit really helps out keeping the squishy starting companions out of the fire.
  • Deadpan Snarker: More often then you would think, what with his usually composed personality.
  • Establishing Character Moment: Comes to your rescue, supplies you with weapons, and heals you, before helping you fight off cultists. When a bridge is on fire later in the prologue, his thoughts are focused on saving survivors of the middle decks with them. Abelard is deeply loyal to the von Valanicus dynasty and takes his duty sering you very seriously, and he also cares for others. That last one has a ripple, though (see Rich Bitch below).
  • Family Honor: Abelard is very proud of his family's accomplishments, and can even be pushed to return to guiding the house to keep that going.
  • General Ripper: As the Seneschal, Abelard commands the enforcers and security on the ship. He's utterly ruthless at it. A cultist amulet is found in a sector? Abelard's plan it to send the enforcer to beat the crap out of everyone. When the locals protest at being so oppressed, Abelard decides the next logical step is to purge the entire area by cutting life support. Abelard's suggestions for the player are often confrontational.. He'll suggest they arrive to Footfall with the full pageantry, knowing it'll annoy the existing Rogue Traders to see an upstart basically parade on their front lawns. He has also absolutely no regards for the common folk, looking them as disposable at best, to a nuisance at worst.
  • Good Is Not Soft: While Abelard as a whole prefers to the moral approach whenever possible, this does not mean he is unwilling to be harsh and ruthless whenever the needs demand it, with the first key instance of this being right after the prologue, where the Lord Captain can demand the execution of a newly promoted officer whose frayed nerves spurred him to insult the newly appointed Rogue Trader. Abelard accedes with nary a complaint and immediately marches the condemned off without batting an eye.
  • Hammy Herald: Being your senechal, he can be commanded to introduce you to everyone you encounter, from pirate rabble to nobility, as a Running Gag.
  • Hidden Depths: Talking with him reveals he actually butt heads with his former higher ups and peers, despite his current persona suggesting otherwise. He also has a rather large family, including many grandchildren he is glad to know are not following his career path. He might have even had an attraction towards Theodora, though he denies it in a hilarious reaction when the topic comes up.
  • My Master, Right or Wrong: Abelard is almost loyal to a fault. He's staunchly loyal to the late Theodora von Valancius despite knowing of her dabbling in heresy and Chaos for her own ends, and will remain steadfastly by the Rogue Trader's side in a purely-Heretical playthrough even as half of their warband deserted them out of disgust or principle.
  • Nouveau Riche: Downplayed Trope since while Abelard's family is raised to nobility for his military service, he showed formal attitude and proper etiquette befitting of his new status.
  • Officer and a Gentleman: Carries himself as proper as he can, and has a long career in the navy and as a high ranking officer for Theodora.
  • Older Than They Look: He's old enough to have adult grandchildren in high-ranking political posts, and the governor of Rykad Minoris claims to have known him for at least a century, but is still spry enough to swing a sword in battle. Might be justified by rejuvenat or the Warp's time fluctuations.
  • Old Soldier: By far the oldest member of your crew (discounting the two Aeldari), and a longtime loyal servant of House Valencius.
  • The Patriarch: Founder of House Werserian whose members have found themselves in important positions in the von Valencius Protectorate. To whit one of his grandchildren is the Chancellor of Dargonus, the capital of House Valencius' holdings. Another is the person in charge of Dargonus' space defense fleet.
  • Rags to Riches: His service in the Imperial Navy led his family to be elevated to nobility, which earned them ire from many established bloodlines.
  • Sarcastic Devotee: The Rogue Trader gets opportunities to do some very strange things. Sometimes they're only strange in the context of the Warhammer 40K universe, while other times they're bizarre by any measure. Abelard will loyally follow the Rogue Trader through them all, but he won't hesitate to question the Rogue Trader's sanity.
  • The Stoic: Tries to be often, but it's not hard to get him into a Not So Stoic moment.
  • Stone Wall: While Abelard's offense isn't poor, the sheer amount of defensive options he has makes him a wall of a guy, perfect for tanking.
  • Rich Bitch: Despite Abelard's more benevolent nature, he is extremely classist and dismissive of the common folks. When news of discontent brewing in the lower decks (the physically and socially lowest people on the ship) reach the Rogue Trader, choosing to listen to what they have to say will leave Abelard stunned that you are trying to negotiate with "these people".

    Idira Tlass 
https://static.tvtropes.org/pmwiki/pub/images/idira_rt.jpg
Voiced By: Zuri Washington

An unsanctioned psyker in the service of Lady Theodora and her successor.


  • Big "NO!": Has this reaction upon finding Theodora's corpse.
  • Book Dumb: She has a poor background and lacks a formal education. This is reflected in her Intelligence stat, which is low.
  • Boyish Short Hair: Has a short cut, giving her an androgynous look.
  • Brainwashed: A Heretical Trader will ultimately do this to her, with help of the warp beings whispering to her.
  • Confusion Fu: One of Idira's starting psyker disciplines, Telepathy, make her great at keeping enemies off their footing with debuffs and status effects for them. Even in flavor, she's mostly messing with the minds of her targets.
  • Critical Failure: Her "Unsanctioned Psyker" background gives her a flat 5% chance to trigger something unexpected when she uses her powers (from as benign as having uninteractable ghosts appear in the scenery, to as severe as letting a daemon appear on the battlefield).
  • Dark and Troubled Past: She was basically a slave most of her life, and her powers have made the ship crew avoid her. The fact that she's completely loyal and attached to someone who threatened to throw her out the airlock if she used her powers on said person without permission says a lot about how badly she's been treated by most everyone else.
  • Demonic Possession: A Heretical Trader can have her let herself be possessed and turned into a horrible warp-mutated monster.
  • Establishing Character Moment: Introduced killing cultists attacking her, having a vague premonition that quickly becomes true, and laughing at how utterly bad the situation is. Then, after checking with the Navigator, she states that they're doomed, but gives some genuine words of encouragement as she leaves to help save the ship. Idira is a powerful psyker, can use her powers to get prophecies of the future, and is extremely bitter, but will still try to help where she can and does genuinely care about others.
  • Fate Worse than Death: Can be handed over to the Inquisition at any time after her demon summoning accident.
  • Glass Cannon: Idira being an unsanctioned psyker makes her more dangerous than most psykers, alongside damage buffs and defense debuffs she can make use of with her archetype. However, her defense is also nothing to write home about.
  • I Just Want to Be Loved: Her ultimate motivation, love being something an unsanctioned psyker has a hard time finding. Respecting Idira's humanity and treating her kindly is what ultimately earns her loyalty and lets her grow as a person.
  • I Need a Freaking Drink: According to her, one of her ways of dealing the pain her seer powers bring her is drinking amasec.
  • Jerk with a Heart of Gold: Despite her sour nature, and her warp whispers making her prone to more heretical ideas, Idira is one of the more moral members of the cast. She even seems to care about Argenta's well-being, despite Argenta being so aggressive to her. A hidden awareness check while talking to her about Argenta's reaction to examining some chaos glass lenses on a prison planet reveals she does seem worried that something bad might happen to the battle sister. Finding out she's the one who killed Theodora spoils that a bit, especially because the whispers from the warp are alluding to exactly that. But depending on the Rogue Trader's choices, they can still get Idira and Argenta to reconciliate and even form an Odd Friendship if they play their cards right.
  • Mad Oracle: On the verge of this from the start of the game, and a heretical trader can push her right over the edge.
  • Mercy Kill: As a psyker, and an unsanctioned one at that, Idira will end up in situations where the easiest option is to take her down before she hurts anyone. In one of her personal quests, it is revealed that Idira is suffering from Power Incontinence due to grief, and is the one who is responsible for the "ghost" of Theodora that stalks the ship, and the player may opt to kill her when the situation becomes unmanageable.
  • Mirthless Laughter: Idira's premonitions tend to leave her like this, laughing at the cruel irony she's being teased with. Granted, it's usually irony someone besides her will have to deal with.
  • Rebel Relaxation: Doing this in her portrait, and definitely one of the least Dogmatic party members.
  • Screw the Rules, I Have Connections!: As an unsanctioned psyker Idira lives in constant fear of being hauled off to the Black Ships and shipped to Terra. However, her relationship with Theodora and the Rogue Trader allows her to skirt this rule, so long as she remains a part of their retinue.
  • Soulless Shell: Having Idira willingly using the xenos device in her last character quest gives her a longer lifespan, but leaves her almost void of her personality, slowly changing her to leave only her loyalty to the trader.
  • Sour Outside, Sad Inside: Sour of the mean spirited joker variety, but still describes her well. She's hiding a lot of hurt and frustration.
  • Teeth-Clenched Teamwork: As an unsanctioned psyker that isn't shy about using the Warp, she is directly at odds with Argenta, whose devotion to the Imperial Creed encourages her to "abhor the witch" (that is to say, any psyker other than sanctioned ones).
  • Undying Loyalty: She is utterly loyal to Theodora, majorly because the Rogue Trader saved her from a miserable and abusive life under the lash of an Imperial nobleman. When Theodora is assassinated, she swears vengeance on her killer. If Idira is present when Argenta confesses to Theodora's murder, and the Rogue Trader doesn't intervene, she'll kill her on the spot. She's also pretty loyal to a player character who forgives her warp summoning incident and completes her personal mission in Act 4.
  • Your Days Are Numbered: As an unsanctioned psyker, Idira knows that it is only a matter of time before her powers destroy her, probably in a spectacular fashion. Her personal storyline focuses on finding a way to avoid this fate.

    Sister Argenta 

https://static.tvtropes.org/pmwiki/pub/images/argenta_rt.jpg
Voiced By: Tamara Fritz
A member of the Adepta Sororitas from the Orders Pronatus. Argenta is a passenger inside the von Valencius Flagship, called to join the Rogue Trader in an emergency.


  • Berserk Button: Heretics. She gets notably much more gun-ho when you're talking to one and have yet to shoot their face in.
  • Blood Knight: To say she exults in the slaughtering of heretics and enemies of the Imperium is putting it mildly, to say the least. As a Soldier she can select a skill, Revel In Slaughter, that is based entirely around her killing as many enemies as possible to recharge it.
  • Boyish Short Hair: As is very common with the Adepta Sororitas.
  • Burn the Witch!: Give her an opening and she'll put down Idira quick.
  • Church Militant: If the title "Sister of Battle" does not make it obvious: she is an exceptionally trained and well armed soldier of the Imperium's state religion. She begins and ends each day thinking of faith and warfare. Her militancy is further highlighted by the fact that she's actually not part of one of the Orders Militant, yet is in every respect a Sister of Battle.
  • Dark Secret: In Act 3, she will insist on confessing to something as you're about to start a big fight. She was the one who killed Theodora: upon witnessing Theodora wielding a Chaos artifact in the prologue, Argenta reflexively executed her and Mort.
  • Deceased Parents Are the Best: Her parents were officers of the Astra Militarum, and who eventually died in battle.
  • Establishing Character Moment: Introduced saving an entire group of people from cultists, gunning them down while reciting a prayer. She also grills you a tad on meeting before joining up with you and wants you to charge through a fire with the protection of faith in the Emperor. After the prologue is over, she asks you to speak with the children who lost their parents and raise their spirits. Argenta is a faithful soldier who fights chaos with fiery conviction, but also can be surprisingly empathetic despite the ignorance of her faith.
  • Friend to All Children: She has a soft spot for children, and one of her first requests to the Rogue Trader is to meet with the orphaned teenagers whose parents were killed during Kunrad's treachery in order to give them comfort and encouragement.
  • Glass Cannon: Argenta has a lot of agility and skill with a gun, and her archetype gives her bonuses to movement and actions. She can move a lot and attack a lot to build damage further, but is otherwise fairly fragile and relies on her armor to help her survive a hit. She can't take them like Abelard, and will be knocked down more easily than him.
  • Good Is Not Soft: She's ruthless towards xenos, heretics, daemons, and distrustful of unsanctioned psykers. But she's also one of the only party member who has the well-being of the common folk of the Imperium in mind. She's the one constantly suggesting the Rogue Trader should help and save lives.
  • Guys Smash, Girls Shoot: Plays the "Girls Shoot" as straight as can be due to her starting Soldier archetype, and tends to be the sole (effective) female gun user in the party until the player recruited Jae and Yrliet, assuming the Rogue Trader isn't also using a shooter class. Argenta starts out with a Bolter and Autopistol, and synergizes best with a heavily gun-centric loadout even when specced into Bounty Hunter or Arch-Militant.
  • Kill It with Fire: As a Sister of Battle, Argenta is proficient with Flamer weapons from the get-go.
  • My Greatest Failure: She's deeply affected by having killed Mort, Theodora's arch-militant. He was both a faithful man, and the man who'd rescued Argenta when she was wounded hunting for Saint-Argenta's artifact. His son is also one of the children she asked the Rogue Trader to meet after the prologue.
  • Named After Somebody Famous: She is named after Saint Argenta, who is famous as being a savior by rescuing the people of a dying world. Because of this, she is adamant in living up to her namesake by insisting on rescuing as many of the people of Rykad Minoris after the planet has fallen to the Chaos cult.
  • Plucky Girl: Argenta's faith keeps her spirit strong. In Commoragh, not only does she survive the arena on her own, she manages to break free and run away, and when you find her again she's as spirited as ever, seemingly the only party member to not have gone through a harrowing ordeal.
  • Teeth-Clenched Teamwork: Part of the Imperial Creed is to "abhor the witch" and Idira, being an unsanctioned psyker, wholly fits that description. Her and Argenta will be at odds through most of the game, often in direct opposition.
  • This Means War!: If she is brought to face off against Aurora in their Chaos Space Marine form, Argenta will go berserk. She denounces the heretic Astartes as an Archsacrilige and traitor to the Emperor before defiantly stating that if she dies in this fight it shall be a worthy death.
  • Tragic Keepsake: She holds with her a (somewhat damaged) Imperial aquila that belonged to her parents' regiment.
  • What You Are in the Dark: She gunned down Theodora and her Arch-Militant bodyguard as a hairtrigger reaction to seeing the former holding a Chaos artifact and kept quiet about it out of fear of seeing the retribution for murdering not just a Rogue Trader, but a Rogue Trader who had just saved her life and had direct ties to the Inquisition. Idira, Abelard, and the player character (if they so choose) can call her out on her cowardice in this respect.

    Heinrix van Calox 
https://static.tvtropes.org/pmwiki/pub/images/heinrix_rt.jpg
Voiced By: Christopher Tester

An Interrogator and psyker of the Ordo Xenos of the Holy Inquisition, serving under Lord Inquisitor Xavier Calcazar. Heinrix is on the trail of a chaos cult, a peculiar assignment for an agent of Ordo Xenos.


  • The Apprentice: To Lord Inquisitor Calcazar. Should he survive and not be found wanting, he'll become an Inquisitor himself one day.
  • Beneath the Mask: As Cassia may allude to, behind the "wall of grey" there's an "ember of amber" that he "seeks to drown in the blue of duty".
  • Church Militant: As part of the inquisition, he's very hard line with his faith and carrying it out with force.
  • Cold-Blooded Torture: Fittingly enough, considering that he is an Inquisitor-in-Training, his first appearance in the game has him torturing a cultist for information.
  • The Comically Serious: As more often than not with members of the Inquisition, Heinrix presents himself as a very professional, controlled, and dry individual. A Rogue Trader flirting with him is enough to throw him off his game, even if for just a moment. It's clear that he's not used to interacting with people who can regard him as an equal and who don't consider him to be a sign of imminent doom.
  • Consummate Professional: Takes his job very seriously, more so than even Abelard.
  • The Determinator: Even the Archmachinator in Commoragh took note of his stubbornness. Case in point, he's one of the only companions who almost broke out on his own, and continued to resist the Haemunculus' torture right until the Rogue Trader came to save him.
  • The Dreaded: His interrogation skills are feared even within the Inquisition. At the end of Act 4, the Lord Inquisitor's assistant Froscher refuses to tell the Rogue Trader where he has gone. If you have Heinrix with you, you can ask him to get the information out of Froscher. Merely the threat of being subjected to Heinrix's interrogation is enough to have Froscher sing like a bird.
  • Dwindling Party: According to Heinrix, when he went to investigate the Mechanicus Monastery on Rykard Minoris, he was accompanied by soldiers provided to him by the planetary governor. The soldiers died, bled to death or deserted him by the time the Rogue Trader's party found him.
  • Establishing Character Moment: You find him torturing a cultist to death for information. He's polite but stern with you and your party, careful of his manners around nobility like Cassia, and shows no grief over the loss of the guards who were escorting him. He also shows a just a tad frustration upon finding the electro-priests, realizing his skills weren't enough to find them, but hides this while complimenting their tactics. Heinrix will do horrible things for what he believes in, takes his duties and expected manners very seriously, values individual lives very little, and has a somewhat fragile ego he tries to hide.
  • Friend in the Black Market: If he becomes a puritan and Jae becomes a Shadow Baron, it's implied they two get this dynamic. Jae helps foil and assassination attempt on him, that is otherwise successful if she's not a Shadow Baron.
  • The Fundamentalist: As expected from an Inquistor, Heinrix is committed to, and a firm believer in Imperial Dogma.
  • He Who Fights Monsters: Possible for Heinrix to become a radical inquisitor and use chaos tainted items to ruthlessly go after and manipulate whoever he wishes, eventually being considered having gone rogue.
  • History Repeats: If he becomes a radical Inquisitor, one day he goes so far his own apprentice denounces him and Heinrix vanishes into the unknown, much like Heinrix did Calcazar.
  • I Warned You: If you choose the Iconoclast option at the end of act 1 and allow Rykad Minoris' refugees sanctuary on your fleet, then when the Chaos cultists who infiltrated said refugees start sparking riots throughout the fleet, Heinrix will dryly note that this is exactly what he warned you would happen.
  • An Ice Person: In cutscenes, his psyker powers tend to manifest as chill and frost. During his romance, a Power Incontinence almost causes him to freeze himself to death.
  • Jack of All Stats: Doesn't really have a weak point in his stat layout when you get him, though he also doesn't excel in any area in particular. Considering his Magic Knight starting build, that isn't too surprising, as he needs to diversify his stats a bit more to make that work.
  • Kinslaying Is a Special Kind of Evil: A major reason for his disownment was when he (involuntarily) used his psyker powers to kill a family pet, and then afterwards killed his great aunt in a rage after she slapped him. Given that Knight Worlds are usually feudal societies, it would make sense that kinslaying would be considered a grave crime and a source of great shame amongst family.
  • Love Interest: An option for a female Lord Captain.
  • Magic Knight: He's a psyker with the warrior archetype.
  • Military Mage: Before his induction to the Inquisition, he served in the Astra Militarum.
  • Not So Stoic: As his backstory shows, he's prone to angry outbursts, and even in the present it tends to slip through his facade. May occasionally cross into Anger Born of Worry with a romanced Rogue Trader.
  • Older Than He Looks: Despite looking like a man in his 30's, Heinrix reveals that, as a biomancer psyker, he has been using his powers to slow his ageing, and is a fair bit older than he appears.
  • The Paladin: In terms of gameplay, he serves a similar function and theming. He even uses a variant of psyker powers that rely on faith.
  • Parental Abandonment: He was once from a Knight World called Guisorn III and part of a Knight House until it was discovered that he was a psyker (which manifested when he killed a family pet and then a relative in a rage). His family disowned him for his abilities and sent him off on the Black Ships.
  • Pet the Dog: He will encourage Idira to become a sanctioned psyker and offers to help her prepare for what will be involved and arrange the paperwork. Most Inquisitors would just kill unsanctioned psykers on sight.
  • Shoot the Dog: He's in the Inquisition. It's basically his entire job, and what most of his advice leans towards.
  • Smart People Play Chess: Regicide. He's really enthusiastic about it, too.
  • Spell Blade: Starts with a sword that can channel his psyker powers, fitting with his focus on melee and psyker skills.
  • State Sec: Is a member of the Inquisition, the secret police of the Imperium that has almost limitless power in carrying out its mission.
  • The Stoic: Does this much better than Abelard, usually only letting his frustration out in his facade and holding everything else back. Fitting for a would-be Inquisitor.
  • Sword and Gun: Starts out wielding a sword in one hand and a gun in the other for his primary weapon slot.
  • This Is Gonna Suck: If present at the fight with the Chaos Space Marine Aurora, Heinrix makes it clear he expects the encounter to lead to his death, asking the rest of the party, if they survive, to let the Inquisition know what happened.
  • You Have GOT to Be Kidding Me!: In Act 3, he will be less than amused if you free him and have Yrliet with you.

    Cassia Orsellio 

https://static.tvtropes.org/pmwiki/pub/images/cassia_rt.jpg
Voiced By: Elsie Lovelock

A navigator of House Orsellio. Cassia is the heir apparent to her noble Navigator house. A crisis forces her to seek shelter on the Rogue Trader's ship. She helps your ship navigate the Warp, and goes into battle alongside the rest of the party.


  • Blue Blood: Navigators in general tend to enjoy an elite, aristocratic status. Cassia is also the heir presumptive of her House, which makes her basically Imperial nobility.
  • Book Worm: She adores reading, as it was one of the few things she could do while on her station. She spends time in the Rogue Trader's personal library. You can secure her romance by making your gift to her be a bigger Library for the Navigator's Sanctum.
  • Courtly Love: Her romance arc with the player basically plays off as this, She's a sheltered princess, the Rogue Trader is a Merchant Prince. For example, she'll purposefully drop her handkerchief in the player's office to see how the player reacts in returning it to her. Formally starting the romance involves an archaic gift exchange ritual between her and the player.
  • Cute Monster Girl: Subverted. Despite all appearance to the contrary, she's (technically) still human.
  • The Empath: Sees the emotions and intentions of others as colors. She also takes this a step further of occasionally having her powers go out of control and make others feel what she is feeling.
  • Establishing Character Moment: Introduced crying and making all of her servants cry in response through her powers, but when broken of her emotional state, she quickly tries to act as a proper noble. When she becomes your navigator proper, she carries out Human Sacrifice in a ritual to become in tune with your ship with no remorse. She then asks why your crew still have their tongues, and is surprised to find it is not common for servants to have their tongues removed. She also reveals she sees the intentions of others as colors and gives accurate readings on your party members. Cassia is a very emotional person with incredible powers she hasn't been taught to control properly, is able to read the emotions of others, and is extremely sheltered to the point she doesn't understand the value of life of anyone below her in status. If you are of her status, she follows proper etiquette.
  • Gilded Cage: Grew up in one, so getting used to the outside world proves to be a challenge for her.
  • Glass Cannon: Her navigator powers are not to be underestimated, but her defensive stats are all fairly pitiful.
  • I Am Not Pretty: She has something of an inferiority complex in regards to her appearance despite being fairly beautiful (pale skin, clawed hands, red eyes, gills, and her third eye aside). This is not helped by the fact that she is aware that her Navigator genes will eventually cause her body to further mutate into something more grotesque.
  • Innocently Insensitive: Due to her sheltered upbringing, she has a very... unique perspective on things. And part of that perspective is that she barely sees those beneath her status as people.
  • Love Interest: An option for a male Lord Captain.
  • Mad Artist: She perceives the Warp, and people's emotional state, as swirls of color on a chaotic blank canvas in a manner similar to synesthesia, and practices art both as a hobby and part of navigating. Oh, and she uses (others') blood for the reds. Since this helps avoid getting lost in the Warp, the others let it pass unremarked.
  • The Navigator: Her birthright, profession, and curse. She possesses a Third Eye that allows her to perceive the Astronomican, which makes guidance through Warpspace possible.
  • No Social Skills: As a result of being utterly isolated on the station and raised by deferential, mute servants, she has no idea what goes on outside the station and doesn't quite grasp social norms. To her credit, when she says something a bit insulting as a result of misunderstanding, she's genuinely embarrassed. Combined with the Navigator powers, however, her social faux pas can have lethal consequences, such as when she tells a servant boy she found pleasant that he should free himself from the burdens she saw in his auras, which causes the boy to go kill his family (his burdens) and then take his own life. Cassia doesn't realize this and just wonders why the boy never returned.
  • Purposely Overpowered: She's easily the strongest playable psyker in the game, being a Navigator: mutated humans that are some of the most powerful psykers in the galaxy. They have a unique set of abilities that are very powerful, have no chance of backfiring, and with the right talents will even lower Veil Degradation. The Officer archetype on top of that is just icing on the cake.
  • Red Eyes, Take Warning: Downplayed. Despite her psychic powers and monstrous appearance, she's a sweet and empathetic Support Party Member. Her regular eyes are not the ones you should be worried about...
  • Rich Bitch: While Cassia is generally nice and polite with the player, she has no regards for people beneath her station. One of her first discussion with the player will have her ask why they just don't have all their staff's tongues cut out to reduce the noise, something her family does to all their servants. She considers the rights of nobility to be absolute. She's deeply offended when she sees a guardsman stab a planetary governor who was fleeing the planet for abandoning everyone. To her it doesn't matter the man was leaving millions to die, as a noble he's above commoners.
  • Sheltered Aristocrat: She lived her entire life aboard a space fortress where she spent every moment learning to master her abilities. She often relies upon the Rogue Trader's judgement for matters outside the topics of Imperial Aristocracy and being a Navigator.
  • Statuesque Stunner: She towers over the baseline humans in the party, and if you look past her mutations she's still quite pretty.
  • Support Party Member: Her commander archetype makes her ideal for this.
  • Thinks Like a Romance Novel: Her romance shows a lot of shades of this, which considering how much of a bookworm with no social experience she has, makes sense.
  • Third Eye: Beneath her headpiece is a third eye common to mutants with the Navigator Gene.

    Pasqal Haneumann 

https://static.tvtropes.org/pmwiki/pub/images/pasqal_rt.jpg
Voiced By: Chris Sharpe
A Magos Explorator of the Adeptus Mechanicus who joins the Rogue Trader's retinue while searching for his old mentor.

  • Artificial Limbs: Par for the course regarding the Priesthood of Mars, Pasqal has augmented himself with a robotic limb known as a mechadendrite. The mechadendrite allows Pasqal to wield two-handed ranged weapons single-handedly (though this comes at a cost of a secondary weapon slot being unavailable to him).
  • Companion Cube: States that his Artificial Limbs have their own machine spirits. He calls them his "brothers".
  • Deadpan Snarker: While usually too angry to be deadpan, he tends to get sarcastic when annoyed. Such as his response when the party gets attacked (again) when landing in a supposedly guarded and safe location:
    Pasqal: "Do not fret, layperson. We have grown used to outrageous slovenliness among the wardens of every world we visit." Pasqal's vox, quiet at first, is booming with fury by the end of his remark.
  • The Engineer: Comes with being a member of the Adeptus Mechanicus. He's the most technically minded of the party.
  • Establishing Character Moment: Introduced looking for a particular tech-priest, then being attacked by people looking for him, at which point he somehow manages to make a machine blow up with prayer. When asked about it, he's as shocked as you are that he somehow did that. Pasqal is very in tune with technology and is goal driven, but also doesn't seem to fully understand himself. This becomes a major part of his story line.
  • The Fundamentalist: He's a techpriest, natch. Anything deviating from the holy writs of the Omnissiah is bound to piss him off.
  • Hair-Trigger Temper: The latest in a long lineage of Mechanicum representatives to have unexpected emotional depth, Pasqal has got a boiling temper and often gets furiously angry at tech-heresy, his work being disrespected, incompetence, and so on.
  • Jerkass Has a Point: He's rather callous and dismissive of the PDF soldiers who die trying to defend him from an ambush, as well as that of the guards on Janus during the assassination attempt on the party. That being said, the first group died was pretty dumb and could have been avoided had they been more careful about the blind mad people wandering the streets (who can be hostile, as you can see with a hapless shuttle pilot earlier). The Janus guards meanwhile are barely able to lift a finger during a major crisis they're specifically intended to solve.
    Pasqal: (*Talking to a guard officer*) Do not fret, layperson. We have grown used to outrageous slovenliness among wardens of every world we visit.
  • Knight Templar: A possible ending for him has him forsake Armanat's actions and become fixated on the religious tenets of avoiding invention.
  • Mighty Glacier: Despite being the party lock-pick, Pasqal is one of the more resilient party members, which makes sense given all the metal bits fused with or replacing his flesh. His starting melee weapon also has a devastating AOE attack. It will take him some time to make it over to enemies, though.
  • Plasma Cannon: He's proficient with both Plasma and Melta type weapons and can specialize in their use.
  • The Smart Guy: Being the only companion to really specialize in Intelligence (aside from potentially the Rogue Trader), he'll naturally slip into this role.
  • Split-Personality Merge: One of his character paths can have him re-merging back into the core Armanat persona, but with Pasqal's memories, experiences, and viewpoints mixed in.
  • Tomato in the Mirror: The reason Pasqal can't quite seem to keep his memories in order with reality is because he's one of 6 Tech-priest who merged their consciousness as a collective hivemind called Armanat, and then undid it when their actions threatened to cause a schism. There is no "Magos Armanat".

    Jae Heydari 

https://static.tvtropes.org/pmwiki/pub/images/jae_rt.jpg
Voiced By: Samara Naeymi
A Cold Trader smuggler of the Kasballica Mission based out of Footfall. She joins the Rogue Trader after encountering business difficulties on the station.

  • Affectionate Nickname: She frequently calls the Rogue Trader "shereen", which she explains is a term one calls a close friend on her homeworld (In Arabic, the word translates to ""sweet"'')
  • Amazon Chaser: She is heavily implied to have a crush on Argenta. The mention of her name causes her to blush and the way she speaks about her just oozes with affection.
  • Artificial Limbs: Her left arm has been replaced with a robotic prosthetic, which she claims was due to an encounter with Orks.
  • Consummate Liar: Jae is an habitual liar, as you'd expect from a smuggler. If you ask her about her background, several skill checks will clue you in that it's all fabricated. You can immediately point out to her that you think she's making it up. She'll reply that she just doesn't yet feel comfortable telling the truth.
  • Glass Cannon: Has high stats in both weapon and ballistic skill, but her focus on fellowship leaves her defensive stats wanting.
  • Guns Akimbo: She comes equipped with a pair of (Xeno) pistols, and specializes in their usage.
  • Intrepid Merchant: As a Cold Trader, she mainly deals in smuggling various xenos artifacts, weapons and armor.
  • Lovable Rogue: One of the friendlier party members, and the closest thing to a rogue in this setting as a cold trader.
  • Love Interest: A possible option for either male or female Rogue Traders.
  • Massive Numbered Siblings: She apparently has many sisters (and probably brothers as well) as she says that she is the twelfth daughter of her house.
  • Never Hurt an Innocent: Her independent ending has her making her own rougeish way in the expanse, but on her own terms, never firing on civilians.
  • Noble Bigot: Many of the things Jae says about xenos would qualify her as a xenophobe in most universes. In Warhammer 40k, her easy acknowledgment that they can be reasoned with and willingness to trade with them makes her one of the most open-minded members of your crew.
  • Overly Long Name: Her full name is Jae Amira Fathreen Tameri ash Efreet (ash meaning something like "from" or "of" — Efreet is her homeworld).
    • If you pass an Awareness check on Comorragh, you can confirm that Jae isn't her real name (despite her insisting that it is)
  • The Queenpin: One of her character paths has her becoming the underworld boss of the system, and from the shadows to boot.
  • Rebellious Princess: As Jae explains early on, she was a princess on Efreet who decided she wasn't keen on the Gilded Cage that was to be her life. Except not really. It's hinted at before, but in Act 3, the trauma of Comorragh causes her to drop the act. She was actually a miner who was conscripted into the Imperial Guard and deserted for a better life in the Cold Trade.
  • Really Gets Around: One ship event suggests she casually arranges orgies to pass the time while on board... which becomes a problem when Cassia stumbles on one.
  • Support Party Member: As an officer, she's mostly this.
  • Street Smart: She can use her very high Fellowship stat in place of intelligence for all the relevant skills, making her an effective skill mon'keigh.

    Yrliet Lanaevyssy 

https://static.tvtropes.org/pmwiki/pub/images/yrliet_rt.jpg
Voiced By: Nola Clop
An Aeldari outcast from a lost Craftworld who can join with the Rogue Trader, despite the Imperium's absolute xenophobia.


  • Abhorrent Admirer:
    • On the receiving end of this. Upon recruiting her, one of the first event you need to deal with is her having been hit on by a female human crewmember. Yrliet is profoundly offended by this, because Aeldari see themselves so far above humans that she compares the experience as the player being lusted after by an animal. The player themselves can become this to her if they express open interest to her, as doing so actually hinders the ability to romance her.
    • Another example of her being on the receiving end is when the Rogue Trader first encounter the Drukhari. If she is in the party, a Drukhari Wych notices her and lecherously declares that she wants Yrliet into her arms and clasp her tightly.
  • Always Accurate Attack: Using her "In My Sights" ability guarantees that the first shot Yrliet takes against her target in the next turn will hit. This is one of the few abilities that can sidestep the game's hardcoded 95% hit chance.
  • Bizarre Alien Psychology: Despite looking similar to humans, Aeldari do not think or perceive the world like humans do. They have a far less comparative and more holistic approach to how to see objects and people, born from being a species whose lifespan stretches across millennia. Yrliet struggles to explain her species' view of the world to the Rogue Trader (it takes her days to come with an answer to a question about her people that she believes the Rogue Trader can understand). Much of the personal plot with her resolves around the player opening themselves to how Aeldari see the world.
  • Broken Pedestal: If you lean her towards the path of the outcast, she'll lose faith in her own people.
  • Clingy Jealous Girl: Zig-Zagged. If you're romancing another party member at the same time as her, she isn't all that suprised as she'll claim its only natural to seek physical companionship with a member of their own kind. But as you progress her romance, she'll inevitably give you the same ultimatum as every other Love Interest pushing for monogamy.
  • Cold Sniper: The most emotionally distant character on the team, and the designated sniper.
  • Doom Magnet: Slaanesh and his daemonic servants desire Aeldari souls above all else. Because Yrliet is travelling through the warp via the Rogue Trader's voidship, rather than her people's usual method of the webway, her presence in the warp draws the attention of Slaaneshi daemons who attack the voidship attempting claim her soul (with any unfortunate humans being consumed in the process being a bonus).
  • Fantastic Slurs: Even for an Aeldar, Yrliet still stands out due to how often she calls humans "mon'keigh". Even Marazhai can learn some manners if you're persistent with getting to know him, but not Yrliet. Only the Rogue Trader can potentially be addressed as anything else.
  • Glass Cannon: She's here to snipe from a distance, as getting in close is dangerous for her low defensive stats.
  • Hates Being Touched: Or more specifically, "Hates Being Touched By Humans", due to the Aeldari seeing mankind as so far below them that engaging with any form of intimacy with one would be akin to bestiality. If the Rogue Trader chooses to sit down with Yrliet during one of the few moments of peace and quiet they have while they're stuck in the Dark City, they can even admit how much they want to physically comfort her but won't because they know how much she can't stand human touch, to which Yrliet appreciates.
    • Suprisingly enough, Yrliet's final romance scene inside her Mental World sees the Aeldari Outcast warmly inviting the Rogue Trader to hold her hand shortly after declaring that she wishes to be with them as equals. Subverting this trope with the strong indication that she finally considers her Elantach the only exception to the norm.
  • Last of His Kind: Potentially, she's the survivor of a destroyed Craftworld. Depending how you handle the quest she's recruited she might literally become the last survivor of her Craftworld.
  • Long-Range Fighter: Speced into a sniping focused build when you get her, so she's about as long range a fighter as the squad gets.
  • Love Interest: A possible option for either male or female Rogue Traders. Her romance is asexual in nature due to her not seeing Humans as potential sexual partners (The idea of an Eldar-Human sexual relationship is akin to bestiality for her people).
  • Mayfly–December Romance: Her relationship with the Rogue Trader is this by default since she's apart of a race of Nigh-Immortal Space Elves while the Trader is a "relatively" normal Human being. Even with the various esoteric rejuvenat treatments the Imperium has at their desposal, Yrliet will inevitably outlive von Valancius once everything is said and done. A grim fact that she accepts by choosing to be with them regardless. In one of her romance epilogues, Yrliet will be at the Rogue Trader's side during their last days to enter their Mental World one last time admist their dying moments, then weep over the loss of her One True Love before departing the von Valancius worlds, never to return.
  • My God, What Have I Done?: If the Rogue Trader forgave her for essentially selling them out Marazhai and his Kabal in exchange for information on the surivors of her Craftworld's destruction, Yrliet becomes overwhelmed with shame over her actions and commits to doing everything within her power to help them survive and escape the horrors of the Dark City.
  • No Sense of Personal Space: Eldars have very different notions of privacy, and no real notion of what a private space is. Yrliet is also very good at sneaking around. Meaning the Rogue Trader will find her exploring their room and her not really understanding why they take offense. At best she'll accept you have places "you want to keep secret from [her]" and accepts that's just how humans are.
  • Paper-Thin Disguise: She has managed to become part of the household security of the Governor of the Agri-World of Janus by pretending to be a mutant. She has counted on the planet's populace being ignorant of her race to maintain the lie. To be fair, this is only paper-thin if you are familiar with Aeldari — plenty of mutants, including one in the Rogue Trader's own retinue, look less like "normal" humans (at least externally) than Aeldari do, and her gear, while clearly Aeldari in style to those familiar with it, doesn't overtly use any of their more exotic technologies.
  • Teeth-Clenched Teamwork: "I am not your xenos pet." Yrliet looks down on humans and makes no effort to hide it, and most humans regard her with distrust, if not outright disgust. But when the Chaos Gods, particularly Slaanesh, are involved, she's willing to work with the Rogue Trader to put the horrors down. While Yrliet and the Rogue Trader can build a genuinely friendly and respectful relationship (and notably, even from the start she almost never refers to the Rogue Trader as mon'keigh), this still leaves her relationship with everyone else on the Rogue Trader's retinue and flagship — especially after the betrayal that kicks off Act 3.
  • You Are a Credit to Your Race: If the Rogue Trader chooses to treat her with respect, attempt to resolve their conflicts with the Aeldari with minimum bloodshed, continually challenge her Aggressive Categorism of Humanity by making an earnest attempt to reach some form of understanding between their cultures, and forgive her for their betrayal in Act 3 despite having every reason to want her dead, Yrliet will grow to see the player character as a paragon amongst their otherwise barbaric kin. This is also a major factor as to why she'll even consider a romance with them in the first place.

    Marazhai Aezyrraesh 

https://static.tvtropes.org/pmwiki/pub/images/marazhai_rt.jpg
Voiced By: Will De Renzy-Martin
An exiled Dracon of the Kabal of the Reaving Tempest, seeking revenge against those who had betrayed him.
  • Combat Sadomasochist: His origin ability gives him the ability to inflict bleeding on himself. In addition to the usual damage over time, Marazhai gains a number of buffs while bleeding, whether self-inflicted or otherwise.
  • The Corrupter: Acts this way towards a Rogue Trader that expresses an interest in him (or, rather, in his... style of life), calling them "my little pet" and offering to teach them "the ways of the true Aeldari" (yes, it's as bloody and twisted as you might imagine). Though somewhat half-heartedly, he also occasionally (and unsuccessfully) tries to be this to Yrliet.
  • Defeat Means Friendship: He starts as a villain and opponent to the main player, acting as The Dragon of Act 2. His failure to expose a traitor in his ranks causes him to loose favor and his rank, potentially leading to him teaming up with the Rogue Trader in an Enemy Mine scenario, that may eventually evolve into friendship or even a romance.
    • Though this is somewhat Downplayed in that Defector from Decadence is very much averted here: Marazhai joins you out of necessity and self-preservation, not because he sees anything wrong with the Drukhari society or likes you just that much, and if you want to get close to him you will have to accept, and in case of romance partake in, Drukhari culture in all its gory horror.
  • Enemy Mine: He'll join your side in the arena if you talk to him before hand and convince him you two can team up to escape.
  • Even Evil Has Standards: Surprisingly, he draws the line at using a Halo device
    • He'll also abandon a chaos worshipping heretical trader. Lore accurate, since despite all the evil the drukhari take part in, they are no allies to the chaos gods, and the wild flesh mutations of chaos corruption are too much even for him. Averted if you romance him properly, in which case the two of you will be stuck in a toxic relationship so bad that becoming a daemon prince isn't enough to have him scurry away.
  • Foil: Is naturally this to Yrliet, given that she's an Asuryani and he, a Drukhari. The Rogue Trader can attempt to enter a more personal relashionship with either, and both involve the Rogue Trader learning more about how they perceive the world, but Yrliet's is more spiritual in nature whereas Marazhai's is more... carnal.
  • The Friend Nobody Likes: Considering that you first met him as an enemy, and he's a proud member of a race that lives to torture, this is very much justified by the party.
  • Glass Cannon: Possibly more than anyone else! He's an agility warrior/assassin with a ton of weapon skill, able to dodge and parry a lot of hits, but when he does get hit, he feels it. Though, considering he is a drukhari, that's not entirely a negative (see Combat Sadomasochist above).
  • Hunting the Most Dangerous Game: You can actually give him his own private hunting grounds on the ship to go after low class crewmembers.
  • Interplay of Sex and Violence: "Do you know how pleasureable it is when your suffering rings out in unison with another's? The overwhelming ecstasy when your own agony bleeds into the agony of your enemy?" And then there is the scene that kickstarts his romance...
  • Love Interest: A possible option for either male or female Rogue Traders... those that can stomach his "inclinations", that is.
  • Manipulative Bastard: Kind of expected of a Drukhari of his rank. He lured the Rogue Trader away from the capital only to sack the palace and torture Achilleas into working for him, made Yrliet lead the Rogue Trader to him with her none the wiser about what she was doing, and his plan to become the next Archon of his Kabal mostly failed because all other Drukhari are also Manipulative Bastards.
  • Optional Party Member: He can be recruited in Commorragh or killed in a duel in the Arena.
  • Smug Snake: He's incredibly condescending towards you during your first meetings with him, what with having the upper hand (or believing himself to have one). His overconfidence ends up costing him.
  • Social Darwinist: As with all Drukhari. In his own words, "Commoragh doesn't tolerate weakness; Commoragh respects only strength and cunning."
  • Token Evil Teammate: Granted, this is 40k, so this describes most of your party, but Marazhai still managed to count for this due to him being a Drukhari, arguably the most evil faction of them all.
  • Troll: Yrliet notes his comments are specifically meant to cause others pain or rile them up. Of course, since he literally gets off on the others' suffering...
    • Even worse in one of Abelard's endings if he's still alive. He'll kill one of his house, and then send him her head with a cute little note reminding him of the time they fought together.
  • Whip of Dominance: His first character quest is based around him grabbing an especially horrible version of one of these.

    Ulfar Redmane 

https://static.tvtropes.org/pmwiki/pub/images/ulfar_rt.jpg

Voiced By: Oliver Smith

A member of the Space Wolves chapter of the Adeptus Astartes, more commonly known as the Space Marines, held prisonner in Commorragh.


  • Actually Pretty Funny:
    • If you bring up how frequently Space Wolves bring up the word "wolf", he'll crack up and point out it's a Fenrisian planetary obsession.
    • When he asks you what is Fenris' most dangerous predator, succeeding on an Imperium check will allow the Trader to answer the Wrath-Badger. Ulfar of course expected you to answer the Wulfen. He's confused why you'd pick that of all of Fenris' creatures, and you can reply that no one knows anything about the Wrath-Badger, so clearly it means hunters are too afraid to hunt it. This makes him break into laughter and completely forget to tell you about the Wulfen.
  • Animal Motif: He's a member of the Space Wolves. Take a wild guess.
  • Balance Buff: Patch 1.1.28 saw Ulfar get massive buffs to his starting fellowship, willpower and intelligence, as well as bonus toughness given to all Space Marine characters. All Astartes equipment gained 15% to 30% more stats and new equipment added to the game to make up for his extremely limited selection. He also can now act as cover to other party members.
  • Barbarian Long Hair: He's basically a space viking, so comes with the territory.
  • Beast Man: Has a bit of this going on, like most Space Wolves. He has noticable fangs, and a beastial bloodlust that pops up in battle.
  • Big Fun: He's an 8 foot tall super soldier who loves to sing, whose chapter invented alcohol specifically designed to bypass their kind's immunity to poison so they could get drunk.
  • Blood Knight: He's a Space Marine, and a Space Wolf at that. He's happiest in a brawl, and has little patience for parlaying with the enemies of Humanity.
  • Boisterous Bruiser: Comes from an entire space marine chapter of them, so he follows suit.
  • Honor Before Reason: He and his fellow Space Wolves were sent to the Koronus Expanse under the orders of his Wolf Lord and Inquisitor Xavier. Like the entirety of his chapter, he greatly dislikes the Inquisition due to their past conflicts, but Xavier managed to make them indebted to him in the past and they are honor bound to comply.
  • Lightning Bruiser: Ulfar's stat layout is insane, to be expected from a space marine. On paper, he's good at most everything combat related, even if he comes too late to specialize as well as other party members. Balancing him out are his odd quirks that come from being a space marine (see Mechanically Unusual Fighter below).
  • Mechanically Unusual Fighter: He occupies a 2x2 squares which affects where he can move and be positioned as he cannot squeeze through 1 square wide gaps. He also cannot use cover at all. He's also severely limited in what equipment he can use, as the majority of items cannot be used by someone with the Astartes Equipment trait. His Power Armor (and size) also prevents him from equipping boots, helmets or glove accessories. This particularly limits his selection of melee weapons, armor, and accessories. Thankfully his astartes combat knife hits harder than a regular two handed power sword and one can find an astartes chainsword practically at the same time as he's recruited, and he can wield most heavy weapons, comes with his signature powered armor, and a surprisingly potent bolt pistol. Weirdly he cannot use the melta guns dropped by Chaos Space Marines. He's also got less obvious equipment limitations: He will not dual-wield one handed melee weapons, only accepting one bolt pistol and one sword/knife in his offhand. Similarly he'll always use the pistol as his primary weapon in the set in this setup (leading to weird scenarios where his charge move causes him to charge an enemy to shoot them in the face instead of stabbing them).
  • Optional Party Member: He can be recruited in Commorragh if one negociates with his captor.
  • Overrated and Underleveled: He's perfectly useable, but if you're expecting him as a Space Marine to be the legendary death machines of the lore, you'll be disappointed. As mentioned under Mechanically Unusual Fighter, he's severely limited when it comes to equipment choices, and cannot use a lot of accessories which robs him of several very powerful effects. He does come with higher than average stats (He starts with 70 in both Ballistic and Weapon Skills), and his Powered Armor goes a long way to making up for his inability to use cover. But as an Arch-Militant he's likely to be surpassed by Argenta or a Rogue Trader specced into this, and as a tank he may fall short of a Vanguard Abelard. His sheer size lets him threaten more enemies in melee, but also severely limits where he can be positioned, and makes him a giant target for friendly fire. Patch 1.1.28 went a long way to improving that thanks to increasing the stats of Astartes equipment.
  • Proud Warrior Race Guy: While Space Marines are not strictly a race, Ulfar comes from a warrior culture on Fenris, and his Space Marine heritage only further enhances that.
  • Resist the Beast: A major part of his character paths is doing (or not doing) this.
  • Warrior Poet: He loves to sing and tell tales of his homeworld and chapter. He even goes as far as bellowing improvised poetry during battle.
  • Wolf Man: The end result of following the path of the wulfen.

von Valancius Dynasty

    Lady Theodora von Valancius Massimo af Scarus 

https://static.tvtropes.org/pmwiki/pub/images/theodora_rt.jpg

Your predecessor as Rogue Trader of the von Valancius Dynasty


  • Bad Boss: Becomes obvious from just some lines of dialog in the prologue, and what a few characters say about her. She even threatened to throw Idira out the airlock if she ever listened to anything about her via warp voices, paranoid of her finding out what she was up to.
  • Boom, Headshot!: Actually a clue that points to her killer being someone else than the obvious suspect: the way she died (by a single headshot right through the skull, that left the rest of her head otherwise intact and her and her bodyguard taken by surprise) indicate that she was killed by an extremely skilled and fast gunslinger, such as Argenta.
  • Broken Pedestal:
    • It's gradually revealed posthumously that Theodora was unafraid to dabble in the workings of Chaos if it gave her an edge, the results of which gave even her most loyal servant Abelard pause. This directly resulted in execution at Argenta's hands in the prologue.
    • A lot of the trouble the character faces stem from her actions. Most of the noble families on Draconus, her capital world, are various degrees of incompetent and basically operated freely with little supervision from her. Two of the leaders of her three planets turned to Chaos while under her nose. She strung Kunrad Voigtvir along before denying him a position as heir (which she never intended to give him to begin with) to make use of his skills as spymaster, leading him to rebel and turn to chaos. She'd constantly perform heretical acts while cozying up to Inquisitors and Argenta, leading to her own death.
    • Abelard particularly takes it hard as he learns more and more of her secrets. By act 5 as more of her deeds become apparent, he weakly protest she'd never have done this, but the narration notes that he sounds like a missionary who has lost his faith.
  • Death by Origin Story: She's killed offscreen during the mutiny in the prologue, which leads to the Player Character's ascension to Lord Captain.
  • Head-in-the-Sand Management:
    • Governor Wyatt will mention she always suspected Theodora was fully aware that she (Wyatt) and the Janus nobles had fallen to Chaos, but turned a blind eye so long as the tithe and exports kept coming, even as the chaos worship was causing insurrections and mutations across Janus.
    • Even before this, she displays this twice in the prologue. Her Establishing Character Moment is testing the player character on a scenario where a potential mining operations is afflicted by disappearances. The player can with almost impossible to fail knowledge checks offer practical, dogmatically correct options, which she's clearly uninterested in (even as she admits that they'd be the prudent options). Dealing with the crisis she suggested just doesn't appeal to her.
    • Later in the prologue, as the rebellion breaks out, rather than rallying the defenders, organizing a counterstrike to secure the two areas needed to secure the ship's exit from the warp (The navis sanctum and the bridge), she leaves the job of finding securing the middle decks to Abelard, and let Konrad (actually the mastermind of the operation) to go find Edelthrad. She then retreats to her private chambers, taking with her her Arch-militant, nominally the mightiest soldier of her crew, because she's more concerned about her chaos artifact than the crisis developing inside her ship which is still in the Warp. This leads to Argenta, whose been asked to meet up with her, walking in on her handling the artifact, and executing her and Mort for heresy. Leaderless, the Navigator is forced to give his life guiding the ship, and several members of her senior staff are killed, including her heir, due to her not being around to deal with the crisis. The crew only survives due to the player character rallying the defenders in a last ditch effort, and Edelthrad interrupting the ritual.
    • You can call her out on this with Abelard during chapter 1, triggering some character development from him. He'll point out that Theodora never bothered with looking too closely as his enforcement of discipline, happy to delegate that. The player can retort that if Theodora had shown more interest in the minutia and small details of ruling her empire, she might still be alive. Though the player doesn't know it at the time, base on her decision to delegate dealing with the uprising to instead go secure her artifact which got her killed, they are technically correct about this.
  • Merchant Prince: As a Rogue trader she led what is basically a small commercial nation within the imperium, composed of three planets.
  • Plot-Triggering Death: The Player Character is brought onto her ship as one of her relatives to serve under her. Then she dies, and the Player Character must work to get her vast territory under control as inheritor of her title and responsibilities.
  • Posthumous Character: A significant portion of the plot revolves around the gradual discovery of just how much shady stuff she was involved in before her death.
  • Too Clever by Half: As you learn more about Theodora and her exploits after her death, it becomes apparent this was ultimately the cause of her downfall: She was a genuinely excellent Rogue Trader, but the freedom and leeway granted to her station had given her an insatiable lust for adventure and profit, and an immense amount of hubris leading to a belief that she was untouchable. Naturally, this blows up spectacularly in her face, as her callous attitudes towards her subordinates had a direct hand in Kunrad's rebellion, her lackadaisial management of her territory has resulted in the nobility too caught up in their own petty schemes and debauchery to actually tend to her worlds, and her sense of invincibility resulted in her trying to work multiple opposed forces to try and get any advantage she could. Naturally, this last one is what ends up finally killing her, as Argenta walking in on her handling a warp artifact in her personal affects is what leads to her death.
  • We Hardly Knew Ye: She dies during the prologue, you get to talk to her three times.

    Master Helmsman Ravor 

https://static.tvtropes.org/pmwiki/pub/images/helmsman_ravor_rt.jpg

The pilot of the Rogue Trader's Flagship.


  • Born Under the Sail: By virtue of being Voidborn, he practically never leaves the ship.
  • Cluster F-Bomb: Of the bridge crew, he is the most foul-mouthed as he's often spouting profanity during conversations.
  • Cyborg Helmsman: His implants even help him steer the ship.
  • Dark and Troubled Past: He was once from another voidship whose clan were killed by other crewmen from the lower decks. He spent months in hiding and slowly picking off his family's killers one by one until he fled to the middle deck where he was chosen to become an apprentice helmsman.
  • Fantastic Racism: Due to his clan being killed by lower deck crewmen, he has nothing but disdain for them. And like the usual imperial citizen, he has a disdain for mutants and psykers.
  • Hates Everyone Equally: He'll casually mention he dislikes almost everyone in the house's senior staff. Though he admits that he liked the late Lady Theodora, and the Rogue Trader as well. The Rogue Trader can actually compliment him for being one of the few not "tripping over themselves to lick my boots."
  • Sleep Deprivation: To an extreme, as the connecting wires he uses to connect his brain to the ship were installed wrong, meaning he's been thirty years without any sleep, dosing himself with stimulants and having to put up with splitting headaches as a result.

    Vox Master Vigdis Surri Otta Toliman 

https://static.tvtropes.org/pmwiki/pub/images/vigdis_rt.png

The officer in charge of communications to the Rogue Trader.


  • Communications Officer: Her job overall, handling communications in and out of the ship.
  • Living Figurehead: A possible ending for her is choosing to become part of the ship so her voice can guide and support the crew.
  • The Power of Friendship: Has this effect on Idira. If you learned of their past friendship, you can invoke Vigdis's feelings to snap Idira to her senses and help her deal with the demon she summoned.
  • The Shut-In: As a Void Born, Vigdis has never not been inside a ship. She's only been on a planet once in her life, and it freaked her out to see the sky she doesn't want to repeat the experience.
  • We Used to Be Friends: She was once close to Idira until they slowy drifted apart. They further drifted after the death of Lady Theodora.

    High Factotum Janris Danrok 

https://static.tvtropes.org/pmwiki/pub/images/janris_danrok_rt.jpg

The Officer in charge of the Rogue Trader's business dealings.


  • Adipose Rex: Notably quite heavy in his descriptions, and a member of nobility.
  • Fantastic Racism: While he has no professional issues with Vigdis when asked his opinion of her, he does casually mention his family used to use voidborn mutants as hunting prey. His bigotry is basic Imperial doctrine.
  • Friend in the Black Market: He dabbles in criminal enterprise to move cargo and increase profit, including drug trafficking, bribing inspection officials, grey and black marketeering, and smuggling. He also advises against angering the local pirate faction, if only because it would make life harder if they find themselves stranded in space.
  • Intrepid Merchant: While he did leave his home mainly to escape the losing battle for head of the family he was in and avoid being assassinated those even lower in the heir line, he took to being a merchant and money man via his education. He's the most business focused of the main crew.
  • Only in It for the Money: Working with money is basically his life passion. It's what he's good at and enjoys doing.
  • Pet the Dog: Under the influence of an iconoclast rogue trader, he'll end up stepping down and help the orphans on the ship get proper educations, seemingly out of a genuine desire to help them.
  • Token Evil Teammate: Among your surviving senior crew, he's the most shady and slimy, even if he manages to stay fairly pleasant to deal with. His colleagues don't like him, but his willingness and skill in skirting the law are useful skills to a Rogue Trader, especially any that aren't entirely scrupulous (like Theodora).

Rogue Traders

    Calligos Winterscale 
https://static.tvtropes.org/pmwiki/pub/images/calligos.jpg
The current leader of the Winterscale Dynasty, the largest Rogue Trader Dynasty of the Koronus Expanse. House Winterscale was a close associate of Purity Lathimon, the first Rogue Trader to map the route through the Maw and explore the Expanse. In the centuries that followed House Winterscale was one of the first houses to establish a foothold in the Expanse, and by the present has the largest domain, centered around the area fittingly called "Winterscale's Realm".
  • Cool Ship: "The Emperor's Vow" is an Avenger Class grand cruiser, a type of ship common during the Great Crusade but which has since fallen out of favor in the Imperium's Navy. His as been in his family for millennia, and is heaving customized. Even Abelard expresses admiration when you see it.
  • 11th-Hour Ranger: Can join a Heretical rogue trader in the last stretch of the game.
  • Adaptational Jerkass: Played with. Most people describe him as a violent brute who attacks rivals with little provocation. Calligos Winterscale, in the tabletop, is known for being a jovial but mercurial man who can be dangerous if offended (which isn't hard to do), but is known to be extremely friendly and beloved by people of lower standing than himself. The moment you meet him, it turns out that the tabletop description tracks - and then you remember most people you ask about him are rivals who offended him. Justified Trope as he's actively being corrupted by Khorne.
  • Egopolis: A section of the Koronus Expanse is named "Winterscale's Realm" after his family. It's a sector his ancestors thoroughly mapped out and where most of his colonies are.
  • Hunting the Most Dangerous Game: Doing this to some aeldari late in the game due in part to Khorne influence.
  • Merchant Prince: He's also a Rogue Trader. Furthermore one more powerful than the player initially.
  • The Rival: As the leader largest Rogue Trading House in the expanse, he's the player's main business rival.

    Incendia-Bastaal Chorda 
https://static.tvtropes.org/pmwiki/pub/images/incendia.jpg
The current head of House Chorda, the second largest Rogue Trader Dynasty in the Koronus Expanse. Noted for her near-fanatical devotion to the Imperium and its beliefs.
  • 11th-Hour Ranger: Can join a Dogmatic or Iconoclast rogue trader in the last stretch of the game.
  • Black-and-White Insanity: Dogmatic to the core.
  • Boom, Headshot!: If you convince her she's committing heresy in her take over of footfall, and leave her to pick her punishment, she shoots herself in the head.
  • Canon Foreigner: In the tabletop, Aspyce Chorda is the leader of House Chorda, and she's a terrifying woman known for crushing any opposition and being willing to cross any line for a profit. Incendia meanwhile is someone who puts a lot of weight in Imperial Faith (Aspyce still existed and was by all indications exactly as she was in the tabletop, but disappeared long enough ago that Incendia's position as head of House Chorda is secure). Downplayed in that while the character of Incendia-Bastaal is original to the game, her background before Aspyce's disappearance is exactly what Aspyce's unnamed heirs were mentioned to be in in the tabletop: held in cryovats.
  • Establishing Character Moment: Her first meeting with the Rogue Trader has her bluntly demanding why she shouldn't have them executed for heresy for having an unsanctioned Psyker and a Xenos in their crew, with her steward having to hastily remind her she doesn't actually have that authority.
  • Heel–Face Turn: An Iconoclast Rogue Trader can convince her that her fanatical devotion to punishing the guilty is actually heresy (as she's making her laws up and superceeding the Imperial Law, treating footfall as her own Imperium, which is one of the few limits a rogue trader cannot cross and convince her to stand down from her intended "purge" of Footfall. You need to then exile her, as if you let her pick her own sentence she will execute herself.
  • I Am a Humanitarian: In act 4 she's seen eating with a silver spoon brain matter from an executed prisoner (Scooping it from their opened skull) in order to "the taste of a criminal's thoughts".
  • Knight Templar: To the point of near insanity. Endings where she's still in power are quite brutal.
  • Meaningful Name: She loves burning people. During her purge of Footfall in Act 4, the denizens of Footfall are subjected to various forms of punishments and executions (death by burning being one of the most common)


Imperium of Man

    Lord Inquisitor Xavier Calcazar 

https://static.tvtropes.org/pmwiki/pub/images/inquisitor_xavier_rt.png

Lord Inquisitor in charge of protecting the Koronus Expanse and Henrix's superior. Member of the Ordos Xenos.


  • All for Nothing: If you side with him and his plans for the Inquisitor ending, he will succeed in his initial goals, but will later be assassinated by an imperial agent.
  • Anti-Magic: While the game dialogues don't address it, reading his stat block reveals him to have the pariah gene, damping the magic around him.
  • Big Bad: He's essentially the real driving force behind the majority of the game's events.
  • Bullying a Dragon: A possible fate for him in the epilogue if both he and Ulfar are still alive is his death after engaging an unknown Space Marine (take a wild guess) in a duel over the Inquisitor's role in the death of his battle brothers. Said Marine won the duel and stomped over Xavier's skull with his boot.
    • Is arguably doing this to the Player Character- a Rogue Trader is one of the few people in the Imperium who has even the theoretical right to tell the Inquisition to get lost, or even execute them for treason, but he insists on treating you like a minion or disposable asset.
  • Dissonant Serenity: Verging on Cold Ham. If you disagree with his plans, you have to die. He isn't angry, just disappointed. Might be explained by him being a pariah.
  • Reasonable Authority Figure: Considering the usual behavior of Inquisitors in the setting, he's downright reasonable about all but the most profane of heresy committed by the Rogue Trader. His seeming tolerance makes this a subverted trope once you discover what he's been doing.
    • He is genuinely impressed that the Rogue Trader managed to escape Comorragh.
  • Thunder Hammer: Wields one in the final battle.
  • Well-Intentioned Extremist: He is a Radical Inquisitor who follows the philosophy of Xenos Hybris and aims to enslave a C'tan Shard and its power to Imperium no matter the cost.

    Logis Abel Haneumann 
A Logis of the Adeptus Mechanicus, who can be rescued from the Electrodynamic Cenobium.
  • Cryptic Conversation: Abel "thinks in harmonic imagery". The way he speaks is thus poetic, but often very difficult to understand.
  • Eyes Always Averted: He finds eye contact difficult, and spends most of his conversations with the Rogue Trader either looking at his shoes or otherwise avoiding their gaze as much as possible.
  • Trauma Conga Line: The universe has not been very kind to poor Abel. In one of the worst sequences of events, he is brutally tortured by Heretics, and can be spoken to cruelly by an impatient Rogue Trader after his rescue. One possible ending then has Pasqal abandon him, after which he is captured by pirates and forced into slavery. He is then killed when the Imperial Navy eventually destroy the ship he's on.
  • Video Game Caring Potential: The Rogue Trader has the option of speaking softly to Abel, and showing interest in his work. Doing so will make him dedicate a surprisingly beautiful aria to you in binharic, as a show of "affinity". Or...
  • Video Game Cruelty Potential: You can snap at him, which causes him to completely freeze up in fear.

Others

    The Stranger 

Nocturne of Oblivion

https://static.tvtropes.org/pmwiki/pub/images/nocturneofob.jpg
An arebennian, or "Solitaire", a type of Aeldari Harlequin who travels alone. Nocturne visits Commorragh around the same time as the Rogue Trader finds themselves there, taking a personal interest in them and offering help in their own way.
  • All-Powerful Bystander: On a successful Lore:Xenos check, the Rogue Trader will note that Harlequins, and Solitaires specifically, are among the most dangerous of all Eldars, which makes Nocturne's otherwise hand off approach interesting.
  • Cryptic Conversation: Nocturne only speaks in poetic verses that are closer to riddle than actual advice. An Iconoclast Trader can actually straight up translates everything he says into straightforward words, which impresses him as even among his kind it's rare for someone to navigate his labyrinthine conversations so deftly.
The Xenos stills and looks at you intently. He's not accustomed to anyone so adroitly and quickly navigating his verbal labyrinths, that much is certain. At last you hear a low chuckle from behind his mask and the xenos claps his hands slowly, saying only one word: "Bravo."
  • If you ask Yrliet about what he means by certain thing, she admits that even she's not sure, as Harlequins often only make sense to themselves.
  • The Dreaded: Aeldari in general fear Solitaires, since they open their soul to Slaanesh as part of their role in the Dance Without End. Yrliet shows noticeable fear when she sees him approach the Rogue Trader. Even the Archons around Commorragh thread notably lightly around him when he interrupts their activities, reacting more like he's a guest whose showing poor manners which for Drukari is astounding restrain. It helps that Nocturne lets them believe he's there as Vect's envoy.
  • Stealth Hi/Bye: Pulls one off at the end of Act 4, if you've been friendly to him, after wishing you luck in your final mission.
  • Warrior Poet: The Harlequins' entire thing. Nocturne only speaks in poetic verses.

Antagonists

    Kunrad Voigtvir 

https://static.tvtropes.org/pmwiki/pub/images/kunrad_rt.jpg

The (former) Master of Whispers of Lady Theodora and a distant relative of hers. He betrays Theodora and reveals himself to be aligned with the Ruinous Powers of Chaos.


  • Body Horror: The next time he is encountered, he is clearly suffering the effects of Chaos mutation, as his left arm has noticeably mutated into a claw.
  • Can't Kill You, Still Need You: He captures the player character during the prologue, but orders his minions not to kill or severely injure them. As he explains, although he has the blood of von Valancius, his servitude to Chaos and dabbling in warp sorcery has tainted him to the point that the vault containing the Warrant of Trade won't accept his blood. As such, he needs the untainted blood of the player to access the vault (willingly or not).
  • Cruel and Unusual Death: He planned on inflicting this on Theodora, promising nothing but suffering and humiliation as he brings her entire dynasty to utter ruin and forcing her to watch as he does so.
  • Dying Declaration of Hate: Just as he is about to be sacrificed by Uralon in order to summon a Greater Daemon, the Rogue Trader has the option to mock him. Kunrad spitefully seethes "I hate you..."
  • Evil Is Petty: He planned to destroy the entire Von Valancius dynasty and turned to the Ruinous Powers to do so due, apparently, simply to being passed over as heir, as implied by notes you find in Theodora's office. However, gets somewhat Downplayed later when a letter from Theodora you can find in your chambers implies that while she told him that he was passed over due to his failure in accomplishing a certain task, in reality he was too distant a relative and too competent as spymaster to ever have a chance at the job. It's implied Kunrad discovered this and it's more of a reaction to being strung along.
  • Not Me This Time: When he hears that Theodora has been killed during his mutiny, he reacts utterly surprised and denies ordering her death. This is backed up with his promise to inflict a slow and undignified end upon her, which is completely incompatible with the state you find her corpse in.
  • The Spymaster: He was this to Theodora prior to his turn to Chaos. In fact, it was because he was such a good Spymaster that Theodora passed up on him for the inheritance of the von Valancius dynasty (and also because of their distant relation), as she didn't want to lose someone of his talents.

    Uralon the Cruel 

https://static.tvtropes.org/pmwiki/pub/images/uralon_the_cruel_rt.png

A Dark Apostle and Traitor Astartes of the Word Bearers.


  • Affably Evil: He's quite genial and approving of a Heretical Rogue Trader who's embracing Chaos.
  • Arbitrary Equipment Restriction: Uralon is oddly limited in what wargear he can use as a companion. He's basically limited to whatever gear he started with when he joined your party as well as some accessories, with no option to kit him out with better weaponry unlike Ulfar, not even the Heretical-tagged heavy weapons like the heavy bolter dropped by Aurora, thus making him much less useful by comparison.
  • Awesome, but Impractical: Even "Awesome" is only a technicality.
    • As a lategame companion, Uralon comes with pretty good stats across the board, hard-hitting weapons like his Bolt Pistol and the Accursed Crozius that buffs the party with each hit, several interesting spells that bolster you party lineup with daemonic minions, and being an Officer archetype to boot.
    • Getting him requires fully committing to a Heretical playthrough, which guarantees four of your more powerful companions will desert you, thus severely hampering your party's fighting chance in the lategame. He's also bugged to hell and back, and lacks many core proficiencies that allow him to equip his default wargear to begin with, neverminding the advanced stuff that tagged for use by an Astartes, which can be devastating due to his tendency to automatically remove all equipment as he cannot be rearmed without using save editors to manually assign those proficiencies to him. As the cherry on top, there's also no further plot relevance or interaction that can be gained by having him around post-Act 4 either.
  • 11th-Hour Ranger: Can join a Heretical rogue trader in the last stretch of the game.
  • The Minion Master: His special Infernal Call ability lets him summon a random daemon onto the battlefield. As a companion, his minions can be either a Slaaneshi Daemonette, a Khornate Bloodletter, or a Nurglite Plaguebearer.
  • Mutually Exclusive Party Members: As gaining him as a companion means wading hip-deep into heresy and Chaos worship, the Imperial loyalists (Argenta, Heinrix, and Ulfar) and Chaos-opposing (Yrliet) members of your warband will desert you for good should you choose to go through all of the steps to recruit Uralon.
  • Required Party Member: Zigzagged. The Rogue Trader must ally with him and gain him as a companion if they're going to commit to a Heretical playthrough, but beyond that he's not a mandatory teammate at any point and can be benched as one sees fit.
  • Sinister Minister: Is this twofold. He's a Dark Apostle, who specialize in the worship of the Ruinous Powers. On top of that he's a member of the Word Bearers, who are an entire legion dedicated to spreading the word of Chaos.
  • Those Were Only Their Scouts: Brushes off the Rogue Trader's interference in Act 1 by pointing out that he has far more machinations in play than what the Rogue Trader has seen.
  • Tin Tyrant: Comes with the territory as a Chaos Space Marine.
  • We Can Rule Together: Appears to the Rogue Trader after they've interrupted some of their schemes and gives them an offer. Let them corrupt the Warrant of Trade as Kunrad was tasked with and enact the will of the Chaos Gods, and the Rogue Trader will be rewarded with the blessings of Chaos.

    Yremeryss Aezyrraesh 

https://static.tvtropes.org/pmwiki/pub/images/yremeryss_rt.png

The Drukhari Archon of the Kabal of the Reaving Tempest and the superior and Sister of Marazhai.


  • Cain and Abel: More like Cain and Cain when it comes to her brother, Marazhai. Coming from a race where betrayal is considered a virtue, she and her brother are under no illusions that they can and will betray each other if it suits them. In Yremeryss' case, she would eliminate her brother if he ever attempts to usurp her position as Archon (which Marazhai actually attempts to do during Act 3 of the story).
  • Final Boss: Of Act 3, as she stands in the way of the Rogue Trader attempting to use a hidden Webway Gate to escape Commorragh.
  • Lightning Bruiser: She is both deadly with her rapid fire gun, and much tougher than her lithe figure might suggest.

    The Edge of Daybreak 

https://static.tvtropes.org/pmwiki/pub/images/edge_of_daybreak_rt.png

Uog'Haik'Sameth, known by his followers as the Edge of Daybreak, is a Lord of Change (a Greater Daemon of Tzeentch) and the patron entity of the Cult of the Final Dawn.


  • Big Bad: Built up as this for the longest time and while his manipulations to bring about his freedom are responsible for the Cult of the Final Dawn, in truth he's a late Disc-One Final Boss and Inquisitor Lord Calcazar is quickly discovered to be the real Big Bad.
  • Early-Bird Cameo:
    • He's the warp apparition of Theodora that appears in the prologue to tempt the player through the flames. He appears again at the end of the prologue to taunt the player about setting them on the path of his choosing.
    • In the beta he'd appear openly at the end of Chapter 1 in his true form. In the release version this was changed to make his nature less obvious.
  • Flunky Boss: He spends most of his turns summoning pink horrors and heralds of Tzeentch.
  • "Get Back Here!" Boss: His boss battle mostly consists of him teleporting around the Arena and summoning horrors while you chase him.
  • Insane Troll Logic: To be expected from a greater daemon of Tzeentch. The doctrine of the monster's cult is filled with this, down to burning out eyes to see a great truth.
  • Sealed Evil in a Can: Was sealed into a sword by the Aeldari long ago, and the sword was then shattered.

    The Final Enemy (UNMARKED SPOILERS) 

C'Tan Shard

https://static.tvtropes.org/pmwiki/pub/images/the_void_dragon_rt.png

A C'Tan Shard of Mag'ladroth, the Void Dragon.

For tropes applicable to him in the original work, see the C'Tan folder here.


  • No Name Given: In the game's UI, he's only called a "C'Tan Shard". His appearance and the name of his music track indicates that he is the Void Dragon.
  • Time-Limit Boss: Eventually starts using a move that traps a character, threatening to insta-kill him on his next move unless someone takes his place, leaving the party a maximum of 6 turns to defeat him.
  • You Cannot Grasp the True Form. Goes both ways in a way, since you are too small a being for him to meaningfully interact with. The whole Final Boss fight sequence is just you distracting what part of his mind has already awoken, long enough for the Artifact of Doom to assert control over his power.

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