Third-Person Hero Shooter · Strategy · Cosmo Cheats

Rogue Company

Pick the role. Hold the angle. Win the round.

Welcome to the Cosmo strategy hub for Rogue Company. First Watch Games’ 4v4 third-person hero shooter sits between a round-based tactical shooter and a character brawler: every Rogue carries a passive, an active ability and a small weapon pool, and every round pays out currency you spend before the next one starts. Everything below is vanilla, mechanics-only knowledge: match setup, the six roles, the weapons-by-class reference, the in-match economy, Demolition from both sides, Strikeout, movement, gunfights, team play, and the habits that turn a player who wins duels into one who wins rounds.

Diagram: one section of this page and the entries it listsA bracket diagram. A bar across the top carries the section heading "The Six Rogue Roles". A line drops from it and branches to five boxes stacked down the page: "Duelist", "Breacher", "Defender", "Support" and "Intel".02The Six Rogue RolesDuelistBreacherDefenderSupportIntel
Figure 1. Section 02 of this page is "The Six Rogue Roles". These are the first five of the six entries it lists.

01 · Match Setup & Rogue Select

Most rounds are decided on the select screen, before anyone fires.

  • Read the team sheet first This is 4v4. Four entry picks leave you with no smoke, no information and nobody holding a site.
  • Know which mode you queued A slow anchor that wins Demolition rounds is dead weight where ground is retaken every twenty seconds.
  • Keep a comfort pick and a role pick One Rogue you play best, one for the role nobody took. Two deep beats six shallow.
  • Match your range band to the map Some maps are interiors full of three-metre duels, others a forty-metre courtyard. Pick for the lanes you walk.
  • Your ability runs on a cooldown Recharge starts when the ability ends, not when the round does. Plan the next window, do not hoard it.
  • Passives are always working Every Rogue has one, running all round with no input. Knowing yours and theirs beats memorising actives.
  • Treat the sidearm as a real slot The secondary finishes fights that a bad reload started. Drill the swap until it beats thinking.
  • Warm up the sensitivity Third-person aim has its own muscle memory because the camera sits off your shoulder. Warm up first.

02 · The Six Rogue Roles

Six functional roles. Four players cannot cover them all, so cover the three that win your mode.

Duelist Front-line entry, first contact
  • Opens the round, takes the first duel
  • Short to mid-range weapon pools
  • Mobility and self-sustain abilities
Bring
Nerve for the opening angle, discipline to back out.
Take
Tempo. A landed entry puts the round on a four-versus-three clock.

Ronin, Chaac and Vy live here. With nobody behind you to trade, entry is just feeding.

Breacher Explosives and area denial
  • Damage or displacement across an area
  • Strong into stacked, static holds
  • Forces defenders off prepared angles
Bring
Patience to hold the ability until they commit.
Take
An opening that rifles alone will not produce.

Dima and Scorch are the clearest examples. Ending a stalled fight is worth twice starting one.

Defender Deployables, traps and holds
  • Places cover, traps or shields
  • Rewrites the geometry of a choke
  • Peaks on the defending half
Bring
A plan for where the enemy has to walk.
Take
Time, which is all a rotation needs.

Anvil, Trench and Sigrid trade mobility for control. A deployable in the doorway gets shot; one past it catches the committed.

Support Healing, revives and sustain
  • Restores health or armour between fights
  • Pulls downed teammates out of the open
  • Extends rounds the team should have lost
Bring
Positioning behind the fight, never inside it.
Take
A second life for whoever traded into the site.

Saint is the archetype. The one role where staying alive is most of the contribution.

Intel Scans, pings and disruption
  • Reveals enemy positions for the whole team
  • Denies the enemy HUD, radar or abilities
  • Turns a blind push into a planned one
Bring
A voice call every time a scan lands.
Take
The right to push without guessing.

Dallas and Gl1tch cover revealing and denying. A scan at round start is worth a fraction of one before contact.

Sniper Long lanes and opening picks
  • Owns one long sightline at a time
  • Extreme damage on a well-placed shot
  • Falls apart the moment distance closes
Bring
A sidearm you can fight with inside ten metres.
Take
A pick before the fight, worth more than two during it.

Phantom is the reference point. One sniper is a weapon; two is a team with no site presence.

03 · Weapons by Class

Eight weapon families, each built for one band of the map.

ClassEffective RangeBest For
Pistol0–20mReload insurance, and a sniper’s only real answer to somebody in the room.
SMG0–25mInterior lanes and site entries. Fast handling, heavy falloff past thirty metres.
Shotgun0–10mDoorways, stairwells and the corner nobody challenges twice. One angle, no flexibility.
Assault Rifle15–50mThe default answer on most maps. Controllable at every distance you actually fight at.
Marksman Rifle30–70mSemi-automatic control at range without giving up close quarters. Rewards trigger discipline.
Sniper Rifle50m+One long lane and the opening pick. Decisive across a courtyard, helpless in a corridor.
Light Machine Gun10–45mSuppressing a choke and holding it through a long fight. The reload is the cost.
Melee StrikeContactFinishing somebody already broken, or answering the player who walked past your corner.

04 · Match Economy & Perks

You earn currency every round and spend it between rounds. Rounds are lost by players who never open that screen.

  • Spend it every single round Currency carries forward, but a full wallet and no upgrades means fighting at a deficit for nothing.
  • Upgrades last the whole match Something taken in round two is still working in round eleven. Early investment compounds, late investment barely repays.
  • Survivability before damage Taking one more bullet wins more duels than dealing one more. Go damage-first only when ahead.
  • Match the utility to the side Attacking rounds want smoke and flashes. Defending rounds want traps, armour and anything costing time.
  • Coordinate the expensive items Four players holding the same throwable is waste. Decide who carries utility, let the rest take sustain.
  • Track the enemy wallet too A losing streak leaves them rich. The round after their thin round is the one they commit to.
  • An unthrown item is already spent You paid for it either way. Throw it at the angle you were clearing anyway.
  • Decide during the previous round The loadout timer is short. Decide while the last round is ending, not while the clock runs.

05 · Demolition: Attacking

One bomb, two sites, no respawns. Attacking is a resource problem before it is an aim problem.

  • Default before you commit Take map control, collect contact information, then choose a site. A fast hit into a stacked site loses rounds.
  • The carrier is not the entry Whoever holds the bomb should never take the first duel. Hand it back before the push, not after.
  • Trade, do not avenge When the entry goes down, the next player should already be swinging. Two seconds late is no trade.
  • Fake with noise, not with hope A fake needs sound: footsteps, a thrown item, a shot at a corner. Walking quietly fools nobody.
  • Plant for the hold Where the bomb sits decides which angles you cover afterwards. A safe plant you cannot watch loses rounds.
  • Utility takes ground Smoke across the defender’s best sightline beats a kill. Smoke thrown out of habit is worth nothing.
  • Respect the clock early Time favours the defenders until the bomb is down. Force the play while you still choose the angle.

06 · Demolition: Defending

Defending is about making the attackers spend three things: time, utility and players.

  • Split, then rotate on contact Two per site with a fast rotation beats stacking one and guessing. Guessing is a coin flip.
  • Hold angles they must clear Stand where an entry is forced to look, not where you see the most. Visibility is not coverage.
  • Delay, then fall back Trading one shot at the choke and repositioning is the job. Dying there hands the site over.
  • Save the deployable for the real push First contact is usually the fake. Spending your only barricade on it leaves you bare when four arrive.
  • Off-angles work once They win because they are unexpected. The same crate three rounds running is a habit, not an off-angle.
  • Retake with utility, not bodies Walking into a held post-plant one at a time is how retakes fail. Flash together, enter together.
  • Treat the defuse as a commitment It is long, loud and pins you in place. Start it only when teammates hold the re-peek angles.

07 · Strikeout & Respawn Play

Strikeout runs on a shared pool of team lives and a contested objective. A death is currency, not the end.

  • Team lives are a shared budget Every death draws on the same pool. Four thrown duels spend a third of the round.
  • The objective is the win condition Capturing ends the round immediately. Teams that win every fight and never step on the point still lose.
  • Respawn in pairs Trickling back one at a time hands over easy kills. Wait five seconds and arrive as a threat.
  • Use the reset to change the angle Dying gives you a new spawn and a new approach. Re-running the same lane wastes it.
  • Aggressive picks scale here Mobile, self-sustaining Rogues that feel reckless in Demolition are stronger when a death costs one life.
  • Clear the area, then step on Capture progress is the whole round. Win the fight around the point, then step on.
  • Read the life counter like a clock When their pool is nearly empty, one clean trade ends it. When yours is, stop taking optional duels.

08 · Movement, Sliding & Cover

The game hands you a slide, a vault and a cover system. Most players use one.

  • Slide to break aim, not to travel A slide drops your profile as an enemy commits to a shot. Mid-lane it only makes you predictable.
  • Slide into cover, never out of it Ending a slide behind an object is a reposition. Ending one in the open is a slower target.
  • Peek from cover, do not stand in it Hugging cover shows a narrow slice and lets you pull back. Wide swings lose to held angles.
  • Vault early, never under fire Mantling locks the animation and takes your gun offline. Take the climb while nobody watches it.
  • Crouch for the burst, then stand Crouching tightens spread and pins you in place. Tap it for the shots that matter, then stand.
  • Sound is a position report Sprinting and sliding are loud, walking is not. On defence the quietest player shoots first.
  • Learn one rotation per map The fastest route between sites, plus the slow one nobody watches, beats any amount of aim practice.

09 · Third-Person Gunfights

The camera sits over your shoulder, so you can see people who cannot see you. So can they.

  • Your camera shoulder picks your corner Peeking left with the camera on your right shows your body before you see anything. Swap shoulders.
  • Sights at range, hip-fire in the room Aiming pulls the camera in and slows you down. Inside ten metres that trade is not worth taking.
  • Pre-aim at head height Hold the crosshair where a head will appear, not at the floor. The correction loses close duels.
  • Burst past thirty metres Automatic weapons climb. Two to four round bursts land far more of the magazine than a held trigger.
  • Reload after the fight, not during it Cancel a reload with a weapon swap the moment somebody appears. The sidearm is ready first.
  • Break line of sight instead of trading A duel you are losing does not improve by staying in it. Cover resets it, your health does not.
  • Do not chase a downed enemy A knocked player is bait while their teammates are up. Finish them from the angle you hold.
  • Reset before you read the feed After a won duel the next enemy is already swinging. Cover first, kill feed second.

10 · Team Play, Revives & Comms

Four players who talk beat four players who aim better. It is not close at any rank.

  • Direction and distance in every call "Two, long lane, thirty metres" is actionable. "They’re here" is noise in a headset.
  • Never revive without cover Picking somebody up pins you in the open. One revives, the other watches the angle that just fired.
  • Announce utility before you throw it A flash that blinds your own entry loses the round by itself. One word beforehand prevents it.
  • Call the rotation as you start it A teammate who knows you are crossing can cover it. One who finds out when you die cannot.
  • Trade position is physical Standing a few metres behind the entry, on the same cleared angle, is what makes a trade possible.
  • One death report, then listen Say what killed you and from where, once. Then stop talking so the living can hear.
  • Stagger the smoke Four smokes at once blind your own team too. Keep one in reserve for the retake.

11 · Pro Tips

Small habits, compounded across a few hundred rounds.

  • Learn two Rogues properly Depth on two picks covering different roles beats a shallow grasp of the whole roster.
  • Watch what killed you do next The reposition they make is the angle you punish next round. Spectating beats the scoreboard.
  • Treat round one as reconnaissance Nothing is decided by the first round. Use it to read their picks and their site preference.
  • Audio over visuals Headphones on, music down. Footsteps, ability sounds and reloads are the layer most players never use.
  • Fix crosshair placement before aim Most lost duels are not flick problems. They are the drag from floor level up to a head.
  • Play the scoreline, not the highlight Down one to five, a safe plant beats a hero peek. Boring habits close matches.
  • Stop when you tilt Frustration costs more rounds than any mechanical weakness. Two bad rounds in a row means stand up.