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They are natural born leaders, merchants of death, and talented explorers with a keen eye for profit and survival. They are Rogue Traders - special agents of the Imperium with a license to do nearly anything that they deem necessary. To cross blades with such a star-faring adventurer is to invite swift defeat.

This section contains all of the datasheets that you will need in order to fight battles with your Rogue Traders miniatures. Each datasheet includes the characteristics profiles of the unit it describes, as well as any wargear and abilities it may have. Some rules are common to several Rogue Traders units – these are described below and referenced on the datasheets.

Books

BookKindEditionVersionLast update
  Warhammer Quest: Blackstone FortressBoxset8November 2018
  Kill Team: Rogue TraderBoxset8September 2018
  Warhammer Quest: Blackstone Fortress – EscalationBoxset8August 2019
  Chapter Approved ’2019Expansion8February 2020

Abilities

The following abilities are common to several Rogue Traders units:

Rogue Trader Retinue

By dint of their authority or the promise of untold riches and prestige, Rogue Traders are surrounded by a wide array of followers.

This ability has no effect unless your army includes ELUCIA VHANE. If it does, you cannot set up any units with this ability before you have set up ELUCIA VHANE. When you set up ELUCIA VHANE during deployment, all units with this ability are set up at the same time. When you set up ELUCIA VHANE on the battlefield for the first time, all units with this ability must be set up within 6" of her, or they must all be set up in the same TRANSPORT as her. If they cannot be set up, they count as destroyed.

Warrant of Trade

The single most important item in the possession of any Rogue Trader, the Warrant of Trade grants great authority to its bearer throughout the Imperium, and even gives license to travel beyond its boundaries.

A model with this ability can embark onto any IMPERIUM TRANSPORT, even though the transport in question might normally only permit models with other Faction keywords to do so. All other restrictions apply normally.

Canticles of the Omnissiah

The disciples of the Omnissiah incant complex war-blessings, as much optimisation subroutines as they are expressions of faith in the Machine God.

All units with this ability gain a bonus during the battle depending on the Canticle of the Omnissiah currently being canted.

At the start of each battle round, pick which Canticle of the Omnissiah from the table below is in effect for the duration of the battle round. The same Canticle may not be picked twice during the same battle.

Alternatively, you can randomly determine which Canticle of the Omnissiah is in effect by rolling a D6 and consulting the table below. Note that if you randomly determine a Canticle, it takes effect even if the same Canticle has been in effect earlier in the battle.

If you have a Battle-forged army, units only receive the bonus if every model in their Detachment has this ability.
D6CANTICLE
1

Incantation of the Iron Soul

Raising their voices in binharic praise, the Disciples of the Machine God bolster their spirits with the surety of iron.

You can re-roll failed Morale tests for affected units.

2

Litany of the Electromancer

Summoning the spark of the Machine God’s divinity that burns within them, the Omnissiah’s faithful manifest blazing auras of energy that lay low the unbeliever.

Roll a D6 for each enemy unit that is within 1" of any affected units; on a roll of 6, the unit being rolled for suffers D3 mortal wounds.

3

Chant of the Remorseless Fist

In spitting out a staccato chant to the Motive Force, the faithful warriors of the Cult Mechanicus are filled with merciless surety as well as intent.

You can re-roll any hit rolls of 1 for affected units in the Fight phase.

4

Shroudpsalm

Robot, servitor and priest shift their binharic emissions into visible spectra, the static pouring from their vox-grilles manifesting as an electromagnetic storm that hides them from the foe.

Affected units gain the bonus to their armour saving throws as if they were in cover. Units already in cover are unaffected.

5

Invocation of Machine Might

The Tech-Priests lead their flock in a hexadecimic prayer that sends miraculous strength surging through tendons, wires and pistons.

Affected units have +1 Strength.

6

Benediction of the Omnissiah

Those blessed enough to comprehend this blaring vox-prayer find their targeting reticules guided by the Omnissiah’s own vigilance.

You can re-roll failed hit rolls of 1 for affected units in the Shooting phase.


Acts of Faith

If your army includes any models with this ability, you will start the battle with 3 Faith Points, plus 1 additional Faith Point for every 10 models with this ability in your army (rounding down). These can be spent to attempt the Acts of Faith listed below. Each can only be attempted once per battle round, and you must spend one Faith Point each time you do so (if you have no Faith Points remaining, you cannot attempt an Act of Faith). To attempt an Act of Faith, select a unit in your army that has the Acts of Faith ability and then choose the Act of Faith you wish to attempt. Then make a Test of Faith for the unit by rolling a D6; if the result is less than that Act of Faith’s devotion value, or is an unmodified roll of 1, the test fails and nothing happens. Otherwise the test is successful and the Act of Faith takes effect.

Hand of the Emperor
Devotion value 4
Use this Act of Faith at the start of your Movement phase. If successful, add 3" to the selected unit’s Move characteristic until the end of that phase.

Spirit of the Martyr
Devotion value 3
Use this Act of Faith at the start of your Movement phase. If successful, one model in the selected unit regains D3 lost wounds, or, if there are no wounded models and any models in the unit have been slain, you can return one slain model to the unit with 1 wound remaining (this model is set up in unit coherency and cannot be set up within 1" of any enemy models – if it is not possible to place this model, it is not returned to the unit).

Aegis of the Emperor
Devotion value 3
Use this Act of Faith at the start of your opponent’s Psychic phase. If successful, then until the end of that phase, roll a D6 each time the selected unit suffers a mortal wound. On a 4+ that mortal wound is ignored.

Divine Guidance
Devotion value 4
Use this Act of Faith at the start of your Shooting phase. If successful, add 1 to hit rolls for attacks made with this unit’s ranged weapons until the end of the phase.

The Passion
Devotion value 5
Use this Act of Faith at the start of your Fight phase. If successful, the selected unit can be chosen to Fight with twice in that phase, instead of only once.

Light of the Emperor
Devotion value 3
Use this Act of Faith at the start of the Morale phase. If successful, the selected unit automatically passes Morale tests that phase.

Elucidian Starstriders Stratagems

If your army is Battle-forged and includes ELUCIA VHANE, you have access to the Stratagems shown below, meaning you can spend Command Points to activate them. These help to reflect the unique tactics and strategies used by Elucia Vhane and the Elucidian Starstriders on the battlefield.

1CP

EXECUTIONER SHELL

Elucidian Starstriders Stratagem

The executioner shell bears a tiny guidance system that seeks out the most vulnerable parts of the target.

Use this Stratagem in your Shooting phase before Voidmaster Nitsch attacks with his artificer shotgun. Only make a single hit roll for this weapon this phase, but add 3 to the roll. If the target is hit, it suffers 1 m ortal wound instead of the norm al damage.
1CP

DIGITAL LASER REGALIA

Elucidian Starstriders Stratagem

A one-shot weapon can be hidden anywhere. At need, a button, buckle or cufflink can be activated to unleash a burst of las-fire.

Use this Stratagem immediately after fighting with ELUCIA VHANE. Resolve one additional attack against an enemy unit within 1" of her. If the attack hits, the enemy unit suffers D3 mortal wounds instead of the normal damage.
1CP

RECOVER ARCHEOTECH AT ANY COST

Elucidian Starstriders Stratagem

Eager to scan an area for the coveted Motive Force, the Lectro-Maester will ramp up the energies expended by his powerful voltagheist array, surrounding himself with cascades of cracking voltage.

Use this Stratagem at the end of your turn if LARSEN VAN DER GRAUSS is within 3" of an objective marker. Until the start of your next turn, add 1 to saving throws made for him and increase his Attacks characteristic by 1.
1CP

COMBAT RESUSCITATION

Elucidian Starstriders Stratagem

A potent blend of self-administered stim-charges allows Sanistasia Minst to work at unnatural speeds.

Use this Stratagem at the end of your Movement phase after SANISTASIA MINST has attempted to heal a unit. She can immediately attempt to heal a unit again (this can be the same unit or a different ELUCIDIAN STARSTRIDERS INFANTRY unit from your army).
1CP

ONE WITH THE ELECTRO MOTIVE FORCE

Elucidian Starstriders Stratagem

To be one with the Electro-Motive Force is to be so immersed in holiness as to transcend the limitations of the physical body and become a being of pure energy.

Use this Stratagem in your Movement phase before moving LARSEN VAN DER GRAUSS. Instead of moving him normally, remove him from the battlefield; at the end of that Movement phase, set him up anywhere on the battlefield that is more than 9" from any enemy models.
1CP

LOGIS-INTERROGATOR SCANNER

Elucidian Starstriders Stratagem

The mysterious sciences can reveal much to those who know the rites to unlock their holy secrets.

Use this Stratagem before the battle to either reveal D3 hidden set-up markers (if your opponent is using Concealed Deployment) or identify a mysterious objective anywhere on the battlefield. Alternatively, use this Stratagem in your Shooting phase before attacking with LARSEN VAN DER GRAUSS; ignore penalties to his hit rolls this phase.
1CP

PERSONAL TELEPORTARIUM CHAMBER

Elucidian Starstriders Stratagem

In times of great need, Vhane will employ one of her greatest treasures - a technological relic of a lost age.

Use this Stratagem during deployment. Set up all ELUCIDIAN STARSTRIDERS units from your army in a teleportarium chamber instead of placing them on the battlefield. At the end of any of your Movement phases they can teleport into battle - set them up anywhere on the battlefield that is more than 9" from any enemy models.

Warlord Traits

If ELUCIA VHANE is your Warlord, she always has the Explorator Fleetmaster Warlord Trait, below.

Explorator Fleetmaster

To endure the untold dangers found on the outer edges of the Imperium requires more than just superlative martial skill - it takes a mastermind of logistical organisation. Only those Rogue Traders who prepare for everything can expect to survive for long.

If your army is Battle-forged, you receive 3 additional Command Points. These can only be spent to use Elucidian Starstriders Stratagems.

Reference


Wargear


Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
Archeotech grenade
6"
Grenade D3
6
-1
D3
You can only use this weapon once per battle.
Artificer shotgun
12"
Assault 2
4
0
2
If the target is within half range, add 1 to this weapons Strength characteristic.
Concussion grenade
6"
Grenade D3
3
0
1
If the target is within 1" of a terrain feature, add 1 to this weapon’s Strength and Damage characteristics.
Dartmask
9"
Pistol 1
1
-1
1
This weapon always wounds on a 2+ unless the target is TITANIC or a VEHICLE.
5
Demolition charge
6"
Grenade D6
8
-3
D3
The bearer can only shoot with this weapon once per battle.
Eradication pistol
12"
Pistol D3
6
-1
1
If the target is within 6" of the bearer, this weapon has a Type of Pistol 1, an AP of -3 and a Damage of D3.
Grav-gun
18"
Rapid Fire 1
5
-3
1
If the target has a Save characteristic of 3+ or better, this weapon has a Damage characteristic of D3.
Heirloom pistol
12"
Pistol 1
4
-2
2
This weapon wounds on a 4+, unless it is targeting a VEHICLE or TITANIC unit, in which case it wounds on a 6+.
Heirloom pistol
12"
Pistol 1
4
-2
2
-
Kroot pistol
12"
Pistol 1
4
0
1
-
0
Kroot rifle (shooting)
24"
Rapid Fire 1
4
0
1
-
0
Lasgun
24"
Rapid Fire 1
3
0
1
-
0
Laspistol
12"
Pistol 1
3
0
1
-
0
Laspistol
12"
Pistol 1
3
0
1
-
Mk I assault cannon
24"
Heavy 4
5
-1
1
-
Negotiator pistol
12"
Pistol 2
4
-2
1
-
0
Plasma grenade
6"
Grenade D6
4
-1
1
-
0
Ranger long rifle
36"
Heavy 1
4
0
1
This weapon may target a CHARACTER even if it is not the closest enemy unit. Each time you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to any other damage.
Rotor cannon
24"
Heavy 4
4
-1
2
-
Servo-stubber
12"
Pistol 3
4
0
1
-
2
Sniper rifle
36"
Heavy 1
4
0
1
A model firing a sniper weapon can target an enemy CHARACTER even if they are not the closest enemy unit. If you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to its normal damage.
Stub pistol
9"
Pistol 1
4
0
1
-
Vindictor (shooting)
8"
Assault D6
5
-1
1
This weapon automatically hits its target. If the target is a CHAOS unit, roll two D6 to determine the number of attacks made with this weapon and discard the lowest result.
Voltaic pistol
12"
Pistol 1
5
0
1
Each unmodified hit roll of 6 made for an attack with this weapon scores 3 hits.

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES
0
Death Cult power blade
Melee
Melee
User
-2
1
-
8
Force stave
Melee
Melee
+2
-1
D3
-
Force-orb cane
Melee
Melee
User
0
D3
-
Hydraulic claw
Melee
Melee
x2
-1
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
0
Kroot rifle (melee)
Melee
Melee
+1
0
1
-
Monomolecular cane-rapier
Melee
Melee
User
-4
1
-
Monomolecular rapier
Melee
Melee
User
-4
1
-
Power blade
Melee
Melee
User
-2
1
-
Power claw
Melee
Melee
x2
-3
D3
When attacking with this weapon, subtract 1 from the hit roll.
4
Power maul
Melee
Melee
+2
-1
1
-
4
Power sword
Melee
Melee
User
-3
1
-
Scalpel claw
Melee
Melee
User
-1
1
-
Servo-arc claw
Melee
Melee
+1
-1
1
When attacking a VEHICLE, this weapon has a Damage characteristic of D3.
Vindictor (melee)
Melee
Melee
+1
-1
1
-

The ELUCIA VHANE keyword is used in following Rogue Traders datasheets:

HQ
Morale Test

Even the bravest heart may quail when the horrors of battle take their toll.

In the Morale phase, starting with the player whose turn it is, players must take Morale tests for units from their army that have had models slain during the turn.

To take a Morale test, roll a dice and add the number of models from the unit that have been slain this turn. If the result of the Morale test exceeds the highest Leadership characteristic in the unit, the test is failed. For each point that the test is failed by, one model in that unit must flee and is removed from play. You choose which models flee from the units you command.
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts one point of damage on the target unit. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other wound and inflict damage to a model in the target unit as described above. Unlike normal attacks, excess damage from attacks that inflict mortal wounds is not lost. Instead keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.
Hit Roll
Each time a model makes an attack, roll a dice. If the roll is equal to or greater than the attacking model’s Ballistic Skill characteristic, then it scores a hit with the weapon it is using. If not, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.
Saving Throw
The player commanding the target unit then makes a saving throw by rolling a dice and modifying the roll by the Armour Penetration characteristic of the weapon that caused the damage. For example, if the weapon has an Armour Penetration of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save characteristic of the model the wound was allocated to, then the damage is prevented and the attack sequence ends. If the result is less than the model’s Save characteristic, then the saving throw fails and the model suffers damage. A roll of 1 always fails, irrespective of any modifiers that may apply.
Terrain and Cover
The battlefields of the far future are littered with terrain features such as ruins, craters and twisted copses. Models can take shelter within such terrain features to gain protection against incoming weapons’ fire.

If a unit is entirely on or within any terrain feature, add 1 to its models’ saving throws against shooting attacks to represent the cover received from the terrain (invulnerable saves are unaffected). Units gain no benefit from cover in the Fight phase.
Units and Unit Coherency
Models move and fight in units, made up of one or more models. A unit must be set up and finish any sort of move as a group, with every model within 2" horizontally, and 6" vertically, of at least one other model from their unit: this is called unit coherency. If anything causes a unit to become split up during a battle, it must re-establish its unit coherency the next time it moves.

The LARSEN VAN DER GRAUSS keyword is used in following Rogue Traders datasheets:

Elites

The SANISTASIA MINST keyword is used in following Rogue Traders datasheets:

Elites

The ELUCIDIAN STARSTRIDERS and INFANTRY keywords are used in following Rogue Traders datasheets:

HQ
Troops
Elites

The ELUCIDIAN STARSTRIDERS keyword is used in following Rogue Traders datasheets:

HQ
Troops
Elites

Archeotech grenade used in following datasheets:

HQ
GRENADE

Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.

Each time a unit shoots, a single model in the unit that is equipped with Grenades may throw one instead of firing any other weapon.

Artificer shotgun used in following datasheets:

Troops
ASSAULT

Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.

A model with an Assault weapon can fire it even if it Advanced earlier that turn. If it does so, you must subtract 1 from any hit rolls made when firing that weapon this turn.

Concussion grenade used in following datasheets:

HQ
Troops
Elites

Dartmask used in following datasheets:

Elites
PISTOL

Pistols are carried one-handed and can even be used in a melee to shoot at point-blank range. Many warriors carry one as a sidearm, alongside their primary weapon.

A model can fire a Pistol even if there are enemy units within 1" of its own unit, but it must target the closest enemy unit. In such circumstances, the model can shoot its Pistol even if other friendly units are within 1" of the same enemy unit.

Each time a model equipped with both a Pistol and another type of ranged weapon (e.g. a Pistol and a Rapid Fire weapon) shoots, it can either shoot with its Pistol(s) or with all of its other weapons. Choose which it will fire (Pistols or non-Pistols) before making hit rolls.

Demolition charge used in following datasheets:

Elites

Eradication pistol used in following datasheets:

HQ

Grav-gun used in following datasheets:

Elites
• X-101
RAPID FIRE

Rapid Fire weapons are versatile weapons capable of aimed single shots at long range or controlled bursts of fire at close quarters.

A model firing a Rapid Fire weapon doubles the number of attacks it makes if its target is within half the weapon’s maximum range.

Heirloom pistol used in following datasheets:

HQ

Kroot pistol used in following datasheets:

Elites

Kroot rifle (shooting) used in following datasheets:

Elites

Lasgun used in following datasheets:

Troops

Laspistol used in following datasheets:

HQ
Troops
Elites

Mk I assault cannon used in following datasheets:

Elites
• UR-025
HEAVY

Heavy weapons are the biggest and deadliest guns on the battlefield, but require reloading, careful set-up or bracing to fire at full effect.

If a model with a Heavy weapon moved in its preceding Movement phase, you must subtract 1 from any hit rolls made when firing that weapon this turn.

Negotiator pistol used in following datasheets:

HQ

Plasma grenade used in following datasheets:

Elites

Ranger long rifle used in following datasheets:

Elites
Characters
Some models are noted as being a Character on their datasheet. These heroes, officers, prophets and warlords are powerful individuals that can have a great impact on the course of a battle. The swirling maelstrom of the battlefield can make it difficult to pick out such individuals as targets, however.

An enemy CHARACTER with a Wounds characteristic of less than 10 can only be chosen as a target in the Shooting phase if it is both visible to the firing model and it is the closest enemy unit to the firing model. Ignore other enemy CHARACTERS with a Wounds characteristics of less than 10 when determining if the target is the closest enemy unit to the firing model.

This means that if any other enemy units (other than other CHARACTERS with a Wounds characteristics of less than 10) are closer, whether they are visible or not, then the enemy CHARACTER cannot be targeted.
Wound Roll
WOUND ROLL
ATTACK’S STRENGTH VS TARGET’S TOUGHNESSD6 ROLL REQUIRED
Is the Strength
TWICE (or more)
than the Toughness?
2+
Is the Strength
GREATER
than the Toughness?
3+
Is the Strength
EQUAL
to the Toughness?
4+
Is the Strength
LOWER
than the Toughness?
5+
Is the Strength
HALF (or less)
than the Toughness?
6+
If an attack scores a hit, you will then need to roll another dice to see if the attack successfully wounds the target. The roll required is determined by comparing the attacking weapon’s Strength characteristic with the target’s Toughness characteristic, as shown on the table to the right:

If the roll is less than the required number, the attack fails and the attack sequence ends. A roll of 1 always fails, irrespective of any modifiers that may apply.

Rotor cannon used in following datasheets:

Troops

Servo-stubber used in following datasheets:

HQ

Sniper rifle used in following datasheets:

Elites

Stub pistol used in following datasheets:

Elites

Vindictor (shooting) used in following datasheets:

Elites

Voltaic pistol used in following datasheets:

Elites

Death Cult power blade used in following datasheets:

Elites
Melee Weapon
Each time a model makes a close combat attack, it uses a melee weapon – the weapons a model is equipped with are described on its datasheet. In addition to their other weapons, all models are assumed to be equipped with a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, choose which it will use before rolling the dice. If a model has more than one melee weapon and can make several close combat attacks, it can split its attacks between these weapons however you wish – declare how you will divide the attacks before any dice are rolled.

Force stave used in following datasheets:

HQ

Force-orb cane used in following datasheets:

Elites

Hydraulic claw used in following datasheets:

Elites
• X-101

Kroot rifle (melee) used in following datasheets:

Elites

Monomolecular cane-rapier used in following datasheets:

HQ

Monomolecular rapier used in following datasheets:

HQ

Power blade used in following datasheets:

Elites

Power claw used in following datasheets:

Elites
• UR-025

Power maul used in following datasheets:

HQ

Power sword used in following datasheets:

Elites

Scalpel claw used in following datasheets:

Elites

Servo-arc claw used in following datasheets:

HQ

Vindictor (melee) used in following datasheets:

Elites
© Vyacheslav Maltsev 2013-2020