Rogue Traders are natural born leaders, merchants of death and talented explorers with a keen eye for profit and survival. Special agents of the Imperium, they are given a license - a Warrant of Trade - to do nearly anything that they deem necessary. To be successful, and to survive, a Rogue Trader must be a fighter, explorer, diplomat, deal broker and much more.

On this page you will find rules for including the forces of the Astra Cartographica in your army, including abilities, datasheets, Warlord Traits and Stratagems.


Books

BookKindEditionVersionLast update
  Warzone Octarius – Book 2: Critical Mass
  Warzone Octarius – Book 2: Critical MassExpansion9November 2021
  Kill Team: Annual 2022 – Elucidian Starstriders
  Kill Team: Annual 2022 – Elucidian StarstridersDatasheet9September 2022
  Kill Team: Into the Dark – Imperial Navy Breachers
  Kill Team: Into the Dark – Imperial Navy BreachersDatasheet9September 2022

Abilities

A unit’s datasheet will list all the abilities it has. Certain abilities that are common to many units are only referenced on the datasheets, rather than described in full. These abilities are described below.

Agent of the Imperium

If your army is Battle-forged, you can include one AGENT OF THE IMPERIUM unit in each IMPERIUM (excluding FALLEN units) Patrol, Battalion and Brigade Detachment in your army without those units taking up Battlefield Role slots in those Detachments. The inclusion of an AGENT OF THE IMPERIUM unit does not prevent other units from their Detachment benefiting from Detachment abilities (e.g. Chapter Tactics, Defenders of Humanity, etc.), and it does not prevent other units from your army benefiting from abilities that require every model in your army to have that ability (e.g. Combat Doctrines). An AGENT OF THE IMPERIUM unit included in a Patrol, Battalion or Brigade Detachment in this manner is ignored for any rules that state all units from that Detachment must have at least one Faction keyword in common (e.g. in a matched play game), and when determining your Army Faction.

Detachment Rules

An ASTRA CARTOGRAPHICA Detachment is one that includes at least two ASTRA CARTOGRAPHICA units and does not include any models (not including AGENT OF THE IMPERIUM or UNALIGNED models) without the ASTRA CARTOGRAPHICA keyword.


Stratagems by Phase

Before battle

MASTER OF THE VOID (Astra Cartographica – Requisition)

During deployment

TELEPORTARIUM CHAMBER (Astra Cartographica – Wargear)

Battle Round

Shooting phase

CLOSE-QUARTERS BARRAGE (Astra Cartographica – Strategic Ploy)

VIOLENT ACQUISITION (Astra Cartographica – Battle Tactic)

ARCHEOTECH GRENADES (Astra Cartographica – Wargear)

CONCUSSION GRENADES (Astra Cartographica – Wargear)

Fight phase

VIOLENT ACQUISITION (Astra Cartographica – Battle Tactic)

Enemy Fight phase

VIOLENT ACQUISITION (Astra Cartographica – Battle Tactic)


Stratagems

If your army is Battle-forged and contains any ROGUE TRADER CHARACTER units, you have access to the Stratagems shown here and can spend Command points to activate them. These reflect the unique strategies used by the Rogue Traders.

VIOLENT ACQUISITION1CP
Astra Cartographica – Battle Tactic Stratagem

If a Rogue Trader discovers something they wish to acquire, nothing will stop them from seizing it.

Use this Stratagem in your Shooting phase, when an ASTRA CARTOGRAPHICA unit from your army is selected to shoot, or in the Fight phase, when an ASTRA CARTOGRAPHICA unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes an attack that targets a unit within range of an objective marker, an unmodified hit roll of 6 scores 1 additional hit.
MASTER OF THE VOID1CP
Astra Cartographica – Requisition Stratagem

Some Rogue Traders have sailed the void for decades, even centuries. In that time they have acquired invaluable experience and skills. Little in the galaxy now surprises them.

Use this Stratagem before the battle, when you are mustering your army. Select one ASTRA CARTOGRAPHICA CHARACTER model in your army and determine one Warlord Trait for that model (this must be a Warlord Trait they can have); that model is only regarded as your WARLORD for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results), and you cannot use this Stratagem to give a model two Warlord Traits. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case you can use this Stratagem twice), or an Onslaught battle (in which case you can use this Stratagem three times).
CLOSE-QUARTERS BARRAGE1CP
Astra Cartographica – Strategic Ploy Stratagem

Voidsmen are drilled daily in close-quarters fighting. They are highly disciplined, and their reflexes frighteningly quick. They are truly a deadly foe to face in close confines.

Use this Stratagem at the start of your Shooting phase. Select one VOIDSMEN-AT-ARMS unit from your army that is within Engagement Range of any enemy models. Until the end of the phase, Rapid Fire, Assault and Heavy weapons that models in that unit are equipped with gain the ‘Pistol’ Type characteristic instead.
CONCUSSION GRENADES1CP
Astra Cartographica – Wargear Stratagem

Concussion grenades unleash violent shock waves and deafening noises upon detonation, completely staggering those caught in the blast.

Use this Stratagem in your Shooting phase, when an ASTRA CARTOGRAPHICA CONCUSSION GRENADES unit from your army is selected to shoot. Select one enemy unit (excluding VEHICLE and MONSTER units) within 6" of that unit. Roll one D6: on a 2+, until the start of your next Movement phase, each time a model in that enemy unit makes an attack, subtract 1 from that attacks hit roll.
TELEPORTARIUM CHAMBER1CP
Astra Cartographica – Wargear Stratagem

Many Rogue Trader vessels are equipped with teleportarium chambers, allowing individuals to be transported instantaneously wherever they are needed.

Use this Stratagem before the battle, during the Declare Reserves and Transports step (if you are playing a mission without this step, use this Stratagem during deployment instead). Select up to one CARTOGRAPHICA ROGUE TRADER unit and up to one ASTRA CARTOGRAPHICA VOIDSMEN-AT-ARMS unit from your army. You can set up these units from a teleportarium instead of setting them up on the battlefield. If you do so, then in the Reinforcements step of one of your Movement phases, you can set up these units anywhere on the battlefield that is more than 9" away from any enemy models. If more than one unit was selected, both units must be set up on the battlefield in the same turn and within 3" of each other. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case you can use this Stratagem twice), or an Onslaught battle (in which case you can use this Stratagem three times).
ARCHEOTECH GRENADES1CP
Astra Cartographica – Wargear Stratagem

Some Rogue Traders find rare weapons on their missions, many of which they keep for themselves. Unusual grenades, for instance, can prove to have all kinds of devastating effects on an enemy.

Use this Stratagem in your Shooting phase, when an ASTRA CARTOGRAPHICA ARCHEOTECH GRENADES unit from your army is selected to shoot. Select one enemy unit that is not within Engagement Range of any models from your army and is within 6" of that unit. Roll one D6, subtracting 2 if that enemy unit has the CHARACTER keyword: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers 2D3 mortal wounds.

Warlord Traits

If an ASTRA CARTOGRAPHICA CHARACTER model is your WARLORD, you can use the Astra Cartographica Warlord Traits table on this page to determine what Warlord Trait they have. You can either roll one D3 to randomly generate one, or you can select one.

D3WARLORD TRAIT
1

MASTER OF HIGH SOCIETY

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.

While this WARLORD is on the battlefield, each time you spend a Command point to use a Core Stratagem or Astra Cartographica Stratagem, you can roll one D6: on a 5+, that Command point is refunded.

2

PRIVATEER (AURA)

Many Rogue Traders become obsessed with securing rare archeotech and discovering relics. Some are willing to sacrifice almost anything to recover what they have become determined to acquire.

While a friendly VOIDSMEN-AT-ARMS unit is within 6" of this WARLORD:

  • That unit has the Objective Secured ability.
  • That unit can make ranged attacks without any action it is performing failing.

3

DUELLIST

Some Rogue Traders invest considerable time and effort into perfecting their duelling skills. Not only do these come in handy on dangerous missions, but they also impress fellow nobles at important functions.

Each time this WARLORD makes a melee attack:

  • You can re-roll the hit roll.
  • An unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.


Crusade Rules

In this section you'll find additional rules for playing Crusade battles with Astra Cartographica, such as Agendas and Archeotech Curiosity Relics. You can find out more about Crusade armies in the Warhammer 40,000 Core Book.

Agendas

If your Crusade army includes any ROGUE TRADER units, you can select one Agenda from the Rogue Trader Agendas listed here. This is a new category of Agendas, and follows all the normal rules for Agendas (for example, when you select Agendas, you cannot choose more than one from each category).

ACQUISITION AT ANY COST
Rogue Trader Agenda

Rogue Traders are experts at identifying chances to acquire rare goods, unable to resist the opportunity lest it not arise again during their lifetime.

Keep an Acquisition tally for each ASTRA CARTOGRAPHICA unit from your army. If you selected this Agenda, ASTRA CARTOGRAPHICA units from your army can attempt the following action:

Call Extraction Drone (Action): At the end of your Movement phase, one ASTRA CARTOGRAPHICA unit that is within range of an objective marker that has not had this action performed on it can start to perform this action. A unit cannot start to perform this action while there are any enemy units (excluding AIRCRAFT units) within range of the same objective marker. This action is completed at the start of your next Command phase. Each time this action is completed, add 1 to that ASTRA CARTOGRAPHICA unit’s Acquisition tally.

Each unit gains a number of experience points equal to their Acquisition tally.
AGGRESSIVE NEGOTIATION
Rogue Trader Agenda

Sometimes valuable goods cannot be traded, and the only way to acquire them is by force.

Keep a Valuables tally for each ASTRA CARTOGRAPHICA unit from your army. Each time an ASTRA CARTOGRAPHICA unit from your army destroys an enemy unit that is within 6" and has any Relics or Crusade Relics, add 1 to that unit’s Valuables tally.

Each unit gains 2 experience points for each mark on their Valuables tally. If the total of all Valuables tallies in your army is 4 or more, you can use the Master of Negotiation Requisition once for 0RP after that battle, as if you had spent 1RP.

Archeotech Curiosity Relics

Archeotech Curiosity Relics are a new type of upgrade that can be given to Rogue Traders or other CHARACTER units from the same Crusade army. You can only acquire Archeotech Curiosity Relics for your army by utilising the Requisitions detailed below.

REQUISITIONS

Rogue Traders accompany many Imperial Crusade fleets, especially those venturing into lost or uncharted systems. Their role is often as guides, scouts, ambassadors or simply as an accompanying force, providing additional firepower in exchange for a share in any riches uncovered.

If your Order of Battle includes any ROGUE TRADER units, you can spend Requisition points (RPs) to use the following Requisitions:

DEALER IN EXQUISITE GOODS2RP

Rogue Traders are constantly on the lookout for unique treasures to add to their collection, and are always happy to barter with their allies - as long as they feel like they are getting the better end of the deal.

Purchase this Requisition at any time. Select one unit from your Order of Battle that has any Relics or Crusade Relics. Select one of these Relics and remove it from that unit’s Crusade card (even though Relics gained cannot normally be removed). If you removed a Relic, you can replace it with another Relic available to that unit. If you removed a Crusade Relic, you can instead replace it with an Archeotech Curiosity below, rolling 2D6 if you are replacing an Artificer Relic, 3D6 if you are replacing an Antiquity Relic or 4D6 if you are replacing a Legendary Relic.
MASTER OF NEGOTIATION1/2RP

Even while on campaign with other Imperial forces, Rogue Traders will maintain agents and contacts with other civilisations, ensuring that no precious commodities slip through their grasp.

Purchase this Requisition at any time. Generate one Archeotech Curiosity and give it to a ROGUE TRADER unit (excluding named characters) on your Order of Battle. To do so, for each Requisition point spent, you can roll up to two D6 when generating your Archeotech Curiosity (see right). Make a note of the Archeotech Curiosity on the unit’s Crusade card and add 1 to its Crusade points total (+2 instead if you rolled three or more D6 when generating that Archeotech Curiosity). This upgrade is permanent to this unit, and cannot be removed or changed.

ARCHEOTECH CURIOSITY EFFECTS

Rogue Traders maintain a veritable museum of unique treasures about their flagships, many dating from the dawn of the Imperium, or even older. A few of their rarest and most coveted treasures are not of Human origin at all...

To discover the effects of your Archeotech Curiosity, roll a number of D6 as determined by the Requisition you have purchased. You must select a different table from each of the following for each D6 rolled. Each result will give you an ability that Archeotech Curiosity has. Once you have determined all the effects of your Archeotech Curiosity, you must give it a name. The bearer is now considered to have the abilities determined for that Archeotech Curiosity. Each Archeotech Curiosity is considered to be a Crusade Relic for other rules purposes.

Example: Laura is generating an Archeotech Curiosity for her Rogue Trader, using the Master of Negotiation Requisition. She has paid 2 Requisition points and decides to roll three D6. Each D6 must be rolled on a different table, so she rolls one D6 on the Weapon Augmentations table, one on the Psychic Augmentations table and one on the Physical Augmentations table. Laura rolls the Guidance Augury, Warp Shroud and Speed Amplifier results. She decides that this Archeotech Curiosity will be called a Dvorahn Hypersphere, and adds the name and its abilities to her Rogue Trader’s Crusade card.

Archeotech Curiosity

WEAPON AUGMENTATIONS
D6 ROLL - EFFECT
1. MACRO-ANATOMY SCANNER
Each time this model makes an attack against a MONSTER unit, re-roll a wound roll of 1.

2. THREAT TRACKER
Each time an enemy unit declares a charge against a friendly unit within 6" of this model, unless this model is within Engagement Range of any enemy models, this model can fire Overwatch at the charging unit as if it were also a target of that charge (this is in addition to any other units that are firing Overwatch).

3. STRUCTURAL ANALYSER
Each time this model makes a melee attack against a VEHICLE unit, an unmodified hit roll of 6 automatically wounds the target.

4. IMPACT AMPLIFIER
Each time this model makes a melee attack, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.

5. PROJECTILE ACCELERATOR
Add 6” to the Range characteristic of ranged weapons this model is equipped with.

6. GUIDANCE AUGURY
Each time this model is selected to shoot, you can re-roll one hit roll when resolving that models attacks.

PSYCHIC AUGMENTATIONS
D6 ROLL - EFFECT
1. WARP DAMPENER
In your opponents Psychic phase, this unit can attempt to deny one psychic power as if it were a PSYKER.

2. WARP CONDUIT
If this model is not a PSYKER, this model can attempt to manifest one psychic power in your Psychic phase, as if it were a PSYKER. Each time a Psychic test is taken for this unit when using this ability, roll one D6 instead of 2D6. It knows Smite. If this model is already a PSYKER, in each of your Psychic phases, this model can attempt to manifest one additional psychic power.

3. WARP SHROUD
Unless this model is the closest eligible target, enemy models cannot select it as the target of psychic powers.

4. WARP ABSORBER (AURA)
While an enemy PSYKER unit is within 12" of this model, subtract 1 from Psychic tests taken for that unit.

5. WARP AMPLIFIER (AURA)
Once per Psychic phase, after making a Psychic test for a friendly PSYKER unit that is within 6" of this model, you can add 1 to that Psychic test.

6. WARP AEGIS
In the Psychic phase, each time this model would lose a wound as a result of a mortal wound, roll one D6: on a 4+, that wound is not lost.

PHYSICAL AUGMENTATIONS
D6 ROLL - EFFECT
1. RIGIDITY AMPLIFIER
Add 1 to armour saving throws made for this model.

2. AUTHORITY AMPLIFIER
Add 3" to the range of the bearers aura abilities (to a maximum of 9").

3. FORCE AMPLIFIER
Add 1 to this model’s Strength characteristic.

4. RESILIENCE AMPLIFIER
Add 1 to this model’s Toughness characteristic.

5. FURY AMPLIFIER
Add 1 to this model’s Attacks characteristic.

6. SPEED AMPLIFIER
Add 2" to this model’s Move characteristic.

ACTION AUGMENTATIONS
D6 ROLL - EFFECT
1. GRAVITIC DAMPENER
Add 1 to charge rolls made for this model.

2. STABILITY ACTUATOR
This model is eligible to shoot in a turn in which it Falls Back.

3. GRAVITIC AMPLIFIER (AURA)
While a friendly unit is wholly within 6" of this model, each time an enemy unit declares that unit as the target of a charge, subtract 1 from the charge roll.

4. DECEIT-FIELD
After both players have deployed their armies, you can redeploy this model. If the mission uses the Strategic Reserves rules, any of those models can be placed into Strategic Reserves without having to spend any additional CPs, regardless of how many models are already in Strategic Reserves. If both players have abilities that redeploy models, roll off; the winner chooses who redeploys their models first.

5. MAGNIFICENCE PROJECTOR
Each time a melee attack is made against this model, subtract 1 from that attacks hit roll.

6. MULTI-FOCAL AUTO-FILTER
Each time this model makes a ranged attack against a unit with a Starting Strength of 11+, you can re-roll a wound roll of 1.

Wargear Reference

Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Artificer shotgun
Artificer shotgun
18"
Assault 2
4
0
2
-
Autopistol
Autopistol
12"
Pistol 1
3
0
1
-
Bolt pistol
Bolt pistol
12"
Pistol 1
4
0
1
-
Dartmask
Dartmask
12"
Pistol 1
2
-2
1
Each time an attack is made with this weapon against a unit (excluding VEHICLE or TITANIC units), an unmodified wound roll of 2+ is always successful.
Each time an attack is made with this weapon against a unit (excluding VEHICLE or TITANIC units), an unmodified wound roll of 2+ is always successful.
Demolition charge
Demolition charge
6"
Grenade D6
8
-3
2
Blast. The bearer can only shoot with each demolition charge it is equipped with once per battle.
Blast. The bearer can only shoot with each demolition charge it is equipped with once per battle.
Frag grenades
Frag grenades
6"
Grenade D6
3
0
1
Blast
Blast
Household pistol
Household pistol
12"
Pistol 1
5
-3
2
-
Lasgun
Lasgun
24"
Rapid Fire 1
3
0
1
-
Laspistol
Laspistol
12"
Pistol 1
3
0
1
-
Meltagun
Meltagun
12"
Assault 1
8
-4
D6
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Each time an attack made with this weapon targets a unit within half range, that attack has a Damage characteristic of D6+2.
Navis heavy shotgun
Navis heavy shotgun
18"
Assault 4
4
0
1
-
Navis las-volley
Navis las-volley
24"
Heavy 4
6
-1
1
-
Navis shotgun
Navis shotgun
18"
Assault 2
4
0
1
-
Plasma gun
Before selecting targets, select one of the profiles below to make attacks with.
Plasma gun
Before selecting targets, select one of the profiles below to make attacks with.
 - Standard
 - Standard
24"
Rapid Fire 1
7
-3
1
-
 - Supercharge
 - Supercharge
24"
Rapid Fire 1
8
-3
2
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
If any unmodified hit rolls of 1 are made for attacks with this weapon profile, the bearer is destroyed after shooting with this weapon.
Voidsman rotor cannon
Voidsman rotor cannon
24"
Heavy 4
6
-1
1
-
Voltaic pistol
Voltaic pistol
12"
Pistol 1
5
0
2
Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits.
Each time an attack is made with this weapon, an unmodified hit roll of 6 scores 2 additional hits.

Melee Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Chainfist
Chainfist
Melee
Melee
x2
-4
D3
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll, and if that attack is allocated to a VEHICLE model, that attack has a Damage characteristic of 3.
Each time an attack is made with this weapon, subtract 1 from that attack’s hit roll, and if that attack is allocated to a VEHICLE model, that attack has a Damage characteristic of 3.
Chainsword
Chainsword
Melee
Melee
User
0
1
Each time the bearer fights, it makes 1 additional attack with this weapon.
Each time the bearer fights, it makes 1 additional attack with this weapon.
Death Cult power blade
Death Cult power blade
Melee
Melee
+1
-3
1
-
Monomolecular cane-rapier
Monomolecular cane-rapier
Melee
Melee
+1
-2
1
Each time the bearer fights, it makes 3 additional attacks with this weapon.
Each time the bearer fights, it makes 3 additional attacks with this weapon.
Power axe
Power axe
Melee
Melee
+2
-2
1
-
Power sword
Power sword
Melee
Melee
+1
-3
1
-

Other Wargear

OTHER WARGEAR
ABILITIES 
Endurant shield
The bearer has a 5+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
Endurant shield
The bearer has a 5+ invulnerable save. In addition, add 1 to armour saving throws made for the bearer.
Smoke grenades
The bearer gains the SMOKESCREEN keyword.
Smoke grenades
The bearer gains the SMOKESCREEN keyword.

The AGENT OF THE IMPERIUM keyword is used in the following Astra Cartographica datasheets:

The FALLEN keyword is used in the following Chaos Space Marines datasheets:

Army Faction
In a Battle-forged army, all of the units in your army - with the exception of those that are UNALIGNED — must have at least one Faction keyword in common (e.g. IMPERIUM or CHAOS) even if they are in different Detachments. If a unit does not have the correct Faction keyword, it cannot be included in your army.

  • Army Faction: All units in army must share at least one Faction keyword.
  • UNALIGNED units are exempt.

The ASTRA CARTOGRAPHICA keyword is used in the following Astra Cartographica datasheets:

The ASTRA CARTOGRAPHICA and CHARACTER keywords are used in the following Astra Cartographica datasheets:

MASTER OF THE VOID1CP
Astra Cartographica – Requisition Stratagem

Some Rogue Traders have sailed the void for decades, even centuries. In that time they have acquired invaluable experience and skills. Little in the galaxy now surprises them.

Use this Stratagem before the battle, when you are mustering your army. Select one ASTRA CARTOGRAPHICA CHARACTER model in your army and determine one Warlord Trait for that model (this must be a Warlord Trait they can have); that model is only regarded as your WARLORD for the purposes of that Warlord Trait. Each Warlord Trait in your army must be unique (if randomly generated, re-roll duplicate results), and you cannot use this Stratagem to give a model two Warlord Traits. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case you can use this Stratagem twice), or an Onslaught battle (in which case you can use this Stratagem three times).

The CARTOGRAPHICA ROGUE TRADER keyword is used in the following Astra Cartographica datasheets:

TELEPORTARIUM CHAMBER1CP
Astra Cartographica – Wargear Stratagem

Many Rogue Trader vessels are equipped with teleportarium chambers, allowing individuals to be transported instantaneously wherever they are needed.

Use this Stratagem before the battle, during the Declare Reserves and Transports step (if you are playing a mission without this step, use this Stratagem during deployment instead). Select up to one CARTOGRAPHICA ROGUE TRADER unit and up to one ASTRA CARTOGRAPHICA VOIDSMEN-AT-ARMS unit from your army. You can set up these units from a teleportarium instead of setting them up on the battlefield. If you do so, then in the Reinforcements step of one of your Movement phases, you can set up these units anywhere on the battlefield that is more than 9" away from any enemy models. If more than one unit was selected, both units must be set up on the battlefield in the same turn and within 3" of each other. You can only use this Stratagem once, unless you are playing a Strike Force battle (in which case you can use this Stratagem twice), or an Onslaught battle (in which case you can use this Stratagem three times).

The VOIDSMEN-AT-ARMS keyword is used in the following Astra Cartographica datasheets:

CLOSE-QUARTERS BARRAGE1CP
Astra Cartographica – Strategic Ploy Stratagem

Voidsmen are drilled daily in close-quarters fighting. They are highly disciplined, and their reflexes frighteningly quick. They are truly a deadly foe to face in close confines.

Use this Stratagem at the start of your Shooting phase. Select one VOIDSMEN-AT-ARMS unit from your army that is within Engagement Range of any enemy models. Until the end of the phase, Rapid Fire, Assault and Heavy weapons that models in that unit are equipped with gain the ‘Pistol’ Type characteristic instead.
VIOLENT ACQUISITION1CP
Astra Cartographica – Battle Tactic Stratagem

If a Rogue Trader discovers something they wish to acquire, nothing will stop them from seizing it.

Use this Stratagem in your Shooting phase, when an ASTRA CARTOGRAPHICA unit from your army is selected to shoot, or in the Fight phase, when an ASTRA CARTOGRAPHICA unit from your army is selected to fight. Until the end of the phase, each time a model in that unit makes an attack that targets a unit within range of an objective marker, an unmodified hit roll of 6 scores 1 additional hit.
ARCHEOTECH GRENADES1CP
Astra Cartographica – Wargear Stratagem

Some Rogue Traders find rare weapons on their missions, many of which they keep for themselves. Unusual grenades, for instance, can prove to have all kinds of devastating effects on an enemy.

Use this Stratagem in your Shooting phase, when an ASTRA CARTOGRAPHICA ARCHEOTECH GRENADES unit from your army is selected to shoot. Select one enemy unit that is not within Engagement Range of any models from your army and is within 6" of that unit. Roll one D6, subtracting 2 if that enemy unit has the CHARACTER keyword: on a 2-5, that enemy unit suffers D3 mortal wounds; on a 6, that enemy unit suffers 2D3 mortal wounds.

The ASTRA CARTOGRAPHICA and CONCUSSION GRENADES keywords are used in the following Astra Cartographica datasheets:

CONCUSSION GRENADES1CP
Astra Cartographica – Wargear Stratagem

Concussion grenades unleash violent shock waves and deafening noises upon detonation, completely staggering those caught in the blast.

Use this Stratagem in your Shooting phase, when an ASTRA CARTOGRAPHICA CONCUSSION GRENADES unit from your army is selected to shoot. Select one enemy unit (excluding VEHICLE and MONSTER units) within 6" of that unit. Roll one D6: on a 2+, until the start of your next Movement phase, each time a model in that enemy unit makes an attack, subtract 1 from that attacks hit roll.

The ROGUE TRADER and CHARACTER keywords are used in the following Astra Cartographica datasheets:

Command Points
The starting number of CPs each player starts with for Battle-forging their army depends on the size of the battle you are playing. This is usually defined in the mission pack that is being played, but if one is not presented in the mission pack, use the following table. Note that the total Power Level is based on the combined power of all the models used in the battle (so the combined Power Level of both your and your opponent's armies). If you are using a game that uses points values, then the points limit is the maximum points limit per side.

COMMAND POINTS
BATTLE SIZETOTAL POWER LEVELPOINTS LIMITCOMMAND POINTS
Combat PatrolUp to 50Up to 5003
Incursion51-100501-10006
Strike Force101-2001001-200012
Onslaught201-3002001-300018

  • Starting number of Command points varies with battle size.
Hit Roll
When a model makes an attack, make one hit roll for that attack by rolling one D6. If the result of the hit roll is equal to or greater than the attacking model’s Ballistic Skill (BS) characteristic (if the attack is being made with a ranged weapon) or its Weapon Skill (WS) characteristic (if the attack is being made with a melee weapon), then that attack scores one hit against the target unit. If not, the attack fails and the attack sequence ends.

If an attack is made with a weapon that has an ability that says it ‘automatically hits the target’, no hit roll is made – that attack simply scores one hit on the target unit. An unmodified hit roll of 6 always scores a hit, and an unmodified hit roll of 1 always fails. A hit roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a hit roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.
Warlord Traits
Warlord Trait is a bonus that your Warlord receives upon being nominated. Such Traits can be found in Codices, Supplements and another Games Workshop publications. Any Warlord can have the Inspiring Leader Warlord Trait. Normally, only one Warlord Trait can be given to the Warlord, but there are ways to bypass this restriction (e.g. by using Stratagems). You can choose a Warlord Trait randomly by rolling a dice, or simply pick one. Note, that named characters usually have predetermined Warlord Traits and receive them after being nominated as Warlord.
Engagement Range
Engagement Range represents the zone of threat that models present to their enemies. While a model is within 1" horizontally and 5" vertically of an enemy model, those models are within Engagement Range of each other. While two enemy models are within Engagement Range of each other, those models’ units are also within Engagement Range of each other. Models cannot be set up within Engagement Range of enemy models.

  • Engagement Range: 1" horizontally + 5" vertically.
  • Models cannot be set up within Engagement Range of enemy models.
RAPID FIRE
Rapid fire weapons are versatile armaments capable of aimed single shots at long range or controlled bursts of fire at close quarters.
When a model shoots a Rapid Fire weapon, double the number of attacks it makes if its target is within half the weapon’s range.

  • Double number of attacks made if target is within half range.
ASSAULT
Assault weapons fire so rapidly or indiscriminately that they can be shot from the hip as warriors dash forwards into combat.
If a unit includes any models equipped with Assault weapons, that unit is still eligible to shoot with in your Shooting phase even if it has Advanced this turn, but you can only resolve attacks using those Assault weapons when you select that unit to shoot with. If a model shoots an Assault weapon in the same turn in which its unit has Advanced, subtract 1 from hit rolls when resolving that weapon’s attacks.

  • Can be shot even if firing model’s unit Advanced.
  • Subtract 1 from hit rolls if the firing model’s unit Advanced.
HEAVY
Heavy weapons are amongst the biggest guns on the battlefield, but they require bracing to fire at full effect and are unwieldy to bring to bear at close quarters.
When an INFANTRY model shoots a Heavy weapon, subtract 1 from the hit rolls when resolving that weapon’s attacks if the firing model’s unit has moved for any reason this turn (e.g. it made a Normal Move this turn).

  • Subtract 1 from hit rolls if firing model is INFANTRY and its unit has moved this turn.
PISTOL
Due to their compact size, pistols can even be used in melee to shoot at point-blank range.
A model can make attacks with a Pistol even when its unit is within Engagement Range of enemy units, but it must target an enemy unit that is within Engagement Range of its own unit when it does so. In such circumstances, the model can target an enemy unit even if other friendly units are within Engagement Range of the same enemy unit.

When 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 its other ranged weapons. Choose which it will fire (Pistols or non-Pistols) before selecting targets.

  • Can be shot even if firing model’s unit is within Engagement Range of enemy unit.
  • Cannot be shot alongside any other type of weapon.
Characters
Some models have the CHARACTER keyword. These models can make Heroic Interventions in Charge Phase and are not easy targets in the Shooting Phase (see Look out, Sir, rule). If your Warlord has the CHARACTER keyword he may be able to have a Warlord Trait (see Warlord Trait section on model’s faction page).

Note that CHARACTERS cannot use their Aura Abilities while performing actions.
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 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from 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.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.
The Warlord
While mustering your army, you can nominate one model (except a model with the FORTIFICATION keyword) to be your Warlord. That model gains the WARLORD keyword. If this model is a CHARACTER, you can also assign a Warlord Trait to it. Note, that more than one model in your army can have a Warlord Trait (e.g. by using Stratagems), but they are only considered your Warlord for the purpose of that trait.
Objective Secured
Some units have an ability called Objective Secured. A player controls an objective marker if they have any models with this ability within range of that objective marker, even if there are more enemy models within range of that objective marker. If an enemy model within range of an objective marker also has this ability (or a similar ability), then the objective marker is controlled by the player who has the most models within range of that objective marker as normal.

  • Objective Secured: Player controls objective marker if any of their models in range have this ability.
Wound Roll
Each time an attack scores a hit against a target unit, make a wound roll for that attack by rolling one D6 to see if that attack successfully wounds the target. The result required is determined by comparing the attacking weapon’s Strength (S) characteristic with the target’s Toughness (T) characteristic, as shown on the following table:

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 the result of the wound roll is less than the required number, the attack fails and the attack sequence ends. An unmodified wound roll of 6 always successfully wounds the target, and an unmodified wound roll of 1 always fails. A wound roll can never be modified by more than -1 or +1. This means that if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be -2 or worse, it is changed to be -1. Similarly, if, after all the cumulative modifiers to a wound roll have been calculated, the total modifier would be +2 or better, it is changed to be +1.

The datasheets using ROGUE TRADER keyword can be found in the following Factions:

Imperium: Astra Cartographica, Rogue Traders.

The ROGUE TRADER keyword is used in the following datasheets:

MASTER OF NEGOTIATION1/2RP

Even while on campaign with other Imperial forces, Rogue Traders will maintain agents and contacts with other civilisations, ensuring that no precious commodities slip through their grasp.

Purchase this Requisition at any time. Generate one Archeotech Curiosity and give it to a ROGUE TRADER unit (excluding named characters) on your Order of Battle. To do so, for each Requisition point spent, you can roll up to two D6 when generating your Archeotech Curiosity (see right). Make a note of the Archeotech Curiosity on the unit’s Crusade card and add 1 to its Crusade points total (+2 instead if you rolled three or more D6 when generating that Archeotech Curiosity). This upgrade is permanent to this unit, and cannot be removed or changed.
Requisition Points
Requisition points can be used to purchase Requisitions: these can upgrade your Crusade force, or units within them. Each time you spend a Requisition point, reduce your total by 1. Any Requisition points you do not spend are saved and can be used later. As you play more battles, you can accrue additional Requisition points, but a Crusade force can never have more than 5 (any additional Requisition points acquired beyond this are lost). Each time you play a battle, you will gain 1 Requisition point after that battle has been completed, regardless of the result of the battle itself. You should keep track of how many Requisition points you have on your Order of Battle.

The Requisitions you can purchase can be found here. Each Requisition will tell you when it can be purchased; they can never be purchased during a battle. Unless stated otherwise, there is no limit on the number of Requisitions you can purchase, the number of times you can purchase each Requisition, nor on the combination of Requisitions you can purchase, so long as you have enough Requisition points. If you do not have enough Requisition points to purchase a Requisition, you cannot purchase it.

  • Requisitions cost Requisition points to purchase.
  • You can never have more than 5 Requisition points.
  • Each battle you play earns you 1 Requisition point (win, lose or draw).
Named Characters
Named characters always have a Warlord Trait, even if they are not your Warlord (in such cases they are only considered to be your Warlord for the purposes of their trait). If a publication lists what a named character's Warlord Trait must be, then it must be this; they have this Warlord Trait even if another model in your Order of Battle already has this Warlord Trait, but having this named character in your Order of Battle does not prevent another model in your Order of Battle from having this Warlord Trait.

  • Named characters always have a Warlord Trait (even if they are not your WARLORD).
Charging with a Unit
Once you have chosen an eligible unit to declare a charge with, you must select one or more enemy units within 12" of it as the targets of its charge. The target(s) of this charge do not need to be visible to the charging unit. You then make a charge roll for your unit by rolling 2D6. This is the maximum number of inches each model in the charging unit can now be moved if they can make the charge move. To make a charge move, the unit’s charge roll must be sufficient that it is able to end that move in unit coherency and within Engagement Range of every unit that was a target of its charge, without moving within Engagement Range of any enemy units that were not a target of its charge. If this is possible, then the charge is successful and the models in the unit make a charge move so as to fulfil the above conditions. If this is impossible, the charge fails and no models in the charging unit move this phase.

  • Declare targets of the charge (must be within 12").
  • Charge roll = 2D6".
  • If insufficient to move charging unit into Engagement Range of all targets, charge fails.
  • If charge successful, models make their charge move.
  • Cannot make a charge move within Engagement Range of any unit that was not the target of the charge.
Overwatch
Certain rules enable units to fire Overwatch at an enemy unit before it can charge. If an enemy unit declares a charge that targets one or more units from your army that have such a rule, each of those units can fire Overwatch before the charge roll is made. A unit cannot fire Overwatch if there are any enemy units within Engagement Range of it. Overwatch is resolved like a normal shooting attack (albeit one resolved in the Charge phase) and uses all the normal rules, except that an unmodified hit roll of 6 is always required for a successful hit roll, irrespective of the firing model’s Ballistic Skill or any hit roll modifiers. In addition, when a model fires Overwatch, it does so at the charging unit. Any rule that states the unit cannot be targeted unless it is the closest target (e.g. Look Out, Sir) does not apply when firing Overwatch.

  • Overwatch: Before charge roll made, all charge targets that can fire Overwatch can do so.
  • Can never fire Overwatch while enemy units are in Engagement Range.
  • When firing Overwatch, shoot with unit, but attacks only hit on unmodified 6s.
Deny the Witch
When a PSYKER unit attempts to deny a psychic power, you must take a Deny the Witch test for that unit by rolling 2D6. If the total is greater than the result of the Psychic test, the Deny the Witch test is passed and the psychic power is denied. Only one attempt can be made to deny a psychic power. If a PSYKER unit can attempt to deny more than one psychic power in a psychic phase, this will be listed on its datasheet.

  • Deny the Witch: Passed if 2D6 exceeds result of the opposing PSYKER’s Psychic test.
  • Only one attempt can be made to deny each psychic power.
Manifesting Psychic Powers
When you select a PSYKER unit to manifest psychic powers, you select one psychic power that unit knows and attempt to manifest it. With the exception of Smite, you cannot attempt to manifest the same psychic power more than once in the same battle round, even with different PSYKER units. The same PSYKER unit cannot attempt to manifest Smite more than once during the same battle round.

To manifest the psychic power, you must first pass a Psychic test. The opposing player can then select one of their PSYKER units that is within 24" of the PSYKER unit attempting to manifest the power and attempt to deny that power before its effects are resolved by passing a Deny the Witch test.

So long as the Psychic test was successful and the psychic power was not denied by a successful Deny the Witch test, the psychic power is successfully manifested and its effects, which will be described in the power itself, are then resolved. If the PSYKER unit can attempt to manifest more than one psychic power in its Psychic phase, you can then attempt to manifest those, one at a time, as described above. The number of psychic powers each PSYKER unit can attempt to manifest in its Psychic phase is listed on its datasheet.

  • Select psychic power.
  • You cannot select the same psychic power more than once per battle round, unless that power is Smite.
  • Attempt to manifest the psychic power by taking a Psychic test.
  • The opponent can attempt to deny the psychic power by taking a Deny the Witch test.
  • If successfully manifested, resolve the psychic power’s effects.
  • Select another psychic power.
Psychic Tests
When a PSYKER unit attempts to manifest a psychic power, you must take a Psychic test for that unit by rolling 2D6. If the total is equal to or greater than that power’s warp charge value, the Psychic test is passed. If you roll a double 1 or a double 6 when taking a Psychic test, that unit immediately suffers Perils of the Warp.

  • Psychic test: Passed if 2D6 equals or exceeds psychic power’s warp charge.
  • If double 1 or double 6 rolled, PSYKER suffers Perils of the Warp.
Smite

Smite has a warp charge value of 5. Add 1 to the warp charge value of this psychic power for each other attempt that has been made to manifest this power by a unit from your army in this phase, whether that attempt was successful or not. If manifested, the closest enemy unit within 18" of and visible to the psyker suffers D3 mortal wounds. If the result of the Psychic test was 11 or more, that unit suffers D6 mortal wounds instead.

  • Warp Charge 5: A Psychic test of 5+ is required to manifest Smite.
  • Warp charge increases by 1 for each other attempt to manifest Smite made in this phase.
  • If manifested, closest visible enemy unit in 18" suffers D3 mortal wounds.
  • If manifested with a Psychic test result of 11+, enemy instead suffers D6 mortal wounds.
Saving Throw
The player commanding the target unit then makes one saving throw by rolling one D6 and modifying the roll by the Armour Penetration (AP) characteristic of the weapon that the attack was made with. For example, if the weapon has an AP of -1, then 1 is subtracted from the saving throw roll. If the result is equal to, or greater than, the Save (Sv) characteristic of the model the attack was allocated to, then the saving throw is successful 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. An unmodified roll of 1 always fails.
Aura Abilities
Some abilities affect models or units in a given range – these are aura abilities. A model with an aura ability is always within range of its effect. The effects of multiple, identically named aura abilities are not cumulative (i.e. if a unit is within range of two models with the same aura ability, that aura ability only applies to the unit once).
Fall Back
When a unit Falls Back, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, and when doing so you can move it within Engagement Range of enemy models, but it cannot end its move within Engagement Range of any enemy models – if it cannot do this then it cannot Fall Back. A unit cannot declare a charge in the same turn that it Fell Back. A unit cannot shoot or attempt to manifest a psychic power in the same turn that it Fell Back unless it is TITANIC.

  • Fall Back: Models move up to M".
  • Units that Fall Back cannot charge this turn.
  • Units that Fall Back cannot shoot or manifest psychic powers this turn unless they are TITANIC.
Roll-offs
Some rules instruct players to roll off. To do so, both players roll one D6, and whoever scores highest wins the roll-off. If there is a tie for the highest roll, make the roll-off again. Neither player is allowed to re-roll or modify any of the D6 when making a roll-off.

  • Roll-off: Both players roll a D6 – highest wins.
  • Roll again if a tie.

Artificer shotgun used in the following datasheets:

Autopistol used in the following datasheets:

Bolt pistol used in the following datasheets:

Dartmask used in the following datasheets:

Demolition charge used in the following datasheets:

Blast Weapons
Some weapons have ‘Blast’ listed in their profile’s abilities. These are referred to as Blast weapons. In addition to the normal rules, the following rules apply to Blast weapons:
  1. If a Blast weapon targets a unit that has between 6 and 10 models, it always makes a minimum of 3 attacks. So if, when determining how many attacks are made with that weapon, the dice rolled results in less than 3 attacks being made, make 3 attacks instead. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 6 or more models, and you roll a 2 to determine how many attacks are made, that roll is counted as being a 3 and that weapon makes three attacks against that unit.
  2. When a Blast weapon targets a unit that has 11 or more models, do not roll dice to randomly determine how many attacks are made – instead, make the maximum possible number of attacks. For example, if a Grenade D6 weapon with the Blast rule targets a unit that has 11 or more models, that weapon makes six attacks against that unit.
Blast weapons can never be used to make attacks against a unit that is within Engagement Range of the firing model’s unit, even if the weapon has the Pistol type or if the firing model is a VEHICLE or a MONSTER – firing high-explosives at point-blank range is simply unwise.

  • Blast Weapons: Minimum three attacks against units with 6+ models. Always make maximum number of attacks against units with 11+ models.
  • Can never be used to attack units within the firing unit’s Engagement Range.
GRENADE
Grenades are handheld explosive devices that a warrior throws at the enemy while their squad mates provide covering fire.
When a unit shoots, one model that is equipped with a Grenade in that unit can resolve attacks with it instead of shooting any other weapons.

  • Only one model can use a Grenade when its unit shoots.

Frag grenades used in the following datasheets:

Household pistol used in the following datasheets:

Lasgun used in the following datasheets:

Laspistol used in the following datasheets:

Meltagun used in the following datasheets:

Navis heavy shotgun used in the following datasheets:

Navis las-volley used in the following datasheets:

Navis shotgun used in the following datasheets:

Plasma gun used in the following datasheets:

Voidsman rotor cannon used in the following datasheets:

Voltaic pistol used in the following datasheets:

Chainfist used in the following datasheets:

Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.

Chainsword used in the following datasheets:

Death Cult power blade used in the following datasheets:

Monomolecular cane-rapier used in the following datasheets:

Power axe used in the following datasheets:

Power sword used in the following datasheets:

Endurant shield used in the following datasheets:

Invulnerable Saves
Some models have an invulnerable save. Each time an attack is allocated to a model with an invulnerable save, you can choose to use either its normal Save (Sv) characteristic or its invulnerable save, but not both. If a model has more than one invulnerable save, it can only use one of them – choose which it will use. If you use a model’s invulnerable save, it is never modified by a weapon’s Armour Penetration value.

  • Invulnerable save: Saving throw that is never modified by attacking weapon’s AP.
  • A model with an invulnerable save can use it instead of its normal Sv.

Smoke grenades used in the following datasheets:

© Vyacheslav Maltsev 2013-2022