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
  Kill Team: Rogue Trader
  Kill Team: Rogue TraderBoxset8Indomitus 1.0July 2020
  Warhammer Quest: Blackstone Fortress – Escalation
  Warhammer Quest: Blackstone Fortress – EscalationBoxset8August 2019
  Warhammer Quest: Blackstone Fortress
  Warhammer Quest: Blackstone FortressBoxset8November 2018
  Adeptus Mechanicus
  Adeptus MechanicusCodex9Indomitus 1.1July 2021
  Chapter Approved ’2020
  Chapter Approved ’2020Expansion9Indomitus 1.2January 2021
  Chapter Approved ’2018
  Chapter Approved ’2018Expansion81.2September 2019

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

If every unit from your army has the ADEPTUS MECHANICUS keyword (excluding AGENT OF THE IMPERIUM, UNALIGNED and KNIGHT OF THE COG units), this unit gains a bonus depending on which Canticle of the Omnissiah is active for your army.

At the start of the battle round, you can select one Canticle that has not yet been active for your army. If you do so, until the end of the battle round, that Canticle is active for your army.

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.

While this Canticle is active, this unit counts as receiving the benefits of Light Cover.

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.

While this Canticle is active, each time a model in this unit make a melee attack, add 1 to the Strength characteristic of that attack.

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.

While this Canticle is active:

  • Each time a Combat Attrition test is taken for this unit, ignore any or all modifiers.
  • Each time a model in this unit would lose a wound as a result of a mortal wound, roll one D6: on a 5+, that wound is not lost. If this unit has the Refusal to Yield dogma, that wound is not lost on a 4+ instead.

BENEDICTION OF THE OMNISSIAH

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

While this Canticle is active, each time this unit is selected to shoot, when resolving its attacks you can:

  • Re-roll one hit roll.
  • Re-roll one wound roll.
  • Re-roll one damage roll.

INVOCATION OF MACHINE VENGEANCE

The Tech-Priests lead adherents of the Machine Cult in a binharic prayer of hatred against the unenlightened. A manifestation of power surges through tendons, wires and pistons as the righteous eagerly close on the blasphemers.

While this Canticle is active, each time an Advance roll or a charge roll is made for this unit, roll one additional D6 and discard the lowest result.

LITANY OF THE ELECTROMANCER

Summoning the spark of the Machine God’s divinity that burns within them, the Omnissiah’s faithful manifest auras of energy that disrupt the unbeliever’s neuro-cortices and cause the foe to spasm.

While this Canticle is active, each time a melee attack is made against this unit, subtract 1 from that attack’s hit roll.


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.

Stratagems by Phase

During deployment

PERSONAL TELEPORTARIUM CHAMBER (Elucidian Starstriders)

Battle Round

Movement phase

ONE WITH THE ELECTRO MOTIVE FORCE (Elucidian Starstriders)

COMBAT RESUSCITATION (Elucidian Starstriders)

Shooting phase

EXECUTIONER SHELL (Elucidian Starstriders)

LOGIS-INTERROGATOR SCANNER (Elucidian Starstriders)

Fight phase

DIGITAL LASER REGALIA (Elucidian Starstriders)

End of your turn

RECOVER ARCHEOTECH AT ANY COST (Elucidian Starstriders)


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 after both sides have deployed, if you are playing a mission that uses mysterious objectives (this is a rule used in some Theatres of War). Identify one mysterious objective anywhere on the battlefield. Alternatively, use this Stratagem in your Shooting phase when a LARSEN VAN DER GRAUSS model from your army is selected to shoot. Until the end of the phase, each time that model makes an attack, you can ignore any or all modifiers to the hit roll.
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.


Wargear Reference

Ranged Weapons

WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Archeotech grenade
Archeotech grenade
6"
Grenade D3
6
-1
D3
Blast. You can only use this weapon once per battle.
Blast. You can only use this weapon once per battle.
Artificer shotgun
Artificer shotgun
12"
Assault 2
4
0
2
If the target is within half range, add 1 to this weapons Strength characteristic.
If the target is within half range, add 1 to this weapons Strength characteristic.
Concussion grenade
Concussion grenade
6"
Grenade D3
3
0
1
Blast. Each time an attack is made with this weapon that targets a unit within 1" of any Obstacles or Area Terrain features, add 1 to the Strength and Damage characteristics of that attack.
Blast. Each time an attack is made with this weapon that targets a unit within 1" of any Obstacles or Area Terrain features, add 1 to the Strength and Damage characteristics of that attack.
Dartmask
Dartmask
9"
Pistol 1
1
-1
1
This weapon always wounds on a 2+ unless the target is TITANIC or a VEHICLE.
This weapon always wounds on a 2+ unless the target is TITANIC or a VEHICLE.
+5
Demolition charge
+5
Demolition charge
6"
Grenade D6
8
-3
D3
Blast. The bearer can only shoot with this weapon once per battle.
Blast. The bearer can only shoot with this weapon once per battle.
Eradication pistol
Before selecting targets, select one of the profiles below to make attacks with.
Eradication pistol
Before selecting targets, select one of the profiles below to make attacks with.
 - Focused
 - Focused
6"
Pistol D3
6
-3
2
Blast
Blast
 - Dissipated
 - Dissipated
12"
Pistol D3
6
-2
1
Blast
Blast
Grav-gun
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.
If the target has a Save characteristic of 3+ or better, this weapon has a Damage characteristic of D3.
Heirloom pistol
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+.
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
Heirloom pistol
12"
Pistol 1
4
-2
2
-
Kroot pistol
Kroot pistol
12"
Pistol 1
4
0
1
-
Kroot rifle (shooting)
Kroot rifle (shooting)
24"
Rapid Fire 1
4
0
1
-
Lasgun
Lasgun
24"
Rapid Fire 1
3
0
1
-
Laspistol
Laspistol
12"
Pistol 1
3
0
1
-
Laspistol
Laspistol
12"
Pistol 1
3
0
1
-
Mk I assault cannon
Mk I assault cannon
24"
Heavy 4
5
-1
1
-
Negotiator pistol
Negotiator pistol
12"
Pistol 2
4
-2
1
-
Plasma grenade
Plasma grenade
6"
Grenade D6
4
-1
1
Blast
Blast
Ranger long rifle
Ranger long rifle
36"
Heavy 1
4
0
1
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each time you roll a wound roll of 6+ for this weapon, it inflicts a mortal wound in addition to any other damage.
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. 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
Rotor cannon
24"
Heavy 4
4
-1
2
-
Servo-stubber
Servo-stubber
12"
Pistol 3
4
0
1
-
+2
Sniper rifle
+2
Sniper rifle
36"
Heavy 1
4
0
1
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Each time you select a target for this weapon, you can ignore the Look Out, Sir rule. Each time an attack is made with this weapon, an unmodified wound roll of 6 inflicts 1 mortal wound on the target in addition to any normal damage.
Stub pistol
Stub pistol
9"
Pistol 1
4
0
1
-
Vindictor (shooting)
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.
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
Voltaic pistol
12"
Pistol 1
5
0
1
Each unmodified hit roll of 6 made for an attack with this weapon scores 3 hits.
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 
Death Cult power blade
Death Cult power blade
Melee
Melee
User
-2
1
-
Force stave
Force stave
Melee
Melee
+3
-1
D3
-
Force-orb cane
Force-orb cane
Melee
Melee
User
0
D3
-
Hydraulic claw (X-101)
Hydraulic claw (X-101)
Melee
Melee
x2
-1
D3
When attacking with this weapon, you must subtract 1 from the hit roll.
When attacking with this weapon, you must subtract 1 from the hit roll.
Kroot rifle (melee)
Kroot rifle (melee)
Melee
Melee
+1
0
1
-
Monomolecular cane-rapier
Monomolecular cane-rapier
Melee
Melee
User
-4
1
-
Monomolecular rapier
Monomolecular rapier
Melee
Melee
User
-4
1
-
Power blade
Power blade
Melee
Melee
User
-2
1
-
Power claw
Power claw
Melee
Melee
x2
-3
D3
When attacking with this weapon, subtract 1 from the hit roll.
When attacking with this weapon, subtract 1 from the hit roll.
Power maul
Power maul
Melee
Melee
+3
-1
1
-
Power sword
Power sword
Melee
Melee
+1
-3
1
-
Scalpel claw
Scalpel claw
Melee
Melee
User
-1
1
-
Servo-arc claw
Servo-arc claw
Melee
Melee
+3
-2
3
Each time the bearer fights, no more than one attack can be made with each servo-arc claw. Each time an attack is made with this weapon against a VEHICLE unit, that attack has a Damage characteristic of 4 and an unmodified wound roll of 4+ successfully wounds the target.
Each time the bearer fights, no more than one attack can be made with each servo-arc claw. Each time an attack is made with this weapon against a VEHICLE unit, that attack has a Damage characteristic of 4 and an unmodified wound roll of 4+ successfully wounds the target.
Vindictor (melee)
Vindictor (melee)
Melee
Melee
+1
-1
1
-

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

Embark
If a unit makes a Normal Move, an Advance or it Falls Back, and every model in that unit ends that move within 3" of a friendly TRANSPORT model they can embark within it. A unit cannot embark within a TRANSPORT model that is within Engagement Range of enemy models, and it cannot embark if it has already disembarked from a TRANSPORT model in the same phase. Remove the unit from the battlefield and place it to one side – it is now embarked within the model.

Units cannot normally do anything or be affected in any way while they are embarked. Unless specifically stated, other units’ abilities have no effect on units while they are embarked, and Stratagems cannot be used to affect units while they are embarked. For all rules purposes, units that are embarked within a TRANSPORT model that has made a Normal Move, Advanced, Fallen Back or Remained Stationary also count as having made the same kind of move that turn.

  • Units can embark in a friendly TRANSPORT if every model ends a Normal Move, an Advance or a Fall Back within 3" of it.
  • A unit cannot embark within a TRANSPORT that is within Engagement Range of any enemy models.
  • A unit cannot embark and disembark in the same phase.
  • Units cannot do anything, or be affected in any way, while they are embarked within a TRANSPORT.
Light Cover
When an attack made with a ranged weapon wounds a model that is receiving the benefits of cover from this terrain feature, add 1 to the saving throw made against that attack (invulnerable saving throws are not affected).

  • +1 to saving throws against ranged weapons.
  • Invulnerable saving throws unaffected.
Combat Attrition Tests
If a unit fails a Morale test, then after the first model has fled the unit, you must take Combat Attrition tests. To do so, roll one D6 for each remaining model in that unit, subtracting 1 from the result if the unit is below Half-strength; for each result of 1, one additional model flees that unit. You decide which models from your unit flee – those models are removed from play and count as having been destroyed, but they never trigger any rules that are used when a model is destroyed.

  • Combat Attrition tests: Roll one D6 for each remaining model in unit; for each 1, one additional model flees.
  • Subtract 1 from Combat Attrition tests if unit is below Half-strength.
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.
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.
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.
Advance
When a unit makes an Advance, make an Advance roll for the unit by rolling one D6. Add the result in inches to the Move (M) characteristic of each model in that unit until the end of the current phase. Each model in that unit can then move a distance in inches equal to or less than this total, but no model can be moved within Engagement Range of enemy models. A unit cannot shoot or declare a charge in the same turn that it made an Advance.

  • Advance: Models move up to M+D6".
  • Cannot move within Engagement Range of enemy models.
  • Units that Advance cannot shoot or charge this turn.
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.
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.
Unit Coherency
A unit that has more than one model must be set up and finish any sort of move as a single group, with all models within 2" horizontally and 5" vertically of at least one other model from their unit. While a unit has six or more models, all models must instead be within 2" horizontally and 5" vertically of at least two other models from their unit. This is called unit coherency. If a unit cannot end any kind of move in unit coherency, that move cannot be made. Units are primarily moved in the Movement phase, but they can also be moved in the Charge phase and the Fight phase.

Some rules allow you to add models to a unit during the battle; such models must always be set up in unit coherency with the unit they are being added to. Sometimes there will be insufficient room to set up all the models from a unit, or it will not be possible to set up all the models so that they are in unit coherency. When this is the case, any models that cannot be set up are considered to have been destroyed.

  • Unit coherency: 2" horizontally + 5" vertically.
  • Each model must be in unit coherency with one other model from own unit.
  • While unit has 6+ models, each model must be in unit coherency with 2 other models from own unit.
Morale Tests
To take a Morale test, roll one D6 and add the number of models from the unit that have been destroyed this turn. If the result is equal to or less than the highest Leadership (Ld) characteristic in the unit, the Morale test is passed and nothing else happens. An unmodified roll of 1 also always results in a passed Morale test, irrespective of the total result. In any other case, the Morale test is failed, one model flees that unit, and you must then take Combat Attrition tests for the remaining models in the unit. You decide which model from your unit flees – that model is removed from play and counts as having been destroyed, but it never triggers any rules that are used when a model is destroyed.

  • Morale test = D6 + number of models destroyed this turn.
  • Unmodified roll of 1 always a success (no models flee).
  • If Morale test exceeds unit’s Ld, one model flees and other models must take Combat Attrition tests.

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

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.

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

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.

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

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

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

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

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 after both sides have deployed, if you are playing a mission that uses mysterious objectives (this is a rule used in some Theatres of War). Identify one mysterious objective anywhere on the battlefield. Alternatively, use this Stratagem in your Shooting phase when a LARSEN VAN DER GRAUSS model from your army is selected to shoot. Until the end of the phase, each time that model makes an attack, you can ignore any or all modifiers to the hit roll.
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.
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.
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.
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.

Archeotech grenade 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.

Artificer shotgun used in the following datasheets:

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.

Concussion grenade used in the following datasheets:

Dartmask used in the following datasheets:

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.

Demolition charge used in the following datasheets:

Eradication pistol used in the following datasheets:

Grav-gun used in the following datasheets:

Elites
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.

Heirloom pistol used in the following datasheets:

Kroot pistol used in the following datasheets:

Kroot rifle (shooting) used in the following datasheets:

Lasgun used in the following datasheets:

Laspistol used in the following datasheets:

Mk I assault cannon used in the following datasheets:

Elites
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.

Negotiator pistol used in the following datasheets:

Plasma grenade used in the following datasheets:

Ranger long rifle used in the following datasheets:

Look out, Sir
Models cannot target a unit that contains any CHARACTER models with a Wounds characteristic of 9 or less with a ranged weapon while that CHARACTER unit is within 3" of any of the following:
  • A friendly unit that contains 1 or more VEHICLE or MONSTER models with a wounds characteristic of 10 or more.
  • A friendly non-CHARACTER unit that contains 1 or more VEHICLE or MONSTER models.
  • A friendly non-CHARACTER unit that contains 3 or more models.
In all cases, if that CHARACTER unit is both visible to the firing model and it is the closest enemy unit to the firing model, it can be targeted normally. When determining if that CHARACTER unit is the closest enemy unit to the firing model, ignore other enemy units that contain any CHARACTER models with a Wounds characteristics of 9 or less.

  • Cannot shoot at an enemy CHARACTER with 9 or less wounds while it is within 3" of a friendly unit that contains 1 MONSTER, 1 VEHICLE or 3+ other models (excluding CHARACTER models with 9 or less wounds) unless it is the closest target.

Rotor cannon used in the following datasheets:

Servo-stubber used in the following datasheets:

Sniper rifle used in the following datasheets:

Stub pistol used in the following datasheets:

Vindictor (shooting) used in the following datasheets:

Voltaic pistol used in the following datasheets:

Death Cult power blade 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.

Force stave used in the following datasheets:

Force-orb cane used in the following datasheets:

Hydraulic claw (X-101) used in the following datasheets:

Elites

Kroot rifle (melee) used in the following datasheets:

Monomolecular cane-rapier used in the following datasheets:

Monomolecular rapier used in the following datasheets:

Power blade used in the following datasheets:

Power claw used in the following datasheets:

Elites

Power maul used in the following datasheets:

Power sword used in the following datasheets:

Scalpel claw used in the following datasheets:

Servo-arc claw used in the following datasheets:

Vindictor (melee) used in the following datasheets:

© Vyacheslav Maltsev 2013-2021