Rogue Traders – Elucia Vhane
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3

Elucia Vhane

NoNAME  M WS BS S T W A Ld Sv Base
50
Elucia Vhane (base: 32mm)
1
50
Elucia Vhane
6" 3+ 3+ 3 3 4 3 9 4+ 32mm
Elucia Vhane is a single model armed with a monomolecular cane-rapier, heirloom pistol and concussion grenades. Only one of this model can be included in your army.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Heirloom pistol
Heirloom pistol
12"
Pistol 1
4
-2
2
-
Monomolecular cane-rapier
Monomolecular cane-rapier
Melee
Melee
User
-4
1
-
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.
ABILITIES
ABILITIES
Warrant of Trade
Concealed Archeotech Weapon: Once per battle, at the start of the Fight phase, pick one enemy model within 1" of Elucia Vhane and roll a dice; on a 4+ the target model suffers D3 mortal wounds.
Disruption Field Generator: Elucia Vhane has a 4+ invulnerable save.
Multi-Spectral Auspicator: Re-roll hit rolls of 1 made for attacks by friendly ELUCIDIAN STARSTRIDERS units within 6" of Elucia Vhane.
WARLORD TRAIT!
WARLORD TRAIT!
Explorator Fleetmaster: If your army is Battle-forged, you receive 3 additional Command Points. These can only be spent to use Elucidian Starstriders Stratagems.
FACTION KEYWORDS: IMPERIUM, ASTRA CARTOGRAPHICA, ELUCIDIAN STARSTRIDERS
KEYWORDS: CHARACTER, INFANTRY, ROGUE TRADER, ELUCIA VHANE

Datasheet-related Stratagems

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

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).

This datasheet has HQ Battlefield Role. Full list of Rogue Traders units sharing same Battlefield Role follows:

Heirloom pistol 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.
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.

Concussion 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.
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.
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.
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.
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.
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.

The ELUCIDIAN STARSTRIDERS keyword is used in the following Rogue Traders 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.

The ASTRA CARTOGRAPHICA keyword is used in the following Rogue Traders datasheets:

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

The ROGUE TRADER keyword is used in the following Rogue Traders datasheets:

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

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:

© Vyacheslav Maltsev 2013-2021