Rogue Trader
Composition
Common Abilities and Options
Privateer Support Assets:
Once per firefight phase, when a friendly ELUCIDIAN STARSTRIDER NAVIS or ELUCIDIAN STARSTRIDER ELUCIA VHANE operative performs the Shoot action, you can select one of the following PRIVATEER SUPPORT ASSET ranged weapons for it to use. You cannot use each PRIVATEER SUPPORT ASSET more than once per battle.
Whenever a friendly ELUCIDIAN STARSTRIDER operative is using a PRIVATEER SUPPORT ASSET, determine cover saves differently. Instead, the target has a cover save if any part of its base is underneath Vantage terrain. Note that while this can affect the target’s cover save, you must still select a valid target as normal. In other words, the shot is guided by an operative in the killzone, but it comes from above.
Rules:
(Rapid Reflexes)
Whenever an operative is shooting this operative, ignore the Piercing Weapon rule.
(Zealot)
If this operative is incapacitated during the Fight action, you can strike the enemy operative in that sequence with one of your unresolved successes before this operative is removed from the kill zone.
(Bladed Stance)
Whenever this operative is fighting or retaliating, you can resolve one of your successes before the normal order. If you do, that success must be used to block.
Rogue Trader
A 3
M 6"
S 4+
W 10
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Heirloom Relic Pistol (Rng 8", PrcCrit1, Seek Light) | 4 | 4+ | 3/4 |
| Pivateer Support Assets (Hvy (Repos), Blast 3", Silent) | 5 | 4+ | 2/3 |
| Monomolecular Rapier (Lethal 5+) | 4 | 4+ | 3/4 |
| Privateer Support Assets | |||
| Archeotech Beam (Hvy (Repos), Prc2, Silent) | 4 | 3+ | 6/7 |
| Plasma Battery (Hvy (Repos), Lethal 5+, Prc1, Silent) | 5 | 4+ | 5/6 |
| Macrocannon (Hvy (Repos), PrcCrit1, Saturate, Silent, Tor 2") | 5 | 4+ | 4/5 |
| Guided Shell (Hvy (Repos), Blast 2", Silent) | 4 | 4+ | 3/4 |
Abilities
Disruption Field / Digital LasersMercilessPrivateer Support AssetsReputation To MaintainWarrant of TradeCanid
A 2
M 8"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Vicious Bite (Rnd) | 4 | 3+ | 3/4 |
Abilities
Beast1AP: GatherLoyal CompanionPrivateer Support AssetsDeath Cult Executioner
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Dartmask (Rng 6", Lethal 5+, Silent, Stun) | 4 | 3+ | 1/1 |
| Power Weapon (Lethal 5+) | 5 | 3 | 4/6 |
Abilities
Rules1AP: Trained AssassinLectro-Maester
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Voltaic Pistol (Rng 8", 1" Dev1, Rnd) | 4 | 3+ | 4/4 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
0AP: Calibrate VoltagheistRulesRejuvenat Adept
A 2
M 6"
S 4+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Laspistol (Rng 8") | 4 | 4+ | 2/3 |
| Scalpel Claw (Rnd) | 3 | 4+ | 3/4 |
Abilities
1AP: Healing SerumMedicNormaliser HelmVoidmaster
A 2
M 6"
S 5+
W 8
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Artificer Shotgun | |||
| Close (Rng 6") | 4 | 3+ | 4/4 |
| Long | 4 | 5+ | 2/2 |
| Relic Laspistol (Rng 8", Lethal 5+) | 4 | 3+ | 2/4 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
DisciplinarianHardyPrivateer Support Assets1AP: Uncompromising FireVoidsman
A 2
M 6"
S 5+
W 7
Weapons | ATK | HIT | DMG |
|---|---|---|---|
| Lasgun | 4 | 4+ | 2/3 |
| Rotor Cannon | |||
| Focused ((Hvy(Dash), Rnd)) | 5 | 4+ | 4/5 |
| Sweep (Hvy(Dash), Rnd, Tor1") | 4 | 4+ | 4/5 |
| Gun Butt | 3 | 4+ | 2/3 |
Abilities
CrewmenPrivateer Support AssetsArmoured Undersuit
Whenever an operative is shooting a friendly ELUCIDIAN STARSTRIDER operative that has a 5+ Save stat (excluding CANID), you can retain one of your defence dice results of 4 as a normal success.
Hot Shot Capacitor Pack
Up to twice per turning point, whenever a friendly ELUCIDIAN STARSTRIDER operative is performing the Shoot action and you select a laspistol, lasgun, or relic laspistol, you can use this rule. If you do, until the end of the turning point, add 1 to both Dmg stats of that weapon and it has the Hot and Piercing Crits 1 weapon rules.
improved Coordinates Uplink
Whenever a friendly ELUCIDIAN STARSTRIDER operative is using a PRIVATEER SUPPORT ASSET, if the target is within 6" of a friendly ELUCIDIAN STARSTRIDER NAVIS operative, the target cannot be obscured and that weapon has the Saturate weapon rule.
Rapid Gunnery
Once per battle, when selecting a PRIVATEER SUPPORT ASSET, you can select one that has already been used during the battle. This takes precedence over the normal PRIVATEER SUPPORT ASSET rules.
Universal Equipment
Ammo Cache (x1)
(Universal)Before the battle, you can set up one of your Ammo Cache markers wholly within your territory. Friendly operatives can perform the following mission action during the battle: AMMO RESUPPLY (0 AP): One of your Ammo Cache markers the active operative controls is used during this turning point.
Until the start of the next turning point, whenever this operative is shooting with a weapon from its datacard, you can re-roll one of your attack dice.
An operative cannot perform this action while within control range of an enemy operative, if that marker is not yours, or if that marker has been used this turning point.
Razor Wire (x1)
(Universal)Razor wire is Exposed and Obstructing terrain. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Obstructing: Whenever an operative would cross over this terrain feature within 1" of it, treat the distance as an additional 1".
Comms Device (x1)
(Universal)Before the battle, you can set up one of your Comms Device markers wholly within your territory. While a friendly operative controls this marker, add 3" to the distance requirements of its SUPPORT rules that refer to friendly operatives (e.g. ‘select one friendly operative within 6"’ would be 9" instead). Note that you cannot benefit from your opponent's Comms Device markers.
Mines (x1)
(Universal)Before the battle, you can set up one of your Mines markers wholly within your territory and more than 2" from other markers, access points, and Accessible terrain. The first time that marker is within an operative's control range, remove that marker and inflict D3+3 damage on that operative.
Light Barricades (x2)
(Universal)Light barricades are Light terrain, except the feet, which are Insignificant and Exposed. Before the battle, you can set up any of them wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Heavy Barricade (x1)
(Universal)A heavy barricade is Heavy terrain. Before the battle, you can set it up wholly within 4" of your drop zone, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Ladders (x2)
(Universal)Ladders are Insignificant and Exposed terrain. Before the battle, you can set up any of them as follows:
- Wholly within your territory.
- Upright against terrain that’s at least 2" tall.
- More than 2" from other equipment terrain features.
- More than 1" from doors and access points.
Once per action, whenever an operative is climbing the terrain feature a ladder is placed against, treat the vertical distance as 1" if the ladder is within that operative’s control range during that entire climb.
Portable Barricade (x1)
(Universal)A portable barricade is Light, Protective and Portable terrain, except the feet which are Insignificant and Exposed. Before the battle, you can set it up wholly within your territory, on the killzone floor and more than 2" from other equipment terrain features, access points, and Accessible terrain.
Protective: While an operative is in cover from this terrain feature, improve its Save stat by 1 (to a maximum of 2+).
Portable: This terrain feature only provides cover while an operative is connected to it and if the shield is intervening (ignore its feet). Operatives connected to the inside of it can perform the following unique action during the battle:
Move With Barricade (1 AP): The same as the Reposition action, except the active operative can move no more than its Move stat minus 2" and cannot climb, drop, jump, or use any killteam's rules that remove it and set it back up again (e.gh. HEARTHKYN SALVAGER Fly, MANDRAKE Shadow Passage).
Before this operative moves, remove the portable barricade it is connected to. After it moves, set up the portable barricade so it is connected again, but the portable barricade cannot be set up within 2" of other equipment terrain features, access points or Accessible terrain. If this is not possible, the portable barricade is not set up again.
This action is treated as a Reposition action. An operative cannot perform this action while within control range of an enemy operative, or in the same activation in which it performed the Fall Back or Charge action.
Utility Grenade - Smoke (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
SMOKE GRENADE (1 AP):
- Place one of your Smoke Grenade markers within 6" of this operative. It must be visible to this operative, or on Vantage terrain of a terrain feature that is visible to this operative. The marker creates an area of smoke 1" horizontally and unlimited height vertically from (but not below) it.
- While an operative is wholly within an area of smoke, it is obscured to operatives more than 2" from it, and vice versa. In addition, whenever an operative is shooting an enemy operative wholly within an area of smoke, weapons with the Piercing 2 or Piercing Crits 2 weapon rule have the Piercing 1 or Piercing Crits 1 weapon rule (respectively) instead, unless they’re within 2" of each other.
- In the Ready step of the next Strategy phase, roll one D3. Remove that Smoke Grenade marker after a number of activations equal to that D3 have been completed or at the end of the turning point (whichever comes first).
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Utility Grenade - Stun (x1/2)
(Universal)When you select this equipment, select two utility grenades (2 smoke, 2 stun, or 1 smoke and 1 stun). Each selection is a unique action your operatives can perform, but your kill team can only perform that action a total number of times during the battle equal to your selection.
STUN GRENADE (1 AP):
- Select one enemy operative visible to and within 6" of this operative. That operative and each other operative within 1" of it takes a stun test. For an operative to take a stun test, roll one D6: on a 3+, subtract 1 from its APL stat until the end of its next activation.
- An operative cannot perform this action while within control range of an enemy operative, or if you have reached the total number of times your kill team can perform it.
Explosive Grenade - Frag (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Frag Grenade | 4 | 4+ | 2/4 |
| Weapon Rules | |||
| Rng 6", Blast 2", Saturate |
Explosive Grenade - Krak (x1/2)
(Universal)When you select this equipment, select two explosive grenades (2 frag, 2 krak, or 1 frag and 1 krak).
| Name | ATK | HIT | DMG |
|---|---|---|---|
| Krak Grenade | 4 | 4+ | 4/5 |
| Weapon Rules | |||
| Rng 6", Piercing 1, Saturate |
Breaching Charge
(Universal)Once per battle, when a friendly operative performs the Breach action, you can use this rule. If you do, that operative can perform that action for 1 less AP (to a minimum of 1AP) as though it had the word "breach marker" on its datacard.
Firefight Ploys
Firefight: Combined Arms
Use this firefight ploy after rolling your attack dice for a friendly ELUCIDIAN STARSTRIDER operative, if it’s shooting an enemy operative that’s been shot by another friendly ELUCIDIAN STARSTRIDER operative during this turning point. You can re-roll any of your attack dice. You cannot use this ploy while shooting with a PRIVATEER SUPPORT ASSET.
Firefight: Great Endurance
Use this firefight ploy during a friendly ELUCIDIAN STARSTRIDER NAVIS operative’s activation. Until the end of the activation, add 1 to its APL stat.
Firefight: Survivalist
Use this firefight ploy when a friendly ELUCIDIAN STARSTRIDER operative is activated. That friendly operative regains up to D3+2 lost wounds and during that activation you can ignore any changes to its APL stat.
Firefight: Well-Drilled
Use this firefight ploy when a friendly ELUCIDIAN STARSTRIDER NAVIS operative is activated. Select one other ready friendly ELUCIDIAN STARSTRIDER NAVIS operative visible to and within 3" of that operative. When that first friendly operative is expended, you can activate that other friendly operative before your opponent activates. When that other operative is expended, your opponent then activates as normal.
Strategy Ploys
Strategy: Lethal Proximity
Whenever a friendly ELUCIDIAN STARSTRIDER operative is shooting an operative within 6" of it, that friendly operative's ranged weapons (excluding PRIVATEER SUPPORT ASSET weapons) have the Balanced weapon rule. Balanced: Can re-roll one Attack die.
Strategy: Quick March
Whenever a friendly ELUCIDIAN STARSTRIDER operative performs the Reposition action during its activation, you can use this rule. If you do, add 1" to its Move stat until the end of that activation, but it must end that move closer to your opponent’s drop zone and cannot use a PRIVATEER SUPPORT ASSET during that activation.
Strategy: Stake Claim
Place your Claim marker in the killzone. Whenever a friendly ELUCIDIAN STARSTRIDER operative is shooting against, fighting against or retaliating against an enemy operative that’s within 3" of that marker, in the Roll Attack Dice step, you can retain one of your fails as a normal success instead of discarding it, or retain one of your normal successes as a critical success instead. At the end of the turning point, remove your Claim marker from the killzone.
Accurate 1: You can retain 1 Attack Die as a normal success without rolling it.
Strategy: Undaunted Explorers
The first time an attack dice inflicts damage on each friendly ELUCIDIAN STARSTRIDER operative during the turning point in the Resolve Attack Dice step, you can halve that inflicted damage (rounding up, to a minimum of 2).
Equipment
Armoured Undersuit:
Whenever an operative is shooting a friendly ELUCIDIAN STARSTRIDER operative that has a 5+ Save stat (excluding CANID), you can retain one of your defence dice results of 4 as a normal success.
Hot Shot Capacitor Pack:
Up to twice per turning point, whenever a friendly ELUCIDIAN STARSTRIDER operative is performing the Shoot action and you select a laspistol, lasgun, or relic laspistol, you can use this rule. If you do, until the end of the turning point, add 1 to both Dmg stats of that weapon and it has the Hot and Piercing Crits 1 weapon rules.
improved Coordinates Uplink:
Whenever a friendly ELUCIDIAN STARSTRIDER operative is using a PRIVATEER SUPPORT ASSET, if the target is within 6" of a friendly ELUCIDIAN STARSTRIDER NAVIS operative, the target cannot be obscured and that weapon has the Saturate weapon rule.
Rapid Gunnery:
Once per battle, when selecting a PRIVATEER SUPPORT ASSET, you can select one that has already been used during the battle. This takes precedence over the normal PRIVATEER SUPPORT ASSET rules.
Ploys
Firefight - Combined Arms:
Use this firefight ploy after rolling your attack dice for a friendly ELUCIDIAN STARSTRIDER operative, if it’s shooting an enemy operative that’s been shot by another friendly ELUCIDIAN STARSTRIDER operative during this turning point. You can re-roll any of your attack dice. You cannot use this ploy while shooting with a PRIVATEER SUPPORT ASSET.
Firefight - Great Endurance:
Use this firefight ploy during a friendly ELUCIDIAN STARSTRIDER NAVIS operative’s activation. Until the end of the activation, add 1 to its APL stat.
Firefight - Survivalist:
Use this firefight ploy when a friendly ELUCIDIAN STARSTRIDER operative is activated. That friendly operative regains up to D3+2 lost wounds and during that activation you can ignore any changes to its APL stat.
Firefight - Well-Drilled:
Use this firefight ploy when a friendly ELUCIDIAN STARSTRIDER NAVIS operative is activated. Select one other ready friendly ELUCIDIAN STARSTRIDER NAVIS operative visible to and within 3" of that operative. When that first friendly operative is expended, you can activate that other friendly operative before your opponent activates. When that other operative is expended, your opponent then activates as normal.
Strategic - Lethal Proximity:
Whenever a friendly ELUCIDIAN STARSTRIDER operative is shooting an operative within 6" of it, that friendly operative's ranged weapons (excluding PRIVATEER SUPPORT ASSET weapons) have the Balanced weapon rule.
Balanced: Can re-roll one Attack die.
Strategic - Quick March:
Whenever a friendly ELUCIDIAN STARSTRIDER operative performs the Reposition action during its activation, you can use this rule. If you do, add 1" to its Move stat until the end of that activation, but it must end that move closer to your opponent’s drop zone and cannot use a PRIVATEER SUPPORT ASSET during that activation.
Strategic - Stake Claim:
Place your Claim marker in the killzone. Whenever a friendly ELUCIDIAN STARSTRIDER operative is shooting against, fighting against or retaliating against an enemy operative that’s within 3" of that marker, in the Roll Attack Dice step, you can retain one of your fails as a normal success instead of discarding it, or retain one of your normal successes as a critical success instead. At the end of the turning point, remove your Claim marker from the killzone.
Accurate 1: You can retain 1 Attack Die as a normal success without rolling it.
Strategic - Undaunted Explorers:
The first time an attack dice inflicts damage on each friendly ELUCIDIAN STARSTRIDER operative during the turning point in the Resolve Attack Dice step, you can halve that inflicted damage (rounding up, to a minimum of 2).