Rogue Traders v2.0
Rogue Traders v2.0
2 Lasgun/Autogun
To match the gigantic number of miniatures
CODEX: DRUKHARII available for this faction, we use the terms lasgun
and autogun interchangeably as well as laspistol
CODEX:T’AU EMPIRE and autopistol.
Militant Dynasty: Units from this dynasty improve their leadership by 1 and may re-roll charge distances while
within 6” of a friendly Dynastic Advisor. This kill team may take an additional Errant Astartes or Arch Militant.
Forge-Blessed Dynasty: Once per mission, at the beginning of any friendly turn, a team leader may invoke a Canticle
of the Omnissiah which will affect the entire kill team for that turn. This kill team may take more than one
Explorator.
Expeditionary Dynasty: Units from this dynasty are not slowed by difficult terrain. Furthermore, units from this
dynasty may always deploy up to 4” beyond the edge of their deployment zone.
Missionaria Dynasty: Units from this dynasty gain +1 attack while within 6” of one or more dynastic advisors. This
kill team may take an additional Ministorum Priest.
Xenophilic Dynasty: This kill team may take xenos hirelings as core.
Crusade-Era Dynasty: This kill team increases its Special choice allowance by two and may take one additional of
each type of dynastic advisor.
Reaver Dynasty: Units from this dynasty gain +1 strength on any turn in which they successfully charge.
Furthermore, they are always considered to be in cover if within 3” of an objective. If they are already in cover, they
gain no further benefit.
Voidsman 3
NAME M WS BS S T W A Ld Sv
Voidsman 6” 5+ 5+ 3 3 1 1 4 6+
Armsman 6” 4+ 4+ 3 3 1 1 6 5+
EQUIPMENT - Autogun or Lasgun (used interchangeably for replacing wargear)
RULES - None.
OPTIONS - Any voidsman or armsman may replace its autogun with naval shotgun.
- Any voidsman or armsman may take a boarding shield for 2 points.
- Any voidsman or armsman may replace its autogun with a chainsword and autopistol.
- Any voidsman may be upgraded to be an armsman for 2 points, gaining the armsman
statline and the Armsman keyword
- For every five armsmen on your team, one may exchange its autogun for an item from
the Special Weapons list.
- Any armsman may take a frag grenade for 1 point.
Houseguard 7
NAME M WS BS S T W A Ld Sv
Houseguard 6” 4+ 4+ 3 3 1 1 6 4+
EQUIPMENT - Laspistol/Autopistol
- Frag Grenade
- Krak Grenade
RULES - Hot Lead or Cold Steel
- Void Hardened Armour
- Colonial Banner: Once per game, the model carrying this item may plant it in the ground
at the beginning of any shooting or fight phase. All friendly models within 12” re-roll all
failed to hit rolls until the end of the phase.
OPTIONS - One houseguard on your team may carry a colonial banner for 10 points.
- One houseguard on your team may carry a med pack for 10 points.
- For every 5 houseguard on your team, two may take a single item each from the Special
Weapons and/or Combi Weapons lists.
- Any other houseguard may take a single item from the Ranged Weapons list.
- Any houseguard may take a single item from the Melee weapons list.
- Any houseguard may take power armour for 3 points.
Houseguard Outrider 13
NAME M WS BS S T W A Ld Sv
Houseguard 14” 4+ 4+ 3 4 2 1 6 4+
Outrider
EQUIPMENT - Naval Shotgun
- Frag Grenade
- Outrider Bike with Twin Bolter
Arch Militant 22
NAME M WS BS S T W A Ld Sv
Arch Militant 6” 3+ 3+ 3 3 2 2 7 4+
EQUIPMENT - Bolt Pistol
- Frag Grenade
- Krak Grenade
RULES - Master at Arms: Friendly units within 6” of this model may re-roll wound rolls of 1.
- Void Hardened Armour
- Hot Lead or Cold Steel
OPTIONS - May take up to two items in any combination from the Ranged, Melee, Combi Weapons,
Grenades, Special, Pistols or Xenotech rifles, Xenotech Weapons or a missile launcher,
heavy stubber or heavy bolter.
- May take items from the Armoury
- May take a single modification for one its weapons.
- May take a single augmetic.
- May choose a single item from the captain’s reserve.
KEYWORDS Infantry, Arch-Militant, Dynastic Advisor
Psyker 17
NAME M WS BS S T W A Ld Sv
Psyker 6” 4+ 4+ 3 3 2 1 6 5+
EQUIPMENT - None.
Psyker This model can attempt to manifest one psychic power in each friendly Psychic phase and
attempt to deny one psychic power in each enemy Psychic phase. It knows the Smite
power and one psychic power from the Intervallum discipline (below).
KEYWORDS Infantry, Psyker, Dynastic Advisor
Your team may include up to one Ministorum Priest
Missionaria Priest 17
NAME M WS BS S T W A Ld Sv
Missionaria 6” 4+ 4+ 3 3 2 2 7 6+
Priest
EQUIPMENT - Laspistol
- Frag Grenade
- Krak Grenade
Your team may include a single Techpriest Explorator. Points costs for its equipment may be found in Codex:
Adeptus Mechanicus.
Techpriest Explorator 23
NAME M WS BS S T W A Ld Sv
Techpriest 6” 4+ 4+ 3 3 2 2 7 3+
Explorator
EQUIPMENT - Laspistol
- Frag Grenade
- Krak Grenade
Void Master 22
NAME M WS BS S T W A Ld Sv
Voidmaster 6” 3+ 3+ 3 3 2 2 7 4+
EQUIPMENT - Naval Shotgun
- Frag Grenade
- Drone Bombardment (0 points)
Seneschal 21
NAME M WS BS S T W A Ld Sv
Seneschal 6” 4+ 3+ 3 3 2 1 7 4+
EQUIPMENT - Bolt Pistol
- Frag Grenade
- Krak Grenade
Expeditionary Sentinel 35
NAME M WS BS S T W A Ld Sv
Expeditionary 9” 4+ 4+ 5 5 6 1 7 4+
Sentinel
EQUIPMENT - Multilaser
RULES - Explodes, Smoke Launchers
- Scout Vehicle: At the start of the first battle round but before the first turn begins, you
can move this unit up to 9”. It cannot end this move within 9” of any enemy models. If
both players have units that can do this, the player who is taking the first turn moves their
units first.
OPTIONS - May replace multilaser with heavy flamer, autocannon, missile launcher or lascannon.
- May take a sentinel chainsaw or servo arm.
Houseguard Sentinel 37
NAME M WS BS S T W A Ld Sv
Houseguard 9” 4+ 4+ 5 5 6 1 7 4+
Sentinel
EQUIPMENT - Multilaser
RULES - Explodes, Smoke Launchers
- Void-Hardened Armour
- Hot Lead or Cold Steel
OPTIONS - May replace multilaser with heavy flamer, autocannon, missile launcher or lascannon.
- May take a sentinel chainsaw or servo arm.
Exo Armour 17
NAME M WS BS S T W A Ld Sv
Exo Armour 5” 4+ 4+ 4 4 3 2 6 2+
EQUIPMENT - Two servo arms.
RULES - Ponderous Actuator Frame: This model may not advance, but never suffers the penalty
for moving and firing a heavy weapon or the hit roll penalty for using a servo arm.
- Void-Hardened Armour
OPTIONS - May replace one or both servo arms each with a heavy bolter, multi-melta or heavy
flamer.
- May be upgraded to Houseguard Exo Armour for 5 points, gaining Hot Lead or Cold Steel
and the Houseguard keyword.
- May be upgraded to have the Fly keyword for 5 points.
KEYWORDS Infantry, Exo Armour
Equipment for the Errant Astartes is costed per Codex: Space Marines with all applicable Chapter Approved changes.
You may recruit a single Errant Astartes for your kill team.
RULES - Shrouded from Sight: Player controlled models must subtract 1 from hit rolls of any
attacks that target this model.
- Living Shadow: This model has a 5+ Invulnerable save.
OPTIONS - May replace its splinter pistol with a blaster pistol, blaster or splinter rifle.
- May replace its hekatarii blade with an agonizer.
- May replace its hekatarii blade with hydra gauntlets, razorflails or a shardnet & impaler.
- May replace its hekatarii blade with a glimmersteel blade.
Aeldari Wanderer 17
NAME M WS BS S T W A Ld Sv
Aeldari 7” 3+ 3+ 3 3 1 1 7 5+
Wanderer
EQUIPMENT - Shuriken Pistol
- Plasma Grenade
OPTIONS - This model may take a sniper rifle, shuriken catapult or shuriken pistol.
- This model may take a power sword, power axe or power lance.
KEYWORDS Infantry, Aeldari, Xenos Hireling, Asuryani
Units on this page use Codex: T’au Empire for their points costs.
Kroot Mercenary 11
NAME M WS BS S T W A Ld Sv
Kroot 7” 3+ 4+ 4 3 2 2 6 6+
Mercenary
EQUIPMENT - Kroot Rifle
RULES - Stealthy Hunter: At the start of the first battle round but before the first turn begins, you
can move this unit up to 9”. It cannot end this move within 9” of any enemy models. If
both players have units that can do this, the player who is taking the first turn moves their
units first.
OPTIONS - May replace its kroot rifle with a pulse rifle for 1 point or a sniper rifle.
- May take a single option from the Melee weapons list.
For every Kroot Mercenary on your team, you may include up to two Kroot Hounds. These do not take up a special
choice.
Kroot Hound 4
NAME M WS BS S T W A Ld Sv
Kroot Hound 12” 3+ - 3 3 1 2 5 6+
EQUIPMENT - Ripping Fangs
RULES - Voracious Predators: You may re-roll failed charge rolls for this unit when targeting a
model that has suffered one or more unsaved wounds this turn.
OPTIONS - None.
KEYWORDS Infantry, Kroot Hound, Xenos Hireling, Kroot
Krootox Rider 34
NAME M WS BS S T W A Ld Sv
Krootox Rider 7” 3+ 4+ 6 5 3 2 6 6+
EQUIPMENT - Kroot Gun
Shas’Ar’Tol “Advisor” 42
NAME M WS BS S T W A Ld Sv
Shas’Ar’Tol 8” 5+ 4+ 5 5 3 2 7 3+
“Advisor”
EQUIPMENT - None.
RULES - For the Greater Good
- Manta Strike
OPTIONS - May take up to three of the following in any combination: Airbursting Fragmentation
Projector, Burst Cannon, Cyclic Ion Blaster, Flamer, Fusion Blaster, Missile Pod, Plasma
Rifle.
- May take a single support system from the following: Advanced Targeting System,
Counterfire Defence System, Drone Controller, Early Warning Override, Multi-Tracker,
Shield Generator, Target Lock, Velocity Tracker.
KEYWORDS Battlesuit, Jet Pack, XV8 Crisis Battlesuit, Xenos Hireling, Fly, Shas-Ar’Tol “Advisor”, T’au
This unit uses Codex: T’au Empire for its points costs.
Freeboota 17
NAME M WS BS S T W A Ld Sv
Freeboota 5” 3+ 5+ 5 4 2 3 7 4+
EQUIPMENT - Slugga
- Choppa
- Stikkbomb
RULES - ‘Ere We Go
OPTIONS - May replace its slugga with a shoota, kustom shoota, kombi rokkit or kombi skorcha.
- May replace choppa with a big choppa, power stabba or power klaw.
- May take cybork body (Nob entry, Index: Xenos vol 2)
Skyboota 20
NAME M WS BS S T W A Ld Sv
Nob 12” 3+ 5+ 5 4 2 3 7 4+
EQUIPMENT - Slugga
- Choppa
- Stikkbomb
RULES - ‘Ere We Go
- Full Throttle
OPTIONS - May replace choppa with a big choppa, power stabba or power klaw.
- May take cybork body (Nob entry, Index: Xenos vol 2)
Flash Git 29
NAME M WS BS S T W A Ld Sv
Flash Git 5” 3+ 4+ 5 4 2 3 6 4+
EQUIPMENT - Snazzgun
- Stikkbomb
Sslyth Bodyguard 44
NAME M WS BS S T W A Ld Sv
Sslyth 8” 3+ 4+ 5 5 4 3 2 5+
EQUIPMENT - Shardcarbine
- Splinter Pistol
- Sslyth Battle-Blade
Combi-Weapons Pistols
Melee Weapons
WEAPON RANGE TYPE S AP D ABILITIES
Fusion Sword Melee Melee 8 -4 D3 Roll 2d3 for this weapon’s damage and discard
the lowest die. If a model attacking with this
weapon rolls a 1 to hit, this model takes a
mortal wound.
Vincentio Rapier Melee Melee +1 -3 1 A model armed only with this weapon and a
pistol or another melee weapon gains +1 to its
armour save against attacks that do not
automatically hit.
Weapon Upgrades
More than any other Imperial organization, Rogue Powered Feed (7 points)
Traders and their entourages collect ostentatious and
exotic weaponry. Note that items from the Captain’s This weapon has been retrofitted with a fire selector,
Reserve may not be upgraded. These may be added extra capacitors or otherwise given a larger
to either melee or ranged weapons (but not grenades ammunition supply. This cannot be fitted to a heavy
or combi-weapons) unless otherwise noted. To weapon, melee weapon, weapon with a random
represent this, use the following: number of attacks or a pistol. Increase the number
associated with the weapon’s type by 1 (i.e. rapid fire
Master-Crafted (5 points) 1 becomes rapid fire 2).
D3 Power DESCRIPTION
1 Warp charge value 7. One non-character enemy model within 18” of the psyker suffers
a -1 penalty to hit when attacking in melee and shooting until the start of the psyker’s
Void Stare
next turn. If, at the end of the target’s next movement phase, the psyker can still see
it, the target takes a mortal wound.
2 Warp Charge value 7. This model and d6 other friendly models within 6” are
Through the immediately removed from the table. This model is then placed, with the other models
Void placed within 6” of it. In any event, all models must be more than 9” from any enemy
units.
3 Warp Charge value 6. Target a friendly model within 12”. That model gains +2 attacks
Void Predator
until the start of the next friendly Psychic phase.
Philosophies
Xenophobic (1 TP): Your kill team includes no Xenos Hirelings.
Surfing with the Alien (1 TP): Your kill team has four or more different types of Xenos Hirelings.
Actions
Hefty Bribe (1 TP) Use after your opponent has set up one of his or her units from reserve. Roll a d6. On a 1 or 2,
nothing happens. On a 3+, remove that unit from the table and set it back up where your opponent set it up during
deployment. This action may not be used after the third battle round.
Swashbuckling Rogue (2 TP) Use when you choose your Rogue Trader Officer to attack in the Fight phase. Choose
either a melee weapon or a pistol possessed by your Rogue Trader Officer. The RTO may, in place of its normal
attacks, make a single attack upon every enemy unit within 1” with that weapon.