40K Narrative Event Rules

ROGUE TRADER UPDATE:

12 July 2023

Rogue Trader

You are an Imperial Rogue Trader with your warrant of trade in hand you ply the trade routes at the edge of the Imperium.

You must try and make as much profit as possible while helping the Imperium retake the Priam Sub Sector.

Master Unit List

You must have a Rogue Trader. A Rogue Trader is a Cadian Castelan with their rules changed all instances of Astra Militarum to Navis Imperialis the Rogue Trader may equip any weapons available to the Cadian Castelan or any weapons from the Rogue Trader weapons section.

Your master unit list will then depend on the ship you have.

Navis Imperialis

All units in your master list gain the Navis Imperialis keyword. All special rules affecting these units change their keywords to Navis Imperialis.

In the case of Astra Militarum units and Orders any Navis Imperialis unit of 120 points or less and the Infantry keyword gain the Platoon keyword. Any Navis Imperialis unit of 180 points or less and the Vehicle keyword gain the Squadron keyword.

Starting Rogue Traders

When starting your Rogue Trader may choose one of the following options;

  • Transport Class Ship and 800 Strategic Points.
  • Escort Class Ship and 600 Strategic Points.
  • Light Cruiser Class Ship and 400 Strategic Points.
  • Cruiser Class Ship and 200 Strategic Points.
  • All Rogue Traders will start with a Officers Quarters and an Armsman’s Barracks.

Ships Of The Rogue Traders

Rogue Traders will have one of 4 ship types.

They may acquire more ships for their fleet as events go on. Each ship will have a special rule and will have a number of hard points. Hard points allow you to instal special equipment in your ships.

The following ships are available to Rogue Traders.

Transport

Transports gain you 10% additional Strategic Points every time you gain strategic points.
Transports have 8 Hardpoints.

Escort

Escorts allow you to use 1 orbital bombardment for free in every game your Rogue Trader takes part in. They also allow you to use the Imperial Raid for free. Escorts may also make one free move per event day.
Escorts have 6 Hardpoints.

Light Cruiser

Light Cruisers allow you to use 1 orbital bombardment for free in every game your Rogue Trader takes part in. They also allow you to use the Imperial Raid for free.
Light Cruisers have 8 Hardpoints.

Cruiser

Cruisers allow you to use 2 orbital bombardments for free in every game your Rogue Trader takes part in.
Cruisers have 10 Harpoints

Battle Cruiser

Battle Cruisers allow you to use 2 orbital bombardments for free in every game your Rogue Trader takes part in.
Battle Cruisers have 12 Harpoints

Battleship

Battleships allow you to use 3 orbital bombardments for free in every game your Rogue Trader takes part in. Battleships double the cost to move them.
Battleships have 16 Hardpoints.

You may buy additional ships from the Imperium for the following costs.

  • Transport: 400 Strategic Points.
  • Escort: 800 Strategic Points
  • Light Cruiser: 1200 Strategic Points
  • Cruiser: 1600 Strategic Points
  • Battle Cruiser: 2000 Strategic Points
  • Battleship: 2400 Strategic Points

Rogue Trader Facilities

Each Rogue Trader ship has a number of Hardpoints these can be filled with equipment and facilities. The following facilities can be installed in hardpoints.

  • Officers Quarters: Allows you to add up to 5 additional Infantry character units to your master unit list.
  • Armsman’s Barracks: Allows you to add up to 1000 points of Astra Militarum units to your master unit list. This can also include units that originally had the Navis Imperialis keyword.
  • Mechanicus Shrine: Allows you to add up to 1000 points of Adeptus Mechanicus units to your master unit list. These units must be pettitioned from an Adeptus Mechanicus player.
  • Adeptus Astartes Quarters: Allows you to add up to 500 points of Adeptus Astartes units to your master unit list. These units mus be pettitioned from an Adeptus Astartes player.
  • Cargo Hold: You gain 10% additional strategic points whenever you would gain strategic points.
  • Luxury Passenger Quarters: Any time you move between Imperial planets gain 2d3 Strategic Points.
  • Weapons Batteries: This option may only be chosen the following number of times;
    • Transport and Escort: Once
    • Light Cruiser: Twice
    • Cruiser and Battle Cruiser: Three
    • Battleship: Four
    • Each time this upgrade is taken you may complete an additional orbital strike in a game.
  • Defensible Interior: Any attack on your ship allows you to deploy 250 points extra to the amount you bid. These do not effect the Victory Points of your opponent. In Kill Team you may deploy an additional Fire Team.
  • Crew Reclamation Facility: Every 10 casualties you have in a game generates 1 Strategic Point. All units count as receiving 1 additional casualty for Moral purposes.
  • Medical Facility: Count all casualties as halved for Moral purposes. When rolling for permanent character injuries you may chose to re-roll.
  • Xenos Quarters: Allows you to add up to 500 points of Xenos units to your master unit list. These units mus be pettitioned from an Xenos player. You may not use Tyranid or Necron units.
  • Armoury: Character models in your force may choose to take Rogue Trader Arsenal equipment in addition to their normal options.
  • Modified Drive: You may make a free move each event day. Each installation costs 100 Strategic Points.

You may choose to change a Hardpoint installation but if you do it still costs 100 Strategic Points.

Purchasing Units

A Rogue Trader may purchase Astra Militarum and Navis Imperialis units at a cost of 1 strategic point per 100 points. They may not purchase any vehicles but may purchase them from a Mechanicum or Dark Mechanicum player.

They may only purchase units on ships above Imperial systems. The payment is made to the Lord Militant unless it is a Vehicle. Purchased units are allocated to specific ships.

Movement

Rogue Traders must have their ship placed on the system map. A Rogue Trader may only be involved in an Invasion or a Raid on a system within 1 Warp Route of their current location.

The cost to move a Rogue Trader ship is as follows;

  • Stable Warp Route: 3 Strategic Points
  • Unstable Warp Route: 8 Strategic Points

Any Rogue Trader ship may move a maximum of 8 times in an Event Day. Only the forces allocated to a Rogue Trader ship may take part.

Recording Units

As a Rogue Trader you need to keep records of your units and which ships they are assigned to.

All units must be tracked. Units must be assigned to a ship and the ship must have the capacity to carry them.

E.g. Player A has a Light Cruiser with an Armsman Barracks and they have 750 points worth of Astra Militarum carried in the ship.

All units have to be bought or pettitioned for.

Astra Militarum and Navis Imperialis units are purchased all other units must be negotiated with the controlling faction including any payment.

Owning Planets

A Rogue Trader may own planets, these may be given to them or they may take them. To take a planet it may not be connected to any other Imperial planet.

Planets owned by a Rogue Trader generate income for the Rogue Trader as if they were the Lord Militant but will not generate income for the Lord Militant.

Trade Hub

A Rogue Trader may set up a Trade Hub above any Imperial system for 100 Strategic Points. They have to have a Rogue Trader ship in the system to build a trade hub.

A trade hub generates 10 Strategic Points for each stable warp route and 20 Strategic Points for each unstable warp route attached to the planet at the start of each event day.

Double the value of any warp routes that lead to a system owned by a Xenos or Chaos faction.

A system with a Trade Hub costs 5 Strategic Points less to invade for Xenos or Chaos players.

The owner of a planet with a Trade Hub gains 2 Strategic Points for every warp route attached to the system at the start of each event day.

When purchasing resources from a Votaan fleet at a Trade Hub all resources are worth double. This goes for all Imperial players.

Experience

All units gain boons as per their normal faction rules. All units count as Retinue units for Boon purposes. Astra Militarum and Navis Imperialis units roll on the Adeptus
Astartes boon
tables.

Rogue Trader Arsenal

A Rogue Trader Character may have any weapon that is available to their datasheet with no modifications.

If the Rogue Trader ship has an Armoury upgrade you may start buying items to go in it.

To buy an item you must trade for it with another player in a system you are in. You may only trade with a Xenos faction if they own the system you are in or if they own no systems. The cost of the item will depend on the player you are buying it from.

If you equip a model with items from the Armoury increase their cost by 20 points for every 2 items (rounded up).

You need to track each item individually and if the model carrying it is killed then the item is lost.

The Armoury automatically allows you to upgrade your Character models to a 4+ Save at no cost. You may get them a 3+ Save counting as a single item.

The Dynasty

The Dynasty of a Rogue Trader is all important. If your main Rogue Trader dies pick a Character model in your force that is an Astra Militarum or Navis Imperialis Character roll a leadership check, if passed the model becomes the new leader. If not the model leaves your service, if you have any additional ships they take the second highest value ship and leave. Keep doing this until there is only one ship remaining or a model passes. If there is only one ship remaining pick a remaining Character and loose all other Astra Militarum or Navis Imperialis Characters.

Each Ship must have at least one Astra Militarum or Navis Imperialis Character. These do not need an Officers Quarters.

Rogue Trader Boons

Rogue Traders may sell items to other players, these come in the form of boons. To create a Boon a Rogue Trader needs to have resources. Any Astra Militarum or Navis Imperialis Infantry unit may complete the following action;

Scavenge: This action may be started by a unit within 3″ of an objective at the end of your movement phase. At the end of your next command phase the action is completed.

Each completed Scavenge action generates a Strategic Point. The following boons can be bought for strategic points, these can be sold to any player.

  • Blackstone Amulet: Aura, No Daemon Boons may be used within 6″ of this model and no Daemon Saves may be taken within 6″ of this models. 30 Strategic Points.
  • The Cerulean Gem: Aura, Failed Invulnerable Saves may be re-rolled by friendly units within 6″. 30 Strategic Points.
  • Azethoth’s Coat: Aura, Failed Saves may be rerolled by friendly units within 6″. 30 Strategic Points.
  • The Coiling Snake: Aura, friendly units within 6″ may re-roll failed hit rolls. 30 Strategic Points.
  • Agrabs Eye: Aura, friendly units within 6″ may re-roll failed wound rolls. 30 Strategic Points.
  • The Necronomicon: This model becomes a Psyker they know 1 power from any Psychic Discipline and may attempt to cast 1 power and deny 1 power a turn. They suffer Perils of the Warp on any Double. 30 Strategic Points

No model unit may have more than one Rogue Trader boon. If the model with the boon is killed the boon is lost. In a unit with multiple models one model must be allocated the boon.

Injuries

All models roll as per their faction list, counting as retinue if necessary. Astra Militarum or Navis Imperialis units roll on the Adeptus Astartes injury tables.

40K Narrative Event Rules

ROGUE TRADER UPDATE:

12 July 2023

Rogue Trader

You are an Imperial Rogue Trader with your warrant of trade in hand you ply the trade routes at the edge of the Imperium.

You must try and make as much profit as possible while helping the Imperium retake the Priam Sub Sector.

Master Unit List

You must have a Rogue Trader. A Rogue Trader is a Cadian Castelan with their rules changed all instances of Astra Militarum to Navis Imperialis the Rogue Trader may equip any weapons available to the Cadian Castelan or any weapons from the Rogue Trader weapons section.

Your master unit list will then depend on the ship you have.

Navis Imperialis

All units in your master list gain the Navis Imperialis keyword. All special rules affecting these units change their keywords to Navis Imperialis.

In the case of Astra Militarum units and Orders any Navis Imperialis unit of 120 points or less and the Infantry keyword gain the Platoon keyword. Any Navis Imperialis unit of 180 points or less and the Vehicle keyword gain the Squadron keyword.

Starting Rogue Traders

When starting your Rogue Trader may choose one of the following options;

  • Transport Class Ship and 800 Strategic Points.
  • Escort Class Ship and 600 Strategic Points.
  • Light Cruiser Class Ship and 400 Strategic Points.
  • Cruiser Class Ship and 200 Strategic Points.
  • All Rogue Traders will start with a Officers Quarters and an Armsman’s Barracks.

Ships Of The Rogue Traders

Rogue Traders will have one of 4 ship types.

They may acquire more ships for their fleet as events go on. Each ship will have a special rule and will have a number of hard points. Hard points allow you to instal special equipment in your ships.

The following ships are available to Rogue Traders.

Transport

Transports gain you 10% additional Strategic Points every time you gain strategic points.
Transports have 8 Hardpoints.

Escort

Escorts allow you to use 1 orbital bombardment for free in every game your Rogue Trader takes part in. They also allow you to use the Imperial Raid for free. Escorts may also make one free move per event day.
Escorts have 6 Hardpoints.

Light Cruiser

Light Cruisers allow you to use 1 orbital bombardment for free in every game your Rogue Trader takes part in. They also allow you to use the Imperial Raid for free.
Light Cruisers have 8 Hardpoints.

Cruiser

Cruisers allow you to use 2 orbital bombardments for free in every game your Rogue Trader takes part in.
Cruisers have 10 Harpoints

Battle Cruiser

Battle Cruisers allow you to use 2 orbital bombardments for free in every game your Rogue Trader takes part in.
Battle Cruisers have 12 Harpoints

Battleship

Battleships allow you to use 3 orbital bombardments for free in every game your Rogue Trader takes part in. Battleships double the cost to move them.
Battleships have 16 Hardpoints.

You may buy additional ships from the Imperium for the following costs.

  • Transport: 400 Strategic Points.
  • Escort: 800 Strategic Points
  • Light Cruiser: 1200 Strategic Points
  • Cruiser: 1600 Strategic Points
  • Battle Cruiser: 2000 Strategic Points
  • Battleship: 2400 Strategic Points

Rogue Trader Facilities

Each Rogue Trader ship has a number of Hardpoints these can be filled with equipment and facilities. The following facilities can be installed in hardpoints.

  • Officers Quarters: Allows you to add up to 5 additional Infantry character units to your master unit list.
  • Armsman’s Barracks: Allows you to add up to 1000 points of Astra Militarum units to your master unit list. This can also include units that originally had the Navis Imperialis keyword.
  • Mechanicus Shrine: Allows you to add up to 1000 points of Adeptus Mechanicus units to your master unit list. These units must be pettitioned from an Adeptus Mechanicus player.
  • Adeptus Astartes Quarters: Allows you to add up to 500 points of Adeptus Astartes units to your master unit list. These units mus be pettitioned from an Adeptus Astartes player.
  • Cargo Hold: You gain 10% additional strategic points whenever you would gain strategic points.
  • Luxury Passenger Quarters: Any time you move between Imperial planets gain 2d3 Strategic Points.
  • Weapons Batteries: This option may only be chosen the following number of times;
    • Transport and Escort: Once
    • Light Cruiser: Twice
    • Cruiser and Battle Cruiser: Three
    • Battleship: Four
    • Each time this upgrade is taken you may complete an additional orbital strike in a game.
  • Defensible Interior: Any attack on your ship allows you to deploy 250 points extra to the amount you bid. These do not effect the Victory Points of your opponent. In Kill Team you may deploy an additional Fire Team.
  • Crew Reclamation Facility: Every 10 casualties you have in a game generates 1 Strategic Point. All units count as receiving 1 additional casualty for Moral purposes.
  • Medical Facility: Count all casualties as halved for Moral purposes. When rolling for permanent character injuries you may chose to re-roll.
  • Xenos Quarters: Allows you to add up to 500 points of Xenos units to your master unit list. These units mus be pettitioned from an Xenos player. You may not use Tyranid or Necron units.
  • Armoury: Character models in your force may choose to take Rogue Trader Arsenal equipment in addition to their normal options.
  • Modified Drive: You may make a free move each event day. Each installation costs 100 Strategic Points.

You may choose to change a Hardpoint installation but if you do it still costs 100 Strategic Points.

Purchasing Units

A Rogue Trader may purchase Astra Militarum and Navis Imperialis units at a cost of 1 strategic point per 100 points. They may not purchase any vehicles but may purchase them from a Mechanicum or Dark Mechanicum player.

They may only purchase units on ships above Imperial systems. The payment is made to the Lord Militant unless it is a Vehicle. Purchased units are allocated to specific ships.

Movement

Rogue Traders must have their ship placed on the system map. A Rogue Trader may only be involved in an Invasion or a Raid on a system within 1 Warp Route of their current location.

The cost to move a Rogue Trader ship is as follows;

  • Stable Warp Route: 3 Strategic Points
  • Unstable Warp Route: 8 Strategic Points

Any Rogue Trader ship may move a maximum of 8 times in an Event Day. Only the forces allocated to a Rogue Trader ship may take part.

Recording Units

As a Rogue Trader you need to keep records of your units and which ships they are assigned to.

All units must be tracked. Units must be assigned to a ship and the ship must have the capacity to carry them.

E.g. Player A has a Light Cruiser with an Armsman Barracks and they have 750 points worth of Astra Militarum carried in the ship.

All units have to be bought or pettitioned for.

Astra Militarum and Navis Imperialis units are purchased all other units must be negotiated with the controlling faction including any payment.

Owning Planets

A Rogue Trader may own planets, these may be given to them or they may take them. To take a planet it may not be connected to any other Imperial planet.

Planets owned by a Rogue Trader generate income for the Rogue Trader as if they were the Lord Militant but will not generate income for the Lord Militant.

Trade Hub

A Rogue Trader may set up a Trade Hub above any Imperial system for 100 Strategic Points. They have to have a Rogue Trader ship in the system to build a trade hub.

A trade hub generates 10 Strategic Points for each stable warp route and 20 Strategic Points for each unstable warp route attached to the planet at the start of each event day.

Double the value of any warp routes that lead to a system owned by a Xenos or Chaos faction.

A system with a Trade Hub costs 5 Strategic Points less to invade for Xenos or Chaos players.

The owner of a planet with a Trade Hub gains 2 Strategic Points for every warp route attached to the system at the start of each event day.

When purchasing resources from a Votaan fleet at a Trade Hub all resources are worth double. This goes for all Imperial players.

Experience

All units gain boons as per their normal faction rules. All units count as Retinue units for Boon purposes. Astra Militarum and Navis Imperialis units roll on the Adeptus
Astartes boon
tables.

Rogue Trader Arsenal

A Rogue Trader Character may have any weapon that is available to their datasheet with no modifications.

If the Rogue Trader ship has an Armoury upgrade you may start buying items to go in it.

To buy an item you must trade for it with another player in a system you are in. You may only trade with a Xenos faction if they own the system you are in or if they own no systems. The cost of the item will depend on the player you are buying it from.

If you equip a model with items from the Armoury increase their cost by 20 points for every 2 items (rounded up).

You need to track each item individually and if the model carrying it is killed then the item is lost.

The Armoury automatically allows you to upgrade your Character models to a 4+ Save at no cost. You may get them a 3+ Save counting as a single item.

The Dynasty

The Dynasty of a Rogue Trader is all important. If your main Rogue Trader dies pick a Character model in your force that is an Astra Militarum or Navis Imperialis Character roll a leadership check, if passed the model becomes the new leader. If not the model leaves your service, if you have any additional ships they take the second highest value ship and leave. Keep doing this until there is only one ship remaining or a model passes. If there is only one ship remaining pick a remaining Character and loose all other Astra Militarum or Navis Imperialis Characters.

Each Ship must have at least one Astra Militarum or Navis Imperialis Character. These do not need an Officers Quarters.

Rogue Trader Boons

Rogue Traders may sell items to other players, these come in the form of boons. To create a Boon a Rogue Trader needs to have resources. Any Astra Militarum or Navis Imperialis Infantry unit may complete the following action;

Scavenge: This action may be started by a unit within 3″ of an objective at the end of your movement phase. At the end of your next command phase the action is completed.

Each completed Scavenge action generates a Strategic Point. The following boons can be bought for strategic points, these can be sold to any player.

  • Blackstone Amulet: Aura, No Daemon Boons may be used within 6″ of this model and no Daemon Saves may be taken within 6″ of this models. 30 Strategic Points.
  • The Cerulean Gem: Aura, Failed Invulnerable Saves may be re-rolled by friendly units within 6″. 30 Strategic Points.
  • Azethoth’s Coat: Aura, Failed Saves may be rerolled by friendly units within 6″. 30 Strategic Points.
  • The Coiling Snake: Aura, friendly units within 6″ may re-roll failed hit rolls. 30 Strategic Points.
  • Agrabs Eye: Aura, friendly units within 6″ may re-roll failed wound rolls. 30 Strategic Points.
  • The Necronomicon: This model becomes a Psyker they know 1 power from any Psychic Discipline and may attempt to cast 1 power and deny 1 power a turn. They suffer Perils of the Warp on any Double. 30 Strategic Points

No model unit may have more than one Rogue Trader boon. If the model with the boon is killed the boon is lost. In a unit with multiple models one model must be allocated the boon.

Injuries

All models roll as per their faction list, counting as retinue if necessary. Astra Militarum or Navis Imperialis units roll on the Adeptus Astartes injury tables.

40K Narrative Event Rules

ROGUE TRADER UPDATE:

12 July 2023

Rogue Trader

You are an Imperial Rogue Trader with your warrant of trade in hand you ply the trade routes at the edge of the Imperium.

You must try and make as much profit as possible while helping the Imperium retake the Priam Sub Sector.

Master Unit List

You must have a Rogue Trader. A Rogue Trader is a Cadian Castelan with their rules changed all instances of Astra Militarum to Navis Imperialis the Rogue Trader may equip any weapons available to the Cadian Castelan or any weapons from the Rogue Trader weapons section.

Your master unit list will then depend on the ship you have.

Navis Imperialis

All units in your master list gain the Navis Imperialis keyword. All special rules affecting these units change their keywords to Navis Imperialis.

In the case of Astra Militarum units and Orders any Navis Imperialis unit of 120 points or less and the Infantry keyword gain the Platoon keyword. Any Navis Imperialis unit of 180 points or less and the Vehicle keyword gain the Squadron keyword.

Starting Rogue Traders

When starting your Rogue Trader may choose one of the following options;

  • Transport Class Ship and 800 Strategic Points.
  • Escort Class Ship and 600 Strategic Points.
  • Light Cruiser Class Ship and 400 Strategic Points.
  • Cruiser Class Ship and 200 Strategic Points.
  • All Rogue Traders will start with a Officers Quarters and an Armsman’s Barracks.

Ships Of The Rogue Traders

Rogue Traders will have one of 4 ship types.

They may acquire more ships for their fleet as events go on. Each ship will have a special rule and will have a number of hard points. Hard points allow you to instal special equipment in your ships.

The following ships are available to Rogue Traders.

Transport

Transports gain you 10% additional Strategic Points every time you gain strategic points.
Transports have 8 Hardpoints.

Escort

Escorts allow you to use 1 orbital bombardment for free in every game your Rogue Trader takes part in. They also allow you to use the Imperial Raid for free. Escorts may also make one free move per event day.
Escorts have 6 Hardpoints.

Light Cruiser

Light Cruisers allow you to use 1 orbital bombardment for free in every game your Rogue Trader takes part in. They also allow you to use the Imperial Raid for free.
Light Cruisers have 8 Hardpoints.

Cruiser

Cruisers allow you to use 2 orbital bombardments for free in every game your Rogue Trader takes part in.
Cruisers have 10 Harpoints

Battle Cruiser

Battle Cruisers allow you to use 2 orbital bombardments for free in every game your Rogue Trader takes part in.
Battle Cruisers have 12 Harpoints

Battleship

Battleships allow you to use 3 orbital bombardments for free in every game your Rogue Trader takes part in. Battleships double the cost to move them.
Battleships have 16 Hardpoints.

You may buy additional ships from the Imperium for the following costs.

  • Transport: 400 Strategic Points.
  • Escort: 800 Strategic Points
  • Light Cruiser: 1200 Strategic Points
  • Cruiser: 1600 Strategic Points
  • Battle Cruiser: 2000 Strategic Points
  • Battleship: 2400 Strategic Points

Rogue Trader Facilities

Each Rogue Trader ship has a number of Hardpoints these can be filled with equipment and facilities. The following facilities can be installed in hardpoints.

  • Officers Quarters: Allows you to add up to 5 additional Infantry character units to your master unit list.
  • Armsman’s Barracks: Allows you to add up to 1000 points of Astra Militarum units to your master unit list. This can also include units that originally had the Navis Imperialis keyword.
  • Mechanicus Shrine: Allows you to add up to 1000 points of Adeptus Mechanicus units to your master unit list. These units must be pettitioned from an Adeptus Mechanicus player.
  • Adeptus Astartes Quarters: Allows you to add up to 500 points of Adeptus Astartes units to your master unit list. These units mus be pettitioned from an Adeptus Astartes player.
  • Cargo Hold: You gain 10% additional strategic points whenever you would gain strategic points.
  • Luxury Passenger Quarters: Any time you move between Imperial planets gain 2d3 Strategic Points.
  • Weapons Batteries: This option may only be chosen the following number of times;
    • Transport and Escort: Once
    • Light Cruiser: Twice
    • Cruiser and Battle Cruiser: Three
    • Battleship: Four
    • Each time this upgrade is taken you may complete an additional orbital strike in a game.
  • Defensible Interior: Any attack on your ship allows you to deploy 250 points extra to the amount you bid. These do not effect the Victory Points of your opponent. In Kill Team you may deploy an additional Fire Team.
  • Crew Reclamation Facility: Every 10 casualties you have in a game generates 1 Strategic Point. All units count as receiving 1 additional casualty for Moral purposes.
  • Medical Facility: Count all casualties as halved for Moral purposes. When rolling for permanent character injuries you may chose to re-roll.
  • Xenos Quarters: Allows you to add up to 500 points of Xenos units to your master unit list. These units mus be pettitioned from an Xenos player. You may not use Tyranid or Necron units.
  • Armoury: Character models in your force may choose to take Rogue Trader Arsenal equipment in addition to their normal options.
  • Modified Drive: You may make a free move each event day. Each installation costs 100 Strategic Points.

You may choose to change a Hardpoint installation but if you do it still costs 100 Strategic Points.

Purchasing Units

A Rogue Trader may purchase Astra Militarum and Navis Imperialis units at a cost of 1 strategic point per 100 points. They may not purchase any vehicles but may purchase them from a Mechanicum or Dark Mechanicum player.

They may only purchase units on ships above Imperial systems. The payment is made to the Lord Militant unless it is a Vehicle. Purchased units are allocated to specific ships.

Movement

Rogue Traders must have their ship placed on the system map. A Rogue Trader may only be involved in an Invasion or a Raid on a system within 1 Warp Route of their current location.

The cost to move a Rogue Trader ship is as follows;

  • Stable Warp Route: 3 Strategic Points
  • Unstable Warp Route: 8 Strategic Points

Any Rogue Trader ship may move a maximum of 8 times in an Event Day. Only the forces allocated to a Rogue Trader ship may take part.

Recording Units

As a Rogue Trader you need to keep records of your units and which ships they are assigned to.

All units must be tracked. Units must be assigned to a ship and the ship must have the capacity to carry them.

E.g. Player A has a Light Cruiser with an Armsman Barracks and they have 750 points worth of Astra Militarum carried in the ship.

All units have to be bought or pettitioned for.

Astra Militarum and Navis Imperialis units are purchased all other units must be negotiated with the controlling faction including any payment.

Owning Planets

A Rogue Trader may own planets, these may be given to them or they may take them. To take a planet it may not be connected to any other Imperial planet.

Planets owned by a Rogue Trader generate income for the Rogue Trader as if they were the Lord Militant but will not generate income for the Lord Militant.

Trade Hub

A Rogue Trader may set up a Trade Hub above any Imperial system for 100 Strategic Points. They have to have a Rogue Trader ship in the system to build a trade hub.

A trade hub generates 10 Strategic Points for each stable warp route and 20 Strategic Points for each unstable warp route attached to the planet at the start of each event day.

Double the value of any warp routes that lead to a system owned by a Xenos or Chaos faction.

A system with a Trade Hub costs 5 Strategic Points less to invade for Xenos or Chaos players.

The owner of a planet with a Trade Hub gains 2 Strategic Points for every warp route attached to the system at the start of each event day.

When purchasing resources from a Votaan fleet at a Trade Hub all resources are worth double. This goes for all Imperial players.

Experience

All units gain boons as per their normal faction rules. All units count as Retinue units for Boon purposes. Astra Militarum and Navis Imperialis units roll on the Adeptus
Astartes boon
tables.

Rogue Trader Arsenal

A Rogue Trader Character may have any weapon that is available to their datasheet with no modifications.

If the Rogue Trader ship has an Armoury upgrade you may start buying items to go in it.

To buy an item you must trade for it with another player in a system you are in. You may only trade with a Xenos faction if they own the system you are in or if they own no systems. The cost of the item will depend on the player you are buying it from.

If you equip a model with items from the Armoury increase their cost by 20 points for every 2 items (rounded up).

You need to track each item individually and if the model carrying it is killed then the item is lost.

The Armoury automatically allows you to upgrade your Character models to a 4+ Save at no cost. You may get them a 3+ Save counting as a single item.

The Dynasty

The Dynasty of a Rogue Trader is all important. If your main Rogue Trader dies pick a Character model in your force that is an Astra Militarum or Navis Imperialis Character roll a leadership check, if passed the model becomes the new leader. If not the model leaves your service, if you have any additional ships they take the second highest value ship and leave. Keep doing this until there is only one ship remaining or a model passes. If there is only one ship remaining pick a remaining Character and loose all other Astra Militarum or Navis Imperialis Characters.

Each Ship must have at least one Astra Militarum or Navis Imperialis Character. These do not need an Officers Quarters.

Rogue Trader Boons

Rogue Traders may sell items to other players, these come in the form of boons. To create a Boon a Rogue Trader needs to have resources. Any Astra Militarum or Navis Imperialis Infantry unit may complete the following action;

Scavenge: This action may be started by a unit within 3″ of an objective at the end of your movement phase. At the end of your next command phase the action is completed.

Each completed Scavenge action generates a Strategic Point. The following boons can be bought for strategic points, these can be sold to any player.

  • Blackstone Amulet: Aura, No Daemon Boons may be used within 6″ of this model and no Daemon Saves may be taken within 6″ of this models. 30 Strategic Points.
  • The Cerulean Gem: Aura, Failed Invulnerable Saves may be re-rolled by friendly units within 6″. 30 Strategic Points.
  • Azethoth’s Coat: Aura, Failed Saves may be rerolled by friendly units within 6″. 30 Strategic Points.
  • The Coiling Snake: Aura, friendly units within 6″ may re-roll failed hit rolls. 30 Strategic Points.
  • Agrabs Eye: Aura, friendly units within 6″ may re-roll failed wound rolls. 30 Strategic Points.
  • The Necronomicon: This model becomes a Psyker they know 1 power from any Psychic Discipline and may attempt to cast 1 power and deny 1 power a turn. They suffer Perils of the Warp on any Double. 30 Strategic Points

No model unit may have more than one Rogue Trader boon. If the model with the boon is killed the boon is lost. In a unit with multiple models one model must be allocated the boon.

Injuries

All models roll as per their faction list, counting as retinue if necessary. Astra Militarum or Navis Imperialis units roll on the Adeptus Astartes injury tables.

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