Boots are one of the accessories that can be equipped by players. Each accessory contain its unique defensive Stats, effects, bonuses, skill checks, and more when they are equipped. Accessories are usually obtained as rewards from completing Quests, purchased from Merchants, looted from various locations, crafted, or are dropped by Enemies and Bosses. This page will indicate a list of all the Boots in Warhammer 40k: Rogue Trader which will include its description and values. You can find detailed information on its location and properties on each individual page linked below.
Warhammer 40k: Rogue Trader All Boots
Rogue Trader Boots Gallery
Comparison Table
You can search by Name, Effect or Location. Just type into the search box what you are looking for.
Quick Search of All Rogue Trader Boots
Name |
Effect |
Prerequisite |
|
The wearer gains +(wearer's PER bonus x 2)% dodge against enemies under the effect of Expose Weakness. | None |
Astral Currents |
The wearer gains +20 MP in the first round of combat. Their movement cost is not reduced by threatening areas. Also, the wearer's movement does not trigger attacks of opportunity during this round. |
None |
|
The wearer gains PER bonus% dodge until the start of their next turn for each enemy affected by their psy-power or psyker staff attack. Stacks. | None |
|
The wearer gains a +4 bonus to damage against enemies who have no adjacent allies. The range of the wearer's Dash and Charge abilities is increased by +1 cell. | None |
|
Whenever the wearer performs a heroic act, they recover all their wounds and gain +2 AP this turn. | None |
|
Whenever the wearer moves through a cell occupied by an enemy, the wearer gains +15% dodge against that enemy's attacks until the wearer's next turn. | None |
|
Whenever the wearer performs an area attack, they instantly provoke attacks of opportunity from all adjacent enemies. The wearer gains +TGH bonus temporary wounds for each attack of opportunity provoked by an area attack. |
None |
|
Whenever the wearer ends their turn, they deal 1 warp damage to each adjacent creature and to the wearer themselves. The wearer also deals an additional +Conviction - Heretical rank warp damage to enemies. |
None |
|
These boots grant their wearer a +15% dodge reduction bonus for attacks with melee weapons. | None |
|
The wearer gains + (wearer's PER bonus x2)% dodge against enemies under the effect of Expose Weakness. | None |
|
Increase the wearers' movement points by +3. | None |
|
Requires Heretical--Votary The wearer is always slowed but immune to the immobilised effect. Targets hit by the wearer's melee attacks fall prone for 1 turn if they fail a Toughness resistance test with a -(5 x Heretical rank) penalty. If passed, the target becomes slowed for 1 turn instead. |
Heretical - Votary |
|
Increase the wearer's Agility by +5 and Athetics by +10. | None |
|
Whenever the wearer uses a Navigator power, the again +15% dodge until the end of the round. Stacks. | None |
|
The power of burning effects inflicted by the wearer is increased by +1 for each enemy affected by the wearer's area attacks until the end of combat. This bonus stacks. | None |
|
Whenever the wearer uses a consumable item, they gain +2 MP and +20% dodge until the start of their next turn. | None |
|
The wearer of these boots gains +STR bonus % parry while wearing a light amour. | None |
|
Using the Charge ability costs -1 AP less. | None |
|
These boots grant their wearer +3% dodge until the end of combat for each psy power they use. Stacks. | None |
|
The wearer can't suffer the burning effect by walking over the burning cells. The wearer inflicts +3 additional stacks of burning whenever they stand on burning cells. |
None |
|
Whenever the wearer attacks an enemy behind cover with a ranged attack, cover efficiency is decreased by -40% for that attack. -15 recoil |
None |
|
After the wearer uses Following!, the wearer's allies gain a +33% bonus to damage on their next attack for each ally within a 2-cell radius from the wearer. | None |
|
Whenever the wearer performs a single-shot ranged attack from any cover, this attack gains +(Awareness)/4) armour penetration. | None |
|
At the start of the combat, the wearer inflicts bleeding (5) on themselves. Whenever the wearer performs an area melee attack, they inflict bleeding (3) on all hit creatures. This area melee attack also deals +(5 x wearer's bleeding level)(% additional damage. |
None |
|
The wearer raises momentum to 175 whenever they kill 5 enemies in a row in one turn. | None |
Stalking Boots |
If the wearer has melee weapons equipped in both hands, their Slash ability makes an additional melee attack with the secondary weapon. | None |
|
The wearer and adjacent allies cannot fall prone and become immune to forced movement effects. | None |
|
All allies in a 2-cell radius around the wearer gain a +40% bonus to resolve from the Unyielding Beacon ability instead of the original bonus. | None |
|
Whenever the wearer kills 2 or more enemies with a single attack, the attack doesn't spend all of the wearer's MP. | None |