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 Comparison Table

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

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Adrenaline Warboots

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

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Battle-Psyker Boots

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 

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Blitz Boots

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

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Boots of Victory

Whenever the wearer performs a heroic act, they recover all their wounds and gain +2 AP this turn. None

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Breezecatcher Boots

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

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Bruiser Boots

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

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Cursed Boots

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

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Death World Warboots

These boots grant their wearer a +15% dodge reduction bonus for attacks with melee weapons. None

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Disciple's Boots

The wearer gains + (wearer's PER bonus x2)% dodge against enemies under the effect of Expose Weakness. None

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Dynamo Boots

Increase the wearers' movement points by +3. None

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Enforcer Corrupted Boots

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

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Ergo Boots

Increase the wearer's Agility by +5 and Athetics by +10. None

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Expeditionary Footwear

Whenever the wearer uses a Navigator power, the again +15% dodge until the end of the round. Stacks. None

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Hungering Mind

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

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Intendant Boots

Whenever the wearer uses a consumable item, they gain +2 MP and +20% dodge until the start of their next turn. None

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Lightweight Boots

The wearer of these boots gains +STR bonus % parry while wearing a light amour. None

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Pneumo Boots

Using the Charge ability costs -1 AP less. None

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Psyker's Footwear

These boots grant their wearer +3% dodge until the end of combat for each psy power they use. Stacks.  None

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Pyromanic Boots

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

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Recoil Warboots

Whenever the wearer attacks an enemy behind cover with a ranged attack, cover efficiency is decreased by -40% for that attack.
-15 recoil
None

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Rallying Boots

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

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Sharpshooter Boots

Whenever the wearer performs a single-shot ranged attack from any cover, this attack gains +(Awareness)/4) armour penetration. None

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Spiked Boots

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

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Sororitas Boots

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

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Stalwart Boots

The wearer and adjacent allies cannot fall prone and become immune to forced movement effects. None

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Unyielding Vanguard Boots

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

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Warmonger Boots

Whenever the wearer kills 2 or more enemies with a single attack, the attack doesn't spend all of the wearer's MP. None



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