In Warhammer 40k: Rogue Trader, Grenades fall under the category of Consumables. Consumables, as a broad classification in Warhammer 40k: Rogue Trader, encompass various types of equipment. Consumable Items are those used on a one-time basis, providing either permanent or eventual buffs or effects, such as Apexalim Stimulant, Medikit, and others. Grenades, in contrast, are items meant to be thrown by hand, inflicting damage on a group of enemies, inducing blindness, poisoning, or other advantages applicable in combat scenarios. To use grenades, players must allocate them to the appropriate slot in their Inventory beforehand. The game offers a diverse range of grenades, each capable of affecting enemies differently and causing various types of damage.
All Rogue Trader Grenades
Quick Search of all grenades in Rogue Trader
Name |
Damage |
Armour |
Cost |
Radius |
Effect |
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10-12 | 40% | 2 AP | Deals from 10 to 20 energy damage with 40% armour penetration and blinds enemies for 2 turns if they fail a Toughness test with a -10 penalty. | |
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N/A | N/A | 2 AP | This grenade blinds all enemies within the area for 2 turns if they fail a Toughness test. Enemies which succeed upon that Toughness test become disturbed for 2 turns. | |
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N/A | N/A | 1 AP | This grenade creates a burning area which lasts for 3 rounds, deals 10 fire damage with 20% armour penetration on impact, and inflicts burning (6) for 3 rounds. | |
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5 | 0% | 2 AP | Deals 5 energy damage within the area and pushes the targets 2 cells away. If a target in this area fails a Toughness test, it falls prone for 1 round. |
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12-24 | 20% | 2 AP | Deals from 12 to 24 impact damage within the area. This attack has 20% armour penetration. | |
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18-40 | 25% | 3 AP | Deals 18-40 explosive damage with 25% armour penetration. | |
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N/A | N/A | 2 AP | Creates a toxic area which lasts for 4 rounds and deals 8 toxic damage to anyone who enters the area or starts their round inside it. | |
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N/A | N/A | 2 AP | Deals from 25 to 45 mental damage with 20% armour penetration to mechanical creatures only. | |
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N/A | N/A | N/A | This item grants its wearer a +5 bonus to Tech-Use. Once per battle: can be used to immediately remove all bleeding, burning, or toxin effects from enemies in a 10-cell radius. These enemies receive (wearer's Tech-Use / 10 + 5 x (stacks of the burning, toxic, and bleeding effects on target) explosive damage (with 20% armour penetration). |
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N/A | N/A | 2 AP | Creatures caugh in the corrosive grenade blast area suffer a -(their current armour /2) armour decrease. | |
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24-48 | 40% | 2 AP | Deals from 25 to 48 impact damage with 40% armour penetration. | |
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N/A | N/A | 2 AP | Anyone within the area of effect of a detonating mindscreambler grenade suffers +1 stack of perplexed. On a failed Willpower resistance test with a -(4x WIL bonus) penalty, the targets also cannot attack. |
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35-70 | 50% | 1 AP | Deals 35-70 explosive damage with 50% armour penetration. | |
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16-32 | 15% | 2 AP | Deals from 16 to 32 rending damage with 15% armour penetration. | |
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10-15 | 20% | 2 AP | Deals 10-15 toxic damage with 20% armour penetration and 20% dodge reduction. It immediately provokes each character in the area effect to attack the nearest ally if they fail a Willpower resistance test. | |
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N/A | N/A | 1 AP | This grenade creates a toxic area of thick smoke which lasts for 4 rounds and decreases chance to hit and to be hit with ranged weapons by -50%. If the target in that area fails a Toughness test with a -(Demolition / 2) penalty, it suffers from Toxin (20). |
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N/A | N/A | 1 AP | Emits a blinding flash of light and a loud blast. Creatures caught in that blast must succeed on a Toughness test with a -(Demolition /2) penalty, or become stunned for 1 turn. On a successful test, creatures become perplexed. Stacks. | |
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N/A | N/A | 2 AP | All creatures that enter the area of effect created by this grenade must pass Toughness, Strength, and Willpower tests with a -(Demolition /2) penalty. -On a failed Toughness test the target becomes blinded for 2 rounds -On a failed Strength test - slowed for 2 rounds -On a failed Willpower test - disturbed for 2 rounds |
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40-50 | 60% | 1 AP | Deals 40-50 energy damage with 60% armour penetration. | |
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N/A | N/A | 1 AP | This grenade creates a toxic zone until the end of combat. Each unit within that zone is dealt 50 toxic damage. |
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8-10 | 0% | 1 AP | Targets in a 1-cell radius suffer from 8 to 10 mental damage and gain 6 stacks of the disturbed effect. Starting from the next round, 1 stack of disturbed is removed every round. Also, the grenade decreases the target's psy rating by -1 until the end of combat. This effect does not stack and affects the target even if they dodge this grenade. | |
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20-40 | 44% | 2 AP | All targets in a 1-cell radius of the epicentre of the explosion suffer from 20 to 40 piercing damage, with 45% armour penetration. If the target does not dodge this grenade, they also suffer 30 mental damage. |
I don't have the stats handy but there's also a warp grenade that's only useable by heretics
0
+10
-1