Items in Rogue Trader are all collectible, craftable, or sold items ordered by type, with their corresponding description, use, and obtaining method. Items have a wide range of uses from Consumables that can be used in combat, or Quest Items that can be given to NPCs, or other interactions. Some Items can only be obtained by the completion of Quests, from Enemy drops, found in certain Locations, or bought from Merchants. Storage is limited for the party and the main character, but there are stashes that the player can use to deposit gain room in their personal storage again. Most items have a price, so it may be a good idea not to discard repeated or useless items in order to sell them to a Merchant later.
Where to Get Items in Rogue Trader
Items in Rogue Trader are usually bought from Merchants, but can also be looted from fallen enemies, picked up from chests, as a drop from Bosses, or as rewards for completing various Quests in the game.
There are multiple effects of equipping certain Items, and some of them can usually improve the dynamics of your character and party's build, which can also affect the existing playstyle that you have. Although there isn't confirmation yet, we are expecting that certain items will be more effective than others (like potency) and will continuously discover more powerful items and options to fill your item slots as you explore the Koronus Expanse. This could also potentially mean that there will be more Merchants and NPCs to encounter as you travel.
Types of Items in Rogue Trader
Items in CRPG games can range from Potions, Quest Items, Tools, Ammunition, Consumables, and Crafting Materials. In Rogue Trader, we are expecting that some of these categories if not all, will be present in the game. We are looking forward to the diverse list of items that can help improve the many different dire situations the Rogue Trader will be experiencing. Items are usually stored inside the Backpack or Inventory of a character and usually have a limit on the number of items that can be carried. This system may or may not be featured in Warhammer 40K: Rogue Trader.
Rogue Trader Items
Consumables in Rogue Trader are Items that have a limit of uses. After the uses are depleted, the item is automatically deleted. Most common consumables are Healing items or Thrown Weapons.
Where to Get Consumables in Rogue Trader
Consumables in Rogue Trader are usually bought from Merchants, but can also be looted from fallen enemies, picked up from chests, as a drop from Bosses, or as rewards for completing various Quests in the game. Some consumables will mean a one-time usage or others will be time-based or feature a cooldown system before it can be used again.
There are multiple effects of using Consumables, and some of them can usually improve the dynamics of your character and party's build, which can also affect the existing playstyle that you have. Although there isn't confirmation yet, we are expecting that certain items will be more effective than others (like potency) and will continuously discover more powerful items and options to fill your item slots as you explore the Koronus Expanse. This could also potentially mean that there will be more Merchants and NPCs to encounter as you travel.
Rogue Trader Consumables
Quick Search of all Consumables in Rogue Trader
Name |
Cost |
Effect |
Cargo |
---|---|---|---|
|
1AP | Grants immunity to toxic damage and inflicts a -10 penalty to TGH until the end of combat. | N/A |
|
1AP | Grants a +10 bonus to Strength, Toughness, and Agility and inflicts a -10 penalty to Intellect, Perception, and Willpower for 2 rounds. | 10% of Mechanicus Creations cargo |
|
2AP | An expanded version of the ordinary medicae kit, this set of high-grade medical instruments and medicaments is intended for a skilful healer accompanying a person of high standing. -Restores (9 + Medicae /4) wounds. -Effectively removes traumas. |
10% of Mechanicus Creations cargo |
|
1AP | Grants +15 Perception, and all damage both dealt or suffered by the user increases the user's critical hit chance by +10% for each instace of damage. This effect lasts for 2 turns, after that the user becomes staggered. | 10% of Mechanicus Creations cargo |
|
1AP | Requires Heritical - Adherent The user suffers bleeding (6). As long as the user is bleeding, they get +100% critical damage. |
10% of Mechanicus Creations cargo |
|
1AP | Grants +40% dodge until the start of the next round. The user suffer a -10 penalty to AGI, STR, WP during the next round. | 10% Xeno-Artefacts cargo |
|
1AP | Grants immunity to warp damage and inflicts a -10 penalty to FEL, but the user can't deal warp damage until the end of combat. | N/A |
|
1AP | Grants immunity to fire damage and bleeding, but reduces Agility by -10 and movement points by -2 until the end of combat. | 5% of Mechanicus Creations cargo |
|
1AP | The user immediately doubles their MP and reduces the costs of their non-attack abilities by -2 AP (to a minimum of 0) until the end of their turn. After the effect ends, the user suffers slowed and staggered for 1 round. | 10% of Mechanicus Creations cargo |
|
2AP | -Restores (12 + Lore (Xenos) /3) wounds -Removes bleeding and 10 stacks of burning and toxin -Heals one fresh injury, or, if none, one old injury upon a successful Medicae test |
5% of Miscellaneous cargo |
|
1AP | -Restores (15 + Lore (Xenos) /2) wounds -Removes bleeding, burning, toxin, and melting -Heals 1 trauma and all injuries without skill tests |
10% Xeno-Artefacts cargo |
|
N/A | This servo-skull is designed to spread the glory and splendour of its mighty owner. | 10% of Miscellaneous cargo |
|
2AP | Restores 15% of maximum wounds per rank of the user's Conviction - Iconoclast. Removes all injuries. Removes toxin, burning, bleeding, fatigued, disturbed, perplexed, blinded, staggered, slowed, psy dampening, stunned, immobilised, cannot attack, psychosomatic trauma, and prone negative effects. |
10% of Mechanicus Creations cargo |
|
1AP | The user gains +15 to Strength,+15 to Weapon Skill, and -20 to Willpower for 2 turns. | 10% Xeno-Artefacts cargo |
|
2AP | -Restores (9 + Lore (Xenos) /4) wounds -Removes bleeding and 5 stacks of burning and toxin -Heals one fresh injury, or, if none, one old injury upon a successful Medicae test. -If the character has the Combat Medicae or Field Medic talents, the amount of restored wounds will be increased by the bonuses provided by these talents. |
10% of Mechanicus Creations cargo |
|
2AP | Contains various cataplasm patches, antiseptics, and synthetic skin applicators. Restores (6 + (Medicae /5)) wounds. Also removes bleeding. Removes on fresh injury, or, if none exist, attempts to remove one old injury. | 5% of Mechanicus Creations cargo |
|
N/A | Explosive device suitable for eliminating flimsy obstacles. | N/A |
|
1AP | The user gains +20 to Intelligence and Willpower for 2 rounds. After that the user suffers -20 to Willpower until the end of combat. | 5% of Mechanicus Creations cargo |
|
1AP | Restores (15 + Medicae / 2) wounds. Also removes bleeding, burning, and toxin. Removes one fresh injury, or, if none exist, attempts to remove one old injury. |
10% of Mechanicus Creations cargo |
|
1AP | Instantly increases movement points by+6 and grants 2 charges of the Slash ability, yet reduces Weapon Skill, Ballistic Skill, and Perception by -15 until the start of the user's next turn. | 10% of Mechanicus Creations cargo |
|
1AP | Grants +30% armour and inflicts a -20 penalty to AGI for 2 rounds. | 10% Xeno-Artefacts cargo |
|
1AP | The user's attacks do not count toward the attack limit until the end of this turn. Afterward, the user is knocked unconscious. | 5% of Mechanicus Creations cargo |
|
1AP | The user gains +1 AP and immediately resets cooldowns on all attacks and attack abilities. At the start of the user's next turn, they gain +1 stack of staggered that lasts until the end of combat. | 10% of Mechanicus Creations cargo |
|
N/A | Immediately consumed, this item provides 50 scrap. | 10% of Ship Components cargo |
|
1AP | Grants +70% hit chance and reduces dodge by -70% for 1 round. | 10% of Mechanicus Creations cargo |
|
2AP | Removes 1 trauma. | 5% of Miscellaneous cargo |
|
1AP | The user immediately gains +4 MP and +4 AP. For the next turn their MP and AP are reduced by -2. | 5% of Mechanicus Creations cargo |