Rings 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 Rings 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 Rings
Rogue Trader Rings Gallery
Comparison Table
You can search by Name, or Effect. Just type into the search box what you are looking for.
Quick Search of All Rogue Trader Rings
Name |
Prerequisites |
Effect |
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None | Whenever the wearer starts their turn with no enemies adjacent, they gain +6 MP. |
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None | The Charge ability grants additional damage equal to wearer's WP bonus against daemons and xenos. |
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None | The wearer's deadeye shot critical hits triggers Expose Weakness against the affected enemy until the end of combat. |
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None | At the start of the wearer's turn, veil degradation is reduced by -1. |
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None | The wielder gains a +(STR bonus + INT bonus) additional damage for single attacks against human enemies. It also grants a +5 bonus to Medicae. |
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None | The wielder's single shots and deadeye shots reduce the target's deflection by damage dealt. |
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None | Grants a 10+ bonus to Awareness. |
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None | When the wearer uses Press the Advantage, they and their allies increase their resolve by +2 for 2 rounds. |
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None | When the Wielder attacks with any ranged weapon at a 1- cell range, that attack also inflicts bleeding (4). |
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None | When the wearer attacks a target with any ranged weapon in a 1-cell range, that attack inflicts bleeding (10). The target also suffers +25% critical damage to all attacks made against it. |
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None | The wearer gains an additional +1 AP for each consecutive turn that the wearer has not spent MP. Stacks up to 5 times. |
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None | If the wearer has 8 or more AP at the start of their turn, they gain +30% damage for the rest of the combat. |
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None |
The wearer gains +40 Persuasion and the Inquisitor's Tenet ability that can be used once per combat.
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None | Whenever the wearer fails to parry an attack, they can reroll the parry test once. If they wield dual melee weapons, they can reroll the parry test twice. |
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None | The wearer can spend all their MP to move to any cell within movement range. This movement does not trigger attacks of opportunity. At the end of movement, the wearer automatically performs a melee area attack with their primary weapon against all adjacent enemies. |
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None | At the start of their turn, the wearer recovers wounds equal to the number of bleeding creatures. If at least 1 wound was recovered that way, 1 fresh injury is removed from the wearer as well. |
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None | The wearer cannot use psychic or Navigator powers. The wearer suffers -Lore (Imperium)% less warp damage. The wearer gains a Lore (Imperium)% chance to ignore any effect inflicted y psyc ic or avigator powers. |
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None | The wearer can move without provoking attacks of opportunity as long as they have less than 50% wounds left. |
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Heretical - Follower | This talisman grants the wearer +(wearer's WP bonus + 5%) dodge but reduces Fellowship by -30. If the wearer has Heretical - Votary, they do not suffer the Fellowship penalty from the talisman and gain an additional +(wearer‘s WP bonus + 5)% damage against humans. |
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None | Any hit with the wearer's single attacks inflict +1 stack of fatigued, disturbed, and perplexed for 2 rounds if the target fails an Agility test. Stacks. |
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None | This item negates all energy damage dealt to the wearer, but it cannot occur more than 3 times per combat. |
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None | Whenever the wearer kills an enemy, they receive a stacking +5 bonus to Willpower until the end of combat. |
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None | This manual grants the owner +2( x TGH bonus) to Medicae. It also grants +TGH bonus MP after using a medikit. |
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None | Grants +25 Logic. The wearer gains the Solve Simulacrum ability that costs 3 AP and triggers a Logic test for the wielder with a -167 penalty. On success, Solve Simulacrum is removed, the Cogni-Simulacrum is destroyed, the +25 Logic bonus is lost, and the wearer permanently gains the Paradox Solved feature. Paradox Solved: this character can use their heroic act regardless of their momentum, without spending momentum. |
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None | Whenever the wearer uses a non-attacking consumable item (e.g. stimulant, medikit, etc.), it counts as an attack of a different type than the previous attack for the purposes of Versatility. |
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None | Grants a +10 bonus to Tech-Use. |
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None | The wearer always has the highest initiative in combat. |
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None | Whenever the wearer uses Combat Locus, the benefits of the targeted zone are multiplied by 4 instead of being doubled. |
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None | Every wearer's single attack gains +10% damage for each negative effect on the target. |
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None | The wearer gains +25 Demolition, and their area attacks with weapons deal an additional +(Demolition / 10) damage. |
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None | Grants +15 Medicae. |
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None | This device grants the wielder a +15 bonus to Carouse. |
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The Children of Asuryan | The wearer's first attack during the first round of combat costs 0 AP. Whenever the wearer attacks an enemy and triggers an exploit with this attack, the triggered effect is calculated as if this enemy had a +1 additional exploit. |
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None | This ring grants the wearer a +5 bonus to Fellowship. It also increases resolve by +1. |
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None | Whenever the wearer is targeted by an ally's ability, the wearer gains ally's FEL bonus temporary wounds. |
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None | Using any medikit costs -1 AP less (but no less than 0). |
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None |
A marvellous compact weapon in the form of a ring that allows the wearer to fire a single Flamer Shot: Stream once per combat. Flamer Shot: Stream:
This attack deals (from 8 to 12) damage, has 5% armour penetration, and applies burning (4). |
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None | Grants a +10 bonus to Lore (Xenos). |
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None | After using Run and Gun, the wearer gains +15% cover efficiency when in cover for 1 round. |
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None | Whenever the wearer spends all their MP, all adjacent enemies suffer a -wearer's AGI bonus% dodge penalty until the start of the wearer's next turn. |
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None | This grimoire increases the chance of triggering psychic phenomena by 15%. All warp damage dealt by its wilder is increased by +(2x WP Bonus). |
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None |
Grants +10 to all skills. |
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None |
The wearer gains the following:
Whenever the wearer kills an enemy, any damage they deal is increased by +1% until the end of combat, while their Intelligence, Willpower, and Fellowship are reduced by -1 (no less than 1) until the end of combat. |
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None | The wearer's melee attack damage is increased by +(3 x psy rating). |
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None | Every spent AP grants +2 MP to the wearer. Also, the wearer's movement isn't affected by threatened areas. Whenever the wearer dodges an attack of opportunity, they gain +10 momentum. |
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None | This item increases the wielder's Lore (Xenos) by +10. If the wearer has Iconoclast — Adherent, it increases all skills by +10 instead. |
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None | The Wielder gains the Relentless Rage ability. This ability reduces the wielder's current armour and deflection by half until the end of combat. However, the wielder's critical damage is increased by +(2 × reduced armour)% and their melee attack damage is increased by +(2 × reduced deflection)% until the end of combat. This ability can be used once per round, and all of its effects stack. |
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None | Grants +10 Logic, +10 Coercion, and +10 Persuasion. |
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None | Whenever the wearer uses a Navigator power, they always physically dodge the next attack by moving to a random adjacent cell. |
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None | This scroll grants the owner a +15% bonus to Lore (Imperium). |
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None | The user gains +(Carouse / 20) temporary wounds from combat stimulants. The first use of any combat stimulant per turn costs 0 AP. |
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None | The user gains +(Carouse / 10) temporary wonds from combat stimulants. Using combat stimulants costs 0 AP. |
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None | The wearer automatically passes any Coercion tests. |
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None | 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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None | The wearer gains +10 Agility and Fellowship. Whenever the wearer's wounds should be decreased to 0 for the first time in combat, they are restored up to 50% of their maximum wounds instead. |
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None | This knuckle guard grants the wearer a +5 bonus to Weapon Skill. It also grants any equipped melee weapons +5% armour penetration and +2 damage. |
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None | Whenever the wearer deals damage with a melee attack to an enemy, that enemy must pass a Toughness resistance test or die immediately. It passed, they suffer an additional +AGI bonus direct damage. All enemies of difficulty tier VI or above are immune to I this effect. |
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None | Any hit with the wearer's single attacks inflict +1 stack of fatigued, disturbed, and perplexed for 2 rounds if the target fails an Agility test. Stacks. |
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None | Increases ranged attack distance by +(wearer's BS bonus / 2) cells.Luck Thickener |
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None | Each time the wearer uses a minor psychic power, all allies affected by this power gain +1 stack of the thick luck effect. Thick luck allows those affected to reroll of a failed attack, dodge, or parry test and is then removed. |
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Heretical - Follower |
This item increases the wearer's Lore (Warp) by +25. If the wearer has Heretical - Adherent, they and all their allies gain +20% dodge and armour, but suffer a -9% penalty to their maximum wounds. Prerequisites: Heretical - Follower. |
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None |
A marvellous compact weapon in the form of a ring that allows the wearer to fire a single Laser Shot once per combat. Laser Shot:
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None | The wearer can make an inferno pistol shot at short range once per combat. That shot deals (from 10 to 14) damage and has 40% armour penetration. |
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None | A ring weapon that fires a single melta shot. Can only be used once per combat. This attack deals (from 10 to 14) damage and has 40% armour penetration. |
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None | If the wearer didn't spend MP during their turn, they gain +10 to all their characteristics next turn. |
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None | Whenever the wearer uses a non-attacking consumable item (e.g. stimulant, medikit, etc.), it counts as an attack of a different type than the previous attack for the purposes of Versatility. Also, this combi-tool grants a 50% chance that a consumable item will not be spent when used. |
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None | Whenever the wearer uses a major psychic power, they gain +(10 + 2 × WP bonus)% to all psychic power damage until the end of their next turn. |
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None | At the start of every combat, the wearer's allies gain +1 deflection equal to the wearer's psy rating. Whenever an ally suffers any damage and loses non-temporary wounds, this effect is removed from that ally. |
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None | A ring weapon that fires a single sliver needle coated with viral toxin (5). Can only be used once per combat. This attack deals (from 1 to 3) damage and has 30% armour penetration. |
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None | The wearer gains a permanent +(lethality / 10) (rounded down) bonus to direct damage. This bonus is doubled if the wearer's attack triggers an opening. |
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None | Whenever the wearer targets 3 or more enemies with one attack, those targets suffer -(INT bonus X amount of targeted enemies)% armour until the end of combat. |
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None | Whenever the wearer scores a critical hit with a pistol, the next attack with a pistol costs 0 AP. |
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None | At the start of the wearer's turn, they gain (2 × equipped armour deflection) temporary wounds. When the wearer's wounds drop to 0, they fall prone, and gain 10% of their maximum wounds as temporary wounds. The wearer becomes the priority target of adjacent enemies. While prone, if the wearer has no other allies with more than 0 wounds, they and their allies die. On the wearer's next turn, they regain 30% of their wounds if they still have temporary wounds. This effect activates only once per round. |
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None | A ring weapon that fires a single plasma shot. Can only be used once per combat. This attack deals (from 30 to 45) damage and has 50% armour penetration. |
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None | This cogitator grants the owner a +10 bonus to Logic. |
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None | The wearer always auto-dodges the first hit from each attacker on the battlefield. |
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None | Using reload for any weapon costs - 1 AP less. (Minimum 0) |
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None | If an ally under the effect of the wearer's Bring It Down! ability successfully hits an enemy with an attack or targets them with an ability, the wearer gains +1 Fellowship and Willpower until the end of combat for each different enemy hit or targeted. |
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None | At the start of combat, inflicts the prey status on the enemy with the highest difficulty tier without spending a charge of Hunt Down the Prey and grants a double Hunt Down the Prey bonus for its kill. |
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None | Whenever the wearer dodges an attack, they become a priority target for the attacker until the wearer's next turn. |
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None | The wearer does not lose the Elusive effect if they attack from cover. |
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None | The wearer gains a (number of unyielding beacon stacks)% chance to ignore any incoming damage. |
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None | Whenever the wearer suffers an attack from a daemon or warp damage, they inflict burning (8) to all adjacent enemies. All burning effects inflicted by the wearer deal double damage if they target daemons or psykers. |
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None | Grants +20 Lore (Imperium). The wearer can use Lore (Imperium) during skill tests instead of any other Lore skill, Persuasion, or Coercion. Also, they can reroll a failed test once per test. |
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None | Wielder gains a +5% chance to reduce incoming warp damage by half for each point of deflection. |
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None |
The wearer gains +25 Persuasion and the Inquisitor's Decree ability that can be used once per combat.
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None | Every time when more than 2 targets are damaged by the wielder's area attack, the Wielder gains +resolve momentum. |
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None | At the beginning of the combat, the wearer gains the shadow field effect. While under this effect, the wearer counts as being in a full cover against all ranged attacks. The effect is lost when the wearer is hit by a ranged attack and suffers damage from it. |
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None | At the beginning of the holder's turn, all enemies in a 3-cell radius gain +1 stack of bleeding for each common effect on this enemy. |
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None | Grants +20 to Tech-Use. |
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None | Grants +10 to Persuasion. |
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None | Grants the wearer +5% critical hit chance and +5 Weapon Skill, but reduces parry by -5%. |
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None | Grants a +20 bonus to Lore (Warp) and a -10 penalty to Willpower resistance tests. |
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None | The wearer's non-attack psychic powers cost -1 AP less during the wearer's first turn in combat. |
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None | This item reduces wounds by -10%, yet increases critical hit chance by +(3 x TGH bonus)%. |
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None | Fires a single stinger pod shot that deals 12-21 damage and has 100% armour penetration. The target must pass a Toughness resistance test or become stunned for 1 round.
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None | Grants +10 Lore (Warp) and +15 Lore (Xenos). |
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None | The Wielder gains +(Lore (Xenos) / 3)% critical hit chance against xenos. |
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None | Whenever the wearer hits an enemy with a deadeye shot, it reduces the enemy's deflection by -1 and applies +1 exploit until the end of combat. Stacks up to 3 times. |
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None | A ring weapon that fires a single tesla shot. Can only be used once per combat. This attack deals (from 25 to 35) damage and has 30% armour penetration. |
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None | The Wearer of this amulet gains a +10 bonus to Commerce and Lore (Imperium). |
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None | Grants +10 to Lore (Warp), but the wielder suffers +(Lore (Warp) / 3)% more damage from psychic and Navigator powers. |
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None |
A ring weapon that fires a single liquefier shot. |
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None |
Enemies that are targeted by the wearer's psychic abilities must pass a Willpower resistance test with a ~15 penalty or suffer bleeding (10) and blinded. |
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None |
Whenever the wearer attacks any target in a 5-cell radius around them with a ranged weapon, this attack deals (10 + armour penetration / 3)% more damage. |
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None | This item grants its owner a +25 bonus to Tech-Use. If the owner has medium or heavy armour equipped, at the start of their first turn in combat, they gain +(Tech- Use / 10)% armour. |
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None | Whenever the wearer's ally is under the effect of the Joint Analysis ability hits a target with an exploit, the wearer gains +5 Perception. |
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None |
A marvellous compact weapon in the form of a ring that allows the wearer to use Melta Scorching (area attack) once per combat. Melta Scorching (Area Attack):
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None |
When the wearer uses Controlled Shot, any enemies adjacent to the wearer's allies suffer a -30% penalty to dodge against the wearer's next attack. |
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None |
After triggering a psychic phenomenon or perils of the warp, the wearer immediately gains an extra turn with 0 MP and (psy rating / 2) (minimum 1) AP. |
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None | On the first round of combat, the wearer gains a number of additional attacks equal to their psy rating. |
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None | The wearer gains +15 Persuasion and the Inquisitor's Command ability that can be used once per combat. Inquisitor's Command grants:
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