Weapons in Rogue Trader are equipped items that are used to deal damage to any hostile unit. There are different types of weapons, and each weapon has individual stats and properties. From common weapons that don't have any special properties to very rare ones that the player might find a lot more interesting and useful, as most rare weapons deal a lot of damage, or grant a skill. Weapons also vary in range, weight, rate of fire, etc and they usually require some type of proficiency from the wielder to be used correctly.

 How do weapons work in Warhammer 40k Rogue Trader?

All weapons have a percentage to hit the enemy ruled by their respective characteristics, certain modifiers such as cover or range will change the chance to hit a weapon provides.  

If the enemy is standing in the tile next to you, you can only attack with melee weapons or pistols. Note that trying to get away from an adjacent enemy may provoke Attacks of Opportunity.

It is much easier to hit the target in a weapon or ability’s optimal range, which is currently set to be the half of maximum range. You can change weapon loadouts (you have two by default), to be competent at different ranges in combat.

Combat can be complemented with the right Characteristics or Talents to improve their damage output, such as Ballistic Skill, which measures a character's accuracy with all forms of ranged weapons or Weapon Skill for measuring competence in Melee combat.

Characters get a bonus in melee if 2 or more characters are near the same target. Note that this doesn’t apply to large targets.

Cover in Warhammer 40k Rogue Trader

Ground combat uses a cover system. When you hide behind cover, the shots have a chance to hit the cover instead, sometimes destroying it in the process. There are two types of cover: partial (shown as a half-empty shield) and full (shown as a full shield). When shooting from behind the cover, the character will step out, shoot, and then go back into cover.

Where to Find Weapons in Rogue Trader?

Players can usually find Weapons from their fallen enemies, earn as a reward for completing quests, and loot chests accessible when exploring new areas. This allows players to find the right type of weapon for each member of their crew. Loadout customization has been a big part of the Warhammer games since the inception of the tabletop wargame.

Weapons are divided between several Proficiencies. In order to wield a weapon of any kind, the character will need to meet its proficiency.

 


Warhammer 40k Rogue Trader Weapons List

Values for each weapon are taken from a base character with no bonuses to either Weapon Skill or Ballistic Skill

Rogue Trader Weapons Comparison Table

Quick Search of all Weapons in Rogue Trader

Name

Type

Damage

Armour
Penetration

Damage Type

Effect

Prerequisites

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Aeldari Chainsword

One-handed 16-28 25% Physical Damage Most warriors prefer sword for they provide more flexibility on the battlefield against close combat enemies.
  • +10% parry
  • -10 to enemy Weapon Skill when hit.
  • Aeldari Weapon Proficiency

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Ancient Force Sword

One-handed 18-24 30% Physical Damage This sword deals an additional +psy rating damage.
  • None

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Anver Chainsword

One-handed 15-19 15% Physical Damage When hit by this weapon, the target suffers a -5 % penalty to armour. Stacks.
  • None

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Astartes Chainaxe

One-handed 15-21 15% Physical Damage Axes have a special attack that inflicts bleeding.
  • Adeptus Astartes Equipment

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Astartes Chainsword

One-handed 22-33 25% Physical Damage This chainsword grants +10% critical hit chance. All chain weapons have +50% critical damage.
  • +10% parry
  • -10 to enemy Weapon Skill when hit
  • Strength: 55
  • Adeptus Astartes Equipment

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Astartes Combat Knife

One-handed 19-30 20% Physical Damage If an attack with this knife kills the target, the wielder restores +1 AP and can make an additional attack with this knife.

Most warriors prefer sword for they provide more flexibility on the battlefield against close combat enemies.
  • +10% parry
  • -10 to enemy Weapon Skill when hit.
  • Adeptus Astartes Equipment.

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Auto-Striking Power Sword

One-handed 29-42 30% Power (Physical Damage) When the wielder successfully parries with this power sword, they immediately counterattack with whichever attack costs the least AP. It also grants:
  • +30% bonus to parry
  • On a successful hit with this power sword, the target suffers a -10 penalty to Weapon Skill
  • None

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Axe

One-handed 8-10 15% Physical Damage Axes have a special attack that inflicts bleeding.
  • None

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Biomancer's Staff

Two-handed 8-12 0% Physical Damage -
  • Unsanctioned Psyker
  • Biomancy.

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Blackhaze Venom Blade

One-handed 23-28 15% Physical Damage Attacks against targets suffering from toxin apply the toxin effect with the same power to all enemies within a 2-cell radius of the target.
  • Drukhari Weapon Proficiency.

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Blooddrinker Staff

Two-handed 13-16 25% Physical Damage -
  • Unsanctioned Psyker
  • Biomancy

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Bloodhound Staff

Two-handed 7-11 0% Physical Damage Devastating 6: the first use of an attacking Navigator power does not set it on cooldown. The second use of a Navigator power will deal an additional +6 damage to all targets and 6 direct damage to the Navigator.
  • +5 Willpower
  • +5 Perception
  • Navigator Origin.

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Bloodseeker Klaive (One-handed)

One-handed 20-28 35% Power (Physical Damage) This klaive's area attack has an increased area of effect.
  • Drukhari Weapon Proficiency

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Bloodseeker Klaive (Two-handed)

Two-handed 27-39 25% Physical Damage When this sword hits a bleeding enemy, it removes bleeding and inflicts toxin of the same power. The wielder gains +(5 x target's bleeding power)% dodge until their next turn.
  • Drukhari Weapon Proficiency.

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Bloodthirster

One-handed 19-27 30% Power (Physical Damage) Each hit decreases the target's Weapon Skill, Ballistic Skill, Strength, Toughness, and Perception by -5. Stacks.
  • Drukhari Weapon Proficiency.

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Carnage

One-handed 20-30 40% Physical Damage Each successful hit with this axe increases the critical damage of this axe by 25% until the end of combat.
  • None

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Chain Great Axe

Two-handed 20-34 35% Physical Damage Axes have a special attack that inflicts bleeding.
  • None

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Chainsword

One-handed 11-13 10% Physical Damage Most warriors prefer sword for they provide more flexibility on the battlefield against close combat enemies.
  • +10% parry
  • -10 to enemy Weapon Skill when hit.
  • None

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Charged Staff

Two-handed 7-11 0% Physical Damage The wielder of this staff (power level 9) gains the Lightning Arc ability. The ability is also available in its heroic act and desperate measure versions. Power level affects the damage of this power.
  • +10 Willpower
  • Unsanctioned Psyker

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Diviner's Staff

Two-handed 7-11 0% Physical Damage -
  • Unsactioned Psyker
  • Divination.

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Djin Blade of Yremeryss

One-handed 20-29 15% Physical Damage If the wielder deals damage to the target with this sword, the wielder gets a +3 bonus to their Weapon Skill, Ballistic Skill, Toughness, and Strength, while the target suffers a -3 penalty to the same characteristics until the end of the combat.
  • Drukhari Weapon Proficiency.

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Drukhari Klaive

Two-handed 19-27 35% Physical Damage Most warriors prefer swords for they provide more flexibility on the battlefield against close combat enemies.
  • +10% parry.
  • -10 to enemy Weapon Skill when hit.
  • Drukhari Weapon Proficiency.

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Duelling Sword

One-handed 20-33 15% Physical Damage After scoring a critical hit with the duelling sword, if the wielder has a weapon in the other hand, they immediately attack the closest enemy with it, using whichever attack costs the least AP.
  • None

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Elite Chainsword

One-handed 17-20 20% Physical Damage Most warriors prefer sword for they provide more flexibility on the battlefield against close combat enemies.
  • +10% parry
  • -10 to enemy Weapon Skill when hit.
  • None

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Epiphany

One-handed 16-26 30% Power (Physical Damage) If the wielder kills an enemy with Charge, this ability has no cooldown.
  • None

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Eviscerator

Two-handed 37-47 25% Physical Damage Most warriors prefer swords for they provide more flexibility on the battlefield against close combat enemies.
+10% parry
-10 to enemy Weapon Skill when hit.
  • None

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Excruciating Shriek

One-handed 27-37 15% Physical Damage Deals an additional + (4 x STR bonus) damage, and gains +(5 x STR bonus)% armour penetration.

Targets have +30% dodge against attacks made with this weapon.
  • Strength: 60

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Fine-Edged Hekatarii Blade

One-handed 18-28 20% Physical Damage Most warriors prefer sword for they provide more flexibility on the battlefield against close combat enemies.
  • +10% parry
  • -10 to enemy Weapon Skill when hit.
  • Drukhari Weapon Proficiency.

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Fine-Edged Poisoned Hekatarii Blade

One-handed 18-29 20% Physical Damage Most warriors prefer sword for they provide more flexibility on the battlefield against close combat enemies.
  • +10% parry
  • -10 to enemy Weapon Skill when hit.
  • Drukhari Weapon Proficiency.

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Force Sword

One-handed 11-16 25% Physical Damage This sword deals an additional +psy rating damage.
  • None

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Fractal Blade

One-handed 13-23 40% Physical Damage The wielder of this sword gains a +25% bonus to parry.
  • Aeldari Weapon Proficiency.

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Ghost Sword

One-handed 15-21 30% Power (Physical Damage) Most warriors prefer sword for they provide more flexibility on the battlefield against close combat enemies.
  • +10% parry
  • -10 to enemy Weapon Skill when hit.
  • Aeldari Weapon Proficiency.

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Glimmersteel Blade

One-handed 19-29 25% Physical Damage Attacks with the glimmersteel blade inflict bleeding (4) if the target fails a Toughness resistance test.
  • Drukhari Weapon Proficiency.

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Greatsword

Two-handed 16-23 10% Physical Damage Most warriors prefer sword for they provide more flexibility on the battlefield against close combat enemies.
  • +10% parry
  • -10 to enemy Weapon Skill when hit.
  • None

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Halluncinogen Blade

One-handed 15-22 15% Physical Damage Most warriors prefer sword for they provide more flexibility on the battlefield against close combat enemies.
  • +10% parry
  • -10 to enemy Weapon Skill when hit.
  • Drukhari Weapon Proficiency.

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Harbinger of Carnage

One-handed 29-42 20% Physical Damage Most warriors prefer sword for they provide more flexibility on the battlefield against close combat enemies.
  • +10% parry
  • -10 to enemy Weapon Skill when hit.
  • None

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Heavy Greatsword

Two-handed 28-39 20% Physical Damage Most warriors prefer swords for they provide more flexibility on the battlefield against close combat enemies.
  • +10% parry
  • -10 to enemy Weapon Skill when hit
  • None

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Hekatarii Blade

One-handed 18-20 30% Physical Damage Most warriors prefer sword for they provide more flexibility on the battlefield against close combat enemies.
  • +10% parry
  • -10 to enemy Weapon Skill when hit.
  • Drukhari Weapon Proficiency.

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Hekatarii Blade of Bloodthirst

One-handed 20-29 20% Physical Damage This blade deals an additional +(AGI bonus/2) damage to targets for each common negative effect on them.

Most warriors prefer sword for they provide more flexibility on the battlefield against close combat enemies.
  • +10% parry
  • -10 to enemy Weapon Skill when hit.
  • Drukhari Weapon Proficiency.

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Incubus Klaive

Two-handed 24-35 35% Physical Damage Most warriors prefer sword for they provide more flexibility on the battlefield against close combat enemies.
  • +10% parry
  • -10 to enemy Weapon Skill when hit.
  • Drukhari Weapon, Proficiency

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Kabalite Venom Blade

One-handed 21-28 15% Physical Damage Most warriors prefer sword for they provide more flexibility on the battlefield against close combat enemies.
  • +10% parry
  • -10 to enemy Weapon Skill when hit.
  • Drukhari Weapon Proficiency.

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Knife

One-handed 9-11 10% Physical Damage -
  • None

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Life-Draining Sword

One-handed 11-15 15% Physical Damage On a successful hit with this sword, the target must pass a Toughness resistance test with a -5 penalty. On failure, the target suffers the bleeding effect, and veil degradation is increased by +1.

Conviction - Heretical: the wielder restores wounds equal to 25% of the damage dealt to the bleeding target.
  • Heretical - Follower

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Manufactured Sword

One-handed 11-15 10% Physical Damage Most warriors prefer sword for they provide more flexibility on the battlefield against close combat enemies.
  • +10% parry
  • -10 to enemy Weapon Skill when hit.
  • None

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Master Crafted Power Claymore

Two-handed 36-46 35% Power (Physical Damage) Most warriors prefer swords for they provide more flexibility on the battlefield against close combat enemies.
+10% parry
-10 to enemy Weapon Skill when hit
  • None

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Master-Crafted Power Axe

One-handed 32-42 40% Power (Physical Damage) Axes have a special attack that inflicts bleeding.
  • None

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Master-Crafted Power Maul

One-handed 13-20 35% Power (Physical Damage) Maces and hammers have a special attack.
  • None

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Melee (One-Handed)

One-handed 15-24 25% Power (Physical Damage) Grants an additional area attack that affects all adjacent cells around the wielder.
+1 damage per character in the party.
  • None

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Melee (Two-Handed)

Two-handed 18-23 25% Physical Damage -
  • None

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Noble Sword

One-handed 10-15 10% Physical Damage If the target of the attack is already suffering from the disturbed effect, the attack deals an additional +(wielder's WP bonus x 2) damage to this target.

Attacks with this sword cost +1 AP. On a hit, this sword's attack inflicts the disturbed effect on the target for 2 rounds.
Most warriors prefer swords for they provide more flexibility on the battlefield against close combat enemies.
  • None

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Officer's Chainsword

One-handed 11-15 15% Physical Damage Most warriors prefer sword for they provide more flexibility on the battlefield against close combat enemies.
  • +10% parry
  • -10 to enemy Weapon Skill when hit.
  • None

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Omnissiah's Providence

Two-handed 31-41 50% Power (Physical Damage) If the target of this axe's attack is suffering from exposed, all energy damage dealt to the target is increased by +(3 x INT bonus)% until the end of combat.
  • Part-Machine (rank): 1

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Omnissian Axe

Two-handed 15-19 40% Power (Physical Damage) Axes have a special attack that inflicts bleeding.
  • Part-Machine (rank): 1.

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Poisoned Hekatarii Blade

One-handed 18-20 30% Physical Damage Most warriors prefer sword for they provide more flexibility on the battlefield against close combat enemies.
  • +10% parry
  • -10 to enemy Weapon Skill when hit.
  • Drukhari Weapon Proficiency.

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Power Axe

One-handed 15-22 40% Power (Physical Damage) Axes have a special attack that inflicts bleeding.
  • None

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Power Claymore

Two-handed 13-18 30% Power (Physical Damage) Most warriors prefer swords for they provide more flexibility on the battlefield against close combat enemies.
  • +10% parry
  • -10 to enemy Weapon Skill when hit
  • None

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Power Maul

One-handed 10-13 30% Power (Physical Damage) Maces and hammers have a special attack.
  • None

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Power Sword

One-handed 13-17 20% Power (Physical Damage) Most warriors prefer sword for they provide more flexibility on the battlefield against close combat enemies.
  • +10% parry
  • -10 to enemy Weapon Skill when hit.
  • None

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Prisioner's Shank

One-handed 7-15 10% Physical Damage -
  • None

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Prisoner's Shank

One-handed 7-15 10% Physical Damage -
  • None

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Protector of the Faith

Two-handed 19-26 35% Power (Physical Damage) Requires Conviction - Dogmatic
Whenever the wielder hits a daemon for the first time in combat, that daemon becomes blinded for 1 round.
  • Dogmatic - Adherent.

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Psychic Staff

Two-handed 7-11 0% Physical Damage -
  • Unsanctioned Psyker.

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Pyromancer's Staff

Two-handed 7-11 0% Physical Damage -
  • Unsanctioned Psyker
  • Pyromancy

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Red Crystal Staff

Two-handed 7-11 0% Physical Damage The first attacking Navigator power each turn costs -1 AP less.
Devastating 12: the first use of any attacking Navigator power does not set it on cooldown. The second use of any Navigator power will deal an additional +12 damage to all targets and 12 direct damage to the Navigator.
Direct Damage: damage that cannot be reduced by the target's parameters or bonuses.
  • Navigator Origin.

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Rending Chainaxe

One-handed 33-43 40% Physical Damage Axes have a special attack that inflicts bleeding.
  • Adeptus Astartes Equipment

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Righteous Charge

Two-handed 31-45 45% Power (Physical Damage) All targets hit by this thunder hammer must pass an Agility resistance test with a +10 bonus or fall prone.

All collisions caused by the thunder hammer's pushing attacks deal +300% more damage.
  • None

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Ritual Knife

One-handed 33-48 10% Physical Damage This knife has a 100% critical hit chance against prone or stunned targets.
When the wielder scores a critical hit with this knife, the target and everyone in a 4- cell radius around it must pass a Willpower resistance test or make a single attack against the nearest target.
  • None

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Roaring Thunder

Two-handed 22-27 40% Physical Damage This thunder hammer deals +3 damage 7 and grants a +10% stacking chance to stun an enemy for one turn for each point of theenemy's deflection.
A successful Toughness resistance test negates this effect.
Maces and hammers have a special attack.
  • None

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Scorpion Chainsword

One-handed 18-28 30% Physical Damage Most warriors prefer sword for they provide more flexibility on the battlefield against close combat enemies.
  • +10% parry
  • -10 to enemy Weapon Skill when hit.
  • Aeldari Weapon Proficiency.

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Scorpion Sting

One-handed 20-23 15% Physical Damage Grants the wielder:
  • +10% parry
  • -10 to enemy Weapon Skill when hit.
  • Drukhari Weapon Proficiency.

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Serrated Glimmersteel Blade

One-handed 20-31 15% Physical Damage Each successful attack with this weapon increases the bleeding effect it inflicts by +3.
  • Drukhari Weapon Proficiency.

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Serrated Great Sword

Two-handed 16-23 5% Physical Damage On a critical hit, this sword inflicts +1 stack of the laceration effect.
For each stack of laceration, all attacks of this sword against the same target deal +10% damage.
  • None

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Serrated Knife

One-handed 10-13 10% Power (Physical Damage) This knife has a chance to inflict bleeding.

Most warriors prefer sword for they provide more flexibility on the battlefield against close combat enemies.
  • +10% parry
  • -10 to enemy Weapon Skill when hit.
  • None

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Severed Hand

One-handed 16-23 35% Power (Physical Damage) Most warriors prefer sword for they provide more flexibility on the battlefield against close combat enemies.
  • +10% parry
  • -10 to enemy Weapon Skill when hit.
  • Drukhari Weapon Proficiency.

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Sharpened Hekatarii Blade

One-handed 30-40 30% Physical Damage Most warriors prefer sword for they provide more flexibility on the battlefield against close combat enemies.
  • +10% parry
  • -10 to enemy Weapon Skill when hit.
  • Drukhari Weapon Proficiency.

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Sharpened Venom Blade

One-handed 34-44 15% Physical Damage Most warriors prefer sword for they provide more flexibility on the battlefield against close combat enemies.
  • +10% parry
  • -10 to enemy Weapon Skill when hit.
  • Drukhari Weapon Proficiency

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Shock Baton

One-handed 9-14 15% Power (Physical Damage) -
  • None

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Singer of Fearsome Sagas

One-handed 35-49 40% Power (Physical Damage) Attacks by this axe deal additional damage equal to 5% of the target's maximum wounds. This bonus is applied to each enemy only once per round.
  • Adeptus Astartes Equipment

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Staff of Blood

Two-handed 13-16 25% Physical Damage -
  • Unsanctioned Psyker
  • Biomancy

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Staff of House Cassini

Two-handed 7-11 0% Physical Damage All allies targeted by Navigator powers gain +(Navigator's PER bonus/2) additional MP on their next turn.

Infusing
7: allies targeted by Navigator powers gain a +7 bonus to all their characteristics until the end of the Navigator's next turn. This bonus stacks and is prolonged until the Navigator's next turn every time it stacks.
  • +5 Willpower
  • +10 Perception
  • Navigator Origin.

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Staff of House Orsellio

Two-handed 7-11 0% Physical Damage Castigating 5: Enemies targeted by the Navigator powers gain a -5 penalty to all their characteristics until the end of the Navigator's next turn. This penalty stacks and is renewed every time the same enemy becomes the target of the Navigator powers.
  • +5 Willpower
  • +5 Perception
  • Navigator Origin.

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Staff of Mindsight

Two-handed 7-11 0% Physical Damage -
  • Unsanctioned Psyker, Telepathy

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Staff of Orsellio Guardian

Two-handed 7-11 0% Physical Damage Infusing 5: Allies targeted by the Navigator powers gain a +5 bonus to all their characteristics until the end of the Navigator's next turn. This bonus stacks and is prolonged until the Navigator's next turn every time it stacks.
  • +5 Willpower
  • +5 Perception
  • Navigator Origin

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Staff of Orsellio Novator

Two-handed 19-24 0% Physical Damage First use in combat of every Navigator power costs -1 less AP.
Castigating 10: enemies targeted by Navigator powers gain a -10 penalty to all their characteristics until the end of the Navigator's next turn. This penalty stacks and is renewed every time the same enemy becomes the target of Navigator powers.
Infusing 6: Allies targeted by Navigator powers gain a +6 bonus to all their characteristics until the end of the Navigator's next turn. This bonus stacks and is prolonged until the Navigator's next turn every time it stacks.
  • +20 Willpower
  • +15 Perception
  • Navigator Origin

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Staff of Shock and Awe

Two-handed 19-24 0% Physical Damage The wielder of this staff (power level 18) gains the Lightning ability. The ability is also available in its heroic act and desperate measure versions. Power level affects the damage of this power.
  • +20 Willpower
  • Unsactioned Psyker

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Staff of Unseen Chains

Two-handed 19-24 0% Physical Damage -
  • Unsanctioned Psyker
  • [draft]Telekinesis.

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Staff of the Orsellio Regent

Two-handed 7-11 0% Physical Damage Enemies targeted by Navigator powers suffer +Navigator's PER bonus additional damage from the next psychic attack.

Castigating
7: enemies targeted by Navigator powers gain a -7 penalty to all their characteristics until the end of the Navigator's next turn.
This penalty stacks and is prolonged until the Navigator's next turn every time it stacks.
  • +5 Willpower
  • +10 Perception
  • Navigator Origin.

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Sword

One-handed 9-12 5% Physical Damage Most warriors prefer sword for they provide more flexibility on the battlefield against close combat enemies.
  • +10% parry
  • -10 to enemy Weapon Skill when hit.
  • None

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Tarvanna's Last Stand

One-handed 26-38 40% Power (Physical Damage) This power axe deals +50%
  • None

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Telekineticist's Staff

Two-handed 7-11 0% Physical Damage -
  • Unsanctioned Psyker
  • [draft]Telekinesis.

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Telepath's Staff

Two-handed 7-11 0% Physical Damage -
  • Unsactioned Psyker
  • Telepathy

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The Hammer of Epiphany

Two-handed 21-26 40% Power (Physical Damage) All damage dealt when this weapon pushes an enemy is increased by +100%.
  • None

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The Hand of Xenocide

Two-handed 21-29 40% Physical Damage This weapon deals +(wielder's Lore (Xenos)/4)% more damage to xenos enemies.
  • Part-Machine (rank): 1.

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Thunder Hammer

Two-handed 17-23 40% Power (Physical Damage) Maces and hammers have a special attack.
  • None

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Thunder Hammer

Two-handed 19-25 40% Power (Physical Damage) Maces and hammers have a special attack.
  • None

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Two-Handed Axe

Two-handed 17-23 25% Physical Damage Axes have a special attack that inflicts bleeding.
  • None

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Uralon's Accursed Crozius

One-handed 43-53 35% Power (Physical Damage) On a successful hit with this crozius, all of the wielder's allies gain +5 to damage against the target for 1 round. After the wielder deals damage with this crozius, each of the wielder's allies performs an attack of opportunity against the target.
  • None

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Venom Blade

One-handed 15-21 15% Physical Damage Most warriors prefer sword for they provide more flexibility on the battlefield against close combat enemies.
  • +10% parry
  • -10 to enemy Weapon Skill when hit.
  • Drukhari Weapon Proficiency.

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Warp Guide Staff

Two-handed 7-11 0% Physical Damage Allies gain +Navigator's PER bonus additional MP on their first turn.

Infusing 9: Allies targeted by Navigator powers gain +9 bonus to all their characteristics until the end of the Navigator's next turn. This bonus stacks and is prolonged until the Navigator's next turn every time it stacks.
  • +10 Willpower
  • +10 Perception
  • Navigator Origin.

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Watcher From Above

One-handed 23-33 30% Physical Damage The wielder of this sword gains +25% bonus to dodge and a +25% bonus to parry.

Enemies hit by this sword suffer a -25 penalty to their Weapon Skill until the wielder's next turn.
  • None

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Weighty Axe

One-handed 10-14 20% Physical Damage Axes have a special attack that inflicts bleeding.
  • None

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Well-Maintened Axe

One-handed 12-16 15% Physical Damage Axes have a special attack that inflicts bleeding.
  • None

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Witch Staff

Two-handed 13-16 25% Physical Damage This staff gains +10% armour penetration for every level of the wielder's psy rating.
  • Aeldari Weapon Proficiency

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Woebringer

Two-handed 30-46 35% Physical Damage This attack deals an additional +wielder's AGI bonus damage.

This weapon has an additional Shove attack action that pushes enemies away. If an enemy cannot be pushed, the wielder is pushed away instead.
  • None

eldar staff melee weapons warhammer 40k rogue trader wiki guide 100px
Wraithbone Staff

Two-handed 7-11 0% Physical Damage The wielder of this staff gains the Consign ability. This ability is also available in its heroic act and desperate measure versions. The wielder's divination psychic powers have a 50% chance not to increase veil degradation.
  • +15 Willpower
  • +10 Perception
  • Unsanctioned Psyker
  • Divination.

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[C-Delfim Pattern] Omnissian Axe

Two-handed 22-30 40% Power (Physical Damage) This axe uses brutal strike for attacks of opportunity.
  • Part-Machine (rank): 1.

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[Mars-Pattern] Chainaxe

One-handed 13-17 25% Physical Damage Axes have a special attack that inflicts bleeding.
  • None

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[Mars-Pattern] Omnissian Axe

One-handed 29-45 45% Power (Physical Damage) Axes have a special attack that inflicts bleeding.
  • Part-Machine (rank): 1

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[Mars-Pattern] Thunder Hammer

Two-handed 34-45 30% Power (Physical Damage) Attacks with this hammer always critically hit against stunned and prone targets. The critical damage is increased by +80%.
  • None

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[Ryza-Pattern] Chainsword

One-handed 23-33 30% Physical Damage Most warriors prefer sword for they provide more flexibility on the battlefield against close combat enemies.
  • +10% parry
  • -10 to enemy Weapon Skill when hit.
  • None

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[Sol Pattern] Power Sword

One-handed 32-46 35% Power (Physical Damage) Most warriors prefer sword for they provide more flexibility on the battlefield against close combat enemies.
  • +10% parry
  • -10 to enemy Weapon Skill when hit.
  • None

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Astartes Combat Knife

One-handed 19-30 20% Physical Damage If an attack with this knife kills the target, the wielder restores +1 AP and can make an additional attack with this knife.
Most warriors prefer swords for they provide more flexibility on the battlefield against close combat enemies.
  • +10% parry
  • -10 to enemy Weapon Skill when hit

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Astartes Power Sword

One-handed 36-52 40% Physical Damage Most warriors prefer swords for they provide more flexibility on the battlefield against close combat enemies.
  • +10% parry
  • -10 to enemy Weapon Skill when hit
  • None

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Astronomican Regalia

Two-handed  19-24 0% Physical Damage Whenever allies become targets of a Navigator power that hasn't targeted them this combat, they gain +1 additional AP on their next turn.
Infusing 10: Allies targeted by Navigator powers gain a +10 bonus to all their characteristics until the end of the Navigator's next turn. This bonus stacks and is prolonged until the Navigator's next turn every time it stacks.
Devastating 6: The first use of a damaging Navigator power does not set the power on cooldown. The second use of a Navigator power will deal an additional +6 damage to all targets and 6 direct damage to the Navigator.
  • +15 Willpower
  • +20 Perception
  • none

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Bending Chainaxe

One-haned 33-43 40% Physical Damage Axes have a special attack that inflicts bleeding.
  • Adeptus Astartes Equipment
  • Heretical - Votary

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Bolstering Resolve

One-handed 15-22 40% Physical Damage Each successful hit by this power axe increases the Strength of its wielder by +5 until the end of combat. Must not have:
  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment

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Bonebreaker Maul

One-handed 28-33 40% Physical Damage When you hit an enemy with the bonebreaker maul, the target must pass a Toughness resistance test with a -10 penalty or fall prone and gain random trauma. Must not have:
  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment

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Crafted Sword

One-handed 20-29 15% Physical Damage Most warriors prefer swords for they provide more flexibility on the battlefield against close combat enemies.
  • +10% parry
  • -10 to enemy Weapon Skill when hit
Must not have:
  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment

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Craftworld Power Sword

One-handed 23-33 30% Physical Damage Decreases the target's weapon damage by -3 for 2 rounds after the wielder has parried an attack.
  • +30% parry

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Daring Cutlass

One-handed 29-43 15% Physical Damage When the wielder has melee superiority, attacks with this sword always score critical hits with a +100% bonus to critical damage. Must not have:
  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment

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Disemboweler

One-handed 26-36 20% Physical Damage Increases the bleeding level caused by this axe by +1 until the end of combat for each strike attack performed by it. Must not have:
  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment

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Earthbreaker

One-handed 19-26 30% Physical Damage Each attack with this weapon decreases the target's Agility, Toughness, and Strength by -4, even when parried or dodged. Must not have:
  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment

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Edge of the Irrevocable

Two-handed 36-52 20% Physical Damage Requires Heretical - Zealot
Each successful attack with Edge of the Irrevocable raises veil degradation by + (from 1 to 5) and deals an additional + (2 X veil de radationwarp damage. It also grants:
  • all allies deal +(veil degradation)% additional damage.
  • the wielder gains +(veil degradation / 5) (minimum of +1) additional psy rating.
  • If veil degradation reaches 20, successful attacks with Edge of the Irrevocable trigger perils of the warp.
  • If veil degradation ever drops to 0, Edge of the Irrevocable loses all its powers until the end of combat.
  • Psy Rating 0
  • Heretical - Zealot
Must not have:
  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment

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Exotic Venom Blade

One-handed 17-24 15% Physical Damage Most warriors prefer swords for they provide more flexibility on the battlefield against close combat enemies.
  • +10% parry
  • -10 to enemy Weapon Skill when hit

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Heavy Shock Baton

One-handed 22-23 10% Physical Damage Maces and hammers have a special attack that pushes enemies away.
  • Adeptus Astartes Equipment

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Imperial Staff

Two-handed 7-11 0% Physical Damage The wielder of this staff (power level 8) gains the Emperor's Wrath ability. The ability is also available in its heroic act and desperate measure versions. Power level affects the damage of this power.
  • +10% Willpower
  • +5 Fellowship

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Interrogator's Dagger

One-handed 13-14 10% Physical Damage On a successful hit with this weapon, the target must pass a Willpower resistance test with a -wielder's Coercion / 3 penalty or immediately be moved 4 cells away, provoking attacks of opportunity.
  • None

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Lawbringer

One-handed 19-27 20% Physical Damage Grants an additional attack ability that ends the attacker's turn and deals an additional +30 machine damage with a 50% overpenetration chance. Must not have:
  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment

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Lilaethan's Fury

One-handed 29-47 10% Physical Damage A weapon adorned by xenos artisans that keeps the memory of the Janusian spirit wreathed in purple flame.
When the Wielder deals damage to the target with Lilaethan's Fury, the target becomes blinded until the end of combat. The first attack with Lilaethan's Fury in a round against the blinded target does not set the attack on cooldown.

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Master-Crafted Aeldari Chainsword

One-handed 33-55 15% Physical Damage Most warriors prefer swords for they provide more flexibility on the battlefield against close combat enemies.
+10% parry
-10 to enemy Weapon Skill when hit

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Master-Crafted Hekatarii Blade

One-handed 39-60 25% Physical Damage Most warriors prefer swords because they provide more flexibility on the battlefield against close combat enemies.
+10% parry
-10 to enemy Weapon Skill when hit

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Mindkiller Staff

Two-handed 23-28 0% Physical Damage Each enemy the psyker kills with a psychic power from the telepathy discipline permanently increases the effective power level of all telepathy discipline staves this character wields by +1.
Telepathy now affects necrons.

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Righteous Justice

Two-handed 36-56 20% Physical Damage This sword grants the following effects based on the Wielder's rank of Conviction - Dogmatic:
  • Dogmatic - Adherent: ignores the dodge of xenos, daemons, and psykers
  • Dogmatic - Votary: additionally ignores the deflection of xenos, daemons, and psykers
  • Dogmatic - Fanatic: additionally ignores the armour of xenos, daemons, and psykers
Must not have:
  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment

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Sanctified Staff

Two-handed 7-11 0% Physical Damage The wielder of this staff, with a power level of (5 + psyker's resolve), gains the Emperor's Wrath ability. The ability is also available in its heroic act and desperate measure versions. Power level affects the damage of this power.
Using Emperor's Wrath grants the psyker additional armour equal to the staff's power level until the start of the psyker's next turn. Does not stack.
+15% Willpower
+10% Fellowship

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Sanguine Thirst

One-handed 34-44 40% Physical Damage This power axe deals +(3 X wielder's STR bonus) damage to bleeding targets. If it's the first attack against a bleeding target, this attack has no cooldown. Must not have:
  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment

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Solar Staff

Two-handed 19-24 0% Physical Damage The wielder of this staff (power level 10) gains the Inferno ability. The ability is also available in its heroic act and desperate measure versions. Power level affects the damage of this power. For every two creatures suffering burning in combat, the power level of this staff is increased by +1 and the Willpower bonus is increased by +2.
+15 Willpower

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Staff of Endless Flame

Two-handed 19-24 0% Physical Damage The wielder of this staff (power level 7) gains the Inferno ability. The ability is also available in its heroic act and desperate measure versions. Power level affects the damage of this power. For every two creatures suffering burning in combat, the power level of this staff is increased by +1 and the Willpower bonus is increased by +1.
+15 Willpower

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Staff of Gravity Control

Two-handed 19-24 0% Physical Damage Enemies that begin their turn stunned or immobilised within the psyker's line of sight suffer 14 damage.

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Staff of Krudarach

Two-handed 19-24 0% Physical Damage The wielder of this staff gains the Consign ability. This ability is also available in its heroic act and desperate measure versions. The wielder's divination psychic powers that affect one ally also affect the ally closest to the target. Divination psychic powers, including Consign, that affect one enemy also affect the enemy closest to the target.
+20 Willpower

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Staff of the Righteous Pyre

Two-handed 19-24 0% Physical Damage The wielder of this staff (power level 15) gains the Emperor's Wrath ability. The ability is also available in its heroic act and desperate measure versions. Power level affects the damage and healing of this power.
Sanctic psychic powers (including all versions of Emperor's Wrath) heal allies instead of damaging them.
+20% Willpower
+10% Fellowship

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Sword of Faith

One-handed 3-3 0% Physical Damage Has no effect
  • None

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Tearing Vengeance

One-handed 28-43 40% Physical Damage This power axe deals an additional +(1.5 X (wielder's STR bonus + wielder's TGH bonus)) damage. The first attack each round against a bleeding target restores +1 AP to the wielder.
The wielder suffers 6 damage every turn.
Must not have:
  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment

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Toxic Knife

One-handed 13-15 10% Physical Damage Has no effect Must not have:
  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment

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Triumph of Faith (One-Handed)

One-handed 33-38 50% Physical Damage A weapon that once belonged to the Pure-Voiced Prophet and was eventually presented to the Rogue Trader of House von Valancius.
This sword ignores deflection.
Must not have:
  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment

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Triumph of Faith (Two-Handed)

Two-handed 28-38 40% Physical Damage A weapon that once belonged to the Pure-Voiced Prophet and was eventually presented to the Rogue Trader of House von Valancius.
On a successful hit with this weapon, the target must pass a Toughness resistance test with a -10 penalty or become stunned. If the target fails the test, this attack has no cooldown.
Must not have:
  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment

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Untained Sacrament

One-handed 29-45 35% Physical Damage The wirlfrt suffers 75% less mental and warp damage. Strength 55
Must not have:
  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment

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Venomoues Slicer

One-handed 24-34 15% Physical Damage Most warriors prefer swords for they provide more flexibility on the battlefield against close combat enemies.
+10% parry
-10 to enemy Weapon Skill when hit
  • Drukhari Weapon Proficiency

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Virulent Slicer

One-handed 38-56 20% Physical Damage Most warriors prefer swords for they provide more flexibility on the battlefield against close combat enemies.
+10% parry
-10 to enemy Weapon Skill when hit
Must not have:
  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment

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Warp-Focusing Staff

Two-handed 7-11 0% Physical Damage Enemies targeted by Navigator powers suffer +11% more damage from all sources. This effect stacks up to PER bonus times.
Castigating (11): enemies targeted by Navigator powers suffer a -11 penalty to all their characteristics until the end of the Navigator's next turn. This bonus stacks and is prolonged until the Navigator's next turn every time it stacks.
+10 Willpower
+15 Perception
  • Navigator

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Wasteland Twister

Two-handed 13-28 35% Physical Damage An ancient weapon that once belonged to the leader of the Engine Vandals, roamers of Dargonus wastelands.
Most warriors prefer swords for they provide more flexibility on the battlefield against close combat enemies.
+10% parry
-10 to enemy Weapon Skill when hit
Must not have:
  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment

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Wrath of Saint Drusus

One-handed 10-13 15% Physical Damage Doesn't have an area attack. Increases damage from all sources against any hit targets by +15% until the end of combat. Doesn't stack.  Must not have:
  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment

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Yu'Vath Glass Staff

Two-handed 19-24 0% Physical Damage Enemies that suffer damage from the Navigator also gain a damage-over-time effect that deals damage to them at the end of their turn until the end of combat. The damage is equal to 20% of all damage they have suffered from the Navigator.
Devastating 10: the first use of a damaging Navigator power does not set the power on cooldown. The second use of a damaging Navigator power will deal an additional +10 damage to all targets and 10 direct damage to the Navigator.
Castigating 6: enemies targeted by Navigator powers gain a -6 penalty to all their characteristics until the end of the Navigator's next turn. This penalty stacks and is renewed every time the same enemy becomes the target of Navigator powers.
+25 Willpower
+25 Perception
-15 Toughness
none

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[Max-Pattern] Power Axe

One-handed 24-34 40% Physical Damage Axes have a special attack that inflicts bleeding. Must not have:
  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment

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[Max-Pattern] Power Maul

One-handed 28-38 40% Physical Damage Maces and hammers have a special attack that pushes enemies away. Must not have:
  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment

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[Mezoa-Pattern] Chainaxe

One-handed 19-27 30% Physical Damage Axes have a special attack that inflicts bleeding. Must not have:
  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment

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[Mezoa-Pattern] Greatsword

Two-handed 33-48 25% Physical Damage Most warriors prefer swords for they provide more flexibility on the battlefield against close combat enemies.
+10% parry
-10 to enemy Weapon Skill when hit
Must not have:
  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment

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[Retobi-Pattern] Hekatarii Blade

One-handed 19-27 20% Physical Damage Most warriors prefer swords for they provide more flexibility on the battlefield against close combat enemies.
+10% parry
-10 to enemy Weapon Skill when hit
  • Drukhari Weapon Proficiency

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[Retobi-Pattern] Power Maul

One-handed 17-19 20% Physical Damage Maces and hammers have a special attack that pushes enemies away. Must not have:
  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment

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[Retobi-Pattern] Greatsword

Two-handed 16-24 15% Physical Damage Most warriors prefer swords for they provide more flexibility on the battlefield against close combat enemies.
+10% parry
-10 to enemy Weapon Skill when hit
Must not have:
  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment

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[Ryza-Pattern] Power Maul

One-handed 19-28 35% Physical Damage Maces and hammers have a special attack that pushes enemies away. Must not have:
  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment

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[Ryza-Pattern] Thunder Hammer

Two-handed 24-32 50% Physical Damage Maces and hammers have a special attack that pushes enemies away. Must not have:
  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipmen

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[Sol Pattern] Power Maul

One-handed 35-52 40% Physical Damage Maces and hammers have a special attack that pushes enemies away. Must not have:
  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipmen

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[Sol-Pattern] Power Maul

One-handed 30-44 40% Physical Damage Maces and hammers have a special attack that pushes enemies away. Must not have:
  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipmen

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Aeldari Long Rifle

Two-handed 18-21 20% Thermal (Energy Damage) Has no effect
  • Aeldari Weapon Proficiency.

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Agonising Splinter Pistol

One-handed 8-10 20% Toxic (Energy Damage) Deals double toxic damage. Increases the power of toxin inflicted by +1 for each successful hit.
  • Drukhari Weapon Proficiency.

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Arc Rifle

Two-handed 10-15 10% Piercing (Physical Damage) When the wielder hits a target with the Arc Rifle, they also attack all enemies within 2 cells of the target.
  • None

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Archotech Lasgun

Two-handed 12-17 5% Thermal (Energy Damage) Laser weapons are effective against targets in cover and targets with high dodge.
  • None

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Assault Lasgun

Two-handed 10-15 10% Thermal (Energy Damage) Every hit reduces deflection by -1. Stacks up to 3 times.
  • None

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Astartes Bolt Pistol

One-handed 17-22 20% Impact (Physical Damage) Has no effect
  • Adeptus Astartes Equipment.

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Astartes Bolter

Two-handed 19-30 25% Impact (Physical Damage) Has no effect
  • Adeptus Astartes Equipment.

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Autogun

Two-handed 3-5 10% Piercing (Physical Damage) Solid projectile weapons have an increased (+50%) overpenetration.
  • None

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Basic

Two-handed 15-18 10% Thermal (Energy Damage) Has no effect
  • Flame Weapon Proficiency
  • Aeldari Weapon Proficiency.

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Beggar's Weapon

One-handed 15-30 10% Thermal (Energy Damage) Laser weapons are effective against targets in cover and targets with high dodge.
  • None

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Blast Pistol

One-handed 15-25 60% Thermal (Energy Damage) Laser weapons are effective against targets in cover and targets with high dodge.
  • Aeldari Weapon Proficiency
  • Drukhari Weapon Proficiency.

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Bloodlight Hexrifle

Two-handed 22-30 15% Piercing (Physical Damage) Has no effect
  • Drukhari Weapon Proficiency.

 image
Bolter

Two-handed 9-14 15% Impact (Physical Damage) Has no effect
  • Bolter Weapon Proficiency.

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Combat Shotgun

Two-handed 18-22 10% Piercing (Physical Damage) Shotguns knock enemies back when shot at effective range.
  • None

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Corrupted Inferno Pistol

One-handed 13-16 60% Thermal (Energy Damage) __effect__
  • Melta Weapon Proficiency
  • Heretical: Adherent.

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Dark Lance

Two-handed 30-45 60% Thermal (Energy Damage) Laser weapons are effective against targets in cover and targets with high dodge.
  • Drukhari Weapon Proficiency
  • Strength: 50.

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Dead Shot Stub Revolver

One-handed 8-16 15% Piercing (Physical Damage) Has no effect
  • Strenght: 35.

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Deadeye Longlas

Two-handed 15-18 15% Thermal (Energy Damage) __effect__
  • None

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Deadly Precision

One-handed 14-16 10% Impact (Physical Damage) Has no effect
  • Bolter Weapon Proficiency.

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Deadly Repeater

Two-handed 20-30 15% Thermal (Energy Damage) The wielder gains a 30% chance to gain one more attack action after a kill.
  • Adeptus Astartes Equipment
  •   Drukhari Equipment
  •   Aeldari Equipment

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Deadshot Splinter Rifle

Two-handed 25-35 20% Toxic (Energy Damage) Has no effect
  • Drukhari Weapon Proficiency.

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Desolation Blast Pistol

One-handed 23-35 75% Thermal (Energy Damage) Every hit from this pistol inflicts +1 stack of melting
  • Aeldari Weapon Proficiency
  • Drukhari Weapon Proficiency.

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Disintegrator Cannon

Two-handed 20-23 50% Thermal (Energy Damage) Has no effect
  • Drukhari Weapon Proficiency.

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Eye of Hecaton

Two-handed 30-45 35% Thermal (Energy Damage) A weapon created under foreign stars and obtained by Calligos Winterscale as spoils of combat. Its shots are devious and deadly, as is the very essence of xenos.
Grants +5 MP after each attack and allows the wielder to move after attacking. If an attack with this weapon hits 3 or more targets, this attack has no cooldown.
This rifle has +100% overpenetration.
  • Aeldari Weapon Proficiency
  • Drukhari Weapon Proficiency.

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Focus Meltagun

Two-handed 25-28 70% Thermal (Energy Damage) Has no effect
  • Melta Weapon Proficiency.

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Foehammer

One-handed 9-14 10% Piercing (Physical Damage) Shotguns knock enemies back when shot at effective range.
  • None

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Fusion Gun

Two-handed 16-26 60% Thermal (Energy Damage) Has no effect
  • None

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Gift From Beyond the Grave

One-handed 7-14 5% Piercing (Physical Damage) An unremarkable and weak pistol. The engraving covering its surface is far more valuable than any meagre stopping power it might possess.
  • None

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Hand Flamer

One-handed 7-11 5% Fire (Energy Damage) Has no effect
  • Flame Weapon Proficiency.

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Heavy

Two-handed 7-9 20% Piercing (Physical Damage) Has no effect
  • None

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Hexrifle

Two-handed 22-25 15% Piercing (Physical Damage) Has no effect
  • Drukhari Weapon Proficiency.

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Hot-Shot Lasgun

Two-handed 9-11 40% Thermal (Energy Damage) Laser weapons are effective against targets in cover and targets with high dodge.
  • None

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Hot-Shot Laspistol

One-handed 8-11 35% Thermal (Energy Damage) Laser weapons are effective against targets in cover and targets with high dodge.
  • None

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Hunting Rifle

Two-handed 16-24 15% Piercing (Physical Damage)  
  • None

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Imperial Pride

Two-handed 11-17 15% Impact (Physical Damage) Damage against xenos, psykers, and servants of Chaos is increased by +4.
  • Bolter Weapon Proficiency.
  • Adeptus Astartes Equipment
  •   Drukhari Equipment
  •   Aeldari Equipment

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Improved Autopistol

One-handed 4-5 5% Piercing (Physical Damage) Solid projectile weapons have an increased (+50%) overpenetration.
  • Aeldari Weapon Proficiency
  • Drukhari Weapon Proficiency.
  • Adeptus Astartes Equipment

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Infernical

Two-handed 30-40 5% Thermal (Energy Damage) The armour penetration of this flamer is increased by +4% but it does not inflict the burning effect.
  • Flame Weapon Proficiency.

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Inferno Pistol

One-handed 10-17 50% Thermal (Energy Damage) Has no effect
  • Melta Weapon Proficiency.

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Kabalite Splinter Pistol

One-handed 10-15 10% Toxic (Energy Damage) Has no effect
  • Drukhari Weapon Proficiency.

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Kabalite Splinter Rifle

Two-handed 12-16 15% Toxic (Energy Damage) Has no effect
  • Drukhari Weapon Proficiency.

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Laspistol

One-handed 6-8 5% Thermal (Energy Damage) Laser weapons are effective against targets in cover and targets with high dodge.
  • None

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Life Sunderer

Two-handed 5-6 10% Toxic (Energy Damage) Has no effect
  • Drukhari Weapon Proficiency
  • Strength: 60.

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Long Splinter Rifle

Two-handed 18-22 20% Toxic (Energy Damage) Has no effect
  • Drukhari Weapon Proficiency.

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Longlas

Two-handed 13-18 15% Thermal (Energy Damage) Laser weapons are effective against targets in cover and targets with high dodge.
  • None

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M40 Autogun

Two-handed 5-8 5% Piercing (Physical Damage) Solid projectile weapons have an increased (+50%) overpenetration.
  • None

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Melta Ultima

Two-handed 20-26 75% Thermal (Energy Damage) This melta weapon modified by the Adeptus Mechanicus has increased firepower and range.
  • Melta Weapon Proficiency.

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Meltagun

Two-handed 14-19 50% Thermal (Energy Damage) Has no effect
  • Melta Weapon Proficiency.

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Modified Bolter

Two-handed 7-12 15% Impact (Physical Damage) Has no effect
  • Bolter Weapon Proficiency.

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Modified Lasgun

Two-handed 5-12 10% Thermal (Energy Damage) A lasgun modified by some handyman.
  • None

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Modified Splinter Pistol

One-handed 8-12 20% Toxic (Energy Damage) Has no effect
  • Drukhari Weapon Proficiency.

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Multi-Melta

Two-handed 21-28 60% Thermal (Energy Damage) The largest type of melta weapon, usually only employed by the Adeptus Astartes or mounted upon imperial vehicles.
  • Melta Weapon Proficiency
  • Strength: 55.

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Needle Pistol

One-handed 13-20 30% Piercing (Energy Damage) Slows enemies and inflicts +1 stack of the fatigued effect.
  • None

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Needle Rifle

Two-handed 15-23 40% Piercing (Physical Damage) When this shot hits, it poisons the target with a viral toxin for 3 rounds if the enemy fails a Toughness resistance test.
  • Adeptus Astartes Equipment
  •   Drukhari Equipment
  •   Aeldari Equipment

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Negotiator Pistol

One-handed 5-7 5% Thermal (Energy Damage) Attacks from this pistol inflict the melting effect.
  • +5 Persuasion.
  • None

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Nullifying Shotgun

Two-handed 12-32 0% Piercing (Physical Damage) Shotguns knock enemies back when shot at effective range.
  • None

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Orthlak Mark IV

One-handed 5-8 10% Piercing (Physical Damage) Solid projectile weapons have an increased (+50%) overpenetration.
  • None

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Piercing Splinter Cannon

Two-handed 5-6 35% Toxic (Energy Damage) Has no effect
  • Drukhari Weapon Proficiency
  • Strength: 60.

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Pitch-Black Desolator

One-handed 25-40 50% Thermal (Energy Damage) This weapon inflicts a special immolation effect that inflicts burning (8) but cannot be removed until the end of combat. The target also must pass a Toughness resistance test with a +5 bonus or become stunned for 1 round.
  • Drukhari Weapon Proficiency
  • Aeldari Weapon Proficiency.

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Plasma Gun

Two-handed 11-15 35% Thermal (Energy Damage) Has no effect
  • Plasma Weapon Proficiency.

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Plasma Pistol

One-handed 9-13 30% Thermal (Energy Damage) Has no effect
  • Plasma Weapon Proficiency

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Precise Bolter

Two-handed 15-21 15% Impact (Physical Damage) Has no effect
  • Bolter Weapon Proficiency.

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Precise Lasgun

Two-handed 9-10 5% Thermal (Energy Damage) Has no effect
  • None

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Precise Laspistol

One-handed 6-8 10% Thermal (Energy Damage) Has no effect
  • None

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Quick-Firing Laspistol

One-handed 7-10 10% Thermal (Energy Damage) Burst shot's cost is decreased by -1 AP. First attack with this weapon in combat does not set attacks on cooldown.
  • None

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Rapid-Fire Autogun

Two-handed 7-10 10% Piercing (Physical Damage) Solid projectile weapons have an increased (+50%) overpenetration.
  • None

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Rebel's Sniper Rifle

Two-handed 18-25 20% Piercing (Physical Damage) Has no effect
  • None

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Ripper Autopistol

One-handed 3-5 10% Piercing (Physical Damage) Solid projectile weapons have an increased (+50%) overpenetration.
  • None

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Scrappy Autogun

Two-handed 3-5 5% Piercing (Physical Damage) Solid projectile weapons have an increased (+50%) overpenetration.
  • None

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Scrappy Autopistol

One-handed 4-6 0% Piercing (Physical Damage) Solid projectile weapons have an increased (+50%) overpenetration.
  • None

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Scrappy Lasgun

Two-handed 4-6 5% Thermal (Energy Damage) Laser weapons are effective against targets in cover and targets with high dodge.
  • None

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Shard Shotgun

Two-handed 24-34 10% Piercing (Physical Damage) Targets hit with this shotgun must pass a Toughness resistance test or become poisoned, suffering toxin (8) damage each turn.
  • None

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Shardcarbine

Two-handed 7-8 15% Toxic (Energy Damage) Has no effect
  • Drukhari Weapon Proficiency.

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Sharpshooter Rifle

Two-handed 24-36 20% Piercing (Physical Damage) Deadeye shots fired by this rifle deal an additional +5 damage to larger enemies, i.e.:
-Hulking creatures suffer +5 damage
-Enormous creatures suffer +10 damage
-Massive creatures suffer +15 damage
  • None

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Shotgun

Two-handed 10-15 10% Piercing (Physical Damage) Shotguns knock enemies back when shot at effective range.
  • None

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Shredder Shotgun

Two-handed 20-25 5% Piercing (Physical Damage) Shotguns knock enemies back when shot at effective range.
  • None

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Shuriken Catapult

Two-handed 6-9 20% Rending (Physical Damage) Has no effect
  • Aeldari Weapon Proficiency.

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Shuriken Pistol

One-handed 6-10 15% Rending (Physical Damage) Has no effect
  • Drukhari Weapon Proficiency
  • Aeldari Weapon Proficiency.

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Sniper Rifle

Two-handed 12-16 15% Piercing (Physical Damage) Has no effect
  • None

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Splinter Cannon

Two-handed 5-6 10% Toxic (Energy Damage) Has no effect
  • Drukhari Weapon Proficiency
  • Strength: 60.

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Splinter Pistol

One-handed 6-9 25% Toxic (Energy Damage) Has no effect
  • Drukhari Weapon Proficiency.

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Star Blight

Two-handed 19-29 15% Piercing (Physical Damage) Has no effect
  • Drukhari Weapon Proficiency.

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Storm Bolter

Two-handed 6-11 20% Impact (Physical Damage) Has no effect
  • Bolter Weapon Proficiency.

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Stub Revolver

One-handed 7-11 15% Piercing (Physical Damage) Has no effect
  • None

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Stub Revolver

One-handed 7-11 15% Piercing (Physical Damage) Has no effect
  • None

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Heavy Stubber

Two-handed 3-5 15% Piercing (Physical Damage) Has no effect
  • None

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Stubcarbine

Two-handed 12-18 15% Piercing (Physical Damage) Has no effect
  • None

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Sweet Perdition

Two-handed 7-11 15% Toxic (Energy Damage) On hit: if the target is suffering from toxin and fails the corresponding Toughness resistance test with -25 penalty, it suffers an additional 15-20 mental damage.
  • Drukhari Weapon Proficiency.

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Sworn Protector

Two-handed 10-13 30% Thermal (Energy Damage) Has no effect
  • Iconoclast - Adherent.

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The Ashen Breath

Two-handed 20-30 40% Thermal (Energy Damage) The weapon of a wrathful leader from the Aeldari corsairs, taken as a trophy by the Imperial Navy and later stolen from a secret arsenal by Kasballica agents.
  • None

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The Dark Marchesa

Two-handed 15-20 45% Thermal (Energy Damage) A cogni-weapon inhabited by a bloodthirsty machine spirit famous for its ferocity and fondness for slaughter.
This plasma rifle never overheats.
  • Plasma Weapon Proficiency.
  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipmnet

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The Exploder

One-handed 25-40 5% Fire (Energy Damage) Whenever the wielder kills a target with this hand flamer, the target explodes, dealing (enemy's TGH bonus / 3) fire damage to all creatures in a 2-cell radius and applies burning (9).
  • Flame Weapon Proficiency.

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The Ripper

Two-handed 4-6 10% Piercing (Physical Damage) Solid projectile weapons have an increased (+50%) overpenetration.
  • None

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Trophy Lasgun

Two-handed 10-14 20% Thermal (Energy Damage) Laser weapons are effective against targets in cover and targets with high dodge.
  • None

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Unfading Valour

Two-handed 6-10 15%   This Godwyn-De'az pattern bolter was given to Sister Argenta on the day she took her vows to join the Order of the Martyred Lady. Unfortunately, despite its illustrious name, the gleam of its metal has dulled after years of travel and encounters with horrors untold, and the sacred prayers engraved on the barrel have been worn smooth in places. With every shot it fires, another spark goes out in the halo of sanctity that surrounds this noble weapon.q
  • Bolter Weapon Proficiency
  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment

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Unstable Flamer

Two-handed 15-22 5% Fire (Energy Damage) Has no effect
  • Flame Weapon Proficiency.

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Wanderer's Portent

One-handed 35-50 20% Thermal (Energy Damage) This rifle can only perform deadeye shot attacks. Whenever the wielder scores a critical hit with a single- shot attack, they gain an additional attack this turn.
  • The Children of Asuryan.

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Well-Maintained Lasgun

Two-handed 6-8 5% Thermal (Energy Damage) Laser weapons are effective against targets in cover and targets with high dodge.
  • None

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Well-Maintained Sniper Rifle

Two-handed 12-17 15% Piercing (Physical Damage) Has no effect
  • None

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Well-Maintened Stub Revolver

One-handed 7-12 15% Piercing (Physical Damage) Has no effect
  • None

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[Drusus Prime Pattern] Shotgun

Two-handed 21-24 20% Piercing (Physical Damage) Shotguns knock enemies back when shot at effective range.
  • None

autopistol ranged weapons warhammer 40k rogue trader wiki guide 100px[Mezoa-Pattern] Autopistol

One-handed 6-10 5% Piercing (Physical Damage) Solid projectile weapons have an increased (+50%) overpenetration.
  • None

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[Mezoa-Pattern] Sniper Riffle

Two-handed 20-30 20% Piercing (Physical Damage) Has no effect
  • None

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[Orthlack-Pattern] Stub revolver

One-handed 10-14 15% Piercing (Physical Damage) Has no effect
  • None

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[Orthlack-Pâttern] Autogun

Two-handed 4-6 10% Piercing (Physical Damage) Solid projectile weapons have an increased (+50%) overpenetration.
  • None

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Alpha's Arc Rifle

Two-handed 30-40 10% Impact (Physical Damage) On a successful hit with this weapon, the wielder also attacks all targets in a 4-cell radius around the target.
  • None

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Ancient Plasma Rifle

Two-handed 30-45 30% Thermal (Energy Damage) Has no effect
  • None

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Annihilating Astartes Bolter

Two-handed 30-40 25% Impact (Physical Damage) Has no effect

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Anti-Vehicle Revolver

One-handed 20-33 45% Piercing (Physical Damage) On a successful hit, the shot explodes, dealing 20 impact damage to everyone in the area of effect around the target.
  • None

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Archeotech Fusion Gun

One-handed 25-38 80% Thermal (Energy Damage) Deals an additional +60% damage to burning enemies.

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Assassin's Pistol

One-handed 10-16 15% Piercing (Physical Damage) This pistol deals double damage to adjacent enemies.
  • None

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Astartes Flamer

Two-handed 23-34 10% Fire (Energy Damage) Has no effect

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Astartes Plasma Pistol

One-handed 30-40 40% Thermal (Energy Damage) Has no effect

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Astartes Storm Bolter

Two-handed 20-25 20% Impact (Physical Damage) Has no effect
  • Adeptus Astartes Equipment

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Autopistol

One-handed 3-4 5% Piercing (Physical Damage) Solid projectile weapons have an increased (+50%) overpenetration.
  • None

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Bane of Sorrow

Two-handed 22-32 10% Thermal (Energy Damage) This rifle deals an additional +33% damage to Drukhari enemies.
  • None

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Blast Wave

Two-handed 8-12 10% Piercing (Physical Damage) Shots from this shotgun push targets 3 cells away even if the shot misses.

Must not have:

  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment

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Bleeder Splinter Pistol

One-handed     Impact (Physical Damage) This pistol is equipped with an unusual serum that thins the blood, inflicting bleeding (6).
  • Drukhari Weapon Proficiency

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Blessed Lamp of Petrakara

One-handed 30-45 50% Thermal (Energy Damage) This venerable weapon belonged to the devout preacher Petrakara, who brought light to the Night Satrapies of the dark world of Obscuralion.

Must not have:

  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment
  • Heretical - Follower

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Bolt Pistol

One-handed 8-12 10% Impact (Physical Damage) Has no effect

Must not have:

  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment

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Bone-Shatterer

Two-handed 27-40 15% Piercing (Physical Damage) All types of physical damage dealt to targets hit by this shotgun pistol are increased by +33% for 2 rounds.

Must not have:

  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment

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Breath of Purgation

Two-handed 23-34 15% Fire (Energy Damage) For each target hit by this flamer's attack, the power of burning inflicted by this flamer's attacks is increased by +3 until the end of combat.

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Burden of Servitude

One-handed 22-32 25% Impact (Physical Damage) Burst attacks with this bolt pistol cost +1 AP more. After firing a burst attack, single-shot attacks with this bolt pistol gain +50% to damage until the end of combat. This effect stacks.
  • Adeptus Astartes Equipment

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Calibrated Heavy Stubber

Two-handed 3-6 5% Piercing (Physical Damage) Has no effect

Must not have:

  • Drukhari Equipment
  • Aeldari Equipment

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Cinder

Two-handed 30-45 80% Thermal (Energy Damage) Single target attack only. Ignores 7 deflection.

Must not have:

  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment

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Corpuscarii Oath

Two-handed 30-40 25% Piercing (Physical Damage) Enemies that are hit by this weapon suffer an irradiated effect that lasts for 3 turns, decreasing all healing received by -50%. Also prevents using Reanimation Protocol for 3 rounds.

Must not have:

  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment

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Crucible of Torment

One-handed     Thermal (Energy Damage) This weapon has an additional extremely short-range ability (2 cells) and increased damage (50%).

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Daredevil Pistol

One-handed 9-13 10% Piercing (Physical Damage) Burst attacks made with this weapon cost 0 AP.
Solid projectile weapons have an increased (+50%) overpenetration.

Must not have:

  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment

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Double-Barreled Shotgun

Two-handed 70-100 1% Piercing (Physical Damage) This shotgun never misses.

Must not have:

  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment

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Elite Blast Pistol

One-handed 26-40 70% Thermal (Energy Damage) Laser weapons are effective against targets in cover and targets with high dodge.

Must not have:

  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment

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Eruption

Two-handed 45-60 90% Thermal (Energy Damage) All targets hit by this weapon's area attack deal 25 energy damage to everyone in a 2-cell radius.

Must not have:

  • Drukhari Equipment
  • Aeldari Equipment

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Exitus Longlas

Two-handed 40-60 30% Thermal (Energy Damage) Grants +25% hit chance. If the wielder has at least Iconoclast: Zealot conviction, damage is increased by +30% of current momentum.

Must not have:

  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment

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Experimental Assault Rifle

Two-handed 11-19 15% Piercing (Physical Damage) This rifle has 3 different burst attacks with different rate of fire and damage. Each round only one of these burst attacks is available, determined randomly.

Must not have:

  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment

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Flamer

Two-handed 9-14 5% Fire (Energy Damage) Has no effect

Must not have:

  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment

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Gaze of the Void

Two-handed     Thermal (Energy Damage) This weapon's attacks project additional rays, each dealing 30 energy damage to 3 random enemies in a 10- cell radius around the primary target.
  • Drukhari Weapon Proficiency
  • Strength 50

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Ghost Lasgun

Two-handed 6-8 0% Thermal (Energy Damage) Laser weapons are effective against targets in cover and targets with high dodge.  

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Ghost Laspistol

Two-handed 6-8 0% Thermal (Energy Damage) Laser weapons are effective against targets in cover and targets with high dodge.  

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Gloomrifle

Two-handed 42-65 40% Piercing (Physical Damage) Damage from overpenetration is always equal to 100%. Deals an additional +(3 X target's deflection) damage.

Must not have:

  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment

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Grave Foreboding

Two-handed 37-56 25% Thermal (Energy Damage) This blaster deals an additional (10 + 2 X target's deflection) direct damage.

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Guardian Long Rifle

Two-handed 30-45 35% Thermal (Energy Damage) Laser weapons are effective against targets in cover and targets with high dodge.

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Hailstorm

Two-handed 30-45 0% Piercing (Physical Damage) This shotgun has an increased attack area. Its attacks deal +150% damage, but their hit chance is decreased by -50%.

Must not have:

  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment

dark lance ranged weapons warhammer 40k rogue trader wiki guide 100px
Heat Lance

One-handed 15-21 30% Thermal (Energy Damage) Laser weapons are effective against targets in cover and targets with high dodge.
  • None

heavy bolter 2 ranged weapons warhammer 40k rogue trader wiki guide 100px
Heavy Bolter

Two-handed 6-9 20% Impact (Physical Damage) Has no effect

heavy flamer ranged weapons warhammer 40k rogue trader wiki guide 100px
Heavy Flamer

Two-handed 18-26 10% Fire (Energy Damage) Has no effect

Must not have:

  • Drukhari Equipment
  • Aeldari Equipment

plasma gun 2 ranged weapons warhammer 40k rogue trader wiki guide 100px
Heavy Plasma Gun

Two-handed 18-23 45% Thermal (Energy Damage) Has no effect

???????

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Heavy Stubber

Two-handed 3-5 15% Piercing (Physical Damage) Has no effect

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Heirloom Autopistol

One-handed 4-6 10% Piercing (Physical Damage) This autopistol can be used as if the wielder has the Dual-Weapon Combat talent.
+5 Perception
+5 Ballistic Skill
Solid projectile weapons have an increased (+50%) overpenetration.

Must not have:

  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment

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Hymn of Vehemence

Two-handed 20-30 20% Impact (Physical Damage) War Hymn of Furious Recital increases the rate of fire of this bolter by the number of enemies affected by War Hymn of Furious Recital.

Must not have:

  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment

lasgun 3 ranged weapons warhammer 40k rogue trader wiki guide 100px
Implacable Tempest

Two-handed 15-24 15% Thermal (Energy Damage) This lasgun deals an additional +(4 X BS bonus) damage to enemies with more than 60% armour.

Must not have:

  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment

heavy bolter ranged weapons warhammer 40k rogue trader wiki guide 100px
Improved Heavy Bolter

Two-handed 12-18 25% Impact (Physical Damage) Each kill with this weapon increases its rate of fire by +1.

Must not have:

  • Drukhari Equipment
  • Aeldari Equipment

plasma gun 2 ranged weapons warhammer 40k rogue trader wiki guide 100px
Incandescent Storm

Two-handed 33-49 60% Thermal (Energy Damage) Every attack action with this plasma gun has a separate cooldown. All of this plasma gun's attack actions can be used in a single turn.

Must not have:

  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment

bolt pistol 2 ranged weapons warhammer 40k rogue trader wiki guide 100px
Inherent Blasphemy

One-handed 24-36 25% Impact (Physical Damage) Requires Heretical - Zealot
This bolt pistol deals warp damage.
  • Bolter Weapon Proficiency
  • Heretical - Zealot

Must not have:

  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment

havey flamer ranged weapons warhammer 40k rogue trader wiki guide 100px
Judex

Two-handed 40-44 10% Fire (Energy Damage) Targets hit by this flamer's attack suffer an agonising flames negative effect in addition to burning.
Agonising flames: targets suffering from this effect must perform a Willpower resistance test with a -10 penalty at the start of their turn. If the target fails, they run to a random ally and inflict burning on them equal to the power of burning the target is currently suffering. The target also inflicts agonising flames on this ally.

Must not have:

  • Drukhari Equipment
  • Aeldari Equipment

lasblaster ranged weapons warhammer 40k rogue trader wiki guide 100px
Lasblaster

Two-handed 23-34 20% Thermal (Energy Damage) Laser weapons are effective against targets in cover and targets with high dodge.
  • None

lasgun ranged weapons warhammer 40k rogue trader wiki guide 100px
Lasgun

Two-handed 5-7 5% Thermal (Energy Damage) Laser weapons are effective against targets in cover and targets with high dodge.

Must not have:

  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment

lasblaster ranged weapons warhammer 40k rogue trader wiki guide 100px
Lilaethan's Calm

Two-handed 25-40 20% Thermal (Energy Damage) An ancient xenos weapon that keeps the memory of the Janusian spirit wreathed in blue flame.
  • None

sniper rifle ranged weapons warhammer 40k rogue trader wiki guide 100px
Marksman Rifle

Two-handed 15-21 15% Piercing (Physical Damage) Has no effect

Must not have:

  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment

plasma pistol ranged weapons warhammer 40k rogue trader wiki guide 100px
Massive Astartes Plasma Pistol

One-handed 21-33 50% Thermal (Energy Damage) Has no effect

shardcarbine ranged weapons warhammer 40k rogue trader wiki guide 100px
Modified Shardcarbine

Two-handed 15-20 15% Impact (Physical Damage) Has no effect

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Necrontech Hot Shot Lasgun

Two-handed 30-35 50% Thermal (Energy Damage) Laser weapons are effective against targets in cover and targets with high dodge.

Must not have:

  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment

neuro disrupter ranged weapons warhammer 40k rogue trader wiki guide 100px
Neuro Disruptor

One-handed 30-46 100% Impact (Physical Damage) Has no effect

plasma gun 2 ranged weapons warhammer 40k rogue trader wiki guide 100px
Overcharged Plasma Gun

Two-handed 40-45 45% Thermal (Energy Damage) This plasma gun can only perform overcharged attack actions. Its damage is increased by +(5 X BS bonus)%. This plasma gun's plasma explosion deals two times more damage and is 15% more likely to happen.

Must not have:

  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment

autopistol ranged weapons warhammer 40k rogue trader wiki guide 100px
Pistol

One-handed 5-9 0 Piercing (Physical Damage) Has no effect

Must not have:

  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment

flamer 3 ranged weapons warhammer 40k rogue trader wiki guide 100px
Purging Fury

Two-handed 45-74 15% Fire (Energy Damage) The first attack with this flamer in combat deals additional direct damage to xenos, psykers, and daemons, equal to 10% of the target's maximum wounds. The burning effect applied by this flamer deals additional damage equal to 2% of the target's maximum wounds to xenos, psykers, and daemons.

Must not have:

  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment

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Quickeye Splinter Rifle

Two-handed 28-42 20% Impact (Physical Damage) Has no effect

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Ragefire Plasma Gun

Two-handed 24-36 50% Thermal (Energy Damage) Has no effect

Must not have:

  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment

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Reconstructed Flamer Pistol

One-handed 13-19 5% Fire (Energy Damage) When hit by this weapon, all melee attacks against the target gain +10% critical hit chance and +15% critical damage for 2 turns.

Must not have:

  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment

shuriken cannon ranged weapons warhammer 40k rogue trader wiki guide 100px
Shuriken Cannon

Two-handed 4-7 10% Impact (Physical Damage) Has no effect

longlas 2 ranged weapons warhammer 40k rogue trader wiki guide 100px
Stupor

Two-handed 30-45 30% Thermal (Energy Damage) If deadeye shot, using this weapon, deals critical damage, it stuns the target for 1 turn.

Must not have:

  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment

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Terrorax Slayer

Two-handed 30-45 35% Piercing (Physical Damage) This rifle's deadeye shot costs +1 AP more and deals triple damage against large targets (size 2X2 cells and larger).

Must not have:

  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment

astartes flamer 2 ranged weapons warhammer 40k rogue trader wiki guide 100px
The Pyre

Two-handed 40-60 20% Fire (Energy Damage) Has no effect

bolt ranged weapons warhammer 40k rogue trader wiki guide 100px
They Shall Weep

Two-handed 27-41 25% Impact (Physical Damage) Each shot with this bolter deals an additional +(5 X BS bonus) rending damage with 40% armour penetration to all characters adjacent to the target.

Must not have:

  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment

flamer 4 ranged weapons warhammer 40k rogue trader wiki guide 100px
Toxic Flamer

Two-handed 35-52 0% Fire (Energy Damage) This flamer's attacks also inflict toxin at the same level as burning is inflicted.

Must not have:

  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment

astartes flamer 2 ranged weapons warhammer 40k rogue trader wiki guide 100px
Triumph of the Stalwart

Two-handed 30-46 15% Fire (Energy Damage) When attacking xenos and daemons with this flamer, the power of burning inflicted by its attacks is increased by +20.

heavy bolter 2 ranged weapons warhammer 40k rogue trader wiki guide 100px
Unhallowed Bellow

Two-handed 10-15 25% Impact (Physical Damage) This abominable weapon once adorned the hand of the Helbrute known as Doomscream, the heinous champion of the Word Bearers Legion. The monster's hand was severed in the heat of battle, and the remains of the corrupted bolter were used to forge a new, more compact weapon. The malevolent spirit dwelling within this dark relic demands that the sacred unguents used to appease it must be mixed with the fresh blood of innocents.
A successful hit with this weapon randomly applies one of the following negative effects: bleeding, toxin, burning, perplexed, staggered, blinded, fatigued, immobilised.

Must not have:

  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment

bolt ranged weapons warhammer 40k rogue trader wiki guide 100px
Unshakeable Tenet

Two-handed 27-41 25% Impact (Physical Damage) The wielder of this bolter has a 10% chance to regain +1 AP after a successful hit. If AP was regained this way for the first time this turn, this attack has no cooldown.

Must not have:

  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment

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Upgraded Shuriken Pistol

One-handed 11-15 15% Impact (Physical Damage) Has no effect

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Ynnealith

Two-handed 25-28 30% Thermal (Energy Damage) Dodge reduction against Drukhari and Aeldari is increased by +40%.

astartes flamer 2 ranged weapons warhammer 40k rogue trader wiki guide 100px
[Mars-Pattern] Astartes Flamer

Two-handed 36-50 10% Fire (Energy Damage) Has no effect

bolt pistol 4 ranged weapons warhammer 40k rogue trader wiki guide 100px
[Mars-Pattern] Bolt Pistol

One-handed 18-27 20% Impact (Physical Damage) Has no effect

Must not have:

  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment

shotgun 5b ranged weapons warhammer 40k rogue trader wiki guide 100px
[Mars-Pattern] Combat Shotgun

Two-handed 18-24 10% Piercing (Physical Damage) Shotguns knock enemies back when shot at effective range.

Must not have:

  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment

flamer 3 ranged weapons warhammer 40k rogue trader wiki guide 100px
[Mars-Pattern] Flamer

Two-handed 29-44 5% Fire (Energy Damage) Has no effect

Must not have:

  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment

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[Mars-Pattern] Hand Flamer

One-handed 27-40 5% Fire (Energy Damage) Has no effect

Must not have:

  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment

hellpistol 2 ranged weapons warhammer 40k rogue trader wiki guide 100px
[Mars-Pattern] Hot Shot Laspistol

One-handed 15-25 35% Thermal (Energy Damage) Laser weapons are effective against targets in cover and targets with high dodge.

Must not have:

  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment

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[Mars-Pattern] Lasgun

Two-handed 10-14 10% Thermal (Energy Damage) Laser weapons are effective against targets in cover and targets with high dodge.

Must not have:

  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment

meltagun 3 ranged weapons warhammer 40k rogue trader wiki guide 100px
[Mars-Pattern] Meltagun

Two-handed 30-46 85% Thermal (Energy Damage) Has no effect

Must not have:

  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment

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[Mars-Pattern] Plasma Gun

Two-handed 30-40 40% Thermal (Energy Damage) Has no effect

Must not have:

  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment
  • Heretical - Follower

arc rifle ranged weapons warhammer 40k rogue trader wiki guide 100px
[Mezoa-Pattern] Arc Rifle

Two-handed 13-20 30% Piercing (Physical Damage) When you hit the target with an arc rifle, you also attack any enemies within 2 cells of the target.

Must not have:

  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment

astartes bolt pistol 2 ranged weapons warhammer 40k rogue trader wiki guide 100px
[Mezoa-Pattern] Astartes Bolt Pistol

One-handed 20-30 20% Impact (Physical Damage) Has no effect
  • Adeptus Astartes Equipment

autogun 2 ranged weapons warhammer 40k rogue trader wiki guide 100px
[Mezoa-Pattern] Autogun

Two-handed 3-5 10% Piercing (Physical Damage) Solid projectile weapons have an increased (+50%) overpenetration.

Must not have:

  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment

bolt pistol 2 ranged weapons warhammer 40k rogue trader wiki guide 100px
[Mezoa-Pattern] Bolt Pistol

One-handed 8-12 15% Impact (Physical Damage) Has no effect

Must not have:

  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment

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[Mezoa-Pattern] Hand Flamer

One-handed 11-16 5% Thermal (Energy Damage) Has no effect

Must not have:

  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment

hexrifle ranged weapons warhammer 40k rogue trader wiki guide 100px
[Mezoa-Pattern] Hexrifle

Two-handed 18-28 20% Impact (Physical Damage) When this shot hits, it poisons the target with a viral toxin for 3 rounds if the enemy fails a Toughness resistance test.

inferno pistol 2 ranged weapons warhammer 40k rogue trader wiki guide 100px
[Mezoa-Pattern] Inferno Pistol

One-handed 30-40 60% Thermal (Energy Damage) Has no effect

Must not have:

  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment

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[Mezoa-Pattern] Lasgun

Two-handed 14-21 15% Thermal (Energy Damage) Laser weapons are effective against targets in cover and targets with high dodge.

Must not have:

  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment

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[Mezoa-Pattern] Long Rifle

Two-handed 22-32 20% Thermal (Energy Damage) Laser weapons are effective against targets in cover and targets with high dodge.

plasma gun 2 ranged weapons warhammer 40k rogue trader wiki guide 100px
[Mezoa-Pattern] Plasma Gun

Two-handed 20-30 55% Thermal (Energy Damage) Has no effect

Must not have:

  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment

autopistol ranged weapons warhammer 40k rogue trader wiki guide 100px
[Retobi-Pattern] Autopistol

One-handed 4-6 10% Piercing (Physical Damage) Solid projectile weapons have an increased (+50%) overpenetration.

Must not have:

  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment

stub revolver 2 ranged weapons warhammer 40k rogue trader wiki guide 100px
[Retobi-Pattern] Foehammer

One-handed 11-21 10% Piercing (Physical Damage) Shotguns knock enemies back when shot at effective range.

Must not have:

  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment

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[Retobi-Pattern] Hot Shot Lasgun

Two-handed 8-10 25% Thermal (Energy Damage) Laser weapons are effective against targets in cover and targets with high dodge.

Must not have:

  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment

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[Retobi-Pattern] Lasgun

Two-handed 6-8 0% Thermal (Energy Damage) Laser weapons are effective against targets in cover and targets with high dodge.

Must not have:

  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment

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[Retobi-Pattern] Laspistol

One-handed 6-10 5% Thermal (Energy Damage) Laser weapons are effective against targets in cover and targets with high dodge.

Must not have:

  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment

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[Retobi-Pattern] Plasma Gun

Two-handed 23-32 50% Thermal (Energy Damage) Has no effect

Must not have:

  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment

plasma pistol ranged weapons warhammer 40k rogue trader wiki guide 100px
[Retobi-Pattern] Plasma Pistol

Two-handed 15-19 40% Thermal (Energy Damage) Has no effect

Must not have:

  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment

shotgun 4 ranged weapons warhammer 40k rogue trader wiki guide 100px
[Retobi-Pattern] Shotgun

Two-handed 24-36 10% Piercing (Physical Damage) Shotguns knock enemies back when shot at effective range.

Must not have:

  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment

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[Retobi-Pattern] Sniper Rifle

Two-handed 26-39 20% Piercing (Physical Damage) Has no effect

Must not have:

  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment

stub revolver 2 ranged weapons warhammer 40k rogue trader wiki guide 100px
[Ryza-Pattern] Foehammer

One-handed 22-32 15% Piercing (Physical Damage) Shotguns knock enemies back when shot at effective range.

Must not have:

  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment

meltagun 2 ranged weapons warhammer 40k rogue trader wiki guide 100px
[Ryza-Pattern] Meltagun

Two-handed 25-32 75% Thermal (Energy Damage) Has no effect

Must not have:

  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment

autopistol weapon rogue trader wiki 192px
[Sol Pattern] Laspistol

One-handed 6-10 5% Thermal (Energy Damage) Laser weapons are effective against targets in cover and targets with high dodge.

Must not have:

  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment

longlas 3 ranged weapons warhammer 40k rogue trader wiki guide 100px
[Sol Pattern] Longlas

Two-handed 33-49 25% Thermal (Energy Damage) Laser weapons are effective against targets in cover and targets with high dodge.

Must not have:

  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment

meltagun 3 ranged weapons warhammer 40k rogue trader wiki guide 100px
[Sol Pattern] Meltagun

Two-handed 25-46 85% Thermal (Energy Damage) Has no effect

Must not have:

  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment

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[Sol-Pattern] Plasma Pistol

One-handed 25-39 50% Thermal (Energy Damage) Has no effect

Must not have:

  • Adeptus Astartes Equipment
  • Drukhari Equipment
  • Aeldari Equipment



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