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Rogue Trader Released October 1987-1993

Rules

  • Battle Manual (1992) ➣This book redescribe all the weapons in Warhammer 40000 since the original volume published in 1987. It also redefines the rules of Hand-to-hand combat and shooting.
  • Warhammer Siege (1988) ➣Rules for Seige:-
    -The first 90 pages of the book provide the rules for use with Warhammer Fantasy Battle, though they are largely applicable to Rogue Trader as well.
    -The last 50 pages provide rules specific to Warhammer 40,000 Rogue Trader
    -Also includs new weapons and equipment, siege dreadnoughts and army list additions for the Imperial, Ork and Eldar armies.

Codexs

  • Book of the Astronomican (1988) ➣The first general supplement to the 'Rogue Trader' edition of the game, containing:-
    -Four part mini-campaign.
    -Ready-to-use army lists
    -The first complete miniatures catalogue for the game.
  • Compendium (1989) ➣Complete army lists for using:-
    -Space Marine.
    -Imperial Guard.
    -Squats.
    -Harlequins.
    Further special rules, equipment as well as background is also included..
  • Compilation (1991) ➣Complete army lists for using:-
    -Grey Knights.
    -Terminator Assault Squads.
    -Terminator Captain.
    -Traitor Legion Terminators.
    -Commissar Training Squads.
  • 'Ere We Go(1991) ➣Ork Baackground and army lists for using:-
    -Goffs.
    -Snakebites.
    -Blood Axes.
    -Freebooterz.
  • Realms of Chaos Part 1 - SlavesToDarkness (1988) ➣Deals with rules for both Warhammer 40,000: Rogue Trader and Warhammer Fantasy:-
    -Deals with Khorne and Slaanesh.
    -The Ordo Malleus of the Inquisition; including requisitioned Adeptus Arbites forces and the Grey Knights.
    -World Eaters.
    -Emperor's Children.
    -Black Legion.

Expansion

  • Confrontation Rulebook (1990) ➣Pre-Necromunda skirmish rules, compiled from White Dwarf articles:-
    -White Dwarf 130: Introduction; background to the planet and hives
    -White Dwarf 131: Necromunda Gangs; background to the hive gangs
    -White Dwarf 132: Creating a Gang; background and rules for creating a gang including generating equipment, a stash and skills, with a short story
    -White Dwarf 137: Combat Rules (first half); game rules for characters, group coherency, game sequence, turns phase, actions, visibility, firing and rules for trading equipment
    -White Dwarf 138: Combat Rules (second half); game rules for hand-to-hand combat, hit locations, damage and injuries
    -White Dwarf 142: Weapons; rules for weapons

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