Rogue Heresy Death Crusade Talents

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Talents

Air of Authority

Tier: 1

Prerequisite: Fellowship 30

The character was born to command, either motivating or terrifying those under their charge. When making Command Skill Tests, the character may affect a number of targets equal to 10 times his Fellowship bonus. If the character has Minions (see page 135) they are also more devoted to him and add +10 to their Loyalty when in his presence. This talent has no effect on hostile targets, and only affects NPCs.

Ambidextrous

Tier: 1

Prerequisite: Agility 30

This talent does not represent true ambidexterity so much as sufficient training with both hands to make the distinction mute. The character may use either hand equally well for any task, and does not suffer the –20 penalty for actions using his off hand.

Special: When combined with the Two-Weapon Wielder Talent, the penalty for making attacks with both weapons in the same Turn drops to –10.

Arcane Symbols

Tier: 2

Prerequisites: Psy Rating

Psykers have many ways to draw upon and unleash their power, but one that is frequently observed is the use of sigils, symbols and other means of marking people and areas, binding power to them. A burning sign on the armour or flesh of an ally, or a roughly-daubed emblem upon the ground, or even a puddle of corrupted blood spat from the sorcerer’s mouth can seal a power into another person or location.

Any power with a range of Personal can be cast upon an ally, painting arcane symbols upon his flesh or armour. The normal duration of the Focus Power Test does not apply — it instead takes six rounds to manifest the power, at the end of which the Focus Power Test is made, with an additional –10 penalty. If this is successful, the power takes effect, though all the power’s normal effects are applied to the ally rather than the psyker. All the effects of sustaining a power affect the psyker who manifested it, but the recipient might spend the actions to sustain the power’s effect instead, if he possesses the Psyker trait.

Any power with a radius centred on the psyker may be cast upon a location, marking the ground or another fixed, immovable point in some arcane manner. The normal duration of the Focus Power Test does not apply; it instead takes six rounds to manifest the power, at the end of which the Focus Power Test is made, with an additional –20 penalty. If this is successful, the power takes effect, though all the power’s normal effects are instead centred upon the chosen point. The psyker must sustain the power as normal.

Armour of Contempt

Tier: 3

Prerequisites: Willpower 40.

You drape yourself in the armour of scorn and hatred. Whenever you would gain Corruption Points, reduce the amount you would earn by 1. In addition, you may Test Willpower as a Free Action to ignore the effects of your accumulated Corruption for one Round.

Armour-Monger

Tier: 2

Prerequisite: Intelligence 35, Tech-Use, Trade (Armourer)

The character is a skilled armourer and constantly tinkers and improves his armour or keeps it in pristine shape by repairing the slightest Damage it sustains. With years of training the character has even learned to enhance the protection afforded by his armour and learned how to use it in its optimum fashion. The character increases the Armour Points of any armour he wears by 2 on all locations it would normally cover as long as he has at least an hour each day to clean and repair it or make minor modifications. This bonus applies only to armour worn by the character as it combines his training as much as his skill at armoury.

Arms Master

Tier: 3

Prerequisite: Weapon Skill 40, Ballistic Skill 40, Weapon Training (any two)

The character is a true master of weapons and there is practically nothing he cannot pick up and use with ease, from boltguns to plasma pistol or powerblades to shock mauls. When the character uses a weapon he is untrained in, he only suffers a –10 penalty, rather than a –20. The only exceptions to the Arms Master Talent are exotic weapons, which are so unusual or rare that they always require their own weapon training Talents to use without penalty and gain no bonus when combined with this talent.

Assassin Strike

Tier: 3

Prerequisite: Agility 40, Acrobatics

The character’s natural agility and graceful martial forms turn him into a dervish of death on the battlefield. After making a melee attack, a successful Acrobatics Skill Test allows the character to move at half rate as a Free Action. The character’s opponent does not receive a free attack resulting from this move. The character may only make this move once per round.

Astartes Weapon Training

Tier: 1

Prerequisite: Space Marine

Space Marines spend years becoming proficient with all manner of weapons, and by the time a Space Marine enters service in a Chapter he has not only trained with both heavy and melee weapons, but used those weapons on countless battle fields. Space Marines are proficient with all weapons of the Bolt, Chain, Melta, Plasma, Power, Flame, Primary, Las, Solid Projectile, Thrown, and Launcher categories. In essence the only weapons that a Space Marine is not proficient with are Exotic Weapons; for these he must acquire individual Talents as normal.

Baleful Dirge

Tier: 2

Prerequisite: Disturbing Voice, Intimidate+10

The character can sing an unnatural droning dirge which makes the skin of those nearby crawl and their minds shy away from its discordant notes. Singing the dirge takes some concentration and requires a Half Action each round to maintain. All creatures which can hear the character within a 30-metre radius must make a Willpower Test or suffer a –10 on their next roll. As long as the dirge is maintained, all those affected by it must test each turn to see if they suffer its effects. Once a creature passes a Willpower Test however, it has completely overcome the dirge and is not affected by it for the remainder of the encounter.

Bastion of Iron Will

Tier: 3

Prerequisite: Psy Rating, Strong Minded, Willpower 40

The character’s sheer willpower and psychic focus have become one and the same over years of practice and training, such that their combined use is second nature. The character adds 5 x his Psy Rating on any Opposed Test involving defending against the Psyniscience Skill or Psychic Powers.

Battle Rage

Tier: 2

Prerequisite: Frenzy

Long experience and indomitable will have allowed the character to master the beast within; directing its rage while keeping his head despite the howling bloodlust in his mind. The character may Parry while frenzied. In addition such is the character’s control he may reroll a failed roll to snap out of Frenzy or resist entering Frenzy if he so chooses.

Berserk Charge

Tier: 1

Prerequisite: None

The character has learned to put the whole force of his momentum behind his weapon blows and when the character charges into combat, few can stand before him. If the character uses the Charge Action, he gains a +30 bonus to Weapon Skill instead of +20.

Betrayer

Tier: 2

Prerequisite: Cold Hearted, Intimidate, Infamy 25

The character has little regard for the lives of others should it advance his goals. Once per game session the character may kill either an allied NPC (i.e. an NPC which is openly friendly toward the PC and trusts him) or one of his own underlings. Such calculated cruelty boosts the character's Infamy, granting him a +10 bonus on his next Infamy Test if the victim was an NPC and +20 if it was an underling (and harder to replace). Killing others this way usually has consequences as well which should be determined by the GM.

Binary Chatter

Tier: 1

Prerequisite: None

You are adept at controlling servitors. Gain a +10 bonus to any attempt to instruct, program or question servitors.

Blademaster

Tier: 3

Prerequisite: Weapon Skill 30, Weapon Training (any melee)

The character’s mastery of bladed weapons and his martial disciplines has no peer. When attacking with any bladed weapon, including chainswords, axes, and powerswords, the character may reroll one missed attack per round.

Blade Dancer

Tier: 3

Prerequisite: Weapon Skill 40, Two-Weapon Wielder (Melee)

The character has mastered the difficult ability to wield a blade or other melee weapon in either hand making expert simultaneous attacks as he weaves a deadly pattern of steel. When armed with two singled handed melee weapons with the Balanced Quality, the character reduces the penalties for Two-Weapon Fighting by 10 (so –20 would drop to –10). If taken with the Ambidextrous Talent, this drops the penalty to +0.

Blessed Radiance

Tier: 3 Prerequisites: Faction(Imperium), Purge the Unclean, Divine Ministration, the Emperor Protects, or Wrath of the Righteous

The character’s holiness shines out, allowing all to see the truth of their own souls. Where he treads, those who follow need have no fear of the darkness, nor suffer the predations of the blasphemous. When spending a Fate Point to activate the Pure Faith Talent, the character extends the immunity to daemonic presence to a number of targets equal to twice his Willpower Bonus.

As a free action, he may bestow a single Fate Point to an ally. If the Fate Point is unspent, it returns at the end of the encounter.

Upon burning a Fate Point, the Explorer and a number of allies equal to twice his Willpower Bonus become immune to the effects of daemonic presence, Fear Tests, and Corruption Points. In addition, all affected targets gain a +10 bonus on Tests made to resist psychic attack or any other form of psychic manipulation. In addition, affected targets take only half Damage from psychic and warp sources. These benefits last for the duration of the encounter.

Blind Fighting

Tier: 1

Prerequisite: Perception 30

Years of practice and development of other senses allows the character to fight in close combat without the benefit of sight. This talent reduces all penalties for fighting with a melee weapon while suffering from obscured vision by half (rounded up), permitting the character to fight in fog, smoke or darkness more effectively. Note this talent only improves a character’s chances to hit with melee weapons and has not effect on ranged weapon attacks.

Blood God's Contempt

Tier: 3 Prerequisite: Frenzy, Willpower 40, Faction(Chaos) The character spends the time before battle armouring himself against the power of the warp by cursing the names of sorcerers and showing his fearlessness before his feeble power and all those who wield the power of the warp. This talent may be used at any time by a character as long as he has at least an hour to perform his ritual of contempt (a player may say his character has already performed the ritual before play begins if the GM agrees). The character must also spend one Infamy Point.

During the game session whenever the character is the subject of the effects of a psychic power, daemonic power or other warp based power, he may make a Willpower Test (make this test before any tests he would normally be permitted to resist the effects of the power). If the Willpower test is passed the character is unaffected by the psychic power. If the test is failed then the psychic power affects him as normal and he becomes Frenzied in addition to any other effects.

The effects of this talent only apply to powers that directly affect the character (such as targeted powers or powers which catch him in their area of effect) and not powers which may harm him indirectly (such as attack from summoned daemons or falling or flung debris from a telekinetic). In addition, powers used by friendly psykers must also be resisted (and also cause Frenzy should he fail to resist them). A power that is resisted by a character using this talent is not nullified and others are affected by it as normal.

Bolter Drill

Tier: 3

Prerequisite: Weapon Training (Bolter), BS 40

The character is a master of the boltgun, either because of his training in the Space Marine Legions or because of long years of practise and copious amounts of ammo. The character can use bolters of all types to unleash devastating volleys of disciplined fire that can cut down his enemies like the sweep of a scythe. When firing any class of Bolt weapon on full or semi-auto the character may score one additional Degree of Success (provided the Test is successful) if he does not take a Move Action in his turn.

Bulging Biceps

Tier: 2

Prerequisite: Strength 45

Whereas a weaker man would be sent flying when using heavy weapons, the character’s strong physique allows him to remain standing. The character can fire heavy weapons using Semi-Auto Burst or Full Auto Burst without bracing, and he does not suffer the -30 penalty for failing to brace. In addition whenever the character uses the Athletics Heft Special Skill Use he may add +20 to his Athletics Skill Test to reflect his massive muscles.

Catfall

Tier: 1

Prerequisite: Agility 30

Gymnastic ability and natural balance enables the character to fall great distances without harm. The character automatically reduces the distance of all falls by a number of metres equal to his Agility Bonus, ignoring this distance as if it did not exist. In addition the character adds +20 to his Acrobatics Skill Tests when using the Jump Special Skill Use as it pertains to reducing Damage from falling.

Cleanse and Purify

Tier: 1

Prerequisite: Weapon Training (Flame) talent.

The character can control the flow of molten promethium like no other, manipulating flame like an old accomplice. Targets exposed to your flamer attacks take a –20 penalty to avoid being hit.

Cold Hearted

Tier: 1

Prerequisite: None

The character is almost devoid of sentiment or physical lusts and is seldom swayed by the emotions of others, almost to an unnatural degree, whether thanks to iron self-control or chemical castration. Seduction attempts against him automatically fail, and he gains a +20 to his Willpower when making Opposed Tests against an opponent using the Charm Skill. Taking this Talent gives the character one Corruption and one Insanity Point.

Concealed Cavity

Tier: 1

Prerequisite: None

You have a small compartment hidden upon your person. This might be a pouch within your flesh, or a chamber fitted into one of your cybernetic implants. You may conceal one small item, no bigger than the palm of your hand, within this cavity. The compartment may be discovered on a Difficult (–10) Search Test. If the searcher employs additional technology, such as a medicae scanner or chem-sniffer, this difficulty is reduced to Ordinary (+10).

Child of the Warp

Tier: 2

Prerequisite: Psy Rating

As a result of prolonged exposure to the warp and excessive use of psychic powers the character has become saturated with warp energy. This grants greater connection to the warp and increases the character’s Psy Rating by +1 when he chooses to Push. The downside, however, is that the warp is always partially manifest in his presence and he generates constant psychic phenomena. At the start of each game session the character should roll 1d10 on Table: Child of the Warp to determine the nature of these persistent effects which follow him for the duration of the session. Alternatively, with the GM’s consent the player may select one phenomena from the following list that always effects him, eliminating the need to roll each session.

Note that the character still suffers from Psychic Phenomena and Perils of the Warp as normal.

Table: Child of the Warp
Roll Effect
1 Warp Echo: All noises cause echoes regardless of the surroundings.
2 Unholy Stench: The air around the psyker is permeated with a bizarre and foul smell.
3 Hoarfrost: A thin coating of frost covers everything within 10 metres.
4 Aura of Taint: Animals within 30 metres become spooked and agitated.
5 Memory Worm: People who see the psyker forget something trivial.
6 Spoilage: Food and drink go bad in a 10-metre radius.
7 Haunting Breeze: Winds surround the psyker blowing light objects about within 10 metres.
8 Distorted Reflections: Mirrors and other reflective surfaces within 10 metres are distorted.
9 Unnatural Decay: Plant life within 10 metres of the psyker withers and dies.
0 Bloody Tears: Blood weeps from stone and wood within 10 metres of the psyker.

Combat Formation

Tier: 1

Prerequisite: Intelligence 40

The character has directed his comrades to be prepared for danger, planning out his actions for many contingencies if attacked. Before rolling initiative, all members of the group (including the character) add +1 to his Initiative Rolls. Any member of the group may also choose to use the Intelligence Bonus of the character for their initiative roll rather than their own Agility Bonus.

Combat Master

Tier: 2

Prerequisite: Weapon Skill 30

The character’s weapon seems to be everywhere at once, keeping many more opponents at bay in close combat than would seem possible. Opponents fighting the character in hand-to-hand combat gain no bonuses for Ganging Up.

Combat Sense

Tier: 1

Prerequisite: Perception 40

The character has the ability to consciously recognise the prodding of his subconscious as it reacts to his preternaturally sharp senses, giving the character an edge that mere speed cannot match. The character may use his Perception Bonus in place of his Agility Bonus when rolling Initiative.

Counter Attack

Tier: 2

Prerequisite: Weapon Skill 40

The character’s lightning ripostes are things of deadly beauty; swift and invisible as the wind. After successfully parrying an opponent’s attack, the character may immediately make an attack against that opponent using the weapon with which he parried as a Free Action even though it is not his turn. This attack suffers a –20 penalty and may not be combined with any ability which allows more than one hit or attack such as Lighting Attack or Two-Weapon Fighting.

Corpus Conversion

Tier: 2

Prerequisite: Psy Rating, Faction(Chaos)

To the truly dedicated Sorcerer, the flesh is a fleeting inconvenience, a transitory shell to contain his glory until he ascends to something greater. Such beings, whether truly blessed by the Dark Gods, or merely insane, are willing to burn his flesh in exchange for power, gathering the corrosive power of the Warp and holding it within muscle, bone, sinew and hair until the time comes to unleash it. A psyker with the Corpus Conversion Talent gains access to this Path to Power, and may elect to use it before he attempts his Focus Power Test. The psyker may gain a number of bonus Degrees of Success no greater than his Toughness Bonus on his Focus Power Test.

However, for every Degree of Success gained in this way, the psyker suffers 1d10 Toughness Damage (note, this is not permanent Toughness Damage) and one Corruption Point as the energies of the warp poison his body from within. Space Marine characters may not benefit from Corpus Conversion; the taint-resistant metabolism of the Astartes makes them incapable of burning away their flesh to fuel warp-based powers.

Crack Shot

Tier: 2

Prerequisite: Ballistic Skill 50

The character can place his shots where it inflicts more harm such as at creases, gaps or joints in armour. When the character’s ranged attack causes Critical Damage, add +2 to the Damage result.

Crippling Strike

Tier: 2

Prerequisite: Weapon Skill 50

The character can land his blows precisely where they inflict the most harm, cutting into seams or hammering at weak points. When the character’s melee attack causes Critical Damage add +2 to the Damage result.

Crushing Blow

Tier: 3

Prerequisite: Weapon Skill 40

The character can channel the kinetic energy of his entire body into close combat attacks. The character adds half his Weapon Skill Bonus to Damage he inflicts in melee.

Dark Soul

Tier: 2

Prerequisite: Faction(Imperium)

Prolonged exposure to darkness has acted as an inoculation against all that is foul, granting the character resilience against corruption. Whenever called to make a Malignancy Test, he takes half the normal penalty.

Deadeye Shot

Tier: 1

Prerequisite: Ballistic Skill 30

The character’s rock-steady hand and hawk-like eyesight make him a dreaded marksman. No target, however precise, can escape his crosshairs. When making a Called Shot ranged attack, the character reduces the penalty by 10 (so a –20 becomes a –10 instead).

Decadence

Tier: 1

Prerequisites: Toughness 30.

Either through mental and physical conditioning or long years of abuse, your body has built up a tolerance to chemicals. When drinking alcohol or similar beverages, you do not pass out until you have failed a number of Toughness Tests equal to twice your Toughness Bonus. You also gain a +10 bonus to tests made to continue using drugs within 24 hours.

Deflect Shot

Tier: 2

Prerequisite: Agility 50

The character’s weapons move with such speed that they can deflect thrown weapons and shots fired from primitive weapons. When the character is armed with a readied melee weapon they add his Weapon Skill Bonus to his armour points on all locations (even unarmed locations) when calculating Damage from hits from ranged weapons with the Primitive Special Quality or Thrown weapons.

Die Hard

Tier: 1

Prerequisite: Willpower 40

Through either willpower or sheer stubbornness, the character refuses to die. When he suffers from blood loss, he may roll twice to avoid death.

Disarm

Tier: 1

Prerequisite: Agility 30

The character can wrest weapons from his opponent’s hands through practised technique or brute force. If in close combat, the character may use a Full Action to disarm his foe by making an Opposed Weapon Skill Test. If the character wins the test, the enemy drops his weapon at his feet. Should the character obtain three or more Degrees of Success, he may take the enemy’s weapon from him.

Discipline Focus

Tier: 3

Talent Groups: Biomancy, Divination, Pyromancy, Telekinetics, Telepathy.

Prerequisites: Psy Rating 3

You devote a great deal of time and effort into mastering your Discipline. Choose one of your Disciplines. You gain a +2 to Power Rolls made to manifest any powers of this Discipline.

Disturbing Voice

Tier: 1

Prerequisite: None

The character’s voice has particularly baleful or menacing qualities, causing others to quail before it. The character gains a +10 bonus to all Intimidate Skill Tests, but suffers a –10 penalty to Fellowship Tests when dealing with others in a non-threatening manner, such as animals, children or the easily startled. In addition, the character is more adept at instilling fear in his followers and when using the Special Skill Use Terrify, and adds +10 to his Command Skill Test to counter the effects of Fear.

Divine Ministration

Tier: 2

Prerequisites: Faction(Imperium), Pure Faith

The character is a vessel for the Emperor’s mercy and beneficence, his faith in his divinity can heal where no mere skill can. When testing Medicae, the character may spend a Fate Point to restore an amount of Damage equal to his Willpower Bonus instead of the normal amount. This amount is then added to and multiplied in the normal way depending on the type of care. In the case of first aid to a Lightly Wounded character, the character restores an amount of Damage equal to his Willpower Bonus plus his Intelligence Bonus.

The character may spend a Fate Point to remove all Fatigue from a number of people equal to twice his Willpower Bonus.

The character may burn a Fate Point to allow a character who has just died to have become Critically Wounded instead. This power has its limits though, (bullet in the chest—yes, decapitation—no) and it’s subject to the GM’s approval. If a use of the Divine Ministration fails to work in this way, the Fate Point is not lost.

Double Team

Tier: 1

Prerequisite: None

The character has experience fighting in paired teams that work together to take down their enemies. When ganging up on an opponent, the character gains an additional +10 bonus to Weapon Skill Tests. If one or more of the other allies ganging up on the opponent have this Talent, both gain an additional +10 bonus, for a total of +20. This bonus is in addition to the normal bonus gained from Ganging Up on an opponent.

Electrical Succour

Tier: 1

Prerequisites: Mechanicus Implants (Electoo inductor/Potentia coil).

You call upon the sacred flow of energy to replenish your weak flesh. Whilst in contact with a functioning, powered machine, or fully charged battery, you may make an Ordinary (+10) Toughness Test. If you succeed, remove one level of Fatigue plus one additional level of Fatigue for each degree of success. This takes one minute of meditation and ritual incantation to activate.

Exotic Weapon Training

Tier: 2

Prerequisite: None

Specialisations (each single exotic weapon)

The character is trained to use a particularly obscure type of weapon, allowing him to use armaments few others have ever seen. Weapons requiring this unique talent are noted in their armoury descriptions. When a character attempts to use a weapon he does not have the correct Weapon Training Talent for, he suffers a –20 penalty to any relevant Weapon Skill or Ballistic Skill Test. Unlike other kinds of weapons training this talent applies only to a single weapon and not a class of weapons.

Eye of Vengeance

Tier: 3

Prerequisite: Ballistic Skill 50

The character can focus his intent on where it is likely to do most damage to his enemy and then strike them down with a single shot. Before making a Standard Attack ranged attack action, the character may spend a Fate Point. If he does so, his attack deals +X Damage and gains +X Pen, where X equals the number of Degrees of Success scored on the attack roll.

Favoured by the Warp

Tier: 3

Prerequisite: Willpower 35

Whenever a Power Roll results in Psychic Phenomena, the character may roll one additional time on that table and take the more favourable result. Perils of the Warp affect him as normal — such is the capacious nature of the Dark Gods that not even the “favoured” can avoid their gaze from time to time...

Fear Me, But Obey

Tier: 1

Prerequisite: Iron Discipline

A resourceful commander can use the Command Skill to terrify his followers into fearing him more than a Fear-causing foe. As a Reaction a character can try to counter the effects of Fear in his troops should they fail their Willpower test against a Fear-causing foe. Make a Command Skill Test opposed by the Willpower of the Fear-causing creature. Both the character and the creature add +10 to their rolls for each level of Fear they possess. If the character is successful his followers may ignore the effects of Fear from this creature for the encounter (they are simply more scared of their own commander).

Chaos worshippers may not benefit from the effects of the talent that another player character possesses. Imperials only benefit from its effects if their formal commander possesses it, be it a sergeant for guardsmen or Acolyte Prime for inquisitorial acolytes.

Fearless

Tier: 3

Prerequisite: Nerves of Steel

Through hard experience with horrifying situations, fear no longer commands the character’s actions. The character is immune to the effects of Fear and Pinning, but disengaging from combat or backing down from a fight is difficult for him to stomach and as such requires a successful Willpower Test.

Ferric Summons

Tier: 1

Prerequisite: Ferric Lure Implants, Mechanicus Implants

The character can call an unsecured metal object to his hand as with Ferric Lure Implants, but may summon objects of up to 2 kilograms per point of his Willpower Bonus and may summon objects up to 40 metres distant.

Flagellant

Tier: 1

Prerequisite: None

You have dedicated your pain to the service of the divine. Each day, you must spend twenty minutes praying and inflicting 1 point of Damage upon yourself. You may not treat this Damage or allow it to be healed. Once you have castigated your flesh, you gain a +10 bonus to Willpower Tests made to resist mind control or Malignancy. Additionally, if you have the Frenzy talent, you may enter a frenzied state as a Free Action. Should you fail to flagellate yourself on any given day, you take a –5 penalty to all Tests due to shame and guilt.

Flesh Render

Tier: 1

Prerequisite: Weapon Training (Chain)

The character has a taste for the massive damage that can be inflicted with chain weapons and other melee weapons that rip apart the flesh of his enemies. When inflicting Damage with a melee weapon that has the Tearing Quality, the character rolls two additional die for Damage, rather than the normal one for using a Tearing weapon, and discards the lowest two Damage dice results.

Foresight

Tier: 2

Prerequisite: Intelligence 30

Logic and analysis do for the character what animal entrails and the bones claim to do for the superstitious masses. By careful consideration of all the possible consequences, and examination of all evidence and information, the character can identify the best path for success. By spending ten minutes studying or analysing a problem, the character gains a +10 bonus to his next Intelligence Test or a Skill Test based on Intelligence.

Frenzy

Tier: 1

Prerequisite: None

The character’s temper and passion boil just below the surface of his psyche, mostly held in check by his rational mind, but easily released when needed. If the character spends one full round fuelling his anger—through flagellation, drugs, or other means— on the next round he goes into an uncontrolled rage, gaining a +10 bonus to Weapon Skill, Strength, Toughness, and Willpower, but suffering a –20 penalty to Ballistic Skill, Intelligence and Fellowship. The character must attack the nearest enemy in melee combat if possible. If he is not engaged with the nearest enemy, he must move towards that enemy and engage it if possible. The character does not take obviously suicidal actions such as leaping off a building in order to engage someone on the ground, but he does take any actions that has a reasonable opportunity to engage in melee with the nearest enemy. While Frenzied, he is immune to Fear, Pinning, stunning effects, the effects of Fatigue, and he may not Parry, retreat, or flee. He remains Frenzied for the duration of the combat. Characters may not use psychic powers whilst in Frenzy. After combat ends, or if there are no more eligible targets for the character to attack he can make a Willpower Test to snap out of his Frenzy. If he fails he must continue to attack, favouring NPCs over PCs. Each successive round however he may make another Willpower Test, with a cumulative +10 Bonus to return to a stable state of mind and come out of Frenzy. After Frenzying a character may not Frenzy again for at least an hour as he recovers his mental and physical strength.

Fueled by Flesh

Tier: 2

Prerequisite: Psy Rating, Sacrifice

In manifesting their powers, many psykers, especially those fallen to Chaos or rapidly approaching that, practice some form of self-mutilation in order to further augment and empower their incantations with their own suffering and bodily sacrifice. Each time a power is unsuccessfully manifested, the psyker with this talent can opt to re-roll the dice at the cost of inflicting 1d5 Damage on themselves (Armour, Toughness Bonus, and other protections do not apply to this Damage).

An unfortunate side-effect is that it leaves the psyker’s flesh a mangled mess of cuts and wounds in a state of constant recovery and open to infection. As a result, the psyker suffers –20 to resist the effects of diseases and poisons, and if wounded by a Toxic weapon, he suffers an additional 1d10 points of damage with no reduction from his Armour or Toughness Bonus.

Furious Assault

Tier: 2

Prerequisite: Weapon Skill 35

The character’s speed and martial prowess allow him to land several blows where lesser combatants land one. If the character successfully hits his target using the All Out Attack Action, he may spend his Reaction (and thus not being able to parry or dodge until his next turn) to make an additional attack using the same bonuses or penalties as the original attack.

Guardian

Tier: 2

Prerequisites: Agility 40

Years of serving as a bodyguard allow the character to put himself in the line of fire, or to take a murderous attack that was intended for another. He may sacrifice all of his Actions for the next Round to switch places with an ally within 2 metres (as long as there is no obstruction in the way). This may be done at any time, even interrupting another action. The character become the target of any attacks previously targeting the ally.

This Talent may not be used more than once per combat.

Gun Blessing

Tier: 1

Prerequisites: Mechanicus Implants.

With a wave you can unjam a number of guns equal to your Intelligence Bonus. You may bless any weapon in a 10 metre radius. To do so, make an Intelligence Test. A success indicates that you have rallied the spirits of the weapons. This blessing is a Full Action.

Gunslinger

Tier: 3

Prerequisite: Ballistic Skill 40, Two-Weapon Wielder

The character has trained with pistols for so long that they are like extensions of his own body, barely requiring conscious thought to aim and fire. When armed with two pistol-class weapons, both of which he can use single-handedly, the character reduces the penalty for Two-Weapon Fighting by 10 (so –20 would drop to –10). If taken with the Ambidextrous Talent, this drops the penalty to +0.

Hammer Blow

Tier: 3

Prerequisite: Crushing Blow

The character strikes a single blow with such focus and force that it breaks armour and pulps flesh as it strikes. When the character makes an All Out Attack manoeuvre to make a single melee attack he may add half his Strength Bonus to the weapon’s Armour Penetration. The attack also counts as having the Concussive (2) Special Quality to represent the shocking force of the blow’s impact.

Hard Bargain

Tier: 3

Prerequisite: Profit Factor 25

The character’s shrewd negotiations and bartering skills are without peer, and he has a knack for seeing opportunities for profit where others see nothing. Whenever Profit Factor is awarded for completing some grand task, you gain a bonus of +1 Profit Factor.

Hard Target

Tier: 2

Prerequisite: Agility 40

Light-footed, the character dodges and weaves through combat with a lithe grave, skills learned from long years in the line of fire. When the character performs a Charge or Run action, opponents suffer a –20 penalty to Ballistic Skill Tests made to hit the character with a ranged weapon. This penalty continues until the start of the character’s next turn.

Hardy

Tier: 2

Prerequisite: Toughness 40

The character’s constitution rebounds quickly from shock or injury. When undergoing medical treatment or healing from injures , the character always recovers Damage as if lightly wounded regardless of the level of Damage he has sustained.

Hatred

Tier: 2

Prerequisite: None

Specialisations: Adeptus Arbites, Adeptus Astartes, Adeptus Mechanicus, Adepta Sororitas, Chaos Space Marines, Daemons, Ecclesiarchy, Heretics, Imperial Guard, Imperial Navy, Inquisition, Mutants, Psykers, Renegades, Xenos (specific)

A group, organisation or race has wronged the character in the past, fuelling this animosity. When fighting opponents of that group in close combat, the character gains a +10 bonus to all Weapon Skill Tests made against him. The character also finds it difficult to back down from a fight with his hated foe and must make a Willpower Test to retreat or surrender when fighting him unless massively outnumbered or outclassed.

Heightened Senses

Tier: 1

Prerequisite: None

Specialisations: Sight, Sound, Smell, Taste, Touch

Either genetics or augmetics have rendered one of the character’s senses superior to others. When the character gains this Talent, select one of the five senses: The character gains a +10 bonus to any tests specifically involving this sense. Thus, Heightened Senses (Sight) would apply to an Awareness Test to see a flock of Shale Crows, but not to a Ballistic Skill Test simply because the character is using his eyes. This talent may be taken more than once, each time with a different specialisation.

Heirloom

Tier: 1 if Faction(Chaos), 2 if Faction(Imperium)

Prerequisite: Race(Human), no templates applied

Passed down through the ages, the character has come into possession of an ancient ancestral heirloom. The character may choose any weapon (melee or ranged) or armour from Armoury with an Availability of Very Rare or less without the need to make an Acquisition Test. He must, however, roll 1d5 once for the item on Table: Heirloom giving it a permanent curse for servants of Chaos, or a history of serving the Imperium for the loyalists.

Chaos-worshipers are bonded to the item and even if it is lost, destroyed, or stolen it always somehow turns up in its original condition at the start of the next game session.

Servants of the Imperium, on the contrary, are haunted by the jealousy of those around them. Complex plots are woven even by other Imperials to acquire the item for themselves, and there is no greater pleasure for a xenos or a heretic than to despoil such a relic.

Heirlooms invariably have a long history behind them, and it should have profane effect on their current wielder, as per GM's plans.

Table: Cursed Heirloom
Roll Effect
1 Bloodthirsty: The item has an unnatural taste for blood and can sense death with a lust that seems almost human. Whenever the character kills a living creature he must make a Willpower Test or use his next action to put another round into — or make another swing at — the corpse.
2 Unsettling: The sight of the item is unnerving to anyone with half a brain, and though the character can’t tell why people don’t like it everyone subconsciously avoids it. The first time in each game session that the character makes a Fellowship Test or a Skill Test using the Fellowship Characteristic he must reroll the result if it is a success.
3 Jinxed: Something about the item seems to bring bad luck to those nearby, spreading its own misery to the character’s companions. If the item is a ranged weapon, whenever it Jams all nearby ranged weapons also Jam. If the item is a melee weapon, whenever the character rolls minimum Damage all other nearby melee weapons inflict minimum Damage until the start of the characters next turn. If the item is a suit of armour whenever the character is hit by a weapon with a Pen equal or greater than his AP all other suits of armour nearby have their APs reduced by half (round up) until the start of his next turn. Jinxed affects items within 20 metres of the character whether they can see him or not.
4 Doomed: The item seems determined to kill its master and add him to the long list of previous owners now sleeping in the soil. The first time in each game session the character spends an Infamy Point roll a die: on a result of 9 the Infamy Point has not effect but is still spent.
5 Toxic: Touched by the unhallowed hands of those dedicated to Nurgle in times past the item has taken on the taint of disease and decay which it passes on to the character while he carried it. The first time in each game session that the character makes a Toughness Test or a Skill Test using the Toughness Characteristic he must reroll the result if it is a success.
Table: Blessed Heirloom
Roll Effect
1 Watchful: The item has spent aeons in the hands of the guardians of the Imperium, acquiring some of their ever-vigilant gaze. When rolling Perception or Psyniscience, reroll the first failure in a game session.
2 Inspiring: Thrice-blessed by the priests, or even once wielded by one of Imperial Saints, the item radiates mild inspiring light that warms the hearts more than bodies. Apply +10 to all Interaction Skill Test made against pious servants of the Imperium. The light makes it hard to hide, however - take -10 penalty to all Stealth Tests.
3 Archeotech: Manufactured in the millennia long gone, the item far outclasses modern models technologically. If the item is a weapon, it gains Proven(3) Special Quality. If the item is an armour suit, it increases AP by +1 in one location of the player's choosing.
4 Lucky: The item has a history of bringing its owners good luck, whether thanks to a particularly effective set of prayers inscribed or just good will of the Emperor. Whenever the character spends an Fate Point roll a die: on a result of 9 the Fate Point has full effect but does not count as spent. This effect only works once per game session.
5 Agile: Throughout the centuries of faultless service, the item has been tuned to perfection. If the item is a ranged weapon, it gains the Accurate Special Quality. If the item is a melee weapon, it gains the Balanced Special Quality. If the armour is a suit of armour, reroll the first failed Stealth or Dodge test in a game session.

Hip Shooting

Tier: 2

Prerequisite: Ballistic Skill 40, Agility 40

The character’s prowess with ranged weapons is such that he can still fire accurately without his eye behind the sights. As a Full Action, the character may both move up to his Full Move rate and make a single attack with a ranged weapon. This attack can only be a single shot and may not be a semi or full automatic ranged attack. Characters with the Two-Weapon Fighting talent may use this talent with Hip Shooting to make two single shots if he is armed with a ranged weapon in either hand.

Hotshot Pilot

Tier: 2

Prerequisite: Agility 40, Operate (any one)

The character can pilot or drive vehicles as if they were extensions of his own body and has a natural understanding of anything with wheels, wings or legs. The character counts as having all Operate Skills (essentially, he can drive or fly anything) at Rank 1 (Known). If he wishes to later improve his Operate Skills they must be bought using experience points (from Rank 1) as normal.

Such is his skill he also adds one Degree of Success to any successful Operate Tests.

Infused Knowledge

Tier: 3

Prerequisite: Intelligence 40, Lore (any one)

The character has been infused with a great wealth of lore and knowledge, either through punishing noetic techniques, by arcane methods kept secret by the guardians of technology and knowledge, or a dark pact with the gods for secret lore. The character counts as having all Common Lore and Scholastic Lore (essentially, he knows something about everything) at Rank 1 (Known). If he wishes to later improve his Lore Skills they must be bought using experience points (from Rank 1) as normal. Such is his skill that he also adds one Degree of Success to any successful Common or Scholastic Lore Tests.

Independent Targeting

Tier: 2

Prerequisite: Ballistic Skill 40

The character has developed his peripheral vision and situational awareness to a point where he can fire in two directions within a split second. When firing two weapons as part of a single action (using the Two-Weapon Fighting talent), the targets need not be less than 10 metres apart.

Insanely Faithful

Tier: 1

Prerequisite: None

You take refuge in your madness. When rolling to determine the effects of Shock, you may roll twice and take the better result.

Inspirational Presence

Tier: 2

Prerequisite: Air of Authority

When in a position of authority, the character can use the Charm Skill to inspire a group-related test, either with positive or negative reinforcement. Success provides a +10 bonus to the next Skill or Characteristic Test of the motivated group, such as passing a Willpower Test to resist Fear or recover from Pinning. Thus, a priest might inspire Imperial troopers to fight harder, or the Space Marine Chaplain might rouse his brothers with an impassioned prayer to the Emperor.

Inspire Wrath

Tier: 2

Prerequisite: Air of Authority, Hatred (Any)

The character’s personal vitriol and bitter hatred is so ingrained in his being that the character can inspire the same hate in others. As a Full Action, the character can make a Charm Test to grant the effects of the Hatred Talent to any people in his immediate vicinity. Success on the test grants the Hatred Talent to the listeners (with the object of hate chosen by the character) for the duration of an encounter. Listeners can resist the effects of the characters speech (and therefore not be burdened with his chosen hatred) by passing an Opposed Willpower Test against the character’s Charm Skill Test. Inspire Wrath affects up to 10 times the character’s Fellowship, which can be increased with the use of the Demagogue Talent as normal. Both players and GMs should bear in mind, however, that once a crowd has been inspired to hatred or mindless anger the effects can be unpredictable...

Into the Jaws of Hell

Tier: 3

Prerequisite: Iron Discipline, Fellowship 50

The character’s leadership is so stern and terrifying that his followers would rather die at the hands of a Daemon Prince than disobey him. His followers become immune to the effects of Fear and Pinning as long as he is physically there to lead them and they can see him leading by example.

Chaos worshippers may not benefit from the effects of the talent that another player character possesses. Imperials only benefit from its effects if their formal commander possesses it, be it a sergeant for guardsmen or Acolyte Prime for inquisitorial acolytes.

Iron Discipline

Tier: 2

Prerequisite: Fellowship 30

Iron sharpens iron. The character does not coddle his subordinates nor motivate them through kindness. The character’s stalwart example and stern leadership exhorts them with steel instead of spoils. If the character is visible to his followers, either in person or via vox- or pict-caster, they may reroll failed Willpower Tests made to resist Fear and Pinning.

Chaos worshippers may not benefit from the effects of the talent that another player character possesses. Imperials only benefit from its effects if their formal commander possesses it, be it a sergeant for guardsmen or Acolyte Prime for inquisitorial acolytes.

Iron Jaw

Tier: 1

Prerequisite: Toughness 40

The character has taken blows from Orks and given back as good as he got. The character can bounce back from most strikes without ill effects. If ever Stunned, a successful Toughness Test allows the character to ignore the effects.

Jaded

Tier: 1

Prerequisite: Willpower 30

The character’s wide travels have shown him both wonders and horrors beyond the ken of most. The galaxy has thrown its worst at the character and he has yet to fl inch. Dead bodies, xenos creatures, and other terrifying but natural occurrences do not elicit Fear Tests. Terrors of the Warp still affect the character normally.

Killing Strike

Tier: 2

Prerequisite: Weapon Skill 50

With expert precision the character can land blows which defy his opponent’s ability to counter, sliced through his defences as surely as a powerblade cuts flesh. When making an All Out Attack, the character may spend a Fate Point to choose to make that melee attack unavoidable with the Parry or Dodge Skills. Other means of stopping attacks (such as Shadow Fields or Displacement Fields) are unaffected.

Last Man Standing

Tier: 2

Prerequisites: Nerves of Steel

The character has developed a sixth sense about hails of gunfire, allowing him to sense gaps and pauses in the lethal rain. He is immune to Pinning by Pistols and Basic Weapons, and adds +1 AP to the value of any cover protecting him from ranged attacks.

Leap Up

Tier: 1

Prerequisite: Agility 30

A combination of athletic ability and speed allow the character to spring to his feet in virtually any circumstance. The character may stand up as a Free Action.

Light Sleeper

Tier: 1

Prerequisite: Perception 30

The slightest change in conditions or the slightest disturbance brings the character from sleep to full awareness, remaining alert even in slumber. The character is always assumed to be awake, even when asleep, for the purposes of Awareness Tests or surprise. Unfortunately, the character’s sleep is not deep and can be frequently interrupted, resulting in a less-thancheery disposition when awake.

Lightning Attack

Tier: 3

Prerequisite: Swift Attack

The character’s speed with weapons is legendary, allowing him to launch flurries of attacks in melee. A character with this Talent may make the Lightning Attack Combat Action.

Lightning Reflexes

Tier: 1

Prerequisite: None

The character always expects trouble, even in the most innocuous situations, allowing him to act quickly when needed. When making an Initiative Roll the character may roll twice and add the highest of the two dice result to his Agility Bonus.

Logis Implant

Tier: 2

Prerequisite: Mechanicus Implants

You may utilise analytical circuits to calculate trajectory and reactions to a preternatural extent. Your ability to read possible outcomes lets you anticipate the movement of your opponents. As a Reaction you may make a Tech-Use Test to activate your Logis Implant. Note that this uses up your Reaction for the Round. Until the end of your next Turn, you gain a +10 bonus to all Weapon Skill and Ballistic Skill Tests. Each successful use of this Talent causes one level of Fatigue unless you pass a Toughness test.

Luminen Blast

Tier: 3

Prerequisites: Luminen Shock, Luminen Capacitors, Mechanicus Implants

The energies charged in the character’s Luminen Capacitors can be expelled in a ranged attack with a Ballistic Skill Test directing this energy against a single target within 10 metres inflicting 1d10 plus twice the character’s Willpower Bonus in Energy Damage with Pen 2 and the Shocking and Blast (X) Quality. X equals any value between 1 and the character’s Intelligence Bonus, chosen by the character at the time of firing.

The attack uses a Half Action to accomplish (counting as a Single Attack Action) and the character must pass a Toughness Test when he uses this ability or gain a level of Fatigue.

Luminen Shock

Tier: 2

Prerequisites: Luminen Capacitors, Mechanicus Implants

The energies charged in the character’s Luminen Capacitors can be expelled as he fights an opponent, either directly or via an electricity-conducting weapon. By making a successful melee attack (without penalties for being unarmed, if made without weapon) or instead of doing Damage during a grapple, the character may deal 1d10 plus his Willpower Bonus in Energy Damage with Pen 2 and the Shocking Quality.

Machinator Array

Tier: 2

Prerequisites: Mechanicus Implants

The character has returned to the creches of the Mechanicus so they can bring him closer to the most holy of forms, adding an extensive machinator array to his existing augmetics. The character’s Strength and Toughness Characteristics are increased by +10, and his Agility and Fellowship are reduced by –5. His mass increases to three times that of a normal person, and he may no longer stay afloat or swim in water or similar liquids. The character may mount a single pistol type or close combat weapon on any Ballistic Mechadendrites he posseses. He must still have the proper Talent to use the mounted weapon.

Maglev Transcedence

Tier: 2

Prerequisite: Maglev Coils/Mechanicus Implants

The Heretic has learned how to better use his inbuilt maglev coils. He may hover for a number of minutes equal to 1d10 plus twice his Toughness bonus. He may move his Run speed when making a Half Move Action, and suffers no Damage from falling if the Coils are active. Each use expends half the power stored in the coils (therefore he may use the Coils twice before recharging them).

Marksman

Tier: 2

Prerequisite: Ballistic Skill 35

The character’s steady hand and eagle eye allows him to keep crosshairs steady on any target, regardless of range. Distance is no protection against the character’s marksmanship and he suffers no penalties for Ballistic Skill Tests at long or extended range.

Master Orator

Tier: 3 Prerequisite: Air of Authority

The character has learned the techniques required to influence large audiences. When the character uses the Charm or Intimidate Skill to affect more than one person they may affect up to a 100 times his Fellowship Bonus. In addition such is the character’s natural magnetism and charisma that he adds +10 to the loyalty of all his underlings.

Master Chirurgeon

Tier: 3

Prerequisite: Medicae +10

The character’s advanced medical skills enable him to knit flesh with deft mastery. The character’s exceptional education in the use of the Narthecium, Med-Slate and supplemental drugs give his patients an enormous advantage. The character gains a +10 bonus on all Medicae Skill Tests. Any successful heal attempt (including Heavily and Critically wounded patients) by the character heals 2 additional Wounds. If his patient is in danger of losing a limb from a Critical Hit, the character provides the patient with a +20 bonus to the Toughness Test to prevent limb loss.

Master Enginseer

Tier: 3

Prerequisite: Tech Use +20, Mechanicus Implants

The character’s knowledge of engines and their machine spirits is truly incredible. The character can almost feel the plasma pulsing through a reactor’s conduits as if it were his own veins. The character gains a +10 bonus on Tech-Use Skill Tests. The character may spend a Fate Point to automatically succeed on a Tech-Use Skill Test for enhancement, repair, or upgrade of a machine’s system, taking the minimum amount of time possible on the task. In addition at the GM’s discretion the character may repair objects without all the parts at hand, jury-rigging a working device as good as the original.

Mastery

Tier: 3

Prerequisite: Rank 4 in Selected Skill

Specialisations: Any Skill

The character has become a consummate master of a single skill and can perform feats with it that would baffle lesser men. The character may spend a Fate Point to automatically pass a Skill Test with his chosen skill provided the final modifier to his Skill Test is 0 or greater. In addition to simply passing the test the character passes it by a number of Degrees of Success equal to the Characteristic Bonus of its associated Characteristic. This Talent may be taken more than once, each time for a different Skill.

Mechadendrite Use

Tier: 2

Prerequisite: Mechanicus Implants

Specialisations: Weapon, Utility

The character is trained in the use of a particular kind of Mechendrite (extra mechanical arms often sprouting from a cyber mantle mounted on the character’s back) in much the same way as Weapon Training allows the use of weapons. Though there are many different types of Mechadendrite, this talent divides them into two categories:

Weapon: Mechadendrites of this type end in either ranged or close combat weapons, and have the supplemental support and strength necessary for combat.

Utility: Including such varied types as Machine Spirit Interface, Manipulator, Medicae, Utility, Optical and countless others, these Mechadendrites generally require less hardy mountings, but all interface with the Cyber Mantle in a similar manner.

Meditation

Tier: 1

Prerequisite: None

The character has mastered his body and its reactions by the practice of meditative techniques, shutting down unnecessary functions that enables him to refresh both body and mind. Success on a Willpower Test and 10 minutes without interruption removes one level of Fatigue.

Mental Fortress

Tier: 3

Prerequisites: Willpower 50, Strong Minded.

You are trained to aggressively resist psychic attacks. Whenever you are the target of a psychic attack, you force the psyker to make a Willpower Test. On a failure, the psyker takes 1d10 points of Damage plus 1 Damage per point of your Willpower Bonus. This Damage is considered Impact Damage, directed at the head (more specifically, the face). The psyker can reduce this Damage by an amount equal to his Willpower Bonus. This Damage bypasses armour and any Toughness Bonus.

Mental Rage

Tier: 2

Prerequisites: Frenzy.

You channel your madness and hate into your Psychic Powers. You may use your Psychic Powers whilst in a Frenzied state. Add +2 to your PR for determining the effects of your psychic powers while in this state.

Mighty Shot

Tier: 3

Prerequisite: Ballistic Skill 40

The character knows the weak points in every armour and material, and has the skill to ensure that his shots land exactly where they do the most damage. The character adds half his Ballistic Skill Bonus to Damage the character inflict with a ranged weapon.

Mimic

Tier: 1

Prerequisite: None

Vox synthesisers, training, or innate abilities allow the character to accurately mimic the voice of another. The character must study the voice patterns of his intended target for at least one hour for proper imitation, and speak the same language. The character cannot accurately copy the voice of a xenos due to the difference in physiology and the subtle complexities of most alien languages. Listeners must pass a Scrutiny Skill Test with a –10 penalty to penetrate the deception. If the character’s study relied on vox recordings, or comm-link conversations rather than in-person observation, then there is no penalty to the Scrutiny Skill Test to see through it. The character’s deception automatically fails if the listener can clearly see him.

Nerves of Steel

Tier: 2

Prerequisite: None

Long years on the battlefield enable the character to remain calm as fire rains down all around him. The character may reroll failed Willpower Tests to avoid or recover from Pinning. In addition is seldom impressed by the aggressive displays of his enemies and gains a +10 to Willpower Tests when resisting the effects of enemy Intimidation Skill attempts.

Never Die

Tier: 3

Prerequisite: Willpower 50, Toughness 50

The character’s will or devotion to the gods can sustain him when his flesh fails him. The character can spend a Fate Point to ignore the effects of injury, Fatigue, and Stunning for a single combat. This talent does not prevent the Damage, but allows the character to temporarily ignore its effects for the duration of the combat. Death still affects him normally.

Orthoproxy

Tier: 1

Prerequisite: None

Either part of the character’s brain has been removed or an inhibitor such as a reason inhibitor circuit has been implanted within the character’s skull, allowing him ignore mental strain that would affect a more “complete” person. The character receives a +20 bonus to Willpower Tests made to resist mind control or interrogation. He tends not to get jokes, however.

Paranoia

Tier: 2

Prerequisite: None

The character knows that danger lurks behind every corner and knows the galaxy hits him with everything it has as soon as he let his guard down. The character gains a +2 bonus on Initiative rolls, and the GM may secretly test using the character’s Perception to notice hidden threats. The price of this eternal vigilance is a twitchy disposition and the inability to relax.

Pity the Weak

Tier: 1

Prerequisite: Strength 35, Willpower 35

Despised are the weak for they cannot stand alone against the dark of the Universe. The character has nothing but contempt for those less powerful than himself and gains a +10 on Command, Commerce, Deception, and Intimidation Skill Tests when opposed by someone with either a Strength or Willpower Characteristic lower than themselves. Unfortunately, the character also has trouble hiding his contempt from such people and suffers a –10 to Charm Skill Tests when dealing the same people.

Polyglot

Tier: 1

Prerequisite: Intelligence 40, Fellowship 30

The character has an innate ability to derive meaning from unknown languages, and can make himself understood using this intuitive grasp. The character can make untrained Skill Tests with the Linguistics Skill even though it is a Specialist Skill. Being a Polyglot is not the same as having a true knowledge of a language, and characters must make a Linguistics Skill Test (along with the –20 modifier for being untrained) to have more than the most basic conversations or exchanges of ideas.

Power Well

Tier: 2

Prerequisite: Psy Rating 2.

Power suffuses your being, allowing you to manifest powers more easily. When manifesting powers, you gain a +1 bonus to your Manifesting rolls. You may select this Talent multiple times. Its effects are cumulative.

Precise Blow

Tier: 2

Category: Weapon Skill 40, Sure Strike

The character’s eye, hand, and weapon act seamlessly together, placing the characters blows where he intends. When making a Called Shot (see page 234) melee attack, the character reduces the penalty by 10 (so a –20 becomes a –10 instead). If combined with Sure Strike, this reduces the penalty to 0.

Prenatural Speed

Tier: 3

Prerequisites: Weapon Skill 40, Agility 50

The character is a swift moving bringer of death; a living, bloody scythe before whom foes fall like corn before the reaper. When making a Charge Move the character doubles his normal charge movement (i.e. a character with an AB of 3 has a charge movement of 9 metres, which is then doubled to 18 metres by the Preternatural Speed Talent).

Prosanguine

Tier: 2

Prerequisite: Black Blood (Autosanguine) Implants, Mechanicus Implants

Through iron will or warp-spawned powers, the character may boost his Black Blood implants to greater levels of effort. He must spend 10 minutes in mediation and make a Tech-Use Test. If he succeeds, he heals 1d5 points of Damage plus one additional point of Damage for every two Degrees of Success. If he rolls a 96 or higher, he loses the ability to use his Black Blood implants or the Prosanguine Talent for one week.

Psy Rating

Tier: 3

Prerequisite: Psyker

The character is a psyker, his power in game terms rated on a scale of 1 to 10, where Psy Rating 1 is the lowest to warrant the attentions of the gods and tap into the warp, and a rating of 10 represents one of the most powerful Primaris Alpha psykers or daemon princes in existence.

Increasing a character’s Psy Rating represents that character unlocking more of his psychic potential and becoming more and more powerful. A character may take this talent multiples times. Each time this talent is taken the character’s Psy Rating is increased by 1, to a maximum of 10. An increase in Psy Ratings does not give additional Psychic Powers. Characters must have the Psyker Trait to take this Talent.

A character may not purchase a higher Psy Rating than his Willpower Bonus plus his Corruption Bonus. If a character starts play with a higher Psy Rating (or gains a higher Psy Rating through some other means), this simply means he cannot make further purchases until his combined bonuses increases.

Psychic Power

Tier: 1

Prerequisite: Psyker

Either through training or natural development, the character has learned an additional Psychic Power. This power must be selected from one of the powers available to the character. The experience cost and requirements for psychic powers are not the same as other Talents and can instead be found in the chapter on Psychic Powers. Note that this Talent gives new powers to all kinds of Warp-manipulators, from Navigators to Astropaths and from Sorcerers to Librarians.

Pure Faith

Tier: 1

Prerequisites: Faction(Imperium)

The character’s faith in the God Emperor of Mankind, his divine power and grace, is total and complete. This faith wraps around him and suffuses his soul, armouring him against the foul influences and weapons of the heretic. Pure Faith provides all of the following benefits:

The Explorer is always immune to the effects of Daemonic Presence including the negative modifiers to his Willpower.

The Explorer may spend a Fate Point to not take Fear Tests, not acquire Insanity Points, and not gain any Corruption Points. These safeguards remain for the duration of the encounter.

The Explorer may burn a Fate Point to resist the effects of any single daemonic or psychic attack, effectively allowing him to emerge unscathed as if by a miracle.

Purge the Unclean

Tier: 2

Prerequisites: Faction(Imperium), Pure Faith

The character can focus his faith through words, gestures, and force of will such that a daemon may be cowed or cast out bythe power of the Emperor.

As a half action, the character may spend a Fate Point to intone holy words to repel a warp entity. Make an opposed Willpower Test against the warp entity. If the Test succeeds, the warp creature is repelled a distance of metres away equal to twice the character’s Willpower Bonus. It cannot approach closer than this distance for 2d5 Rounds.

As a full action, the character may spend a Fate Point to speak the rites of exorcism and force out a possessing warp entity from its host. Make an opposed Willpower Test against the warp entity. If the Test succeeds, the warp entity is driven out of the thing it was possessing and manifests in an adjacent space to its former host. The warp entity may not possess the host again for a number of hours equal to twice character’s Willpower Bonus.

As a full action, the Explorer may burn a Fate Point to chant the litanies of detestation to purge a warp entity from reality. He must be actually confronting the thing and not just thinking about it. Test the character’s Willpower; if successful, he deals Damage equal to his Willpower Bonus, plus his Willpower Bonus for each Degree of Success. On a failed Test, the warp creature takes damage equal to the character’s Willpower Bonus. Damage inflicted by this method is not reduced by the creature’s Toughness or Armour.

Quick Draw

Tier: 1

Prerequisite: None

The character has practiced so frequently with his weapons that they practically leap into his hands in response to a simple thought. The character can draw and ready a weapon as a Free Action when the character is armed with a Pistol or Basic-class ranged weapon, or a melee weapon that can be wielded in one hand.

Radiant Presence

Tier: 1

Prerequisite: Fellowship 30

There is something wondrous and bewitching about the character, the way he holds himself and the look in his eyes that puts people at ease, blurring their minds and drawing their focus like moths to a flame. Everyone within 20 metres that can see the character feels a touch of euphoria just by being near him and suffer lessened effects from things that would upset of distress them. Those affected gain a +10 to Willpower Tests to resist Fear or against Intimidation attempts. This ability affects all those close to the character indiscriminately, though not the character himself.

Rapid Reaction

Tier: 2

Prerequisite: Agility 40

The character has honed his reactions to a razor’s edge, allowing him to act while most stand dumbfounded. When surprised or ambushed, a successful Agility Test allows the character to act normally.

Rapid Reload

Tier: 1

Prerequisite: None

The firing ranges and weapon drill chambers are the character’s constant abode, and hours of reloading countless magazines or power cells means that he can replace them without looking and without thinking. The character halves all reload times, rounding down. Thus, Half Action reload become a Free Action, a Full Action reload becomes a Half Action and so on.

Raptor

Tier: 1 Prerequisite: Operate (Aeronautica) Many warriors, especially the Space Marines, use jump packs to close quickly with their foes and rip them to pieces face to face. When the character makes a Charge Action using a Jump Pack his melee attack deals an extra d10 of Damage for every two Degrees of Success he scores on his Weapon Skill Test to a maximum of two extra d10.

Resistance

Tier: 1

Prerequisite: None

Specialisations: Cold, Fear, Heat, Poisons, Psychic Powers

The character’s background, experience, training, exposure, or plain stubbornness has developed a resistance within him. Each time the character select this talent, choose one area of resistance. The character gains a +10 bonus when making tests to resist the effects of this group. The character’s GM may wish to approve certain choices or have them justified by the character’s past.

Rite of Fear

Tier: 2

Prerequisites: Mechanicus Implants (Respirator Unit).

You may recite an infrasonic dirge, which causes terror within the weak. All humans, regardless of their ability to hear, within a 50 metre radius consider you to have a Fear Rating 1 point higher than normal. Whilst incanting the dirge, you may not talk on any additional frequency. The rite is two minutes long, and it is considered very bad form to break off incantations at any point within the liturgy. Note that humans without auditory implants cannot hear infrasonic sound, and thus will assume you are not speaking.

Rite of Pure Thought

Tier: 2

Prerequisites: Mechanicus Implants (Cranial Circuitry).

You have replaced the creative right half of your brain with a cogitator. You no longer feel emotion, and are instead filled with the cold purity of logic. You are now immune to Fear, Pinning and any effects that cause emotional disturbance. Others now find you disturbing to say the least. Your GM will remove any Mental Disorders that are no longer relevant, and grant you new ones of equal severity.

Sacrifice

Tier: 2

Prerequisite: Psy Rating

The Chaos Gods are said to demand blood and sacrifice from their followers, and those on the path to glory are always eager to offer such things in exchange for greater power. For sorcerers in particular, the offering of blood and life allow more ambitious use of their powers. A psyker with the Sacrifice Talent may ritually prepare and slay a sacrificial victim (which must be a human or intelligent xenos). It takes a Forbidden Lore (Warp) Skill Test, taking 2d5 minutes to prepare and anoint a bound and helpless sacrificial victim.

Once prepared, it takes a Full Round action to slay the victim. In the subsequent turn, the psyker gains a +5 bonus to his Focus Power Test for every Degree of Success scored on Forbidden Lore (Warp) Skill Test. In addition, should any Psychic Phenomena or Perils of the Warp occur, the effects are focused through the dying victim. Any effects that would normally affect the psyker instead cause the body to burn to ash in a blaze of iridescent warp-flame, dealing 1d10 Energy Damage to anyone within three metres of the victim (gaining the Warp Weapon trait and increasing the area to a five-metre radius if it was caused by Perils of the Warp).

Using Sacrifice is the closest way into the madness of Chaos, so the characters not serving it yet gain 2d10 Corruption and Insanity points for each use of the talent.

Sharpshooter

Tier: 2

Prerequisite: Ballistic Skill 40, Deadeye Shot

The character’s steady hand and eagle eye allow him to place shots or strikes exactly where he wants. When making a Called Shot, the character reduces the penalty by 10 (so a –20 becomes a –10 instead). If combined with Deadeye shot, this reduces the penalty to 0.

Sidearm

Tier: 3

Prerequisite: Two-Weapon Wielder

Many warriors of the fortieth millennium favour fighting with both blade and pistol. When armed with a pistol and melee weapon in either hand (which the character could normally use single-handedly), the character reduces the penalty for Two-Weapon Fighting by 10 (so –20 would drop to –10). If taken with the Ambidextrous Talent, this drops the penalty to +0.

Siege Specialist

Tier: 3

Prerequisite: none

The character possesses instinctive sense of the weakest points in an armoured construction.

When making an attack against a heavily armoured stationary target such as a bunker or pillbox, a character may use Commerce to determine weak points by making a Challenging (+0) Commerce Test as a Full Action. Success adds an additional +4 to the Pen of the character’s weapon for his next attack if it is made against the target. Each additional Degree of Success adds a further +4 points of Pen.

Sorcerous Incantation

Tier: 3

Prerequisite: Psy Rating

As a realm of coherent thought and tangible emotion, the warp is influenced by the minds of mortals. Using complex formulae and ritualistic incantations to focus and direct thoughts, a mortal mind can exert influence over the Immaterium more easily. However, the tiniest slip in focus and concentration, the slightest mispronunciation in the incantation, can result in the warp being unleashed in a dangerous and destructive manner. Using a power with an incantation increases the Focus Power Test by a Half Action, as the psyker requires a few moments to speak the required words. Powers for which the Focus Power Test takes a Reaction cannot be used with an invocation. Using a power with an invocation grants the psyker a +1 bonus to his Psy Rating, after determining Psychic Strength. This bonus to PR does not influence the Psychic Strength in any way; their benefit is applied after determining whether a power is used at the Unfettered, Fettered or Push level. However, the psyker must add +20 to any roll on the Psychic Phenomena table.

Finally, any result of 91 or higher on the Focus Power Test is an automatic failure that results in Perils of the Warp.

Sound Constitution

Tier: 1 Prerequisite: None The character gains an additional Wound. The character may purchase this Talent multiple times up to his Toughness Bonus. When a character has gained this Talent multiple times note the number of times it has been taken after the talent, such as Sound Constitution (3).

Sprint

Tier: 3

Prerequisite: None

The character can move at great speeds. When taking a Full Move Action, the character can move an extra number of metres equal to his Agility Bonus. When taking the run action, the character may double his movement for one round. The character gains one level of Fatigue if he uses this Talent two turns in a row.

Step Aside

Tier: 3

Prerequisite: Agility 40, Dodge, Parry

The character can sway his body out of the path of an attack, causing it to pass through thin air, or turn his blade in mid-swing to deflect a blow. The character may make an additional Evasion attempt (either a dodge or a parry) once per round. In effect, this gives the character a second Reaction that may only be used for Dodge or Parry attempts, allowing two dodges, two parries or a dodge and a parry in a turn. However, the character may still only attempt a single dodge or parry against each individual attack.

Storm of Iron

Tier: 2

Prerequisite: Ballistic Skill 40, Weapon Training (any ranged)

When facing the massed enemies, the character lays down a storm of firepower that even the most foolhardy cannot push through. When the character deals Damage to a Horde with a semi-auto burst, a full-auto burst, or a weapon with the Spray or Blast Qualities, the Heretic deals additional Damage to the Horde equal to half his Ballistic Skill Bonus. This additional Damage is applied once per attack, not once per hit.

Street Fighting

Tier: 1

Prerequisite: Weapon Skill 30

The character is adept at close and dirty fighting, favouring small weapons or even his bare hands to take down his foes. When armed with a knife (powered, chain or otherwise), similar small weapon, or simply armed with his bare hands, he adds his Weapon Skill Bonus to any Critical Damage he inflicts.

Strong Minded

Tier: 2

Prerequisite: Willpower 30, Resistance (Psychic Techniques)

The character’s mind acts as a fortress against psychic attacks. He may reroll failed Willpower Tests to resist any Psychic Powers that affect his mind. Psychic Powers that have a physical effect, such as Doombolt, are unaffected by this Talent.

Sure Strike

Tier: 1

Category: Weapon Skill 30

The character’s eye, hand and weapon act seamlessly together, placing the characters blows where he intends. When making a Called Shot melee attack, the character reduces the penalty by 10 (so a – 20 becomes a –10 instead).

Swift Attack

Tier: 2

Prerequisite: Weapon Skill 30

The character’s speed with weapons is legendary, allowing him to launch flurries of attacks in melee. When a character makes a melee attack, he scores one hit on the initial Degree of Success on his Weapon Skill Test, plus one additional hit for every two additional Degrees of Success. Additional hits are counted as separate hits for all intents and purposes, roll their Damage separately and are reduced by Armour and Toughness as normal. Additional hits are made against the same body location as the original hit. When using Dodge or Parry against a Swift Attack then each Degree of Success scored with a Dodge or Parry Skill Test negates one hit from the Swift Attack. If a character is fighting with a weapon in either hand or benefits from a Talent or Power which allows him to make more than one attack in his turn only one of his attacks may be a Lightning Attack and have the chance of scoring additional hits. Melee weapons with the Unwieldy Special Quality cannot be used to make Lightning Attacks.

Tactical Repositioning

Tier: 3

Prerequisites: Last Man Standing

Years of taking cover under fire have taught the character to make the most of the protection it provides, always putting the strongest points between him and the enemy.

When in cover, a character can make a Challenging (+0) Commerce Test to find the cover’s strongest point as a Half Action. Success adds an additional +4 AP to the cover (for the character only) with each additional Degree of Success adding another +4 AP.

Takedown

Tier: 1

Prerequisite: None

As a Half Action or when making a Charge Attack the character may declare that he is attempting a takedown against an opponent in melee combat. He then roll to hit (using his Weapon Skill) as normal; using any modifiers for weapons and talents (or the +20 bonus from Charging). If the character hits and would have done at least one point of Damage (after reduction for Armour and Toughness) it is ignored, but the character’s opponent must make a Challenging (+0) Toughness Test or be stunned for 1 round and knocked prone. In addition, when performing a Stun Action, the character does not suffer a –20 penalty to his Weapon Skill.

Target Selection

Tier: 3

Prerequisite: Ballistic Skill 50

The character’s dread gaze marks out his chosen victim, and not even the riotous confusion of close combat interferes. The character may shoot into melee with no penalty. If he aims beforehand, he can avoid any chance of hitting friendly targets.

Technical Knock

Tier: 1

Prerequisite: Intelligence 30

Either through the ease of long practice, or the proper ritual to appease a weapon’s machine spirit, the character can clear stoppages with a simple knock or solid smack of his hand to a weapon. The character may un-jam any gun as a Half Action, but may only use this talent on one weapon per round. The character must touch the weapon (often quickly and violently) to make this talent work.

The Emperor Protects

Tier: 2

Prerequisites: Faction(Imperium), Pure Faith

The power of the Emperor flows through the character, protecting the faithful and emboldening them to heroism in the face of terrible things.

By spending a Fate Point, the character grants himself and a number of allies equal to his Willpower Bonus immunity to the effects of Fear and Pinning. Additionally all ranged or close combat acts made against the character and the specified allies are at a –10 modifier. These benefits last for the duration of the encounter.

By burning a Fate point, the character may allow an ally (never himself) to resist the effects of any single attack, effectively allowing the ally to emerge unscathed as if by a miracle. The Fate point must be burnt once the attack has hit but before Damage has been rolled.

The Flesh is Weak

Tier: 2

Prerequisites: Mechanicus Implants

The character’s body has undergone significant bionic replacement to the point where he is far more machine than man.

This Talent grants the character the Machine Trait with Armour Points equal to the number of times this Talent has been taken. The character may purchase this Talent multiple times. In this case, note the number of times this Talent has been taken, such as The Flesh is Weak (3).

Thunder Charge

Tier: 3

Prerequisite: Strength 50

The character charges into combat using his body as an additional weapon to push foes away or to the ground. Driven by rage and momentum, the impact of such a charge can knock a foe flying or bring them their knees. When the character makes a Charge Action he can barrel through foes to get to his target. Make an Opposed Strength Test between the character and each foe in his way (i.e., each foe his charge would take him past or through). Those that fail are knocked to the ground. Once the character has tested to knock down those in his way, he may complete his Charge and make his attacks against his intended target.

Total Recall

Tier: 1

Prerequisite: Intelligence 30

Mental conditioning or mental augmentation enables the character to record and recall great amounts of information, effectively granting him a perfect memory. The character can automatically remember trivial facts or pieces of information the character might feasibly have picked up in the past. When dealing with more detailed, complex or obscure facts, such as the exact layout of a defence network, the GM may require a successful Intelligence Test to recall the information.

True Grit

Tier: 3

Prerequisite: Toughness 40

The character is able to shrug off wounds that would fell lesser men. Whenever the character suffers Critical Damage (after reduction for Armour and Toughness) reduce the amount by his Toughness Bonus (to a minimum of 1).

Two-weapon Wielder

Tier: 2

Category: Melee, Ranged

Intensive training allows the character to use a weapon in each hand when needed. When armed with two one-handed weapons (either melee or ranged weapons), after making a Half Action Attack (this can be a Single Attack, a Swift Attack, or a Lightning Attack with a melee weapon, or a single shot, semi-auto burst, or full-auto burst with a ranged weapon), he may make a Half Action Attack following the same restrictions with the other weapon. (in effect, this allows the character to attack twice in a round; once from each of his weapons). Both tests made to attack with the weapons suffer a –20 penalty.

This Talent may be taken twice, each time with a different focus (melee or ranged). If a character possesses both Talents, then he may fight with one melee and one ranged weapon.

This talent may be enhanced by the Ambidextrous, Blade Dancer, Gunslinger and Sidearm talents.

Unarmed Master

Tier: 2

Prerequisite: Weapon Skill 45, Agility 40, Unarmed Warrior

The Heretic possesses unparalleled mastery of unarmed combat. He counts as having the Deadly Natural Weapon Trait.

Unarmed Warrior

Tier: 1

Prerequisite: Weapon Skill 35, Agility 35

Due to extensive training in techniques of unarmed combat the character has gained the Natural Weapon Trait improving all his unarmed attacks from 1d5-3 to 1d10 Primitive (7) and meaning he counts as armed even when facing opponents with weapons while bare handed.

Unholy Devotion

Tier: 3

Prerequisite: must have followers

The character’s underlings are fanatically devoted to him and would gladly die in his name. Whenever the character would be hit by a ranged attack he can make an Agility Test for any of his followers which are no further away from him than his Agility Bonus in metres. If he passes the test then they suffer the hit instead as they have thrown themselves in front of their master, and all the hits effects are worked out against the underling. Provided they are close enough any number of followers may try to protect the character in this way—forming a human shield against harm.

This Talent only works direct subordinates and not allied NPCs no matter how favourably they view the character!

Unremarkable

Tier: 1

Prerequisite: None

Something about the character’s face just doesn’t stick in people’s memories. The character can more easily blend into crowds or pass himself off as a nobody. Any attempts to recall the character’s face or spot him in a crowd suffer a –20 penalty. In addition the character gains a +20 when using the Deceive Skill to either convince someone he has never seen or met him before or if he is trying to appear harmless and ordinary. Naturally this Talent doesn’t work if the character wears distinctive clothes or armour, or carries unique weaponry — a Chaos Space Marine hiding in a crowd of Imperial citizens is pretty easy to spot, especially since they are probably running screaming in all directions...

Unshakable Will

Tier: 2

Prerequisite: Willpower 35

The character’s faith in the divine and in himself are so strong that he can face any danger with a sneer and a ready insult. The character may reroll any failed Willpower Tests to avoid the effects of Fear.

War Cry

Tier: 3

Prerequisite: Strength 50, Willpower 50, Disturbing Voice

There is something supernatural about the character’s bellowing voice, its tones filled with the wails of daemons and its words repellent to the mind, causing terror in the weak. The character may declare at the start of any of his turns that he is making a war cry as a Free Action. All creatures within a 50-metre radius treat the character as if he had a Fear Rating 1 point higher than normally provided they can hear him (though they do not need to be able to see him) until the start of his next turn. While screaming his bloodcurdling war cry, the character may not communicate in any other way. Making a war cry is taxing however and at the end of any encounter in which it is used (even if only for a single turn) the character suffers a level of Fatigue.

Warp Affinity

Tier: 2

Prerequisites: Psy Rating

The character has a special connection to the warp, allowing him to occasionally sense and avoid its less desirable effects as he channels its power. When rolling for Psychic Phenomenon, the character may discard the die roll, suffer 1d5 Corruption Points, and then re-roll with no additional modifiers.

This Talent can not be chosen if the character is a sanctioned psyker.

Warp Conduit

Tier: 2

Prerequisite: Psy Rating, Strong Minded, Willpower 50

The sheer power of the character’s mind allows the character to channel vast amounts of Warp Energy when he chooses to exert himself. When Pushing, the character may spend a Fate Point to add 1d5 to his Psy Rating. Channelling such vast amounts of power is dangerous, however, and he must add +30 to any resultant Psychic Phenomenon rolls.

Warp Lock

Tier: 3

Prerequisite: Psy Rating, Strong Minded, Willpower 50

The character has learned to swiftly cut himself off from the warp to protect himself from harm and cocoon his mind against the worst of its effects. Once per game session the character may ignore a Psychic Phenomenon result he has rolled (including a result which would indicate rolling on the Perils of the Warp Table) completely negating its effects. Such rapid dislocation from the warp is stressful and traumatic to the character’s mind, however, and he suffers 1d5 Damage (not reduced by armour or Toughness) as a result, and may not make any Focus Power Tests or sustain other Psychic Powers until the beginning of his next Turn.

Warp Sense

Tier: 1

Prerequisite: Psy Rating, Psyniscience, Perception 30

The character’s senses have evolved to perceive the Warp in parallel with the physical world. After gaining this talent, using the Psyniscience Skill requires a Free Action instead of a Half Action. In addition, the character can passively detect psychic effects and entities without the need to actively seek them out. Whenever the character could detect such warp signature or creature the GM may allow him to make a Psyniscience Skill Test to detect it, in the same way he might use Awareness to spot an ambush without knowing it is there.

Weapon-Tech

Tier: 1

Prerequisite: Tech Use +10, Intelligence 40

The character has developed an extensive understanding of advanced technological weapons and their functions, opening them up and learning what makes them tick, hum or click. Once per combat, the character can enhance his weapon increasing it firepower and deadliness. For one Round per combat Encounter, a weapon personally wielded by the character from the Melta, Plasma, Power, or Exotic category increases its Damage and Penetration by an amount equal to his Intelligence Bonus.

Weapon Training

Tier: 1

Prerequisite: None

Specialisations: Bolt, Chain, Las, Launcher, Melta, Plasma, Power, Primary, Shock, Solid Projectile and Throwing

The character can employ some of the most devastating weapons of the battlefield. The character can use all weapons with Class: Pistol, Basic, Heavy, Throwing, and Melee within the group he has selected with this talent. When a character attempts to use a weapon he does not have the correct Weapon Training Talent for, he suffers a –20 penalty to any relevant Weapon Skill or Ballistic Skill Test. This talent may be taken more than once, each time with a different specialisation.

Whirlwind of Death

Tier: 2

Prerequisite: Weapon Skill 40, Weapon Training (any melee)

When facing massed opponents in combat the character becomes a whirlwind of death, moving, hacking, gutting, and beheading with ceaseless fury. When attacking a Horde, the character deals additional Magnitude damage equal to half his Weapon Skill Bonus.

Wisdom of the Ancients

Tier: 2

Prerequisite: Intelligence 40

The character has survived many wars, seen much and been favoured with the experience of countless ancient warriors during his life. Within his mind and soul he holds the well of knowledge and wisdom that stretches back to the early years of the Long War. The character may spend an Infamy Point to get insight on a situation and ask the GM a question (which he should answer as helpfully as possible) about the immediate situation which his character faces. The question can be anything the character might legitimately know from stories he has heard or his own experience. For example, when raiding a void-ship the question might be “where are the Navigator’s quarters.”

Wrath of the Righteous

Tier: 2

Prerequisites: Faction(Imperium), Pure Faith

The character is a killing angel, and he visits the Emperor’s righteous fury on those who deny His dominion over the stars, or who profane that which is sacred. When making an attack, the character may spend a Fate Point to deal an additional 1d5 points of Damage.

At any time while the Character is attacking, he may burn a Fate Point to trigger Fury on a single successful attack. The attack automatically deals the maximum Damage for the weapon plus 1d10 points of Damage. If the second roll results in 10, further Damage is possible, as normal.

Traits

Amphibious

The creature can breathe water as well as air and can stay underwater indefi nitely without the need to surface. If this trait is taken by a creature with the ability to breathe a substance other than air (i.e. water, ammonia, carbon-dioxide etc) then it can breathe air as well as its native atmosphere.

Amorphous

An amorphous creature which has a malleable form, capable of squeezing its body or expanding it. It can change size by one-step in either direction, though doing so does not change its speed. Creatures with this trait determine their movement rates using one-half their Agility Bonus rounded up. Amorphous creatures are often missing senses and so rely on the Unnatural Senses Trait to perceive their surroundings.

Armour Plating (X)

The creature is encased in armour plating, increasing its Armour Points by 2xX to all locations.

Auto-Stabilized

The creature always counts as braced when firing heavy weapons and therefore may fire a ranged weapon on full or semi-automatic without taking the Brace action first without suffering any penalties to hit.

Bestial

A creature with this trait is animalistic, tending to behave instinctively rather than rationally. No matter how high its Intelligence score is, it is still bestial. A creature with this trait never needs to make a Survival Skill Test whilst in its natural habitat. Unless starving or desperate, a bestial creature must make a Willpower Test when frightened, startled or injured. On a failed test, the creature flees.

Blind

Blind creatures automatically fail all tests based on vision and automatically fail all Ballistic Skill Tests. Such creatures take a –30 penalty to Weapon Skill Tests and most other tests that ordinarily involve or are benefited by vision. Note that this Trait indicates not only that the creature cannot see but that it also has no other senses which would provide the same benefit as eyes. The Blind Fighting Talent reduces the penalties to Weapon Skill Tests as normal for Blind creatures, reducing it from –30 to –15.

Brutal Charge (X)

A creature with this trait deals an extra (X) points of damage per attack when it charges in the same round.

Burrower (X)

A creature with this trait can move through solid objects by burrowing through them. The number in parenthesis (X) indicates its speed when burrowing. Such creatures can burrow through soil, rock, sand, and so on, though some (expressed in the creature entry) can burrow through metal. When a creature burrows, it leaves behind a tunnel. Creatures of one-size smaller than the creature that created the tunnel can enter these areas without impediment. There’s a 50% chance each round that the tunnel collapses behind the creature.

Crawler

Worms, serpents, and similar creatures crawl and slither rather than walk. The base move for a creature with this trait is half their normal movement rate (round up) as determined by their Agility Bonus, but they do not take penalties for moving over difficult terrain.

Daemonic (X)

Daemonic creatures are creatures of the warp, but can manifest in real space either through sheer strength of will, hunger, or occult rituals. Creatures with this trait increase their Toughness Bonus against all Damage by the number indicated in the parenthesis (X) in the same manner as an Unnatural Characteristic (see Unnatural Characteristics trait). The effects of this trait stack with the effects of the Unnatural Characteristic trait. This increase is negated by Damage inflicted by force weapons, psychic powers, holy attacks, or other creatures with this trait.

Daemonic creatures are also immune to poison and disease.

Creatures with the Daemonic trait also gain benefits when using Psychic Powers.

Dark-Sight

A creature with this trait sees normally even in areas of total darkness, and never takes a penalty for fi ghting in areas of dim or no lighting.

Fear (X)

A creature with this trait has an unnerving appearance. The fear of it always has an associated rating (1–4) to reflect just how awful the creature is to behold and is indicated by the number in parenthesis (X). The higher the Fear Rating the harder it is for others to resist going insane from the encounter, with each point of Fear Rating after the first incuring a cumulative -10 penalty on the test.

When a character encounters a creature with this Trait, they must make a Willpower Test, modified by the severity of the creature’s trait. On a success, the character may act as normal. On a failure, the character must roll on Table: Shock, adding +10 to the roll for every Degree of Failure by which the Willpower Test was failed.

Flyer (X)

A creature with this trait has the natural ability to fly, whether with broad leathery wings, strange Warp energies, or inflatable gas sacs. The number in parenthesis (X) indicates its speed when flying. This number replaces the creature’s Agility Bonus for movement Actions.

From Beyond

The mind of a creature with this trait is beyond the petty frailties and precarious sanity of a mortal mind. It is immune to Fear, Pinning, Insanity Points, and psychic powers used to cloud, control, or delude its mind.

Deadly Natural Weapons

This creature’s natural attacks are powerful enough to crush plasteel or punch through armour. The creature gains all the benefits of the Natural Weapons Trait, except that its attacks no longer have the Primitive Special Quality.

Hoverer (X)

Creatures with this trait have a limited capability for flight, flying no higher than two metres. The number in parenthesis (X) indicates its speed when hovering. This number replaces its Agility Bonus for purposes of calculating Movement.

Incorporeal

Incorporeal creatures are insubstantial and weightless, able to pass through solid objects such as walls and weapons. An incorporeal creature gains a +30 bonus on Stealth Tests due to their ability to merge with objects and the fact they make practically no sounds when they move. Incorporeal creatures gain the Hoverer (6) trait. An incorporeal creature is also immune to normal weapons — they simply pass through its body as if it wasn’t there. Daemons, psychic powers, warp creatures, other incorporeal creatures, and opponents armed with force weapons may all injure an incorporeal creature normally. An incorporeal creature can’t normally affect the mortal world, and thus can’t Damage non-incorporeal opponents unless it has a suitable special ability or Talent. Creatures with the Incorporeal trait can Damage other creatures with the Incorporeal trait normally.

Certain devices can keep an incorporeal creature at bay, most notably the Gellar Field of a spaceship. Creatures with this trait cannot pass through such a field.

Instinctive Behaviour

A creature with this trait will be reduced to acting according to their instincts if they are separated from the outside controlling presence (such as a Tyranid creature separated from the Hive Mind). In effect, this means that any encounter in which creatures with this trait are not in a presence of a controller, they will behave in a particular way. The creature’s instinctive behaviour is noted in parenthesises and has the following effects:

Feed: The creature’s instinct is to feed on flesh, blood, and bone and its hunger can never be sated. The creature will try to find and attack any living, biological creature of another species and eat them. In this state, the creature gains the Fearless and Frenzy talents. The same applies to a Horde with this trait not under the influence of a controller.

Lurk: The creature’s instincts are to find shelter from attack, to hide and survive. It will try to flee and find shelter in whatever way the situation allows. In a starship, for example, it may scuttle into the ducting system. When confronted, the creature’s aim is to try to escape and will only attack if left no avenue for escape or in order to survive. If a Horde with this trait is not under the influence of a controller, it will automatically break.

Stalk: The creature’s instinct is to remain unseen, to find prey, slay it, feed, and then resume its hunt for others. In this state, the creature gains the Stealth +10 skill. It will not attack enemies unless it can take them by surprise or outnumbers them. Having made a kill, the creature briefly feeds before fleeing. A horde with this trait automatically breaks, with individual creatures scattering to find shadows from which to begin their hunt.

Machine (X)

A creature with the Machine trait is fashioned from inorganic materials and is generally more rigorous then fleshy folks. Machines do not breathe, are immune to the effects of a vacuum, extremes of cold, any mind-influencing psychic effect, and their Armour Points apply toward fire Damage. Machines have a certain number of Armour Points (indicated by the number in parentheses). This armour stacks with worn armour, but not with the Natural Armour Trait.

Multiple Arms (X)

This creature has more than one pair of arms. The exact number of arms is indicated in parenthesis (X), so a Genestealer with Multiple Arms (4) has four arms total. It gains a +10 bonus on Athletics Tests involving climbing and swimming. In addition, for each pair of arms it has—the Multiple Arms value divided by 2 — it may make an additional attack as if wielding multiple melee weapons (the creature must either have natural weapons or actual melee weapons to wield for this to take effect). Note, that a creature still requires Two Weapon Wielder (Melee) to make multiple attacks in the same turn.

Natural Armour (X)

This creature has a naturally tough hide or an exoskeleton, affording it some protection against attacks. The number in parenthesis (X) indicates how many Armour Points the creature gains to all locations. This trait does not stack with armour. This armour stacks with worn armour, but not with the Machine Trait.

Natural Weapons

This creature has sharp claws, teeth, spines or some other natural weapon with which it can slice and dice its foes. It counts as being armed even when not wielding weapons. Its attacks deal 1d10 points of Damage plus its Strength Bonus. The creature may make attacks with its Natural Weapons using its Weapon Skill, though it cannot parry with its natural weapons, nor can it be disarmed — unless, of course, its limbs are hacked off! (In general, creatures with Natural Weapons are immune to the Power Field quality, as it’s assumed they have enough teeth, claws, or spines to ignore a few being removed). Natural weapons have the Primitive (7) Special Quality, unless stated otherwise in the profile.

Phase

A creature with this trait can transform its body into an insubstantial state, passing ghost - like through solid objects or barriers of any sort. This trait functions exactly like the Incorporeal trait, except the creature may become solid or insubstantial by spending a Half Action. Phase carries additional limitations. A creature in a phased state cannot cross psychically charged barriers, holy wards, or energy fields designed to flux space or manipulate the Warp, such as a Gellar Field or a Void Shield.

Psyker

Whether due to unnatural influences, the study of forbidden lore, or simply sheer force of will, this individual is a Psyker, and can bend the Immaterium to his will. Though this Trait has no benefits on its own, it allows characters to purchase the Psyniscience Skill and the Psy Rating and Psychic Power Talents.

Possession

Certain spirit-beings and denizens of the warp have the ability to possess mortal bodies. This is a far more insidious and damaging process than most forms of mental control, or even the power of the strongest psykers to “wear” the bodies of others, as the very fabric of the assaulting warp being is merged with the victim’s living body on a fundamental level so as to allow it to remain in our reality. The mechanisms by which these possessions occur in the game are detailed below, although circumstance and the nature of the entity itself may vary. Note that Daemonhosts, being extraordinary powerful examples of deliberate, ritualistic possessions, designed to bind and control daemons in living vessels, are a special case and dealt with separately.

The Possession Attack

The entity must be within a few metres of its intended victim and use a Full Action. The creature and target make Opposed Willpower Tests each round until either the entity or the victim achieve a total of fi ve Degree of Success over the other—this is cumulative over several rounds. If the entity wins, it successfully possesses its victim. If their victim wins, he has repelled the entity who may not attempt to possess him again for 24 hours. A repelled entity also takes 1d10 points of Damage which is not reduced by armour or Toughness.


The Effects of Possession

A possessing entity takes control utterly, binding itself to its victim, and is capable of commanding the body to function regardless of pain and injury, (and indeed might delight in damaging or altering it to suit its whims). The victim increases its Strength and Toughness Characteristics by 10 and gains 1d10+3 Wounds. The victim uses the possessing entity’s Intelligence, Perception, Willpower, and Fellowship, and uses the entity’s Psy Rating and powers in place of its own (if any). Likewise, the possessed creature uses any mindrelated Skills and Talents had by the entity and loses its own. The entity may also attempt to recall memories and Skills from its victim with a successful Intelligence Test. In the case of possession by daemon the victim has a good chance of becoming immediately mutated, and likely becomes further mutated the longer the possession continues.


Surviving Possession

Should the victim survive and the entity be cast out by exorcism or some other means, then the ordeal deals 2d10 points of permanent Damage to the character’s Toughness and Willpower Characteristics. In addition, the victim gains 1d10 Insanity Points. If they are, like certain Chaos-aligned player characters, immune to Insanity Points, they gain 1d10 Corruption Points instead.

Quadruped

Quadrupeds are much quicker over a distance than their bipedal counterparts. There movement is double that normally indicated by their Agility Bonus. This trait is intended to cover creatures with hind legs and forepaws. Creatures with more than four legs may gain this Trait as well increasing their movement as indicated above but adding an addition 2 to their final movement rate (after doubling) for each set of legs beyond the first two (i.e. +2 for 6 legs, +4 for 8 legs etc).

Regeneration (X)

Creatures with this trait heal very quickly. Each round, at the start of its turn, the creature makes a Toughness Test to removes an amount of Damage indicated in the parenthesis after the trait. It loses this trait when slain.

Shadow in the Warp

The creature floods the warp around them with the all enveloping cloud of interference (which is the signature of the Tyranid Hive Mind, for example). Any psyker of another species that attempts to use a psychic power within a range equal to the creature’s Willpower in metres suffer a –20 penalty to their tests to use psychic powers.

Size (X)

Creatures come in one of ten different size categories, as shown on Table: Size. Size affects movement, how well the creature can hide and move undetected and how easy or hard it is to strike in combat. When calculating movement, apply the size modifier first, and then other modifiers from other Traits or Talents (such as Quadruped). For the purposes of comparison, a human is a Size (4) creature. Note, a creature’s movement cannot be reduced to less than 1.

Table:Size
Size To-Hit Modifier Stealth Base Movement
Miniscule (1) (Autoquill, Knife) –30 +30 AB–3
Puny (2) (Bolt pistol, Servo-skull) –20 +20 AB–2
Weedy (3) (Gretchin, Human Child) –10 +10 AB–1
Average (4) (Human, Eldar) 0 0 AB
Hulking (5) (Ork Nob, Armoured Space Marines) +10 –10 AB+1
Enormous (6) (Sentinel Walker, Krootox) +20 –20 AB+2
Massive (7) (Battle Tank, Greater Daemon) +30 –30 AB+3
Immense (8) (Land Raider, Great Knarloc) +40 –40 AB+4
Monumental (9) (Squiggoth, Baneblade) +50 –50 AB+5
Titanic (10) (Reaver Battle Titan, Ordinatus War Machine) +60 –60 AB+6

Sonar Sense

A creature with this trait perceives its surroundings by emitting a frequency noise, allowing the creature to locate the position of any solid object within 30 metres. Other creatures within this 30 metre range, and that succeed on an Awareness Skill Test at -10, may detect the curious keening.

Soul-Binding

The soul of this creature is bound to a higher power or being, in return for a measure of protection. When this Trait is first gained, the entity to which the soul is bound must be decided. Many Imperial psykers, especially Astropaths, are soul-bound to the Emperor, for example, whereas Chaos Sorcerers may be bound to one of the Ruinous Powers. A soul-bound psyker rolls an additional die when forced to roll on the Perils of the Warp table, discarding whichever one he chooses to get a more favourable result. (Essentially, he may replace either the ones die or the tens die with the extra die he rolls).

Upon becoming soul-bound, a character must choose one of the following effects: 1d10 Insanity Points (this does not apply to heretics that do not suffer Insanity), the permanent loss of their sight, permanent loss of 1d10 from one Characteristic, or a random mutation. In addition, a soul-bound character is permanently indebted to the entity, which undoubtedly entails all manner of other duties and consequences.

Stampede

Whenever a creature with this trait fails a Willpower Test, it automatically stampedes, charging in a straight line forwards as far as possible, overrunning anything in its path until the source of danger has escaped or is crushed under hoof, taking Damage equal to the creature’s Natural Weapon Damage (or 1d5+SB I if it doesn’t have one). One stampeding creature automatically causes all other creatures within sight to stampede. The stampede lasts until the source of danger is no longer visible or for 1d10 minutes, whichever occurs last.

Sturdy

Sturdy creatures are hard to move and thus gain a +20 bonus to tests made to resist grappling and uses of the Takedown Talent.

Swarm

Too small to do much on their own, swarms overwhelm their opponents via sheer weight of numbers. A swarm is often a mass of Miniscule or Puny creatures. Any attack from a weapon that does not either have the Blast, Flame, Spray, or Scatter Qualities only inflicts half Damage. In most circumstances, a swarm creature cannot be Grappled, Knocked Down, or Pinned, and the swarm may “pour” through suitable small openings such as ducts, vents, and the like, but they may not Jump. The swarm is counted as being destroyed once all its Wounds are lost. The swarm’s attacks have a variable Penetration value (roll each time an attack lands), representing its ability to engulf their victims and attack vulnerable areas.

Synapse creature

A creature with this trait is a node which guides and controls the actions of lesser creatures of its species, usually ones possessing Instinctive Behaviour trait. The presence of a synapse creature in an encounter grants the Fearless talent to those creature and also suppresses the effects of the Instinctive Behaviour Trait in those creatures that possess it. If an exact range for this effect is needed, it can be considered equal to the creature’s Willpower Bonus x10 metres.

The Stuff of Nightmares

Some warp entities are so terribly powerful the will perpetuating their bodies in our reality is almost impossible to break or disrupt. Such entities are completely immune to the effects of poisons, diseases, the need to breathe, most environmental hazards, bleeding, stunning. They also ignore any critical result other than one that would destroy them outright, unless it was caused by a psychic power, force weapon, or holy attack.

Touched by the Fates (X)

The creature or NPC has a number of Fate Points shown in parenthesis (X). It may use these Fate Points in exactly the same way as Player Characters and may even ‘burn’ a Fate Point to survive death and destruction at the GM’s discretion. The rules for Fury also apply to this creature or NPC.

Toxic (X)

A creature with this trait is poisonous. Some weapons rely on toxins and poisons to do their damage. Anyone that successfully deals damage to a Toxic creature must make a Toughness Test with a penalty equal to 10 times the number in parenthesis (X) or suffer 1d10 points of Damage (of the same type as the weapon which inflicted the hit) not reduced by armour or Toughness. For example a creature with Toxic (4) would impose a –40 on Toughness Tests. Some creatures may carry additional effects with their toxins or inflict more Damage as indicated in their individual descriptions.

Tyranid

The creature is a species of Tyranid; the all consuming alien race ruled by the will of the Hive Mind that links and controls all Tyranids. Tyranids are immune to all of the effects of the following: pinning, mind-affecting Psychic Powers, warp-based powers that affect the mind, cold, heat, diseases, and poisons, including the effects of weapons with the Toxic Quality.

Undying

This creature has a strange and ill understood physiology. It cannot be harmed by diseases, poisons, or toxic effects. It has no need to breathe and can survive unaided in a vacuum.

Unnatural Characteristic (X)

One or more of the creature’s Characteristics is unnatural. This is indicated by a number which is then added directly to the creature’s Characteristic Bonus. For example, a creature with a Strength of 41 normally has a 4 Strength Bonus. If the creature had Unnatural Characteristic Strength (3) then its Strength Bonus increases to 7 (4+3). A creature may have this Trait more than once. Each time, it is applied to a new Characteristic. In addition, whenever someone with an Unnatural Characteristic succeeds on a Test utilizing that Characteristic, they gain a number of bonus Degrees of Success equal to half of their Unnatural Characteristic.

Unnatural Senses (X)

The creature can perceive its surroundings using senses other than sight or hearing, using special organs, fine hairs, or some other disturbing trait to make itself aware of what’s around it. This trait always includes a range in metres indicated by the number in parenthesis (X).

Unnatural Speed

The creature moves with incredible speed. For the purposes of determining movement, the creature doubles its Agility Bonus (after modifying AB from other traits and factors, specifically size).

Warp Instability

Most warp-entities have a tenuous hold on our reality, often maintained only by horror and bloodshed, and may be disrupted if sufficient harm can be done to their manifested forms. If a creature with this trait takes Damage and does not deal Damage or Insanity Points on other creatures by the end of its next turn, it must make a Willpower Test. The creature takes 1d5 Damage for failure, plus 1 Damage for each Degree of Failure. This Damage cannot be prevented by any means including armour and Toughness. If this would deal Damage equal to or in excess of the creature’s Wounds, it is cast back into the warp.

Warp Weapons

Creatures with this trait have weapons that are partially insubstantial, able to ignore such mundane things as armour or cover. Natural weapons and attacks made by a creature with this trait ignore physical armour unless it is created from psychoactive materials or is somehow warded against the warp. Force fields still work against these attacks normally.

Horde Traits

Trained Traits

Disciplined

The horde is made up of hardened and well-disciplined troops who do not break and flee even after having sustained terrible casualties. The horde with this trait does not suffer the –10 penalty to Willpower tests to resist breaking if it is below 50% of its staring magnitude. Also, it does not automatically break if it is below 25% of its starting Magnitude.

Fighting Withdrawal

Though broken, the horde does not simply flee, but makes a fighting withdrawal that prevents its enemies from simply overwhelming it. When a Horde with this trait breaks, it does not flee moving at its Sprint rate of movement, but instead withdraws at any movement rate that is appropriate. The Horde will also continue to make ranged attacks as it withdraws.

Fire Drill

The horde is made up of troops that are trained and drilled to fire in a deadly rhythm that soaks its enemy in fire. The horde with this trait may always make one additional ranged attack in addition to those it could normally make.

Focused Fire

A well trained unit of soldiers can lay down a devastating curtain of fire by overlapping their firing arcs, working in dedicated fire teams and choosing common targets from amongst their foes. This Trait represents the Horde’s ability to maintain fire discipline and selective targeting even in the heat of battle, which greatly increases their chances to score telling hits against their enemies. A Horde with the Focused Fire Trait can add its Magnitude to its Ballistic Skill when making ranged attacks up to a maximum bonus of +30. Note that this bonus is an increase to Ballistic Skill and not a modifier to hit and so can be in addition to any other beneficial modifiers the Horde might gain for close range or automatic fire.

Reform

As a trained combat unit takes damage and its warriors fall in battle, others move up to take their place and cover their position. In this way such a formation can maintain its strength even in the face of casualties and keep up a constant level of fire upon its foes. This Trait allows a Horde to regenerate some of its Magnitude each turn under the close tutelage of its commanders. A Horde with the Reform Trait can recover 1d5 Magnitude at the start of each of its turns as a Free Action. If the Horde is led by an able commander, he can make a Challenging (+0) Command Test to increase this number by 1, plus an addition 1 for every degree of success. This test counts as a Half Action for the commander.

Rally

Discipline is paramount in a well trained military formation, and soldiers are drilled constantly to stand their ground and do their duty regardless of casualties they might suffer. Some units however have more resolve than others and are better at following their orders to the bitter end regardless of the cost in lives. This Trait allows a Horde to hold its ground even in the face of overwhelming casualties and almost certain defeat. A Horde with the Rally Trait can ignore its first failed break test (such as by being reduced by 25% or by 50%). If the Horde is led by a commander then this Trait makes his troops easier to command given their level of discipline and he gains a +10 bonus on all Command Tests when dealing with the Horde.

Tactical Formation

A drilled combat unit knows how best to protect itself from area attacks such as artillery, grenades and flamers by spreading out and maintaining a good battle formation. When used to full effectiveness, these tactics can greatly reduce the damage from such weapons and make them no more deadly than massed lasgun fire or suppression fire from heavy bolters. This Trait protects a Horde against attacks from blast weapons and flame weapons which would normally do much more damage against tightly packed troops. A Horde with the Tactical Formation Trait reduces additional hits from weapons with the Blast quality or the Flame quality by 1 to a minimum of 1. This reduction applies to each individual attack made from such weapons, regardless of how many attacks occurs against the Horde each round. An able commander can also increase the effectiveness of a Tactical Formation by using a Half Action and making a Challenging (+0) Command Test. If successful the reduction is increased to 2 (still with a minimum of 1 damage from each attack).

Volley Fire

In much the same way that a unit can focus its fire by judicious use of selective targeting, it can also increase its rate of fire by creating gun lines and swapping out soldiers to reload while fresh ones take their place, keeping up a constant fusillade of fire. This Trait allows a Horde to increase its rate of fire and make extra ranged attacks. A Horde with the Volley Fire Trait may make one more ranged attack than normal. For example, a Horde with a Magnitude of 30 would normally make 3 ranged attacks each round, while the same Horde with the Volley Fire Trait will make 4. This additional attack may make use of semi-auto and full-auto fire as normal. An able commander can also increase the effectiveness of Volley Fire by using a Half Action and making a Challenging (+0) Command Test. If successful the Horde may make a further 1 ranged attack thus increasing their normal number of ranged attacks by a total of 2.

Wild Traits

Blood Soaked Tide

The horde with this trait is teetering on the brink of madness. These bloodthirsty madmen thrive on the slaughter of battle. When the horde fails a Willpower test to avoid being broken, or would have broken automatically, it is not broken, but instead gains the Fearless and Frenzy Talents.

Dirty Fighters

Many of the most vicious warriors of the 41st Millennium are also the most unscrupulous and will claw, bite and scratch for any advantage they can in combat, often resorting to numerous methods of dirty fighting. This Trait allows a Horde to find weak spots in its enemy’s defences and mercilessly exploit them in melee combat. Melee damage inflicted by a Horde with the Dirty Fighters Trait always uses the target’s lowest armour rating, regardless of the location the attack actually strikes. In all other respects, the damage is counted against the actual location hit (i.e., arm, head, and so forth) for the purposes of critical hits and any other damage effects.

Mass Assault

It is difficult for most large groups of foes to effectively focus their efforts onto a single enemy; rather they will attack in a swarm, striking out at anyone in range with equal fury. Some enemies the characters will face, however, are skilled at singling out lone warriors and massing their attacks against them in a brutal display of violence, as dozens of enemies pile over one another to get within arms reach of their target. This Trait increases the Horde’s chances of hitting in close combat, reflecting its ability to effectively mass its warriors against individual targets and work together as a single raging foe. A Horde with the Mass Assault Trait may add its Magnitude to its Weapon Skill (to a maximum bonus of +30) when making melee attacks against a single enemy each turn. This bonus only applies to one of the Horde’s enemies each turn, though it may change the target of its assault from round to round.

Overwhelming

The creatures that make up the horde are capable of swarming over enemies and ripping them apart with a thousand cuts. The horde with this trait always rolls an extra 1d10 for damage caused by the horde in close combat as long as it has a magnitude equal to or greater than 20.

Rampage

Those warriors that favour close quarter fighting in the 41st Millennium usually do so because it is where they excel, and even in an age of lascannons and boltguns there are some foes with the power to literally rip a fully armoured man apart with their bare hands, claws, talons or tentacles. This Trait gives the Horde a chance to inflict additional hits on its enemies in melee combat. When a Horde with the Rampage Trait successfully hits a foe in melee combat, it may immediately make an additional melee attack against the same foe at -10 to hit. If this hit is also successful then it may make another attack at -20, and so on with each additional attack suffering a cumulative -10 penalty. Note that these attacks do not need to inflict any damage to trigger an additional strike, only successfully hit. In all other respects, these attacks are worked out as normal. A Horde wielding two weapons or with either the Swift Attack or Lightning Attack talents may use the Rampage Trait for each attack it makes.

Reckless Charge

Many foes will throw themselves into a hail of enemy fire to get to grips with their foes, caring little for casualties or wounds if only they can sink their blades, talons or teeth into warm flesh. This Trait allows a Horde to move more quickly, though at the expense of is defence and some of its number. A Horde with the Reckless Charge Trait can double its move whenever it is in sight of the enemy and ignore reductions to movement from difficult terrain. Each round the Horde uses this increased movement, however, it does so at the expense of some of its number (which are either trampled by their comrades or become entangled in the terrain) and so the Horde automatically loses 1 from its Magnitude. In addition, when using the Reckless Charge Trait, the Horde is easier to hit as its warriors are making little effort to protect themselves from ranged fire. As such, all ranged attacks against the Horde gain a +10 on their rolls to hit.

Wild Fire

Automatic weapons, especially those with a high rate of fire, are a favourite of less skilled or reckless warriors which enjoy the carnage and collateral damage such weapons can inflict. In their exuberance, however, some warriors, such as Orks, have a habit of firing through their own troops or wildly into melee combat, felling friend and foe alike. This Trait allows a Horde to become more effective with auto-fire weapons, though at the expense of its own safety. A Horde with the Wild Fire Trait gains an additional degree of success whenever it scores a hit with a semi-auto or full-auto burst ranged attack. However, each time the Horde makes a ranged attack and misses with semi-auto or full-auto burst, it has gunned down some of its own warriors and reduces its Magnitude by 1.

Unnatural Horde Traits

Fanatical Devotion

For many proscribed cults in the Imperium and foul xenos covens, devotion can only be measured in blood, violence and pain. Such crazed individuals have taken their heretical faith beyond that of mere worship or obedience, and revel as much in the wounds they suffer themselves as those they inflict on their foes. Devotees of Khorne are especially well known for this kind of act, though they are far from the only ones to exhibit such behaviour. This Trait makes a Horde more enraged the more wounded it becomes, fighting in a frenzy to the last, just to spill a few more drops of blood. A Horde with the Fanatical Devotion Trait counts has having the Fearless talent (meaning it cannot be broken) if it does not already. In addition, for every 10 Magnitude of damage the Horde suffers it gains an extra melee attack and a +2 to all melee damage rolls, to a maximum of 3 extra attacks and +6 melee damage. Such is the madness of the Horde that they almost throw themselves on the weapons of their foes, and all damage dealt to them in melee combat reduces their Magnitude by an additional 1 point.

Group Mind

Skilled groups of psykers are sometimes known for manifesting greater powers by combining their abilities in carefully constructed rituals and rites. Some creatures, though, have a natural ability to combine their psychic might, daemons most notably, and enhance their power by mere close proximity. This Trait allows a psychic Horde to enhance it powers, even more so if they can focus their power through a single powerful psyker. A Horde with the Group Mind Trait adds an additional 1 to its Psy Rating as based on its Magnitude. For example, a psychic Horde with a Magnitude of 30 would normally have a Psy Rating of 3, however if the same Horde had the Group Mind Trait it would have a rating of 4. A psychic commander can also take advantage of a Horde with a Group Mind to either enhance his own power or boost theirs, provided he is no further than double his Willpower Bonus in metres from the edge of the Horde. During his turn, such a commander can use the Horde to increase his Psy Rating by 1, though in its next turn the Horde may not use any psychic powers itself. Alternatively he may forgo using psychic powers himself and instead increase the Horde’s Psy Rating by 1 (in addition to the +1 from the Group Mind Trait).

Psychic

A psychic Horde may attempt to manifest a power instead to making an attack. If the Horde is large enough to gain multiple attacks then it may sacrifice any number of these to manifest the same number of powers (the same power may even be used more than once since there are many individuals who possess it).

• A psychic Horde uses the first number of its Magnitude as its Psy Rating unless the Psy Rating of an individual member of the Horde would be higher. For example, a Horde of mutants each with a Psy Rating of 2 but with a Magnitude of 40 would have a Psy Rating of 4 until its Magnitude dropped to less than 20, at which time it would use the individual Psy Rating of 2.

• Psychic effects which would normally only affect psykers will affect every member of the Horde, treating it as if it was an individual entity. In cases where this would create unusual situations or contradictions, the GM has the final say on the outcome of the power.

Psychic Shadow

The mere presence of some creatures is enough make a man’s skin crawl and his mind seethe with revulsion, and when such foes gather in large numbers, the effects become even more pronounced, pressing in upon the thoughts of all those around them. This Trait affects all those that fight the Horde and makes it harder for them to concentrate as the psychic presence of the Horde scratches and screams in their minds. A Horde with the Psychic Shadow Trait will affect all those within a number of metres from it edges equal to 20 times its Willpower Bonus. Those affected suffer a penalty to all their Willpower tests equal to the Magnitude of the Horde, up to a maximum of -30. In addition, these effects are more pronounced in psykers and whenever a psyker tries to manifest a power within range of the Horde’s Psychic Shadow, he reduces his Psy Rating by 1.

Relentless

While the denizens of 41st millenium may often face fearless foes, driven forward by alien masters heedless of the casualties inflicted upon them, they may also find themselves facing enemies without the wit or mind to care about death. These kinds of mindless foes, such as plague zombies or mind-controlled thralls, will keep coming regardless of the damage they suffer and the scores of their brethren which fall around them, pressing forward with missing limbs and fatal wounds if it means getting to grips with the enemy. This Trait makes a Horde nigh unstoppable and heedless of wounds, though not particularly fast. A Horde with the Relentless Trait counts as having the Fearless talent if it does not already have it (meaning it cannot be broken in combat by suffering 25% or 50% casualties and need never take a Willpower Test to avoid being broken). Such a Horde is slow, either by the nature of the sorceries which animate it (such as the case with plague zombies) or the ungainly gate of those possessed by mind control, and so may never Run or Charge. Relentless Hordes are nevertheless extremely difficult to stop with missile fire, and so only ever suffers 1 point of Magnitude damage from ranged attacks, including those from weapons with the Blast quality. Melee attacks and attacks by weapons with the Flame quality damage the Horde as normal.

Spawn

The galaxy is full of alien horrors and strange, bizarre creatures of all shapes and sizes. Amongst these are things which are not even remotely humanoid, or come from environments so alien to man as to be difficult for his mind of understand. Many daemons too defy the natural laws of the universe and behave in ways that are unexpected and alarming, warping or changing shape on the battlefield as they fight or as damage is dealt against them. This Trait allows a particularly unnatural or alien Horde to increase it Magnitude when it takes damage as its members split or spawn more warriors from their own bodies. A Horde with the Spawn Trait can make a Challenging (+0) Toughness Test whenever it suffers at least 1 point of damage to its Magnitude in a turn. If successful, it increases it Magnitude by 1 as new warriors are spawned. If the Horde suffers more than 5 Magnitude in a single turn and passes it Toughness Test then the Magnitude increase becomes 1d5 rather than 1, and if it suffers 10 or more to its Magnitude, this further increases to 1d10. A Horde may increase its Magnitude above its starting amount though the use of this Trait.