Difference between revisions of "Rogue Heresy Death Crusade Talents"

From Game Logs
Jump to: navigation, search
m (Deflect Shot)
(+Deathwatch Core)
Line 15: Line 15:
  
 
Special: When combined with the Two-Weapon Wielder Talent, the penalty for making attacks with both weapons in the same Turn drops to –10.
 
Special: When combined with the Two-Weapon Wielder Talent, the penalty for making attacks with both weapons in the same Turn drops to –10.
 +
 +
===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===
 
===Armour-Monger===
Line 39: Line 46:
  
 
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.
 
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===
 
===Baleful Dirge===
Line 79: Line 94:
  
 
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.
 
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===
 
===Blademaster===
Line 149: Line 171:
  
 
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.
 
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.
 +
 +
Burn! Burn! Burn! None shall escape your fiery wrath! Targets exposed to your flamer attacks take a –20 penalty to avoid being hit.
  
 
===Cold Hearted===
 
===Cold Hearted===
Line 157: Line 186:
  
 
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.
 
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===
 
===Child of the Warp===
Line 235: Line 271:
 
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.
 
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.
  
===Heirloom===
+
===Dark Soul===
 +
Tier: 2
  
Tier: 1
+
Prerequisite: Faction(Imperium)
  
Prerequisite: None
+
Your soul is darkly stained, making you resilient to the effects of further Corruption. Whenever you are called to make a Malignancy Test, you take half the normal penalty.
  
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 its servants.
+
===Deadeye Shot===
  
Chaos-worshiper 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.
+
Tier: 1
  
Such items also usually come with a history of their own and the GM should feel free to have the item’s past come back to haunt the character from time to time.
+
Prerequisite: Ballistic Skill 30
  
===Deadeye Shot===
+
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
 
Tier: 1
  
Prerequisite: Ballistic Skill 30
+
Prerequisites: Toughness 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).
+
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===
 
===Deflect Shot===
Line 278: Line 316:
  
 
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.
 
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===
 
===Disturbing Voice===
Line 295: Line 343:
  
 
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.
 
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===
 
===Exotic Weapon Training===
Line 337: Line 394:
  
 
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.
 
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===
 
===Flesh Render===
Line 371: Line 436:
  
 
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.
 
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.
 +
 +
===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===
 
===Gunslinger===
Line 423: Line 495:
  
 
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.
 
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
 +
 +
Prerequisite: None
 +
 +
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 its servants.
 +
 +
Chaos-worshiper 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.
 +
 +
Such items also usually come with a history of their own and the GM should feel free to have the item’s past come back to haunt the character from time to time.
  
 
===Hip Shooting===
 
===Hip Shooting===
Line 457: Line 541:
  
 
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.  
 
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.
  
 
===Inspire Wrath===
 
===Inspire Wrath===
Line 519: Line 610:
  
 
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.
 
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.
 
===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.
 
  
 
===Light Sleeper===
 
===Light Sleeper===
Line 552: Line 635:
  
 
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.
 
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.
  
 
===Luminen Blast===
 
===Luminen Blast===
Line 642: Line 733:
  
 
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.  
 
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.
  
 
===Mighty Shot===
 
===Mighty Shot===
Line 707: Line 813:
  
 
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.  
 
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
 +
 +
Prerequisites: 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===
 
===Precise Blow===
Line 799: Line 912:
  
 
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.
 
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===
 
===Sacrifice===

Revision as of 00:18, 30 June 2012

Contents

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.

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

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.

Blasphemous 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.

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.

Burn! Burn! Burn! None shall escape your fiery wrath! 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.

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)

Your soul is darkly stained, making you resilient to the effects of further Corruption. Whenever you are called to make a Malignancy Test, you take 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.

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...

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.

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.

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 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

Prerequisite: None

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 its servants.

Chaos-worshiper 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.

Such items also usually come with a history of their own and the GM should feel free to have the item’s past come back to haunt the character from time to time.

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.

Inspire Wrath

Tier: 2

Prerequisite: Air of Authority

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 Cell 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 Cell 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.

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.

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.

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.

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

Prerequisites: 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

Prerequisite: 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. Characters must have the Psyker trait to take this talent.

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 1d10 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.

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.

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.

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 Minions 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 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, Heavy, 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.”

Traits