Talents - Combat Related

Name Tier Pre-reqs Benefits
Ambush 1 Stealth Known Attacks against Unaware targets inflict 1 extra damage per 2 DF after the first.
Combat Sense 1 Awareness Known You may swap your Agility Bonus for Perception Bonus when rolling for Initiative.
Deathwatch Training 1 Astartes at Creation. You may automatically confirm Righteous Fury against Xenos.
Modify Payload 1 Tech Use (Your Race) Trained With single use explosives you may perform a +0 Tech-Use Test: Can increase Blast/Smoke by 1+1 per 3 DS. Failure by 3+ Degrees of Failure causes detonation centered upon your square.
Nowhere to Hide 1 Awareness Trained Your opponent loses the benefit of 1 point of Cover Armor Points per each Degree of Success on your shot.
Pugilist 1 Brawling Trained Feint as Free Action during unarmed Standard/All-Out Attack. Unarmed Called Shots are Half Action.
Quick Draw 1 Draw one-handed weapon with a Free Action.
Rapid Reload 1 Ranged Weapon Group (Specific Any 1) Known Reload times with known Ranged Weapon Groups are halved
Vigilant 1 Awareness Known Can use Perception instead of Agility for Overwatch actions.
Weapon Tech 1 Tech Use (Your Race) Trained, Melee or Ranged Weapon Group (Specific) Once per Encounter you may add your Intelligence Bonus to Damage and Penetration for 1 round for a weapon for which you have the Specific Weapon Groups.
Armor-Breaker 2 Deadeye Shot, Common Lore (Race), Tech Use (Same Race) Penetration and Critical Damage against Vehicles of the (Race) are at +2.
Armor-Monger 2 Tech Use (Race) Known, Trade (Armorer) Known All armor AP increased by 1. Requires 1 hr/day for armor maintenance.
Combat Master 2 Melee Weapon (Specific) Known, Combat Formation Your opponents gain no Bonus to WS for out numbering you in combat.
Constant Vigilance 2 Awareness Trained, Paranoia, Vigilant You may use Intelligence, Agility or Perception Bonuses for Initiative, and Roll Twice to pick the best when entering Combat.
Death From Above 2 Operate (Personal) Increase damage when charging In Jetpack, Max Cap 2d10
Guardian 2 Awareness Known, Acrobatics Known As a Reaction you may spend a Fortune Point to swap places with an Ally within 2m. You then take the triggering attack, and lose your next round.
Hard Target 2 Athletics Trained If you Run or Charge on your turn, attempts to hit you with Ranged weapons take a -20% to the BS test until the start of your next turn.
Lightning Reflexes 2 Rapid Reaction May roll twice for Initiative at +4 Initiative.
Nerves of Steel 2 Resistance (Fear) You may reroll any failed Pinning test 1x per test. You also gain +10% to resist Intimidate attempts.
Rapid Reaction 2 Awareness Trained Roll Agility to act during surprise rounds.
Stalwart Defence 2 Combat Master As long as you have a readied melee weapon and remain stationary you gain +10% to all Parry attempts, and your opponents gain no bonuses to Out Numbering you. This lasts until you move from the current square.
Stealth Sniper 2 Stealth Experienced, Silenced Weapon After firing a weapon while concealed or benefiting from a Stealth Test, you may perform a Stealth (+0) Test opposed by an opponents Awareness to remain Concealed/Stealthed.
Weapon Drill (Specific) 2 WS/BS (Weapon Grp) Trained You gain +1 Degree of Success with this type of weapon.
Weapon Expert (Specific) 2 WS/BS (Weapon Grp) Trained You can aim for free 1/ encounter for a +10, as for a Half Action aim.
Arms Master 3 Weapon Group (Any 4) Experienced Penalty for using a weapon group you do not possess becomes -10 instead of Half the basic Attribute, excepting Xenos weapons.
Ast Weap Specialization 3 Astartes Characters only When using a specific type of Astartes Weapons you gain +1 Degree of Success on a Successful attack, and automatically confirm Righteous Fury.
Ast Weapon Training 3 Astartes Characters only, at creation Count all weapon groups for Astartes or Legion, as appropriate, at Known.
Blessing of Flame 3 Pure Faith (Ecclesiarchy) Once per Encounter you can spend a Fortune Point to graint Flame Quality weapons the Sanctified Quality for a number of Rounds equal to your Willpower Bonus, and any Demons or Psykers hit by your weapon automatically catch on Fire.
Blistering Evasion 3 Lightning Reflexes, Acrobatics Known After a successful evasion, attempts to hit you, Ranged or Melee, take a -10% to BS or WS until the start of your next round.
Death Serves the Right 3 Sharpshooter, Marksman Once per Encounter you can spend a Fortune Point to change a damage roll to 10, and there by trigger the rules for Righteous Fury, as iff rolled naturally.
Demoralizing Decapitation 3 Combat Master Once Per Encounter, after Killing the Leader of the enemy forces present, you may spend a Fortune Point to cause all enemies remaining to perform a -20% Willpower test or retreat from the engagement (and not return for at least 12 hours).
Desperate Strength 3 Frenzy, Duty Unto Death During an encounter when you have taken Critical Damage and survived, you gain Unnatural Toughness (+1) and Unnatural Strength (+1).
Filan's Defense 3 Duelist, Blade Dancer, Weapon Expert (any 1)) While Dual Weilding, you may execute a Feint in place of a Standard/Swift/Lightning attack with a weapon from the group for which you hold the Weapon Expert Talent.
Giantkiller 3 The bigger they are… When you wound a target larger than yourself you may add the difference in Size (x) to your damage.
Last Man Standing 3 Nerves of Steel "You are immune to Pining from Pistol or Basic weapons, in addition the AP value of any cover from which you benefit improves by +1.
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Legion Weapon Trn. 3 Legion Characters only, at Creation. Count all weapon groups for Astartes or Legion, as appropriate, at Known.
Lock On 3 Vigilant May make Dodge Reactions while maintaining Aim or Overwatch.
Preternatural Speed 3 Athletics Experienced Double Charge Move distance.
Raptor 3 Operate (Personal) Trained, Death from Above Increase damage when charging In Jetpack, Max cap now 4d10
Sacred Flame 3 Cleanse & Purify, Hatred (Any 1) Flame Quality weapon attacks cause Righteous Fury on 9+
Scourge of War 3 Fel 35, Str 35, Hatred (Chosen Foe) Once per Encounter, spend a Fortune Point to perform an Intimidate Test. Success gives Fear (1) against the Hated group
Sidearm 3 TWW (Melee, Ranged), Melee Weapon (Specific), Ranged Weapon (Specific) Two Weapon Fighting penalty using a Light Melee Weapon and Light Ranged Weapon of the Specific type is reduced to 0.
Step Aside 3 Dodge or Parry at Experienced, Lightning Reflexes One may spend their Reaction on a successful Evasion to move your Agility Bonus in Meters. If leaving a Melee combat you do not prompt an attack of opportunity from the adversary whose attack you dodged/parried.
Tear em to Bits 3 Ogryn, Bulging Biceps Once per Encounter, after killing or causing critical wounds to a foe in melee combat, spend a Fortune point to gruesomely kill the target and Gain Fear (2) for the remainder of the encounter.
Thunderous Castigation 3 Command Experienced, Intimidate Veteran, Hatred (Specific) Immediately after Initiative or on First round of combat, Spend your reaction to perform a Command (-20%) test. This grants you Fear (1) for the encounter against the Hatred (Specific) group. You gain +1 additional Fear tier for each 3 Degrees beyond the first (1,4,7)
Wired Reflexes 3 Step Aside, Acrobatics Veteran, Awareness Veteran, Gain Unnatural Agility (1) when Dodging, or Unnatural Weapon Skill (1) when Parrying, Matching which skill qualified for Step Aside. This may be reduced by penalties as normal for multiple dodges.
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Haec lingua est etiam, ut est in mensa munus."

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