Core Talents
Air of Authority
Prerequisites: Fellowship 30.You exude a natural aura of command, instilling subservience in all around you. On a successful Command Test, you may affect a number of targets equal to 1d10 plus your Fellowship Bonus. Such is the authority in your voice that even those who are not in your service jump to attention when you speak. You may attempt to get non-servants to follow your commands by making a Command Test with a –10 penalty. This talent has no effect on hostile targets, and only affects NPCs.
Ambidextrous
Prerequisites: Agility 30.You can use either hand equally well. You do not take the normal –20 penalty for making attacks with your secondary hand.
Special: If you have the Two-Weapon Wielder talent, the penalty for making attacks with both weapons in the same Turn drops to –10.
Armour of Contempt
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.
Arms Master
Prerequisites: Ballistic Skill 30, Basic Weapon Training in at least two groups of weapons.Such is your skill with a gun that you are able to pick up an unfamiliar weapon and use it as though you had trained with it for years. You can use ranged weapons you do not have training in at –10 rather than –20.
Assassin Strike
Prerequisites: Agility 40, Acrobatics.You are like a serene dancer when engaged in combat, leaping and spiralling between dismembered corpses like some butcher ballerina. Whenever you engage an opponent and make a melee attack, you may make an Acrobatics Test to move at your Half Move rate as a Free Action. Your opponent may not take the customary free attack.
Autosanguine
Ancient and blessed technology filters your blood. Handed down from generations past, your implants repair minor injuries. For the purposes of healing, you are always considered to be Lightly Wounded. In addition, you naturally heal at an increased rate, removing 2 points of Damage each day. Your autosanguinators also sooth the minor pains and sores caused by the blessed metal of your implants pressing upon your weak flesh. This has no game effect, but does make you slightly less irritable than before.Basic Weapon Training
Talent Groups: Bolt, Flame, Las, Launcher, Melta, Plasma, Primitive, SP.You have received Basic Weapon Training in a group of weapons, and can use them without penalty.
Battle Rage
Prerequisites: Frenzy talent.Despite your frenzied nature, you remain in control when engaging in melee. You can spend reactions to Parry while Frenzied.
Berserk Charge
You hurl yourself at your enemies with reckless abandon, using the force of your Charge to add force to your strikes. When you make a Charge manoeuvre you gain a +20 bonus to Weapon Skill instead of the usual +10.Binary Chatter
You are adept at controlling servitors. Gain a +10 bonus to any attempt to instruct, program or question servitors.Blademaster
Prerequisites: Weapon Skill 30, Melee Weapon Training.Your mastery of sword and knife is unsurpassed and your blade always strikes true. When attacking with a sword or a knife of any type, including chainswords and power swords, you may re-roll a missed attack once per Round.
Blind Fighting
Prerequisites: Perception 30.Through years of practice and heightening your senses, you no longer need to be able to see your opponents to be able to hit them. You take half the usual penalties when fighting in environments that obscure your vision, such as fog, smoke and darkness.
Bulging Biceps
Prerequisites: Strength 45.Whereas a weaker man would be sent flying when using powerful weapons, your strong physique allows you to remain standing. You can fire a heavy weapon on semi- or autofire modes without first bracing.
Catfall
Prerequisites: Agility 30.You are nimble and balanced, like a cat, and are able to fall much greater distances unharmed than others might. Whenever you fall, you may Test Agility as a Free Action. On a success, and for every degree of success, reduce the distance fallen by a number of metres equal to your Agility Bonus for the purposes of determining the Damage dealt by the fall.
Chem Geld
A variety of chemical and surgical treatments have rendered you immune to the temptations of the flesh. Seduction attempts against you automatically fail, and the Difficulty of all Charm Tests made against you increase by one step (a Challenging (+0) Test becomes Difficult (–10) and so on). When you take this Talent you gain one Insanity Point.Cleanse and Purify
Prerequisites: Basic 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.
Combat Master
Prerequisites: Weapon Skill 30.Through a combination of reflex and perception you are able to keep many more opponents at bay in melee than a lesser skilled Acolyte might. Opponents fighting you in hand-to-hand gain no bonuses for outnumbering you.
Concealed Cavity
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).Corpus Conversion
Prerequisites: Psy Rating 2.You can siphon the health of your phyical body to fuel your powers. The Psyker may suffer the loss of one permanent point of Toughness in order to gain a bonus 1d10 on his next Power roll. A Psyker may sacrifice up to his Willpower Bonus in Toughness points in this manner in a single round, gaining an additional 1d10 to the Power Roll for each point of Toughness sacrificed.
Counter-attack
Prerequisites: Weapon Skill 40.You are skilled at switching from defence to attack in the blink of an eye. When you successfully Parry an opponent’s attack, you may immediately make an attack against that opponent using the weapon with which you Parried. This attack takes a –20 penalty to the Test.
Crack Shot
Prerequisites: Ballistic Skill 40.You are able to target your shots at the places where they will inflict more harm. When your ranged attack deals Critical Damage, you deal an extra 2 points.
Crippling Strike
Prerequisites: Weapon Skill 50.You are able to land your blows in the spot where they will inflict the most harm. Whenever you deal Critical Damage to an opponent using a melee weapon, you may deal an additional 1d5–1 points.
Crushing Blow
Prerequisites: Strength 40.Your melee strikes land with force enough to shatter bone. You add +2 to Damage you inflict in melee.
Dark Soul
Your soul is darkly stained, making you resilient to the effects of Corruption. Whenever you are called to make a Malignancy Test, you take half the normal penalty.Deadeye Shot
Prerequisites: Ballistic Skill 30.You always hit an opponent right between the eyes… or wherever else you intended to hit him. When making a Called Shot, you take only a –10 penalty instead of the normal –20.
Decadence
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
Prerequisites: Agility 50.You are able to knock aside Thrown weapons and shots fired from Primitive weapons. You may spend a Reaction to Parry an incoming ranged attack so long as the attack is from a Primitive or Thrown weapon.
Die Hard
Prerequisites: Willpower 40.It takes more than most to finish you off. When you suffer from Blood Loss, you may roll twice to avoid death.
Disarm
Prerequisites: Agility 30.You are able to knock your opponent’s weapons from their hands. When engaged with an opponent wielding a melee weapon, you may use a Full Action to disarm your foe by making an Opposed Weapon Skill Test. If you beat your opponent, he drops his weapon to his feet. Should you get three or more degrees of success, you not only disarm him but also take his weapon from him!
Discipline Focus
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
You have a sinister and upsetting voice. This may be due to infrasonic cadences produced by a vox synthesiser, interrogation training or just an inborn air of malice. You gain +10 bonus to all Intimidate or Interrogation Tests when you use your voice. You take a –10 penalty to Fellowship Tests when dealing with persons who are likely to be off put by your manner (psykers, small children, nervous Grox and so on).Double Team
You fight best shoulder to shoulder with a loyal ally. When ganging up on an opponent with an ally, you gain an additional +10 bonus to Weapon Skill Tests. If you both have this Talent you both gain an additional +10 bonus, for a total of +20. This bonus is in addition to the normal bonuses gained from outnumbering an opponent.Dual Shot
Prerequisites: Agility 40, Two-Weapon Wielder.You are able to focus the firepower of two guns to maximise the impact. When armed with two pistols, you can fire both simultaneously as a Full Action. Make a single Ballistic Skill Test. On a success, you hit the target with both shots. As you are firing both guns as a single attack, you may take an Aim Action before firing to get a +10 or +20 bonus to the BS Test. A red-dot laser sight mounted on any one of the weapons will provide its +10 bonus. You do not suffer from the normal –20 BS penalty for wielding two weapons. If you hit, the target’s armour gets applied as normal to both hits individually, but Toughness only counts once against the combined damage rolls of both hits. A single successful Dodge Test from the target will avoid both shots.
Dual Strike
Prerequisites: Agility 40, Two-Weapon Wielder.You are able to focus your melee attacks to maximise the impact. When armed with two melee weapons, you can attack with both simultaneously as a Full Action. Make a single Weapon Skill Test. On a success, you hit the target with both weapons. As you are swinging both weapons as a single attack, you may take an Aim Action before attacking to get a +10 or +20 bonus to the WS Test. You do not suffer from the normal –20 WS penalty for wielding two weapons. If you hit, the target’s armour gets applied as normal to both hits individually, but Toughness only counts once against the combined damage rolls of both hits. A single successful Dodge or Parry Test from the target will avoid both blows.
Electrical Succour
Prerequisites: Tech-Priest (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.
Electro Graft Use
You have the ability to use an electro graft to access data points and commune with machine spirits. This grants you a +10 bonus to Common Lore, Inquiry or Tech-Use Tests whilst connected to a data point.Energy Cache
Prerequisites: Tech-Priest (Potentia coil).You have learnt how to focus some of the power stored within your potentia coil. You no longer gain Fatigue from using Luminen Charge, Luminen Shock and Luminen Blast.
Exotic Weapon Training
Talent Groups: All Exotic Weapons.You have received Exotic Weapon Training in a single exotic weapon, and can use it without penalty.
Favoured by the Warp
Prerequisite: Willpower 35.Whenever a Power Roll triggers Psychic Phenomena, you may roll two dice on that table and take the more favourable result.
Fearless
Whether through fervent loyalty or a derangement of the mind, you are impossible to frighten or unnerve. You are immune to the effects of Fear and Pinning, but to disengage from combat or back down from a fight you must first succeed on a Willpower Test.Feedback Screech
Prerequisites: Tech-Priest (Respirator Unit).By muttering illogical formulae under your breath, you are able to foment rebellion within your vox synthesisers. Your audio circuits protest in a screeching blast of noise, shocking and distracting others in equal measure. All creatures, except Daemonic and machine-based, within a 30 metre radius must make a Willpower Test or lose a Half Action on their next Turn as they shudder, swear, cover their ears or otherwise react to the horrid noise. This is a Full Action and may not be used again for 1d5 Rounds while your audio circuits reset.
Ferric Lure
Prerequisites: Tech-Priest (Electoo inductor/Potentia coil).You can call an unsecured metal object that you can see to your hand. You may summon objects of up to 1 kilogram per point of your Willpower Bonus. The object must be within a 20 metre radius. To use this Talent, you must succeed on a Willpower Test as a Full Action.
Ferric Summons
Prerequisites: Tech-Priest (Electoo inductor/Potentia coil), Ferric Lure.You can call an unsecured metal object that you can see to your hand. You may summon objects of up to 2 kilograms per point of your Willpower Bonus. The object must be within a 40 metre radius. You must make a Willpower Test and spend a Full Action to enact this rite.
Flagellant
You have dedicated your pain to the service of the Emperor. 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.Foresight
Prerequisites: Intelligence 30.You are adept at identifying the consequences of any action. If you take some time to consider what you are doing, you can deduce the best action for success. You may spend ten minutes contemplating a problem to gain a +10 bonus to your next relevant Intelligence Test.
Frenzy
You incite yourself into a frothing rage. You must spend one Round psyching yourself up (howling, beating yourself, or injecting psychosis-inducing drugs). The next round, you lose control and go berserk, gaining a +10 bonus to Weapon Skill, Strength, Toughness, and Willpower, but suffer a -20 penalty to Ballistic Skill and Intelligence. You must attack the nearest enemy in melee combat if possible. If you are not engaged with the nearest enemy, you must move towards that enemy and engage them if possible. You will not take obviously suicidal actions such as leaping off a building in order to engage someone on the ground, but you will take any actions that have a reasonable opportunity to engage in melee with the nearest enemy. While Frenzied, you are immune to fear, pinning, stunning effects, and the effects of fatigue, and you may not parry, retreat, or fl ee. You must use the All-Out Attack Manoeuvre in melee combat if possible. You remain Frenzied for the duration of the combat. Some creatures, particularly certain types of daemons, do not need to spend a Round inciting the Frenzy—they are either permanently Frenzied or can Frenzy at will. Unless you have a Talent that allows you to do so, you may not use Psychic Powers while Frenzying.Furious Assault
Prerequisites: Weapon Skill 35.Your blows follow one another in quick succession, raining down on your opponents like fiery bolts. Whenever you hit an opponent whilst using the All- Out Attack Manoeuvre, you may spend your Reaction to make an extra attack (this extra attack retains any bonuses or penalties of the original attack).
Good Reputation
Prerequisites: Fellowship 50, Peer.Talent Groups: Administratum, Ecclesiarchy, Imperial Guard, Imperial Navy, Inquisition, Underworld
You are well respected within your social group or organisation. You gain an additional +10 bonus to Fellowship Tests when dealing with this group. This Talent is cumulative with the Peer talent, for a total of a +20 bonus.
Gun Blessing
Prerequisites: Tech-Priest (Electoo inductor/Potentia coil).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
Prerequisites: Ballistic Skill 40, Two- Weapon Wielder.You are ready for anything when you have a pistol in each hand. When so armed, you reduce the penalty for fighting with two weapons by 10. If you have the Ambidextrous talent, you take no penalty when firing both weapons.
Hard Target
Prerequisites: Agility 40.The best way to stay alive is to keep on moving, no matter what might come your way. Whenever you Charge or Run, all opponents take a –20 penalty to Ballistic Skill Tests made to hit you with a ranged weapon. This penalty lasts until the start of your next Turn.
Hardy
Prerequisites: Toughness 40.For the purposes of removing Damage, you are always considered to be Lightly Wounded.
Hatred
Talent Groups: Criminals, Cult (specific), Daemons, Xeno (specific), Psykers, Heretics, Mutants.You have reason to hate one particular race or organisation, and your malice hones your melee attacks. Choose one race or group from those listed above. When fighting opponents that qualify as members of that group, you gain a +10 bonus to all Weapon Skill Tests made to attack them.
Heavy Weapon Training
Talent Groups: Bolt, Flame, Las, Launcher, Melta, Plasma, Primitive, SP.You know how to use one particular type of heavy weapon, and can use weapons of that type without penalty.
Heightened Senses
Talent Groups: Sight, Sound, Smell, Taste, Touch.One of your senses is better than average. When you gain this Talent, select one of the five senses. You gain a +10 bonus to any Tests involving this sense. Note that Heightened Senses (Sight) does not add its bonus to Ballistic Skill tests.
Hip Shooting
Prerequisites: Ballistic Skill 40, Agility 40.You are able to shoot whilst on the move. As a Full Action, you may simultaneously move up to your Full Move rate and make a single attack with a pistol.
Independent Targeting
Prerequisites: Ballistic Skill 40.You are skilled enough with firearms that you can fire in two directions at once. When firing two weapons at once, you may attack targets that are more than 10 metres apart.
Insanely Faithful
You take refuge in your madness. When rolling to determine the effects of Shock, you may roll twice and take the better result.Into the Jaws of Hell
Prerequisites: Iron Discipline.Such is the fervour and loyalty you inspire in your followers that they would follow you wherever you lead, even in search of the dread Tyrant Star. Whilst you are visible to them, your minions are immune to Fear and Pinning.
Iron Discipline
Prerequisites: Willpower 30, Command.Not through mercy and kindness but through a stern demeanour and a sense of justice do you inspire loyalty in your followers. So long as you are visible to them, your minions may re- roll failed Willpower Tests made to resist Fear and Pinning. Iron Discipline can affect a number of targets equal to your Willpower Bonus, who must be under your command. PCs can benefit from Iron Discipline if the character with this Talent is the official group leader.
Iron Jaw
Prerequisites: Toughness 40.You are made of sturdy stuff and can weather minor blows. When you become Stunned you may make a Toughness Test to shrug off its effects.
Jaded
Prerequisites: Willpower 30.You have seen the worst the galaxy has to throw at you to the point that you are acclimatised to the worst horrors. You never gain Insanity Points from the sight of blood, death or violence, or indeed any mundane horror. Supernatural terrors still affect you as normal, however.
Leap Up
Prerequisites: Agility 30.You are hard to keep down. You may stand up as a Free Action.
Light Sleeper
Prerequisites: Perception 30.You are a light sleeper and remain alert when most would be fast asleep. You are always assumed to be awake, even if you are asleep, for the purposes of making Awareness Tests, being Surprised or getting up in a hurry. The downside is that you often feel tired during the day and as a result are grumpy or distracted.
Lightning Attack
Prerequisites: Swift Attack.As a Full Action, you may make three melee attacks on your Turn. This Talent replaces Swift Attack. You may not use the Dual Strike talent during a Lightning Attack Full Action. If you have the Two-Weapon Wielder talent and are wielding two melee weapons, you get the advantage of Lightning Attack with only one of the weapons, and a single attack with the other. If you have the Two-Weapon Wielder talent and are wielding a melee weapon in one hand and a pistol in the other, you get the advantage of Lightning Attack with the melee weapon and a single attack with the pistol.
Lightning Reflexes
You react like a flash of lightning. When rolling for Initiative, you add twice your Agility Bonus to the roll of 1d10.Litany of Fate
Prerequisites: Hatred (any).You are so impassioned in your hatred that you can rouse others to similar heights of emotion. As a Full Action, you may make a Charm Test to extend the effects of your Hatred talent to those around you. A successful Test grants a +10 bonus to Weapon Skill Tests to one target per point of your Fellowship Bonus when fighting your hated foes. The effects last for the duration of the encounter.
Logis Implant
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 a Challenging (+0) Toughness Test. Failure incurs one level of Fatigue.Luminen Blast
Prerequisites: Tech-Priest (Electoo inductor/Potentia coil).With the proper prayer and projection of will, you are able to strike at the enemies of the Omnissiah. Using your electoo inductors, you may create a crackling ball of bio-electrical energy that you may fling at your foes. On a successful Ballistic Skill Test, you may direct this energy against a single target within 10 metres. The target takes Energy Damage equal to 1d10 plus your Willpower Bonus. Luminen Blast is a Standard Attack, and thus takes a Half Action to perform. Each successful use of this Talent causes a Challenging (+0) Toughness Test. Failure incurs one level of Fatigue.
Luminen Charge
Prerequisites: Tech-Priest (Electoo inductor/Potentia coil).You have learnt how to lend your life force to technology. On a successful Toughness Test you may use your bio-electrical field to recharge or power machinery. This takes one minute of meditation and ritual incantation to activate. The Difficulty of the Toughness Test varies depending on the nature of the technology, as follows:
Difficulty | Example |
---|---|
Ordinary (+10) | Chemical battery, glow globe. |
Challenging (+0) | Las gun charge pack, data-slate, personal heater. |
Difficult (–10) | Overcharge pack, air conditioning unit, servo- skull. |
Hard (–20) | Land speeder engine, lascannon charge pack, servitor. |
Very Hard (–30) | Industrial press, cogitator engine, xenos tech. |
Luminen Shock
Prerequisites: Tech-Priest (Electoo inductor/Potentia coil).By focusing your bio-electrical energy through electoo inductors, you are able to damage your opponents. You must touch your enemy for this ability to work. In combat, you must either make a successful Weapon Skill Test or be Grappling to deliver the blast. Each Luminen Shock deals 1d10+3 points of Energy Damage. Luminen Shock is a Standard Attack, and thus takes a Half Action to perform. Each successful use of this Talent causes a Challenging (+0) Toughness Test. Failure incurs one level of Fatigue.
Maglev Grace
Prerequisites: Tech-Priest (Potentia coil).By long hours of rote learning, you have mastered one of the miracles of the Omnissiah. By spending a Half Action, you may hover 20–30 centimetres off the ground for a number of minutes equal to 1d10 plus your Toughness Bonus. You may move at your normal walking pace and must employ a Half Action each round to concentrate on maintaining the rite. You may activate this rite whilst falling to slow your rate of descent. Treat all falling Damage as 1d10+3 Impact Damage. Each Maglev Grace exhausts the power stored in your potentia coil, and thus you may only use this rite once in every twelve hour period.
Maglev Transcendence
Prerequisites: Tech-Priest (Potentia coil), Maglev Grace. Devotion to the Machine God has granted you greater knowledge of miracles. As a Half Action, you may hover 20–30 centimetres off the ground for a number of minutes equal to 2d10 plus your Toughness Bonus. You may move at your normal running speed and must employ a Half Action each Round to concentrate on maintaining your rite. You may activate this rite whilst falling to produce a controlled descent. Provided that this rite is active when you reach the ground, then you take no Damage from falling. You may enact this rite twice in every twelve hour period.Marksman
Prerequisites: Ballistic Skill 35.Distance is no object with a gun in your hand, and you are just as adept at picking off far away targets as those nearby. You suffer no penalties for shooting at Long or Extended range.
Master Chirurgeon
Prerequisites: Medicae +10.You are trained in the most advanced medical techniques known to man. You gain a +10 bonus on all Medicae Tests. If you are treating a Heavily or Critically Wounded patient, a successful Test heals 2 Wounds instead of the normal 1. If this character is in danger of losing a limb from a Critical Hit, you also provide the patient with a +20 bonus to the Toughness Test to resist limb loss.
Master Orator
Prerequisites: Fellowship 30.You are skilled at speaking to large audiences. Your Fellowship Tests and Fellowship-based Skill Tests can affect 10 times the normal number of people.
Mechadendrite Use
Prerequisites: Tech-Priest (Cyber Mantle/Cranial Circuitry).Talent Groups: Gun, Manipulator, Medicae, Optical, Utility.
You have been given the appropriate training, initiation and hypnodoctrination to use a particular type of mechadendrite.
Meditation
By putting your mind at rest and entering a trance you can repair the hurts of your body. You must succeed on a Willpower Test. If so, for every ten minutes you remain in a trance, you remove one level of Fatigue.Melee Weapon Training
Talent Groups: Primitive, Chain, Shock, Power.You have received basic training in a group of hand-to-hand weaponry, and can use them without penalty.
Mental Fortress
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
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
Prerequisites: Ballistic Skill 40.You know how to blast away with a gun to cause the most damage to a target. You add +2 to Damage you inflict with a ranged weapon.
Mimic
You have an extraordinary ability to copy another person’s voice patterns. This may be due to implanted vox synthesisers, training or natural Talent. You must have listened to your target for at least one hour in order to study their voice properly. You must also understand their language and be of the same race (a human, for example, cannot convincingly copy an Ork). Listeners must succeed on a Difficult (–10) Scrutiny Test to realise that you are not the person you are mimicking. If you have based your voice patterns on anything other than “live” conversations where you are in the same room as your target (for example vox recordings, or comm- link conversations), the Difficulty of this Scrutiny Test is reduced to Challenging (+0). Note this does not make you look like your target; you merely sound like them. If a listener can clearly see you are not the person you are copying, your deception automatically fails.Minor Psychic Power
Talent Groups: All Minor Psychic Powers.You have acquired an additional psychic ability. You gain one Minor Psychic Power.
Nerves of Steel
You are able to remain calm, even when bullets fly past and bombs fall around you. You may re-roll a failed Willpower Test to avoid or recover from Pinning.Orthoproxy
You have learnt to draw mental fortitude from a liturgical circuit buried deep within your skull. You may “tune out” mind control attempts by concentrating on the prayers recited by the proxy unit. This grants you a +20 bonus to Willpower Tests made to resist mind control or interrogation.Paranoia
You are always on the look out for danger and secretly know that the galaxy is out to get you. You gain a +2 bonus on Initiative rolls. In addition, the GM may secretly Test your Perception to see if you notice hidden threats. Others, however, may find your constant muttering and twitchy looks unnerving.Peer
Prerequisites: Fellowship 30.Talent Groups: Academics, Adeptus Arbites, Adeptus Mechanicus, Admin- istratum, Astropaths, Ecclesiarchy, Feral Worlders, Government, Hivers, Inquisition, Middle Classes, Military, Nobility, The Insane, Underworld, Void Born, Workers.
You know how to deal with a particular social group or organisation. You gain a +10 bonus to all Fellowship Tests when interacting with your chosen group.
Pistol Training
Talent Groups: Bolt, Flame, Las, Launcher, Melta, Plasma, Primitive, SP.You have received training in a group of pistols and can use them without penalty.
Power Well
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
Prerequisites: Weapon Skill 40, Sure Strike.You are skilled at making difficult strikes. When making a Called Shot with a melee weapon, you do not incur the normal –20 penalty.
Prosanguine
Prerequisites: Autosanguine.By an act of will, you speed the workings of your autosanguinators. Once every twelve hours you may make a Tech- Use Test. On a success, you remove 1d5 points of Damage. If you roll a 96-100 however, in addition to failing, you overstrain your implants. They cease to function for one week. For that time you are unable to use this Talent, and gain none of the benefits of the Autosanguine talent. Once the week is over, both Talents are restored. Prosanguination takes ten minutes of meditation and ritual incantation to activate.
Psy Rating 1
You have unlocked your Psychic Powers. Select a number of Minor Psychic Powers equal to one-half your Willpower Bonus (round up) from those described in Chapter VI: Psychic Powers. You gain a Psy Rating of 1 and roll one dice and add your Willpower Bonus when manifesting Psychic Powers.Special: If your Willpower Bonus later increases, you do not retroactively gain additional powers.
Psy Rating 2
Prerequisites: Psy Rating 1.You have advanced knowledge of Psychic Power. Select a number of Minor Psychic Powers equal to half your Willpower Bonus (round up). You now have a Psy Rating of 2 and may roll up to two dice and add your Willpower bonus when manifesting Psychic Powers.
Special: If your Willpower Bonus later increases, you do not retroactively gain additional powers.
Psy Rating 3
Prerequisites: Psy Rating 2.Your psychic abilities grow in power and proficiency. Select one Discipline. Gain one power from this Discipline. You also gain a number of Minor Psychic Powers equal to one-half your Willpower Bonus (round up). You now have a Psy Rating of 3 and may roll up to three dice and add your Willpower bonus when manifesting Psychic Powers.
Special: If your Willpower Bonus later increases, you do not retroactively gain additional powers.
Psy Rating 4
Prerequisites: Psy Rating 3.You have distinguished yourself by your skill with psychic energy and the breadth of your knowledge of Psychic Powers. Gain a number of Discipline Powers in any Discipline that you know equal to one-half your Willpower Bonus and the same number of Minor Psychic Powers (round up). Alternatively, instead select one new Discipline and gain one power from this Discipline. You now have a Psy Rating of 4 and may roll up to four dice and add your Willpower bonus when manifesting Psychic Powers.
Special: If your Willpower Bonus later increases, you do not retroactively gain additional powers.
Psy Rating 5
Prerequisites: Psy Rating 4.You are among the most powerful psykers in the Imperium. Gain a number of Discipline powers in any Discipline that you know equal to one-half your Willpower Bonus (round up). Alternatively, instead select one new Discipline and gain one power from this Discipline.You now have a Psy Rating of 5 and may roll up to five dice and add your Willpower bonus when manifesting Psychic Powers.
Special: If your Willpower Bonus later increases, you do not retroactively gain additional powers.
Psy Rating 6
Prerequisites: Psy Rating 5.You have reached perhaps the greatest human potential with psychic powers and few can compare with your mastery. Gain a number of Discipline Powers in any Discipline that you know equal to one-half your Willpower Bonus and the same number of Minor Psychic Powers (round up). Alternatively, instead select one new Discipline and gain one power from this Discipline. You now have a Psy Rating of 6 and may roll up to six dice and add your Willpower bonus when manifesting Psychic Powers.
Special: If your Willpower Bonus later increases, you do not retroactively gain additional powers.
Psychic Power
Talent Groups: All Psychic Powers.You have acquired an additional Psychic Power. You gain one power of any Discipline you know.
Quick Draw
You are quick to the draw, able to have a weapon in your hand and ready for combat in the blink of an eye. You can Ready as a Free Action when you are armed with a Pistol or Basic class ranged weapon, or a melee weapon that can be wielded in one hand.Rapid Reaction
Prerequisites: Agility 40.You have a hair trigger and react to a change in any situation in an instant. When Surprised or ambushed, you may make an Agility Test to act normally.
Rapid Reload
You have spent so long practising weapons drills that you can reload a gun in an instant. All reload times are reduced by half (round down)—so a Half Action reload become a Free Action, a Full Action reload becomes a Half Action and so on.Resistance
Talent Groups: Cold, Fear, Heat, Poisons, Psychic Powers.Whether through past exposure, gruelling physical training or luck of genetics, you are highly resistant to a particular thing. When you pick this Talent select a group to be resistant to. You gain a +10 bonus when making a test to resist or avoid the object of your resistance.
Rite of Awe
Prerequisites: Tech-Priest (Respirator Unit).You may recite an infrasonic liturgy that causes awe and fear. All humans within a 50 metre radius regardless of their ability to hear, feel a sense of dread and religious guilt. Alongside these emotional effects, all humans take a –10 penalty to their next Skill Test. Characters may make a Willpower Test to shake off these effects. Whilst incanting the rite, 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 Fear
Prerequisites: Tech-Priest (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 of 1. 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
Prerequisites: Tech-Priest (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.
Sharpshooter
Prerequisites: Ballistic Skill 40, Deadeye Shot.You are skilled at making difficult shots. When making a Called Shot you do not incur the normal –20 penalty. This Talent replaces Deadeye Shot.
Sound Constitution
You are able to absorb more damage before you die. You gain an additional Wound. If your advance scheme allows it, you may purchase this Talent multiple times.Sprint
You are able to put on a burst of speed to get out of—or into—trouble fast. When taking the Full Move action, you may move an extra number of metres equal to your Agility Bonus. When taking the Run action, you may double your Movement for one Round. If you use this Talent two turns in a row, you gain one level of Fatigue.Step Aside
Prerequisites: Agility 40, Dodge.You are quick at getting out of the way of attacks. You may make an additional Dodge once per Round. In effect this gives a character a second Reaction that may only be used to Dodge, thus allowing them to make two Dodges in a Turn. Note they may still only attempt a single Dodge against any one attack.
Street Fighting
You are a master of dirty tricks such as the low punch and the knife in the gut. When dealing Critical Damage with an unarmed attack or knife, you deal +2 points of Damage.Strong Minded
Prerequisites: Willpower 30, Resistance (Psychic Powers).Your mind is like a fortress guarded against psychic attack. You may re- roll failed Willpower Tests to resist any Psychic Powers that affect your mind. Psychic Powers that have a physical effect, such as Telekinesis, are unaffected by this Talent.
Sure Strike
Prerequisites: Weapon Skill 30.You strike with precision, landing your blows wherever you intend them to hit. When determining where you hit an opponent with a melee attack, you may use the dice as you rolled them or reverse them, choosing the location you prefer. For example, Beam rolls a 37 to hit an Ork. Ordinarily, Beam would strike location 73—the right leg— but because he has the Sure Strike talent, he could choose to hit the alien in location 37—the body.
Swift Attack
Prerequisites: Weapon Skill 35.As a Full Action, you may make two melee attacks on your Turn. If you have the Two-Weapon Wielder talent and are wielding two melee weapons, you get the advantage of Swift Attack with only one of the weapons, and a single attack with the other. If you have the Two-Weapon Wielder talent and are wielding a melee weapon in one hand and a pistol in the other, you get the advantage of Swift Attack with the melee weapon and a single attack with the pistol.
Takedown
You are skilled at taking an opponent alive. As a Half Action you may declare that you are attempting to Takedown an opponent before Testing Weapon Skill. If you hit and do at least 1 point of Damage, this damage is ignored and your opponent must make a Toughness Test or be Stunned for one Round.Talented
Talent Groups: All Skills.Choose any one of your Skills. You gain a +10 bonus to Tests when using this Skill.
Technical Knock
Prerequisites: Intelligence 30.With a honeyed whisper and ritual motion, you can awaken sleeping gun-spirits into furious action once more. You may unjam any gun as a Half Action. You must touch the gun in question to enact this rite. You may only perform this rite on one weapon per Round—any more would be disrespectful.
Thrown Weapon Training
Talent Groups: Primitive, Chain, Shock, Power.You have received basic training in a group of thrown weaponry, and can use such weapons without penalty.
Total Recall
Prerequisites: Intelligence 30.Through long years of mental conditioning and practice, your mind is like an archive, able to record and recall great amounts of information. You can automatically remember any trivial fact or piece of information that you might feasibly have picked up in the past. When trying to recall more detailed or obscure facts, such as the precise layout of a crime scene or a page you read in an ancient grimoire five years ago, the GM may require you to make an Intelligence Test.
True Grit
Prerequisites: Toughness 40.You are able to shrug off wounds that would fell lesser men. Whenever you suffer Critical Damage, halve the result (rounding up).
Two-Weapon Wielder
Talent Groups: Ballistic, Melee.Prerequisites: Ballistic Skill 35 or Weapon Skill 35, Agility 35.
When armed with two weapons of a particular type, you may spend a Full Action to attack with both on your turn. Each Test made to attack with the weapons takes a –20 penalty (see Chapter VII: Playing the Game, page 197 for more details). You must take Two-Weapon Wielder (Melee) and Two-Weapon Wielder (Ballistic) if you wish to use a gun and hand weapon at the same time.
Unremarkable
You have a forgettable face and are able to blend in with a crowd. Attempts to notice you when amongst other people or anyone attempting to describe you or recall details about you incurs a –20 penalty.Unshakeable Faith
Your faith that the Emperor will preserve you is so strong that you are unafraid of stepping into danger. You may re-roll any failed Willpower Tests to avoid the effects of Fear.Wall of Steel
Prerequisites: Agility 35.Your blades are so quick that they form a wall of impenetrable steel. You may make an additional Parry once per Round. In effect, this gives a character a second Reaction that may only be used to Parry, thus allowing them to make two Parries in a Turn. Note they may still only attempt a single Parry against any one attack.
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