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Talents (DH2 + OW)

The document outlines a list of Tier 1 Talents, detailing their prerequisites, aptitudes, and benefits. Each talent provides unique advantages in various aspects such as combat, social interactions, and skills. The talents are categorized by their specific requirements and effects, enhancing gameplay mechanics in a role-playing context.
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0% found this document useful (0 votes)
58 views11 pages

Talents (DH2 + OW)

The document outlines a list of Tier 1 Talents, detailing their prerequisites, aptitudes, and benefits. Each talent provides unique advantages in various aspects such as combat, social interactions, and skills. The talents are categorized by their specific requirements and effects, enhancing gameplay mechanics in a role-playing context.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Tier 1 Talents

Talent Prerequisites Aptitude 1 Aptitude 2 Benefit Ind.


Ambush Stealth Agility Fieldcraft Attacks against unaware targets inflict 1 extra damage for every 2 DoS on the WS or BS test beyond the first HOE 96
On Command tests, may affect a number of targets equal to 100 times their Fel bonus rather than just 10. Has no
Air of Authority Fel 30 Fellowship Leadership OW 140
effect on hostile targets and only affects NPCs
Does not suffer -20 penalty for using off hand. Combined with Two-Weapon Wielder, reduced penalty for making
Ambidextrous Ag 30 Weapon Skill Ballistic Skill OW 140
attacks with both weapons in same turn to -10
Berserk Charge - Strength Offence When using Charge Action, WS test is +30 instead of +20 OW 141
Blind Fighting Per 30 Perception Fieldcraft Reduce penalty for fighting with a Melee weapon due to obscured vision by half (round up) OW 141

After an enemy makes a successful attack against an ally, may use a Reaction to move up to his Half Move distance to
Bodyguard Agility 35 Agility Defence move between the attacker and target. The attack is then resolved against the character instead. If a melee attack, the EB 60
character may also attempt to Parry as part of his Reaction.
Adds an amount equal to the value of Size Trait to the total of Strength Bonus and Toughness Bonus for the purposes
Brute of Burden S 45 Strength General of lifting, carrying, or pushing heavy loads. In addition, gain a +20 bonus on Toughness Tests to avoid gaining Fatigue SOH 103
from a forced march.
When using an Indirect weapon, if at least 1 hit lands within character’s IntB of an enemy, that target must make a
Calculated Barrage Int 35 Ballistic Skill Knowledge HOE 97
+20 Pinning test
Reduce distance of fall by number of metres equal to AgB. Adds +20 to Jump use of Acrobatics Skill as it pertains to
Catfall Ag 30 Agility Fieldcraft OW 141
reducing damage from falling
Seduction attempts automatically fail, and Charm tests increase difficulty by one level. Taking this talent causes 1
Cold Hearted - Willpower Defence OW 141
Insanity Point
All members of squad add +1 to Intitiative rolls, all may choose to use the Int Bonus of this character for their
Combat Formation Int 40 Leadership Fieldcraft OW 141
Initiative roll instead of their Ag Bonus.
Combat Sense Per 30 Perception Fieldcraft May use Per bonus instead of Ag bonus for Initiative. OW 142
Clues From Crowds Fel 30 General Social Once per day may re-roll a test made to gather information from a group of people. DH2 124
Deadeye Shot BS 30 Ballistic Skill Finesse Reduce penalties for ranged called shots by 10 OW 142
When character would suffer a level of Fatigue due to Blood Loss condition, make a +0 Willpower test, if successful, DH 125
Die Hard WP 40 Willpower Defence
do not suffer a level of Fatigue OW 142
As Full Action, make an Opposed WS test against engaged target. On success, target drops weapon to the ground. DH 125
Disarm Ag 30 Weapon Skill Defence
With 3 or more DoS, take target’s weapon from them OW 142
Gain +10 bonus to all Intimidate Skill Tests, but suffers a –10 penalty to Fellowship Tests when dealing with others
Disturbing Voice - Fellowship Social in a non-threatening manner. When using the Command Terrify Special Skill Use add +10 to Command Skill Test to OW 142
counter the effects of Fear.
When Ganging Up on an opponent, gain +10 bonus to WS tests. If both characters that outnumber enemy have this DH 126
Double Team - General Offence
talent, both gain an additional +10. This bonus is in addition to normal benefits of Ganging Up on an opponent. OW 143
Treat default Operate test for grav-chutes as +40 rather than +20. On a failed test, counts as having fallen only 1
Drop Trooper Operate (Aeronautica) Agility Tech HOE 98
metre per DoF on test
While engaged in melee with only a single opponent who is not engaged in melee with anyone else, count as scoring
Duelist WS 35, Sure Strike Finesse Weapon Skill HOE 98
an additional 2 DoS on successful Weapon Skill Tests.
Gain +20 to Commerce Tests when trading or bartering excess gear. Also, gain +10 to Deceive Tests to avoid or
Ears to the Ground Commerce, Per 30 Perception Social SOH 104
deflect such notice about these dealings.
Suffers -10 (X) penalty when dealing with group, maybe awarded multiple times. this Talent does not cost any
DH 126
Enemy - General Social experience points to purchase and cannot be taken as an advance. Instead the GM and player may agree to award
OW 143
this Talent when appropriate

Once per session, make a +0 Trade (Cook) test. On success all squad members gain +5 to Willpower tests to resist
Excellent Cook Trade (Cook) +10 Fieldcraft General effects of Fear and Pinning until end of encounter. On 5 or more DoS, the first time each squad member uses a Fate HOE 98
Point during the encounter, they roll 1d10. On a 10 result, the fate point does not count as being used.
Tier 1 Talents (Cont.)
Talent Prerequisites Aptitude 1 Aptitude 2 Benefit Ind.

Ferric Lure Implants, Can summon to his hand an unsecured metal object weighing up to 2 kilograms per point of his Willpower bonus, DH 128
Ferric Summons Willpower Tech
Mechanicus Implants from up to 40 metres distant. OW 144

As a Full Action, can inflict some suitable punishment on his own body, suffering 1d5-2 levels of Fatigue (to a
minimum of 1). He then gains a +10 bonus on Willpower tests to resist Fear, Pinning, psychic powers, or suffering
Flagellant Willpower 30 Offence Toughness EWI 57
Corruption, for one hour or until the end of the current encounter. If the character also possesses the Frenzy talent,
he can enter a Frenzied state as a Free Action while under the effects of this talent.
Spend 1 round fueling anger, next round gain +10 bonus to WS, S, T, and WP, but suffer -20 penalty to BS, Int, and Fel.
Must attack nearest enemy in melee combat if possible, moving to engage if not already. Immune to Fear, Pinning,
DH 127
Frenzy - Strength Offence Stunning effects, but cannot Parry, retreat, or flee. Remains Frenzied for rest of combat. Must make a WP test to snap
OW 144
out, on failure must continue to attack, favoring NPCs over PCs. Each successive round may make another WP test
with cumulative +10 bonus to snap out. Cannot Frenzy again for at least one hour.
Grenadier Ballistic Skill 35 Ballistic Skill Finesse Reduce scatter distance on a missed attack with a thrown weapon or Blast weapon by half BS bonus. EWO 62

Select one of the five senses: The character gains a +10 bonus to any Tests specifically involving this sense.
Heightened
- Perception Fieldcraft Heightened Senses (Sight) would apply to an Awareness Test to see a distant object, but does not apply to WS or BS OW 145
Senses†
Tests. May be taken more than once, each time with a different specialisation.

Heroic Inspiration Fel 35, Command Leadership Social Once per Turn, can use the Inspire Special Use of the Command Skill as a Half Action instead of a Full Action HOE 99
Initiated Common Lore (Adeptus Weapons this character wields only Jam on a result of 100, and weapons with the Overheat Quality that he wields
Ballistic Skill Tech SOH 105
Maintenance Mechanicus) +10 only Overheat on a result of 96–100.
DH 128
Iron Jaw T 40 Toughness Defence When Stunned, make a +0 Toughness test as Free Action to ignore the effects
OW 146
DH 128
Jaded WP 40 Willpower Defence Mundane events do not force character to gain Insanity Points or make Fear tests
OW 146
Keen Intuition Int 35 Perception Social On a failed Awareness test, may re-roll with a -10 penalty once DH 129
DH 129
Leap Up Ag 30 Agility General Stand up as a Free Action.
OW 147
Leaping Dodge Agility 35, Dodge +10 Agility Defence Use Dodge (Ag) skill for tests to avoid the Spray quality, instead of an Agility test. EW 63
Light Sleeper Per 30 Perception Fieldcraft Always count as awake, even when asleep, for the purposes of Awareness Tests or surprise. OW 147
Lightning Reflexes - Agility Fieldcraft Roll twice and take the highest for Initiative rolls. OW 147
Litany of Willpower 40, Scholastic Score an additional 3 Degrees of Success whenever he succeeds on a Command Test to use the Terrify of the
Willpower Social SOH 105
Condemnation Lore (Imperial Creed) +10 Command Skill to counteract the presence of Daemons, mutants, and the unnatural effects of the Warp.
Meditation - Willpower Knowledge Success on a Willpower Test and ten minutes without interruptions removes one level of Fatigue. OW 148

Character can copy voices. Listeners must succeed on a Scrutiny Skill Test with a –10 penalty to penetrate the
Mimic - Fellowship Social deception. If the character’s study used vox recordings rather than in-person observation, then there is no penalty to OW 148
the Scrutiny Skill Test to see through it.
When preparing a grenade, missile, or round that has the Blast or Smoke quality, may make a Challenging (+0) Tech-
Use Test using the Demolitions Special Use of the Skill. If he succeeds, the weapon increases Damage (if it deals
Modify Payload Tech-Use Tech Intelligence Damage normally) and its Blast or Smoke Quality by 1, plus 1 for every three additional Degrees of Success beyond HOE 101
the first that he scores on the Test. If he fails by a number of DoF greater than his Intelligence Bonus, however, he
accidentally triggers the device, causing it to detonate immediately.
When purchasing this talent, select the specialization that matches the characteristic prerequisite and aptitude used
Rank 2 in any Operate skill
Weapon Skill / in purchase (Melee or Ranged), then reduce any penalty for making corresponding attacks from a moving vehicle or
Mounted Warrior or Rank 2 in Survival Skill, Offence EWI 58
Ballistic Skill mount by 10 for each time the talent has been purchased in that specialization. This applies to both ordinary attack
BS 30 or WS 30
actions and vehicle combat actions, such as Hit and Run.
Nowhere to Hide Perception 30 Perception Offence When damaging cover, add DoS from the attack to the reduction of the cover’s AP value. If using a weapon that does DH 130
not require a skill test, adds 1 instead

Orthoproxy - Willpower Tech +20 bonus to resist mind control or interrogation. However, he tends not to get jokes. OW 149
Tier 1 Talents (Cont.)
Talent Prerequisites Aptitude 1 Aptitude 2 Benefit Ind.

Gain +10 bonus to Fel tests with a specific group, at GM discretion may call upon them for favours. May be awarded DH 130
Peer (X) Fel 30 Fellowship Social
multiple times for same group, increasing Fel bonus by +10 each time OW 149

Can make untrained Skill Tests with the Linguistics Skill even though it is a Specialist Skill. Being a Polyglot is not the
Polygot Int 40, Fel 30 Intelligence Social same as having a true knowledge of a language, and characters must make a Linguistics Skill Test OW 150
(with the –20 for being untrained) to have more than the most basic conversations or exchanges of ideas.

May make a Feint Action as a Free Action when making an unarmed All-Out Attack Action or Standard Attack Action.
Pugilist S 30 Offence Strength HOE 102
Additionally, he may make Called Shot Actions as a Half Action when making unarmed attacks.

Once per round, may add +20 to an Operate test (or Survival in the case of living steeds); however, if he fails the test
Operate (Any One), EWO 63
Push the Limit Agility Tech by 4 or more DoF, immediately roll 1d5 on Table 7–32: Motive Systems Critical Hit Effects on page 257 and apply the
Technical Knock HOE 102
result. If it is a living mount, roll 1d5 on Table 7–18: Impact Critical Effects – Leg on page 239 and apply the result.
DH 131
Quick Draw - Agility Finesse As a Free Action, may draw or ready a Pistol or Basic weapon, or a one-handed Melee weapon
OW 150
Rabbit Punch Ag 35, WS 35 Agility Finesse When making an Unarmed Attack, add Agility Bonus to Damage instead of his Strength Bonus. SOH 106
Everyone within 20 metres that can see the character gain a +10 to Willpower Tests to resist Fear or against
Radiant Presence Fel 40 Fellowship Leadership OW 150
Intimidation attempts. Affects all allies close to the character, though not the character himself.
DH 131
Rapid Reload - Agility Fieldcraft Halves all reload times (rounding down). Half Action becomes Free, Full becomes Half, etc.
OW 150
DH 131
Resistance† - Toughness Defence Choose one area of resistance and gain +10 bonus to resist effects of that specific type
OW 150
If thrown from his mount, may make an Ordinary (+10) Survival Test. If he succeeds, he may either remain on his
EWO 63
Skilled Rider Rank 2 in any Operate skill Agility Fieldcraft Mount or fall safely to the ground, landing on his feet. Additionally, this character can perform the Mount/Dismount
HOE 103
Action as a Half Action.
Sound Constitution DH 131
- Toughness General Gain 1 additional wound. May purchase additional times up to twice TB.
(X) OW 151
Street Fighting WS 30 Weapon Skill Offence When armed with a knife, similar small weapon, or bare hands, add ½ WS Bonus to Critical Damage OW 151
Sure Strike WS 30 Weapon Skill Finesse Reduce penalties for melee Called Shots by 10 OW 151
Swift Suture Medicae Finesse Intelligence On a successful Test to use First Aid, he also ends the Blood Loss Condition. HOE 104
When making a Standard Attack or Charge, may declare an attempt to takedown his target. Roll WS to hit, applying
normal modifiers. If attack hits and deals at least 1 damage (after AP and T reduction), no wounds are caused. DH 132
Takedown - Weapon Skill Offence
Instead target must make a +0 Toughness test or be Stunned for 1 Round and knocked Prone. In addition, when OW 152
performing Stun action, character does not suffer normal -20 penalty to WS
Once per round, may attempt to un-jam a weapon as a Half Action. Must touch the weapon (often quickly DH 132
Technical Knock Int 30 Intelligence Tech
and violently) to make use of the talent OW 152
Character can remember trivial facts and minor details. For complex or obscure facts, GM may require a successful
Total Recall Int 30 Intelligence Knowledge OW 152
Intelligence Test to recall the information.
Gain the Natural Weapon Trait (pg 156), improving all unarmed attacks from 1d5-3 to 1d10, and meaning he counts
Unarmed Warrior WS 35, Ag 35 Strength Offence OW 153
as armed even when facing opponents with weapons while bare handed.
Attempts to recall the character’s face or spot him in a crowd suffer a –20 penalty. Gain +20 when using the
Unremarkable - General Social Deceive Skill to either convince someone they have never seen or met him before or if he is trying to appear OW 153
harmless and ordinary. Doesn’t work if he wears distinctive clothes, armour, or carries unique weaponry.
Gain a +10 bonus when he re-rolls a Test with a Fate Point after failing his initial attempt. He may spend a Reaction
Command +10, Scholastic
Urge the Penitent Fellowship Social to pass this benefit to any ally spending Fate Points to re-roll a Test, as long as the ally is within line of sight and SOH 108
Lore (Imperial Creed)
communication range.
Vigilant Per 35 Offence Perception Use Perception Characteristic instead of Agility Characteristic for Overwatch. HOE 105
Can use the Psyniscience Skill as a Free Action instead of Half Action. Also, can passively detect psychic effects and
Psy Rating, entities without the need to actively seek them out. Whenever the character could detect such a Warp signature or a DH 133
Warp-Sense Perception Psyker
Psyniscience, Per 30 creature, the GM can allow him to make a Psyniscience skill test to detect it, in the same way as Awareness to spot an OW 153
ambush without knowing it is there
Tier 1 Talents (Cont.)
Talent Prerequisites Aptitude 1 Aptitude 2 Benefit Ind.
Once per encounter as a Free Action, may enhance any Melta, Plasma, Power, or Exotic weapon he is personally DH 133
Weapon-Tech Tech Use +10, Int 40 Intelligence Tech
wielding, increasing weapon’s damage and penetration by an amount equal to Int Bonus until end of the round OW 153
DH 133
Weapon-Training† - General Finesse Use Weapon Group without penalty.
OW 153
Use Athletics Skill instead of Strength Characteristic for any Strength Test as part of a Grapple. When he successfully
General
Wrestler S 30, Athletics Strength uses the Damage Opponent Grapple Option, he deals additional Damage equal to the number of DoS by which he won HOE 105
the Opposed Test
Tier 2 Talents
Talent Prerequisites Aptitude 1 Aptitude 2 Benefit Index
Accelerated Any Essential Repair Skill When making a Repair Test as a Rush Job, suffer–10 penalty instead of the normal –30. When making Careful
Intelligence Tech SOH 102
Repairs +20, Tech-Use +10 Repairs, increases the Repair Time by 25% instead of 50%
Ace Operator Operate (Any) +10 Agility Tech May spend a Fate Point to reduce his DoF on a failed Operate Test by Agility Bonus. HOE 96
Ambassador Reduce any penalty for interactions with xenos or non-Imperial NPCs by 20. Once per encounter may re-roll a failed
Fel 35, Int 35 Perception Social EWO 62
Imperialis interaction test with such an NPC
When making a Scholastic Lore or Forbidden Lore test utilising sources of recorded information of any sort, such as
Archivator Int 40 Knowledge Perception cogitators, tomes, info-nets, and data-slates, can reroll a failed test once with a –10 penalty. In addition, tests to EWO 62
perform research or find information in these circumstances take half the usual time.
Int 35, Tech-Use, Trade Increase AP of any worn armor by 1 on all covered locations, as long as he has at least 1 hour per day to clean and
Armour-Monger Intelligence Tech OW 140
(Armourer) repair it, and to make minor modifications. Only applies to armor when worn by the character
Aspire to Whenever a Player Character or allied NPC within 50 metres is slain by an enemy, increase Critical Damage that he
WS 40, WP 40 Fellowship Offence SOH 102
Vengeance inflicts from Righteous Fury by 3 until end of encounter
May parry while Frenzied, may re-roll a failed attempt to snap out of Frenzy or resist entering Frenzy if he so
Battle Rage Frenzy Strength Defence OW 141
chooses
Battlefield Tech- Any Essential Repair Skill No longer suffer any penalties to Tech-Use or Repair Tests due to distractions and reduces all penalties from poor
Willpower Tech SOH 102
Wright +10, WP 35 tools or working conditions by a total of 10
Can fire heavy weapons on Semi-Auto and Full-Auto Burst without bracing and does not suffer the -30 penalty for
Bulging Biceps S 45 Strength Offence OW 141
failing to brace. When using Athletics Heft special use, add +20 to skill test to reflect massive muscles
When the character passes a Fear test caused by a Daemon, the Daemon suffers 1 Energy damage ignoring armour
Bulwark of Faith WP 45, Iron Faith Defence Willpower EB 60
and Toughness bonus for each degree of success on the Fear test.
Chain Weapon WS 40 , Weapon Training
Weapon Skill Offence Add a second Damage die for Tearing with Chain weapons. HOE 97
Expertise (Chain)
WP 35, Weapon Training Targets suffer -20 to Agility Tests to avoid catching fire from character’s Flame weapon. When righteous fury is
Cleanse and Purify Offence Willpower HOE 97
(Flame) inflicted, target is automatically set on fire
Combat Master WS 30 Weapon Skill Defence Opponents get no bonus in outnumbering the character for Ganging Up OW 141
Once per turn after a successful Parry, may make a Standard Attack action as a Free Action against that opponent,
using the weapon with which he Parried at a -20 penalty on the WS test for this attack and may not be combined OW 142
Counter Attack WS 40 Weapon Skill Defence
with any ability which allows more than one hit or attack. May only be done once per turn even if multiple Parry DH2 125
attempts were made
Crack Shot BS 50 Ballistic Skill Finesse When the character’s ranged attack causes Critical Damage, add +2 to the Damage result. OW 142
Creative Killer Street Fighting Intelligence Offence When attacking with an improvised weapon, use the following profile: 1d10-1 I; Pen 0, Unbalanced HOE 97
Crippling Strike WS 50 Weapon Skill Finesse When the character’s melee attack causes Critical Damage, add +2 to the Damage result. OW 142
As Half Action, spend a Fate Point and make a +0 Tech Use Test on success gain either Unnatural Agility (X) or
One or More Cybernetic Unnatural Strength (X), where X is equal to 1, plus 1 per every extra DoS. These traits persist for a number of rounds
Cybernetic Boost Intelligence Tech HOE 97
Limbs, Tech-Use equal to IntB. Character may end effect at any time. At the end of each round the effect is allowed to persist, character
gains 1 level of Fatigue
Forbidden Lore May re-roll failed Awareness and Psyniscience tests to detect the presence of Daemons. In addition, his attacks
Daemonhunter Offence Willpower EB 60
(Daemonology), WP 40 against Daemons gain the Proven (3) quality.
When armed with a readied melee weapon, add WS Bonus to Armour Points on all locations (even unarmoured)
Deflect Shot Ag 50 Weapon Skill Defence OW 142
when calculating Damage from hits from ranged weapons with the Primitive Quality or Thrown weapons.
When making a 2nd ranged attack in same turn against same target, add +20 to the attack test if his first attack scored
Double Tap Two-Weapon Wielder Finesse Offence DH2 125
at least 1 successful hit.
Exotic Weapon
- Intelligence Finesse Gain proficiency with one exotic weapon. OW 143
Training
Clues From the Crowd, Fel
Face in a Crowd Fellowship Social When using the Shadowing use of Stealth, may use Fellowship characteristic instead of Agility. DH2 127
35
Tier 2 Talents (Cont.)
Talent Prerequisites Aptitude 1 Aptitude 2 Benefit Ind.
Each time this talent is taken, select the Specialisation that matches the Characteristic and Aptitude pair (BS or WS)
BS or WS 40, Forbidden
Weapon Skill/ used in purchase. When using the Called Shot action with a melee or ranged attack (depending on the Specialisation)
Field Vivisection Lore (Xenos – Any), Knowledge EWO 62
Ballistic Skill against a target for which the character has the appropriate Forbidden Lore (Xenos) skill, he makes a Medicae (WS)
Medicae +10
or Medicae (BS) test in place of the normal WS or BS test.
Spend 10 minutes studying or analysing a problem to gain +10 bonus to his next Intelligence Test or a Skill Test
Foresight Int 30 Intelligence Knowledge OW 144
based on Intelligence.
On a successful All Out Attack, spend Reaction to make second All Out Attack against same target as free action with
Furious Assault WS 35 Weapon Skill Offence OW 144
same bonuses and penalties
As a Reaction, may spend a Fate Point and expend all Actions for the next Round to switch places with an ally within
Guardian Ag 40 Agility Defence 2 metres, so long as there is no physical obstruction to prevent it. The character becomes the target of any attacks HOE 99
previously targeting the ally.
When Charging or Running, opponents suffer a -20 penalty to BS tests made to hit, penalty continues until start of his DH 128
Hard Target Ag 40 Agility Defence
next turn OW 145
WP 35, 10 Corruption Whenever he would gain Corruption points, he may reduce the amount gained by half (rounded up) and gain
Hardened Soul Defence Willpower EB 60
Points Insanity points equal to the amount reduced.
DH 128
Hardy T 40 Toughness Defence When healing from injuries, always recover wounds as if Lightly Damaged
OW 145
Gain +10 bonus to WS attacks against specific group in combat. Must make a +0 WP test to retreat or surrender DH 128
Hatred† - Weapon Skill Social
when fighting them, unless suicidally outnumbered or outclassed OW 145
As Full Action, may both Move to Full Move rate and make a single attack with a ranged weapon. May only be a single
Hip Shooting Ag 40, BS 40 Ballistic Skill Finesse OW 145
shot (no Semi or Auto). If possessing Two-Weapon Fighting, may make 2 single shots, if armed with 2 weapons
Count as having all Operate Skills at Rank 1 (Known). If they wish to later improve their Operate Skills, these
OW 146
Hotshot Pilot Ag 40, Operate (Any) Agility Fieldcraft Advances must be bought using XP (from Rank 1) as normal. Such is their skill they also add one Degree of Success to
EWO 62
any successful Operate Tests.
Independent DH 128
BS 40 Ballistic Skill Finesse When firing two weapons as part of a single action, does not need targets to be within 10m of each other
Targeting OW 146
After making an attack as the appropriate type as part of an All out Attack, Called Shot, Charge, Standard Attack, or
Weapon Skill/
Inescapable Attack BS or WS 40, Finesse Finesse Stun action, impose a penalty on all evasion attempts made against this attack equal to 10x the total DoS on the DH 128
Ballistic Skill
attack test
Can affect allies of any kind—not only subordinates—with the Terrify special use for the Command skill. This need
Inspiring Aura Halo of Command Leadership Willpower not represent threats and intimidation, but might represent inspiring words, encouragement, or sheer steadfastness EB 61
in the face of terrifying foes.
As a Full Action, make a Charm Test to grant the effects of the Hatred Talent to their Squad, or any people in their
immediate vicinity. Success on the Test grants the Hatred Talent to the listeners (with the object of hate chosen by
Inspire Wrath Air of Authority Fellowship Leadership the character) for the duration of an encounter. Listeners can resist the effects of the character’s speech by passing OW 146
an Opposed Willpower Test against the character’s Charm or Command Skill Test. Affects a number of people up to
10 times the character’s Fellowship (can be increased by other talents)
Iron Resolve Resistance (Fear), Jaded Defence Willpower After failing a Fear or Pinning test, the character can re-roll the test with a –10 modifier. EB 61
DH 129
Killing Strike WS 50 Weapon Skill Offence At start of turn, may spend a Fate Point to make melee attacks unavoidable until end of round
OW 146
Las Weapon BS 35, Weapon Training When attacking with a las weapon, impose a –5 penalty on Dodge Tests to avoid the attack for every Degree of
Ballistic Skill General HOE 100
Expertise (Las) Success he scores beyond the first (to a maximum of –30).
DH 130
Marksman BS 35 Ballistic Skill Finesse No penalties to BS tests at Long or Extreme range.
OW 147
Lexographer Rank 3 in Linguistics (Any) Intelligence Knowledge Can attempt any Linguistics skill in which he is not trained as an untrained skill test as if it were not a Specialist skill. EWO 63
Melta Weapon BS 40, Weapon Training When firing any melta weapon, this character counts its Range as being increased by a number of metres equal to
Ballistic Skill Offence HOE 100
Expertise (Melta) two times his Ballistic Skill Bonus..
Whenever a patient would suffer Damage from a failed Test made as part of the Extended Care Special Use of the
Methodical Care Int 40, Swift Suture Intelligence Knowledge HOE 100
Medicae Skill, this character may reduce that Damage by an amount equal to his Intelligence Bonus.
Tier 2 Talents (Cont.)
Talent Prerequisites Aptitude 1 Aptitude 2 Benefit Ind.

+5 Bonus to Squad Logistics Rating. Bonus is permanent, and is not removed even if the character is killed or
Munitorum
- Fellowship Social removed from the Squad. Purchasing this Talent costs an additional amount of XP equal to 5 times the Squad’s OW 149
Influence
current Logictics Rating.
May re-roll failed Willpower Tests to avoid or recover from Pinning and gains a +10 to Willpower Tests
Nerves of Steel - Willpower Defence OW 149
when resisting the effects of enemy Intimidation Skill attempts.
When fighting a single enemy in melee combat, the character scores extra degrees of success on successful Weapon
One-On-One WS 40 Weapon Skill Finesse EB 61
Skill tests equal to half of his Weapon Skill bonus (rounded down).
Gain a +2 bonus on Initiative rolls and the GM may secretly Test using the character’s Perception to notice hidden
Paranoia - Perception Fieldcraft OW 149
threats. The price of this eternal vigilance is a twitchy disposition and the inability to relax.
When the psyker or an ally within 10 metres becomes the target of a psychic power, the psyker may voluntarily
Psy Rating, Strong Minded, suffer any number of levels of Fatigue. Each level of Fatigue suffered grants the target a +10 bonus on any Opposed
Penitent Psyker Psyker Defence EWI 58
Willpower 40 test to resist the power or Evasion test to avoid its effects. If the target's test to resist or avoid the power results in a
roll of doubles, the psyker generates a Psychic Phenomena, just as if he had used the Focus Power action.
Common Lore (Adeptus Once per session, may make a (+0) Tech-Use Test as a Full Action to have a piece of equipment count as being one
Perfected
Mechanicus) +20, Initiated Ballistic Skill Tech level of Craftsmanship higher until the end of the session, plus one additional level per Degree of Success he scores SOH 106
Maintenance
Maintenance beyond the first (to a maximum of Best Craftsmanship).
Plasma Weapon BS 40, Weapon Training Whenever this character wields a plasma with the Overheats Quality, that weapon only Overheats on a roll of 96 or
Ballistic Skill Tech HOE 101
Expertise (Plasma) higher or on a Jam.
Once per session, before the Squad makes a Logistics Test, this character can make a (–10) Charm Test in an attempt
to convince the quartermaster or other distributor of supplies to assist the Squad. If he succeeds, the Squad gains a
Persuasive Charm Fel 35, Charm Fellowship Social HOE 101
+5 bonus on the Logistics Test for every DoS scored on the Charm Test, to a maximum of +30. At GM discretion, the
Charm Test may be harder, especially if the Squad has earned the ire of this individual in the past.
Precise Blow WS 40, Sure Strike Weapon Skill Finesse Reduce penalties for melee called shots by an additional -10 on top of the -10 from Sure Strike (to 0) OW 150
Preternatural
Ws 40, Ag 50 Agility Offence When making a Charge action, double normal Charge movement DH 130
Speed
When selecting this talent, the character chooses one specific group for which he possesses the Hatred talent.
Purity of Hatred Hatred (Any) Offence Willpower Against opponents of this group, the character's attacks gain the Vengeful (9) quality. If the character's weapon or EWI 58
attacks already possess this, decrease the value by 1 (to a minimum of 1)
Rapid Reaction Ag 40 Agility Fieldcraft When surprised or ambushed, a successful Agility Test allows the character to act normally. OW 150
When making Requisitions after receiving Mission Assignment Gear, the character may spend a Fate Point to
Ratling Agility 45, Sleight of Hand automatically acquire any single small item of Rare availability or less that might be reasonably held in the regiments
Agility Social SOH 107
Requisitions +10 stores. The item must be approximately the size of a laspistol or smaller, although larger items may be acquired with
a plan or an Agility Test at the GM’s discretion.
May spend a Full Action to make a Charge Move directly towards a distant enemy. As long as the this does not bring
Ripper Charge S 45, Bulging Biceps Ballistic Skill Offence the character into melee range of the enemy, he may immediately make a Full Auto Burst Action with a ranged SOH 107
weapon as a Free Action. The difficulty of this attack is (+0) instead of the normal (–10)
May make a Challenging (+0) Tech-Use Test as Half Action to channel the energies within one or more of his
Rite of Static One or More Cybernetic cybernetic limbs outward. If he succeeds, for a number of Rounds equal to IntB, attacks with these limbs gain the
Intelligence Tech HOE 103
Overload Limbs, Tech-Use +10 Shocking Quality. After a number of Rounds equal to IntB or if he fails the Test by 4 or more DoF, the cybernetic
appendage shuts down until he can dedicate several minutes to fixing it with a +20 Tech-Use Test.
Common Lore (Imperial Once per round as a Half Action, the character may speak the litanies and invocations to disrupt Daemons. Until the
Rites of
Creed) +10 or Forbidden Offence Willpower beginning of his next turn, Daemons within a distance equal to twice the character’s Willpower bonus in meters EB 61
Banishment
Lore (Daemonology) suffer a –10 penalty to Willpower tests.
Sharpshooter BS 40, Deadeye Shot Ballistic Skill Finesse Reduce penalties for ranged called shots by an additional -10 on top of the -10 from Deadeye Shot (to 0) OW 151

Solid Projectile BS 35, Weapon When this character clears a jam from any Solid Projectile weapon, may also reload it as a Free Action as part of the
Ballistic Skill Finesse HOE 103
Weapon Expertise Training (Solid Projectile) Action to unjam it. Also, only one Round from the weapon’s current clip is lost instead of the entire clip.
BS 45, Weapon Training
Storm of Iron Ballistic Skill Offence Allocate extra full-auto and semi-auto hits to additional targets within five metres. (instead of normal 2) OW 151
(any one ranged)
Tier 2 Talents (Cont.)
Talent Prerequisites Aptitude 1 Aptitude 2 Benefit Ind.
WP 30, Resistance DH 131
Strong Minded Willpower Defence May re-roll a failed WP tests to resist any mind-altering psychic powers. Has no effect on physical psychic powers
(Psychic Powers) OW 151
When making a Standard Ranged Attack Action or Ranged Called Shot Action against an enemy while he is in Cover
Stealth Sniper Stealth +10 Ballistic Skill Fieldcraft or Concealed, may make a Challenging (+0) Opposed Stealth Test, opposed by the Awareness Skill of any foes who HOE 103
might hear or see the shot. If he succeeds, he remains hidden from his enemies.
Surefoot Ignore penalties to Movement Rate due to thick terrain, although dangerous environments, may still penalise. May
Survival +10 Perception Fieldcraft SOH 108
Wayfinder also re-roll one failed Test for the Tracking l Use of the Survival Skill per Session.
DH 130
Swift Attack WS 30 Weapon Skill Finesse May make the Swift Attack action
OW 151
Tank Hunter BS 40 Ballistic Skill Finesse Add Ballistic Skill Bonus to weapon Penetration against vehicles. HOE 104
The Bigger They When making a single-shot ranged attack against a target with a Size Trait with a value greater than his own, the
BS 40 Ballistic Skill Finesse SOH 108
Are character may modify his Hit Location result by an amount up to twice the value of the target’s Size Trait.
Tireless T 40, WP 35 Toughness Willpower Ignore –10 penalty to Tests from Fatigue. Still suffer other effects of Fatigue as normal. HOE 104
When armed with two one-handed weapons (ether melee or ranged ), after making a Half Action attack he can make
Two-Weapon Weapon Skill/ a single additional Half Action attack following the same restrictions with the other weapon as a Free Action. Both DH 132
- Finesse
Wielder† Ballistic Skill attacks count as being part of the same Half Action, and both tests suffer a –20 penalty. May be taken twice, each time OW 152
with a different focus, having a different aptitude requirement

May choose to orate against his enemies as a Free Action immediately after rolling for Initiative, make a (–20)
Thunders Command +20, Intimidate
Fellowship Leadership Command Test. If he succeeds, enemies treat the character as if he possess the Fear (1) Trait for the remainder of the SOH 109
Castigation + 20
combat. Fear Trait is increased by 1 for every 3 DoS scored on the Test beyond the first, to a maximum of Fear (3).
WS 45, Ag 40, DH 132
Unarmed Master Strength Offence Counts as having the Deadly Natural Weapon Trait (OW 155), and may re-roll damage inflicted
Unarmed Warrior OW 155
Unshakeable Faith WP 35 Willpower Defence May re-roll any failed Willpower Tests to avoid the effects of Fear. OW 153

When making a melee attack as part of a Charge Action or a Crushing Charge Mounted Special Action, his attack gains
Unstoppable
WS 40, Survival +10 Fieldcraft Weapon Skill the Felling (X) Quality equal to half of his Weapon Skill Bonus (rounded up). Also, whenever this character makes a HOE 105
Charge
melee attack as part of a Crushing Charge Mounted Action, deal extra Damage equal to mount’s Strength Bonus.
Whenever an ally within 10 metres suffers Critical Damage because of an enemy, this character increases the
Vengeful Protector WS 45, S 45 Strength Offence SOH 109
Damage he inflicts with melee attacks by +4 until the end of the encounter,
Psy Rating, Strong Minded, When Pushing, may spend one Fate Point to add 1d5 to his Psy Rating when determining the final effects of the DH 132
Warp Conduit Willpower Psyker
Willpower 50 psychic power he is manifesting. However, he must add +30 to any Psychic Phenomenon rolls. OW 153
As Half Action, may make one Standard Attack with a melee weapon against a foe, plus one additional Standard
Whirlwind of Attack with the same weapon targeting each other foe also engaged in melee combat with the character beyond the DH 133
WS 40 Weapon Skill Finesse
Death first (to a max number of attacks equal to his WS bonus). Each extra attack counts as a Free Action, but cannot be OW 153
combined with other Talents or abilities which would grant extra attacks or hits
Rank 3 in Forbidden Lore Can attempt any Forbidden Lore (Xenos) test in which he is not trained as an untrained skill test as if it were not a
Xenosavant Intelligenc Knowledge EWO 63
(Xenos–Any) Specialist skill.
Tier 3 Talents
Talent Prerequisites Aptitude 1 Aptitude 2 Benefit Ind.
Abiding Resilience T 40 Toughness Defence Regain 1d5 + TB when spending a Fate Point to regain wounds, and remove 1 level of Fatigue HOE 96
WS 40, BS 40, Weapon
Arms Master Weapon Skill Ballistic Skill Only suffers a -10 penalty for using weapons not training for, with the exception of Exotic Weapons OW 140
Training (any two)
After making melee attack, test Acrobatics to move half rate as a Free Action, opponent does not receive a free attack
Assassin Strike Ag 40, Acrobatics Weapon Skill Fieldcraft OW 140
from this move.
Psy Rating, Strong Minded,
Bastion of Iron Will Willpower Psyker Adds 5x Psy Rating to any Opposed Test involving defending against Psychic Powers OW 140
WP 40
WS 30, Weapon Training
Blade Master Weapon Skill Finesse Reroll 1 missed attack with a bladed weapon once per Round. OW
(any melee)
WS 40, Two-Weapon When using 2 one-handed melee weapons with Balanced Quality, reduces penalty for Two-Weapon Fighting by 10
Blade Dancer Weapon Skill Finesse OW 141
Wielder (Melee) (stacks with Ambidextrous).
As a Full Action, may make a Challenging (+0) Scholastic Lore (Imperial Creed) Test to bless a single weapon with
WP 45, Scholastic Lore
Blessing of Flame Ballistic Skill Knowledge the Flame Quality. A weapon so blessed automatically sets Daemons aflame when it strikes them and gains the SOH 103
(Imperial Creed) +20
Sanctified Quality for a number of Rounds equal to this character’s Willpower Bonus or until the Clip is depleted.
BS 40, Weapon Training May make ranged attacks with Indirect weapons as a Half Action. When firing Indirect weapon or throwing grenade,
Bombardier Offence Tech HOE 97
(Launcher), Tech-Use roll twice to determine direction and select either
DH125
Crushing Blow WS 40 Weapon Skill Offence Add ½ WS Bonus (rounding up) to damage inflicted with melee attacks
OW 142
Two or more Cybernetics,
Cybernetic
Tech-Use +10, Intelligence Tech This character’s cybernetics count as being 1 level of Craftsmanship higher than their base Craftsmanship HOE 97
Calibrations
Cybernetic Boost
Death Serves the BS 50, Deadeye Shot, Once per encounter, spend Fate Point to change a result of 1 on a damage die from a ranged attack to a result of 10.
Ballistic Skill Offence HOE 98
Righteous Sharpshooter May inflict Righteous Fury as normal
When Heavily Damaged, gain Unnatural Strength (1) and Unnatural Toughness (1) Traits (or increases the value of
Desperate Strength Toughness 50, Frenzy Toughness Defence each by 1). When suffering from Critical Damage, increase the value of these Traits by an additional 1. The character SOH 104
still determines his threshold for being Heavily Damaged based on his Toughness Bonus before this Trait is applied.

When an ally dies from Blood Loss or a failed Characteristic test, for a number of rounds equal to IntB may spend a
Don’t You Die on Master Chirurgeon,
Intelligence Knowledge Fate Point to make a -30 Medicae test to revive him. Requires a Full Action and a Fate Point for each attempt. On HOE 98
Me! Methodical Care
success, the character is revived, but none of the consequences of the injury are reversed.
Before making a ranged Standard Attack action, may spend a Fate Point to add DoS from the attack to both damage
Eye of Vengeance BS 50 Ballistic Skill Offence OW 144
and penetration
Favoured by the DH 127
WP 35 Willpower Psyker Roll twice for Psychic Phenomena and choose, as long as Perils of the Warp is not activated
Warp OW 144
Immune to Fear and Pinning, but disengaging from combat or backing down from a
Fearless Nerves of Steel Willpower Defence OW 144
requires a successful Willpower Test.
Spend a Fate Point to gain the Unnatural Strength (X) Trait or increase his Unnatural Strength Trait by X until the
Feat of Strength S 45, Bulging Biceps Offence Strength end of his Turn, where X is a number up to his Strength Bonus. At the end of his Turn, he gains a number of levels of HOE 98
Fatigue equal to the amount he chose for X.

Once per Combat Encounter after killing a target with a Ranged Attack, may spend a Fate Point and make a
Fel 45, Air of Authority, Challenging (+0) Command Test. On success, each of his allies within 10 metres gains a bonus equal to 5 times his
Final Judgment Ballistic Skill Leadership HOE 99
Deadeye Shot DoS to the next BS or WS Test he makes before the end of the encounter and each of his foes within 10 metres suffers
a penalty equal to 5 times his DoS to the next BS or WS Test he makes before the end of the encounter.
Ballistic Skill 50,The When firing at a target with a Size Trait with a value greater than his own, add the difference in the values of their
Giant Killer Ballistic Skill Finesse SOH 104
Bigger They Are Size Traits to the Damage of the attack.
BS 40, Two-Weapon When armed with two pistol class weapons that he can use single handedly, reduce the penalty for Two-Weapon
Gunslinger Ballistic Skill Defence OW 144
Wielder (Ballistic) Fighting by 10. If taken with the Ambidextrous Talent, this drops the penalty to +0.
When targeting friendly NPCs through skills that have either the Social or Leadership Aptitudes, he can affect those
Halo of Command Fel 40, WP 40 Fellowship Leadership DH 127
within 100 times his Fellowship bonus in metres rather than 10 times that number.
Tier 3 Talents (Cont.)
Talent Prerequisites Aptitude 1 Aptitude 2 Benefit Ind.
When using All Out Attack to make a single melee attack, add ½ Sb (rounded up) to penetration. Attack also counts DH 128
Hammer Blow Crushing Blow Strength Offence
as having Concussive (2) OW 145
When the character takes a vehicle combat action with the Movement subtype, his vehicle or steed counts the value
Rank 2 in Survival or any
Hull Down Agility Fieldcraft of its Size trait as being one lower for purposes of attack modifiers and the benefits of cover until the start of his next EWO 62
Operate skill
turn.

Never suffer penalties due to unfamiliarity or outsider status to Interaction Tests with soldiers serving in the
Imperial
Fel 45, WP 40 Fellowship Leadership Imperial Guard. This includes all auxiliary forces. When commanding a combined force of multiple different SOH 105
Commander
elements, gain +20 bonus to any Command Tests to maintain order in the ranks.

Counts as having Rank 1 in all Common and Scholastic Lore skills. Adds 1 DoS to any successful Common or
DH 128
Infused Knowledge Int 40, Lore (any one) Intelligence Knowledge Scholastic lore tests. If he wishes to later improve his Lore skills, these advances must be bought using XP(from rank
OW 146
1) as normal.

After making a successful attack against a Daemon (including with a psychic power), the character may spend a Fate
Instrument of His
WP 50 Offence Willpower point to increase the damage of the first hit he inflicts as part of that attack by an amount equal to twice his EB 61
Will
Willpower bonus. This additional damage ignores armour and Toughness bonus.

Iron Faith Iron Resolve Defence Willpower The character is immune to the effects of the Baneful Presence trait. EB 61
Weapon Training (Las), BS When firing any Las weapon on full or semi-auto, score one additional Degree of Success (provided the Test is
Lasgun Barrage Ballistic Skill Offence OW 147
40 successful) if he does not take a Move Action in his Turn.
Las Weapon BS 45, Las Weapon Whenever this character makes an attack with a las weapon, deal +1 additional Damage for every two Degrees of
Ballistic Skill General HOE 100
Mastery Expertise Success he scores on the Ballistic Skill Test beyond the first.
Lightning Attack Swift Attack Weapon Skill Finesse Character may perform the Lightning Attack combat action OW 147
May make Dodge Reactions while maintaining an Aim Action or Overwatch Action without losing the benefits of the
Lock On Per 40, Vigilant Offence Perception HOE 100
Action.
When the character uses the Charm or Intimidate Skill to affect more than one person, they may
Master Orator Inspire Wrath Fieldcraft Leadership OW 148
affect a number of people up to a 100 times their Fellowship Bonus
May spend a Fate Point to automatically pass a test with the chosen skill, provided final modifier is +0 or easier. DH 130
Mastery† Rank 4 in Selected Skill Intelligence Knowledge
Scores a number of DoS equal to the skill’s associated characteristic bonus. OW 148
Whenever this character makes an attack with a melta, he deals +2 additional Penetration for every 2 DoS he scores
Melta Weapon BS 50, Melta
Ballistic Skill Offence on the Ballistic Skill Test beyond the first. This bonus applies after the doubling of Penetration for the Melta Quality HOE 100
Mastery Weapon Expertise
whenever that Quality takes effect.

Whenever this character succeeds on a Willpower Test made as part of an Opposed Test for a Psychic Power (either
Mental Maze Int 35, Strong Minded Defence Intelligence his opponent’s or his own), he may spend a Fate Point. If he does, he gains a number of additional Degrees of Success HOE 100
equal to his Intelligence Bonus.
DH 130
Mighty Shot BS 40 Ballistic Skill Offence Add ½ half BS Bonus (rounded up) to damaged inflicted with ranged weapons
OW 148
Spend a Fate Point to ignore effects of injury, Fatigue, and Stunning for a single combat, provided they would not kill DH 130
Never Die WP 50, T 50 Toughness Defence
him immediately. Once encounter ends, effects trigger as normal OW 149
When this character hits with a ranged attack, he may make a (+0) Perception Test as a Reaction. If he succeeds, he
Overkill Per 40, Bulging Biceps Perception Offence HOE 101
adds his DoS on this Perception Test to the Degrees DoS he scored on the original Ballistic Skill Test for the attack.
When this character fires a plasma with the Maximal Quality on the Maximal setting, the weapon adds an additional
Plasma Weapon BS 50, Plasma
Ballistic Skill Tech +2 bonus to Damage, its Penetration, and its Blast Quality (to a total of an additional 1d10+2 Damage, +4 HOE 102
Mastery Weapon Expertise
Penetration, and +4 to its Blast Quality).
Preternatural DH 130
WS 40, Ag 50 Agility Offence When making a Charge action, he doubles his normal Charge movement
Speed OW 150
Once per combat encounter, this character may take an Aim Action as a Free Action before making an attack with a
Ranged Weapon BS 50, Weapon Training
Ballistic Skill Finesse weapon of the chosen group. Must possess the corresponding Weapon Training in order to select this Talent. A HOE 102
Expert (Chosen Group)
character can select this Talent more than once, each time with a different specialisation.
Tier 3 Talents (Cont.)
Talent Prerequisites Aptitude 1 Aptitude 2 Benefit Ind.

When inflicting Righteous Fury with an attack or Psychic Power for which he achieved 3 or more DoS on the attack
Righteous Blow BS 45 or WS 45 or WP 45 Offence Willpower roll or Focus Power Test, roll twice to determine the amount of Critical Damage he inflicts with Righteous Fury and HOE 102
takes the higher result.

Sacred Flame WP 40, Cleanse and Purify Offence Willpower Inflict Righteous Fury on a result of 9 or 10 on Damage Rolls from Flame weapons HOE 103

WS 40, BS 40, Two


When armed with a pistol in one hand and melee weapon in the other (both of which are single-handed), reduce the
Sidearm Weapon Wielder (Ballistic, Weapon Skill Ballistic Skill OW 151
penalty for Two-Weapon Fighting by 10. If combined with Ambidextrous, penalty drops to 0
Melee)
Solid Weapon BS 45, Solid Projectile
Ballistic Skill Finesse Solid Projectile Weapons gain Proven (X) Quality equal to half of Ballistic Skill Bonus. HOE 103
Mastery Weapon Expertise
When taking a Full Move action, may move an extra number of metres equal to AgB. When taking a Run action, move DH 131
Sprint - Agility Fieldcraft
double the normal distance. If done so in the previous round as well though, suffer 1 level of Fatigue OW 151
Once per game session when using the Inspire Special Use of the Command Skill may spend a Fate Point to have each
Stirring Rhetoric Fel 45, Heroic Inspiration Fellowship Social character affected by his Command Test gains an extra +5 bonus to his next Skill or Characteristic Test for every HOE 104
Degree of Success this character scores on the Command Test (to a maximum of a +30 bonus in total).
Allows a second Reaction to make additional a Dodge or Parry attempt once per round. May only attempt one Dodge DH 131
Step Aside Ag 40, Dodge or Parry Agility Defence
or Parry per individual attack OW 151
Gains a +20 bonus on all Medicae skill tests. When providing first aid, he ignores the penalties for Heavily Damaged
Superior
Medicae +10 Intelligence Fieldcraft patients and only suffers a –10 penalty for those suffering Critical damage. If the patient is in danger of losing a limb DH 131
Chirurgeon
from a Critical Hit, the character provides the patient with a +20 bonus to the Toughness Test to prevent limb loss.
May shoot into melee with no penalty. If Aim action is taking beforehand, prevents any chance of hitting friendly DH 132
Target Selection BS 50 Ballistic Skill Finesse
targets as well OW 152
Gain Machine (X) Trait equal to half of the number of Cybernetics he possesses (rounded
Two or more Cybernetics,
The Flesh is Weak Tech Toughness up), to a maximum of an amount equal to his Toughness Bonus. If he gains a new Cybernetic, the value of the Trait HOE 104
Tech-Use +10
increases to reflect the new Cybernetic.

When making a Charge action, may barrel through enemies to get to his target. Make an Opposed Strength test
DH 132
Thunder Charge S 50 Strength Offence against each foe in his way (those who his movement would take him past or through). Each foe that fails is knocked
OW 152
Prone. After resolving Opposed tests, Charge action against original target resolves as normal
When Critical Damage is suffered (after reduction from AP and T), reduce amount suffered by TB (to a minimum of 1 DH 132
True Grit T 40 Toughness Defence
damage) OW 152
Ag 45, Ambidextrous, BS
Two-Weapon
40 or WS 40, Two-Weapon Finesse Offence When armed with two single-handed weapons, ignore the -20 penalty for Two-Weapon fighting DH 132
Master
Wielder (Melee, Ranged)
When armed with two single-handed weapons, after making a Half Action attack, may make a single additional Half
Two-Weapon Weapon Skill/ DH 132
- Finesse Action attack following the same restrictions with the other weapon as a Free Action. Both attacks suffer a -20
Wielder Ballistic Skill OW 152
penalty
When making a melee attack against a foe with a Size Trait with a value greater than his own, this character imposes
Underfoot Assault Ag 40, WS 40 Weapon Skill Finesse a penalty to any Parry or Dodge Tests made to avoid his melee attacks equal to ten times the difference in the value SOH 108
of their Size Traits.

When firing a single shot from a single Pistol, Heavy, or Vehicle weapon with the Accurate Quality and while
Sharpshooter, Target
Versatile Shooter Ballistic Skill Finesse benefitting from an Aim Action, treat that weapon as if it was a Basic weapon for the purposes inflicting additional HOE 105
Selection
Damage for additional Degrees of Success on his Ballistic Skill Test

Once per session, may ignore a Psychic Phenomenon result he has rolled (including Perils of the Warp) negating its
Psy rating, Strong Minded, DH 133
Warp Lock Willpower Psyker effects. Suffer 1d5 Energy Damage to the Head location (not reduced by Armour or Toughness), and may not make
WP 50 OW 153
any Focus Power Tests or sustain other Psychic Powers until beginning of his next Turn.
Exotic Weapon Training
Weapon Intuition Intelligence Finesse The character reduces the penalty for using a weapon without the proper training by 10. EW 63
(Any)

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