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You can bend and twist your body to escape restraints and squeeze into smaller places. You are capable of fitting into unusually small or cramped spaces, such as the narrow pipes of a manufactorum. Additionally you have Advantage on Tests to resist or end the Restrained Condition or a grapple (page...
Requirement: 3 Advances in Melee
Conforming to the idiom that 'the best defence is offence', you respond to an incoming attack with a lightning-fast counterstrike of your own.
If you are the target of a melee attack and win the Opposed Melee Test (page 211), you can choose to deal Damage to you...
Requirement: 3 Advances in Reflexes
You know how to deliver a crushing final blow when you are dominating a situation. If you have 2 or more Superiority, you can take 2 turns in a row, sacrificing your turn next round.
Requirement: Psyker Talent, 1 Advance in Lore (Forbidden – Daemonology)
You can use your Psy-Powers with forbitten knowledge when dealing with daemons. When you are using a psychic power and the target is a Daemon, you gain an amount of success levels equal to the number of advances you have in...
Requirement: 2 Advances in Logic (Investigation)
You are naturally in tune with the flow of data and recorded information, effortlessly able to navigate the often byzantine records of the Imperium. You have Advantage on Tests made to find or retrieve information from a document or archive (whethe...
Requirement: 1 Advance in Ranged
When you take the time to line up a shot in a practised manner, the benefits of your training flourish.
When you Aim (page 207) and make a Ranged Attack you gain +1 SL. If you purchase this Talent again, when you Aim you have Advantage on Tests to Target a Loc...
Requirements: 1 Advance in both Intuition (People) and Rapport (Haggle)
You are skilled in trading and know how to close a deal. During a negotiation you can make an Intuition (People) Test. If you succeed you gain the benefit of one of the following effects:
Requirements: Toughness 35
Through conditioning or long years of abuse, you built up a tolerance to many inebriants, drugs, and 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 als...
Requirements: 2 Advances in Ranged (Ordnance) or 2 Advances in Dexterity (Defuse)
Explosives are your area of expertise, and you’ve proved yourself able to use them successfully without blowing yourself up. Over the course of an hour, you can make a Challenging (+0) Tech (Engineering) Test to r...
You are particularly talented at a form of honest toil. Select one of the options from the Devoted Servant Table (page 106). You gain Advantage on Tests related to your area of expertise.
Requirement: 3 Advances in Melee
You aim your weapons carefully in close combat, directing strikes to land where they can do the most harm. You do not have Disadvantage when you take the Target Location Action with a melee weapon.
Requirement: 2 Advances in Melee (Brawling)
You are proficient in the art of foul play. When you deal damage with a melee attack, you can choose to inflict the Blinded or Deafened Condition. If you succeed by +3 SL or more, you can choose to inflict the Stunned Condition instead (see Condit...
Requirement: 2 Advances in Melee
You are able to disarm an opponent with a careful flick of the wrist or a well-aimed blow to the hand. When you make a melee attack against an opponent who is the same size or smaller than you, instead of dealing damage you can choose to disarm them. If you succee...
Regardless of your usual personality, you know how to be particularly vexing by interrupting people with disruptive, irritating, or offensive outbursts that are extremely effective distractions.
You can use this Talent once per encounter to interrupt another individual making a Test, imposing Disa...
The way you speak is unsettling, and to some, frightening. You gain +2 SL to Presence (Interrogation) and (Intimidation) Tests when using your voice. You suffer a −2 SL penalty to Fellowship Tests against someone that is disturbed by your voice, as determined by the GM.
Requirement: 1 Advance in Discipline
You’ve been trained to face down the innumerable dangers of the universe, especially if you are backed up by other trained warriors. You have Advantage on Tests to resist the Frightened Condition, and you gain +1 SL to Discipline Tests for every ally with the...
Requirements: Ambidextrous, 2 Advances in Melee (One-handed)
You have learned to wield two melee weapons at once. You do not suffer Disadvantage when attacking with two melee weapons at the same time. See Two-weapon Fighting on page 214 for more information.
Requirement: 2 Advances in Melee (One-handed)
You’re a fantastic fencer when engaging an opponent one-on-one in armed melee combat. You treat all Onehanded melee weapons that do not have the Subtle Trait as having Defensive Trait. This Talent can be taken multiple times, each time after the f...
You can recall things you’ve seen with incredible clarity and fidelity for much longer than most people. Once you see something, even briefly, you can recall an image of what you saw with virtually perfect accuracy. You do not need to make Tests to recall visual details about images you saw.
Requirement: Mechanicus Implants You can channel the sacred flow of energy from your Potentia Coil or other energy source to replenish your flesh. Whilst in contact with a functioning, powered machine, or fully charged battery or power cell, you may make an Average (+20) Toughness Test. Success r...