See all Talents:
Requirement: 3 Advances in Reflexes
You are quick enough to interpose yourself between your allies and harm. As a Free Action at the start of combat, choose one allied character within Medium Range. You are their guardian and are considered to be defending them for the duration of the combat (De...
Requirement: Mechanicus Implants, 2 Advances in Lore (Cult Mechanicus)
As an Action you can use your sacred ability to subtly affect ferrous materials. You can un-jam a number of weapons equal to your Intelligence Bonus, so long as they are within Short Range. A successful Challenging (+0) I...
Requirements: Ambidextrous, 2 Advances in Ranged (Pistols)
You have learned to wield two ranged weapons at once. You do not suffer Disadvantage when attacking with two ranged weapons at the same time. See Two-weapon Fighting on page 214 for more information.
You wield your fury as a weapon. Choose the object of your hatred — for example, xenos, heretics, or gangers.Whenever you come into contact with the the subject of your hatred, you must make a Difficult (−10) Discipline (Composure) Test. If you fail the Test, you have Advantage on any Discipline ...
Requirement: 3 Advances in Reflexes (Acrobatics)
When you strike an enemy, you can take advantage of their pain to acrobatically reposition yourself. As a Free Action, when you deal one or more Wounds or Critical Wounds, you can make a Reflexes (Acrobatics) Test to Disengage and move to an adjace...
You are an expert at hiding small objects about your person — perhaps in a small compartment hidden in your clothing, or even in a hollow chamber inside an augmetic limb. You can conceal one small item, no bigger than the palm of your hand. Anyone searching you must make a Hard (−20) Awareness (Tou...
Requirement: 2 Advances in Pilot (Specialisation), Agility 40
You can pilot vehicles as if they were extensions of your own body. You gain +1SL on Pilot (Specialisation) Tests. If you optain this Talent a second time you get Advantage on Pilot (Specialisation) Tests with a difficulty of Hard (-2...
Someone spent a great deal of time and effort hypnotically imparting you with specific training you could not consciously recall as it dwelt in your subconscious. Now it has revealed itself to you. Roll twice on the Random Talents Table (page 74). You now have those Talents. Hypno-Indoctrination c...
Requirements: 1 Advance in Lore (Theology) and 1 Advance in Presence
When you lift a holy icon aloft it sends your companions’ hearts soaring. When you are holding a Holy Icon (page 148) any ally within Medium Range that can see you gains the icon's benefit.
Requirements: Less than 30 Intelligence, cannot have Advances in any (Forbidden) Specialisation
The Imperial Cult preaches that ignorance is the best defence against the horrors of heretical thought. You are particularly ignorant, warding you from the predations of the daemons of the warp. You ga...
Requirement: Must be taken at character creation
You are the heir to a lineage of some significance, be that the descendant of a Planetary Governor, the scion of a Rogue Trader Dynasty, the offspring of an influential Gang Leader, or something else entirely (see below). You gain +1 Influence with...
Requirement: 2 Advances in Presence (Leadership)
Your presence fills your allies with zeal. Allies in your Zone that can see you gain Advantage on Discipline Tests.
Requirement: 2 Advances in Lore (Adeptus Terra)
The Lex Imperialis is composed of myriad inscrutable laws that keep the Imperium aloft, and you know how to wield them like a weapon — or at least have the confidence to threaten others with their execution. When you make a Rapport or Presence Tes...
You are a bootlicker, a brown-nose, a grovelling lackey and a sycophantic toady — but that almost always gets you what you want. You gain Advantage on any Test made to suck up to a superior.
Requiement: Mechanicus Implants, 1 Advance in Lore (Cult Mechanicus)
The Omnissiah has blessed you with augmetic conduits that parallel the bones of your arms. By reciting the proper litany, you can channel the energy stored in your Potentia Coil down these channels and direct it at your enemies....
Requirement: Mechanicus Implants, 2 Advances in Lore (Cult Mechanicus)
You have mastered the union between your holy mechanical elements and your mortal flesh, allowing the former to power the latter. With a successful Toughness Test you may recharge or power machinery with your internal coils....
Prerequisites: Mechanicus Implants, 2 Advances in Lore (Cult Mechanicus)
The power of the Potentia Coil flows through a network of inductors within your flesh, allowing you to channel this energy into your blows. In close combat, as an Action you can deliver the shock with an successful Melee Sk...
Requirement: 2 Advances in Fortitude
You are unafraid to die in the God-Emperor’s name. If you have at least one untreated Critical Wound received in the Emperor's service, you gain +SL to Tests equal to your Willpower Bonus. Only Tests made to directly confront your foes may benefit from this bo...
Requirements: 1 Advance in any Medicae (Forbidden) Specialisation
You have found forbidden ways of preserving the life and limbs of patients you treat, though your radical techniques are far from comfortable. As an Action, you may perform a quick procedure on an ally within Immediate Range. This...
Requirement: 2 Advances in Discipline (Psychic)
An open mind is like a fortress with its gates unbarred and unguarded, but the gates of your mind are sealed shut. Your mind cannot be read by psychic powers, and you reduce any Damage you would suffer from psychic powers by an amount equal to your...