See all Talents:
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: 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: 2 Advances in Awareness
Your senses are permanently engaged in a hunt for the enemies of the Emperor, to the extent that you sleep with one eye open. You gain +1 SL to Tests to detect hidden enemies, and you suffer no penalties from the Unconscious or Blinded Conditions while sleeping...
Requirement: 2 Advances in Intuition (People)
You are ruthless in your use of information on your opponents. If you spend time to Know Thy Foe (page 196) before combat, you may choose the Hit Location of your first successful attack.
Requirement: 3 Advances in Pilot (Specialisation)
Your sense of your body’s spatial movement and location extends to encompass the entirety of a vessel when you are piloting it. For vessels of your chosen Specialisation you always know their size and position in relation to their surroundings, me...
Requirement: You must be a member of the Adeptus Ministorum. If not, you must have +2 Ministorum Influence or 2 Advances in Lore (Theology).
You are a true believer of the Imperial Cult, a pious and devout member of the state religion of the Imperium and worshipper of the God-Emperor. You are cap...
Requirement: 3 Advances in Rapport (Deception)
You know how to use the confusion of battle to reposition yourself by feigning cowardice. As an Action, you can pretend to Flee (page 208). Reduce Superiority by 1 and remove yourself from the encounter. At the start of your next turn, you can choose...
You are so familiar with the particular environs of your upbringing that you can better find cover to protect yourself or disappear entirely. Choose an environment from the following list. Within that environment you have Advantage on Stealth Tests and gain +1 Armour from Cover (page 204) in additio...