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TALENTS & SPECIAL ABILITIES

NAME Unshakeable Faith


PREREQUISITE/SOURCE Schola Progenium
EXP COST 0
EFFECTS
The Guardsman’s faith in the Emperor and his abilities is so strong that he
can face any danger. The character may re-roll any failed Willpower Tests to
avoid the effects of Fear.

NAME Deadeye Shot


PREREQUISITE/SOURCE Training Doctrine (Sharpshooters)
EXP COST 0
EFFECTS
The character’s rock-steady hand and hawk-like eyesight make him a dreaded
marksman. No target, however agile or small, can escape his crosshairs. When
making a Called Shot (see page 244) ranged attack, the character reduces the
penalty by 10 (so a –20 becomes a –10 instead).

NAME Marksman
PREREQUISITE/SOURCE Training Doctrine (Sniper)
EXP COST 0
EFFECTS
The character’s steady hand and eagle eye allows him to keep crosshairs
steady on any target, regardless of range. Distance is no protection against
the character’s marksmanship and he suffers no penalties for Ballistic Skill
Tests at long or extreme range.

NAME Weapon Training (Las, Low-Tech)


PREREQUISITE/SOURCE
EXP COST 0
EFFECTS
The character can use all weapons with Class: Pistol, Basic, Melee, Throwing,
and Vehicle within the group he has selected with this Talent. When a
character attempts to use a weapon he does not have the correct Weapon
Training Talent for, he suffers a –20 penalty to any relevant Weapon Skill
or Ballistic Skill Test. The character can only use weapons with Class:
Heavy without suffering the –20 penalty if he has both Weapon Training in the
appropriate group and Weapon Training (Heavy).

This Talent may be taken more than once, each time with a different
specialization.
TALENTS & SPECIAL ABILITIES
NAME Rapid Reload
PREREQUISITE/SOURCE Stormtrooper
EXP COST 0
EFFECTS
The firing ranges and weapon drill chambers are the character’s constant
abode, and hours of reloading countless magazines or power cells means that
he can replace them without looking and without thinking. The character
halves all reload times, rounding down. Thus, a Half Action reload becomes a
Free Action, a Full Action reload becomes a Half Action, and so on.

NAME Takedown
PREREQUISITE/SOURCE Stormtrooper
EXP COST 0
EFFECTS
As a Half Action, or when making a Charge Action, the character may declare
that he is attempting a takedown against an opponent in melee combat. He then
rolls to hit (using his Weapon Skill) as normal, using any modifiers for
weapons and Talents (or the +20 bonus from Charging).
If the character hits and would have done at least 1 point of Damage (after
reduction for Armour and Toughness), no Wounds are caused, but the
character’s opponent must make a Challenging (+0) Toughness Test or be
stunned for 1 Round and knocked prone. In addition, when performing a Stun
Action, the character does not suffer a –20 penalty to his Weapon Skill.
GEAR TOTAL WEIGHT 36.3
NAME QNTY WEIGHT SUB
LONG LAS (GOOD CRAFTSMANSHIP) 1 4.5 4.5
LAS GUN VARIBLE SETTING
The M36 Lasgun has a variable setting option, allowing it to fire
higher-powered bursts. It may be changed to overcharge mode, dealing
+1 Damage, but using two shots worth of ammunition per shot fired.
Further, the lasgun may be changed to overload mode, dealing +2 Damage
and gaining +2 Penetration. In this case, the lasgun uses four shots
of ammunition per shot fired, loses Reliable, and gains Unreliable.
ACCURATE
These weapons are designed with precision in mind and respond superbly
in skilled hands. They grant an additional bonus of +10 to the firer’s
Ballistic Skill when used with an Aim Action, in addition to the
normal bonus granted from Aiming. When firing a single shot from a
single Basic weapon with the Accurate Quality and benefiting from the
Aim Action, the attack inflicts an extra 1d10 of Damage for every two
Degrees of Success, to a maximum of an extra 2d10. These extra d10s
cannot generate Righteous Fury.
RELIABLE
Reliable weapons only jam on an unmodified hit roll of 00. Reliable
weapons with the Spray Quality, or which do not make hit rolls, never
jam.
FELLING (4)
To kill powerful foes often requires fearsome weapons or special
rounds with the ability to punch through even the toughest hides. When
calculating Damage from Felling weapons, reduce the target’s Unnatural
Toughness Bonus by the number in parentheses (X). Felling only reduces
Unnatural Toughness, not the target’s base Toughness Bonus. The
reduction occurs for calculating Damage only and does not persist.

NAME QNTY WEIGHT SUB


OVERCHARGE PACK 4 0.45 1.8
This is an enhanced power pack for a las weapon that increases the
strength of its fire. An overcharge pack adds 1 to the weapon’s
Damage. Unfortunately, the increased output of Damage reduces the
number of shots and so the Clip Size is halved.

NAME QNTY WEIGHT SUB


RED DOT LASER SIGHT 1 0.5 0.5
This is a laser sight that grants a +10 bonus to Ballistic Skill Tests
when the weapon is fired on single shot.
GEAR
NAME QNTY WEIGHT SUB
CHAMEOLINE CLOAK 1 0.5 0.5
Chameleoline material is made up of mimic fibres that blend the
coloration of the wearer into their surroundings and are the garb of
choice for snipers. A character wearing a chameleoline cloak gains a
+20 bonus to Stealth Tests. If the wearer remains stationary, any
Ballistic Skill Tests to target him suffer a –30 penalty.

NAME QNTY WEIGHT SUB


MAGNOCULARS 1 0.5 0.5
These are powerful vision aids that magnify distant objects.

NAME QNTY WEIGHT SUB


PICT RECORDER 1 1 1
Pict recorders (or sometimes referred to as picters) are relatively
simple live-media recording devices, and some have holographic
capabilities. Most also allow for playback as well as recording

NAME QNTY WEIGHT SUB


HAND-HELD TARGETER 1 0.5 0.5
A hand-held targeter is a small, hand-held device that is used by most
forces of the Imperium. It is capable of detecting ranges to targets
using optical sights for zooming, prediction systems for firing, and
so on. It is commonly used by spotters assisting with artillery fire.
A Guardsman with a hand-held targeter may spend a Half Action to grant
another character +20 to his next Ballistic Skill Test when firing a
weapon with the Indirect Quality

NAME QNTY WEIGHT SUB


FRAG GRENADE 2 0.5 1
BLAST (3)
Many missiles, grenades, and some guns create an explosion when they
hit their target. When working out a hit from a Blast weapon, anyone
within the weapon’s blast radius in metres, indicated by the number in
parentheses, is also hit. Roll Damage once and apply it to each person
affected by the blast.
OGRYN PROOF
The bestial Ogryn that serve amongst the ranks of the Imperial Guard
have hands that are not only much larger than those of a normal human,
but also far stronger. Most Ogryn have a hard time using them to
perform delicate, or even normal, tasks. There are many weapons,
however, that are perfect for use by these cumbersome creatures.
Characters with the Clumsy Trait can use any weapon with the
Ogryn-Proof Quality with no penalty.
GEAR
NAME QNTY WEIGHT SUB
SMOKE GRENADE 2 0.5 1
SMOKE (6)
Rather than inflicting Damage, these weapons throw up dense clouds of
smoke to create cover. When a hit is scored from a weapon with the
Smoke Quality, it creates a smokescreen a number of metres in diameter
from the point of impact equal to the number in parentheses (X). This
screen lasts for 1d10+10 Rounds, or less in adverse weather conditions
(see the effects of Smoke on page 253).

NAME QNTY WEIGHT SUB


PREY SENSE GOOGLES 1 0.5 0.5
Preysense goggles allow the wearer to see thermal images in low
lighting, revealing hidden bodies (and other heat sources)against the
the coolness surrounding them. Poor Craftsmanship models cannot belie
their true nature and are bulky goggles with glowing lenses; Good and
Best Craftsmanship models are disguised as normal (if elaborate)
eyeglasses. A character wearing these goggles suffers no penalties due
to darkness and gains a +20 bonus to vision-based Perception Tests at
night.

NAME QNTY WEIGHT SUB


RESPIRATOR (GOOD CRAFTSMANSHIP) 1 0.5 0.5
A simple breathing mask that covers the nose and mouth or entire face,
these offer much better protection than filtration plugs. A character
wearing a respirator gains a +30 bonus to Toughness Tests made to
resist the effects of gas and may reroll failed results. Good
Craftsmanship models add another +10 bonus, while poor models must be
replaced after 10 hours usage as the filter becomes clogged and
unusable.
GEAR
NAME QNTY WEIGHT SUB
STORM TROOPER CARAPACE 1 15 15

NAME QNTY WEIGHT SUB


UNIFORM 1 1 1

NAME QNTY WEIGHT SUB


POOR WEATHER GEAR 1 0.5 0.5

NAME QNTY WEIGHT SUB


KNIFE 1 1 1

NAME QNTY WEIGHT SUB


RUCKSACK 1 0.5 0.5

NAME QNTY WEIGHT SUB


SET OF BASIC TOOLS 1 1 1

NAME QNTY WEIGHT SUB


MESS KIT 1 0.5 0.5

NAME QNTY WEIGHT SUB


WATER CANTEEN 1 0.5 0.5

NAME QNTY WEIGHT SUB


RECHARGEABLE LAMP PACK 1 1 1

NAME QNTY WEIGHT SUB


SET OF COGNOMEN TAGS 1 0 0

NAME QNTY WEIGHT SUB


1 DAY COMBAT SYSTENANCE RATION 14 0.14286 2

NAME QNTY WEIGHT SUB


GROOMING KIT 1 1 1

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