Talents
Heightened Senses
Tier: 1
Prerequisite: None
Specialisations: Sight, Sound, Smell, Taste, Touch
Aptitudes: Perception, Fieldcraft
Either genetics or augmetics have made one of the character’s senses superior to others. When the character gains this Talent, select one of the five senses: The character gains a +10 bonus to any Tests specifically involving this sense. Thus, Heightened Senses (Sight) would apply to an Awareness Test to see a distant flock of Shale Crows, but not to a Ballistic Skill Test or a Weapon Skill Test because the character is not just using their eyes.
This Talent may be taken more than once, each time with a different specialization.
Weapon Training
Tier: 1
Prerequisite: None
Specializations: Bolt, Chain, Flame, Heavy, Las, Launcher, Melta, Plasma, Power, Low-Tech, Shock, and Solid Projectile
Aptitudes: General, Finesse
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.
Traits
Auto-stabilised
The creature always counts as braced when firing heavy weapons and therefore may fire a weapon on full or semiautomatic without taking the Brace Action first, and not suffer any penalties to hit.
Dark Sight
A creature with this Trait sees normally even in areas of total darkness, and never takes a penalty for fighting in areas of dim or no lighting.
Machine
A creature with the Machine Trait is fashioned from inorganic materials and is generally more rigorous then fleshy folks. Machines do not breathe, are immune to the effects of a vacuum, extremes of cold, any mind-influencing psychic effect, and their Armour Points apply toward fire Damage.
Machines have a certain number of Armour Points (indicated by the number in parentheses). This armour stacks with worn armour, but not with the Natural Armour Trait.
Natural Weapons
This creature has sharp claws, teeth, spines or some other natural weapon with which it can slice and dice its foes. It counts as being armed even when not wielding weapons. Its attacks deal 1d10 points of Damage plus its Strength Bonus. The creature may make attacks with its Natural Weapons using its Weapon Skill, though it cannot Parry with its natural weapons, nor can it be disarmed unless, of course, its limbs are hacked off! (In general, creatures with Natural Weapons are immune to the Power Field quality, as it’s assumed they have enough teeth, claws, or spines to ignore a few being removed.) Natural weapons have the Primitive (7) Special Quality unless stated otherwise in the profile.
Sturdy
Sturdy creatures are hard to move and thus gain a +20 bonus to Tests made to resist grappling and uses of the Takedown Talent.
Unnatural Strength
One or more of the creature’s Characteristics is unnaturally enhanced. This is indicated by a number that is then added directly to the relevant Characteristic Bonus. For example, a creature with a Strength of 41 normally has a 4 Strength Bonus. If the creature had Unnatural Characteristic Strength (3) then its Strength Bonus increases to 7 (4+3). A creature may have this Trait more than once. Each time, it is applied to a new Characteristic. In addition, whenever someone with an Unnatural Characteristic succeeds on a Test utilising that Characteristic, they gain a number of bonus Degrees of Success equal to half of their Unnatural Characteristic.