BULGING BICEPS (TALENT)
Tier: 2
Prerequisite: Strength 45
Aptitudes: Strength, Offence
Whereas a weaker man might be sent flying by the recoil of a heavy weapon, this character’s strong physique allows him to remain standing. The character can fire heavy weapons using Semi-Auto Burst or Full Auto Burst without bracing, and he does not suffer the –30 penalty for failing to brace.
In addition, whenever the character uses the Athletics Heft Special Skill Use (see page 117) he may add +20 to his Athletics Skill Test to reflect his massive muscles.
CRUSHING BLOW (TALENT)
Tier: 3
Prerequisite: Weapon Skill 40
Aptitudes: Weapon Skill, Offence
The character has the ability to focus their entire body into close combat attacks. The character adds half their Weapon Skill Bonus rounded down to Damage they inflict in melee.
FURIOUS ASSAULT (TALENT)
Tier: 2
Prerequisite: Weapon Skill 35
Aptitudes: Weapon Skill, Offence
The character’s speed and martial prowess allow him to land several blows where lesser combatants land one. If the character successfully hits his target using the All Out Attack Action, they may spend their Reaction (and thus cannot Parry or Dodge until their next Turn) to make an additional Attack using the same bonuses or penalties as the original attack.
HARDY (TALENT)
Tier: 2
Prerequisite: Toughness 40
Aptitudes: Toughness, Defence
The character’s constitution rebounds quickly from shock or injury. When undergoing medical treatment or healing from injuries, the character always recovers Damage as if lightly wounded regardless of the level of Damage they have sustained.
IRON JAW (TALENT)
Tier: 1
Prerequisite: Toughness 40
Aptitudes: Toughness, Defence
The character has taken blows from Orks and given back as good as they got. The character can bounce back from most strikes without ill effects. If ever Stunned, a successful Toughness Test allows the character to ignore the effects.
STREET FIGHTING (TALENT)
Tier: 1
Prerequisite: Weapon Skill 30
Aptitudes: Weapon Skill, Offence
The character is adept in close and dirty fighting, favouring small weapons or even his bare hands to take down his foes. When armed with a knife (powered, chain or otherwise), similar small weapon, or simply armed with his bare hands, he adds half his Weapon Skill Bonus to any Critical Damage he inflicts.
TRUE GRIT(TALENT)
Tier: 3
Prerequisite: Toughness 40
Aptitudes: Toughness, Defence
The character is able to shrug off wounds that would fell lesser men. Whenever the character suffers Critical Damage (after reduction for Armour and Toughness), reduce the amount by his Toughness Bonus (to a minimum of 1).
TRAITS
BRUTAL CHARGE (TRAIT)
A creature with this Trait deals an extra (X) points of Damage per attack, during a Turn in which it has already charged.
MAKE IT WORK (TRAIT)
Unreliable Ork weapons are not Unreliable in an Ork’s hands.
MOB RULE (TRAIT)
All Orks and Gretchin are latently psychic—an ability which increases in strength the more of them there are in one place. This bolsters their confidence and courage to near-fearless levels when they gather en masse. For every additional Ork within 10m, an Ork gains a +10 bonus to Willpower Tests to resist the effects of Fear and Pinning. This Trait works identically for Gretchin, thought they gain the bonus from other nearby Gretchin, not Orks.
STURDY (TRAIT)
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 TOUGHNESS (TRAIT)
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.