Special abilities

 

Talents

Acrobatic – An acrobatic character adds another D6 yards when jumping, and may jump over other characters. They can leap directly upwards D3+3 yards and reduces the percentage chance of an action combined with a jump by a quarter rather than a half.

A character may jump over his opponent as a close combat action (like an extravagant circle move), place him on the opposite side of his opponent 2 yards away.

 

Ambidextrous – They have no off-hand.

 

Blademaster – They can dart in and out of combat with astounding speed. If a character with this talent is attacking or parrying with knives he counts has having a reach 4 and all hits counts as critical hits.

 

Catfall – Roll a D100 when he takes falling damage, and this is the percentage of the amount of damage actually taken. Also if he passes an Initiative test he lands on his feet and isn’t stunned.

 

Deadeye Shot – Can always add or deduct up to 10% form the hit location roll. If he succeeds in making a placed shot he may add or deduct up to 30% from the hit location roll.

 

Deflect Shot – Can only deflect shot when armed with power or force weapon. If they are hit by a shot if they can roll under the enemy’s to hit roll then the shot is deflected and has no effect. If the roll is 1/10th or less than the enemy’s to hit roll then the shot is deflected back at the shooter! They can deflect a number of shots per turn equal to their speed. Deflect shot can be used in close combat against pistol shots instead of dodging, but not against shots from outside combat.

 

Dodge – May attempt to dodge one enemy shooting action per turn. If the character can pass a I test, the amount passed by is a further negative modifier to the shooter’s chance of hitting. Declare the character is dodging before the enemy makes a to hit roll.

Can not dodge and deflect shot against the same shooting action.

 

Fast Draw – May ready and fire pistol in one action.

 

Feint – One per turn the character can feint instead of a close combat action. Roll to hit as normal, if successful the enemy counts as having two additional parries that turn. A feint cannot be parried or dodged.

 

First strike – Can ready and strike with a close combat weapon as one action, and still gains the 10% to hit bonus, even if he/she changed weapons.

 

Force of will – Immune to fear and terror.

 

Furious assault – Can make two attacks for every attack he can normally make when he charges. If he does so he loses the 10% to hit bonus.

 

Gunfighter – May fire two weapons at once without penalty. Though off hand modifiers still apply. If combined with fast draw, character can draw and fire two pistols as one action.

 

Heroic – May re-roll a single ‘1’ on his action die. The second result must be accepted even if it is another ‘1’.

 

Hip shooting – No shooting to hit penalties for a combined move and shoot action.

 

Leader – Any friendly character within 6 yards of a leader may use their leadership value instead of their own nerve characteristic, when taking pinning and similar Nv tests. Similarly if they are within 6 yards of a leader they count as having the same LD. The leader must use his own Nv for pinning and other Nv tests.

 

Lightning reflexes – Free pause for breath action every turn. He must still declare when he is using this at the start of every turn.

 

Medic – When recovering others +10 to toughness for the test.

 

Nerves of Steel – Never takes pinning test.

 

Quick load – takes halve as many actions as normal to reload a weapon. Those weapons that load a certain number of shells per action the character loads twice as many. This skill has no effect on weapons which need to recharge.

 

Rock steady aim – Can keep his weapon aimed and still move at a walk. (no faster and no jumping or crawling) If the character uses this skill he only ever can have +20% to hit. Also he doesn’t lose his aim for semi/auto but the above limit of 20% applies. He will still lose his aim if any of the situations in the shooting section arise. ( failing a nerve test for example.)

 

True grit – Character can attempt to recover even after going of action. If he passed out due to his injury level being higher than his consciousness level then roll for recovery at the end of each turn as normal. If the injury level passes below his consciousness level then he wakes up and can carry on from the start of the next turn. If he went out due to system shock, make a recovery test. If he passes then he doesn’t regain any injury points he may act normally from the next turn on. All other injuries results and effects remain the same.

 

 

Exotic

 

Daemonic –

Invulnerable – Double toughness on any location except head and chest where toughness is halved.

Shadow – Character has D6 force fields on every location except when against psychic attacks. All psychic attacks do double damage after deductions for armour.

Impervious – Except against silver or holy weapons the character can never do more than one level of damage from any one hit, or more than 10 points of damage from a single hit. However silver or holy weapons always do an extra level of location injury and add an additional D10 points to the characters injury total.

Cloak of Darkness – Near impossible to hit in dark conditions, and in the light they are at half chance to see him. Every turn he spends in daylight he adds D6 to his injury total. Photon flash flares count as frag grenades against these creatures.

Void-chill – They don’t show up on heat-detection auspexes and sights, and any character fighting in close combat must pass a toughness test at the end of every round and add D6 to his injury total from frostbite. Heat based weaponry such as flamer weapons do an extra D10 damage to the creature.

 

Possession – Possessed by a Daemon of Chaos. If they are no longer possessed they lose any associated abilities.

 

Familiar – Has a psychic-symbiote with another creature. They are psychically linked so character can see with its senses and use its powers. The controlling character must spend one action commanding the familiar otherwise it does nothing. The master is aware of everything the familiar is and vice-versa. If the familiar is hurt the feedback will hurt the master. Every time the familiar suffers damage add D3 to the masters injury total.

 

Fearsome – An enemy wishing to charge a fearsome character must pass a Nv test or stand rooted to he spot for the rest of the turn. Fighting against a fearsome target they must pass a Nv test at the start of their turn or reduce their WS by 20 for the remainder of that turn. Fearsome characters don’t fear other fearsome characters and treat terrifying characters as fearsome.

 

Frenzy – Move as rapidly as possible towards the closest visible enemy and attack him in close combat. He can only

attack in close combat and will fight him until the enemy has been taken out of action. If there are no enemies in sight the character will act at half speed until an enemy can be seen.

 

Regeneration – The character gets a free location recovery at the end of every turn he is conscious and is not limited to healing himself to two levels below the worst injury sustained on that location.

 

Spit acid – Can be used as a close combat action. Roll to hit as normal counting it as a reach 4 weapon. It can be dodged but not parried. Roll hit location as other close combat attacks. The attack does D6 plus the characters strength/20 damage.

 

Terrifying – The same as fearsome except with –40% to the Nv test and any character who rolls double their modified Nv value will turn and flee, breaking from combat if necessary. The only way for them to stop running is to pass a Nv test taken at the end of every turn. Terrifying character are immune to the effects of other terrifying and fearsome characters.

 

Vampirism – They can drink blood if in contact and this can only be done in the target is stunned or unconscious. If only stunned they must make a successful close combat attack to touch his opponent. A successful attack adds D6 to the victims injury total ( no deductions for armour, etc.) and deducts it from the vampires total. They can’t have an injury total below 0 and has no effect on location injuries.

 

Word of the Emperor – Any character in earshot must pass a Nv test or spend their next successful action recovering from their nervousness. Daemonic creature must pass a Wp test or be stunned for D3 turns.

 

Additional Skills

 

Jump Back – Can move to arms length for free. Or can double chances of leaving combat. (unsure which)

 

Disarm – Instead of counter attacking they can choose to disarm the opponent. If they can pass an initiative test they remove the weapon from the hand that just attacked them and if they don’t wish to use it, it scatters D6 yards in a random direction away from the combat.

 

Parry – Can ignore the parry penalty of the weapon

 

Counter attack – Can always counter attack after a successful parry if they can pass an initiative test.

 

Step Aside – +40% to chances of dodging, instead of +20%.

 

Impetuous – If they win combat they get a free movement of up to 4 yards.

 

Body Slam - +20% when charging instead of +10%

 

Crushing Blow – Double strength bonuses in close combat.

 

Head Butt – Exchange two hits for one with an extra +10% to the Hit location roll, exchange three hits for one with an extra +20% to the to hit roll, exchange four hits for a single hit with an extra +30% to the to hit roll, etc.

 

Crack Shot – Can re-roll a to hit dice once per turn. (Cannot re-roll a natural 96-100).

 

Fast shot – Can shoot as many time per action as (speed/5)+1. Follow rules for firing on semi auto.

 

Marksman – +20% to chances of passing a Nerve test if another target comes in line of sight when aiming. Or  +20% for each action spent aiming instead of +10%. (unsure which)

 

Rapid Fire – If character hasn’t moved this turn they can fire twice per action instead of once.

 

Evade – There is an extra –20% to hit the character if within 20 yards, and an extra –10% to hit if character is more than 20 yards away (note its either –20% or –10% not -30% at long range)

 

Sneak Up – -20% to chances of them being spotted.

 

Flight – Character can fly. Movement up cost double whist movement down cost half. (i.e. to fly up at run speed you would get up 3yards and to fly down at a sprint speed you could fly 20 yards)