Tier: 1
Prerequisite: Agility 30
Aptitudes: Weapon Skill, Ballistic Skill
When combined with Two-Weapon Wielder talent, the penalty for making attacks with both weapons in the
same turn drops to 10.
Blind Fighting (Core Rulebook)
Tier: 1
Prerequisite: Perception 30
Aptitudes: Perception, Fieldcraft
He ignores all penalties for fighting with a melee weapon while suffering from obscured vision, permitting
him to fight in fog, smoke, or darkness more effectively. Note this talent only improves his chances to hit
with melee weapons, and has no effect on ranged weapon attacks.
Bodyguard (Enemies Beyond)
Tier: 1
Prerequisites: Agility 35
Aptitudes: Agility, Defense
After an enemy makes a successful attack against an ally, the character may use a Reaction to move up to
his Half Move distance in order to interpose himself between the attacker and target. The attack is then
resolved against the character instead of the original target. In the case of a melee attack, the character may
also attempt to Parry the attack as part of his Reaction.
Catfall (Core Rulebook)
Tier: 1
Prerequisite: Agility 30
Aptitudes: Agility, Fieldcraft
He automatically reduces the effective distance of all falls by a number of meters equal to his Agility
bonus, ignoring this distance as if it did not exist. He also adds +20 to his Acrobatics skill tests when using
the Jump special skill use, as it pertains to reducing damage from falling.
Clues from the Crowds (Core Rulebook)
Tier: 1
Prerequisite: Fellowship 30
Aptitudes: General, Social
Once per day, he can re-roll a test made to gather information from a group of people.
Die Hard (Core Rulebook)
Tier: 1
Prerequisite: Willpower 40
Aptitudes: Willpower, Defense
When this character would suffer a level of Fatigue due to the Blood Loss condition, he makes a
Challenging (+0) Willpower test; if he succeeds, he does not suffer a level of Fatigue.
Disarm (Core Rulebook)
Tier: 1
Prerequisite: Agility 30
Aptitudes: Weapon Skill, Defense
As a Full Action, the character may make an Opposed Weapon Skill test against one target with whom he is
engaged. If the Acolyte wins the test, the enemy drops his weapon to the ground. Should the Acolyte score
three or more degrees of success, he can take the enemys weapon from him.
Double Team (Core Rulebook)
Tier: 1
Prerequisite: None
Aptitudes: General, Offence
When Ganging Up on an opponent, he gains an additional +10 bonus to Weapon Skill tests. If both the
characters that outnumber the enemy have this talent, then both gain an additional +10 bonus, for a total of
+20. This bonus is in addition to the normal bonus gained from Ganging Up on an opponent.
When he damages cover, the character adds his degrees of success from the attack to the reduction of the
covers Armor value. If using a weapon that does not require a skill test, he adds 1 instead.
Peer (Core Rulebook)
Tier: 1
Prerequisite: Fellowship 30
Specializations: Any listed in the sidebar The Powers of Askellon
(see page 126), others at GMs discretion
Aptitudes: Fellowship, Social
He gains a +10 bonus to all Fellowship and Influence tests when interacting with this chosen group, and at
the GMs discretion can sometimes call upon them for favors. The GM and player may agree to award this
talent when appropriate to the adventure or campaign, though the character must still pay the experience
cost for the Talent as normal.
This talent can be awarded multiple times for the same group, in which case it should be listed as Peer (X),
with X equaling the number of times the talent has been awarded. This can be used to represent groups who
particularly like the character and may even be staunch allies. In game terms, the bonus to Fellowship tests
increases to +10 times X. Additionally, when the character acquires this talent, he increases his Influence by
1.
Quick Draw (Core Rulebook)
Tier: 1
Prerequisite: None
Aptitudes: Agility, Finesse
As a Free Action, the character may draw and ready a Pistol or Basic weapon, or a one-handed Melee
weapon.
Rapid Reload (Core Rulebook)
Tier: 1
Prerequisite: None
Aptitudes: Agility, Fieldcraft
He 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.
Resistance (Core Rulebook)
Tier: 1
Prerequisite: None
Specializations: Cold, Fear, Heat, Poisons, Psychic Powers,
Radiation, Vacuum, Other
Aptitudes: Toughness, Defense
Each time he selects this talent, choose one area of resistance. He gains a +10 bonus when making tests to
resist effects of this type. The GM can require approval for certain choices, or justification based on the
Acolytes past.
Skilled Rider (Enemies Without)
Tier: 1
Prerequisite: Rank 2 in any Operate skill
Aptitudes: Agility, Fieldcraft
Whenever the character would be thrown from or tossed about within his vehicle, he makes an Ordinary
(+10) Agility test. If he succeeds, the character may choose to either land safely on his feet or retain in his
original position in the vehicle. In addition, once per round the character can attempt an Ordinary (+10)
Agility test to Mount or Dismount a vehicle as a Free Action.
Sound Constitution (Core Rulebook)
Tier: 1
Prerequisites: None
Aptitudes: Toughness, General
The Acolyte gains an additional wound. He can purchase this talent additional times up to twice his
Toughness bonus. When he gains this talent multiple times, note the number of times it has been taken after
the talent, such as Sound Constitution (3).
When using the Called Shot action with a melee or ranged attack (depending on the Specialization) against
a target for which the character has the appropriate Forbidden Lore (Xenos) skill, he makes a Medicae
(WS) or Medicae (BS) test in place of the normal Weapon Skill or Ballistic Skill test.
Hard Target (Core Rulebook)
Tier: 2
Prerequisite: Agility 40
Aptitudes: Agility, Defense
When he performs a Charge or Run action, opponents suffer a 20 penalty to Ballistic Skill tests made to
hit him with ranged attacks. This penalty continues until the start of his next turn.
Hardened Soul (Enemies Beyond)
Tier: 2
Prerequisites: Willpower 35, 10 Corruption points
Aptitudes: Defense, Willpower
Whenever the character would gain Corruption points, he may reduce the amount gained by half(rounded
up) and gain Insanity points equal to the amount reduced.
Hardy (Core Rulebook)
Tier: 2
Prerequisite: Toughness 40
Aptitudes: Toughness, Defense
When undergoing medical treatment or healing from injuries, he always recovers damage as if Lightly
Damaged, regardless of the level of damage he sustained.
Hatred (Core Rulebook)
Tier: 2
Prerequisite: None
Specializations: Chaos Space Marines, Daemons, Mutants, Psykers, Xenos (specific), others, The Powers
of Askellon.
Aptitudes: Weapon Skill, Social
A group, organization, or race has wronged the character in the past, fueling this animosity. When fighting
opponents of that group in close combat, the Acolyte gains a +10 bonus to all Weapon Skill tests made
against them. He also finds it difficult to back down from a fight with his hated foe, and must make a
Challenging (+0) Willpower test to retreat or surrender when fighting them, unless suicidally outnumbered
or outclassed.
Hip Shooting (Core Rulebook)
Tier: 2
Prerequisites: Agility 40, Ballistic Skill 40
Aptitudes: Ballistic Skill, Finesse
As a Full Action, he can both move up to his Full Move rate and make a single attack with a ranged
weapon. This attack can only be a single shot, and so cannot be a semi- or full-automatic ranged attack for
example. Characters with the Two-Weapon Fighting talent can use this talent with Hip Shooting to make
two single shots, if they are armed with a ranged weapon in each hand.
Hotshot Pilot (Enemies Without)
Tier: 2
Prerequisites: Rank 2 in Survival or any Operate skill, Agility 35
Aptitudes: Agility, Tech
When the Acolyte succeeds on an Operate test (or Survival test in the case of a living steed), he may
voluntarily suffer 1 level of Fatigue to add a number of degrees of success equal to half of his Agility
bonus. When the Acolyte fails an Operate test (or Survival test in the case of a living steed), he may
voluntarily suffer 1 level of Fatigue in order to reduce the degrees of failure by an amount equal to his
Agility bonus, to a minimum of 1.
Independent Targeting (Core Rulebook)
Tier: 2
Prerequisite: Ballistic Skill 40
Move action and suffers no damage from falling if the coils are active. Each use drains half the power
stored in the coils (therefore he can use the coils twice before recharging them).
He gains the Deadly Natural Weapon trait, and counts as armed even when facing weapon-wielding
opponents while barehanded. While fighting barehanded, he can also re-roll the damage he inflicts.
Warp Conduit (Core Rulebook)
Tier: 2
Prerequisites: Psy rating, Strong Minded, Willpower 50
Aptitudes: Willpower, Psyker
When Pushing, before rolling his Focus Power test the character may spend one Fate Point to add an
additional 1d5 to the effective psy rating of the power. Channeling such vast amounts of power is
dangerous, however, and so he adds +30 to rolls on Table: Psychic Phenomena when he makes as a result
of this talent.
Whirlwind of death (Core Rulebook)
Tier: 2
Prerequisite: Weapon Skill 40
Aptitudes: Weapon Skill, Finesse
As a Half Action, the character may make one Standard Attack action with a melee weapon against a foe,
plus one additional Standard Attack action with the same weapon targeting each other foe also engaged in
melee combat with the character beyond the first (to a maximum number of attacks up to his Weapon Skill
bonus).
Witch Finder (Enemies Within)
Tier: 2
Prerequisites: Rank 2 (Trained) in the Forbidden Lore (Psykers) skill, Willpower 45
Aptitudes: Knowledge, Perception
The character counts as possessing the Psyniscience skill at Rank 1 (Known), even though he is not a
psyker. Note that he cannot spend experience to gain additional ranks in the skill.
Xenosavant (Enemies Without)
Tier: 2
Prerequisite: Rank 3 in Forbidden Lore (XenosAny)
Aptitudes: Intelligence, Knowledge
The character can attempt any Forbidden Lore (Xenos) test in which he is not trained as an untrained skill
test as if it were not a Specialist skill.
Adamantium Faith (Core Rulebook)
Tier: 3
Prerequisites: Jaded, Resistance (Fear), Willpower 45
Aptitudes: Willpower, Defense
He can subtract his Willpower bonus from his degrees of failure on a failed Fear or Pinning test. If this
reduces the result to zero or less, he counts as having passed the Fear test with 1 degree of success.
Assassin Strike (Core Rulebook)
Tier: 3
Prerequisites: Acrobatics, Agility 40
Aptitudes: Weapon Skill, Fieldcraft
After making a melee attack, a successful Challenging (+0) Acrobatics skill test allows the Acolyte to move
at half rate as a Free Action. He may only make this move once per round, and the characters opponent
does not receive a free attack resulting from this move.
Bastion of Iron Will (Core Rulebook)
Tier: 3
Prerequisites: Psy rating, Strong Minded, Willpower 40
Aptitudes: Willpower, Psyker
He adds 5 x his psy rating to any Opposed test he makes when defending against psychic powers.
Crushing blow (Core Rulebook)
Tier: 3
Prerequisite: Weapon Skill 40
Tier: 3
Prerequisite: Strength 50
Aptitudes: Strength, Offence
The Acolyte charges into combat using his body as an additional weapon. Driven by his rage and
momentum, the impact of such a charge can knock foes flying or bring them to their knees. When he makes
a Charge action, he can barrel through enemies to get to his target. The character makes an Opposed
Strength test against each foe in his way (those who his movement would take him past or through). Each
foe that loses the Opposed test is knocked Prone. After resolving these Opposed tests, the characters
Charge action resolves against his original target as normal.
True Grit (Core Rulebook)
Tier: 3
Prerequisite: Toughness 40
Aptitudes: Toughness, Defense
Whenever he suffers Critical damage (after reduction for Armor and Toughness), reduce the amount by his
Toughness bonus (to a minimum of 1 damage).