Full Talents List

Proficiency Talents

Weapon Proficiency Talents

Talent Name Talent Sub-Title Effect
Basic Weapons Training Bolt, Flame, Fusion, General, Maser, Positron May wield Basic Weapons of the designated type without a -20 nonproficient penalty.
Basic Weapons Specialisation Bolt, Flame, Fusion, General, Maser, Positron When wielding a Basic or Pistol Weapon of the sub-type, and the weapon has a net penalty, may reduce the penalty by 10.
Basic Weapons Mastery Bolt, Flame, Fusion, General, Maser, Positron When wielding a Basic or Pistol Weapon of the sub-type, you gain a +10 to-hit bonus, and may spend Fate to remove all penalties from a single attack made with the weapon.
Heavy Weapons Training Bolt, Flame, Fusion, General, Maser, Positron May wield Heavy Weapons of the designated type without a -20 nonproficient penalty.
Heavy Weapons Specialisation - When wielding a Heavy Weapon, and the weapon has a net penalty, may reduce the penalty by 10. Applying this to Heavy Weapons other than General requires the Basic Weapons Spec (X) talent.
Heavy Weapons Mastery - When wielding a Heavy Weapon, you gain a +10 to-hit bonus, and may spend Fate to remove all penalties from a single attack made with the weapon. Applying this to Heavy Weapons other than General requires the Basic Weapons Mastery (X) talent.
Pistol Weapons Training Bolt, Flame, Fusion, General, Maser, Positron May wield Pistol Weapons of the designated type without a -20 nonproficient penalty.
Melee Weapons Training - May wield Melee Weapons without a -20 nonproficient penalty.
Melee Weapons Specialisation - When wielding a Melee Weapon, and the weapon has a net penalty, may reduce the penalty by 10.
Melee Weapons Mastery - When wielding a Melee Weapon, you gain a +10 to-hit bonus, and may spend Fate to remove all penalties from a single attack made with the weapon.
Prog Weapons Training - May wield Prog Weapons without risking breaking them.

-- Back to Top --

Skill Proficiency Talents

Talent Name Talent Sub-Title Effect
Infused Knowledge - You treat all Common and Scholastic Lore skills as though you were proficient in them. Basically, you know something about everything.
Jack of all Trades - You may take untrained Common Skill tests at a -10 penalty instead of Characteristic halved penalty.
Skill Exemplar Chosen Skill Every time you select this talent, select a different appropriate skill. You may now spend fate to automatically succeed in any tests that use this skill, gaining a number of degrees of success equal to your Characteristic Bonus.
Specialist Chosen Skill Select one skill in which you have either the Talented talent for, or a +20 training in. You now gain a free reroll for that skill once per round.
Support Training Command, Drive, Demolitions, Medicae, Pilot, Tech-Use You may gain the 'Talented' Talent in one of the following skills: Command, Drive, Demolitions, Medicae, Pilot or Tech-Use. You must possess proficiency in the appropriate skill to take the Talented training for it. For Drive and Pilot, the Talented talent applies to -every- Drive or Pilot skill you take.
Talented Chosen Skill Gain a +10 to tests made using this skill.

-- Back to Top --

Combat Talents

Basic Combat Talents

Talent Name Talent Sub-Title Effect Horde Effect
Ambidextrous - Do not take -20 penalty to hit when making attacks with your off hand. If used with the Two Weapon Wielder talent, reduce the to-hit penalty with both weapons to -10. N/A.
Armor Master - Your AP on all areas counts as 2 higher than it actually is. Furthermore, you reduce all penalties to agility due to armor (such as Heavy Armor or F-Type) by 10. You retain the Agility Bonus when using F-Type Equipment. Any stealth penalty due to high AP is reduced by 10. As normal.
Arms Master - Take a -10 penalty when wielding weapons without Proficiency instead of -20. N/A.
Critical Strike - On Righteous Fury, can spend fate and sacrifice extra damage to roll a 1d5. Enemy must then take the damage and the result in Critical Damage effects, even if they're normally immune to them. Attack must have dealt damage. Furthermore, if you ever you roll a Righteous Fury against an enemy that does not use Critical Damage charts (such as low-level enemy troops), and your attack deals damage, the enemy instantly dies.
Commission 1 E or P-Scale Weapon 1 P or E-Scale weapon now always free. May take 4 RP of upgrades for weapon, and may allocate 1 Commissioned upgrade to any weapon N/A.
Favoured Enemy Enemy Type Select one type of enemy (eg. Stormtroopers, Iron Guard, E-Destroyers). You and all allies within visual and audio range take a +10 to hit this type of enemy. N/A.
This Gun is Mine - Unjam Ballistic Weapons automatically as a Half Action. N/A.
Two Weapon Wielder Ballistic When armed with two guns, you may spend a Full Action to make an attack with both, at a -20 penalty. When used with the Two Weapon Wielder (Melee) talent, lets you attack with a gun and a melee weapon at the same time. You may deploy with an extra ranged sidearm and may freely choose which one to use during an attack.
Two Weapon Wielder Melee When armed with two melee weapons, you may spend a Full Action to make an attack with both, at a -20 penalty. When used with the Two Weapon Wielder (Melee) talent, lets you attack with a gun and a melee weapon at the same time. Your melee attacks gain +2 damage and 2 DoS. You may deploy with an extra melee sidearm and may freely choose which one to use during an attack.
Quick Draw - Use the Ready action as a Free Action. N/A.

-- Back to Top --

Melee Talents

Talent Name Talent Sub-Title Effect Horde Effect
Advanced Disarm - You take a +20 bonus to Disarm tests. As normal, but only applies to Melee Weapon Specialists.
Assassin Strike - Free. After making melee attack, may make Acrobatics test. On a success, may freely move Half Move. As normal, but regains half MP instead.
Assault Jump - Melee attacks made after a Float or A-Type Jump count as a charge. As normal.
Berserk Charge - Charge. +10 bonus to charge, total +20. As normal.
Blade Dancer - Reduce the penalty for dual-wielding Balanced melee weapons by -10. If taken in conjunction with Ambidextrous, the penalty is reduced to 0. N/A.
Blademaster - Once per Round. Reroll attack made with bladed weapon. As normal but may reroll any one melee attack regardless of weapon.
Blood Frenzy - Once per combat you may use Blood Frenzy. You may reroll damage dice with melee weapons (weapons with multiple dice must reroll all dice), your melee Penetration value is increased by +4 and you Righteous Fury on a result of 8, 9 or 10. This lasts for a number of rounds equal to your WPB. As normal, but may not Fury.
Brutality - Your All Out Attacks gain the Tearing Quality. If they already possess the Tearing Quality, then they Fury on a roll of 9 or 10 instead. As normal, but may not fury.
Combat Master - Deny enemies the Ganging Up bonus against you. Attacks against you only take half the normal bonus to hit due to Magnitude.
Counter-Attack - On parrying attack, may make Standard Attack on attacker with -20 penalty. May trigger this once per round. As normal, but only applies to Melee Weapon Specialists.
Crippling Strike - Deal +2 Critical Damage with Melee Weapons. As normal, but only applies to Melee Weapon Specialists.
Crushing Blow - Extra melee damage equal to WSB/2. As normal.
Death from Above - When using the Assault Jump talent, you deal extra damage equal to your AB/2. As normal.
Disarm - Full Action. Make an Opposed WS test with a single enemy. On a success, the enemy drops their weapon at their feet. Should you roll 3+ Degrees of Success, you take the weapon from your enemy. As normal, but only applies to Melee Weapon Specialists.
Double Team - Increase Gang-Up bonus by +10. Coordinator Specialists in this Horde provide Overwhelming (1).
Dual Strike - Full. Dual-Wielding Melee. Make a single WS test- do not suffer any penalties from dual-wielding. On a hit, roll damage for both weapons. The enemy's AP reduces both damage rolls individually, but TB only counts once against the combined damage of both attacks (after AP). A single parry or dodge test will avoid both blows. N/A.
Flesh Render - +2 Damage with Tearing or Prog weapons. Grant Devastating (3) to melee attacks. As normal.
Furious Assault - All Out Attack. Expend Reaction when making All-Out attack to deal a second attack. May not be used in conjunction with another reaction-expending attack talent. You add 2 Degrees of Success to your test, but in exchange take +2 damage from all attacks until the start of your next round. Melee Weapon Specialists instead gain 2 Degrees of Success, and expend a reaction.
Gravity Kick - Charge, Height. Make a WS test against a single enemy below you. On a hit, you deal normal unarmed leg damage, +1d10 damage. The attack has a Penetration value equal to 1 per 5dm fallen (or 2 per 1km in Strategic Mode). This attack may not be parried. If the attack fails to connect (either due to the enemy dodging, or the attack failing), the attack is applied to the used leg instead. N/A.
Hammer Blow - All Out Attack, Single. Add half of SB to attack's Penetration. Attack has the Concussive quality. As normal, but only applies to Melee Weapon Specialists.
Heroic Assault - Charge. Lets you perform an All Out Attack in place of your Charge attack, gaining the to-hit modifiers for both. May use All Out Attack-enhancing talents. As normal, but only applies to Melee Weapon Specialists.
Irresistible Force - Charge. Expend a reaction to perform a Swift or Lightning Attack when making a Charge attack. May not be used in conjunction with another reaction-expending attack talent. You may now gain the Swift or Lightning Attack bonus as part of a charge.
Killing Strike - All Out Attack. Expend a reaction to make a single All Out Attack that cannot be parried or dodged. May not be used in conjunction with another reaction-expending attack talent. As normal, but only applies to Melee Weapon Specialists.
Lightning Attack - Full Action. Make a single attack roll. For every Degree of Success you score, you deal another hit. If you have Two Weapon Wielder, you may also make an attack with an offhand weapon as normal. So long as you have not moved, your melee attacks this turn gain +2 DoS and deal an extra hit per DoS, up to an amount equal to your WSB. Replaces Swift Attack.
Makeshift Murder - Your Improvised weapons count as 1d10+2 and do not count as Primitive. N/A.
Precise Blow - Reduce Melee attack called shot penalty by 20. As normal, but only applies to Melee Weapon Specialists.
Precision Melee Touché, Fast, Cleaving, Crippling, Overwhelm, Finesse Whenever you select this talent, choose one of the abilities below. You may only apply a single Precision Melee effect at any one time. As normal, but only applies to Melee Weapon Specialists.
- Touché Standard or Called Shot Melee attack. This attack cannot by Parried so long as the attack succeeds by two degrees of success. As normal, but only applies to Melee Weapon Specialists.
- Fast Standard or Called Shot Melee attack. Target takes a -20 penalty to Dodge against this attack. As normal, but only applies to Melee Weapon Specialists.
- Cleaving Standard or Called Shot Melee attack. Attack gains +2 Penetration. As normal, but only applies to Melee Weapon Specialists.
- Crippling Standard or Called Shot Melee attack. Attack deals +1 Critical Damage when Critical Damage is inflicted. As normal, but only applies to Melee Weapon Specialists.
- Overwhelm Standard or Called Shot Melee attack. After Toughness, Armor, and any special ability that the target has that might reduce damage (but not any form of damage immunity) is applied, the attack deals a minimum of 2 wounds worth of damage. As normal, but only applies to Melee Weapon Specialists.
- Finesse Standard or Called Shot Melee attack. You may modify your hit location roll result by an amount equal to your Weapon Skill Bonus, in either a positive (to a maximum of 100) or negative (to a minimum of 01) direction. As normal, but only applies to Melee Weapon Specialists.
Street Fighting - +2 Critical Damage with a knife or unarmed attack. As normal, but only applies to Melee Weapon Specialists.
Sure Strike - Do not have to reverse to-hit rolls to determine location of damage. As normal, but only applies to Melee Weapon Specialists.
Swift Attack - Full Action. Make a single Attack roll. For every 2 Degrees of Success you score, you deal another hit. If you have Two Weapon Wielder, you may also make an attack with an offhand weapon as normal. So long as you have not moved, your melee attacks this turn gain +1 DoS and deal an extra hit per two DoS, up to an amount equal to your WSB.
Takedown - Half Action. Declare before test. Make a standard attack test against a single enemy. On a confirmed hit that does damage, the damage is ignored, and your opponent must test Toughness or be stunned for 1 round. As normal, but only applies to Melee Weapon Specialists.
Thunder Charge - Charge. Expend reaction when Charging to make an Unarmed attack against every opponent being charged. Attacks also act as Knockdown. Make normal attack after this. Deal 1d5+1 extra attacks on Hordes. May not be used in conjunction with another reaction-expending attack talent. As normal, but only applies to Melee Weapon Specialists.
Unarmed Warrior - Unarmed Attacks deal 1d10+SB-2 damage, and no longer Unarmed. As normal.
Unarmed Master - Unarmed Attacks deal 1d10+SB damage, and no longer Primitive. As normal.
Vice Grip - You take a +10 bonus to Grapple tests, and deal +2 damage when using Grapple attacks. Furthermore, when you use the Push Opponent Grapple action, they land prone. Increases the Entangle penalty by an extra 10.
Wall of Steel - May make one extra Parry action per round. You may reduce melee attack damage by an amount equal to half your WSB. This reduction stacks with other sources of soak. Melee Weapon Specialists still gain the extra parry.
Whirlwind of Death - On dealing a melee attack against a Horde that deals damage, you deal extra Magnitude Damage equal to your Weapon Skill Bonus. You may not use this talent twice in one turn unless you attack two different Hordes. Full Action: Make a single melee attack against all adjacent enemies, up to an amount equal to your WSB. As normal, but only applies to Melee Weapon Specialists. Coordinator Specialists in this horde provide +1 damage.

-- Back to Top --

Ranged Talents

Talent Name Talent Sub-Title Effect Horde Effect
Assault Shooter - May fire Basic/Heavy weapons in melee. Heavy weapons have -20 penalty, basic have 0, and pistols count as having the Point Blank bonus. As normal.
Barrage - +1 Degrees of Success with Ranged attacks. You may reroll a single ranged attack per round. Spotter specialists in this Horde provide +1 damage.
Cleanse and Purify - Enemies take a -20 penalty to dodge attempts when avoiding attacks from you made with a Spray weapon. As normal.
Crack Shot - +2 critical damage from ranged attacks. As normal, but only applies to Ranged Weapon Specialists.
Covering Fire - Any enemies subjected to suppressive fire, even if these enemies are immune to Pinning or Fear, take a -10 penalty to BS so long as they are within the field of fire and Suppressive Fire is sustained. As normal.
CQC Gunplay - When making attacks with pistols in melee combat, you may treat them as though they were at Point Blank, gaining the +30 range bonus to hit. As normal.
Deadeye Shot - Reduce penalty to called shots by -10. As normal, but only applies to Ranged Weapon Specialists.
Divine Bullet - Spend Fate before rolling BS to hit target. Instead of rolling, treat attack as though you had rolled a 1 to hit. N/A.
Dual Shot - Full. Dual-Wielding Ranged. Make a single BS test- do not suffer any penalties from dual-wielding. On a hit, roll damage for both weapons. The enemy's AP reduces both damage rolls individually, but TB only counts once against the combined damage of both attacks (after AP). A single dodge test will avoid both blows. N/A.
Eye of Vengeance - Apply to single-shot with Full Aim. +1 Pen per degree of success, auto-confirm furies. As normal, but only applies to Ranged Weapon Specialists.
Flush Out - When using the Suppressive Fire action, any enemies within your area of effect have their Cover AP halved. Furthermore, enemies who are already pinned must take an immediate Willpower test. On a failure, they will spend their actions trying to move to different cover, preferably heading in a direction that cannot be affected by the Suppressive Fire. As normal.
Gun Drill Bolter, Fusion, General, Maser, Positron Whenever you select this talent, choose one of the abilities below. Weapons must have a Semi/Full function for the talents to apply. As normal.
- Bolter Drill +1 to max Semi/Full auto hits with Bolt Weapons. As normal.
- Fusion Drill +1 to max Semi/Full auto hits with Fusion Weapons. As normal.
- General Drill +1 to max Semi/Full auto hits with General Weapons. As normal.
- Maser Drill +1 to max Semi/Full auto hits with Maser Weapons. As normal.
- Positron Drill +1 to max Semi/Full auto hits with Positron Weapons. As normal.
Gunslinger - Reduce the penalty for dual-wielding Pistols or Carbines by -10. If taken in conjunction with Ambidextrous, the penalty is reduced to 0. N/A.
Heavy Suppression - Enemies hit by the Suppressive Fire action whilst this talent is in use take a -10 penalty to pass their Willpower test versus Pinning. As normal.
Hip Shooter - May move Full Move or Run and fire single shot with one Pistol or Carbine. However, apply -20 Penalty to BS if firing as part of a Run action, -40 if used with Sprint. N/A.
Independent Targeting - When firing two ranged weapons at once, may may attack targets more than 10m apart. N/A.
Marksman - No penalties for shooting at long/extended range. As normal.
Mighty Shot - Add half of BSB to ranged weapon damage, rounding down. As normal.
Overcharge - Weapons with the 'Recharge' quality can be fired without having to wait for the recharge providing the wielder passes a flat BS check first. Each consecutive turn this talent is used adds a -20 penalty to the check. On a failure, the weapon overheats. As normal.
Precision Basic Well-Placed, Fast, Cleaving, Crippling, Double Tap Whenever you select this talent, choose one of the abilities below. You may only apply a single Precision Basic effect at any one time. As normal, but only applies to Ranged Weapon Specialists.
- Well-Placed Standard or Called Shot Ranged Basic Attack: roll Ballistic Skill twice, take the better roll. As normal, but only applies to Ranged Weapon Specialists.
- Fast Standard or Called Shot Ranged Basic Attack: Target takes a -20 penalty to dodge this attack. As normal, but only applies to Ranged Weapon Specialists.
- Cleaving Standard or Called Shot Ranged Basic Attack: +2 Penetration. As normal, but only applies to Ranged Weapon Specialists.
- Crippling Standard or Called Shot Ranged Basic Attack: +1 Critical Damage if Critical Damage is dealt. As normal, but only applies to Ranged Weapon Specialists.
- Double Tap Standard or Called Shot Ranged Basic Attack: The attack may reroll a single damage die and take the better option, but uses up an extra point of ammunition. Stacks with Tearing etc. As normal, but only applies to Ranged Weapon Specialists.
Precision Heavy Well-Placed, Fast, Cleaving, Overpower, Brutal, Devastate Whenever you select this talent, choose one of the abilities below. You may only apply a single Precision Heavy effect at any one time. As normal, but only applies to Ranged Weapon Specialists.
- Well-Placed Standard or Called Shot Ranged Heavy Attack: roll Ballistic Skill twice, take the better roll. As normal, but only applies to Ranged Weapon Specialists.
- Fast Standard or Called Shot Ranged Heavy Attack: Target takes a -20 penalty to dodge this attack. As normal, but only applies to Ranged Weapon Specialists.
- Cleaving Standard or Called Shot Ranged Heavy Attack: +3 Penetration. As normal, but only applies to Ranged Weapon Specialists.
- Overpower Standard or Called Shot Ranged Heavy Attack: You may choose to sacrifice Penetration in exchange for ignoring enemy Deflection. For every 2 Pen you sacrifice, ignore the enemy's ATS by 10%. As normal, but only applies to Ranged Weapon Specialists.
- Brutal Standard or Called Shot Ranged Heavy Attack: +2 Damage. As normal, but only applies to Ranged Weapon Specialists.
- Devastate Standard or Called Shot Ranged Heavy Attack: Increase the Blast Radius of an attack by +1, even if the weapon doesn't normally have a Blast Radius. As normal, but only applies to Ranged Weapon Specialists.
Precision Pistol Well-Placed, Fast, Cleaving, Crippling, Execution, Gun Kata Whenever you select this talent, choose one of the abilities below. You may only apply a single Precision Pistol effect at any one time. As normal, but only applies to Ranged Weapon Specialists.
- Well-Placed Standard or Called Shot Ranged Pistol Attack: roll Ballistic Skill twice, take the better roll. As normal, but only applies to Ranged Weapon Specialists.
- Fast Standard or Called Shot Ranged Pistol Attack: Target takes a -20 penalty to dodge this attack. As normal, but only applies to Ranged Weapon Specialists.
- Cleaving Standard or Called Shot Ranged Pistol Attack: +2 Penetration. As normal, but only applies to Ranged Weapon Specialists.
- Crippling Standard or Called Shot Ranged Pistol Attack: +1 Critical Damage if Critical Damage is dealt. As normal, but only applies to Ranged Weapon Specialists.
- Execution Standard or Called Shot Ranged Pistol Attack: +3 Damage to enemies within Point Blank range. As normal, but only applies to Ranged Weapon Specialists.
- Gun Kata Standard or Called Shot Ranged Pistol Attack: May use WS instead of BS on attack if enemy is within 10dm. As normal, but only applies to Ranged Weapon Specialists.
Rapid Reload - Weapon reload times are reduced by half. You increase the RoF cap on all semi and full auto capable weapons by one. Spotter specialists in this Horde provide the Fire Drill (1) trait.
Sharpshooter - Reduce penalty to called shots by -20. As normal, but only applies to Ranged Weapon Specialists.
Stable Shooter - Fire semi/full as a Half Action. As normal, but only applies to Ranged Weapon Specialists.
Storm Charge - Charge. When performing a Charge, you may expend a reaction to make an attack with a ranged weapon on any setting. This attack gains both the Charge and Point Blank bonuses, and deals +2 damage. If you have Two Weapon Wielder, you may also make an attack with an offhand weapon as normal. May not be used in conjunction with another reaction-expending attack talent. As normal, but only applies to Ranged Weapon Specialists.
Storm of Iron - Enemies take a -10 to dodge full auto bursts from you. Furthermore, when attacking Hordes with a semi or full auto burst, so long as one attack deals damage you add your Ballistic Skill Bonus once to the total Magnitude Damage dealt against that Horde that turn. As normal, but only applies to Ranged Weapon Specialists.
Target Selection - You take no penalty for firing into melee combat. As normal.

-- Back to Top --

General Pointman Talents

Talent Name Talent Sub-Title Effect Horde Effect
Dynamic Reaction - On successfully parrying an attack, in place of the standard melee attack granted by Counter Attack, you may choose to take instead any legal half action. N/A
Guardian - Expend reaction to parry attack aimed at adjacent ally. -10 penalty to test and to WS tests for 1 round. Called Shots made against specialists or leaders attached to you take an extra -5 penalty per squad.
Intervention - When you successfully parry a melee attack from an enemy (aimed either at you or at an ally you defend with Guardian), you gain a +20 to any feint, grapple, or knockdown tests against that same enemy on your next action. N/A
Sacrifice - May declare that an attack aimed at you hits an arm instead. If arm destroyed, 50% chance of original target taking half damage. Can use in conjunction with Guardian to cover ally. Whenever an independent character is adjacent to you and is targeted by an attack, you may, before the attack is rolled, sacrifice 10 magnitude to apply a penalty to the attack equal to -10 per Squad remaining.
Shield Specialist - Increase the AP bonus of Shields by +1, and increase the bonus to Parry from the Defensive quality to +20. As normal.
Spotter - Full Action: Designate ally. Ally modifies any BS rolls to hit any given target based off your distance to said target As normal.

-- Back to Top --

Melee Pointman Talents

Talent Name Talent Sub-Title Effect Horde Effect
Force Move - After succeeding with the Maneuver Action, may use the Float AT Field Power to send you and your target 2d10+10dm in one direction of your choice. Upon landing, the enemy is knocked Prone (and falls to Earth if knocked upwards without the ability to hover). N/A
Halt Advance - Half Action. Make an opposed WS test with an enemy you threaten. On a success, the enemy is unable to move from that spot unless you are first defeated, stunned, knocked prone, incapacitated or pushed out of melee range. If you succeed with 3+ DoS, you may maneuver the enemy as per the action for free. As normal, but it requires a Full Action instead.
Maneuver Mastery - +10 to WS tests when using the Maneuver action. Whenever you use the Dislodge Horde Ability, you gain a +20 to hit and deal +2 damage.
Tactical Blow - When armed with a an Impact damage-based melee weapon, test Strength whilst maneuvering an opponent. On a success, may maneuver the enemy 1 extra m/dm, with an extra 1m per DoS you gained on the Strength test. N/A
Tactical N2 Punch - Commanding OD must spend a Fate Point an expend one N2 Strike talent. An N2 Warhead is deployed for you to equip. When in Melee range of an enemy, the Pointman must expend all of their ATP (no less than 6) to detonate the N2 Warhead at the enemy. The arm holding the Warhead is instantly destroyed (-10 Energy Critical Damage). The Pointman must then test SR. On a success, the enemy takes damage as though struck by an N2 Warhead. Reduce the enemy's ATS for the purpose of Deflection (and thus resisting the attack) by the amount of ATP expended. If this reduces the enemy's ATS to 0 or below, they take +2 damage per negative ATS. On a failure, the N2 Warhead explodes as normal, affecting everything in range. Absolutely N/A.

-- Back to Top --

Ranged Pointman Talents

Talent Name Talent Sub-Title Effect Horde Effect
Maser Overload - On a successful attack with a Maser weapon, you may choose not to roll for damage and instead cause the target to suffer a -10 penalty to all tests for a number of rounds equal to the number of shots that hit the target. Multiple uses of this talent do not increase the penalty but do add to its duration. As normal, but you may only apply the effect once per turn.
Obscuring Barrage - Full Action, must wield a full auto weapon. Test BS; on successful test that breaches enemy AT Field, enemy takes no damage but is blinded for 1 round. As normal, but only applies to Ranged Weapon Specialists.
Positron Burrow - Full Action. Make a single shot attack with a Positron Weapon against an E-Scale Enemy with a -20 penalty. Instead of rolling for damage, you may instead reduce the target's ATS for the purpose of Deflection by X, where X is the amount of Penetration your weapon possesses. This persists until the start of your next turn. Multiple Burrows do not stack. As normal, but only applies to Ranged Weapon Specialists.
Shell Shock - After a successful hit with a Bolt weapon, you may choose to, Instead of rolling for damage, reduce the target's TB by X, where X is the amount of Penetration your weapon possesses, to a maximum of half the enemy's total TB. This persists until the start of your next turn. This effect does not stack, and the entire attack must be sacrificed, including extra hits from full autos. As normal, but only applies to Ranged Weapon Specialists.

-- Back to Top --

Personal Talents

Interpersonal Talents

Talent Name Talent Sub-Title Effect Horde Effect
Air of Authority - When using the Command action, you may issue commands to a number of people equal to 100 times your Fellowship Bonus. Only NPCs are affected, and any NPCs not under your command will only obey the order if you achieve an extra degree of success. You gain a +10 to Command tests in Social Conflicts. Your Followers also have +10 Loyalty when in your presence. N/A
Beyond Reproach - When interacting with others, you may spend a Fate Point. Any negative modifiers to their disposition towards you due to your reputation, second-hand knowledge or the like is ignored for the rest of the session. N/A
Charm Offensive - Select a number between 1 and your Fellowship Bonus. For a number of minutes equal to ten times your FB, you are treated as having Unnatural Fellowship (X), where X is the number you chose. At the end of the allotted time period, however, you take levels of fatigue equal to X. N/A
Chem Geld - Seduction attempts against you automatically fail, and Charm tests against you take a -10 penalty. This applied to Social Conflicts. You take 1 Insanity on gaining this talent. As normal.
Clues from the Crowd - Once per day, you may reroll a test made to gather information from a group of people and take the best result. N/A
Cold Hearted - Any use of the Charm skill against you gives you a +20 to the Opposed Test to resist the skill in addition to other modifiers. This applies to Social Conflicts. As normal.
Contact - Grants you a contact to use for information and aid. N/A
Demagogue - When in a social conflict with multiple opponents, including crowds, you 1d10 Willpower instead of 1d5 against all foes if you used Charm or Intimidate for your Opposed Skill Test. As normal.
Devoted - Triggered when you're hit with a ranged attack. If you are a AB metres away from a Follower (Follower's AB), then the Follower may test Agility or Acrobatics to throw themselves in front of the bullet. On a success, the ranged attack resolves entirely against the Follower instead. There is no limit as to how many Followers may do this per round. N/A
Disturbing Voice - You gain a +10 to tests when using Intimidate, but take a -10 to Fellowship and other Fellowship Skill tests. You take a +10 to Command tests when using the Terrify Skill Use. As normal.
Double Agent - Burn Fate and designate NPC. NPC is revealed to be working for you the entire time. The GM may veto your choice, in which case your Fate is not burnt. N/A
Elite Agent - Whenever you select this talent, choose one of your Followers or Entourages. They may gain a +5 to a single characteristic, an extra skill, or an extra talent. Entourages may add +2 EP or another Horde Trait to their list within reason. This upgrade may be purchased multiple times, but no Follower or Entourage may increase a Characteristic above 60. N/A
Eloquent - In a Social Conflict, if you use Charm or Inquiry in the Opposed Test, and then pass the test, then any Vigour spent that turn is placed back into their reserve. You do not need to win the Opposed Test, merely manage to pass. N/A
Enemy Group eg. 'UEF', 'Law Enforcement' You gain a -10*X penalty to Fellowship tests with people belonging to the specified group. N/A
Follower - You gain one Follower or Entourage. You may not have more Followers or Entourages than your FB, and non-Op Directors require permission to purchase it. N/A
Forward, you Dogs - You may test Command as a half action on your turn. On a success, all allies within vocal range of you who are suffering from mental effects (Fear, Pinning, Frenzy, and others) may take an immediate free Willpower test to shake off the effects. For every degree of success on your Command test, those allies gain a +5 bonus to their Willpower test. N/A
Galvanising Presence - When using the 'Terrify' special use of the Command skill, its affects apply to all nearby allies. Furthermore, the Character counts as having Fear (2) for the purposes of all Terrify tests. Sergeant specialists in this Horde provide the 'Battle-Hardened' trait.
Good Reputation Group eg. 'UEF', 'Law Enforcement' You gain a +10 to Fellowship tests with people belonging to the specified group. Stacks with Peer for a total of +20. Note that this category can be rather broad- typically, a character with Peer (Medical Establishment) could rely on gaining this bonus against most doctors worldwide, for example. This is to represent the idea that Peer is as much due to you knowing how a group typically operates as opposed to having just built up bonds with a particular set of people. As normal.
Great Leader - You may command Armies or horde groups in Strategic Combat, granting your Horde Leader Bonus to all hordes in said Army. N/A
Into the Jaws of Hell - When using the 'Inspire' use of the Command Skill, you may increase the bonus by +5 per 3 degrees of success. Furthermore, in Social Conflicts, any fellow allies participating in the Conflict increase their Vigour by +10. Sergeant Specialists in this Horde provide an extra +1 TB and +10 WP bonus.
IOU Group Your Followers, subordinates and any attached Hordes take a +20 to their Break, Fear, and Pinning tests, so long as you are within visual or audial contact with them. N/A
Iron Discipline - You are owed a single favour from a specific group. Sergeant Specialists in this Horde provide the 'Disciplined' and 'Fighting Withdrawal' traits.
Inspirational - Your Followers, subordinates and any attached Hordes may reroll failed Break, Fear, and Pinning tests, so long as you are within visual or audial contact with them. N/A
Master Orator - When using the Charm or Intimidate action, you may affect a number of people equal to 100 times your Fellowship Bonus. When in a Social Conflict with multiple opponents, including crowds, you sap 1d10 Willpower instead of 1d5 against all foes if you used Charm or Intimidate for your Opposed Skill Test. Such is your charisma that all Followers gain a permanent +10 to Loyalty. N/A
Mimic - Given about an hour of study, you may mimic the voice of another. It takes a -10 Scrutiny test to figure out it's a faked voice (or +0 if she wasn't able to converse with the person face-to-face). Of course, if the listener knows the appearance of the mimicked voice's owner, and it's clear to them that the user doesn't look like them, then the deception fails. In Social Conflicts, if you use this talent to mimic, mock and disparage the opponent, then the opponent loses 1d10 Willpower on a loss, not 1d5. N/A
Networking - You may spend a Fate Point once per session; for the rest of the session, you treat your contacts and your followers' Peer and Good Reputation talents as though they were your own talents. N/A
Peer Group eg. 'UEF', 'Law Enforcement' You gain a +10 to Fellowship tests with people belonging to the specified group. Note that this category can be rather broad- typically, a character with Peer (Medical Establishment) could rely on gaining this bonus against most doctors worldwide, for example. This is to represent the idea that Peer is as much due to you knowing how a group typically operates as opposed to having just built up bonds with a particular set of people. As normal.
Radiant Presence - All within 20m (not enemies) of you take a +10 to tests made to resist fear or intimidation. As normal.
Veiled Threats - In a Social Conflict, if tou win the Opposed Test, for every extra Degree of Success you win by, the loser takes an additional 1d5 Willpower damage. Note that for this talent to take effect, then your contribution during the Verbal Contact stage must contain at least one veiled threat or loaded phrase. N/A
You Owe Me - Select one expended IOU. The IOU may be used once more. N/A
Unremarkable - You're easily forgettable, and blend into a crowd easily. Attempts to recall your face or spot you in a crowd take a -20 penalty, and you take a +20 bonus to Deceive tests to persuade someone that they've never seen you before. Furthermore, in Social Conflicts you take a +20 to the Opposed Test if you use Deceive, but you also must halve your Vigour beforehand. Finally, this talent doesn't work if you're particularly distinctive in relation to the crowd or are wearing unique or flashy items- an unremarkable Iron Guard might be able to lose themselves in a crowd of other Guard, but they always stand out in a crowd of biotypicals. As normal.

-- Back to Top --

-- Back to Top --

Mental Talents

Talent Name Talent Sub-Title Effect Horde Effect
Battle Rage - May Parry when Frenzied. As normal, but only applies to Melee Weapons Specialists.
Blind Fighting - Take half the usual penalties when fighting in situations where your vision is obscured. Includes Blindness, but BS attempts still automatically fail. As normal.
Brilliance - One test per session, test Intelligence In place of another Characteristic. As normal.
Fearless - +10 bonus against Fear, and count Insanity as being +20 points higher for determining Fear immunity. You are now immune to Break tests, and do not suffer penalties due to Baneful Presence, Fear or Fear Incarnate.
Foresight - Spend 10 minutes in contemplation to add +10 to a single Intelligence test. N/A
Frenzy - Full Action. At the start of your next round you Frenzy, gaining +10 WS, Strength, Toughness and Willpower, but a -20 penalty to BS, Intelligence, and Fellowship tests. You must attack the nearest enemy in melee combat if possible, although avoiding obviously suicidal actions (eg. jumping off a bridge). You are immune to Fear, Pinning, Stunning and Fatigue, and may not Parry, retreat or flee. You may not use AT Field Powers. You remain Frenzied for the duration of the combat. As normal.
Heightened Senses (One Sense) Take a +10 to Perception tests when using the chosen Sense. As normal.
Hotblooded - +10 to Feedback tests, and may roll twice on the Shock Table and take the preferred result after failing a Fear test. N/A
Indomitable - Reduce all Ego Damage taken by 1, to a minimum of 1. As normal.
Insanely Faithful - Roll on the Shock Table twice and take the preferred result. If you are suffering penalties due to Baneful Presence, Fear or Fear Incarnate, you may test Willpower as a free action once per turn to negate its effects until the start of your next turn.
Jaded - Unaffected by mundane horrors such as death, violence or the sight of blood. N/A
Light Sleeper - You are always assumed to be awake for the purposes of being Surprised, making Awareness tests or waking up in a hurry, even when asleep. As normal.
Mental Fortress - Once per session, you may reroll a failed Willpower test vs. mental attack with a +20 bonus. Furthermore, whenever you take Insanity, you may test Willpower. On a success, the amount taken is reduced by 1, +1 per 3 degrees of success. As normal.
Nerves of Steel - Reroll WP tests to resist or recover from Pinning. Furthermore, take a +20 bonus to your Opposed Test to resist uses of the Intimidate skill. This applies to Social Conflicts. As normal.
Paranoia - Gain a +2 bonus to Initiative, and your character makes automatic Awareness tests. As normal.
Resistance (Cold, Fear, Heat, Poison, Mental) +10 to tests to resist the chosen object. As normal.
Sanity Grip - Spend a Fate to ignore a single source of Insanity Points for 1 round. N/A
Strong Minded - You re-roll any failed Willpower tests to protect you against mental attack. As normal.
Total Recall - Automatically remember facts, can test to retrieve more obscure or esoteric facts N/A
Unshakeable Faith - Reroll failed Fear tests. You take a +10 bonus to Break tests.

-- Back to Top --

Physical Talents

Talent Name Talent Sub-Title Effect Horde Effect
Bulging Biceps - May fire unbraced Heavy Weapons on Semi/Full Auto without the -30 unbraced penalty. Furthermore, take a +20 Bonus when testing Athletics to increase your carrying capacity. N/A
Burst of Speed - Once per session. You gain a +4 Agility Bonus and ignore Difficult Terrain for 5 rounds. On Strategic Maps, this talent also lets you make a single free Full Move per turn. As normal.
Catfall - Whenever you fall, test Agility or Acrobatics as a Free. On a success, and for every DoS, you reduce the distance fallen by an amount equal to your AB for the purposes of determining falling damage. As normal. Pathfinder specialists in this Horde provide the Mobile (+1) trait.
Dark Execution - When attacking an enemy you treat as Surprised, you may spend a Fate Point to apply the Brutal quality to your attack. N/A
Decadence - When consuming drugs or alcohol, you do not pass out unless you fail a number of Toughness tests equal to double your TB. N/A
Die Hard - When suffering from Blood Loss, may test twice to avoid bleeding to death. N/A
Drop Trained - Falling, 10dm or above. Always land on your feet, and treat distance as 1/3rd for purpose of falling damage. As normal.
Extreme Endurance - You may declare Extreme Endurance once per session. For a number of hours equal to your TB, you roll Toughness checks with a +20 bonus, and may reroll every Toughness test and take the better result. So long as Extreme Endurance is active, when taking fatigue, you may test Toughness. On a success, you reduce the amount of Fatigue taken by 1. N/A
Extreme Resilience - You ignore the effects of critical damage (bar the sort that kills or dismembers you) and fatigue until the end of the battle. N/A
Feat of Strength - Once per session. You gain Unnatural Strength (4) for WPB/2 Rounds. As normal.
Hard Target - Whenever you Charge or Run, enemy attacks against you take a -20 penalty (for a total of -40 if you Ran). As normal, although you trigger the penalties so long as you move a number of squares larger than your AB. (i.e. it won't trigger if you double your movement, then spend it moving through 1 square of difficult terrain).
Hardy - You always count as Lightly Wounded for the purposes of healing lost wounds. N/A
I Cannot be Defeated Increase your Fatigue Threshold by 2. N/A
Iron Jaw - When you become Stunned, you may test Toughness to shrug off the effects. As normal.
Last Man Standing - You cannot be pinned by pistols or basic weapons, and any cover bonus vs. ranged weapons (including shields) is increased by +1. As normal.
Leap Up - You may stand up from the Prone position as a Free Action. As normal.
Lightning Reflexes - Double your AB when rolling Initiative. Pathfinder specialists in this Horde provide +1 MP.
Muffled Armament - You reduce the Stealth penalty for wearing armour with an AP higher than 7 to -10 instead of -30. As normal.
Rapid Reaction - When surprised or ambushed, you may test Agility to act normally. As normal.
Renewed Vigour - Once per session, declare Renewed Vigour. You restore wounds equal to your TB as a free action. As normal, although you regain Magnitude equal to twice your TB. Specialists still heal TB wounds.
Second Wind - This ability triggers the first time during an encounter you take Critical Damage or you spend your last fate point, whichever comes first. On being triggered, you gain a +1 to Toughness, a +10 to Toughness tests, and instantly heal 1d5 wounds, plus an extra equal to your natural TB. Any status effects with a temporary duration less than one hour are removed. This ability can only trigger once a day. N/A
Silent Hunter - When making an attack from a hidden position, you may may another Stealth test to baffle attempts to locate the source. On a success, you continue to treat your enemies as Surprised until you are located, but they gain a +20 bonus to Awareness tests until they do so. Your stealth tests may also be negatively modified depending on circumstanes such as your proximity to your enemy, if your enemy survived your initial attack, the noise of your attack or so on. As normal.
Sound Constitution # Increase your Wounds by 1 per purchase of this talent. As normal, but only applies to Specialists.
Sprint - +AB to movement distance when full moving, double movement distance when running. You gain a level of Fatigue if you use this talent two turns in a row. You instead add your AB/2 to your MP.
Stalwart Defense - You may spend a fate point as a Full Action to root yourself to a location. You may not move and you may not dodge, but you can make a parry reaction against any and all successful melee strikes against you. All damage you suffer is reduced by 2, and enemies gain no bonuses for outnumbering you in close combat. This state continues until you are incapacitated or you choose it to end. N/A
Stalking Predator - Whenever you hit an enemy that you treat as Surprised, you deal extra damage to that target equal to your AB/2. As normal.
Step Aside - Gain an extra Reaction once per round, that may be used only to Dodge. You may reduce ranged attack damage by an amount equal to your AB/2. This reduction stacks with other sources of soak. Specialists still gain the extra dodge.
Stoic Defense - You may declare Stoic Defense once per combat. During this time, you may only move a distance equal to your Agility Bonus each round; but you gain 18 temporary Wounds not protected by Toughness or AP that are removed before normal wounds. Should you move more than your AB during this time, willingly or involuntarily, your wounds are lost. N/A
Swift Shadow - You do not take any penalties to Stealth due to running. As normal. Pathfinder specialists in this Horde provide +10 to Stealth tests.
True Grit - Halve Critical Damage taken, rounding down. Minimum of 1 Critical Damage taken. Whenever an attack hits you and deals damage less than your TB, you may make a toughness test. On a pass, the attack is ignored.

-- Back to Top --

Specialist Talents

Operations Director Talents

Talent Name Talent Sub-Title Effect
Absolute Order - Half Action. Spend or Burn Fate to force subordinate to follow orders exactly. If the subordinate refuses, they lose a Fate and you have yours refunded. You may also use this to automatically force a Horde to rally.
Advanced Analysis - You may test Intelligence or Tech Use before making MAGI test. Add +10 to the MAGI test result on success, and +5 per degree of success. You may use a Follower's Intelligence or Tech Use in your place.
Battlefield Command - Full Action. Select one Horde under your command. For this round only they count as having one more Squad than they actually do for all intents and purposes except providing magnitude to-hit bonuses.
Cut Synch - Cut pilot synch by 1-5d10, pilot takes +20 to feedback, but must test WP or only take half actions on their next turn..
Delegate - Free use of Fate-required OD action once per session.
Elite Retinue Retinue Name You use your pull and heft to favour a single military unit on which you can rely. You selct a single Horde from the UEF's Resources: Hordes pool. This Horde now may only be deployed to battles involving you. However, you always count as commanding this Horde, even if they aren't commanding that Horde's army; you take a +10 to tests involving this Horde, and the Horde may be repaired for free, although it still requires the Army Restore action if it was destroyed in battle.
Favoured Tactics Dropkick/Dynamic Aiming/Flyswatter/Focused Charge/Evasive Stance/Lightning Feint/Terrain Mastery Whenever you select this talent, choose one of the abilities below.
- Dropkick When attacking an opponent from above (such as at the end of a use of Float or use of A-Type Equipment) pilots gain a +20 bonus to Knockdown attempts.
- Dynamic Aiming The pilots may now aim (either full or half action) and then take a half move action without losing the benefits of the aim action. If they THEN fail to attack as their next action, the benefits of aim are lost.
- Flyswatter Reduce all penalties for attacking targets of sizes lesser than Average by 10.
- Focused Charge All Pilots gain a +10 bonus to any attempts to Charge an enemy.
- Evasive Stance Defensive Stance affects enemy Ballistic Skill Tests as well.
- Lightning Feint May feint as a reaction action.
- Terrain Mastery Reduce the penalties suffered from battling in difficult environments by 10.
Feedback Tampering - Select IB amount of pilots per round. Should pilots take insanity or ego damage, immediately incur feedback and can only take half actions next turn, but reduce damage taken by OD's IB amount to minimum of 1. Alternatively, OD spends a fate point and pilot takes automatic feedback and is stunned for 1 round, but insanity/ego damage is halved.
Foster Teamwork Attack Team/Coordination/Combined Arms/Defense Team/Exemplar Style/Expanded Team Before a battle, select two subordinate Independent Characters and spend a fate point. The chosen Independent Characters (referred to from now on as 'Beneficiaries') gain the benefits of all of the below sub-talents, so long as you've purchased them. Every time you purchase this talent, choose one of the abilities below. No ability can be taken twice. If you yourself wish to benefit from these bonuses you must designate yourself as one of the Beneficiaries. You may only use this ability once per battle.
- Attack Team Whenever a Beneficiary attacks a target that has already been attacked by a Beneficiary this turn, they gain +2 damage to all attacks. This does not stack.
- Coordination So long as a Beneficiary is within 20dm/2km of another Beneficiary, they receive a +10 to all tests.
- Combined Arms So long as a Beneficiary is adjacent to another Beneficiary, they treat the other Beneficiary's Horde Leader Bonus as though they too had it, alongside their usual Horde Leader Bonus. In any situation where these would overlap (i.e. if two Bonuses add damage), take the highest effect only.
- Defense Team So long as a Beneficiary is adjacent to another Beneficiary, they gain +3 AP. Once per turn, so long as they're adjacent to another Beneficiary, one of the Beneficiaries may spend a Fate Point to generate a single Reaction that any Beneficiary can use.
- Exemplar Style Choose one talent that is possessed by a Beneficiary. For the duration of the battle, all Beneficiaries now possess that talent. The talent should not be one that modifies characteristics, wounds, Fate Points, etc., and should not be a unique, Berserker or OD Talent. The GM may veto certain other fate choices as well.
- Expanded Team You may now choose three Beneficiaries instead of two.
Just as Planned - Reduce Foresight's requirement time to 1 minute. Can spend a fate point to retroactively take an action in the last ten minutes that would just now come into play.
Last Resort - When using N2 Strike talent, deal extra 4 damage per fate burned by any ally, as well as for every Evangelion defeated.
Like a Boss Discipline/He Has a Gun/Correction Punch/Take Charge/Degree in Asskicking/Wary/Oldest One in the Book/Linguist Whenever you select this talent, choose one of the abilities below.
- Discipline Gain a +5 to WS. You gain the Disarm talent, and in addition get a +10 bonus to Disarm tests against valid targets of Command.
- He has a Gun Gain a +5 to BS. You may force any viable target of Command to Test Pinning just by using the Aim action on them.
- Correction Punch Gain a +5 to S, You may test Command instead of WS for melee attacks against those who are viable targets for command.
- Take Charge Gain a +5 to Ag. Your initiative is always 1 higher than the highest initiative rolled by a fellow player. If this is somehow in competition with another person, highest Agility Score wins.
- Degree in Asskicking Gain a +5 to Int. You may test Intelligence whenever you roll an opposed test against any human target, regardless of the characteristic normally rolled.
- Wary Gain a +5 to Per. You are never surprised, and in addition gain the Step Aside Talent.
- Oldest one in the Book Gain a +5 to WP. Any bonus you would get to a command test against an individual is similarly added to any Scrutiny test, in addition to any normal bonuses that would apply.
- Linguist Gain a +5 to Fel, You know all languages spoken by the other party members at any given time.
Logistics - Character may test Commerce or SL (Bureaucracy) after a Mission to earn +1 RP, +1 per 3 DoS. May use Follower Commerce. Only the Supreme Commander may use Logistics in a Combat Mission.
N2 Strike - Deploy N2 warhead that appears next turn. May be taken multiple times. Rules for N2 Warhead damage may be found in the E-Scale Weapons section. Only a Supreme Commander may use N2 Strikes in Combat Missions.
Pilot Surveillance - You may select any pilots under your purview and spend a Fate. A horde of Battleship Marines appear nearby, or 2 Hordes of FISF. Any Followers may be dispatched as well. They must be somewhere where your forces could be resonably be deployed.
Plan A - Choose one of the following Talents: Absolute Order, Feedback Tampering, Just as Planned, Pilot Surveillance, Remote Care, Surefire Ejection, When Suddenly. From this point on, the selected Talent does not require spending a Fate Point to use, but still takes an action.
Precision Targeting - Half Action. Select one allied unit. For their next attack, they add your Intelligence Bonus to their weapon's Penetration. When used with multiple-hit attacks, this bonus counts for all hits.
Promote Assistant - You can use Cut Synch, Remote Care, Precision Targeting or Surefire Ejection without using fates or actions a number of times per day equal to FB. Furthermore, select one Follower. They now gain +20 Characteristic Points, +3 Skill slots, +2 Talents, +3 Wounds, and a single Fate Point.
Remote Care - Half Action: select a pilot and spend fate to remove one of the following from a single pilot: blood loss, the Daze or Stun status, or all fatigue. This requires the pilot to be in an Entry Plug and wearing a Plugsuit.
Retinue Loadout Elite Abilities, Enhanced Armour, Special Training, Veterans You go to great lengths to funnel special resources and training into your chosen elites. Each time you select this talent, you choose one of the following bonuses and apply it to your Elite Retinue Horde.
- Elite Abilities Your Horde permanently gains one of the following talents: Barrage, Crushing Blow, Fearless, Mighty Shot, Swift Attack (or Lightning Attack if it already has it), <Weapon> Drill.
- Enhanced Armour Increase your Horde's AP by 2. May be taken up to three times.
- Special Training Your Horde permanently gains one of the following traits: Ambushers (Gains the Stealth+10 skill), Dirty Fighter, Exemplary Leadership, Fear Incarnate (Your FB), Fire Drill (+1), Overwhelming (+1), Support (Your IB).
- Veterans Select two of the Horde's Characteristics and increase them by 10. May only increase a Characteristic in this manner once.
Surefire Ejection - Spend fate to force Entry Plug to eject, with +40 on Entry Plug ejection roll.
Synchronized Maneuver - If an Individual Unit under your command is within your Fellowship dm(or FB km) of another two Individual Units under your command, it gains +10 to all tests. Furthermore, you may spend a Fate Point to force all subordinates (and their attached armies) to act on your Initiative instead of their own for this round only.
Tactical Genius - Spend fate to allow pilot to reroll failed test or to add 1 degree of success to test.
Tactical Legend - The Operations Director may use the Tactical Genius talent once per round for free.
Tactical Exemplar - When using Tactical Genius talent you may test SL Tactics. On Success, Pilot may choose whether or not to take the result. If no, then fate is returned. When adding DoS, may test SL Tactics and add +1 per 3 DoS.
The Plan - Hour of Planning. The Operations Director may, as a Half Action, give a single pilot a +10 bonus to a single roll for a specified action (such as standard attack, Full Auto, Dodge, Grapple or a Skill) each round. If the Operations Director fails to continue providing this bonus during every Turn of theirs, they can't use it again for the remainder of the battle.
Vigilance - +2 to Initiative and all subordinates.
When Suddenly - If OD's location not verified for 10 minutes, can spend fate to appear within several metres of pilot. May dispatch Follower in OD's place.

-- Back to Top --

Support Talents

Talent Name Talent Sub-Title Effect Horde Effect
Able Assistant - Whenever this character uses the 'Assistance' action on another character making a skill check, the character making the skill check reduces the difficulty level by an extra degree of success. As normal.
Combat Formation - When this character is present in a squad, all members of the squad gain a +1 to their Initiative rolls. Furthermore, the character may choose to use their IB in place of their AB when rolling Initiative. No one may benefit from more than one source of Combat Formation at the same time. As normal.
Hunker Down - As a free action, select a number of allies within audio and visual range up to your IB. All enemies firing at these allies from a position where the allies are treated as being in cover take a -10 penalty to hit. As normal.
Lend a Hand - This character may spend a Full Action to grant an adjacent character a +10 to any actions that character takes until the start of the assisting character's next turn. This includes Reactions. As normal.
Low Profile - Enemies tend to overlook you in the heat of battle. So long as an enemy has a valid target besides you, it will not attack the you. This talent does not apply if you inflicted the most damage to an enemy for that round, nor does it apply if you inflicted critical damage. As normal.
Marker - You may, when firing at an enemy with a ranged weapon, choose to 'mark' an enemy. Until the start of your next turn, all allies who open fire with a ranged weapon on that target take a +10 bonus to hit. You may only mark a single enemy in this manner, even if you hit multiple foes. As norma.
Mass Marking - When using the Marking action, you may apply the +10 to-hit bonus to a number of enemies equal to your IB. As normal.
On the Ball - When Initiative is rolled, you may replace your result with the result of any ally, give or take an initiative point. As normal.
Soak Fire - Allies benefiting from the Hunker Down action may also increase their Cover AP by an amount equal to your IB. As normal.
Wingman - The 'Lend a Hand' talent can be applied to any ally within both visual and audio range. As normal.

-- Back to Top --

Demolitions Talents

Talent Name Talent Sub-Title Effect Horde Effect
Careful Work - When using the Demolitions action, you roll twice and take the better result. As normal.
Demolitions Expert - You may halve the time required to use the Demolitions skill. For example, setting a demolition kit normally (which takes 2 rounds) now only takes 1 round, whilst setting an explosive for a +6 damage bonus (which would normally take 8 rounds) now only takes 4 rounds. Furthermore, you may test Demolitions in place of BS when using grenades or other thrown explosives. As normal.
Fireproof Hands - You never accidentally cause explosives to explode prematurely due to a failed Demolitions test, and their jammed grenades always count as duds. As normal.
Hit the Deck - When you are aware of an explosive, and that explosive explodes, any allies in vocal and visual range of the explosion gain a +20 to attempts to dodge the explosion. If they are out of reactions, they may still make a dodge at a -10 penalty. This includes any grenades you have fired or thrown. Incoming enemy explosives, such as missiles or grenades, do not automatically count as within the character's awareness; you may instead test awareness as a free action to count as being aware. As normal.
Maximum Effect - When placing explosives or throwing grenades or bombs, for every three degrees of success on your test (either Demolitions or BS), the explosives deal an extra 1d10 damage to a max of 2d10. You instead treat your Squad number as being IB/2 higher for the purposes of Grenade attacks.
Tamper Trap - Any Demolitions you set are particularly difficult to disarm by anyone except you. Any attempt to disarm your bomb has a -20 penalty, and any attempt that fails by 3 degrees or more instantly sets the explosive off. As normal.

-- Back to Top --

Medical Talents

Talent Name Talent Sub-Title Effect Horde Effect
Back Into It - When using the Snap Out of It talent, you may reduce the duration of the effect by an extra number of rounds equal to your IB. As normal.
Critical Aid - When using the Medicae skill with the benefit of a Medikit, you may fore-go any wounds healed on the patient. Instead, select a Critical Hit effect they're currently suffering from and make a Medicae-10 test. So long as the effect is not fatigue, the loss of a limb or death, that effect is instantly removed. As normal.
Hasty Aid - The character reduces the time needed for use of the Medicae talent. First Aid is now a half action, and Extended Care now tests once every 12 hours for Lightly Wounded patients and once every three days for Heavily and Critically Injured patients. As normal.
Healing Hands - The character may spend a fate to automatically succeed on their test, with extra degrees of success equal to their IB. Furthermore, you only take a -10 penalty when using the First Aid action on a Critically Wounded patient, no matter how many Critical Wounds they have. As normal.
Master Chirurgeon - +10 to Medicae. When using First Aid on Heavily or Critically injured patients, you ignore the Heavily Wounded penalty, and only take a maximum of -30 due to Critical Damage. Grant +20 bonus to allies' Toughness Test to avoid losing a limb. As normal.
Medic's Eye - When using the Medicae action for First Aid, you may take a free Intelligence test prior to making your Medicae test. If you pass the test, you may treat your patient as though they were Lightly Wounded for the purposes of wound restoration. As normal.
Relieving Touch - When using the Medicae action, in place of removing injuries you may reduce the patient's fatigue by 1 level, once per hour. As normal.
Snap Out of It - You may use the Medicae skill on a patient suffering from a physical effect with a round limit (eg. Stunned for 10 rounds). On a successful Medicae test, you fore-go the healing of wounds and instead remove 1 round of duration from a single effect, plus another round for every 2 degrees of success on your test. This does not affect fear, pinning, frenzy or other mental afflictions. As normal.

-- Back to Top --

Piloting Talents

Talent Name Talent Sub-Title Effect Horde Effect
Adept Maneuvering - When your vehicle is successfully hit by an attack, you may take a free Drive or Pilot test, whichever is appropriate. On a success you treat the hit location's AP as 1 higher, +1 for every 2 degrees of success. This applies to E-Scale vehicles as well. As normal.
Aggressive Maneuver - When the character is operating an vehicle, the penalty this vehicle takes to attacks made with its weapons due to distance travelled is halved, rounded up. As normal.
Brace for Impact - When you or your passengers take damage to their person whilst in a vehicle, either as a result of a crash or otherwise, may reduce all damage taken by your Agility Bonus in conjunction with other methods of reduction. This applies to E-Scale vehicles as well. As normal.
Hotshot Pilot - On making a successful Pilot or Drive (or, if in an E-Scale vehicle, an Acrobatics or Dodge test as well) test, adds their AB/2 to the degrees of success gained by the test. Conversely, on a failed test, they reduce the degrees of failure by AB/2 as well. As normal.
Push the Limit - The character, once per round, can elect to take a +20 bonus to a Pilot or Drive test (or, if in an E-Scale vehicle, an Acrobatics or Dodge test as well). If the test is failed by a number of degrees of failure greater than the pilot's AB, however, the vehicle suffers an automatic breach to its motive systems, rolling a 2d10 on the Motive Systems table, applying the appropriate effect along with any other bonuses or penalties from breaches or critical breaches. E-Scale vehicles suffer a permanent 2d10 damage to their Agility score instead. As normal.
Rapid Repositioning - When crew a vehicle with more than one crew position, you gain a free half action that can be spent to perform any action that would require a crew position other than the one you are currently manning. As normal.
Reduce Profile - When driving or piloting a vehicle, you may treat that vehicle's size as though it were one size bracket lower for the purposes of determining modifiers to hit the vehicle. This applies to E-Scale vehicles as well. As normal.

-- Back to Top --

Technician Talents

Talent Name Talent Sub-Title Effect Horde Effect
Applied Engineering - As a Half Action you may modify any weapon within reach to do one of the following: Calibrations: Reroll the weapon's next to-hit roll and take the preferred result. Higher Output: If the weapon's next to-hit roll is a success, the attack may reroll all of its damage and take the best result. Hits Home: If the weapon's next to-hit roll is a success, add your IB/2 to it in Degrees of Success. Whatever the modification, this benefit only benefits the weapon's next attack, success or failure. The same benefit cannot be applied to the same weapon twice in an encounter. As normal. When applied to Horde weapons, it only affects a single attack.
Careful, that's Dangerous - When a weapon wielded by an ally within IB m/dm (Adjacent KM) overheats or jams, you may test Tech-Use. On a success, the weapon is treated as though it had rolled a failure with zero degrees of failure instead. As normal.
Jury-Rig - When undertaking repairs with this action, you may decide to reduce repair time to a factor of one tenth. That is, a job taking 10 hours (600 minutes) will now only take one hour (60 minutes), whilst a job taking 60 minutes will now only take 6 minutes. However, all tests relying on the damaged part are now taken at a -10 penalty, and if any tests related to it fail by 4 degrees or more, the repair is undone. This penalty persists until proper repairs are completed. As normal.
Master Engineer - You takee a permanent +10 bonus to Tech-Use tests. Furthermore, you may spend a Fate Point to automatically pass a Tech-Use test with a number of degrees of success equal to their IB, whilst repairs, constructions or modifications automatically take the least amount of time possible for the repairs. At the GM's discretion, this talent may also allow you to perform upgrades or repairs without all the required components. As normal, although as you do not have Fate Points you may not use the Fate Point enhancement bonus.
Overclocking - You can push certain pieces of technology to their limits. You may, as a half action, do any of the following to a piece of technology within reach: Energy Weapons: If the attack's next hit is a success, the attack deals extra damage and penetration equal to the character's IB. Superheavy Units: Character's unit only. The unit's TB or AB is increased by an amount equal to the character's IB. Lasts until the end of the character's next turn. Vehicles: One of the following: the vehicle's speed is increased by 10% per IB. The vehicle's Maneuverability is increased by +5 per IB/2. Lasts for a number of rounds equal to the character's IB*4. Regardless of the benefit, each upgrade can only be applied to an object once per encounter. As normal. When applied to Horde weapons, it only affects a single attack.
Percussive Maintenance - You may unjam any weapon within reach automatically as a half action. As normal.
Temporary Reinforcement - As a Half Action, you may increase the AP value of a piece of armour or cover by an amount equal to your IB. This protection lasts for one round or until the armour takes a hit, whichever is later. This action may only be performed on a piece of armour or cover once in an encounter. As normal.

-- Back to Top --

Metaphysical Talents

AT Field Talents

Talent Name Talent Sub-Title Effect Horde Effect
Act As One Divested Field, Exponential Field, Focus Conduit This talent modifies the Synchronize Group talent. Whenever you select this talent, choose one of the abilities below. As normal.
- Divested Field Everyone part of the Synchronize Group may treat half the group ATS as their own for the purposes of Deflection. As normal.
- Exponential Field Increase the group ATS by +1 per member of the group. As normal.
- Focus Conduit You may apply 'self' powers to any allies in the Group. Furthermore, you may treat any other member of the group as the origin point of an AT Field Power. As normal.
Analyze Field - As Scan Field, but if you pass test by 3 degrees or more, make Perception+10 test. For every degree of success, learn about what 1 AT Power does As normal.
Angelic Senses - So long as your SR is above 80 and your AT Field is spread, you have the Angelic Senses trait; you are innately aware of everything within a number of dm equal to your Perception. This benefit applies even if you are blinded, in a fog or darkness, or deaf, meaning you take no penalties to attack enemies within that area due to poor sight. As normal.
Assault Pattern Harvest Blade, Murderstroke, Shieldbreaker Whenever you select this talent, choose one of the abilities below. You may only apply a single Assault Pattern effect at any one time. As normal, but only applies to Melee Weapon Specialists.
- Harvest Blade By spending 6 ATP on Massive Momentum, the amount of attacks you deal against Hordes increase; you gain an extra attack with a melee weapon for every degree of success instead of every second degree. If you spend 10 ATP, you may apply this benefit to a Swift or Lightning Attack or a Furious Assault. As normal, but only applies to Melee Weapon Specialists.
- Murderstroke By spending 10 ATP on Massive Momentum, you enable the use of Murder Stroke. If you perform an All Out Attack and sacrifice all bonus damage and penetration, you may expend a reaction to use Murder Stroke. Murder Stroke treats your melee attack as a Full Auto burst, with a Rate of Fire equal to your SB. As normal, but only applies to Melee Weapon Specialists.
- Shieldbreaker By spending 4 ATP on Massive Momentum, you may treat your weapon as having the Felling (1) Quality. For every extra 4 ATP the amount increases by 1. As normal, but only applies to Melee Weapon Specialists.
Assault Adept - You may apply two Assault Pattern effects at once. As normal, but only applies to Melee Weapon Specialists.
Assault Master - You may apply three Assault Pattern effects at once. As normal, but only applies to Melee Weapon Specialists.
AT Duelist - As long as you have an ATS of 1, reduce the augmentation of all AT Powers used against you by your WP Bonus. As normal.
AT Extension - You can use the AT Funnel, Massive Momentum, Restrict Shot, Kinetic Damping and Force Null powers on allies within 20dm. As normal.
AT Focus - Designate a single AT Power, and bank ATP up to IB, reducing your current ATS by that amount. Next turn, test Synch Ratio. On a pass, you gain an extra amount of ATP equal to the amount banked, but may only be spent on the designated power (either activating it or augmenting it or both). On a failure, the ATP is los and, the pilot tests Feedback. If the pilot is unable to activate the declared power, treat it as a failure. As normal.
AT Maneuver Fluid-tuned, Fortification, Inertia Boost, Kinetic Aid, Mind's Eye, Quick Draw, Wipe Clean, Flux Whenever you select this talent, choose one of the abilities below. As normal.
- Fluid-Tuned You may test Synch Ratio in place of Strength when testing to swim. As normal.
- Fortification You increase your Fatigue Threshold by 1. As normal.
- Inertia Boost You increase your Agility Bonus by 1. As normal.
- Kinetic Aid You may test Synch Ratio in place of Agility when testing Acrobatics. As normal.
- Mind's Eye You may use your Synch Ratio when Testing Awareness, instead of Perception As normal.
- Quick Draw Use the Ready action as a Free Action. As normal.
- Wipe Clean Your weapons never jam. As normal.
- Flux You may spend a reaction to modify a single test result within 20dm of you. You modify this result by an amount equal to your Synch Ratio bonus. As normal.
AT Rage - You can use your AT Powers normally when frenzied or Berserked. As normal.
AT Reserve - Your Eva is always treated as having an ATS of 1, even if all ATP have been spent. As normal.
Barrage Pattern Focused Funnel, Angelic Artillery, Shatter, Sniper Shot Whenever you select this talent, choose one of the abilities below. You may only apply a single Barrage Pattern effect at any one time. As normal, but only applies to Ranged Weapon Specialists.
- Focused Funnel By spending 10 ATP on an AT Funnel applied to a weapon with the semi or full auto qualities, your attack loses its Semi, Full Auto to-hit bonus. However, the attack can now be used as a Called Shot, and regardless, all hits scored by Semi, Full Auto now all hit the same location. This changes AT Funnel's other bonuses; you now only gain +1 damage, penetration and AT penetration per 5 ATP, but these bonuses are applied across all attacks. As normal, but only applies to Ranged Weapon Specialists.
- Angelic Artillery You may apply the Blast (1) quality to every AT Funnel-enhanced ability you make; if your weapon already has a Blast value, increase it by one. For every extra 4 ATP you spend on AT Funnel, you may increase the blast value by 1. As normal, but only applies to Ranged Weapon Specialists.
- Shatter When you spend 8 ATP on AT Funnel, you apply the Positron Quality to your weapon for the purposes of AT penetration. If your weapon already possesses the Positron quality, then you reroll its penetration roll. As normal, but only applies to Ranged Weapon Specialists.
- Sniper Shot When you spend 8 ATP on AT Funnel, you apply the Accurate Quality to your weapon. If your weapon already possesses the Accurate quality, then you may reroll all damage and take the best result, stacking with Tearing etc. As normal, but only applies to Ranged Weapon Specialists.
Barrage Adept You may apply two Barrage Pattern effects at once. As normal, but only applies to Ranged Weapon Specialists.
Barrage Master You may apply three Barrage Pattern effects at once. As normal, but only applies to Ranged Weapon Specialists.
Causality Control Breaching Strike, Displacement, Guided Funnel, Shunt, Newtonian Flip Whenever you select this talent, choose one of the abilities below. As normal.
- Breaching Strike Whenever you use one either Massive Momentum or AT Funnel to enhance an attack, they now treat the enemy's ATS as -1 per 4 ATP of enhancement for the purposes of Deflection. As normal.
- Displacement For as long as Massive Momentum is activated, the pilot may give their Evangelion‘s melee attacks a reach equal to the ATP used to augment Massive Momentum. As normal.
- Guided Funnel The pilot‘s shots almost aim themselves at the target and even appear to be able to predict where they would go. Enemies take a -20 to Dodge Tests when reacting to an attack enhanced with AT Funnel. As normal.
- Shunt When retrieving an item from a Dirac Cache, the pilot may have it appear at any spot they can see within 50 dm. As normal.
- Newtonian Flip Using an equal yet opposite reaction, the pilot may choose one object or willing target within range of their Float distance. Both lift into the air and switch places. As normal.
Champion Protector, Sentinel, Warden Whenever you select this talent, choose one of the abilities below. As normal, with variations: see below.
- Protector Select one Arm. For as long as the Bunker Field Pattern spread, that arm is considered to possess the Unnatural Toughness (x2) trait. It can be used to parry both melee and ranged attacks. N/A
- Sentinel So long as the Accelerated Territory Pattern is spread, you extend a zone of control around you equal to your Half Move distance. As a reaction action you may immediately move to block any enemy moving through your zone, stopping their movement immediately and allowing you to attack them with an Attack of Opportunity. You gain a +10 bonus to the 'Protect Ally' use of the Dodge Skill, and can use this skill against any ally within your Half Move distance. As normal, although instead of a reaction action, you sacrifice the ability to move next turn.
- Warden So long as the Layered Field Pattern is spread, you are immune to the effects of fatigue, pinning, Stunning, may not be knocked Prone, may not be moved against your will and gain a +20 bonus to Grapple tests. As normal.
Disruption Pattern Broadcast, Counter, Dissonance Whenever you select this talent, choose one of the abilities below. You may only apply a single Disruption Pattern effect at any one time. As normal.
- Broadcast As long as you spend 5 ATS, you can reduce the range of your Neutralize Power to 10dm, but may apply the effects to any and all opponents within range. As normal.
- Counter Choose a single AT Power when using Neutralize. So long as the ATS spent on Neutralize matches the cost required to use the chosen power, the Angel is unable to use that power. As normal.
- Dissonance As long as you spend 8 ATS, the Angel is unable to automatically perceive targets. If the Angel is blinded or otherwise unable to see normally, its Angelic Senses trait is blocked; it must test Willpower to successfully perceive objects. As normal.
Disruption Adept - You may apply two Disruption Pattern effects at once. As normal.
Disruption Master - You may apply three Disruption Pattern effects at once. As normal.
Feedback Field - Inside your Evangelion, your AT Field is charged to aggressively repel those who would mentally attack you. Whenever you are subject to a mental attack, you force the attacker to roll Willpower. On a failure, the enemy takes 1d5 damage to the face, by passing toughness and AP, and their ATS decreases for 1 round equal to your Willpower Bonus -1. As normal.
Heavenly Smite - When attacking an enemy within 20dm with an AT Power that requires you to roll WP or BS (such as AT Blast or AT Beam), you may instead roll against your Synch Ratio. Special: If you have the Angelic Senses talent, you may roll against Synch Ratio against any target within your Angelic Senses range. As normal.
Impossible! Hostile Synch, Oscillating Field, Delta Waveform Whenever you select this talent, choose one of the abilities below. As normal.
- Hostile Synch You may Test SR as a Half Action when within 20 dam of an enemy to forcibly attune its AT Field with your Evangelion's. If the Test fails, you are Stunned and your field collapses, requiring it to be re-spread. If successful, the AT Fields become one, and neither the enemy or the Eva have any Deflection against the other. If your ATS is lower than that of your opponent, your Ego Barrier decreases each round by an amount equal to the difference. As normal.
- Oscillating Field You may choose to have the effect of any two Spread Patterns, using the lowest Deflection of the two. You are treated as having both spread patterns active for any and all relevant abilities. As normal.
- Delta Waveform By utilizing unstable constructions of phase-space, you may do things which are physically possible yet are statistically very unlikely to ever occur. By spending a Fate Point, you may use any AT Power you know to perform a single action that you can convince the GM it could theoretically be used for. The first time that you attempt to use Delta Waveform in a session and the GM rejects all ideas, all spent fate Points reset to un-spent. However, this is the first time only. After that, any turn in which the GM rejects all ideas is a wasted turn on your part. N/A
Mimic Field - You may test Synch Ratio to 'learn' an AT Power used by another. Power is available for a number of rounds equal to Int Bonus. If power is unique Angel power, ATP cost is Angel's unmodified ATS, +2. As normal.
Offensive Mastery Focused Strike, Incendiary Burst, Phantom Blades, Unstoppable Force Whenever you select this talent, choose one of the abilities below. As normal.
- Focused Strike You may test Synch Ratio to attack a specific limb when using Rising Cross, with the usual penalties not mitigated by any talents. On a failure, attack defaults to limb. As normal.
- Incendiary Burst Enemies hit by at least one AT Blast must test Agility or catch fire. Similarly, AT Blast attacks now have the Blast (1) quality. As normal.
- Phantom Blades You now deal extra attacks to enemies hit with the AT Wave attack, equal to +1 hit per 2 degrees of success. As normal.
- Unstoppable Force When using Cross Blast, select a number of hit opponents up to your WP Bonus. Test Synch Ratio, opposed by each target's toughness. If you succeed, the targets are knocked Prone as well as take damage. As normal.
Self Dilation - You may spend Ego Barrier to increase your ATS, at a rate of 3:1 to a max of +10 ATS until the start of your next turn. N/A
Spread Mastery Alacrity of Thought, Area Field, Defensive Magnetism, Particle Spread Whenever you select this talent, choose one of the abilities below. As normal.
- Alacrity of Thought When Accelerated Territory is spread, AT Powers that take a Full Action take only a Half; AT Powers that take a Half Action take only a Reaction. As normal, although Half Actions remain as Half Actions.
- Area Field When using the Bunker Field Pattern, selected objects within dm equal to your WP Bonus now benefit from your Spread Pattern as though it were their own, albeit as though the ATS for them was half of what it is for you. As normal.
- Defensive Magnetism When using the Layered Field Pattern, you gain an extra Reaction that can only be used to parry. This parry can be used on most projectile attacks, excluding cone, flame and blast attacks. You instead incur a -10 penalty to all attacks against you.
- Particle Spread When using the Deflective Field Pattern, you gain +2 ATS so long as this field is spread. As normal.
Synchronization Control - During Synch Disruption, you may reroll either of the following: 1d10 Roll to determine whether your Ratio increases or decreases. 2d10 Roll to determine by how much your Ratio increases or decreases. You may reroll both, but you must pass an Intelligence check before you may make a 2nd reroll. Finally, you gain a +20 to TM Synch Testing rolls. N/A
Quick Spread - Spread full as a half. May spread as a free, gaining ATS equal to your WPB. As normal.
Reinforce Ego - You may spend fate to ignore one attack to ego barrier. May only be used once per session. N/A
Scan Field - Roll Perception test when within 20dm of target to gauge strength of their ATS. Success of 3 DoS or more tells you exact ATS. As normal.
Spark of Genius - Spend fate to gain AT power that you meet the prereqs for but do not have. You may use this power for 1d5 rounds, after which you must test SR at the start of every round or lose it. N/A
Synchronize Group - Full Action. Your AT Field merges with the AT Fields of allies within 30dm of you. All pilots involved must test Synch Ratio, or spend a Reaction to automatically pass. If at least two pilots succeed (including yourself), Group Synchronization occurs. Any pilot who fails is not included in the Synchonization and must make a WP test or take 1d5 Ego damage. If you fail, then the entire group fails. In Group Synchronization, all Evas in the Sync lose their AT Fields, and you gain an AT Field with strength equal to your ATS, plus the highest ATS out of the rest of the Evas, then finally half of the ATS of every other member. At the start of every round after the first round in which Sync was formed, you must test SR or else the Sync fails. If an Eva other than you attempts to use an AT Field power during this, you must pass an SR test at -30 or else Sync fails, and all involved are Stunned for 1 round. Whilst Sync is in effect, any mental attack that affects one member affects all members, although they gain a +20 to any resistance tests. As Normal.

-- Back to Top --

Berserk Talents

Talent Name Talent Sub-Title Effect
Absorb - As Cannibalise, but instead of healing, add 1 BUP to your Biological Upgrade pool. May not be used with Feast.
Advanced Berserk - Whenever your Eva berserks, it may use AT Field powers as normal. Furthermore, if it does not already possess them, for the duration of berserk it gains the Cross Blast, AT Wave and Bunker Field Powers.
Allied Eva - Your Berserk Eva will never willingly attack an allied Evangelion. This does not include enemy Evangelions or Evas under control of an enemy (through mind powers etc).
Berserker Vitality - You permanently recalculate your Evangelion's wound pools using your Berserk Toughness Bonus instead of your regular TB.
Bestial - You may add a single free upgrade to a Natural Weapon of your choice. You may choose this talent multiple times, selecting a different Natural Weapon to enhance each time.
Beyond your Means - When Berserk, your Eva increases its Unnatural Strength value by +2.
Breakthrough - When Berserk, your Eva's Natural Weapons gain the Positron Quality, and furthermore negate an extra 10% of Deflection per 2 DoS on attack tests.
Cannibalize - If your Eva is Berserk, and there is a dead enemy on the field with Angelic properties (an Angel, Dysangelion etc) that has not self-destructed or otherwise been vaporised, you may spend a Full Action to devour the target, gaining 2d5 wounds in the process to be applied wherever you like. If the target is an Eva that still has its Entry Plug inside it, then the Pilot instantly burns fate or dies.
Carnage - You now consume enemies with merely a touch, reducing the Action required for the Absorb, Cannibalize, Eat and Run and Feast talents by Half. Furthermore, you gain a special attack.
- Special Attack When your Eva is berserk, you may spend a Fate Point once per battle. One of your arms becomes distended and gooey, losing all AP attached to the arm. You may then strike an Angel or Eva with that arm as a normal attack; you and the target then make an Opposed Toughness test. If successful, your arm merges with the target before being ripped back, dealing (SB*2) damage to the target that is not reduced by AP or TB. You instantly gain 1d10 wounds to be divided up amongst your body locations as you like, as well as gaining 1 BUP instantly. If either the WS test or the Toughness Test is a failure, you regain your lost Fate, but your arm's AP remains at 0.
Cruel Angel Apex Predator, Demon's Speed, Immortal Juggernaut, Seraphic Halo Choose one ability from the following list:
- Apex Predator Your Berserk Eva increases its Unnatural Strength value by +2, and increases its WS by an extra +10. The Evangelion may also ignore any effect that would shift, slow or halt it, such as maneuvering, grapples, Gravity or Barrier Field effects and the like. The effect is especially draining on the pilot, however; they are unconscious for a period after the battle equal to 10d5 hours; until the end of the next Campaign Turn, you gain a level of Fatigue that cannot be removed, and treat your (personal) SB and TB as one point lower.
- Demon's Speed When Berserk, your Evangelion gains Unnatural Agility (4) and gains an extra reaction every round. However, every time this reaction is used, the pilot takes 1d5 Impact damage that ignores AP/TB.
- Immortal Juggernaut When Berserk, your Evangelion increases its Unnatural Toughness value by +2, and may regenerate a number of wounds at the start of every round equal to its TB as a Free Action. Whenever this happens, however, the pilot takes 2d5 insanity points.
- Seraphic Halo When Berserk, your Evangelion increases its ATS by an extra +2, and gains the Light of the Soul trait and full use of its AT Powers. As a free action at the start of every round, you can increase your SR by +20, and is immune to any effect that would reduce or limit your SR, including Test Suits. You are immune to any ego or insanity damage except that which stems from high SR rating.
Disturbing Anatomy - If your Eva has Natural Weapons of the Arm Blade, Claw, Tail, Talon or Tentacle type, they now gain a melee range of 10dm and the Flexible quality.
Eat and Run - As Rip and Tear. However, if you have successfully removed a limb, you may devour it as a half action to regain 1d5 wounds, which may be spread amongst your body locations as you like.
Feast - As Cannibalise, but you heal 1d10+TB wounds instead of 2d5.
From the Grave - If your Eva has been defeated, you may spend a Fate Point to roll for Berserk as normal. If your Eva successully Berserks, it rises up one round later and continues to fight, having regenerated a number of wounds equal to its TB to the body part that was critically damaged to the point of death. The pilot must pass a Willpower test or take 1d10 insanity; even on a success they still take 1d5.
Ghost in the Machine - If your Eva is ever defeated, you may burn a Fate Point. Instead of being defeated, your Eva reactivates and instantly berserks. All body parts have their wounds reset to maximum, even if this means regrowing limbs. All Critical Damage effects are removed from the Eva. All of your remaining Fate Points default to unspent. After using this talent, you may not be forced to burn fate again to survive during the battle barring exceptional circumstances. Finally, if you're forced to burn fate to survive during a battle, then this talent may be activated at the same time off the same burned fate.
I'll be Back - If your Eva takes enough damage to be considered defeated, roll a 1d10.
Loose Control - You may test Berserk if you are ever stunned.
Lucid Eva - Whenever your SR drops due to a negative synch disruption, your Eva tests for Berserk. Furthermore, you reduce the Berserk Test SR Penalty to +0.
Please Move - When you use this talent, the talent is expended. The Eva enters a Berserk state without Berserk being triggered. It is encouraged by GMs and players to trigger this at a suitably dramatic moment.
Rampage - Whenever you are Frenzied or Berserk and make an All Out Attack, you may sacrifice your own reaction. In exchange, your target suffers a -10 penalty to evading the attack, plus an extra -10 per 2 DoS on your attack test.
Ravenous - Whenever you use the Cannibalise talent, you may now use both the Absorb and Feast effects for it.
Restraint - You automatically succeed on your Berserk Eva's Dormant Test so long as there are no circumstances that force you to attack an ally (such as an Eva having the Angelic Soul Feature). If such circumstances exist, you instead gain a +10 bonus to your Dormancy test.
Rip and Tear - Whenever you deal Critical Damage to an enemy limb in melee, you may make a Strength Test, Opposed by the target's Toughness. If you succeed, the limb in question is automatically removed, the target suffering the maximum Rending Critical Effect (plus your WSB if applicable) for that body location.
Self Preservation - You may test Berserk if you ever lose a limb.
The Beast Within (X) You gain a number of conditional Fate Points equal to X that you may only use when you Berserk. Whenever you purchase this talent, increase X by 1.
The Dead Walk - When Berserk, you reduce the amount of Critical Damage you take by -2, to a minimum of 1.
Undying - When Berserk, your Eva increases its Unnatural Toughness value by +2.
Unleash the Beast - You reduce the Berserk Test SR Penalty to -20 instead of -30. Before rolling a Berserk test, you may spend a Fate Point. If successful, you automatically pass your Berserk test.
Unstoppable - On passing a Berserk test, you may spend a Fate Point. For the rest of the battle, your Eva has the Stuff of Nightmares trait.

-- Back to Top --

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License