Talents

Proficiency Talents

Weapon

Talent Name Talent Sub-Title Effect Horde Effect
Basic Talents
Melee Training - May wield Melee Weapons without a -20 nonproficient penalty. N/A
Pistol Training - May wield Pistol Weapons without a -20 nonproficient penalty. N/A
Basic Training - May wield Basic Weapons without a -20 nonproficient penalty. N/A
Heavy Training - May wield Heavy Weapons without a -20 nonproficient penalty. N/A
Advanced Talents
Melee Specialisation - Reduce any net penalties when wielding a Melee Weapon by 10. N/A
Pistol Specialisation - Reduce any net penalties when wielding a Pistol Weapon by 10. N/A
Basic Specialisation - Reduce any net penalties when wielding a Basic Weapon by 10. N/A
Heavy Specialisation - Reduce any net penalties when wielding a Heavy Weapon by 10. N/A
Elite Talents
Melee Mastery - Gain a +10 bonus to attacks made with a Melee Weapon. You may also spend Fate to remove any penalties applied to a Melee attack. N/A
Pistol Mastery - Gain a +10 bonus to attacks made with a Pistol Weapon. You may also spend Fate to remove any penalties applied to a Pistol attack. N/A
Basic Mastery - Gain a +10 bonus to attacks made with a Basic Weapon. You may also spend Fate to remove any penalties applied to a Basic attack. N/A
Heavy Mastery - Gain a +10 bonus to attacks made with a Heavy Weapon. You may also spend Fate to remove any penalties applied to a Heavy attack. N/A

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Skill

Talent Name Talent Sub-Title Effect Horde Effect
Basic Talents
Infused Knowledge - You treat all Lore skills as though you were proficient in them. Basically, you know something about everything. As Normal
Jack of all Trades - You may take untrained Basic Skill tests at a -10 penalty instead of -20. N/A
Talented Chosen Skill Gain a +10 to tests made using this skill. If applied to a Specialist Skill, then it applies to all Specialisations. As Normal
Advanced Talents
Skill Reliant - Select one skill in which you have either the Talented talent for, or a +20 training in. Once per round, you may reroll tests made with that skill and take the preferred result. As Normal
Elite Talents
Skill Exemplar - 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. N/A

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Combat Talents

Generic

Talent Name Talent Sub-Title Effect Horde Effect
Basic Talents
Arms Master - Take a -10 penalty when wielding weapons without Proficiency instead of -20. N/A
Commission X Everytime you take this talent, you gain an extra equipment slot, which may contain any weapon. Furthermore, you can take one Commission upgrade. This applies to both P and E-Scale. N/A
This Gun is Mine - You may unjam jammed ranged weapons as a half action, automatically passing your test. Weapon Specialist Only
Quick Draw - Use the Ready action as a Free Action. As Normal
Advanced Talents
Ambidextrous - You take no penalties for using your off-hand, and reduce the penalty for making Two Weapon Attacks by 10. Furthermore, you ignore the penalty to making a Two Weapon attack if the weapon is a pistol or Balanced or Fast weapon. 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 Movement Bonus when using F-Type Equipment. Any stealth penalty due to high AP is reduced by 10. As Normal
Favoured Enemy Enemy Type Select one type of enemy (eg. Stormtroopers, Iron Guard, E-Destroyers). You take a +10 bonus to hit this type of enemy; you may make a Command test as a Free Action to spread this bonus to all allies within visual range. As Normal
Precision Attack - On purchasing this talent you gain access to the below effects. The effect may be applied to any Standard or Called Shot you make, but must be declared before you roll to hit. You may only apply a single Precision effect at any one time. Weapon Specialist Only
- Buster Reroll a single damage die on attacks against enemies of Size 6 or higher and take the preferred result. Weapon Specialist Only
- Cleaver The attack gains +2 Penetration. Weapon Specialist Only
- Crippler Should the attack deal Critical Damage, then it deals +1 Critical Damage. Weapon Specialist Only
- Overwhelm 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. Weapon Specialist Only
- Touché Targets take a -20 penalty to dodge or parry this attack. Weapon Specialist Only
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. Your melee attacks deal +1 damage against Independent Characters and deal +1 mag casualty to Hordes. You may deploy with an extra melee 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 (Ranged) talent, lets you attack with a gun and a melee weapon at the same time. Your ranged attacks deal +1 damage against Independent Characters and deal +1 mag casualty to Hordes. You may deploy with an extra ranged sidearm and may freely choose which one to use during an attack.
Elite Talents
Critical Strike - On an attack that both deals damage and is a confirmed Righteous Fury, you may spend fate; instead of gaining extra damage, you instantly deal 1d5 Critical Damage, which is not increased or decreased by talents; the effects of the critical damage are felt even if the target would ordinarily be immune to such effects. N/A
Elite Precision - You may now apply two Precision effects to an attack instead of one. N/A

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Melee

Talent Name Talent Sub-Title Effect Horde Effect
Basic Talents
Furious Charge - You gain a +10 bonus to Charge attack tests. Whenever you make an All Out Attack, you may expend a Reaction to deal a second attack (may not be used in conjunction with another reaction-expending attack talent). As Normal
Disarm - This talent permits use of the Disarm Action. Weapon Specialist Only
Double Team - Increase Gang-Up bonus by +10. Coordinators in this Horde share their bonus with adjacent allied Hordes; this can stack up to three times (inc. own Coordinator's bonus)
Takedown - You gain a +10 bonus to Grapple tests, and deal +2 Penetration when using Unarmed attacks. Furthermore, when you use the Push Opponent Grapple action, they land prone. Furthermore, this talent permits use of the Takedown Action. As Normal
Street Fighting - +2 Critical Damage with a knife, Natural or unarmed attack. As Normal
Swift Attack - This talent permits use of the Swift Attack Action. As Normal
Unarmed Warrior - Unarmed Attacks deal 1d10+SB-2 damage, and no longer count as Unarmed. Your Improvised weapons count as 1d10+2 and do not count as Primitive. As Normal
Advanced Talents
Assassin Strike - Free. After making melee attack, may make Acrobatics test. On a success, you may make a free Half Move action. As Normal
Battlemaster - Once per Round, you may reroll an attack test made with a melee weapon and take the preferred result. As Normal
Crippling Strike - Deal +2 Critical Damage with Melee Weapons. As Normal
Combat Master - So long as you are not helpless or immobilised, you deny enemies the Ganging Up bonus against you and enemy hordes take a -20 penalty to attack you in melee combat. Furthermore, you reduce the Melee attack called shot penalty by 20. Melee attacks against you do not gain the bonus to hit due to your squad size
Duelist - This talent permits use of the Counter-Attack Action. You take a +20 bonus to Disarm tests. Weapon Specialist Only
Dual Strike - A Full Action made whilst wielding two melee weapons. You make a single WS test- you 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. Weapon Specialist Only
Gravity Kick - This is a special Charge attack that may only be used if you start the charge at a higher altitude than your enemy. You instantly drop onto the target, moving through all altitude bands at once. Make a WS test against a single enemy below you, gaining usual Charge bonuses. On a hit, you deal normal unarmed leg damage plus another +1d10 damage. The attack has a Penetration value equal to 4 for each altitude band you fell, including your starting band. This attack may not be parried and takes a -20 penalty to dodge. 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 and you are knocked prone. N/A
Lightning Attack - This talent permits use of the Lightning Attack Action. As Normal
Unarmed Master - Unarmed Attacks deal 1d10+SB damage, and no longer count as Primitive. As Normal
Wall of Steel - You gain an extra reaction per round which may only be used to make the Parry action. You may reduce melee attack damage by an amount equal to your WSB/2. This reduction stacks with other sources of soak. Specialists gain the extra dodge instead.
Elite Talents
Assault Jump - Melee attacks made after a Boosted Jump count as a charge, and deal extra damage equal to your AB/2. As Normal
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) and take the preferred result, your melee Penetration value is increased by +2 and you gain the Vengeful (-2) Quality. This lasts for a number of rounds equal to your WPB/2. As Normal; Cannot Fury
Brutality - Your All Out Attacks gain the Tearing Quality. If they already possess the Tearing Quality, then they gain the Vengeful (-1) Quality. As Normal
Crushing Blow - You deal Extra melee damage equal to WSB/2. As Normal
Flesh Render - +2 Damage with Tearing or Prog weapons. Grant Devastating (3) to melee attacks. As Normal
Heroic Blow - When making a Charge attack, you may elect to perform an All Out Attack in place of your Charge attack, gaining the to-hit modifiers for both. You may use All Out Attack-enhancing talents. Furthermore, when making an All Out Attack, you may add half your SB to the attack's Penetration. As Normal
Irresistible Force - When making a Charge attack, you may expend a reaction to perform a Flurry attack in place of your Charge attack, gaining the to-hit modifiers for both. May not be used in conjunction with another reaction-expending attack talent. You may now make a Flurry as part of a Charge.
Killing Strike - When making an All Out Attack, you may elect to perform 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. Weapon Specialist Only
Thunder Charge - When making a Charge attack, you may expect a reaction to make a free Unarmed attack against every opponent you can reach at your end location. After that, make an Opposed Strength test against all hit targets; on a success, they are knocked prone and take a level of fatigue. You then make your normal Charge attack after this. Hordes also take extra magnitude loss equal to half your DoS on your charge attack test. May not be used in conjunction with another reaction-expending attack talent. Weapon Specialist Only
Whirlwind of Death - On dealing a melee attack against a Horde, if your attack deals damage after soak, 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. Alternatively, as a Full Action, you may make a standard melee attack against all adjacent enemies, up to an amount equal to your WSB; Hordes hit by this do not suffer the extra Magnitude Damage. As Normal

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Ranged

Talent Name Talent Sub-Title Effect Horde Effect
Basic Talents
Covering Fire - Any enemies subjected to suppressive fire from you, even if these enemies are immune to Pinning or Fear, take a -10 penalty to WS and 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 - You reduce the penalty to called shots and for shooting at long or extreme range by -10. Weapon Specialist Only
Hip Shooter - You may move Full Move or Run and fire single shot with one Pistol or Carbine. However, you apply a -20 Penalty to BS if you are firing as part of a Run action; this penalty becomes -40 if used with Sprint. As Normal
Rapid Reload - Weapon reload times are reduced by a half action. Spotters in this Horde share their bonus with adjacent allied Hordes; this can stack up to three times (inc. own Spotter bonus)
Advanced Talents
Barrage - You may reroll a single Burst ranged attack per round and take the preferred result, and you increase your maximum hits when making a ranged Burst attack by one. As Normal
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 - You deal +2 critical damage with ranged attacks. As Normal
Dual Shot - A Full Action made whilst dual-wielding ranged weapons. You make a single BS test- you do not suffer any penalties from dual-wielding. On a hit, you 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
Flush Out - When using the Suppressive Fire action, any enemies within your area of effect take a -10 penalty to evasion and to Pinning tests. Furthermore, enemies who are already pinned must take an immediate Pinning 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 - You increase your maximum hits when making a ranged Burst attack by one. As Normal
Independent Targeting - When firing two ranged weapons at once, may may attack targets more than 1km apart. N/A
Overcharge - Weapons with the 'Recharge' quality can be fired without having to wait for the recharge providing you pass 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
Sharpshooter - You reduce the penalty to called shots by -20. Once per Round, you may reroll a Standard or Called Shot attack test made with a ranged weapon and take the preferred result. As Normal
Elite Talents
Assault Shooter - You may fire Basic/Heavy weapons in melee. Heavy weapons have a -20 penalty, basic weapons have no penalty, and pistols count as having the Point Blank bonus. As Normal
Eye of Vengeance - You may spend Fate before rolling BS to hit target. Instead of rolling, treat the attack as though you had rolled a 1 to hit. Furthermore, when you make a ranged attack benefiting from a Full Aim with an Accurate Weapon, you increase Accurate's proven Quality by +2, and gain the Vengeful (-1) Quality. N/A
Mighty Shot - You add half of BSB to ranged weapon damage, rounding down. As Normal
Stable Shooter - You gain the Auto-Stabilised Trait. As Normal
Storm Charge - When making a charge attack, you may expend a reaction to make an attack with a held 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. Weapon Specialist Only
Storm of Iron - Enemies take a -10 to dodge Burst attacks from you. Furthermore, when attacking Hordes with a ranged attack, so long as you deal damage you add your Ballistic Skill Bonus once to the total Magnitude Damage dealt against that Horde that turn. As Normal
Target Selection - You take no penalty for firing into melee combat. As Normal

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Pointman

Talent Name Talent Sub-Title Effect Horde Effect
Basic Talents
Guardian - You may expend a reaction to parry a melee attack aimed at an adjacent ally. Furthermore, you may declare that an attack aimed at you or an adjacent ally hits one of your arms instead. If your arm is destroyed, there is a 50% chance of the original location taking any excess damage (using the same penetration) after soak. If the Horde has a Coordinator, then attacks at Independent Characters adjacent to you take a -5 penalty per squad.
Halt Advance - This is a Half Action. You 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
Advanced Talents
Force Move - After succeeding with the Maneuver Action, you may activate the Float AT Field Power as a free action to send you and your target 1d3+2km in one direction of your choice; you may increase this amount by +2 per 4 ATP spent. Upon landing, the enemy is knocked Prone (and falls to Earth if knocked upwards without the ability to hover) N/A
Tactical Blow - You gain a +10 to WS tests when using the Maneuver action. Furthermore, when armed with a an Impact damage-based melee weapon, you may test Strength whilst maneuvering an opponent. On a success, you may maneuver the enemy 1 extra km, with an extra 1km per 2 DoS you gained on the Strength test. N/A
Spotter - As a Half Action you may designate one enemy. All allies treat that enemy as being one Distance step closer than they really are, to a minimum of Point Blank. This has no effect if the Distance is beyond an ally's maximum range. As normal.
Elite Talents
Dynamic Reaction - On successfully parrying an attack, you may choose to take instead any legal half action, including Counter-Attack. If you use the Knockdown or Takedown action, you take a +20 bonus to your test. N/A
Shield Specialist - Increase the AP bonus of Shields by +1, and increase the bonus to Parry from the Defensive quality to +20. As normal.
Special Fire - On purchasing this talent, you gain access to all of the following effects. Note that each Effect has its own requirements, and only one may be applied at once. As normal.
- 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. N/A
- Obscuring Barrage You must wield a full auto weapon. Declare Obscuring Barrage, then make a Full Auto attack on a target; on a successful test that breaches enemy AT Field, the enemy makes a Perception test, -5 penalty per hit; on a failure they take no damage but are blinded for 1 round. N/A
- Positron Burrow Make a Standard Attack with a Positron Weapon against a target; you take a -20 penalty. Instead of rolling for damage, you may instead reduce the target's Deflection by 15% per point of Penetration on your. This persists until the start of your next turn. Multiple Burrows do not stack. N/A
- 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. N/A
Tactical N2 Punch - Your commander must spend a Fate Point and expend one N2 Strike talent. An N2 Warhead is deployed for you to equip with a hand, so long as there is a reasonable deployment spot nearby such as a supply port or an Eva Base or Assault Carrier. In place of a melee attack, you may make a Tactical N2 Punch: you must expend all of your ATP (minimum 6) to detonate the N2 Warhead at the enemy. The arm holding the Warhead is instantly destroyed (-10 Energy Critical Damage). You 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. N/A

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Personal Talents

Interpersonal

Talent Name Talent Sub-Title Effect Horde Effect
Basic Talents
Air of Authority - When using the Command action, you may issue commands to a number of people equal to 1,000 times your Fellowship Bonus. Only NPCs are affected, and any NPCs not under your command will only obey the order if you achieve more degrees of success than their WPB. Your Followers also have +10 Loyalty when in your presence, and your subordinates may reroll any attached Hordes may reroll failed Break, Fear, and Pinning tests and take the preferred result, so long as you are within visual or audial contact with them. 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 encounter. 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. As Normal
Disturbing Voice - You count as having Fear (1) for the purpose of Intimidate tests and the "Terrify" use of the Command skill. As Normal
Eloquent - You may reroll Charm, Inquiry and Deceive tests and take the preferred result. 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 you weren'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
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. 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
Veiled Threats - You use Fellowship in place of Strength for the purposes of Intimidate tests. N/A
Advanced Talents
Devoted - Your Followers take a +20 bonus when using the 'Protect Ally' Dodge Action on you. N/A
Elite Agent - Whenever you select this talent, choose one of your Followers or Entourages. They gain 10 Marks which may be spent to improve themselves. This upgrade may be purchased multiple times, but no Follower or Entourage may increase a Characteristic above 60. 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
Galvanising Presence - When using the 'Terrify' special use of the Command skill, its affects apply to all allies within FB km. Furthermore, the Character counts as having Fear (2) for the purposes of all Terrify tests. Finally, any allies within range of you suffering from Mental effects already (Break, Fear, Pinning, Frenzy and others) may make an immediate free WP test to shake off the effects, with a +5 bonus per DoS on your Terrify test. Sergeant Only
Inspirational - All allies within 2km of you take a +10 to tests to resist Break, Fear, Pinning or Intimidation. Furthermore, when using the 'Inspire' use of the Command Skill, you may increase the bonus by +5 per 3 degrees of success. N/A
Inspire Emotion - On purchasing this talent you gain access to the below effects. N/A
- Courage Your rhetoric grants you a +20 to Interaction Tests when inspiring bravery in the face of fear- which grants them a +10 bonus against fear or distress effects. This Talent doubles the upper limit of the number of individuals affected when doing so. This Talent can be combined with Air of Authority and Master Orator to further increase the number of listeners affected. N/A
- Fear Your rhetoric grants you a +20 to Interaction Tests when whipping up a person- or persons'- fears, granting them a -10 penalty versus fear or distress effects. This Talent doubles the upper limit of the number of individuals affected when doing so. This Talent can be combined with Air of Authority and Master Orator to further increase the number of listeners affected. Furthermore, it allows the Intimidation skill to, should your degrees of success exceed that of your target's Willpower Bonus, force them to take a fear test immediately. N/A
- Friendship Your rhetoric grants you a +20 to Interaction Tests when inspiring cooperation or promoting mediation. This Talent doubles the upper limit of the number of individuals affected when doing so. This Talent can be combined with Air of Authority and Master Orator to further increase the number of listeners affected. N/A
- Wrath Your rhetoric grants you +20 to Interaction Tests when inspiring hatred or anger. This Talent doubles the upper limit of the number of individuals affected when doing so. This Talent can be combined with Air of Authority Master Orator to further increase the number of listeners affected. N/A
Master Orator - You gain a +10 bonus to Fellowship and Fellowship skill tests against crowds; when using the Charm or Intimidate action, you may affect a number of people equal to 1,000 times your Fellowship Bonus. Such is your charisma that all Followers gain a permanent +10 to Loyalty. N/A
Networking - At the start of each Campaign Turn, you may, for the duration of that turn, gain FB/2 ranks in the Peer trait, distributed as you like. N/A
Polyglot - You may treat the Speak Language skill as a Basic Skill, meaning you can make untrained skill tests in it. This gives you simple understanding of most languages, but you have to pass a Speak Language skill test to achieve more than just the most basic exchange of information or ideas. As Normal
Elite Talents
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. As Normal
Double Agent - With the GM's permission, once per Campaign Turn, you may, as a Free Action spend Fate when dealing with an NPC. That NPC is revealed to have been your ally; you instantly gain +30 to all Interaction tests with them, and if this NPC is part of a group, you gain a +10 to all social and investigative tests associated with that group until the end of the Turn. Note that it is unlikely that this Talent will be permitted against NPCs with 2 or more Fates, or NPCs with the Soul-Bound trait. N/A
Into the Jaws of Hell - 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. Sergeant specialists in this Horde provide the 'Battle-Hardened' trait.
IOU Group You are owed a single favour from a specific group. N/A
You Owe Me - Select one expended IOU. The IOU may be used once more. N/A

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Mental

Talent Name Talent Sub-Title Effect Horde Effect
Basic Talents
Blind Fighting - You 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 - Once per day, you may test Intelligence In place of another Characteristic for any test. Furthermore, you may spend 10 minutes in contemplation to add +10 to a single Intelligence test. As Normal
Frenzy - Full Action. At the start of your next turn you Frenzy. You remain Frenzied for the duration of the combat. As Normal
Heightened Senses (One Sense) You take a +10 to Perception tests when using the chosen Sense. As Normal
Hotblooded - You take a +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. N/A
Jaded - You are unaffected by mundane horrors such as death, violence or the sight of blood. Furthermore, you roll twice on the trauma table and take the preferred result. N/A
Advanced Talents
Battle Rage - You may Parry when Frenzied. Weapon Specialist Only
Fearless - You increase your Fearless trait rank by 1. You are now immune to Break tests, and do not suffer penalties due to Baneful Presence, Fear or Fear Incarnate.
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
Nerves of Steel - You may reroll Willpower tests to resist or recover from Pinning and take the preferred result. Furthermore, you take a +20 bonus to your Opposed Test to resist uses of the Intimidate skill. As Normal
Unshakeable Faith - You may reroll failed Fear tests and take the preferred result. As Normal
Elite Talents
Just as Planned - Reduce Brilliance's requirement time to 1 Full Action. Can spend a fate point to retroactively take an action in the last ten minutes that would just now come into play.
Mental Fortress - Once per session, you may reroll a failed Willpower test vs. mental attack with a +20 bonus, taking the preferred result. 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
Sanity Grip - You may spend a Fate; until the start of your next turn, you take no Insanity Points and suppress all Disorders and ongoing Traumas. N/A
Strong Minded - You re-roll any failed Willpower tests to protect you against mental attack, and you count your SRB as +4 for the purposes of resisting mental Powers, even if you don't normally have an SRB. As Normal
Total Recall - You automatically remember most facts, even down to minute details. This allows you to ask the GM for details about an event in which you took part, and gain a detailed account. Furthermore, you add 2 DoS to any successful Lore test. As Normal

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Physical

Talent Name Talent Sub-Title Effect Horde Effect
Basic Talents
Bulging Biceps - You may fire unbraced Heavy Weapons without the -30 unbraced penalty. Furthermore, you take a +20 Bonus when testing Athletics to increase your carrying capacity. As Normal
Catfall - Whenever you fall, you always land on your feet, and you may test Agility or Acrobatics as a Free. On a success, and for every 2 DoS, you remove one Falling Damage hit. As Normal
Decadence - You may ignore up to your TB*2's worth of intoxicants a day. N/A
Hardy - You always count as Lightly Wounded for the purposes of healing lost wounds. Furthermore, you may reroll toughness tests to resist Blood Loss's effects and take the preferred result. N/A
Muffled Armament - You reduce the Stealth penalty for wearing armour with an AP higher than 7 to -10 instead of -30. As Normal
Resistance (Cold, Fear, Heat, Poison, Mental) You gain a +10 to tests to resist the chosen object. As Normal
Sound Constitution # Increase your Wounds by 2 per purchase of this talent. N/A
Advanced Talents
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
Iron Jaw - You increase your Fatigue Threshold by 2. Furthermore, when you become Stunned, you may test Toughness to shrug off the effect. This is in conjunction with any other test you may be permitted. As Normal
Leap Up - You may stand up from the Prone position as a Free Action. As Normal
Lightning Reflexes - You double your AB when rolling Initiative. So long as you are not stunned, helpless or otherwise immobile, Enemy Hordes take a -20 penalty to hit you with ranged attacks. Ranged attacks against you do not gain the bonus to hit due to your squad size
Rapid Reaction - You gain a +2 bonus to Initiative, and your character makes automatic Awareness tests. Furthermore, when surprised or ambushed, you may pass an Agility test to act normally. As Normal
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. Spotters increase the Hordes' weapon ranges by one step when making attacks from Stealth.
Sprint - When making a Movement Action, you may increase your AB by AB/2 for the purposes of movement. You gain a level of Fatigue if you use this talent two turns in a row. As Normal
Swift Shadow - You do not take any penalties to Stealth due to running. As Normal.
Elite Talents
Burst of Speed - May be used once per session. On declaring Burst of Speed, you gain Unnatural Agility (4) and ignore Difficult Terrain for a number of rounds equal to your pre-Burst of Speed AB/2. As Normal
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
Extreme Resilience - You may declare Extreme Endurance once per session. For a number of hours equal to your TB, you gain the Stuff of Nightmares trait, you roll Toughness tests with a +20 bonus, and may reroll every Toughness test and take the preferred 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. As Normal
Feat of Strength - Once per session. You gain Unnatural Strength (+4) for a number of rounds equal to your pre-Feat of Strength SB/2. As Normal
Last Man Standing - You cannot be pinned by pistols or basic weapons, and you increase your AP by 2 so long as you are in cover. As Normal
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 Unnatural Toughness (+1), a +10 to Toughness tests, and instantly heal 1d5+TB*2 wounds. Any status effects with a temporary duration less than one hour are removed. This ability can only trigger once per Campaign Turn. As normal, although you regain Magnitude equal to twice your TB. Specialists still heal TB wounds.
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 (or an ally if you have Guardian) and you gain 18 temporary Wounds not protected by Toughness or AP that are removed before normal wounds. 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 gain the extra dodge instead.
True Grit - You halve Critical Damage taken, rounding down, to a minimum of 1. 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.

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Specialist Talents

Director

Talent Name Talent Sub-Title Effect
Basic Talents
MAGI Command - So long as you possess access to a MAGI or equivalent system, then you gain access to the following Effects.
- Cut Synch As a Free Action, you may cut a subordinate Eva pilot's synch by 1-5d10; until the start of your next turn the pilot takes +20 to feedback, but must pass a WP test or only take half actions on their next turn.
- Feedback Tampering As a Free you may select IB amount of Construct pilots per round. Should the pilots take insanity or ego damage (from a source besides high Synch Ratio), they automatically incur feedback and can only take half actions next turn, but reduce damage taken by your IB, to a minimum of 1. Alternatively, you may spend a fate point; the pilot automatically fails their Feedback test and is stunned for 1 round, but insanity/ego damage is halved.
- Precision Targeting Half Action. Select one allied unit. For their next attack, they add your IB/2 to their weapon's Penetration. When used with multiple-hit attacks, this bonus counts for all hits.
- 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 a Cockpit/Entry Plug and wearing a Plugsuit, or armour with Autodoc.
- Surefire Ejection You may spend fate as a reaction to force a Construct's cockpit to eject, with +40 on the ejection roll.
Personnel Surveillance - Whenever a subordinate ends up 'Lost' due to being defeated etc in E-Scale, you may make an Awareness-30 test, which can be assisted by your Security Officer if you possess a Command Centre; on a success, the pilot is safely rescued.
Promote Assistant - You can use MAGI Command effects without using fates or actions (although they must still be on your turn, unless the original talent is a Reaction) a number of times per mission 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.
Tactical Genius - You may spend fate to either allow a subordinate to reroll a test, taking their preferred result; or to add 1 degree of success to test.
Vigilance - You and all Subordinates gain +2 Initiative and a +10 bonus to Awareness tests.
Advanced Talents
Absolute Order - You may spend a Full Action, and spend Fate to force a subordinate to follow your 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 - If you win a MAGI Scan test, then you add +2 DoS to the final result.
Battlefield Command - As a Half Action, you may select one Horde or unit under your command. For the duration of this round only, they act on your Initiative, not that of their own.
Delegate - Once per Mission, you may use of Fate-required OD action without expending a Fate. Does not apply to Burning Fates.
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, and it does not count toward your Horde Army command limits. You also take a +10 to tests involving this Horde.
Foster Teamwork - 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 three of the below effects. If you yourself wish to benefit from these bonuses you must designate yourself as one of the Beneficiaries. You may only use this talent 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 Close Range (3km) 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 +2 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.
Logistics - Character may test Commerce or SL (Administration) after a Mission to earn +1 RP, +1 per 3 DoS. You may use a Follower's Commerce in place of your own. If you have a Command Centre, then the XO and Coordination Officer can assist if they possess the appropriate skill. Only the Supreme Commander may use Logistics in a Combat Mission.
Plan A - Choose one of the following Talents: Absolute Order, Feedback Tampering, Just as Planned, 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.
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, Combat Master, Crushing Blow, Fearless, Gun Drill, Mighty Shot, Rapid Reload, Step Aside, Swift Attack (or Lightning Attack if it already has it), True Grit, Wall of Steel.
- 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 (BSB/2), Overwhelming (WSB/2), Support (Your IB), or any of the Morale, Support or Terrain traits.
- Veterans Select two of the Horde's Characteristics and increase them by 10. May only increase a Characteristic in this manner once.
Tactical Exemplar - At the start of each Campaign Turn, you may make an SL (Tactics) test. On a success and for each 3 DoS, you gain a free use of Tactical Genius.
Elite Talents
Last Resort - Once per Campaign Turn, you may, when making an N2 Warhead attack, deal extra 4 damage per fate burned by any ally, as well as for every Evangelion defeated and 2 Superheavies defeated.
Tactical Legend - You may use the Tactical Genius talent once per round for free.
The Plan - Select one Formation and a Squad before the battle. One time per battle, you may activate this Formation on that Squad as a Free Action without using a Cohesion Card.
When Suddenly - Once per Campaign Turn, on an Investigation you are leading, you may spend Fate to have one of your Followers or another valid ally appear and join the Investigation; they may bring one armour, one weapon, and 2 tools with them. Alternatively, you may use this talent to instantly gain access to a piece of equipment that you would have had access to before the beginning of the Investigation. An Investigation may only benefit from When Suddenly once.

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Support

Talent Name Talent Sub-Title Effect
Basic Talents
Able Assistant - Whenever you use the 'Assist' action on another character making a skill test, they gain a +10 bonus to their attempt. This does not stack with itself (ie. If assisted by two people with Able Assistant, the total is +30, not +40).
Combat Formation - When this character is present in a squad, the squad gains +1 Initiative, stacking with any other Combat Formation. Furthermore, the character may choose to use their IB in place of their AB when rolling Initiative.
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.
Marker - You may, when firing at an enemy with a ranged weapon, choose to 'mark' an enemy (even if you don't hit). 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 attack multiple foes.
Advanced Talents
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.
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.
Mass Marking - When using the Marking action, you may apply the +10 to-hit bonus to a number of enemies equal to your IB.
On the Ball - When Initiative is rolled, you may replace your result with the result of any ally, give or take an initiative point.
Elite Talents
Soak Fire - Allies benefiting from the Hunker Down action treat their AP as being higher by an amount equal to your IB/2.
Wingman - The 'Lend a Hand' talent can be applied to any ally within both visual and audio range. Coordination Officers may use this on their CO's subordinates.

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Demolitions

Talent Name Talent Sub-Title Effect
Basic Talents
Careful Work - When using the Demolitions action, you roll twice and take the better result.
Fireproof Hands - You never accidentally cause explosives to explode prematurely due to a failed Demolitions test, and their jammed grenades always count as duds.
Advanced Talents
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 -20 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.
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.
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.
Elite Talents
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.

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Medical

Talent Name Talent Sub-Title Effect
Basic Talents
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.
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.
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.
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.
Advanced Talents
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.
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.
Elite Talents
Critical Aid - When using the Medicae skill with the benefit of a Medikit or Mediglove, 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.
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.

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Piloting

Talent Name Talent Sub-Title Effect
Basic Talents
Adept Maneuvering - When your vehicle is successfully hit by an attack, you may take a free Operate test, whichever is appropriate. On a success you reduce damage after soak by 1, +1 for every 2 degrees of success. This applies to E-Scale vehicles as well.
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 other situation (but not from direct enemy attacks, i.e a sniper shot at a pilot), may reduce all damage taken by your Agility Bonus in conjunction with other methods of reduction. This applies to E-Scale vehicles as well.
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.
Advanced Talents
Aggressive Maneuver - When you are operating an vehicle, you reduce any penalty to attack tests due to speed by 10.
Rapid Repositioning - When you 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.
Elite Talents
Hotshot Pilot - Whenever you make a successful Operate test, you add your AB/2 to the degrees of success gained by the test. Conversely, on a failed test, you reduce the degrees of failure by AB/2 as well.
Push the Limit - Once per round, you may elect to take a +20 bonus to an Operate test. If the test fails, however, the vehicle suffers 1d5 Critical Damage to its Motive Systems. E-Scale vehicles suffer a permanent 1d10 plus 1 extra per degree of failure damage to their Agility score instead.

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Technician

Talent Name Talent Sub-Title Effect
Basic Talents
Careful, that's Dangerous - When a weapon wielded within IB/2 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.
Percussive Maintenance - You may unjam any adjacent weapon automatically as a half action.
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.
Advanced Talents
Applied Engineering - As a Half Action you may modify any adjacent weapon to do one of the following effects, shown below. 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.
- Calibrations Reroll the weapon's next attack test and take the preferred result.
- Higher Output If the weapon's next attack test is a success, the attack may reroll all of its damage and take the best result.
- Hits Home If the weapon's next attack test is a success, add your IB/2 to it in Degrees of Success.
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.
Elite Talents
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.
Overclocking - You can push certain pieces of technology to their limits. You may, as a half action, do any of the following actions below to a piece of technology within reach. Regardless of the benefit, each upgrade can only be applied to an object once per encounter.
- Energy Weapons If the attack's next hit is a success, the attack deals extra damage and penetration equal to the character's IB/2.
- Superheavy Units Character's unit only. The unit's TB or AB is increased by an amount equal to the character's IB/2. 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.

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Metaphysical Talents

AT Disciplines

Talent Name Talent Sub-Title Effect Horde Effect
Basic Talents
Innate Proficient - You gain the following AT Field powers: Deflective Field; AT Bolt; Neutralise. As normal.
Absorbtion Proficient - You gain the following AT Field powers: Bunker Field, Layered Field; Barrier As normal.
Dirac Proficient - You gain the following AT Field powers: Inverted Field; Abduction, Pocket Cache As normal.
Kinetic Proficient - You gain the following AT Field powers: Force Ram, Kinetic Wave; Focused Sleeve, Massive Momentum; Float, Telekinesis As normal.
Psychic Proficient - You gain the following AT Field powers: Beacon; AT Flare, AT Ping; Drive Sense, Psychaudience (Passive), Telepathy As normal.
Thermal Proficient - You gain the following AT Field powers: Radiant Cross; Thermal Amp, Thermal Negation. As normal.
Advanced Talents
Innate Specialist - You gain the following AT Field powers: Defensive Field, Offensive Field; Reality Reinforcement As normal.
Absorbtion Specialist - You gain the following AT Field powers: Negate Blow; Containment As normal.
Biology Specialist - You gain the following AT Field powers: Flesh Stitch As normal.
Dirac Specialist - You gain the following AT Field powers: Dimension Breach, Dirac Jaunt; Lock Zone As normal.
Kinetic Specialist - You gain the following AT Field powers: Accelerator; Forceful Surge, Friction Flood As normal.
Luminous Specialist - You gain the following AT Field powers: Luminous Limb, Mirror Image, Project Object As normal.
Psychic Specialist - You gain the following AT Field powers: Mind Shield; Nightmare Fray; Guidance, Shroud; Psychaudience (Focused) As normal.
Thermal Specialist - You gain the following AT Field powers: Blast Field; Inferno, Rising Crucifix As normal.
Elite Talents
Innate Master - You gain the following AT Field powers: Reflective Field; Disruptor Bomb As normal.
Absolute Master - You gain the following AT Field powers: Anti-AT Field As normal.
Biology Master - You gain the following AT Field powers: From Restoration, Sculpt Form As normal.
Dirac Master - You gain the following AT Field powers: Chaotic Field, Chaotic Jaunt As normal.
Gravity Master - You gain the following AT Field powers: Grav Field, Maelstrom As normal.
Kinetic Master - You gain the following AT Field powers: Wrap Projectile As normal.
Luminous Master - You gain the following AT Field powers: Invisibility Field As normal.
Psychic Master - You gain the following AT Field powers: Mental Cleansing, Seed of Control, Suggestion As normal.
Thermal Master - You gain the following AT Field powers: Bright Beam As normal.

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AT Fields

Talent Name Talent Sub-Title Effect Horde Effect
Basic Talents
Assault Pattern - On purchasing this talent you gain access to the below effects, which modify the Massive Momentum power. You may only apply a single Assault Pattern effect to a Melee Weapon at any one time, and must be declared before you roll to hit. Weapon Specialist Only
- Harvest Blade When attacking Hordes, you gain an extra point of magnitude damage with a melee weapon for every degree of success instead of every second degree. If you used Massive Momentum at Full Strength, you may apply this to Flurry attacks. Weapon Specialist Only
- Murderstroke By activating Massive Momentum at Full Strength, you apply the Vengeful (-1) Quality to your melee attack. Weapon Specialist Only
- Shieldbreaker You may treat your weapon as having the Felling (SRB/4) Quality. Weapon Specialist Only
AT Extension - You can use the Massive Momentum, Focused Sleeve and Negate Blow powers on allies within 3km. As normal.
AT Focus - As a half action (with the Concentration keyword), you designate a single AT Power. If you use this power during your next turn, you treat your SRB for that power as being 1.5 times (rounded down), before any division for Strength or Power properties. As normal.
AT Reserve - On using a Full Strength power, you keep some Deflection, treating your SRB for the purposes of Deflection as being equal to your WPB/2. This does not affect any other benefits of the Pattern, which are still lost. As normal.
Barrage Pattern - On purchasing this talent you gain access to the below effects, which modify the Massive Momentum power. You may only apply a single Barrage Pattern effect to a Ranged Weapon at any one time, and must be declared before you roll to hit. Weapon Specialist Only
- Focused Funnel By activating Massive Momentum at Full Strength, you increase the range of the weapon by another step, to a maximum of Very Long. Weapon Specialist Only
- Angelic Artillery You may apply the Blast (+1) quality to every Massive Momentum-enhanced ranged attack you make. If you use Massive Momentum at Full Strength, you may increase it to Blast (+2). Weapon Specialist Only
- Shatter By activating Massive Momentum at Full Strength, you apply the Disrupt (SRB/2) Quality to any attack you expend Massive Momentum on. Weapon Specialist Only
- Sniper Shot By activating Massive Momentum at Full Strength, you apply the Accurate Quality to any attack you expend Massive Momentum on. If you already have Accurate, then you increase its Proven quality by +2. Weapon Specialist Only
Causality Control - On purchasing this talent you gain access to the below effects. As normal.
- Breaching Strike Whenever you use one Massive Momentum to enhance an attack, enemies testing Deflection must reroll and take the worse result. As normal.
- Displacement Enemies take a -20 penalty to Parry or Dodge Tests when reacting to an attack enhanced by Massive Momentum. As normal.
- Flux You may spend a reaction to modify a single test result within 4km of you. You modify this result by an amount equal to your SRB. As normal.
- Shunt When retrieving an item from a Pocket Cache, you may have it appear at any spot you can see within 5km. 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.
Disruption Pattern - On purchasing this talent you gain access to the below effects, which modify the Neutralise power. You may only apply a single Disruption Pattern effect at any one time. As normal.
- Broadcast You may reduce Neutralise's range by one step; in exchange, it affects all enemies in range. As normal.
- Counter Select a single AT Power. Whilst your Neutralise is sustained, if the target attempts to use the power, you make an Opposed Willpower test, opposed by their own. If you win, the power is negated and they lose their action. If your Neutralise's SRB is higher than their power's SRB, you gain a +20 bonus, and vice versa. If it is 10 points higher, then the bonus increases to +40. As normal.
- Dissonance By activating Neutralise at Full Strength, the target loses Angelic Senses and takes a -10 penalty (which does not stack with other Dissonances) to all tests so long as this Neutralisation is maintained. As normal.
Scan Field - You may make an Awareness test when using the AT Ping power to discern the SRB of another AT Field. Furthermore, on a success and for each DoS, you may discern 1 AT Power the target knows. As normal.
Synch Group - As a half action (with the Concentration keyword), you designate a single AT Power. At the same time, you also select a number of AT-active allies within 3km. If you use the designated power next turn, each designated ally may spend a reaction to add their SRB/2 to your effective SRB, to a maximum of double your own. If the power is sustained, they must remain within 3km of you to sustain it, and must pay the same Sustain cost you do each round. As Normal.
Advanced Talents
Assault Adept - You may apply two Assault Pattern effects at once. Weapon Specialist Only
AT Duelist - So long as you are benefitting from an AT Pattern, you may reroll attempts to dodge, resist or Deflect hostile AT Powers aimed at you. This benefit is lost if you use a Full Strength power as normal. As normal.
Barrage Adept You may apply two Barrage Pattern effects at once. Weapon Specialist Only
Champion - On purchasing this talent you gain access to the below effects. 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 (+4) trait. It can be used to parry both melee and ranged attacks. N/A
- Sentinel So long as the Accelerator 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 action 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 actions. As normal.
Disruption Adept - You may apply two Disruption Pattern effects at once. As normal.
Metakinesis - You may test Synch Ratio when making Acrobatics or Athletics tests. As normal.
Metasense - You may test Synch Ratio when making Awareness tests. As normal.
Mimic Field - You may test Synch Ratio as a Full Action to 'learn' an AT Power used by another. On a success, you learn the power and retain it for a number of rounds equal to your IB. As normal.
Offensive Mastery - On purchasing this talent you gain access to the below effects. As normal.
- Array Spread When using AT Bolt at Full Strength: You may choose to remove the ability to generate an extra attack and drop the range by one step. Instead, you strike all enemies in range once with AT Bolt as normal. As normal.
- Chaos Bomb When using Disruptor Bomb: You may choose to remove the Blast quality; instead, you neutralise the target for 15% per SRB. As normal.
- Focused Strike When using Rising Crucifix at Full Strength: Becomes a Bolt attack, but strikes any body location you choose. As normal.
- Phantom Blades When using Kinetic Wave at Full Strength: Your Kinetic Wave attack gains Devastating (2) and the Hyper-Progressive Quality. As normal.
- Unstoppable Force When using Radiant Cross at Full Strength: 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.
Reinforce Ego - You may spend fate to become immune to ego damage until the end of your next turn. May only be used once per session. N/A
Self Dilation - You may spend Ego Barrier as a Free Action to increase temporarily increase your SRB, at a rate of 3 Ego per 1 SRB. You may not gain more than WPB SRB from this, and the effects wear off at the start of your next turn. N/A
Spark of Genius - You may spend a Fate to gain an 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
Spread Mastery - On purchasing this talent you gain access to the below effects. As normal.
- Alacrity of Thought When Accelerator is spread, you may, once per round, activate a single Half Action or Reaction power at Half Strength without expending an action. 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.
- Psychic Sanctuary When using the Mind Shield Pattern, all allies within 3km now benefit from your Spread Pattern as though it were their own. As normal.
Synch 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 test before you may make a 2nd reroll. N/A
Elite Talents
Angelic Senses - So long as your SR is above 80 and your AT Field is spread, you possess the Angelic Senses trait. As normal.
Assault Master - You may apply three Assault Pattern effects at once. Weapon Specialist Only
Barrage Master You may apply three Barrage Pattern effects at once. Weapon Specialist Only
Disruption Master - You may apply three Disruption Pattern effects at once. As normal.
Feedback Field - Your AT Field is charged to aggressively repel those who would mentally attack you. Whenever you are subject to a mental attack and you win the resistance test, you force the enemy to take damage equal to the difference between your DoS and their DoS/DoF, to a maximum equal to your WPB. This damage bypasses AP and TB, and you take a +10 bonus to resisting their mental attacks for the next WPB rounds. As normal.
Heavenly Smite - When attacking an enemy within Close Range (3km) with a ranged AT Power that requires you to roll WP or BS, you may spend Fate to automatically pass the attack test with WPB DoS. This increases to Medium Range (6km) if you possess Angelic Senses. 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.

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Berserk

Talent Name Talent Sub-Title Effect
Basic Talents
Bestial - Your Natural Weapons may benefit from one extra Upgrade.
Beyond your Means - When Berserk, your Eva increases its Unnatural Strength value by +2.
Cannibalize - If your Eva is Berserk, and there is a dead enemy on the field with Angelic properties (an Angel, Eva, 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.
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.
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.
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.
Advanced Talents
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.
Carnage - You now consume enemies with merely a touch, reducing the Action required for the 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. If this defeats the enemy, then you may permanently absorb one of their biological upgrades, which completely consumes the body. 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.
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 successfully Berserks, it rises up one round later and continues to fight, having regenerated TB wounds and removed all Critical Damage from 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.
Rampage - Whenever you are Frenzied or Berserk and make an All Out Attack, you may sacrifice your own reaction. In exchange, your attack deals an extra +2 damage, plus another +1 per 2 DoS.
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 stunned or lose a limb.
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.
Elite Talents
Breakthrough - When Berserk, your Eva's Natural Weapons gain the Angelic Quality.
Cruel Angel - On purchasing this talent, 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 SRB by an extra +2, and gains the Light of the Soul trait and full use of its AT Powers. It also gains access to any two Advanced AT Discipline talents of your choice. 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.
Eat and Run - As Rip and Tear. However, if you have successfully removed a limb from a foe that doesn't possess the Machine trait, you may devour it as a half action to regain 1d5 wounds, which may be spread amongst your body locations as you like.
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.
Undying - When Berserk, you reduce the amount of Critical Damage you take by -2, to a minimum of 1 and your Eva increases its Unnatural Toughness value by +2.
Unstoppable - If your Eva takes enough damage to be considered defeated, roll a 1d10. On a result of 8, 9 or 10 you rise up one turn later, having healed TB wounds and removing all Critical Damage from critically damages areas. It then berserks. On Berserking, you may spend a Fate Point. For the rest of the battle, your Eva has the Stuff of Nightmares trait.

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