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I decided that there were way too few talents, and thus too much overlap, in the class trees, and wrote a bunch more to either let characters bend rules in feasible and empowering ways or to help certain roles in the party that I believed were underpowered, for instance sniping.
Keep in mind that these talents are NOT equal to one another in power, and should each be treated as elite advances (the DM sets the cost, and determines whether or not a given PC has access). Depending on the campaign world, some such as targeteer might be even cheaper than 100 XP and available early, while others such as Sniper-Surgeon should generally cost over 300 XP and be available only to high tier characters.
Acrobatic Charge
You no longer need to make the last 4 squares of movement in a charge in a straight line.
Prerequisites: Ag 35, Acrobatics
Black Charter Issued only to loyal, fanatical bounty hunters and trackers of the Ordo Hereticus, this document is written in the blood of rogue psykers and states that the bearer has complete freedom to use any means he chooses to capture or eliminate unsanctioned psykers. Psykers rightfully fear these individuals because of both the horrors they are allowed to inflict with it and the cruelty and brutality they must have shown to be issued one.
The character receives a black charter, and has legal right within the imperium(enforced by the inquisition) to do as he pleases when trying to subdue psykers. He has fear rating 1 to all non-inquisition psykers who are not sanctioned navigators or astropaths. If the document is involuntarily destroyed, the bearer is shortly issued a new one, and the effects are not lost so long as he is reputed as having one.
Dutiful Maintenance (Type)
The character's weapon counts as reliable so long as he spends a half hour each day in maintenance rituals. If the weapon is already reliable, it instead gains the same benefit as if it were of best quality. Unreliable weapons instead lose the unreliable quality. This talent does not provide any benefit to weapons which overheat.
Types: Las, SP, Melta, Launcher, Webbers, Needle, Bolt
Dynamic Aim
The character may maintain the benefits of an aim action from shot to shot, so long as he only uses single shot mode and continues to fire upon the same target once each round. Any event that would force the character to totally lose sight of his target, such as a blind grenade detonation, will negate this benefit.
Normal: the bonus from an aim action can only be used with a single attack action that shortly follows it.
Electoo Combat The Techpriest has trained and augmented his capabilities with electoos to rapidly channel charge into a limb before it strikes a target. The current is not enough to cause serious tissue damage (yet) but it is painful and incapacitating.
The Techpriest’s unarmed attacks count as shock weapons. Anyone trying to grapple the techpriest is automatically stunned for 1 round. Conductive metal weapons such as a steel staff or a metal mono-sword also gain the quality, but chain, power, and weapons that already have the shocking quality gain no benefit. This also causes luminen charge and luminen blast to gain the shock attribute. The techpriest does not suffer any disadvantage for not having training with shock weapons.
Prerequisite: Techpriest
Endurance Your toughness bonus is counted as 1 higher than normal for purposes of withstanding fatigue.
Faithful You have total belief in the emperor, and never betray his trust. With this and your knowledge of proper doctrine, you have gained the ability to perform minor miracles on his behalf.
You may use any of the following abilities on yourself by testing willpower and, if successful, spending or burning a fate point. Using these abilities is a reaction, and you may use more than one in a turn(spending fate and testing willpower for each individually) although you may not re-use the same one in a round.
Hand of the Emperor: +20 strength, drop to bottom of initiative or skip one turn if already at bottom
Divine Guidance: any hit which rolls one or more 10s for damage has pen 12, unless it would otherwise be greater.
The Passion: +20 agility -The Light of the Emperor: automatically pass any and all fear and pinning tests this round.
Spirit of the Martyr: all weapons that strike you this turn count as being pen 0.
Prerequisites: tainted or better status on corruption track, either adeptus sororitas, ecclesiarchy membership, or sainthood
Fleet of Foot
Your charge speed increases to equal your run speed.
Furious Good, human hate leads you to rebuke the enemies of the imperium severely and liberally.
You follow the rules for righteous fury on a roll of a 9 or a 10.
Normal: you only have a chance of righteous fury on a roll of a 10.
Guardian
You may use your reaction to attempt to parry an attack against an adjacent ally. If you have the ability to make more than one parry per round as a reaction, you may use this ability the same number of times instead or divide your parry attempts between yourself and your ally.
Lead Through Faith In your service, your subordinates and allies are empowered perform miracles on your behalf.
Any time you successfully use an ability granted to you by faithful, you may make a command check as a half action. If you succeed, all allies who are not corrupted (GM discretion on number of corruption points needed for disqualification) within 30 m may also gain the benefit.
Prerequisite: Faithful, Command+10
Lead through Fear Your peers and underlings know that you may well be the gravest threat to their well-being should they fail in their duty.
Whenever a comrade whom you have authority to execute (for comissars, this includes any officers or Imperial Guard rank and file and citizens conscripted into duty, even by oneself, but not arbitrators, ecclesiarchy members, techpriests, or inquisitors) fails a willpower test against fear, you may roll an intimidate test with the same situational modifier as the fear test. If you succeed, the character will still roll on the shock table but will only gain insanity points and ignore any forced temporary behavior that would otherwise also take effect from shock, thus avoiding any grounds for execution. Forced permanent changes, such as disorders, occur normally. Note that even if you fail your intimidate check, some table results are not recognizable as cowardice and so are not legitimately punishable by execution.
You cannot use this talent on yourself.
Improved Luminen Attack
Increase the damage of luminen shock and luminen blast by 1d10 each.
It's For Your Own Good Psykers are very necessary for the everyday functioning of the imperium. However, the highly pressured and stressed military psykers are at even higher risk of mishap than their more mundane peers, and even the weakest psyker in a moment of mental frailty could become a mighty daemonhost. As a result, the imperial guard trains its commissars and select others to execute any menial psyker the second something appears to malfunction with his powers to pre-empt potential disaster.
The character learns to notice the telltale signs of a psyker's powers malfunctioning. When a friendly psyker creates psychic phenomena (whether or not the psyker would roll a perils of the warp result), before rolling on the table, this character may spend his reaction if he has one as a single free attack, melee or ranged, against the psyker. If he succeeds in killing the psyker, the psyker never rolls on the table, but the power he was attempting to use also does not occur.
Psychic Restraint
The character may choose not to roll any dice when using a power, and count each roll as a 1. The result of his power roll will then be equal to his willpower bonus plus 1 for every psy rating he has plus any other relevant modifiers such as the +2 for discipline focus or the +1 per power well.
Prerequisite: ability to use at least 1 psychic power
Rapid Feint
You may substitute feints for any or all of your attacks during a multiple attack action.
Normal: a feint requires a half action.
Prerequisite: ability to make a multiple attack action (for instance, using two weapon wielder or swift attack).
Sniper-Surgeon With a trusty weapon in hand, you can make precision shots against vital organs to mete out quick death, or choose to avoid them to bring a target in alive.
When you score a hit whilst:
making an attack against the head or body specifically, having declared your intention beforehand (so, for example, if head was the randomly generated hit location for an attack made in the normal way, then this does not apply)
firing an accurate ranged weapon in single fire mode
firing at a target that does not have the strange physiology or amorphous traits
You may choose 1 of the following benefits for that hit:
gain an extra +1 damage of the type the weapon normally deals per degree of success on the attack roll.
subtract 1 damage for every degree of success on the attack roll.
Prerequisites: BS 40, Deadeye Shot, Sharpshooter, Heightened Senses(Sight) or Per 50
Sturdy Physique You have dense bones and infatigueable muscles, making you very adept at supporting weight.
When determining carrying capacity, you use your strength bonus+your toughness bonus+1 on the table instead of just strength bonus plus toughness bonus. This does not affect how much you can lift as a heavy load or push, however.
Swift
The character gains up to +1/+2/+3/+6, respectively, to any move action he makes. This does not stack with other positive movement modifiers.
Targeteer: Type In the hands of a highly practiced user, even a primitive weapon can be very accurate.
In the hands of this character, a weapon of a given type with which he has a few hours to familiarize himself counts as accurate.
Available types: bow, sling, kinfe/throwing knife, spear
Prerequisite: basic weapon training: primitive
Witch Hound Humans, abhumans, and a host of other species have a tiny inborn psychic ability. This is not always enough to manifest even minor psychic powers, but with talent and training it can intuitively detect the presence of a disturbance and use this to trace it to its source.
The character gains the psyniscience skill and gains a +20 bonus to tracking psykers so long as he follows no more than an hour behind.
It looks pretty good, except for the Furious talent.
This Talent is simply too good.
I suggest you restrict the talent to only non powered melee weapons, or perhaps to only a single weapon (that a player must make rital prayers over for 1 hour or such every day to keep the benefits.).