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Martial Artist
Prerequisites: Ag 40 or Unnatural Agility x2, Weapon Skill 40
Due to extensive training in one of the many martial arts styles within the Imperium, Pankrateon, Anitome or others, your unarmed combat attacks do 1d5 points of damage instead of 1d5-3. You only suffer a -10 penalty to WS when attacking an armed opponent while unarmed.

Grappler
Prerequisites:
Str 40 or Unnatural Strength x2, Weapon Skill 40
Due to extensive training in one of the many grappling styles within the Imperium, Pankrateon, Anitome or others, you receive a +10% bonus to your grapple check. You only suffer a -10 penalty to WS when attacking an armed opponent while unarmed. If you fail the initial grapple check you may take a 1 meter step back. If you choose to cause damage during a grapple you do 1d5 damage instead of 1d5-3 and 1 level of fatigue.

Double Strike (Full Attack Action)
Prerequisites:
Weapon Skill 35
This trait allows an attacker to strike with a quick combination of fists and/or feet. A single attack roll is made, if successful the target takes damage from 2 separate attacks to the same location.

Flurried Attack I (Full Attack Action)
Prerequisites:
Weapon Skill 35
This trait allows two basic unarmed attacks a round

Flurried Attack II (Full Attack Action)
Prerequisites:
Flurried Attack I, Weapon Skill 35
This trait allows three basic unarmed attacks a round

Flurried Attack III (Full Attack Action)
Prerequisites:
Flurried Attack II, Weapon Skill 35
This trait allows four basic unarmed attacks a round

Immobilize Limb (Grapple)
Prerequisites:
Grappler
Immobilizing an opponent’s limbs or head can be performed instead of a normal immobilize attempt, these are performed by more skilled grapplers, no damage is inflicted, just the immobilizing effects, fatigue and/or modifiers to further grappling tests. The player in control of the grapple chooses whether these attacks are performed on the ground or standing.

Arm –Arm is immobilized, anything held in hand is knocked free, -10% to all grapple tests.

Leg – Leg is immobilized imposing a -10% to all grapple tests.

Head –Target takes 1 level of fatigue and -10% to all grapple tests.

Cripple Limb (Grapple)
Prerequisites:
Grappler
If you succeed in a number of Immobilize Limb tests equal to the difference between your SB and your opponents TB you may choose to cripple the immobilized limb, rendering it useless until medical attention is received. To cripple the limb a resisted str/agi vs tou/agi

Arm –Unable to use arm, -10 to any tests requiring arms (climbing, grappling, shooting most basic weapons), cannot use 2 handed weapons, 

Leg – Movement rate is halved and may not run or charge, -10 to tests requiring legs (Leaping, Dodging, Climbing, melee combat)

Head –Target Target must make a Toughness Test (+20% for fully enclosed helmet)each round with a cumulative -10% penalty after the first test. Failure means the target is unconscious for 1d5 rounds if the test fails they are unconscious for 1d5 hours.

Prone Fighting
Prerequisites:
Weapon Skill 40
While prone, but not in a grapple, this trait negates the bonus your opponent gets for attacking a prone target in melee combat as long as you have acted at least once in that engagement (ie; not surprised). You may also parry and dodge as normal.

Ground Expert
Prerequisites:
Prone Fighting, Grappler
In addition to the bonuses provided by Prone Fighting, this trait allows a prone defender to keep those bonuses while grappling or being grappled (unless immobilized). While in a grapple, a dodge or parry attempt may only be made if you are in control of the grapple, if you successfully parry, your grappling opponent takes the hit, if you dodge, the grapple is immediately ended, you roll 1 meter for each degree of success in your dodge test (minimum 1 meter), still prone unless you possess the Leap Up trait, in which case you may end up on your feet.

Body Slam(Grapple)
Prerequisites:
Grappler
If you win a resisted grapple attempt you may opt to slam your opponent to the ground doing 1d10+TB damage and 1 level of fatigue, though you both count as prone, unless you have the Leap Up trait.

Pile Driver(Grapple)
Prerequisites:
Str 45 or Unnatural Strength x2, Body Slam
A devastating grappling attack, if you win the resisted grapple attack by 20 or more, you slam your opponents head into the ground. It does 1d10+SB and TB damage and 2 levels of fatigue, though you both count as prone, unless you have the Leap Up trait.

Iron Fist
Prerequisites:
Martial Artist
Because you have the ability to precisely place your blows and focus a strike’s energy, Armor Points do not count double against your unarmed strike whenever you make a called shot attack.

Steel Fist
Prerequisites:
Martial Artist, Iron Fist
Because you have the ability to precisely place your blows and focus a strike’s energy, Armor Points do not count double against your unarmed strikes whenever you make a non basic unarmed attack.

Adamantite Fist
Prerequisites:
Martial Artist, Steel Fist
Because you have the ability to precisely place your blows and focus a strike’s energy, your unarmed attacks no longer count as primitive.

Unarmed Block(Reaction)
Prerequisites:
T 35 or Unnatural Toughness x2, Martial Artist or Grappler
After years of extensive training and toughening techniques you have gained the ability to block an opponent’s weapon attack with your bare hands. This only works against primitive melee weapons.

Shield of Stone
Prerequisites:
Unarmed Block
You may make one additional unarmed block per turn, however you may still only make one attempt for each attack.

Wall of Stone
Prerequisites:
T 45 or Unnatural Toughness x2, Unarmed Block
You have taken your training far beyond what most humans are capable, you may block any melee weapon attack except for warp weapons, primitive weapons have a chance of breaking when you block them as if parrying with a power weapon.

Black Palm (Full Attack Action)
Prerequisites:
Martial Artist, Steel Fist, Weapon Skill 55
This attack requires a called shot to the body, requiring a living creature with a discernable anatomy as a target. It is a powerful attack, representing the pinnacle of control, precision and power, possessing the capacity to kill a target outright. If the attack is successful and the target takes at least 1 point of damage they must make a T test(+0) or else suffer a critical wound (Severity =SB, +1 per degree of success) which is rolled for immediately.

Jump Kick(Part of Charge)
Prerequisites:
Martial Arts
In place of a charge attack, a character may make a leap as per the rules and if they end up in base contact with an enemy model may make a single unarmed called shot kick attack which does 1d10+SB damage to the body. If the target takes at least 1 point of damage they must make an immediate Agi test or be knocked prone. The +20 charge bonus is cancelled by the -20 called shot penalty.

Counter (Reaction)
Prerequisites:
Unarmed Block
If you successfully perform a parry reaction, you may opt to immediately make a basic unarmed attack at -20% against the opponent whose attack you blocked. If the Grappler skill is possessed you may immediately initiate a grapple instead of attacking with the same -20% penalty. This only establishes a grapple, there is no resisted contest until the next turn of the combatants.

Nerve Strike (Full Attack Action)
Prerequisites: Martial Artist, Iron Fist, Weapon Skill 55
This attack requires a called shot to any location, however the effects vary depending on the location struck. By disrupting the flow of blood and nerve impulses a single blow can render limbs useless or stun an opponent for a moment. Hard armor can restrict the effectiveness of this attack by providing a +20% bonus to the Toughness test to resist the effect. Hard armors include Carapace, Powered, Terminator and some Xeno Meshes and Primitive Plate Armor.

Arm –Toughness test or arm immobilized, anything in hand is immediately dropped, all tests requiring the use of arms, climbing, grappling, security, etc are tested at half the ability, one quarter if defaulting to a general skill. The effect lasts for 1d5 rounds.

Body –Toughness Test (+10%) or stunned for 1d3 rounds

Leg –Toughness test or leg immobilized for 1d5 rounds. Halve movement and Agility for that time. Any test which encompasses the use of both legs is tested at half the ability, these include but are not limited to; Grappling, Jumping, Climbing, Acrobatics.

Head –Toughness Test or stunned for 1 round.

Poison Fist (Full Attack Action)
Prerequisites: Martial Artist, Iron Fist, Weapon Skill 55
This attack requires a called shot to any location, however the effects vary depending on the location struck. By blocking the flow of blood it will cause the body to build up various toxins in the affected area. In addition to the normal damage for an unarmed strike the attack gains the toxic trait.

 






Familiarity (XXX)
Prerequisites: Int 35
This trait is chosen for a specific Forbidden or Scholastic Lore topic. It allows tests to be made at half of the intelligence value. If that skill is later learned this trait and it's effect are negated.




























































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