Pilot you are a skilled driver and pilot. A transport vehicle (most often a Rhino) becomes part of the Retinue. It is a Command Unit.
Combat Pilot you are an ace vehicle commander. Instead of forming an infantry stand, the retinue may crew a combat vehicle (such as a Leman Russ battle tank, a Land Raider armoured assault transport, or a Land Speeder light attack skimmer). The vehicle uses its standard profile. It is a Command Unit. The number of retinue members who can board depend on the vehicle in question. If not all of the retinue members can fit inside the vehicle, the remaining members form an infantry stand as usual.
Skilled Gunner you are an expert in vehicle gunnery. One weapon on one vehicle that is part of the retinue (in case of a combat vehicle obtained via the Combat Pilot talent, you must be part of the vehicle crew) improves its Roll to Hit by 1.
Vehicle Repair you are a skilled battlefield mechanic. You may try to repair damaged vehicles same as a Tech-Marine.
Battlefield Surgery you are an experienced field-medic. You may try to save the lifes of troops same as a Medic.
Implant Weapons you sport cybernetic or biologic weapon implants, such as ballistic mechadendrites, retractable bone spurs, or eye-mounted las weapons. You gain one Pistol or Close Combat Weapon that does not require a hand to use.
Psychic Power you are trained in employing battlefield-grade psi powers. You gain one psychic power.
Mighty Warrior few are your equal in melee prowess. You double your fractional CAF. This is after all other adjustments, e.g., from other talents and/ or from weapons, have been made.
Crack Shot you are an elite marksman. You improve the Roll to Hit of you retinue infantry stand by 1. If the retinue has more than one attack die, it requires one Crack Shot per attack die for the improvement to come into effect.
Ambassador you enjoy excellent relations with a faction. You may recruit units of the faction to the warband.
Very Strong your strength is prodigious. You gain +0.1 Fractional CAF. Your retinue may ignore one Slow talent, as you are effortlessly able to help carry loads – or comrades.
Bulging Biceps not only are you strong, you know how to use your strength for best effect in war. You may treat Heavy Weapons as Basic Weapons and Basic Weapons as Pistols.
Untrained you never learned to fight. You suffer -0.1 Fractional CAF.
Very Tough your constitution and natural resistance to damage is far greater than normal. You gain +0.1 Fractional CAF. You gain a Saving Throw.
Bionic Enhancements your body has been massively reconstructed with bionics and cybernetics. You gain +0.1 Fractional CAF. You gain a Saving Throw.
Lavishly Equipped you have access to a broad range of rare and powerful wargear. You may select any three items of wargear, these are not restricted by what is normally available to your career. Alternatively, you gain one tech-arcanum fragment of your choice.
Lithe you are extremely quick and agile with almost preternatural reflexes. You increase your Move to 15cm. You gain a Saving Throw.
Bulwark you are skilled at blocking and dodging enemy melee attacks and can fend of entire hordes of enemies on your own. Reduce the number of additional close combat dice an enemy gains for outnumbering the retinue by 1.
Frenzy you fight with a reckless and bloodthirsty abandon, raining a flurry of blows on the foe in melee. Your retinue rolls 1 additional close combat die. If the retinue has a CAF greater than 1, the talent needs to be present a number of times in the retinue equal to the retinue’s full CAF to gain its benefit.
Protected by Fate fate or the gods have plans for you. You gain a Saving Throw and a Psychic Save.
Feeble you are of extremely frail constitution. You suffer -0.2 Fractional CAF. You apply a -1 modifier to your casualty recovery roll. You take twice as long to recover from wounds.
Mindless you have little to no volition and may have no higher brain functions at all, typically the result of servitorization, total mental conditioning, psychic enslavement, or other forms of permanent mind control. You cannot advance further. You gain a Psychic Save.
Terror your presence fills others with terrible dread. Any enemies within 10cm of you during the End Phase or who are in close combat with you at the start of the Combat Phase must immediately make a Break Test or go on Fall Back orders.
Lost Arm you lost use of one arm. You have lost use of one arm and accordingly can equip only one Pistol or one Close Combat Weapon.
Slow due to loss of limb or other impairment, you cannot move as quickly as baseline humans. Your Move is 5cm.
Blind you are blind. You do not contribute to ranged attacks. You cannot use Crackshot and/ or Skilled Gunner.
Hatred against a hated foe, you cannot permit yourself a moment of weakness or mercy. While hatred is the most common motivation amongst humans, other sentiments and ideas may have the same effect, such as the squats’ famous pride. You may re-roll any close combat die result of 1. If you have two or more applicable Hatred talents, you may re-roll results of 1 and 2. At least half the retinue must possess Hatred for the retinue to benefit from the talent.
Extremely Skilled you are an expert at what you do. You gain one skill of your choice, this is not limited by the languages normally available to your career. You receive a +1 modifier on all skill tests.
Exceedingly Cool you have nerves of steel. You receive a +1 modifier on morale tests.
Bodyguard you have a deep-seated sense of duty to protect others, even at grave risk to yourself. When rolling for casualty recovery for the retinue, you may switch out another member’s roll for yours and vice versa, provided your roll was more beneficial.
Insanely Faithful you feel filled with a terrible burning righteousness. Against attacks from daemons only, you gain a Saving Throw and Psychic Save. Against Chaos you gain +1 Fractional CAF.
Loyal Retainers some show up to you unquestioningly as their leader. You may either add another member to the retinue under your control, or you may add one support card worth of troops to the warband at no cost of a type specified in the career that provided the talent. If this support card is ever completely wiped out and no casualties are recovered, it cannot be replaced.
Die Hard you are hard to put down and keep down, bounding back quickly even from the most grievous of injuries. You may re-roll your casualty recovery roll.
Lucky you are extremely lucky. You gain 1 re-roll that you may use on any of your die rolls. This is one-use only.
Champion you incite others to fight harder. You increase nearby troops CAF same as a Chaplain. Which troops are affected is dependent on the career that provided the talent.
Tactician you are a tactical genius. You add +1 to your side’s initiative roll.
Regeneration your wounds heal at an extremely accelerated rate. You roll casualty recovery immediately after the retinue becomes a casualty, not only after the end of battle. Your wounds recover within 1 campaign turn, no matter the severity.
Seize Initiative you see openings where others do not and can act decisively upon them. With a successful morale test, your retinue may act outside the normal initiative order, e.g., shoot before the enemy even if they won initiative, or move at a point during the enemy movement.
Inspiring Leader you motivate and lend strength to others to stand firm. You improve nearby troops morale same as a Space Marine Commander. Which troops are affected is dependent on the career that provided the talent.
Tarot Guidance you understand the secrets of the Emperor’s Tarot. Some other forms of divination, such as Eldar rune casting, may provide similar benefits. Once per game when declaring an action involving one or more rolls (e.g., shooting a target or using a psychic power), you may consult the Emperor’s Tarot. Perform all necessary rolls to complete the action. If you do not like the results, you may abort the action (nothing happens, any rolls already made and their effects are ignored) and instead declare a different action (e.g., shoot at a different target, use a different power or the same power but with a different target). Your alternative course of action is not modified.
Gifted Linguist you are quick to pick up new languages. You gain one language skill of your choice, this is not limited by the languages normally available to your career. When you encounter a language you are not skilled in, make a skill test with a -1 modifier. If you are successful, you may add the appropriate language to your skills.
Knowledge Seeker you are both deadly curious and quick to learn. You gain one forbidden or scholastic lore skill of your choice, this is not limited by the lores normally available to your career. When you encountered something goverened by a lore skill during an adventure, at the end of the adventure, make a skill test with a -1 modifier. If you are successful, you may add the appropriate lore to your skills.
Ignorant your mind is closed, its narrow gates well guarded. You suffer a -1 penalty to all skill tests.
Epic Hero you have what it takes to become legend. You gain +1 Fractional CAF.
Warp Eye on your forehead is the navigator’s terrible third eye. If you unveil and open your warp eye, infantry stands in base to base contact with the retinure need to pass a morale test or be destroyed.
Possessed a daemon shares your body and mind with you. You gain one random Chaos Card at the start of every game.
Skilled Fighter you have extensive training in melee fighting. You gain +0.1 Fractional CAF.
Psyker you have great psychic potential. You may use battle psi powers. Note that if you do not have any Psychic Power talents, you can use only minor psychic powers, little more than parlour tricks and of no use on a battlefield.
Null you are an untouchable. You and your retinue gain a 2+ Psychic Save, this cannot be modified further.
Commissar you possess the authority of the Officio Prefectus. You may lead Imperial Guard troops as a commissar.
Daemonic the warp and its power infuses you, making you – at least partially – one of its creatures. You follow the rules for (minor) daemons.
Stealthy you have mastered the art of camouflage. If in cover, your retinue cannot be targeted at ranges of more than 25cm. At least half the retinue must possess Hatred for the retinue to benefit from the talent.
Daemonhunter the denizens of the warp hold no power over you. Your retinue are not affected by the morale roll in case of daemon attack and do not suffer to hit or close combat penalties for fighting against daemons.
Psychic Resistance you are highly resistant to psychic powers, be it because of psychic talent of your own, the strength of your faith, or simply extraordinary willpower. You gain a Psychic Save.
Ultimate Authority you wield the inquisitorial rosette and sport the hidden electro tattoos. You affect the morale of troops as an inquisitor.

