* Melee Weapon Training (Primitive, Power, Force)
* Pistol Weapon Training (Las, Bolt, Plasma, Melta)
* Blessed Ignorance
- -5 to Forbidden Lore Tests.
* Hagiography
- Common Lore (Imperial Creed, Imperium, War) are Basic Skills.
* Liturgical Familiarity
- Literacy and Speak Language (High Gothic)
* Superior Origins
- +3 to Willpower.
* Hypo-Indoctrination
- +3 to Willpower
* Psy-Rating {5}
- Roll up to 5 dice and add Willpower Bonus when manifesting Psychic Powers.
* Hatred (Daemons)
- +10 to Weapon Skill Tests made to attack Hated enemies.
* Rapid Reload
- All reload times are reduced by half.
* Unshakable Faith
- Re-roll any failed Willpower Tests to avoid the effects of Fear.
* Light Sleeper
- You are assumed to be awake, even when asleep, for the purpose of making Awareness Tests, being Surprised or getting up in a hurry.
* Meditation
- By succeeding a Willpower Test, remove one level of Fatigue for every ten minutes spent meditating.
* Two-Weapon Wielding (Ballistic)
- When wielding two weapons of the same type, you may spend a Full Round Action to attack with both on your turn. You must have both (Ballistic) and (Melee) to wield a pistol and hand weapon at the same time.
* Two-Weapon Wielding (Melee)
- When wielding two weapons of the same type, you may spend a Full Round Action to attack with both on your turn. You must have both (Ballistic) and (Melee) to wield a pistol and hand weapon at the same time.
* Crack Shot
-
* Deadeye Shot
- Suffers -10 to Called Shots instead of -20.
* Jaded
-
* Sound Constitution {1}
- You gain 1 additional Wound.
* Power Well {1}
- +1 to Manifesting Rolls.
* Resistance {Psychic Powers}
- +10 bonus when making Tests to resist or avoid the object of your resistance.
* Strong Minded
- You may reroll failed Willpower Tests to resist any Psychic Powers that affect your mind.
* Air of Authority
- On a successful Command Test, you may affect a number of targets equal to 1d10 plus your Fellowship Bonus. You may attempt to get non-servants to follow your commands by making a Command Test with a -1 penalty.
* Favoured by the Warp
- Whenever a Power Roll triggers Psychic Phenomena, you may roll two dice on the table and take the more favorable result.
* Armor of Contempt
- Whenever you would gain Corruption Points, reduce the ammound you would earn by 1. You may test Willpower as a Free Action to ignore the effects of your accumulated corruption for one Round.
* Iron Discipline[
- So as long as you are visible to them, your minions may re-roll failed Willpower Tests to resist Fear and Pinning.
* Peer (Government, Inquisition, Navigators)
- +10 to Fellowship Tests when interactions with chosen groups.
* Litany of Hate
-
* Foresight
-
* Unnatural Willpower (x2)
- Willpower Bonus is multiplied x2.