Crushing strike

Doubles a character's strength bonus when he strikes i.e. a character with Strength 70 would receive a +4 damage bonus instead of +2.

Critical strike

The chance to score a critical hit is doubled when striking.

Critical shot

The chance to score a critical hit is doubled when shooting. The perk has no effect when the character uses rapid fire (SA, A).

Fast draw

A character with Fast draw can switch between his primary and his secondary weapon without spending an action to do so.

Quickload

A character with Quickload takes half as many actions as normal to reload a weapon (rounding down) / can reload twice as many rounds per action. Obviously, this skill has no effect on weapons which need to recharge.

Rapid shot

The SA firing mode to hit penalty is halved i.e. -5 instead of -10 per shot.

Rapid strike

The character strikes twice instead of once in a single close combat action, however this only works if the weight of the used weapon is less than or equal to the character's strength divided by 2, or if he fights unarmed.

Blademaster

If a character with this perk is attacking or parrying with knives he counts as having a Reach 4 weapon and all hits count as critical hits.

Marksman

Range based to hit penalties are reduced (they are divided by 5).

Disarm

The character can disarm another character. Success depends on the close combat stats of the character and the target. Both take a close combat stat test; if the character succeeds and his target fails the target gets disarmed. 

Weapon maintenance

The character's weapon jams less often.

Stealth

If the character uses the stealth perk his status changes to Unnoticed. This perk cannot be used while enemies are watching the character or while wearing medium or heavy armour.

Uncanny dodge

Every attack against the character suffers a -20 to hit penalty.

Sneak attack

If the character has the Unnoticed status flag every attack will result in a critical hit except if the hit roll caused an automatic failure. The perk has no effect when the character uses rapid fire (SA, A) or rapid strike.

Leader

All members of the character's party receive a +20 leadership bonus.

Battle tactics

All members of the character's party receive a +10 initiative bonus.

Immunity to disease

This perk makes a character immune to disease.

Immunity to poison

This perk makes a character immune to poison.

Fanaticism

The character automatically passes all leadership tests.

Manufacture drugs

Not implemented yet.

Psychic

A character with this perk is able to evoke and control psychic energy. This perk is a requirement for learning and using psychic powers.

Disease attack

If a character with this perk hits a target with an unarmed attack and causes damage, the target will become diseased, unless it passes a toughness test or is immune to disease.

Imperial language

The character can read the Imperial language. This perk is a requirement for reading tomes. Reading tomes grants free perks and psychic powers.

Claws

The character receives a 1D4 damage bonus if he attacks unarmed.

Daemon talons

The character receives a 2D8 damage bonus if he attacks unarmed.

Alien technology

The character can use alien technology.

Alertness

Characters with this perk can spot unnoticed enemies if they pass an initiative test. They are also able to spot snipers who use silent guns.

First aid

The character receives a +50 bonus to all recovery tests i.e. he heals faster, diseases go away more quickly, etc.

Word of the emperor

Not implemented yet.

Drug resistant

Characters who are drug resistant are immune to the negative effects of drugs.

Grenadier

Not implemented yet.

Enhanced parry

Parry penalties are reduced by 10.

Persuade

This perk increases the power rating of the character by 100 percent for recruiting purposes i.e. he can recruit stronger characters than usual. Persuade also reduces recruiting costs and trader prices by 25 percent.

Jump pack

Characters who have this perk can use jump packs.

Biomancer

The difficulty of all biomancy powers is halved.

Telepath

The difficulty of all telepathy powers is halved.

Telekinetic

The difficulty of all telekinesis powers is halved.

Pyromancer

The difficulty of all pyromancy powers is halved.

Daemonologist

The difficulty of all daemonology powers is halved.

Psychic resistance

Every attempt to use hostile psychic powers against the character suffers a -20 difficulty penalty. Only psychic bolts are not affected by this.

Improved evocation

Reduces the chance that evoking a psychic power results in a psychic overload.

Die hard

The character can survive 20 percent more injuries than other characters with with the same toughness value.

Manufacture drugs

The character can manufacture drugs.

Trading

The character can work as a trader.

Rogue trading

The character can work as a rogue trader.

