Ambidextrous
Prerequisites: Agility 30 This Talent does not represent true ambidexterity so much as sufficient training with both hands to make the distinction moot. The Explorer can use either hand equally well for any task, and does not suffer the –20 penalty for actions using his off hand.Special: When combined with a Two-Weapon Wielder Talent, the penalty for making attacks with both weapons in the same Turn drops to –10.
Assassin Strike
Prerequisites: Agility 40, Acrobatics The Explorer’s natural agility and graceful martial forms turn him into a dervish of death on the battlefield. After making a melee attack, a successful Acrobatics Test allows him to move at half rate as a Free Action. The Explorer’s opponent does not receive a free attack resulting from this move. He may only take this additional move once per Round.
Basic Weapon Training
Talent Groups: Bolt, Las, Launcher, Primitive, SP, UniversalThe Explorer has received Basic Weapon Training in a group of weapons, and can use them without penalty. The Universal group includes the Bolt, Las, Launcher, Melta, Plasma, and SP groups. When a character attempts to use a weapon he does not have the correct Weapon Training Talent for, he suffers a –20 penalty to any relevant Weapon Skill or Ballistic Skill Test.
Battle Rage
Prerequisites: Frenzy Talent Long experience and indomitable will have allowed the Explorer to master the beast within, directing its rage while keeping a level head. He can Parry while Frenzied.
Binary Chatter
The Explorer has optimised his use of Techna-Lingua for controlling servitors. He receives a +10 bonus to any attempt to communicate with servitors, and any vessel upon which he serves receives a +1 bonus to Crew Morale due to increased servitor efficiency.
Blessed Radiance
Prerequisites: Purge the Unclean, Divine Ministration, the Emperor Protects, or Wrath of the Righteous The Explorer’s holiness shines out, allowing all to see the truth of their own souls. Where he treads, those who follow need have no fear of the darkness, nor suffer the predations of the blasphemous.When spending a Fate Point to activate the Pure Faith Talent, the Explorer extends the immunity to daemonic presence to a number of targets equal to twice his Willpower Bonus.As a free action, he may bestow a single Fate Point to an ally. If the Fate Point is unspent, it returns at the end of the encounter.Upon burning a Fate Point, the Explorer and a number of allies equal to twice his Willpower Bonus become immune to the effects of daemonic presence, Fear Tests, and Corruption Points. In addition, all affected targets gain a +10 bonus on Tests made to resist psychic attack or any other form of psychic manipulation. In addition, affected targets take only half Damage from psychic and warp sources. These benefits last for the duration of the encounter.
Bloodtracker
The Explorer is an experienced and cunning bounty hunter who commands the highest price for bringing in a quarry in dead or alive. When turning in a fugitive for bounty, the character’s group gains a bonus of +100 Objective Points towards Military or Criminal Objectives.
Catfall
Prerequisites: Agility 30 Gymnastic ability and natural balance enables the Explorer to fall far greater distances without harm than the common man. Whenever he falls, he may take an Agility Test as a Free Action. Success, and each additional Degree of Success, reduces the distance fallen by a number of metres equal to the character’s Agility Bonus for the purposes of determining the Damage from the fall.
Cleanse and Purify
Prerequisites: Flame Weapons Training (Universal) Talent The Explorer can control the flow of molten promethium like no other, manipulating flame like an old accomplice. The targets of his flamer attacks take a –20 penalty their Agility Tests to escape its effects.
Combat Master
Prerequisites: Weapon Skill 30 The Explorer’s weapon seems to be everywhere at once, keeping many more opponents at bay in close combat than even skilled fighters. Opponents gain no bonuses for outnumbering the character in hand-to-hand combat. Prerequisites: Weapon Skill 40 The Explorer’s lightning ripostes are things of beauty—if they were slow enough to be seen. After successfully Parrying an opponent’s attack, he may immediately make an attack against that opponent using the Parry weapon as a Free Action. This attack suffers a –20 penalty.
Crippling Strike
Prerequisites: Weapon Skill 50 The Explorer can land blows precisely where they will inflict the most harm, cutting into seams or hammering at weak points. When the character’s melee attack causes Critical Damage, add +4 Damage.
Dark Soul
Prolonged exposure to darkness has acted as an inoculation against all that is foul, granting the Explorer resilience against corruption. Whenever he makes a Malignancy Test, he takes half the normal penalty. See Chapter X: The Game Master for details on corruption.
Decadence
Prerequisites: Toughness 30 Through conditioning or long years of abuse, the Explorer has built up a tolerance to many inebriants, drugs, and chemicals. When drinking alcohol or similar beverages, he does not pass out until he has failed a number of Toughness Tests equal to twice his Toughness Bonus. The character also gains a +10 bonus to resist the effects of addiction.
Disarm
Prerequisites: Agility 30 The Explorer can wrest weapons from an opponent’s hands through practiced technique or brute force. If in close combat, he may use a Full Action to disarm his foe by making an Opposed Weapon Skill Test. If he wins the Test, the opponent drops his weapon at his feet. If the character scores three or more Degrees of Success, he takes his opponent’s weapon.
Divine Ministration
Prerequisites: Pure Faith The Explorer is a vessel for the Emperor’s mercy and beneficence, his faith in his divinity can heal where no mere skill can.When testing Medicae, the Explorer may spend a Fate Point to restore an amount of Damage equal to his Willpower Bonus instead of the normal amount. This amount is then added to and multiplied in the normal way depending on the type of care (see the Medicae description on page 83). In the case of first aid to a Lightly Wounded character, the Explorer restores an amount of Damage equal to his Willpower Bonus plus his Intelligence Bonus.The Explorer may spend a Fate Point to remove all Fatigue from a number of people equal to twice his Willpower Bonus.The Explorer may burn a Fate Point to allow a character who has just died to have become Critically Wounded instead. This power has its limits though, (bullet in the chest—yes, decapitation—no) and it’s subject to the GM’s approval. If a use of the Divine Ministration fails to work in this way, the Fate Point is not lost.
Dual Shot
Prerequisites: Agility 40, Two-Weapon Wielder (Ballistic) The Explorer’s skill with guns is such that he can target two shots on exactly the same point. When armed with two pistols, he can fire both simultaneously as a Full Action. Make a single Ballistic Skill Test, and if successful he hits his target with both shots. As the character is firing both guns as a single attack, he may take an Aim Action before firing to get a +10 or +20 bonus to the BS Test, and a red-dot laser sight mounted on any one of the weapons will provide its +10 bonus. The Explorer does not suffer from the normal –20 BS penalty for wielding two weapons. If he hits, the target’s Armour gets applied as normal to both hits individually, but Toughness only counts once against the combined Damage rolls of both hits. A single successful Dodge Test from the target will avoid both shots.
Duty Unto Death
Prerequisites: Will Power 45 The Explorer’s will or faith can sustain him when his flesh is weak. He ignores the effects of injury, Fatigue, and Stunning during combat. This Talent does not prevent the Damage, but allows the character to temporarily ignore its effects for the duration of the combat. Death still affects him normally.
Electro Graft Use 
Prerequisites: Mechanicus Implants The Explorer may use his Electro Graft to access data ports and commune with machine spirits. This grants a +10 bonus to Common Lore, Inquiry, or Tech-Use Tests whilst connected to a data port. Prerequisites: Mechanicus Implants The Explorer has learned to focus the power stored within his Potentia Coil with greater efficiency. He no longer gains Fatigue from using Luminen Charge, Luminen Shock, and Luminen Blast.
Exotic Weapon Training
Talent Groups: All Exotic WeaponsThe Explorer has received Exotic Weapon Training in a single Exotic Weapon, and can use it without penalty.
Fearless
Through hard experience with horrifying situations, fear no longer commands the Explorer’s actions. He is immune to the effects of Fear and Pinning, but disengaging from combat or backing down from a fight requires a successful Willpower Test.
Ferric Lure
Prerequisites: Mechanicus Implants The Explorer can cause an unsecured metal object within his field of vision to fly into his hand. The object may mass up to 1 kilogram per point of the character’s Willpower Bonus, and must lie within a 20 metres. Using this Talent requires a Full Action and a successful a Willpower Test
Flame Weapon Training
Talent Groups: UniversalThe sight of flaming streams of promethium brings joy to the Explorer’s heart and dread to his foes. He has mastered the art of a wide variety of flamer weapons. The Universal Talent group encompasses all non-Exotic weapons with the Flame special quality.
Frenzy
The Explorer’s temper and passion boil just below the surface of his psyche, mostly held in check by his rational mind, but easily released when needed. If the character spends one full Round fuelling his anger – by flagellation, drugs, or other means—on the next Round he goes into an uncontrolled rage, gaining a +10 bonus to Weapon Skill, Strength, Toughness, and Willpower, but suffering a –20 penalty to Ballistic Skill and Intelligence. The Explorer must attack the nearest enemy in melee combat if possible. If he is not engaged with the nearest enemy, he must move towards that enemy and engage it if possible. The character will not take obviously suicidal actions such as leaping off a building in order to engage someone on the ground, but he will take any actions that have a reasonable opportunity to engage in melee with the nearest enemy. While Frenzied, he is immune to Fear, Pinning, stunning effects, the effects of Fatigue, and he may not Parry, retreat, or flee. The Explorer must use the All-Out Attack Manoeuvre in melee combat if possible. He remains Frenzied for the duration of the combat. Unless the character has a Talent that allows him to do so, he may not use Psychic Techniques whilst in Frenzy. Some beings are either permanently Frenzied or can Frenzy at will.
Good Reputation
Prerequisites: Fellowship 50, Peer Talent Groups: Academics, Adeptus Arbites, Adeptus Mechanicus, Administratum, Astropaths, Ecclesiarchy, Feral Worlders, Government, Hivers, Imperial Guard, Imperial Navy, Inquisition, Middle Classes, Nobility, the Insane, Underworld, Void Born, Workers, UnderworldThe Explorer’s reputation precedes him in interactions with a specific group or organisation, opening doors that might otherwise remain closed. The Explorer gains an additional +10 bonus to Fellowship Tests when dealing with this group. This Talent is cumulative with Peer, for a total bonus of +20.
Gun Blessing
Prerequisites: Mechanicus Implants Using the Explorer’s sacred ability to subtly affect ferrous materials, he can un-jam a number of weapons equal to his Intelligence Bonus, so long as they are within a 10-metre radius. A successful Intelligence Test indicates the character has appeased the spirits of the weapons. This blessing requires a Full Action.
Hard Bargain
The Explorer’s shrewd negotiations and bartering skills are without peer, and he has a knack for seeing opportunities for profit where others see nothing. Whenever Profit Factor is awarded for completing an Endeavour, you gain a bonus of +1 Profit Factor to the group’s total.
Hardy
Prerequisites: Toughness 40 The Explorer’s constitution rebounds quickly from shock or injury. When undergoing medical treatment or healing from injures, he recovers Damage as if Lightly Wounded.
Heavy Weapon Training
Talent Groups: Bolt, Flame, Las, Launcher, Melta, Plasma, Primitive, and SPThe Explorer can employ some of the most devastating weapons of the battlefield, able to vaporise single foes and strike fear into the machine spirits of vehicles everywhere. He can use weapons of the groups for which this Talent has been selected, choosing one new group each time. When a character attempts to use a weapon and he does not have the correct Weapon Training Talent for, he suffers a –20 penalty to any relevant Weapon Skill or BallisticSkill Test.
Hip Shooting
Prerequisites: Ballistic Skill 40, Agility 40 The Explorer’s prowess with ranged weapons is such that he can still fire accurately without using the sights. As a Full Action, the character may both move up to his Full Move rate and make a single attack with a ranged weapon. This attack can only be a single shot—no automatic fire.
Infused Knowledge
Prerequisites: Intelligence 40 The Explorer has been infused with a great wealth of lore and knowledge, either through punishing noetic techniques or by arcane methods kept secret by the guardians of technology and knowledge. The Explorer treats all Common and Scholastic Lore Skills as untrained Basic Skills. This Talent also provides a +10 bonus to any Tests involving Common or Scholastic Lore for which he already possesses the Skill.
Independent Targeting
Prerequisites: Ballistic Skill 40 The Explorer has developed his peripheral vision and situational awareness to a point where he can fire in two directions within a split second. When firing two weapons as part of a single action, the targets need not be less than 10 metres apart.
Inspire Wrath
Prerequisites: Fellowship 30 The Explorer knows just the turn of phrase that incites individuals or groups to rage against others. His rhetoric grants +20 to Interaction Tests when inspiring hatred or anger, anddouble the number of individuals affected. This Talent can becombined with Master Orator to further increase the numberof listeners affected.
Iron Jaw
Prerequisites: Toughness 40 The Explorer has taken blows from Orks and given back as good as he got. He can bounce back from most strikes without ill effects. If ever Stunned, a successful Toughness Test allows him to ignore the effects.
Leap Up
Prerequisites: Agility 30 A combination of athletic ability and speed allow the Explorer to spring to his feet in virtually any circumstance. He may stand up as a Free Action.
Light Sleeper
Prerequisites: Perception 30 The slightest change in conditions or disturbance brings the Explorer from sleep to full awareness, remaining alert even in slumber. He is always assumed to be awake, even when asleep, for the purposes of Awareness Tests or surprise. Unfortunately, the character’s sleep is not deep and can be frequently interrupted, resulting in a less-than-cheery disposition when awake.
Lightning Reflexes
The Explorer always expects trouble, even in the most innocuous situations, allowing him to act quickly when needed. The character adds twice his Agility Bonus when rolling for Initiative. If he has Unnatural Agility, add +1 to the multiplier before factoring the bonus into the Initiative roll.
Luminen Blast
Prerequisites: Mechanicus Implants The Omnissiah has blessed the Explorer with augmetic conduits that parallel the bones of his arms. By reciting the proper litany, he can channel the energy stored in his Potentia Coil down these channels and direct it at his enemies. Success on a Ballistic Skill Test allows him direct this energy against a single target within 10 meters. The target takes 1d10 plus the Explorer’s Willpower Bonus in Energy Damage. The character must pass a Toughness Test when using this ability or gain a level of Fatigue.Talent Use: Half Action Attack
Luminen Shock 
Prerequisites: Mechanicus Implants The power of the Explorer’s Potentia Coil flows through a network of inductors within his flesh, allowing him to channel this energy into his blows. In close combat, a successful Weapon Skill Test or Grapple delivers the shock. The Luminen Shock inflicts 1d10+3 points of Energy Damage with the Shocking DifficultyExample
Machinator Array 
Prerequisites: Mechanicus Implants The Explorer has returned to the crèches of the Mechanicus so they can bring him closer to the most holy of forms, adding an extensive machinator array to his existing augmetics. The Explorer’s Strength and Toughness Characteristics are increased by +10, and his Agility and Fellowship are reduced by –5. His mass increases to three times that of a normal person, and he may no longer stay afloat or swim in water or similar liquids. The character may mount a single pistol type or close combat weapon on any Ballistic Mechadendrites he posseses. He must still have the proper Talent to use the mounted weapon.
Maglev Transcendence
Prerequisites: Mechanicus Implants, Maglev Grace The Explorer has proven his devotion to the Machine God by lacing augmetic coils through every portion of his body. Using a Half Action, he may hover 20–30 centimetres off the ground for a number of minutes equal to 2d10 plus his Toughness Bonus. The Explorer must employ a Half Action each round to concentrate on maintaining this rite, but any Move Action allows him to move up to his running speed. He can slow his rate of descent when falling so long as this rite is active when he reaches the ground, taking no falling damage. Each time he enacts this rite, it drains 50% of his Potentia Coil.
Master & Commander
Prerequisites: Intelligence 35, Fellowship 35 There can be only one commander of a vessel, and the Explorer’s guiding hand, stern judgment, and sage leadership have captained his crew through countless conflicts. By spending a Half Action in combat to direct the efforts of his allies, none of them suffer the penalties for ganging up until his next Turn. If defending against a boarding action, a Half Action directs the efforts of his armsmen, granting them a +10 bonus in combat (see page 215).
Master Enginseer
Prerequisites: Tech-Use +20, Mechanicus or Explorator ImplantsThe Explorer’s knowledge of starships and their machine spirits surpasses all his planet-bound brethren. The character can almost feel the plasma pulsing through the ship’s conduits as if it were his own veins. He may spend a Fate Point for automatic success on a Tech-Use Test for enhancement, repair, or upgrade of starship systems, taking the minimum amount of time possible on the task.
Mechadendrite Use
Prerequisites: Explorator Talent Groups: Weapon, UtilityThough there are many different types of Mechadendrite, this Talent divides them into two broad categories:Weapon: Mechadendrites of this type end in either ranged or close combat weapons, and have the supplemental support and strength necessary for combat.Utility: Including such varied types as Machine Spirit Interface, Manipulator, Medicae, Utility, Optical, and countless others, these Mechadendrites generally require less hardy mountings, but all interface with the Cyber Mantle in a similar manner.
Melee Weapon Training
Talent Groups: Primitive, UniversalThe Explorer has trained extensively with hand-to-hand weaponry, becoming proficient in the use of virtually all hand-held close combat arms. The universal group includes the Chain, Shock, and Power groups, and allows proficient use off all those weapon types. When a character attempts to use a weapon he does not have the correct Weapon Training Talent for, he suffers a –20 penalty to any relevant Weapon Skill or Ballistic Skill Test.
Mimic 
Vox synthesisers, training or innate abilities allow the Explorer to accurately mimic the voice of another. He must study the voice patterns of his target for at least one hour for proper imitation, and speak the same language. He cannot accurately copy the voice of a xeno due to the difference in physiology and the subtle complexities of most alien languages. Listeners must succeed on a Difficult (–10) Scrutiny Test to penetrate the deception. If the character studies used vox recordings, or comm-link conversations rather than in-person observation, the Difficulty of the Scrutiny Test is reduced to Challenging (+0). His deception automatically fails if the listener can clearly see he is not the imitated individual. Prerequisites: Navigator The Explorer’s trainers or natural ability allows use of an additional Navigator Power. This Talent may be chosen multiple times, each selection granting a new Power.
Orthoproxy
A liturgical circuit has been implanted within the Explorer’s skull, allowing him to focus on the prayers recited by the proxy unit when his mental fortitude is in peril. He receives a +20 bonus to Willpower Tests made to resist mind control or interrogation.
Peer
Prerequisites: Fellowship 30 Talent Groups: Academics, Adeptus Arbites, Adeptus Mechanicus, Administratum, Astropaths, Ecclesiarchy, Feral Worlders, Government, Hivers, Inquisition, Middle Classes, Military, Nobility, the Insane, Underworld, Void Born, Workers. The Explorer is adept at dealing with a particular social group or organisation. He gains a +10 bonus to all Fellowship Tests when interacting with the chosen group.
Polyglot
Prerequisites: Intelligence 40, Fel 30 The Explorer has an innate ability to derive meaning from unknown languages and make himself understood using this intuitive grasp. He treats all languages as Basic Skills. This is not the same as true knowledge of the language, and tests using this Talent suffer a –10 penalty due to the simplistic nature of translation.
Prosanguine
Prerequisites: Autosanguine Through the Explorer’s iron will or via appeals to the Omnissiah, he is able to speed the function of his Autosanguinators. By spending 10 minutes in meditation and ritual incantation, the character may make a Tech-Use Test, and if successful, remove 1d5 points of Damage. If he rolls a 96–100, he overstrains his implants, losing the ability to use them for one week. During that week, the Explorer may use neither the Autosanguine nor Prosanguine Talents. PsY RatINg The Explorer is a psyker, and his power in game terms is rated on a scale of 1 to 10, where Psy Rating 1 is the lowest to warrant the attentions of the Scholastia Psykana and the Black Ships, and a rating of 10 represents one of the most powerful of the entire human sphere. An Astropath Transcendent begins play with Psy Rating 2. See Chapter VI: Psychic Powers for detailed rules on the game mechanics of this ability. Increasing a character’s Psy Rating represents that character unlocking more of his psychic potential and becoming more and more powerful. Note that Psy Ratings in R
Rader 
do not automatically grant additional Psychic Powers. A higher Psy Rating indicates a more powerful psyker. An Explorer can take this Talent multiple times; each time it is taken, his current Psy Rating increases by 1.
Psychic Technique
Talent Groups: See Psychic TechniquesEither through training or natural development, the Explorer has learned an additional Psychic Technique. Once this Talent has been selected, the Explorer may select one new Psychic Technique in any Discipline he possesses with an xp cost equal to or lower than the Talent’s xp cost. Note that when a Psychic Technique is selected, the Explorer does not have to spend more xp –he spent the required xp when he purchased the Talent. This Talent may be chosen multiple times, each selection granting an additional Technique.
Purge the Unclean
Prerequisites: Pure Faith The Explorer can focus his faith through words, gestures, and force of will such that a daemon may be cowed or cast out by the power of the Emperor.As a half action, the Explorer may spend a Fate Point to intone holy words to repel a warp entity. Make an opposed Willpower Test against the warp entity. If the Test succeeds, the warp creature is repelled a distance of metres away equal to twice the character’s Willpower Bonus. It cannot approach closer than this distance for 2d5 Rounds.As a full action, the Explorer may spend a Fate Point to speak the rites of exorcism and force out a possessing warp entity from its host. Make an opposed Willpower Test against the warp entity. If the Test succeeds, the warp entity is driven out of the thing it was possessing and manifests in an adjacent space to its former host. The warp entity may not possess the host again for a number of hours equal to twice character’s Willpower Bonus.As a full action, the Explorer may burn a Fate Point to chant the litanies of detestation to purge a warp entity from reality. He must be actually confronting the thing and not just thinking about it. Test the character’s Willpower; if successful, he deals Damage equal to his Willpower Bonus, plus his Willpower Bonus for each Degree of Success. On a failed Test, the warp creature takes damage equal to the character’s Willpower Bonus. Damage inflicted by this method is not reduced by the creature’s Toughness or Armour.
Rapid Reaction
Prerequisites: Agility 40 The Explorer has honed his reactions to a razor’s edge, allowing him to act while most stand dumbfounded. When surprised or ambushed, a successful Agility Test allows him to act normally.
Renowned Warrant
The Explorer’s Warrant of Trade is ancient and hallowed, signed before the Imperium knew of the Expanse, and garners the respect of merchants and officials alike. The character gains a +10 bonus to Interaction Skill Tests with those who understand the importance of the warrant, such as other traders and Imperial officials.
Rite of Awe
Prerequisites: Explorator The Omnissiah has augmetically blessed the Explorer’s voice box, allowing him to recite infrasonic liturgies that trigger awe and fear. All humans, regardless of their ability to hear, within a 50-metre radius feel a sense of dread and take a –10 penalty to their next Skill Test. Characters may ignore these effects with a successful Willpower Test. Whilst incanting the rite, the character may not talk or communicate with others. The rite requires two minutes of litanies, and it is considered very bad form to break off the recitation before completion. Humans without auditory implants cannot hear infrasonic sound, and though still affected, will not know the Explorer is speaking.
Rite of Pure Thought
Prerequisites: Explorator The Explorer has replaced the creative half of his brain with sacred cranial circuitry. He can no longer feel emotion, and instead embraces the crystal purity of logic, making him immune to Fear, Pinning and any effects that stem from emotional disturbance. The GM will remove any Mental Disorders that no longer apply, and grant appropriate new ones of equal severity. The character’s fellow Explorers may find him somewhat cold, though other followers of the Omnissiah will rejoice in his newfound freedom.
Rival
Talent Groups: Academics, Adepta Sororitas, Adeptus Arbites, Adeptus Mechanicus, Administratum, Astropaths, Ecclesiarchy, Government, Imperial Guard, Imperial Navy, Inquisition, Middle Class, Military, Navigators, Nobility, Rogue Traders, Underworld, WorkersEssentially the opposite of Peer on page 103, this Talent represents aggressive competition and some animosity with a particular social group or organisation. The Explorer suffers a –10 penalty to all Fellowship Tests when interacting with the group in question.The GM and player may agree to award this Talent when appropriate to the storyline. This Talent may be removed with an Elite Advance and the approval of the GM if the player has taken suitable actions to earn the trust of the group.
Sound Constitution
The Explorer gains an additional Wound. He may purchase this Talent multiple times in accordance with his Career Advances. In this case note the number of times it’s been taken after the Talent, such as Sound Constitution 3.
Step Aside
Prerequisites: Agility 40, Dodge The Explorer can sway his body out of the path of an attack, causing it to pass through thin air. He may make an additional Dodge once per Round. In effect this gives him a second Reaction that may only be used to Dodge, allowing two Dodges in a Turn. However, he may still only attempt a single Dodge against one attack.
Sure Strike
Prerequisites: Weapon Skill 30 The Explorer can direct his blows far better than most, giving him some control over where they land. When determining hit location for a melee attack, he may use the dice as he rolled them or reverse them, choosing the location he prefers. For example, if Vidor rolls a 37 to hit an Eldar corsair, this would ordinarily strike the Right Leg (73). However, since he has the Sure Strike Talent, he could choose to hit the corsair in the Body (37).
Takedown
As a Half Action the Explorer may declare that he is attempting a takedown before testing Weapon Skill. If he hits and would have done at least 1 point of Damage, then ignore the Damage and the opponent must make a Toughness Test or be stunned for 1 Round. When performing a Stun Action, the character does not suffer a –20 penalty to his Weapon Skill.
Technical Knock 
Prerequisites: Intelligence 30 Either through the ease of long practice, or the proper ritual to appease a weapon’s machine spirit, the Explorer can clear stoppages in weapons. He may un-jam any gun as a Half Action, but may only perform this rite on one weapon per Round. He must touch the weapon to enact this rite.
the Flesh Is Weak
Prerequisites: Mechanicus Implants The Explorer’s body has undergone significant bionic replacement to the point where he is far more machine than man. This Talent grants the Explorer the Machine Trait (see page 365) with Armour Points equal to the number of times this Talent has been taken. The Explorer may purchase this Talent multiple times in accordance with his Career Advances. In this case, note the number of times this Talent has been taken, such as The Flesh is Weak 3.
True Grit
Prerequisites: Toughness 40 The Explorer is able to shrug off wounds that would fell lesser men. Whenever he suffers Critical Damage, halve the result (rounding up).
Unarmed Master
Prerequisites: Weapon Skill 45, Agility 40, Unarmed Warrior The Explorer has developed unequalled mastery of unarmed combat techniques. His unarmed combat attacks do 1d10+SB (I)Damage and his attacks no longer have the Primitivequality.
Unremarkable
The Explorer has mastered the art of blending into any crowd by adopting its mannerisms. Attempts to notice the character when amongst other people, or attempts to describe him or recall details incur a –20 penalty.
Void Tactician
Prerequisites: Intelligence 35 The Explorer’s ability to conceptualise three-dimensional space gives him an advantage in starship combat, granting a +10 bonus to Ballistic Skill Tests made to fire a starship’s guns in combat.
Warp Affinity
Prerequisites: Psy Rating The Explorer has a special connection to the warp, allowing him to occasionally sense and avoid its less desirable effects as he channels its power. The character may not select this Talent if he has undergone the Rite of Sanctioning. When rolling for Psychic Phenomenon, the Explorer may discard the die roll, suffer 1d5 Corruption Points, and then re-roll with no modifiers.
Warp Sense
Prerequisites: Navigator or Psy Rating, Psyniscience Skill, Perception 30 The Explorer’s senses have evolved to perceive the warp in parallel with the physical world, though it requires some concentration to do so. After gaining this Talent, using the Psyniscience Skill requires a Half Action instead of a Full Action.
Wrath of the Righteous
Prerequisites: Pure Faith The Explorer is a killing angel, and he visits the Emperor’s righteous fury on those who deny His dominion over the stars, or who profane that which is sacred.When making an attack, the Explorer may spend a Fate Point to deal an additional 1d5 points of Damage.At any time while the Explorer is attacking, he may burn a Fate Point to trigger Righteous Fury on a single successful attack. The attack automatically deals the maximum Damage for the weapon plus 1d10 points of Damage. If the second roll results in 10, further Damage is possible (see Righteous Fury on page 245).