
                         Chapter 2 - Character Creation
                         ==============================

 The character creation system for WFRP is largely sound for our purposes.  
However, some changes must be made:

 * First, the necessary rolls for the character races will be different.
 * Second, the random skill and career tables will be invalid.

 Here we address the problem of the random rolls and skills, careers tables and 
rolls are in Chapter 4.


2.1 Profile
=-=-=-=-=-=

 In fact, the characteristic rolls in WFRP are on the whole sound, it is just 
that the race names need changing and, moreover, they miss one other common 
WH40K race - the Ogryns.

+-------+-----------+-----------+-----------+-----------+-----------+
|       |   Human   |   Eldar   |   Squat   |  Ratling  |   Ogryn   |
+=======+===========+===========+===========+===========+===========+
|   M   |   D3+2    |   D3+3    |   D2+2    |   D2+2    |   D2+4    |
|  WS   |  2D10+20  |  2D10+30  |  2D10+30  |  2D10+10  |  2D10+20  |
|  BS   |  2D10+20  |  2D10+20  |  2D10+10  |  2D10+30  |  2D10+20  |
+-------+-----------+-----------+-----------+-----------+-----------+
|   S   |   D3+1    |   D3+1    |   D3+1    |    D3     |   D3+2    |
|   T   |   D3+1    |   D3+1    |   D3+2    |    D3     |   D3+3    |
|   W   |   D3+4    |   D3+3    |   D3+5    |    D3+3   |   D6+12   |
+-------+-----------+-----------+-----------+-----------+-----------+
|   I   |  2D10+20  |  2D10+40  |  2D10+10  |  2D10+40  |  2D5+10   |
|   A   |     1     |     1     |     1     |     1     |     1     |
|  Dex  |  2D10+20  |  2D10+30  |  2D10+10  |  2D10+30  |  2D5+10   |
+-------+-----------+-----------+-----------+-----------+-----------+
|  Ld   |  2D10+20  |  2D10+30  |  2D10+40  |  2D10+10  |  2D5+10   |
|  Int  |  2D10+20  |  2D10+40  |  2D10+20  |  2D10+20  |  2D5+10   |
|  Cl   |  2D10+20  |  2D10+40  |  2D10+40  |  2D10+10  |  2D5+10   |
+-------+-----------+-----------+-----------+-----------+-----------+
|  WP   |  2D10+20  |  2D10+30  |  2D10+40  |  2D10+30  |  2D10+20  |
|  Fel  |  2D10+20  |  2D10+30  |  2D10+10  |  2D10+30  |   2D10    |
+-------+-----------+-----------+-----------+-----------+-----------+


2.2 Other Character Details
=-=-=-=-=-=-=-=-=-=-=-=-=-=

 Decide for yourself the characters' name, race and gender.  The GM may also 
allow you to choose an alignment (though many WFRP GMs, including myself, 
only allow experienced WFRP roleplayers this privilege).  For other details 
see below.

 * Humans:
 Night Vision:  Zero
 Alignment:     Any (default is Neutral)
 Height:        Male   - 5'4"+D10"
                Female - 5'+D10"
 Skills:        All random

 * Eldar
 Night Vision:  30 yds
 Alignment:     Any (default is Neutral)
 Height:        Male   - 5'6"+D10"
                Female - 5'4"+D10"
 Skills:        Night Vision (30 yds), Excellent Vision, SW - Eldar
 Notes:         Must choose whether Eldar is an Exodite or loyal to a 
                Craftworld.  May also opt for character to be an Eldar Scout 
                (offering the most varied roleplaying opportunities).

 * Squats
 Night Vision:  30 yds
 Alignment:     Any (default is Neutral)
 Height:        Male   - 4'4"+D10"
                Female - 4'2"+D10"
 Skills:        Night Vision (30 yds), Mining
 Psychology:    Home in the Squat Homeworlds.  Subject to hatred of Goblinoids 
                (Orks, Gretchin and Snotlings)

 * Ratlings
 Night Vision:  20 yds
 Alignment:     Any (default is Neutral)
 Height:        Male   - 3'4"+D10"
                Female - 3'2"+D10"
 Skills:        Night Vision (20 yds), Silent Move Rural
 Notes:         All Ratlings hail from the home planet of Ornsworld

 * Ogryns
 Night Vision:  Zero
 Alignment:     Any (default is Neutral)
 Height:        Male   - 11'+2D10"
                Female - 10'8"+2D10"
 Skills:        Cook, equal chance of Very Strong or Very Resilient
 Age:           2D8/4D6
 Pychology:     Cause fear in creatures under 10' tall
 Special rules: All Ogyrns must start the game in the Soldier class as an 
                Imperial Guard.

+---------+----------+
|   Age   |  Skills  |
+=========+==========+
|   5-10  |    +0    |
|  11-15  |    +1    |
|  16-20  |    -1    |
|   21+   |    -2    |
+---------+----------+


 NOTE
 All others except Ogryns use the method of rolling the character age given in 
WFRP:  for Eldar use Elves, Squats use Dwarves, Ratlings use Halflings, and 
Humans use, well, Humans!  The equivalent age rolls for Ogryns and their 
Age-Skill table are above.


2.3 Skills
=-=-=-=-=-

 Using the method of WFRP, roll a D4 for the number of random skills the 
character gains, modifying the result by the characters age (see above).  Random 
skills are then rolled on the tables below, according to career class.
 In addition, the player can pick three skills of his of choosing.
 Note that, in the case of Non-Humans, there are some mandatory skills which must 
be taken before anything else.  In this case they supplant the equivalent numbr of 
random rolls.  The number of free choices remains unchanged.

--Soldiers--
+---------+----------------------------+---------+----------------------------+
|  D100   |  Skill                     |  D100   |  Skill                     |
+=========+============================+=========+============================+
|  01-06  |  Ambidextrous              |  07-13  |  Specialist Weapon         |
|  14-15  |  Disarm                    |  16-20  |  Luck                      |
|  21-25  |  Drive Motorcycle          |  26-30  |  Spot Ambush               |
|  31-33  |  Read/Write                |  34-39  |  Very Strong               |
|  40-44  |  Very Resilient            |  45-48  |  Silent Move Rural         |
|  49-52  |  Silent Move Urban         |  53-55  |  Fleet Footed              |
|  56-62  |  Pilot                     |  63-68  |  Lightning Reflexes        |
|  69-75  |  Repair (Weapons/Armours)  |  76-80  |  Sixth Sense               |
|  81-85  |  Scale Sheer Surface       |  86-91  |  Marksmanship              |
|  92-96  |  Acute hearing             |  97-00  |  Excellent Vision          |
+---------+----------------------------+---------+----------------------------+

--Explorers--
+---------+----------------------------+---------+----------------------------+
|  D100   |  Skill                     |  D100   |  Skill                     |
+=========+============================+=========+============================+
|  01-04  |  Ambidextrous              |  05-10  |  Heraldry                  |
|  11-16  |  Astronomy                 |  17-22  |  Culture Classification    |
|  23-25  |  Luck                      |  26-28  |  Drive Motorcycle          |
|  29-35  |  Read/Write                |  36-40  |  Operate Complex Vehicles  |
|  41-42  |  Very Resilient            |  43-50  |  Space Navigation          |
|  51-55  |  Warp Navigation           |  56-63  |  Direction Sense           |
|  64-65  |  Fleet Footed              |  66-70  |  Pilot                     |
|  71-72  |  Lightning Reflexes        |  73-77  |  Linguistics               |
|  78-83  |  Repair (Vehicles)         |  84-85  |  Climb Sheer Surface       |
|  86-90  |  Sixth Sense               |  91-94  |  Acute Hearing             |
|  95-00  |  Technology Evaluation     +---------+----------------------------+
+---------+----------------------------+

--Rogues--
+---------+----------------------------+---------+----------------------------+
|  D100   |  Skill                     |  D100   |  Skill                     |
+=========+============================+=========+============================+
|  01-04  |  Ambidextrous              |  05-08  |  Blather                   |
|  09-10  |  Sing                      |  11-15  |  Bribe                     |
|  16-17  |  Dance                     |  18-20  |  Forgery                   |
|  21-25  |  Luck                      |  26-30  |  Flee!                     |
|  31-34  |  Drive Motorcycle          |  35-38  |  Very Strong               |
|  39-42  |  Very Resilient            |  43-48  |  Silent Move Rural         |
|  49-53  |  Silent Move Urban         |  54-57  |  Fleet Footed              |
|  58-65  |  Pilot                     |  66-68  |  Lightning Reflexes        |
|  69-75  |  Street Fighting           |  76-79  |  Scale Sheer Surface       |
|  80-86  |  Dodge Blow                |  87-91  |  Sixth Sense               |
|  92-96  |  Acute Hearing             |  87-00  |  Excellent Vision          |
+---------+----------------------------+---------+----------------------------+

--Academics--
+---------+----------------------------+---------+----------------------------+
|  D100   |  Skill                     |  D100   |  Skill                     |
+=========+============================+=========+============================+
|  01-03  |  Ambidextrous              |  04-08  |  Heraldry                  |
|  09-12  |  Astronomy                 |  13-17  |  Blather                   |
|  18-23  |  Bureaucracy               |  24-25  |  Sing                      |
|  26-30  |  Custom Lore               |  31-35  |  Warp Lore                 |
|  36-40  |  Cryptography              |  41-42  |  Dance                     |
|  43-50  |  Luck                      |  51-53  |  Flee!                     |
|  54-58  |  Super Numerate            |  59-65  |  Read/Write                |
|  66-67  |  Very Strong               |  68-69  |  Very Resilient            |
|  70-72  |  Silent Move Rural         |  73-75  |  Silent Move Urban         |
|  76-80  |  Pilot                     |  81-85  |  Lightning Reflexes        |
|  86-90  |  Scale Sheer Surface       |  91-95  |  Sixth Sense               |
|  96-00  |  Acute Hearing             +---------+----------------------------+
+---------+----------------------------+


2.4 New and Modified Skills
=-=-=-=-=-=-=-=-=-=-=-=-=-=

 In this section we describe both the new skills, explicitly created for the 
sci-fi setting of WH40K, and those which, taken from the fantasy RPG, have 
been a little adapted to the Universe of the 41th Millenium.

 * Acrobatic Manoeuvres
 This skill substitutes the skill Trick Riding, and it allows a vehicle to be 
driven at its extreme.  This skill can't be used by itself, and the skills 
Pilot, Drive Motorcycle or Operate Complex Vehicles are required.
 The character has to make a Risk Test only for those manoeuvres on the limits 
of skill and vehicle design, and when such a risk test is necessary the 
character has an additional bonus of +10% to the Test.

 * Alien Lore
 This is the typical skill of people who have travelled for a long time, or of 
a historian.  Its range of use can be very large: if the character succeeds in 
an Int test, it allows him to speak or to understand the fundamental traits of 
other languages, to know racial cults, etc.

 * Arcane Language - High Gothic
 The Imperium has a common language of sorts, known as Low Gothic.  The many 
dialects of Low Gothic across the Imperium, however, can mean one speaker 
nevertheless having great difficulty understanding another.  To solve this 
problem the higher classes use an ancient, pure language called High Gothic, 
that on which Low Gothic was based and akin to Latin or Greek in our world.  
Kept pure by tradition for millenia, it is understandable all across the 
galaxy, and those who can speak this will rarely have a problem finding 
another who speaks it, whatever planet they are on.

 * Astronomy
 Apart from the clearly greater knowledge of the universe available to the PCs 
in WH40K with respect to WFRP, the difference between this skill and the 
original one is that, in this case, the character can recognize celestial 
bodies and constellations, generally known, also on a star chart or on an 
electronic display and not only observing them from the surface of a planet.  
Astronomy is not enough to be able to make space voyages, for which further 
skills are necessary (see Space Navigation).

 * Bonesinging
 The Eldar skill of shaping (usually psychic) materials by psychic means, 
often using a psychically tuned instrument of some sort such as the 
psychoharp.  Apart from the different methods of manipulating the substance, 
used in a similar way to other practical skills, with the exception of testing 
on WP rather than Dex or any other characteristic.

 * Bureaucracy (or Administration)
 The characters with this skill are familiar with the essential facets of most 
bureaucratic systems.  With a Int Test they can understand the fundamental 
bureaucratic mechanisms of an unfamiliar planet they have visited, given some 
basic information.  They can also easily handle the administrative quibbles 
regarding their home planet.  In the case of a planet under Imperial control, 
the knowledge will extend to the bureaucracy of the whole Imperium.  The skill 
gives a +10% on the Bluff, Corrupt, Gossip and Find Job Tests in environments 
where bureaucracy has a fundamental role, such as public offices.

 * Codex Astartes
 Knowledge of the contents of the Codex Astartes, the large tome that details 
the organisation, tactics, heraldry, and many other aspects of a Space Marine 
chapter.  It can be known in 4 levels.  Level 1 grants knowledge of a 
particular fact in the Codex on a successful Int test, each higher level gives 
a cumulative +10 bonus on the test.  Especially obscure facts in the Codex 
(such as how many french iguanas to post on guard duty during the second 
coming of Christ - its 4 by the way...) or especially easy ones may be subject 
to modifiers to the test at the GMs call.

 * Culture Classification
 A character with this skill can evaluate the evolutionary degree of the 
inhabitants of a planet or of a specific area.  By means of comparison with 
other known races, the character can, with some basic information, understand 
the culture of the analysed group and their social evolution.
 The skill gives a +10% bonus on Comprehend Languages and Bargain tests.
 It is commonly used with the Custom Lore skill.

 * Custom Lore
 This skill substitutes the Etiquette skill of WFRP.  The character has a 
particular ability to locate the main characteristics of usages and customs 
of people, by means of past experiences.
 This skill allows you to tread foreign lands without looking like a stranger, 
and gives a +10% bonus to all Fellowship Tests, comprehending Bluff and Gossip.
 It is commonly used with the Culture Classification skill.

 * Diplomacy
 This skill grants the character a +10 bonus to Fel tests intent on deterring 
someone from violent action (be it an immediate personal attack or a planned 
planetary invasion), and other vocal interaction with others whose purpose 
is not to promote immediate violence towards the character or another on 
whose behalf s/he is arguing.

 * Dodge Ranged Weapons
 This skill is similar to the Dodge Blow Skill of WFRP, which is used only in 
melee combat.  With a successful I Test a character can Dodge a firearm or a 
ranged shot.  The following modifiers are applied: -10, if Sustained Fire is 
used; -10 for every 5 square yards of affected area of an area weapon.

 * Drive Motorcycle
 This skill substitutes the WFRP Riding Skill, but if some of your characters 
are born on planets where the horse is still used as a mean of transport, you 
are free to retain the Riding Skill.
 This skill allows to drive any two- or three-wheeled land vehicles, as well as 
hoverbikes (you only need handlebars and a saddle).
 The character has to make a Risk Test only for those manoeuvres on the limits 
of skill and vehicle design, and when such a risk test is necessary the 
character has an additional bonus of +10% to the Test.

 * Drive Wheeled-/Tracked-Vehicles
 Characters with this skill can drive any kind of terrain wheeled or tracked 
vehicle, be it a camions, tanks (Land Raider, Rhino, etc.) or Ork Battle 
Wagon.
 The character has to make a Risk Test only for those manoeuvres on the limits 
of skill and vehicle design, and when such a risk test is necessary the 
character has an additional bonus of +10% to the Test.

 * Electromechanic Manipulation
 This substitutes the Engineering Skill of WFRP, since, even though engineers 
still exist (almost always Squats), designing is virtually extinct.  Instead, 
existing technologies are merely reproduced and/or modified.  For example, you 
need this skill to build a Combi-Weapon.
 The PC with this skill have a +10% on Build Tests regarding electric, 
electronic and mechanical devices.

 * Electronic Infiltration
 Characters with this skill can infiltrate, with a computer and a 
telecommunications device, the few databanks remaining on the planets ruled by 
the Imperium.
 An Int Test may be required for systems with particular protections.

 * Forgery
 This skill allows to forge any kind of document, be it magnetic, electronic 
or on sheep skin.  The character must have his working instruments at hand and 
the process will take 1D4 hours.
 The quality of the fake can be determined with a Int test.

 * Immunity to Warpsickness
 Movement through the Warp often causes a form of travel sickness known as 
Warpsickness.  Some people, however, through an accident of genetics or 
repeated exposure, can become immune.  This skill can only be gained on 
character generation or in a career in which the character may spend 
relatively substantial time travelling in the Warp, a prime example being 
that of the Navigators.

 * Legend Lore
 In the universe of WH40K much historical knowledge is handed down by word 
as legends; characters with this skill know most of these traditions.  Some 
examples of legends are: the battle between Horus and the Emperor, and the 
lives of the Primarchs of the Space Marines.
 Usually the use of this skill requires a Int test.  A character with this 
skill can choose a specialization, (e.g. the history of Blood Angels), for 
which the Int test is not required.

 * Martial Arts
 This skill is the evolution of the Street Fighting skill.  It is a very 
powerful skill, therefore it counts as two normal skills (when the PC is 
created) or it costs 200 EP, when acquired during advancement (if the 
character already has the Street Fighting skill, 100 EP are enough).
 A character with Martial Arts gains a +10 to WS and +10 to I when involved, 
unarmed, in a melee; if he has already the Dodge Blow skill, he has a Dodge 
Blow roll with a +10 bonus; finally, he ignores all unarmed combat modifiers 
just as with the Street Fighting skill.

 * Military Tactics
 The art of planning a battle or series of battles against the enemy.  This 
skill represents knowledge of the best tactical planners in the past (and the 
strategies they used) and experience in the field of battle.  All characters 
with this skill also know this: no plan ever survives contact with the enemy.
 Gamewise, when this skill needs testing on, roll against Int.
 Specialisations can be taken in this skill giving +10 to the test when used 
for that specialisation.  Specialisations can be taken more than once giving 
cumulative +10 bonuses.  Possible specialisations include: Skirmishes, 
Ambushes, Large scale warfare, Armoured vehicle tactics, Infantry, etc.

 * Operate Complex Vehicles
 This skill allows the character to pilot a specified (at the time of the 
skills' gain) type of large vehicle, be it a spaceship, titan, or other 
vehicle of large dimension.  This skill however does not allow a single 
character to operate a vehicle requiring a crew of more than one person.
 The character has to make a Risk Test only for those manoeuvres on the limits 
of skill and vehicle design, and when such a risk test is necessary the 
character has an additional bonus of +10% to the Test.

 * Pilot
 Characters with this skill can drive hovercrafts, vehicles with anti-G 
systems and any other kind of non-earthly vehicle used for the movement within 
the atmosphere.
 The character has to make a Risk Test only for those manoeuvres on the limits 
of skill and vehicle design, and when such a risk test is necessary the 
character has an additional bonus of +10% to the Test.

 * Psychic Sense
 This skill is similar to the WFRP skill of Magical Sense.  The character is 
able to understand if a device or a creature is the receptacle of psychic energy, 
has psychic powers or if it comes from the Warp, just by touching it.

 * Psychic Void
 Have you ever met someone you just couldn't 'get a feel for'?  Someone you 
just didn't somehow feel wholely comfortable with?  The chances are, that 
person was a Psychic Void.
 Most people exist partly in both the normal physical world and as a spark in 
the psychic sea of the Warp.  Psykers especially glow brightly in the Warp, 
and Eldar souls shine as bright as a star.  Other, rare, people, seem to have 
no Warp presence whatsoever - a psychic void, effectively soulless.  The basic 
human evaluation of someone you unconsciously make when you meet them reports 
nothing about these individuals, leading to natural distrust and discomfort.  
This extremely rare defect occurs in less than one in a billion individuals.
 Tales have grown up around these people, of whom it is said that meeting 
their eyes is an experience one can never forget, seeming to draw you into a 
void, a pool of nothingness.  Even being near them can make the most hardened 
person uncomfortable.  It is hardly surprising, that these people, branded 
pariah, untouchable, are treated like outcasts or lepers, rejected from 
settlements.  Local superstitions warn against touching them, saying it will 
bring bad luck.  They are hunted by the Inquisition, and live lives as loners.
 However, the trait can also be occasionally useful.  Psychic Voids, properly 
trained, can psychically maim or even kill a psyker at the level of their very 
soul, and Pariahs gain a +20 modifier on tests to intimidate anyone, at the 
expense of a -20 penalty on all other Fellowship or interpersonal tests, 
including tests such as busking, employment, etc.
 Needless to say, this is an innate skill, not gainable at any other time or 
any other circumstances (save highly drastic or usual ones, like a demi-god 
severing their link to the Warp...).

 * Read/Write
 In WFRP, the average person cannot read, the same cannot be assumed in 
general in the WH40K galaxy, where such depends on the world the character 
hails from.  Characters from modern civilised worlds of the Imperium are 
assumed to be able to read and write, those from less civilised worlds may 
not be so lucky.  In case of doubt, the GMs decision is final.

 * Repair
 The ability to put devices back in working order is fundamental in the 
universe of WH40K, where most designing and building skills are lost.  With 
this skill a character can repair even seriously damaged mechanisms, unless 
unreplaceable spare pieces are missing.
 The Repair Skill has three different branches (corresponding to three 
different sub-skills): Weapons and Armour, Vehicles, Electronic Instruments.

 * Science
 This is a wide ranging skill, and the character must choose a 
specialisation.  It grants the character knowledge in that scientific 
area (subject to a successful Int test when used).  The character can also 
attempt to discern facts about other sciences outside of his/her 
specialisation.  To do this, the player must roll against HALF Int, 
rounded down, subject to any additional modifiers the GM sees fit.  This 
is only possible because of the way some sciences are inter-related.  The 
GM may rule that certain sciences have no connection, and rule that knowing 
a specialisation of one gives no knowledge about the other.
 Example specialisations include: Biology, Chemistry, Physics, Genetics, 
Psychology, Palaeontology, Planetology, Cosmology, Nuclear Physics, 
Quantum Physics, etc.

 * Secret Language - Lingua-Technis
 This is the ancient and secret language used and preserved by the 
Tech-priesthood of Mars.  None but those authorised and so blessed by the 
Machine God may use it, or even learn it.

 * Smith
 With this skill it is possible to slightly modify the size and shape of 
armour without servosystems and not requiring implants (such as Terminator 
Armour).
 The character needs his instruments at hand and 3D10 hours to complete the 
job.  Apart from this, the skill is analogue to the one of WFRP.

 * Speak Language - Low Gothic
 Low Gothic is the standard Imperial tongue and though many, many dialects 
have evolved across the galaxy, it remains largely universal.  PCs whose 
characters hail from human worlds of the Imperium are assumed to speak it.

 * Specialist Weapon
 This skill already exists in WFRP: it allows the character to use weapons 
which need special training, and which are used otherwise with a WS or BS 
of 10 (according the standard WFRP ruleset).  A character with this skill can 
choose from the groups described in WFRP, as well as five new groups of 
specialist weapons:
  -  the (E) group - Eldar Weapons,
  -  the (F) group - Flame Weapons,
  -  the (G) group - Grenades,
  -  the (P) group - Plasma Weapons,
  -  the (S) group - Eldar Shuriken Weapons.
 The group of a weapon is indicated next to its name in the Wargear chapter.  
A character, specialized in one of these groups of weapons, can use them with 
his normal BS.  The weapons marked with a star (*) in the Wargear chapter are 
specialist weapons so singular that they do not belong to any group and to be 
properly used require the character to have a Specialist Weapon skill devoted 
only to that weapon.  All the Heavy Weapons and the Terminator Weapons follow 
this rule.  For the others, there are still weapons in all categories of 
Specialist Weapon of WFRP, except for the Gunpowder Weapons, Artillery and 
Incendiary: most of the firearms of WH40K are simpler to use than the primitive 
arquebuses of WFRP, and the complex ones are characterized as we said above.

 * Space Navigation (Astrogation)
 This skill allows a character to trace space routes personally known or 
indicated on an available map or space chart, and therefore to navigate through 
planetary systems.  However, it does not allow the character to navigate 
through Warpspace - the Warp Navigation skill is required for that.

 * Spot Ambush
 Characters with this skill are very hard to surprise, thanks to their 
specific military training, and have a +10% bonus for the Hear Noise and 
Observation Tests rolled to verify if they are surprised.

 * Survival
 Characters with this skill can take sustenance from a wild and hostile 
environment, by hunting, herb harvesting, etc.  Moreover, they know the 
fundamental methods and remedies to resist extreme cold, heat, and, in 
general, all the external climatic conditions.

 * Technological Evaluation
 Thanks to this skill, with a few clues, a character can understand the 
highest degree of technological development reached by a culture.
 This skill gives also a +10% bonus on Bargain and Evaluate Tests regarding 
technological handiworks.

 * Warp Lore
 The Warp is a parallel dimension, almost unknown, but used to cover the great 
distances of the space.  A character with this skill has an idea of the 
creatures haunting the Warp and of its laws.
 This skill works as the Daemon Lore skill of WFRP.

 * Warp Navigation
 A character with this skill can pilot spaceships through the Warp, without 
the risk of coming to a far and hostile planet!  This skill is actually a 
genetic mutation, and can be acquired only at the generation of the character, 
not by using EP.  The Warp Navigation Skill is a psychic power, but those who 
have it never have other psychic powers.

 * Web Lore
 The Webway is an intricate Eldar tunnel system crossing the Warp.  It is 
composed of main paths, large enough to allow the passage of impressive 
spaceships, and smaller secondary paths.  This skill allows to identify the 
various Gates, i.e. the entrances to these tunnels, which usually are not 
recognizable, and to have an idea of the monsters haunting the Webway and of 
its legends, related to arcane and secret places such as the Black Library.

 * Web Navigation
 This skill allows the character to pilot spaceships within the Webway, to get 
your bearings within the main and secondary paths, to track routes so as to 
reach the destination by means of the shortest path, avoiding the most 
dangerous zones.  However, it does not allow anyone to find the Black Library, 
nor other such secret places.


2.5 Fate Points
=-=-=-=-=-=-=-=

 Since our heroes will be the main characters of battles most of times lethal, 
it is useful to give some more chance to the players to keep untouched (so to 
speak!) their favorites at least for some game session.  And so the Fate 
Points come into play, for all aspects exactly alike to those of the Fantasy 
RPG.  So, when characters are created Humans will have 1d3+1 Fate Points 
(1d3-1 for Space Marines), Eldar 1d3-1, Squats 1d3, Ratlings d4 and Ogryns 
D3-1.  The Fate Points are handled by the Game Master exactly as described in 
the paragraph Fate Points, on page 15 of WFRP.  If a character has a standard 
profile for his race, he gains one Fate Point more; a Champion gains no more 
Fate Points than normal.  A Hero has one Fate Point less than normal (one 
minimum).  A Mighty Hero has two Fate Points less than normal (zero minimum).


