From aswfh@orion.alaska.eduMon Dec 11 17:46:48 1995
Date: Fri, 8 Dec 1995 01:45:54 -0900
From: "William F. Hostman" <aswfh@orion.alaska.edu>
Reply to: The wfrp mailing list <wfrp@gojira.monsta.com>
To: wfrp@gojira.monsta.com
Subject: WFRP: WH40K Basic Careers (ASCII Version)

THE BASIC CAREERS
for Warhammer 40,000: The Roleplaying Game

by Simone Gatti and Roberto di Meglio
translated by Marco Bizzarri and Claudia Rege Cambrin

"Better riddled in the body than corrupted in the mind."
      -Warmaster Solon

This is the second part of the Warhammer 40.000 Roleplaying Game; the first
part appeared on Kaos 21.  In the previous paper we described an easy
character generation method, starting from the Army Lists; in this number
instead we present a list of Basic Careers by which you can create your PCs
(and NPCs), exactly with the same method of Warhammer (the Fantasy RPG
providing the basic rules of our system).  The random career generation
tables are not included.

1 Basic Careers

We present 26 Basic Careers.  You can find them in the table 1, divided by
class (Soldier, Rogue, Explorer, Academic).  Since a complete list of the
Soldier careers would take up too much room, they've been mostly omitted.
Furthermore, a soldier character can be drawn from the Army Lists more
easily than the ones here described.  Likewise, there're a few careers for
the Academic class, since these are mostly connected with psionic powers,
and the section devoted to them will appear in the future.

The indicated career exists sometimes refer to basic or advanced careers
not yet described, which will be presented on the future issues of Kaos.


2 Basic Trappings

Like in WFRP, each character owns, beside the specific trappings depending
on his career, some standard trappings depending on his class.  These
include "at least" the clothes (of course!) and 3d10 imperial credits (see
the future section about the costs of the equipment to understand
acquisition value of this amount).  We suggest varying the standard
equipment depending on the scenario (primitive planet, Craftworld, hive
planet, etc.)


3 Basic Careers

Soldier              Explorer           Rogue           Academic
1 Bodyguard          1 Astropilot       1 Agitator      1 Chronicler
2 Genestealer-slayer 2 Exodites Farmer  2 Bounty Hunter 2 Harlequin Artist
3 Labourer           3 Navigator        3 Hacker        3 Physician Appr.
4 Mercenary          4 Settler          4 Outlaw        4 Student
5 Space Hulk Warrior 5 Crewman          5 Provocateur   5 Technician
6 Taxi-driver                           6 Pusher
7 Web Navigator                         7 Space Pirate
                                        8 Vehicles' Thief
Table 1: Alphabetical index of basic careers

Agitator
____________________________________________________________________
M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel
    +10 +10          +2 +10         +10             +10
____________________________________________________________________
The career is similar to the WFRP one, where the psychology of the
character is widely described.  As a rule, we can say Agitators actively
sponsor the popular movements and so they can embrace any cause.

Skills: Bureaucracy, Culture Classification, Public Speaking, Read / Write.
Trappings: Auto Pistol, Flak Armour, Protest leaflets for several causes.
Career Exits: Charlatan, Outlaw.


Astropilot
___________________________________________________________________
M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel
                     +1 +10     +10         +10     +10
___________________________________________________________________
The astropilot has to pilot spaceships during the most dangerous manoeuvres
(such as combat) by mean of hand drive.  Usually, a space vehicle requires
at least one astropilot which controls its movements in the `real' space,
but his skills are useless in the Warp.

Skills: Astronomy, Pilot Spaceship, Space Navigation, 50% Luck.
Trappings: Bolt Pistol, Flak Armour, 2d6 Space Charts.
Career Exits: Explorer, Settler, Smuggler, Space pirate.


Bodyguard
___________________________________________________________________
M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel
    +20      +1      +2 +10  +1
___________________________________________________________________
This career is quite similar to the WFRP one, with some differences mostly
in the trappings.  Also in the 41th millenium there exist Bodyguards,
employed, in most of the cases, to protect wealthy settlers and weapons and
precious metals merchants.  A Bodyguard on the ball can be payed very well.

Skills: Disarm, Dodge Blow, Martial Arts, Strike Mighty Blow, Strike to
Injure, Strike to Stun.
Trappings: Flak Armour, Las Pistol, Power Sword, 25% Refractor Shield.
Career Exits: Bounty Hunter, Footpad, Mercenary, Outlaw Chief.


Bounty Hunter
___________________________________________________________________
M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel
    +10 +10  +1      +2 +10                 +10
___________________________________________________________________
This career is similar to the one of WFRP.  In the 41th millenium the
bounty hunters are often employed by the powerful lords of the Imperium, the
autonomous governors of the worlds under the jurisdiction of the Emperor,
to get rid of the most damaging fellows for the social balance of the
planet.  Even though it is a dangerous career, rewards for the most wanted
criminals and more generally for the fomenters of rebellion against
imperial authority are sometime very high.

Skills: Follow Trail, Shadowing, Silent Move (Rural), Silent Move (Urban),
Specialist Weapon - Web Pistol, Strike to Stun, 50% Dodge Ranged Weapons,
50% Marksmanship.
Trappings: Carpace Armour, Las Gun, Power Axe, Power Sword, Web Pistol.
Career Exits: Android Hunter, Assassin, Footpad, Mercenary, Mutant Hunter,
Outlaw, Provocateur.

Chronicler
_________________________________________________________________
M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel
                     +1             +10 +10     +10 +10
_________________________________________________________________
Chroniclers are very expert Eldar, working to compile the Chronicles, i.e.
the history of the Craftworld or of the New World where they live.  The
knowledge of the Infinity Circuit, the place keeping the souls of the dead
Eldar on the Craftworlds, or of the similar World Spirit on the exodites
planets, is absolutely necessary for them, since that is the place where
the Chronicles are recorded.

Note: this career is reserved for Craftworld Eldar or Exodites.  See the
Eldar section.

Skills (Exodites): Arcane Language - Druidic, Charm, Custom Lore, History,
Legend Lore, Psychic Sense, Story Telling.
Skills (Craftworld): Bureaucracy, Culture Classification, History, Legend
Lore, Psychic Sense.
Trappings (Exodites): 1d3 Ancient Books, Chronorecorder, Las Pistol,
Primitive hand weapon.
Trappings (Craftworld): Chainsword, Chronorecorder (to record the
chronicles), Las Pistol.
Career Exits: Minstrel, Scholar.


Exodites Farmer
_________________________________________________________________
M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel
    +10 +10      +1  +2                     +10 +10
_________________________________________________________________
The Eldar settlers, established in the New Worlds, live on agriculture and
on sheep farming.  Their job determines an affinity with the nature and the
animals.  On the New Worlds there exist various species of Megadon, enormous
herbivorous saurians, and from their breeding they earn food and staples
for their survival; otherwise they exploit them as a means of transport.
For these reasons, Megadon breeding is one of the most important activities
for farmers.

Note: This career is only reserved to Eldar of Exodites culture.  See the
Eldar section.

Skills: Animal Care, Identify Plants, Orientation, Play (ancient blowing
instruments), Riding (Saurian), Silent Move (Rural), 25% Animal Training,
25% Herb Lore, 25% Riding (Dragon), 25% River Lore.
Trappings: Las Gun, Pipe flute (or ocarina), Primitive Armour, Primitive
(One) Hand Weapon, Watch animal (usually a little dragon).
Career Exits: Dragon Rider, Exodites, Chronicler, Scout.


Genestealer-slayer
______________________________________________________________________
M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel
    +10 +10 +1       +4 +10 +1  +10         +20
______________________________________________________________________
The Genestealer-slayer Squat has a psychology and a life style faithfully
following the Trollslayer ones in WFRP.  He usually embarks on suicidal
undertakings hunting lethal enemies able to kill him in combat, in order to
redeem himself from his previous mishaps.  His favourite enemy is, of
course, the Genestealer.  He usually boasts, wears showy clothes, with
orange coloured, crest-shaped hair, covered with tattoos, and gets drugs as
often as he can.

Note: Only a Squat can enter the Genestealer-slayer career.

Skills: Disarm, Dodge Blow, Specialist Weapon - Two handed, Strike Mighty
Blow, Street Fighting.
Trappings: Flak Armour, Lasgun, Power Axe.
Career Exits: Tyrannid-slayer.


Hacker
_________________________________________________________________
M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel
                     +1 +10     +10     +10     +10
_________________________________________________________________
A risky but remunerative job is the manipulation of the energy flows, to
deactivate the weapons, or to gain access to secret information hidden in
the psychomemories of the most inaccessible systems.  Because of the great
affinity of the Eldar with psychic energies and with most sophisticated
technologies, the Hackers from this race are appreciated and well paid,
especially the most unscrupulous ones, true psychotechnical pirates.

Skills: Bureaucracy, Electronic Infiltration, Embezzle, Forgery, Psychic
Sense, Repair (Electronic Equipment), 50% Read / Write, 50% Technological
Classification.
Trappings: Cameoline, Chainsword, 1d6 Chronomemories (to record data),
Decipher (to `unlock' the electronic systems), Las Pistol or Las Gun, Mesh
Armour, Servo-Arm.
Career Exits: Outlaw, Sapper, Spy, Technician.


Harlequin artist
____________________________________________________________________
M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel
+1 +10 +10           +2 +10     +10         +10
____________________________________________________________________
By mean of the dance and the mimic, the Harlequin artists show the legends
of their race; in public, as well as in war, they wear a mask to hide their
identity.  Practice allows them to perform acrobatic feats in time of peace,
and at the same time provides a good training in time of war.  Their
presence is supposed to bring novelties, but the most superstitious,
expecially among humans, think they announce bad events.

Note: This career is reserved to the Harlequin Eldar (see Eldar section).

Skills: Acting, Ambidextrous, Dance, Mime, Sing, Music (psycho-
instruments), Taunt, 50%  Acrobacy, 50% Lightning Reflexes, 25% Dodge Blow,
25% Legend Lore.
Trappings: Changing Mask, Holo Suit, Las Pistol, Photocromatic theatral
costume, Play scripts, Power Sword or Power Axe, Psycho-instrument (psycho-
harp, psycho-synth, psycho-amplivoice).
Career Exits: Harlequin Soldier, Minstrel.


Labourer
_______________________________________________________________
M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel
                 +1  +1
_______________________________________________________________
Within the imperial space there exist the so called Industrial Worlds,
usually rich of mineral resources and completely devoted to the mining of
raw materials or to the very large scale manufacturing of industrial
products.  On these planets, inhospitable to say the least, millions of
labourers live, workers skilled in the use of industrial equipments, but
still used to relying on their own strength and toughness when technology
fails.

Note: Squats only can belong to the Miner subcareer.

Skills: Climb Sheer Surface, Operate Special Vehicles - Work Vehicle, 75%
Consume Alcohol, 75% Sing, 50% Drive wheeled vehicle, 50% Pilot, 50% Repair
(vehicle), 50% Very Strong, 50%  Very Resilient, 25% Repair (Electronic
Equipment).
Miner additional skills: Metallurgy or Smith, Orientation (underground).
Trappings: Flak Armour (body only), Las Pistol.
Career Exits: Bodyguard, Footpad, Foreman, Spaceman, Technician.

Minstrel
________________________________________________________________
M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel
    +10 +10          +2 +10                         +10
________________________________________________________________
This career is similar to the one of WFRP.  Since the heart of the Eldar is
rich in poetry, many Outcasts decide to roam about the universe as
Minstrels, singing the exploits of the heroes and the gods of their own
race.  Their presence cheers the lanes of the metropolis, spaceports'
entrance-halls, and the inns of the Ultraworld Colonies.

Skills: Charm, Custom Lore, Legend Lore, Music (Psychoinstruments), Public
Speaking, Sing, 50% Culture Classification.
Trappings: Chainsword, Chronorecorder (to record the scores), Loud Clothes,
Las Gun or Las Pistol, Psychoinstrument (psycho-harp, psycho-synth, psycho-
amplivoice), Refractor Shield.
Career Exits: Charlatan, Chronicler.

Mercenary
_______________________________________________________________________
M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel
    +10 +10 +1       +2 +10  +1     +10     +10
_______________________________________________________________________
In the Warhammer 40.000 universe, devastated by war, some cities or
planets, where the Imperial garrison is absent or scarce, employ for some
length of time pitiless mercenaries to strengthen their armies.  For money a
mercenary fights alongside anyone, even an Ork; therefore, when he's
underpaid, his reliability can become a problem...

Skills: Disarm, Secret Language - Battle Tongue, Strike Mighty Blow, Strike
to Stun, 75% Dodge Blow, 50% Dodge Ranged Weapons, 25% Specialist Weapon -
Flame or Plasma Weapon, 25% Drive Motorcycle, 25% Pilot Land Vehicle.
Trappings: Boltgun or Lasgun, Bolt Pistol or Hand Flamer, Chainsword, Mesh
Armour.
Career Exits: Imperial Guard, Mercenary Captain, Outlaw Chief, Sniper,
Space Hulk Warrior, Scout, Space Marine.

Navigator
__________________________________________________________________
M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel
        +10          +2 +10     +10         +10 +10
__________________________________________________________________
Navigators are particular mutants able to orient themselves in the Warp,
following the psychic signals sent by the Astronomican.  It is unknown
whether this psychic ability is the result of a genetic manipulation or of
chance; however, the mutation has been handed on from generation to
generation for millenia, because the Navigators are prone to get married
among themselves, starting great and powerful families.  Navigators never
have other psychic powers beyond Warp Navigation (therefore no one
character with psychic powers can enter this career, neither can
an ex-Navigator enter a psychic career).

Note: Only Humans can be Navigators.  Eldar can be Web Navigators (see below).

Skills: Astronomy, Culture Classification, Custom Lore, Operate Special
Vehicles - Spaceship, Space Navigation, Technological Classification, Warp
Lore, 25% Repair (Electronic Equipment), 25% Repair (Weapons / Armours),
25% Repair (Vehicles).
Trappings: Las Gun, Las Pistol, Mesh Armour.
Career Exits: Navigator Chief, Spaceship Captain.


Physician Apprentice
___________________________________________________________________
M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel
                     +1 +10             +10 +10
___________________________________________________________________
This career is similar to the WFRP one.  In order to become a physician, a
long studying period is required, followed by a training with an
established professional.  Potential physicians mostly rely on their
aptitude and intuition, since they lack proper knowledge and field
experience.

Skills: Read/Write, 50% Cure Disease, 50% Heal Wounds, 50% Manufacture
Poisons, 50% Manufacture Drugs.
Trappings: Las Pistol, Physician tools.
Career Exits: Bawd, Charlatan, Physician.


Provocateur
_____________________________________________________________________
M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel
    +10      +1      +2 +10  +1             +20
_____________________________________________________________________
This career is similar to the WFRP Protagonist, with the skills and
trappings modifications.

Skills: Dodge Blow, Dodge Ranged Weapons, Drive Motorcycle, Martial Arts,
Strike Mighty Blow, Strike to Injure, Strike to Stun.
Trappings: Boltgun or Bolt Pistol, Carpace Armour, Motorcycle, 30%
Refractor Shield.
Career Exits: Avenger, Bodyguard Bounty Hunter, Duellist, Footpad.


Pusher
__________________________________________________________________
M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel
    +10 +10          +2 +10
__________________________________________________________________
Pushers live in the high density population urban areas and represent the
worst scum of the society.  They're always looking for new clients to which
they can sell the latest designer drugs.  By mean of Pushers which are in 
the most important rackets you can find most illegal substances: stimulants, 
hallucinogens, sedatives, hormones, etc.  Many regular clients are Mercenaries, 
having become addicted to the psychoactive substances which help them to 
fight.  A Pusher always has many enemies, and he is usually wanted, unless, 
by mean of corruption or other illegal activities he has gained especially
advantageous `friends'.

Skills: Corrupt, Hide (Urban), Palm Objects, 25% Evaluate, 25% Flee!, 25%
Street Fighting.
Trappings: Bolt Pistol, Flak Armour, Overcoat (internal pockets with 1d10
doses of drugs).
Career Exits: Bawd, Fence, Outlaw.


Settler
___________________________________________________________________
M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel
    +10 +10  +1  +1  +2                     +10 +10
___________________________________________________________________
Skills: Haggle, Orientation, Read/Write, 50% Cure Disease, 50% Heal Wounds,
50% Linguistic, 50% Luck, 25% Carpentry, 25% Legend Lore, 25% Metallurgy,
25% River Lore.
Trappings: Flak Armour, Las Pistol or Auto Pistol, Various tools.
Career Exits: Explorer, Imperial Guard.


Outlaw
____________________________________________________________________
M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel
    +10 +10          +2 +10 +1              +10
____________________________________________________________________
This career is similar to the WFRP one.

Skills: Dodge Blow, Pilot Land Vehicle or Drive Motorcycle, Hide (Rural /
Urban), Silent Move (Urban), Strike Mighty Blow, Survival, 50% Forgery, 50%
Repair (Weapons / Armours), 25% Dodge Ranged Weapons, 25% Electronic
Infiltration, 25% Marksmanship, 25% Repair (Vehicles).
Trappings: Auto Pistol, Boltgun or Shotgun, Flak Armour, 50% Refractor
Shield.
Career Exits: Mercenary, Outlaw Chief, Space Pirate, Vehicles' Thief.


Space Hulk Warrior
_______________________________________________________________________
M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel
    +10      +1  +1  +2 +10 +1      +10     +10
_______________________________________________________________________
These characters specialize themselves in the hard task of exploring the
spaceships drifting through space, the so called space hulks, looking for
technological treasures left unattended for centuries, the lost artifacts
of the Dark Age of Technology.  Often they live on the fringe of society, 
but often they also put their knowledges in the service of the Emperor, 
mostly when an hulk seems to hide the dangers of alien invaders.

Note: Only Squats can start as Space Hulk Warriors.

Skills: Dodge Blow, Orientation (indoor only), Specialist Weapon - Flame
Weapons, Strike Mighty Blow, Strike to Injure.
Trappings: Bioscanner, Energy Scanner, Flamer, Las Pistol, Mesh Armour,
Power Sword.
Career Exits: Mercenary, Scout, Smuggler.


Crewman
____________________________________________________________________
M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel
    +10 +10  +1      +2 +10  +1
____________________________________________________________________
This career is mostly undertaken by Eldar, which spend most of their lifes
on their Craftworlds. The life of a crewman (usually employed as manpower
by some wealthy space trader) is always bound to the spaceship where he's
embarked: in the face of a space pirates raid, crewmen are ready to defend
it with the same energy as they defend their lifes.

Skills: Astronomy, Custom Lore, Dodge Blow, Street Fighting, Strike Mighty
Blow, 50% Dodge Ranged Weapons.
Trappings: Chainsword, Flak Armour, Las Pistol.
Career Exits: Astropilot, Settler, Smuggler, Space Pirate, Spaceship
Captain.


Space Pirate
____________________________________________________________________
M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel
    +10 +10          +2 +10 +1                      +10
____________________________________________________________________
Space Pirates are usually Eldar Outcasts (see The Eldar section) or Human
Outlaws which stole an imperial battle spaceship.  They live on raids and
are known for their temperament and their cruelty, even though they respect
an unwritten honour code based on the word given.  It can happen they kill
innocents in cold blood and save their most bitter enemy, because they
behave following something incomprehensible for people not belonging to
their own culture.

Skills: Astronomy, Disarm, Secret Language - Pirate Tongue, Space
Navigation, Strike Mighty Blow, 50% Pilot Aircraft, 25% Specialist Weapon -
Shuriken Weapon (Eldar) or Flame Weapon (Human), 25% Legend Lore.
Trappings: Boltgun, Chainsword, Flak Armour.
Career Exits: Corsair, Outlaw Chief, Space Hulk Warrior.


Student
____________________________________________________________________
M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel
                     +1 +10             +10 +10     +10
____________________________________________________________________
This career is similar to the WFRP one.  Students usually live in the cities
of the most populated worlds of the Imperium, where they can learn a large
amount of the knowledge left to the human race after millenia.  It happens 
that Students' mind is `enlightened' (or upset) when they become aware of 
some universe aspects mostly unknown to the people: in these cases, usually 
they cast themselves in looking for a new aim in their lifes through 
adventuring.

Skills: Read / Write, 25% Consume Alcohol, 50% Culture Classification, 25%
Technological Classification, 20% Alien Culture Lore, 20% Bureaucracy, 20%
Custom Lore, 20% Legend Lore, 10% Astronomy, 10% Cartography, 10%
Electromechanic Manipulation, 10% Identify Plants, 10% Numismatics, 10%
Speak another language.
Trappings: Las Pistol, 1d3 Studying books, Video-exercisebook.
Career Exits: Agitator, Bawd, Merchant, Physician Apprentice, Scholar,
Crewman.



Taxi-driver
________________________________________________________________
M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel
        +10          +2         +10         +10     +10
________________________________________________________________
Taxi-drivers live in the cities of the Hive-worlds, where the confusion and
the traffic jam caused by the excessive population often make urban movings
impossible.  Taxi-drivers, instead, thanks to the detailed knowledge of
their zone and the tricks learned by means of their work, excel in finding
the shortest way to cross the city.  For them, work usually comes as a
stranger who trusts his driver also to have some hints about moving in the
new environment: the cities, mostly at night, belongs to the Taxi-drivers.

Skills: Custom Lore, Dodge Ranged Weapons, Orientation (Urban), Pilot
Aircraft or Pilot Land Vehicle, Repair (Vehicle), Street Fighting.
Trappings: Bolt Pistol, Taxy.
Career Exits: Pusher, Technician, Vehicles' Thief.


Technician
_______________________________________________________________
M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel
                     +2         +10     +20
_______________________________________________________________
A Technician is a professional skilled in repairing every kind of
electronic or mechanical devices.  Technicians live almost exclusively in
urban complexes where there's a great demand for them and they are well
paid.  Sometimes the best Technicians are hired by the Imperium (only if they
are Humans) and sent to Mars for the training which enables them to become
a member of the Techno-Priesthood.

Skills: Drive Motorcycle or Pilot Land Vehicle, Repair (Weapons / Armours),
Repair (Electronic Equipment), Technological Classification, 75%
Electromechanic Manipulation, 50% Metallurgy, 50% Read / Write, 50% Smith,
25% Electronic Infiltration.
Trappings: Flak Armour, Las Pistol, Servo-Arm, Tools, 30% Refractor Shield.
Career Exits: Foreman, Hacker, Sapper, Technopriest.



Vehicles' Thief
___________________________________________________________________
M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel
    +10 +10          +2 +10     +10
___________________________________________________________________
Vehicles' Thieves prevalently live stealing and reselling every kind of
vehicle.  The most coveted vehicles are the military ones, because they are
more sturdy and usually more sophisticated, expecially the Eldar ones with
anti-G capabilities.  This is of course a very risky job, and, to have some
chance to survive, the thief has often to hone his combat skills.

Skills: Drive Motorcycle, Pilot Land Vehicle, Pilot Aircraft, Repair
(Vehicles), Silent Move (Urban), 25% Acrobatic Manoeuvres.
Trappings: Boltgun, Flak Armour, Hover Bike, Las Pistol.
Career Exits: Fence, Outlaw.


Web Navigator
____________________________________________________________________
M__ WS_ BS_ S__ T__ W__ I__ A__ Dex Ld_ Int Cl_ WP_ Fel
                     +2 +10     +10     +10 +10     +10
____________________________________________________________________
The Webway is an intricate connection system known and used by the Eldar
only (for further information see New Skills in The Eldar section.  The
Craftworld Seers, thanks to their powers, can manoeuvre within these paths;
but also the Harlequins and the Outcasts developed knowledge of Web
Navigation: those able to track routes are known as Navigators (not to be 
confused with human Navigators who navigate spacecraft in the Warp by means 
of the Astronomican).  Unlike Humans, Eldar Navigators are unable to guide 
ships in the Warp.

Note: this career is reserved only to the Craftworld, Harlequins or
Outcasts Eldar. See the section The Eldar.

Skills: Astronomy, Legend Lore, Operate Special Vehicles - Spaceship,
Repair (Vehicles), Space Navigation, Web Lore, Web Navigation, 25%
Survival.
Trappings: Cameoline, Electro-spyglass, 1d10 Frag Grenades, Las Pistol,
Mesh Armour, Needle Rifle (with Targeteer), 2d6 Planetary and Space Charts.
Career Exits: Exodites Farmer, Spaceship Captain.


4 Other Basic Careers

Practically all the careers of WFRP can be, if you want, used if the
character comes from a low technology world.  Other Basic Careers, apart
from the ones here included, can be used with little modification, among
which the following: Bawd, Beggar, Entertainer, Exciseman, Footpad,
Gambler, Jailer, Outrider, Peddlar, Smuggler, Thief, Trader.  These careers
have not been included here for lack of space; we leave you the task
of adapting them to the universe of Warhammer 40,000.

5 The Eldar

In the original article this section, as well as the Eldar careers, with
the aid of Alessandro Gatti, had an unfinished sentence here which the 
current editor has no way of knowing what is said.  The Eldar race has 
another characterization / limitation that other races do not: the Culture.

There exist four kinds of Eldar Culture:
 * Exodite Eldar, who retired to far planets to embark on a rural life, away 
from the weakness and corruption of the customs of technological society.  
The virgin planets they settled are called New Worlds, and their primary 
industry is the breeding of Megadons, huge herbivorous reptilians, and of 
Dragons, great carnivorous saurians.
 * Craftworld Eldar, who live on colossal satellites with a technological 
society based on the Path, the rigid profession learning system.
 * Outcasts, who left the Path philosophy to roam about the universe looking 
for exciting adventures.
 * Harlequins, a nomad people mostly unknown, socially separated from the 
remaining Eldar people, using the Webway to travel the Galaxy.

When an Eldar changes career, he must take into account not only his
original career class, but also the culture to which he belongs, according
to the following hints.
 * choosing a career with the career exists costs 100 EP;
 * choosing a basic career of the same class and culture of the previous
one costs 100 EP;
 * choosing a basic career of the same class but different culture costs
200 EP;
 * choosing a basic career of another class but same culture costs 200 EP;
 * you can't choose any career differing both for class and culture from
the previous one.


5.1 New skills

The Basic Careers specific for Eldar we have presented make use of two new
skills, related to the Webway (which is described in the Codex Eldar).


5.1.1 Web Lore

The Webway is an intricate 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.


5.1.2 Web Navigation

This skill allows 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, and avoiding the most
dangerous zones.  However, it does not allow the character to find the 
Black Library, nor other places that are similarly secret.


Moreover, another skill has been introduced within the described careers:

5.1.3 Psychic Sense

This skill is similar to the WFRP Magical Sense.
The character is able to know, by touching an object, if the device is 
the receptacle of psychic energy.  The character is also able to know by 
touching a creature if it has psychic powers or if it comes from the Warp.

