NAVIGATOR
Navigator
is a new class written specifically for the Warhammer 40k setting. The fastest
way to this class is through the Dedicated hero basic class though other paths
are possible. Because the Navigator is so canon to 40k, a lot of background
information has been provided here. Note there is no ‘Sample Navigators’
section. This is because all Navigators are human and all fulfill the same
basic function, guiding a starship from one point in space to another safely.
The
Navigator Houses are a subsect of the Navis Nobile an institution which
predates the Imperium by many thousands of years. It is the most ancient of all
human organisations. It was founded sometime in the Dark Age of Technology and
survived through the Age of Strife to the present day. Over this period of
approximately 30,000 years, the fortunes of the Navis Nobile have constantly
waxed and waned, but their power have never been broken. Today they thrive as a
vital part of the Imperium.
Each
Navigator House is a large related family, but it is also a literal house, a
fortified mansion where the House leader - or Novator - lives together with his
immediate kin and retainers. This mansion is regarded as the seat of the entire
Great Family, even though it is only the hereditary ruling family that lives
there.
The Great
Families of the Navigator Houses are uniquely composed of a particular form of
human mutant called a Navigator. The mutation is not a spontaneous or natural
one, but rather the result of genetic engineering conducted in the distant past
during the earliest history of the Navis Nobile. This engineering created the
Navigator Gene that distinguishes Navigators from the other members of the
Nobile – ordinary humans. The gene itself can only be preserved by
intermarriage, as it is lost when a Navigator breeds with an ordinary human. This
factor has led to the development of the closely-related Navigator families.
The
genetic creation of Navigators has a single purpose: to endow a human with the
ability to steer a spacecraft through warpspace. Only Navigators can do this - no
other human or machine has the ability to navigate warpspace in this way. It is
this ability that allows human spacecrafts to travel so quickly compared to
alien craft. Without Navigators to steer its ships, the Imperium would quickly
fragment into thousands of separate stellar empires, each only a few dozen
light years across, whose spacecraft would be obliged to use tiny and dangerous
blind jumps to cover interstellar space. It is this limitation that has ket the
Tau to such a small area of the space.
The
physique of Navigators is unusual. The feature which distinguishes all
Navigators is the Third or Warp Eye situated in the centre of their forehead.
Nearly all young Navigators traditionally work in space as pilots. Over the
years they gradually increase their familiarity with the warp and their powers
become stronger. This mental maturation may take as many as fifty or a hundred
years of space flight, but as Navigators can live for three or four hundred
years this is not a great proportion of their lives. As they grow more
experienced they also change physically. The white and iris of the Third Eye
gradually vanished leaving a single black pupil. The eye itself hardens, and
the eyelids shrink leaving a single staring orb.
The most
powerful Navigators in each of the Great Families are called Heirs Apparent.
This signifies that they may one day contend for the position of Paternova, the
ruler of all the Navis Nobilite. The Paternova may come from any of the Great
Families and from any social level within them. The Heirs Apparent are usually
the oldest Navigators who have developed a bulging chest due to internal gills
in their chest cavity – although not all develop in this way and some
Navigators live out their entire lives without ever undergoing the chest-cavity
change.
The Heirs
Apparent are often bitter rivals who will even go as far as to try and
eliminate each other if they get the chance. This sometimes leads to protracted
personal vendettas or even family feuds between two Navigator Houses. The Adeptus
Terra is fairly tolerant of minor skirmishing of this kind, although open
hostilities between Houses are discouraged as much as possible. Unfortunately,
this keen rivalry sometimes draws Heirs Apparent into marginally unlawful or
even outright illegal practices. Their personal ambition makes them vulnerable
to all sorts of dangerous influence, from collaboration with aliens to dealings
with the daemonic. These deviants are a minority - most Heirs Apparent conduct
their rivalries without courting such dangers.
The
Paternova is the leader of all Navigators and the most powerful of all his
kind. The Paternova may live for up to a thousand years. When he dies all the
existing Heirs Apparent begin to change - they begin to grow even larger and
stronger. Their gill structure becomes fully functional allowing them to
survive in hard vacuum as well us underwater or in normally poisonous
environments. Most important, they start to fight. They are drawn to combat
with each other, building up a pitch of aggression that eventually overrides
all other considerations. As Heirs Apparent are killed those who survive change
even more until finally only one remains alive. It is this vastly changed and
extremely powerful individual who becomes the new Paternova.
The Paternova
lives in the Palace of the Navigators which lies on Earth in the centre of the
zone held by the Navis Nobilite. Following his accession, the Paternova never
leaves the palace. The existing staff, soldiery and other retainers of the
palace are replaced by those drawn from the Paternova’s own House. The chief
amongst his servants is the Paternoval Envoy who becomes a High Lord of Terra
and sits on the Senatorum Imperialis.
The role
of the Paternova is an obscure part of Navigator biology although no-one doubts
its importance. The Paternova is described as the guiding father whose powers
transcend the warp itself. During the interlude between the reign of one
Paternova and another, all Navigators other than Heirs Apparent suffer a
considerable reduction in their powers. Their ability to navigate the warp is
impaired, warp journeys become longer, ships are unexpectedly lost, and younger
Navigators may lose their abilities completely.
As soon as
the new Paternova is installed the powers of Navigators are restored. However,
not all are restored to the same degree. Navigators belonging to the same House
as the Paternova find their abilities enhanced, as if their blood relationship
were enabling the Paternova to transmit his powers more effectively. Navigators
belonging to the House of the old Paternova lose this benefit, and so
individuals may find their powers impaired.
The Warp Eye
The
unusual feature shared by all Navigators is the Third Eye or Warp Eye.
Navigators normally keep this eye covered with a bandanna or covering which is
itself often decorated with an eye. This has led many humans to doubt the
existence of this Third Eye. In fact the Third Eye is the focus of the
Navigator’s power. The eye enables the Navigator to see the shifting currents
of warpspace and so to guide his spacecraft within the warp. It is said that a
Navigator can always see the warp even when he is in the material universe, and
that it is this constant exposure to the unnamed horrors of Chaos that lends to
their strange physical changes. It has been known for Navigators to react
suddenly and violently to invisible things in the warp, and to collapse, lose
their sanity or even die as a result.
The eye
has other powers too, although these are employed far more rarely and are the subject
of some mystique. These powers develop with the Navigator’s experience of the
warp, so that they are most developed of all in the Heirs Apparent. The
uncovered stare of a Navigator can kill a man, and that of an Heir Apparent is
said to ward off even the daemonic creatures of the warp. Rival Navigators
sometimes fight using the power of their eyes to blast each other - such open
conflicts are rare but spectacular. It is also said that the eye of a Navigator
has prophetic powers and that it can literally see into the future. Navigators
are very reluctant to talk about their powers and it may well be that only the
Paternova understands the full potential of a Navigator’s abilities.
The
fastest way to become a Navigator is through the Dedicated Hero class. You must
take the Warp Eye feat at first level if you choose to go this route.
Requirements
To qualify
to become a Navigator, a character must fulfill the following criteria.
Base Attack: +2
Skills: Knowledge (the
warp) 6 ranks, Navigate 6 ranks, Sense Motive 6 ranks.
Feat: Warp Eye
Talent: Mystic Power
CLASS
INFORMATION
The
following information pertains to the Navigator advanced class.
Hit Die
The
navigator gains 1d8 hit points per level. The character’s Constitution modifier
applies.
Skills
Concentration
(Con), Craft (structural, visual arts, writing) (Int), Diplomacy (Cha),
Knowledge (any) (Int), Listen (Wis), Navigate (Wis), Sense Motive (Wis), Speak
or Read/Write Language (none), Pilot (Dex), Psychic Sense (Wis), Treat Injury
(Wis).
Skill Points for each Level: 3 + Int modifier
|
Table: The Navigator |
|||||||
|
Class Level |
Base Attack |
Fort Save |
Ref Save |
Will Save |
Special |
Defense |
Leadership |
|
1 |
+0 |
+2 |
+0 |
+2 |
Navigate,
Mystic Powers |
+1 |
+1 |
|
2 |
+1 |
+3 |
+0 |
+3 |
Gazing
Eye |
+1 |
+1 |
|
3 |
+2 |
+3 |
+1 |
+3 |
Bonus
Feat, Mystic Powers |
+2 |
+1 |
|
4 |
+3 |
+4 |
+1 |
+4 |
Stun
Stare |
+2 |
+2 |
|
5 |
+3 |
+4 |
+1 |
+4 |
Mystic
Powers |
+3 |
+2 |
|
6 |
+4 |
+5 |
+2 |
+5 |
Bonus
Feat |
+3 |
+2 |
|
7 |
+5 |
+5 |
+2 |
+5 |
Mystic
Powers |
+4 |
+3 |
|
8 |
+6 |
+6 |
+2 |
+6 |
Navigate
x 10 |
+4 |
+3 |
|
9 |
+6 |
+6 |
+3 |
+6 |
Bonus
Feat, Mystic Powers |
+5 |
+3 |
|
10 |
+7 |
+7 |
+3 |
+7 |
Death
Stare |
+5 |
+4 |
CLASS
FEATURES
The following
class features pertain to the Navigator advanced class.
Navigate
A
Navigator can guide ships through the warp. For every light year of distance
that he guides the ship through the warp the difficulty increases by 1
(rounding down extra decimals). The difficulty for any jump is DC 10. To give
you some idea of interspacial distances, the distance between Mars and Terra is
around 48 million miles considerably less than one light year (5,878,500
million miles) so such a Warp Jump is DC 10. The distance between Terra and the
Alpha Centauri system is 4.35 light years. A jump to the nearest star system is
therefore a DC 14 check from Terra (but maybe more for other systems).
Travelling from Earth to Mars without a Navigator would require at least a
month of travel time, for even the fastest Imperial vessels. All Warp Jumps
last less than a few minutes so obviously this saves considerable time. Time of
jump does not increase with distance, only difficulty. Another thing to note
that the galaxy is around 100,000 light years side-to-side and that it bulges
in the middle 60,000 light years wide, Imperial space covers roughly half of
this area.
The
Navigators are guided by a holy beacon of light emitted from the Emperor’s
Throne on Terra. The psychic emanation is called the Astronomican. Navigating
outside the range of this is extremely difficult. Anyone attempting to do so
suffers a -10 penalty on Navigation checks.
Though
Jumps take only a few minutes, the preparations before a jump (ritual
annointations by servitors and so on) can take up to a week. For this reasons
big jumps are preferred to many little jumps. A well maintained ship will
include a set of Gothic Gargoyles to ward off daemons when travelling the warp.
A good set of Gothic Gargoyles and a strict adherence to the annointment
rituals will improve your chances for a good warp-jump. Ship maintenance can be
any of the following:
|
Maintenance |
Effect on Navigate Check Bonus |
|
None,
unexpected need to warp jump |
-5 |
|
Hasty,
one day of preparation |
-2 |
|
Typical,
one week preparation |
0 |
|
Careful,
one month preparation |
+2 |
|
Cautious,
half-a-year preparation |
+5 |
The cautious maintenance standard is usually
only reserved for battlestations where thousands of humans consider their
homes. Ecclesiarch monastaries might spend such a time preparing as well,
particularly if they are making a significant Warp Jump.
Mystic Powers
The
Navigator gains a Mystic Psychic Level everytime this class feature appears in
the Special section of the Navigator table. A level 1 Navigator will have a
minimum Mystic Psychic Level of 1. Over the course of the 10 Navigator class
levels this increases by 5 to a total of 7 or more depending on the psychic
level before the class was taken. To see the effects of having a Mystic Psychic
Level see the Psychic Section of the d20-40k manual.
Gazing Eye
Starting
at second level the Navigator gets a passive gaze attack with his warp eye. As
a free action, he can use the extra eye to make a special gaze attack against
all creatures within 20 feet. The creatures must succeed on a Will save (DC 10
+ one-half your level + your Charisma modifier) or be shaken for 2d6 rounds.
This gaze attack is a mind-affecting compulsion, and any creature that
successfully saves against your gaze attack cannot be affected again for 24
hours. The gazing eye has no effect on other creatures with gazing eyes.
Stun Stare
Starting
at fourth level the Navigator gets an active stun attack with his warp eye. As
a free action, he can use the extra eye to make a special stun attack against
all creatures within 20 feet. The creatures must succeed on a Will save (DC 10
+ one-half your level + your Charisma modifier) or be stunned for 1 round. This
gaze attack is a mind-affecting compulsion. Unlike the gazing eye any creature
that successfully saves against your gaze attack can still be affected on the
following turn. The stun stare affects all targets.
Navigate x10
Starting
at eighth level the Navigator improves his Navigation range. He accumulates a
+1 DC for every 10 light years he wishes to travel rather than every 1. This
allows him to jump considerably further distances. Also any distance less than
a single light year (like Terra to Mars) is considered DC 5.
Death Stare
At tenth
level the Navigator gets an additional gaze attack with his warp eye. In place
of stunning or shaking a Navigator can succesfully kill. Anyone who fails the Will
save against a Death Stare must a pass a Massive Damage fortitude check or be
killed outright. This gaze attack is a mind-affecting compulsion, and any
creature that successfully saves against your gaze attack cannot be affected
again for 24 hours. The gazing eye has no effect on other creatures with gazing
eyes.