I'm making a simple version for use with the Imperial Guard, for now. For those interested, I'll post it as I go, in simple text format. I am also posting this for some help in regards to some necessities that I may have missed they should really be included as well as some naming help.
First, I've coined it Guardsman, Scout & Commissar. I think it might be a bit of a mouthful currently and am thinking of alternate names to the basic attributes, but those fit the concept of each for now.
This attribute governs ranged and hand-to-hand combat, as well as most strength and toughness-based situations.
This attribute governs stealth, sleight of hand, agility and sense-based situations, as well as physical reaction.
This attribute governs knowledge, leadership, wisdom, social situations and mental reaction.
(If the GM allows the Psyker talent, this also governs psychic powers and psyker levels)
May take any Path.
May only take Infantry or Specialist Path.
Talents: Exceptional Attribute(Scout), Hunter, Weak
May only take Infantry or Devastator Path.
Talents: Exceptional Attribute(Guardsman), Tough As Nails, Psy-nil.
May only use the Outcast Path, specific to Eldar.
Talents: Exceptional Attribute(Commissar), Sixth Sense, Outcast
Characters will a high Guardsman are referred to as Infantry, high Scout are Specialists and high Commissar are Officers.
Melee Training* (specific weapon, includes unarmed)
Support Firearm Training (specific weapon)
Firearm Training* (specific weapon)
Sleight of Hand
Cogitae (computers and devices, includes cybertech)
Medicae (healing and medicine, includes biotech)
Psyniscience** (psychic awareness, powers and tarot-use. *Talent: Sanctioned Only)
*- may be taken multiple times, each time for a different weapon
**- may only be taken if the character has the Sanctioned talent.
That's a snippet of it. Currently working on Talents and Weapons, as well as porting all of the information into a stand-alone document, no need to download Warrior, Rogue and Mage.