Revolver 40k

This is a list of all the skills that have been removed and/or combined, as well as ones that have been added in. Asterisks (*) denote a new skill, cross (+) denotes that the skill has been scrapped, and will be just a characteristic test.

Acrobatics – Acrobatics, Contortionist Operate* – Drive, Pilot
Athletics* – Climb, Swim Parry – This is now an untrained skill.
Awareness – Awareness, Lip Reading, Search Stealth* – Concealment, Silent Move, Shadowing
Commerce – Barter, Commerce, Evaluate Survival – Survival, Tracking, Wrangling
Deceive – Blather, Deceive, Gambling Tech Use – Demolitions, Tech-Use
Diplomacy* – Charm, Command Toughness – Carouse+
Logic – Logic, Tactics, Gambling Willpower – Invocation+
Linguistics* – Ciphers, Secret Tongue, Speak Language Nothing – Disguise+, Literacy
Medicae – Chem-Use, Medicae

When swapping in Gambling, you choose to gain either Deceive or Logic. Certain skills have also been modified so that you can use different characteristics based on how you role-play. This is following similar rules as Intimidate, where you can use Strength, Intellect, or Fellowship, depending on how you plan to Intimidate the target. These include: Commerce can use either Intellect or Fellowship to show whether you are being shrewd and calculative or to try and appeal to subjective characteristics.