- Climbing: Practised ability to safely and efficiently traverse vertical surfaces. Frequently useful on both Feral and Hive Worlds. Valuable in combat if one has to scale the side of a servo-hauler to get the drop on a heretical demagogue.
- Might: Advanced capacity for moving greater weight, breaking physical objects, and enduring heavy loads. In appropriate circumstances, an Athletics (Might) Test can be used in place of a Presence (Intimidation) Test to achieve similar aims.
- Riding: Increased aptitude in piloting equines, or their xenos equivalents. All but essential for controlling such beasts in combat.
- Running: Greater capability for moving at speed over longer distances. Useful for catching fleeing foes, and escaping from dangerous opponents.
- Swimming: Better aptitude at swimming through liquids, typically water. Essential on some worlds with planet-spanning oceans, and almost unknown on others.
Athletics represents physical training and preparedness to overcome a broad range of obstacles, including many challenges that can be dangerous for the untrained. When learning Athletics, characters undertake training regimens that rely heavily upon physical aptitudes. Body awareness, muscle memory, and risk assessment all can play major roles. Athletics includes training with necessary survival tools to aid the practitioner in knowing not just how to use a tool most effectively, but when to choose the best one from an array of options.