I'm due to start GM'ing a new Deathwatch game soon and, tomorrow night, I'm getting the players round for a character creation evening. However, while reading through the specialities, what they skills/talents they start with and their first Deathwatch advances that they can buy, I have to admit I've become a little confused.
For example, the Techmarine speciality states that they start with Speak Language (Techna-Lingua) , yet the rank 1 Deathwatch advances list the same skills as an advance that can be bought for 200xp. As I read the rules the speak language skill, in it's basic format, would allow the Techmarine to use this skill in an opposed test with no penalty against his intelligence. There is a +10 skill that they can gain in the Rank 2 advances, but is there any reason that a Techmarine, who already gets this skill as a trained advanced skill by default, should choose to pay 200xp to, as I see it, effectively learn the same skill twice?
There are similar confusions for me with regards to the Apothecary and the Medicae skill.
Any light that you kind folks could spread on this matter would be greatly appreciated