After our first game, the players had fun but bemoan they're lack of an apothecary. They had to spend most of their fate point on regaining health rather than doing cool stuff.
One of them looked up the Apothecary... and while he likes the concept,and only a fool wouldn't appreciate the healing they can provide... he's having a bit of an issue on how to build one.
From the get go, the Apothecary gets a very cheap Melee Advance... so you'd think he's meant to be a melee character, but there's a few key problems with that:
- He doesn't get any really good melee talent until waaay late in his career path (Swift Attack is rank 6...)
- He doesn't actually start with a Chainsword in his requisition, but a Bolter... this is a particulary puzzling message the game sends, as it basically tells you 'Your primary fighting style is melee, but you need to plunk down Requisition to get a melee weapon'. It kinda handicaps the Apothecary by -5 everytime on Requisition. Unless he wants to use his combat knife...
I suppose it becomes less of an issue later in the game when even the Assault Marine plunk down some Req for power weapons, but still, you're basically at -5 Req for something they should give you (Heck, even the art for the Apo has a chainsword!).
- His other cheaps stats are Int and Per... and if you're raising those, you are not raising S/T/A. And while INt/Per don't necessariyl help a ranged fighter any more than a melee fighter, at least the relative 'fragility' of the Apothecary would be less of a drawback if he was played as a support role in the back with a bolter.
Since outside of begging for Elite Advance or finding a way to get them throught Deeds/Advanced Career an Apothecary can't get Two Weapon Wielder before Rank 7, you'd figure the best combat option for the Apothecary would be to find a 2 handed weapon (luckily Rites of Battles provides quite a few) and go with the '1 big attack that does lot of damage' route... which does work kinda well with Swift Attack. But again, the Apothecary lacks a lot of Talent that would make this optimal.
Ironically, a Stormwarden maybe one of the best chapters for Apothecaries... they starts with that Claymore of theres, which is debatably just as good as Chainsword and they get Hammer Blow and Thundercharge, two talents that works very well with the 2 handed style the Apothecary is prone to fall on.
Even with that thought... I'm not sure just how effective you can push those two talents. We don't expect the Apothecary to be the melee beast the Assault Marine is, but you'd think he'd be at least decent at it.
Which raises the other options... let's make him a ranged fighter, which should thematically make more sense anyway (Why would you want your field medic within melee range of the Hive Tyrant? Really...)... but where the Apo is lacking several melee talent, he actually has NO ranged talent. That bolter he gets saddled with his going to be woefully ineffective in his hands for pretty much his entire career.
One of the 'advantages' of the Apo is that well... since he has so little actual combat talents, he stands to gain the most from picking up Deathwatch Champion has an Advanced Career. Indeed, with it he can pick up all the talents he's missing and become a serious fighter, on top of actually adding a power sword to his standard issue gear... except that (I'm assuming in an attempts to prevent the Advanced Career from making Assault Marines obsolete), Deathwatch Champion's advances are horribly overprived.
So... very long post, I know... but ultimately, has anybody found a way to make the Apothecary dangerous as a combatant or is everybody pretty much resignated to 'Well, I'm the worse fighter in the group, but at least I can heal'?