My Thoughts on Specialities

By LuciusT, in Game Mechanics

Like the topic says, just my thoughts on the character specialities.

Heavy Gunner - should have Weapon Training (launcher or bolt) so they can use their potential starting equipment. That or change the starting equipment to missile launcher or lascannon… or since every regiment has their own prefered heavy weapon (which might not be a missile launcher or a heavy bolter) give them that and the Talents to go with it.

Medic - looks solid, though I wonder why they don't have Common Lore (Imperial Guard). (this is going to be a theme)

Operator - ok but again, why not Common Lore (Imperial Guard)?

Sergeant - for Medic and Operator my question was casual, but for Sergeants Common Lore (Imperial Guard) and Common Lore (War) seem like must haves to me. If Heavy Gunners and Weapon Specialists get them, Sergeants really, really need them. Who but the Sergeant should know the rules, regulations and inner workings of the Guard and have a solid understanding of the realities of war?

Weapon Specialist - this is my baseline, the basic trooper. Looks good to me.

Commissar - looks solid

Ministorum Priest - OK, not all Imperial priests are Redemptionists! Could me make it Weapon Training (flame or SP) and give them the option to take shotguns instead of flamers? The Imperial Guard codex gives them the option for shotgun (but not flamers, I care to point out).

Ogryn - I get the whole "are Orgyn tough enough" discussion. I have the same question.

Ratling - Ratlings are cool… but add Common Lore (Imperial Guard) maybe? (yeah, it's a theme)

Sanctioned Psyker - Why Heightened Senses (hearing)? These aren't blind Astropaths.

Storm Trooper - Cool.

Tech Priest - Cool.

Honestly, I think Common Lore (Imperial Guard) should be something everyone has, and maybe Common Lore (War) as well. That and Linguistics (Low Gothic) for everyone except maybe Orgyn. In general, I think the specialties look pretty solid, though I'm still getting my head around Aptitudes.