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below is a list of all the characteristics, skills and tier 1 talents that a given specialty has 2 aptitudes for. numbers in brackets show how many of each they get.
Heavy Gunner (1/1/4)
Toughness
Scrutiny
Double Team, Iron Jaw, Resistance, Sound Constitution
Medic (2/12/6)
Perception, Intelligence
Awareness, Commerce, 3 Lores, Linguistics, Logic, Medicae, Navigate, Scrutiny, Survival, Trade
Blind Fighting, Combat Sense, Heightened Senses, Light Sleeper, Meditation, Total Recall
Operator (0/8/6)
Acrobatics, Linguistics, Medicae, Navigate,Operate, Security, Stealth, Tech Use
Catfall, Leap Up, Lightning Reflexes, Rapid Reload, Technical Knock, Weapon Tech
Sergeant (1/4/6)
Toughness
Athletics, Command, Parry, Scrutiny
Air of Authority, Disarm, Iron Jaw, Radiant Presence, Resistance, Sound Constitution
Weapon Specialist (2/3/8)
Ballistic Skill, Agility
Acrobatics, Operate, Stealth
Ambidextrouse, Catfall, Deadeye Shot, Leap Up, Lightning Reflexes, Quick Draw, Rapid Reload, Weapon Training
Commissar (1/3/3)
Agility
Acrobatics, Athletics, Scrutiny,
Leap Up, Quick Draw, Sure Strike Weapon Training
Ministorium Priest (1/8/6)
Fellowship
Athletics, Charm, Command, Deceive, Inquiry, Interrogation, Intimidate, Scrutiny
Air of Authority, Disturbing Voice, Enemy, Mimic, Peer, Radiant Presence
Ogryn (3/2/10)
Toughness, Weapon Skill, Strength
Athletics, Parry
Ambidextrous, Beserk Charge, Double Team, Frenzy, Iron Jaw, Resistance, Sound Constitution, Street Fighting, Take Down, Unarmed warrior
Ratling (4/9/16)
Fellowship, Agility, Ballistic Skill, Perception
Acrobatics, Awareness, Charm, Deceive, Inquiry, Operate, Scrutiny, Stealth, Survival
Blind Fighting, Catfall, Combat Sense, Deadeye Shot, Disturbing Voice, Enemy, Heightened Senses, Leap Up, Light Sleeper, Lightning Reflexes, Mimic, Peer, Quick Draw, Rapid Reload, Unremarkable, Weapon Training
Psyker (2/10/4)
Willpower, Intelligence
Athletics, Commerce, 3 Lores, Linquistics, Logic, Psyniscience, Scrutiny, Trade
Meditation, Total Recall, Unremarkable, Warp Sense
Stormtrooper (1/3/7)
Weapon Skill
Acrobatics, Operate, Stealth
Catfall, Double Team, Leap Up, Lightning Reflexes, Street Fighting, Take Down, Unarmed Warrior
what is immediately apparent, is that it's cheap to be a ratling, and heavy gunners are a bit shafted. its by no means a hard and fast guide, but considering you have 4 stages of skills and characteristics to buy, its not a case of starting fast/slow.
im still not sold on Stormtroopers WS aptitude, making them into ogryn-lites. also ratlings have lots of aptitudes that mesh perfectly.
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Its important to note that most regiments made by players will have an extra aptitude coming from them, and the possibility for overlap is high enough such that most specialties will probably have an extra off aptitude at start of play. This would greatly effect how this works out.
Also, while there might be multiple "cheap" advances, others may have a broader set of aptitudes allowing things for still relatively cheap. With the newer XP costs, its not quite as prohibitive to only have 1 aptitude in an area. Also, not all characteristics were created equal. BS, while useful, is greatly supplemented by things like aiming, range, sights, etc. Toughness on the other hand, is fairly static.
I will say the heavy gunner's lack of finesse is pretty rough in the shooty category, but toughness/defence makes up for it. I once ran how "defensive" classes can be, and after Ogryn/Sergeant, Heavy Gunner was next in line (the math was handled by weighing XP costs vs. a list of about 20 possible ways of improving skills/talents/attributes that exist to prolong a characters life).
Its important to note that most regiments made by players will have an extra aptitude coming from them,
I don't think that's a true statement, if only because I have made several regiments that don't. If this is an assumption, than something is wrong with the regiment creation rules.
Without signature
Its a heavy metagaming statement. Its a realization that having more aptitudes is almost always superior than having some one off skill/talent added. That getting the aptitude will generally make things more xp efficient, and therefore, better to take.
For example, I could take Favoured Foe, gain Hatred/Forbidden Lore. Alright if I have none of the aptitudes tied to those, that is effectively worth 1200 XP. Or, I could take Die Hards. The Toughness aptitude ties to quite a few key talents, quite notably, Sound Constitution. Suddenly, Sound Constitution goes from 600 xp to 300 xp. It pays for itself in 4 wounds. Given the standard TB of most is going to be around 3 at start, they can always get up to at least around 6 wounds from SC no problem. Add to that easier Toughness advances.
And all you're doing is slightly altering the fluff of a regiment. That stage of "Doctrine" is less official, and generally just describes the regiment, it does not set what it is into stone (i.e. it is distinctly different from say Mechanised Infantry in how it looks on paper to the Administratum). Therefore, the party is hardly "sacrificing its morals" or munchkining too hard by making a decision for Die Hards over Favoured Foe.
Close Order Drill/Hardened Fighters are about the only two that are just cheaper than the aptitude choices. Close Order Drill gives an option between two tier 1 talents. So 600 xp value max.
Hardened Fighters might be the best of either of these, but still, the +2 WS and Street Fighting (another tier 1 talent) is hard to compare to cheaper Toughness or Willpower advances. And many players may very well try to aim for an aptitude with high overlap. My party (Commissar, Medic, Psyker, Weapon Specialist) opted for Iron Will, because 3 of the 4 possessed Willpower already, and cheaper Will advances are always helpful, given it ties to the psyker aptitude, which only one specialty has anyway.
EDIT: Also, of the 7 options, 4 of them have aptitudes tied to them. So, all things being equal, yes, most regiments will have an added aptitude. It may very well you were going for the big spenders too early.
Those aptitudes are Willpower, Toughness, Agility, and Ballistic Skill. All of those are quite common among many of the Specialties. Unless all players are the same specialty, it is probably quite difficult to avoid an overlap.
All specialties at least have one of them. Storm Trooper has 3 of them.
Its a heavy metagaming statement. Its a realization that having more aptitudes is almost always superior than having some one off skill/talent added. That getting the aptitude will generally make things more xp efficient, and therefore, better to take.
Therefore, I stand by my conclusion. Something is wrong with the regiment creation rules. If there are options that no one should take because they are sub optimal, that is a flaw in the system which needs to be addressed during this beta test phase.
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Its more an issue with your definition of "wrong." True balance is impossible. Some options will always be smarter than others, even to the most finite degree. As it stands, the aptitude options are very powerful over any of the others, yes. But they are the majority of the options.
As it stands, there are only 2 "bad" options of the 5. If you're low on points, and the other options taken are "must haves" then the remaining two options are not terrible, its just a tough decision.
I will say Favoured Enemy is most certainly trash, simply because point wise it does not compare to the others. But the 2 point options have their place. Close Order Drill is a close second for worst.
KommissarK said:
Its more an issue with your definition of "wrong." True balance is impossible. Some options will always be smarter than others, even to the most finite degree. As it stands, the aptitude options are very powerful over any of the others, yes. But they are the majority of the options.
There is plenty of room for improvement, and I say this as the guy who wrote the original version of the regiment creation rules. The rules for aptitudes underwent some fairly significant and far-reaching changes since I handed in the original versions of the doctrines, and some doctrines have come out ahead of others in part because of these changes.
One of the things I plan to suggest during my big pile of feedback (which I still haven't finished assembling) is that every regiment grant at least one Aptitude, preferably by having either homeworlds or regiment type doctrines (not both, though) always grant one as part of the package.
Nathan 'N0-1_H3r3' Dowdell
Writing Credits so far: Into the Storm, Edge of the Abyss, Battlefleet Koronus, Black Crusade Core Rulebook, Hostile Acquisitions, First Founding, The Jericho Reach, The Soul Reaver, Only War Core Rulebook, The Navis Primer & Ark of Lost Souls
Disclaimer: Any & all comments I make on these forums are my own opinion, not those of Fantasy Flight Games. My comments & rules suggestions should not be taken as official, are for all intents & purposes nothing more than the words of a devoted fan & long-time member of this community.
A collection of my unofficial supplements can be found here.
I think it'd be possible to add aptitudes to the current regiment doctrines to bring them in line without having to mess around too much with homeworlds.
Of the 3 doctrines missing aptitudes:
-Add Intelligence to Favoured Enemies. It has less overlap with most, and would aid in making that Forbidden Lore skill actually useful for some.
-Add the Leadership aptitude to Close Order Drill to represent the nature of the drills, and how that has given them a stronger ability to work together.
-Add the Strength aptitude to Hardened Fighters, to actually make being a melee oriented regiment worth something.
No one mentioned it yet, so I'll point out that a few aptitudes were shuffled around in the last update. In particular Commisar switched strength to Fellowship which them gives them the cheapest rate for command and the 7 fellowship talents.
Its also rather important to point out that several specialties do not even have dual aptitudes in something critical to them.
Heavy Gunners cannot raise their strength or ballistic skill easily. They're also completely screwed on skills
Operators don't get agility… or for ANY attribute for that matter.
Weapon Specialists have two of their better attributes with double aptitudes, though its arguable whether they'd be better fit for single aptitude on both BS and WS, or doubles on both instead, as Heavies really need BS.
Stormtroopers are better at melee than hellguns?
Looking at it I believe all specialties should have two attributes with doubles, unless they have all of them at single…
But one way or another, there's some serious rebalancing to be done right here.
With the new advancement costs, having just one Aptitude is seriously good enough for most stuff important to your specialty. I wouldn't worry too much about the lack of doubles.
Iron within, Iron without!
"it wouldn't be 40k if no skulls were involved"
-Cifer
Its less the direct lack of than the comparative lack of.
Its hard to justify the high end having a devastatingly large difference of potential compared to the Commissar and Heavy Weapons Guy.
Im currently playing a Operator and yeah the lack of crossover's on the Aptitudes is something of an issue. Few things at all have crossover for the Operator which makes their advancement in skills/stats/talents slower overall then the rest of the part. Yes they are only advancing the things that they get doubles in but it still seems off when your group is sitting there going "oh ill get this, this, and this!" and the Operator responds with "oh I'll get this,cause its all I have xp for"
Also; the lack of crossover on skills and Agility seems odd. Most of the others have crossovers in one of their fields required Aptitudes but not operators.
I
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The operator has it similar as to how sergeants and commissars have it with fellowship/command; you're expected to boost the skill, not the attribute, to improve your chances with the vehicle. And ultimately, true perfection (skill+attribute) is simply out of reach (or just slightly more expensive).
The operator's strengths come in with a fairly powerful comrade perks (when operating a vehicle). It allows the vehicle to pretty much operate independently of the party.
You can't really say as much for the Commissar [no comrade, though the execution trick is a bloody impressive heal], or heavy.
Tis not as if the Medic, Ogryn or Ratling lack in comrade abilities, either, and there remains the questionable spread of xp-costs when compared to what a specialty is supposed to be doing.
Which sounds great until you get to those groups that don't have multi seat vehicles or the times the Operator needs to get out. Also the big thing is most multi person vehicles NEED you to have higher Agi due to the mobility penalty that most of the time counters the +10 +20 trained bonuses. And if your looking over the Operators skills/Talents as well as stats you tend to find that their vehicle centric options are few and far between right now. There are some good Tier 2 and 3 talents and very few skills that double up. And of the skills to choose from? Operate isnt a great choice since there is the Hot Shot Pilot talent that gives you the first rank in all of them. Might as well buy that since its a cheep one for Operators. Medicae is nice and tech-use is needed but if your averaging out at the 30s for Int your gona want to plug those higher. And since its been mentioned repeatedly in other places here that they are good to round out with other abilities your going to want to spend something on other skills and maybe some weapon talents in case you need to cut the pintle mounted weapon off the wreckage of your lemanruss and cover the downed team mate while someone tries to heal him enough to get out of Dodge.
Without Signature
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