Artist's commentary
Second round of specialization sketches I did. This time, it's the sharpshooter, trooper, warrior, and cl*rk.
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Sharpshooters take advantage of the Accurate rule, applying it to weapons that usually don't have it. Their damage output and range is very high, but they can't really do much else other than hit people really hard, unless the player and GM get creative with prop placement.
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The humble Trooper is a jack of all trades, master of none, allowing the player who picks one to dip their toes into almost any combat role. Most of our players have chosen more specialized roles at this point, though.
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The Warrior is a bit of a hybrid class that ends up favoring close-quarters combat. Only War's rules for melee combat are quite robust, so we have a couple of Warriors taking advantage of the tactical flexibility offered by CQC.
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Clerk is kind of an odd class. It doesn't get any experience purchase discounts on combat abilities, and starts mostly with clerical skills. Not that they can't fight, just that they're probably not particularly good at it compared to other specializations. We try to let the non-combat skills shine in extended deployments that are less about combat and more about investigations.

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