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For example, a Warrior will need WS, TGH, STR and _maybe_ a tad of AGI (but most of the time you won't have enough stat upgrades). Then the second archetype comes to play and that's where situation may change (i.e. melee Assassin will need AGI more than STR or TGH).
Or you can choose Vanguard and continue pumping up TGH.
For example Operative/Assassin - sniper wants as high as possible BS/INT/PER
Officer/Grand Strategist - FEL/WILL/INT... and so on. The key is figuring out the 3rd stat and skill, usually the 1st and 2nd are easy.
It depends.
Base chance to hit is 30%. This is increased by the ballistic skill, which at minimum is 30. So you have 60% chance to hit a target within weapon's effective range even without doing anything else. Then, there are weapons which have a built-in bonus to hit chance. Highest i saw was 40%. If you give that weapon to your 30BS character, he will have 95% chance to hit (95 is the cap).
Even if you do not use such a weapon, there are ways of getting to 95% hit chance, for example operative "perfect spot" skill increases ballistic skill by 15, officer skills can increase ballistic skill of the people he orders around etc.
Your problem with using ranged weapons on a character that is not specialized for it will not be missing, but not doing all that much damage. Hit chance over 95% is converted to crit chance, so low ballistic skill chars wont crit much. Ballistic also governs bullet spread when burst-firing, so the bullets will go all over the place (but this might be a good thing, depending). Also important is range: beyond weapon's effective range, ballistic contribution to accuracy is halved, and high ballistic can help counter that.
Then comes perception. It is needed to defeat enemy dodge when shooting. But this too can be worked around - operatives can debuff enemy dodge, officers can command a teammate to ignore dodge completely, and for example Master tactician can also make his attack ignore dodge.
It is not a simple yes/no answer, as you can see :)
Thankfully, from what I can find on short notice it does appear the indirect power is stronk with this one, which is what I was gunning for. So it works out I think.
Non psyker Officers are the rare class, where the most optimal way to play is not to use any actions on fighting änd instead fully focus on empowering your teammates (although you'd be able to fully do that only after lvl 7 iirc). Usually officers want to run max FEL and WILL + 1 more stat, depending on their 2nd archetype/personal preference. But this game is easy enough to forgive some mistakes.