Aighty, after comparing the arsenal to the possible TB and armour values, as well as fluff, here's a few changes I hope make sense. This is, incidentially, for the first beta. As some folks are reworking its ruleset for use, I figured I'd post what my round is running with atm.
Comments/Feedback are always welcome of course:
Bolt weapons: Pen increased to 5
Chain weapons: Pen=degrees of success on hit. They gain the armour-destroying trait and the unbalanced trait.
Power weapons: Pen increased to 6
Plasma and melta weapons: Pen increased to 6. Meltas gain the armour-destroying trait.
Autocannon and other heavy weaponry: Gains Concussive (2-3). Autocannons also gain the aforementioned armour-destroying trait.
Other Solid projectile weapons: Pen increased all around by 2
Hot shot las-weapons: Gain the "piercing" quality.
Crossbow: Pen raised to 3
Bow: Pen raised to 2
Swords: Pen raised to 2
Axes: Pen raised to 1
Krak grenades and missiles also gain the armour destroying trait.
Great Weapons lose the unbalanced trait.
Eviscerator RoF increased to 1/3. For penetration purposes, it is a power weapon, but remains unbalanced and armour-destroying like all chain weaponry.
Needle rifle, sniper rifle and long las: RoF = 1.
Armour-destroying:
When rolling a 10 for damage, reduce target armour by 1. Given a cap of 12d10 per round on an autocannon, and agility bonus based chainsword attacks, this should represent the actual in character effect of said weapons quite well.
Alternatively, 2 additional damage dice generated from RoF can be converted to create an armour reduction of 1 point.
Concussive:
Additionally to dazed, on test failure, your character is knocked prone.
Further relevant are perhaps some combat tweaks we houseruled in to keep things fast and easy:
Premise1: Cover types have an armour value assigned to them, which is added to the character's armour in that zone. Punching through cover diminishes that armour value.
Premise2: We don't like rolling lots of dice. All 40k systems require us to roll an atrocious amount
Conclusion:
New default hit location for unaimed shots = highest armour value. Aimed shots get to pick their targets.
For every additional damage dice generated through degrees of success on target, the player may choose to forfeit said dice and do one of the following:
1. Add an additional point of armour penetration to the shot
2. Reduce the armour value of cover by an additional 1 point
3. Add +2 to the wounds table result for the hit.
Edited by DeathByGrotz