RoF exceeding 10: vehicle-mounted twin-linked weapons. What for?

By egalor, in Dark Heresy Rules Questions

The Apocrypha: Vehicles says, that if a weapon is twin-linked, I should simply add their Clip and Rate of Fire values when firing them from a vehicle. Therefore, in this case a twin-linked Heavy Stubber, has an effective RoF = 20 (10+10) on full auto.

A question: why 20 shots are better than 10 shots, if the maximum theoretically possible amount of degrees of success in Dark Heresy (which determine the amount of hits) cannot exceed 10?

Well,

The BI, FFG exchange has left us a bit confused about that one:

Though we have a few examples of twin linked weapons:

Twinlinked autogun (eratta page 1): 1d10+4, Tearing (normal autogun does 1d10+3)

Twin Lasgun (IH page 177): 1d10+4, Tearing (normal lasgun does 1d10+3)

So it seems twin linking a gun adds one to damage and adds tearing , beside giving an extra +10% BS on (semi) autofire.

GrtZ,

Santiago...

Yeah I just ditched the tearing rule and have twin-linked weapons score two extra hits per degree of success.

Works like a charm, hurts like a mofo.

Rift said:

Yeah I just ditched the tearing rule and have twin-linked weapons score two extra hits per degree of success.

Works like a charm, hurts like a mofo.

A very reasonable approach. Thank you. I will suggest it to my crew.

The only problem I have with the tearing mechanic is the recuded ammo consumption.

On the other hand allowing 2 hits per degree of success is insanely deadly, which heavy weapons should be, but I start to get concerned on handlheld weapons like the hack shotgun, where I like the tearing mechanic.

I'd probably lean toward the tearing mechanic and require twice the listed ammo used to gain the tearing advantage.

I thought about that when returning back home...

In the Vehicle rules it says that twin linked full auto weapon add +30 (rather than 20) to the to hit roll for Full auto burst action.

Face Eater said:

In the Vehicle rules it says that twin linked full auto weapon add +30 (rather than 20) to the to hit roll for Full auto burst action.

Yeah, I rememeber this, but also it confers Tearing quality to the weapon (see errata p.1).

It seems like there are two different sets of rules for twin-linked weapons. I don't know if it was intended this way or not, but we may want to keep in mind that one of those rules is stated specifically in regard to vehicles. I dunno.

Simply doubling the number of hits is how I have always handled twin-linked weapons. My players live in fear of gun servitors!

spaceratcatcher said:

It seems like there are two different sets of rules for twin-linked weapons. I don't know if it was intended this way or not, but we may want to keep in mind that one of those rules is stated specifically in regard to vehicles. I dunno.

Yes, there are, in fact. However, judging by the p1 of the errata, it is possible to conclude that the designers adhered to the Tearing quality, rather than the doubling of hits. And I would agree with them, because in the latter case the twin-linked weapons will be definitely overpowered.

I agree. It's also in line with other rulings regarding balance vs mathematics. Two-weapon fighting (no Lightning Attack with the second hand, just one more attack). Unnatural characteristics with regard to skill checks (just a +10 per x(+1)). Full/semi auto fire with Scatter (not spawning a new Scatter off each auto hit). In this case, it's simply more bullets which guarantee one more hit than if it wasn't for the twin-linked weapon. Plus Tearing.

That is to give a small enough bonus to be useful and still not overpowered within the RAW... because dodging twin-linked weapons with double the hits would be practically impossible with a few DoS where it should be possible! Double the weapons doesn't mean they fire independently, one should still be able to dodge the general direction they are spraying their bullets at. More likely to be hit yes. Impossible to dodge no.