Maybe it is just a lingering trace from playing WH40K since, well... Rogue Trader, but plasma weapons have always been frighteningly powerful weapons eager to spit barely-contained melty DOOM on their unfortunate victims, assuming the user does not flash-fry their hands or face in the process of overloading the capacitors or some other rookie mistake.
They certainly do NOT live up to that billing in DH. I can understand some reduction in the 84% lethality rate from the pistol and "rifle" versions used in tabletop in the name of game balance, but the stats on these weapons are just unforgiveably anemic.
Bolt weapons were similarly gimpy at publication, but the eratta for them has fixed that problem rather nicely without overbalancing them.
Tabletop plasma (pistols to limit the jumble of numbers to a single item) have a Strength of 7 and AP2. What this means is that for a model with 4 or less toughness (almost anything infantry, INCLUDING space marines) suffer a lethal wound on a D6 roll of 2-6 (84%) and no armour short of Terminator tactical dreadnought armour or a force field is going to stop it. A supremely tough target like an Astartes company commander might be able to take 2 hits from this, but even the most unkillable human model is INSTANTLY killed regardless of woulds due to the crass overkill of the attack.
We clearly do NOT want plasma weapons to be "dodge this or burn a fate point", but at 1D10+6E Pen6 Recharge, Overheats we have quite the opposite problem. Sure, they hit a bit harder than a laspistol or a stub pistol, but not by all that much. The penetration is reasonable for the weapon, but the base damage is feeble for it's type. A Hellpistol with a hotshot pack loaded has fairly comparable performance and is a bit less prone to kill the shooter. A stock model bolt pistol by comparison is going to outperform a plasma pistol in most cases in DH: 1D10+5X Pen4 Tearing, plus an option for burst fire and the option of making rude fire-selector modifications to the weapon.
For the record, tabletop bolt pistols have a Strength of 4 and AP5, meaning that a hit on a Space Marine has about a 50% chance of scoring some serious damage in the remote possibility that it gets through their armour (which is doubtful). The same hit on a typical Imperial Guardsman has about a 66% lethality but is going to completely ignore their armour unless they are one of the few IG forces to wear carapace armour instead of flak.
Considering my particular game has a Guardsman and a Techpriest doing 2D10+5 I Pen4 and 2D10+3 R Pen4 respectively in melee without using power, chain or other iconic weapon technologies or utilizing any talents other than weapon training and have been doing so since about rank 2 I officially call "foul". There is just NO way that a big hammer or axe (even mono) is 2-3x MORE deadly than vomiting barely contained starfire out of a particle acceleration chamber onto someone.
It gets funnier....
Pistol and basic versions of the weapons have the same damage and penetration values, A fair ruling, since only range and firing options differ between a pistol and a "gun" version in 40K. We also know that it is common practice in Imperial Guard and Space Marine infantry formations to replace a trooper's lasgun or bolter to help blast through massively armoured targets (like Chaos Marines!), light to medium vehicles and so on. Unless the target has alot of armour the 2-6 hits (2 single shots, 2 bursts or similar) you can score with a basic lasgun are far more deadly than the one shot, pray to the Emperor your gun does not melt, then wait for it to recharge cycle. The performance of the "cut down for mortal hands" bolt pistol obviously well outpaces the humble but reliable lasgun that is giving our fancy plasma a solid race (1D10+5X Pen4 Tearing with single or burst fire). Now if we compare an Astartes bolt pistol/bolter it just gets sad: 2D10X Pen5 Tearing with single/burst fire options. Our mighty plasma weaponry is now a substantial and signifigant DOWNGRADE for the poor Astartes warrior honoured with the care of such a sacred relic of the Dark Age of Technology!
While adding the Tearing quality was sufficient to fix the underperformance of bolt weapons in DH it is really not a good fit descriptiveness-wise for the puny plasma weapons. Short of some fancy new weapon quality yet to be seen in Rogue Trader (ships next week finally?! Yay!) these poor languishing relics of ancient and mighty weapons technology are in desperate need of a damage adjustment. Off the top of my head 2D10+(5-6) E Pen6 Recharge, Gets Hot OR 1D10+10 E Pen6 Recharge, Gets Hot are certainly worthy of some playtesting and consideration.
I could likewise comment on the melta-weapons, but at least with a Pen of 12 they do what they are supposed to do: Breach bunkers, destroy solid objects, melt vehicles, turn humans into pudding, etc.....
