-Melee verses Ranged 2.0-
Melee (Chainsword)
A) Must often move and then attack (moving is a half-action, multiple attacks is a full-action)
B) No bonuses to hit
C) Hits once per attack
D) Does 1d10+3 damage compared to the "normal" 1d10+2 damage
E) Two (2) chances to activate Righteous Fury (50% less)
F) Can be attached to a bolter
G) Tactical Marines are a melee character class, and do not get a bolter
H) In Rogue Trader Bolters are better than Chainswords by +3 damage
I) Deathwatch has a character class who iconically use Chainswords and the power difference between bolters and chainswords is huge
Range (Bolter)
A) Can often attack without moving (moving is a half-action, multiple attacks is a full-action)
B) Routinely +30 to hit
C) Hits 1-4 times per attack
D) Does 2d10+5 damage compared to the "normal" 1d10+5 damage
E) Three (3) chances to activate Righteous Fury (50% more).
F) Can attach a chainsword melee weapon
G) Everyone but a Tactical Marine gets a bolter
H) In Deathwatch bolters are better than Chainswords by 1d10+2 damage
I) Rogue Trader does not have a character class who iconically use Chainswords and the power difference between bolters and chainswords is small
The result is a situation where a Tactical Marine would be FAR MORE EFFECTIVE with a boltgun. That does not seem to jive with the TT and lore versions of Tactical Marines.
-Let's list some givens-
1) Space Marines are smart.
2) A-I above should reflect this notion.
3) Given A-I above, not equipping a bolter is stupid.
3a) If you answer "for melee" . . . you can put a chainsword melee attachment on a bolter.
3b) If you answer anything about it being hard to swing a melee weapon with a pistol grip . . . Space Marines can lift a car . . ..
3c) If you answer that it is unwieldy . . . then go to google, click images in the upper left, enter "ebberon 3.5 cover" and look at the guy on the cover. Use the same idea for a bolter/chainsword.
Please help me see what I am missing.
1) Why are bolters so much more powerful than chainswords?
2) Why have Tactical Marines?
3) Why don't Tactical Marines get boltguns?
3a) If you answer "for melee" . . . you can put a chainsword melee attachment on a bolter.
3b) If you answer anything about it being hard to swing a melee weapon with a pistol grip . . . Space Marines can lift a car . . ..
3c) If you answer that it is unwieldy . . . then go to google, click images in the upper left, enter "ebberon 3.5 cover" and look at the guy on the cover. Use the same idea for a bolter/chainsword.
4) Why do Tactical Marines have to wait till 5-8 ranks to be able to buy X talents in order for their melee skills to equal a starting gear bolter?
5) Why give Blood Angles the extra chainsword damage dice, and not give Tactical Marines the same option with the classes iconic weapon?
6) Are bolters this much more powerful than chainswords in the TT?
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Is this a problem? If so then here are some possible solutions:
A) Assault Marines can make a Pilot (Personal) check as a free-action in order to move up to 20m and make a full-attack, else they can move and make a single attack as normal.
B) Assault Marines can buy the talent "Tenacious Strike (x5)" for 100 XP. This allows the Assault Marine to re-roll a WS attack once per battle as a free-action.
C) Assault Marines can buy "Vicious Slash (x5)" for 100 XP. As a full-attack the Assault Marine damages up-to four areas as per a full-Auto attack once per battle.