Hi!
This first post is about adjusting the Damage, Penetration and ROF DW stats of Ranged Weapons to the 40k stats. I have also tried to minimize the changes to each weapon.
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The below table should help finding approximate damage equivalents:
40K Strength approximate DW Damage (not accounting for tearing, etc)
4 2d10+4
5 2d10+8
6 3d10+5
7 3d10+10
8 4d10+7
9 6d10+10, maybe 5d10+10
Pen conversion: DW Penetration is approx 2x(7-AP)
ROF conversion: DW ROF is approx 2x(40K ROF) (Rapid Fire could be considered a 40K ROF of 1.5)
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With these rough guidelines in mind, I would suggest the following changes:
Astartes Ranged:
Plasma Gun: add d10 damage
Meltagun: add d10 damage
Heavy Bolter: damage 2d10+8, ROF 6 (to make the Assault Cannon better in comparison)
Boltgun: damage 2d10+4 (keeping a greater distance to the Heavy Bolter damage)
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Tyranids Ranged:
Barbed Strangler: add d10 damage
Stranglethorn Cannon: add 2d10 damage (btw, this has to be a typo - the SC needs to have a d10 or so more than the BS)
Deathspitter: add d10 damage, add storm quality (or double ROF)
Devourer: add 1d10 damage, reduce ROF to 4 (or strip storm quality)
Fleshborer: add d10 damage
Heavy Venom Cannon: add d10 damage
(NOTE: some of this this might make hordes too deadly - GM might consider adding
d10 less than suggested for hordes with special exemplars (independent beings
who are not part of the horde wrt game mechanics) gaining the full damage
bonus.
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Tau Ranged:
Plasma Rifle: make Pen 10, perhaps ROF3
Missile Pod: add d10 damage (perhaps 2d10), make ROF 4
Burst Cannon: add d10 damage , make ROF 6
Pulse Weapons: add d10 damage
(NOTE: see note on Tyranid weapons. Also: some of the Tau weapons are not only a
bit underpowered they also have no tearing unlike the bolter. This might justify
giving them the additional d10.)
Any thoughts? What to do with the Assault Cannon under this configuration ?
Alex