[Provided & Input requested] Optional rules for "Good Quality Las Weapons"

By Gregorius21778, in Dark Heresy House Rules

Greetings, brethern,

I think the "good quality" option is undesirable for Las weapons. It only makes a reliable gun even more reliable (or nothing at all).

Instead, I am planing to offer my players the following three options to choose from.

Pinpoint: The weapon allows for very accurate shooting. If a full action was used to aim, the shot gets an additional +5 bonus.

Quick Recharge: The energy-level builds up with a higher frequency, allowing for shots in quick succession. The weapon either gets a semi-auto mode with 2 shots or the semi-auto mode is increased by one shot.

Efficient: The weapon uses energy even more efficient, resulting in a 10% increase of shots gained from a standard cell. Does not work with special cells like “hot shot”, but does work with “hellguns”.

I have two issues with the quality rules:

- Good quality is irrelevant in reliable weapons, giving them a quality step where nothing happens.

- Even an unreliable weapon is unjammable at BQ, meaning they lack a step where they are only reliable.

I've been thinking about a house rule like the following. First, we have the table of reliability:

-3: Completely unusable.

-2: Jam on miss

-1: Unreliable

+0: No reliability modifier.

+1: Reliable

+2: Unjammable.

Common quality weapons exist on the chart where they match the reliability (Lasguns at +1, autoguns at +0, muskets at -1, etc). Quality modifies the position on the chart as follows:

Poor Quality: -1

Good Quality: +1

Best Quality: +2

Other items that affect reliability affect the weapon like they would affect a common quality version of a typical weapon of that type (Lasgun for las weapons, autogun for SP, etc). For example a Hot Shot charge pack gives a -1 modifier , Sacred Machine oil gives +2.

These rules would mean that a GQ lasgun will not jam with regular charge packs, but will jam when using hot shots. A BQ won't jam with them.

I like the table of reliability that bilateralrope notes down. It looks like a good formalisation, and is in praxis pretty much how we usually sort things. A simple solution is to add +1 penetration to a weapon that gains a degree of reliability that would otherwise have no effect. If it gains a second degree, add +1 damage as well.

Do you have traits that modify a weapons reliability affect what happens when someone tries to deliberately jam a weapon ?

I don't. There is a difference between a gun jamming because parts accidentally getting in each others way because one didn't move out of the way in time and a gun jamming because someone held the part in place so it couldn't move.

So if you want to extend the chart past a gun being unjammable, one option may be to give each level an increased bonus on the test to unjam the gun or a penalty on tests to jam it.