Official Rules Clarification about using Pistols in Melee

By ak-73, in Dark Heresy

Charmander said:

Friend of the Dork said:

It all sounds extremely clumsy, even more so if he actually has a weapon in the off hand. Try envisioning a Space Marine with chainsword and bolt pistol:

He shoots at the enemy, enemy closes, SM chops with his chainsword and then shoots 2-3 bolts into his chest. That's semi auto but still forbidden by these rules.

Now normal shooters without melee weapons will of course try to move backwards to get out of harms way, as they have a range advantage and to prevent the enemy to interfere with their shooting, but that doesen't mean they will pause to flip fire mode to single shot, they are likely to fire short bursts whenever they can to ward off the enemy and maybe hit. Losing the bonuses seems appropriate (even the FA one) but firing only a single controlled shot doesen't.

In the example though how does he shoot 2-3 bolts into the chest of the enemy just like that? Melee, as expressed in the rules, is theoretically a swirling mass, right, that's where the penalty to shoot into melee comes from. It's supposed to represent that you're busy moving, twisting, dodging, feinting, etc. The closeness of hand to hand is also why the fleeing rule exists. Your example is cinematic in a sense but in most cinematic moments (at least that I can think of) the bullets into the chest usually happen due to the guy being stunned or some other such moment of vulnerability.

But honestly to me this doesn't seem like a realism issue (as the full auto rules aren't all that realistic) it seems like a balance issue. Some indicate they play with the old rule and don't have issues. I can just say from my experience, expecially early on, autopistols became the hand to hand weapon of choice - pop some manstoppers in there and you've got a nice 1d10+2 pen 3 attack up to 12 times. Then that person graduates to a couple of nice s/3/- bolt pistols, and while their attacks are reduced their pen and damage goes up. This player doesn't have to put anything into strength or WS, and they're close in or better than hand to hand than their companion with a sword. And they're still good at range because they've dumped a ton into BS. But as always, YMMV, and people have indicated they've done this for a while without it feeling overpowered. If it works in your game, it works in your game.

From a realism perspective, pistols just plain don't work in hand to hand, let alone on full auto. If they did they'd train soldiers and cops to use them that way unstead of using their weapons as clubs or using their fists, elbows, heads, and everything else. So that, to me, isn't really part of the discussion.

@Gun Kata: Most of the images I recall of gunkata, save for maybe one, don't involve hand to hand combat. To me it feels more like an outrageously high initiative, sruprise rounds, and a ridiculous number of attacks per round outside of autofire. Don't get me wrong, it was a fun movie, but would rest firmly in the hands of ascended assassin types happy.gif

How he shoots 2 rounds? Well he squeezes the trigger twice of course. It takes alot less time to squeeze a trigger than it takes to swing an arm around.

I understand that being attacked in close quarters could trigger some natural defensive reactions that makes shooting tricky, so I'm all for removing any bonus for doing so, such as the FA bonus. But if you can fire 1 round you can fire 2, 5, or maybe 10. And to represent the dodging and weaving you could apply the -20 BS firing into melee penalty. Good luck getting those 12 hits then.

I can't remember many scenes with melee range pistol shooting, but there are a few. I seem to remember more of it from Equillibrium but it's been awhile since I saw it. The Treasure Island tv-movie (with Charlton Heston as Long John Silver) the poy uses two flintlock pistols to ward off a pirate while in a bird's nest. As the pirate attacks with a knife, the boy discharges both pistols straight into the pirate's chest, and recieves a knife in his shoulder in return.

Even in RL there is such a thing as extreme close quarters shooting. And no, they don't just shoot a single shot...

http://www.youtube.com/watch?v=gHB7R-aL9Go

Balance wise the gunslinger is alwys better at range anyway, he never WANTS to get in close combat where he'll lose out on bonuses for range. And hitting with 5 DoS is hard even for skilled shooters since you don't get the PB bonus. And then it's the fact that close combat weapons can really pack a punch especially with some melee talents. A Chainsword with Lightening Strike is better than an autopistol with manstoppers. Add in two-weapon combat (with the penalties it has) and chain and power weapons win. A Monosword is not as good but does potentially more damage than a single autopistol bullet.

All in all my players tend to use melee weapons in melee, and even the gunslinger scum whips out his old "Daemonchoppa" when he has to, or stays the hell out of close combat. The main killer in the group is the Assassin with TWW, Lightening Attack, Powerblade+Lathe blade attacks.

Rakiel said:

Where is the +20% from? Red Dot Sights only work with single shot so that doesn't work, PB is +30 and it doesn't count in melee so that doesn't work, good pistols don't add to the attack roll (while good melee weapons give +5%), nor do autopistols have the accurate trait, nor would it stack for them anyways.

A bit late, but never mind. The +20 is the autofire bonus. Assuming the user has Gunslinger, TWW, and Ambidexterous. Although several people have already suggesting allowing it but without the bonus.

The problem I see in allowing lightning attack with pistols is that I see no reason why a pistol can shoot more bullets in melee than at range.

Not all Pistols have burst or full auto. So they are limited to one shot per round.
So why should it be possible to shoot more often in melee?

But I got another question about pistols in melee: Can handcannons be used in melee?
Pro: They are pistols
Contra: They require two hands to use like basic weapons

Umbranus said:

The problem I see in allowing lightning attack with pistols is that I see no reason why a pistol can shoot more bullets in melee than at range.

Not all Pistols have burst or full auto. So they are limited to one shot per round.
So why should it be possible to shoot more often in melee?

But I got another question about pistols in melee: Can handcannons be used in melee?
Pro: They are pistols
Contra: They require two hands to use like basic weapons

I'd allow it to be used as a two handed weapon in melee.

I've got nothing against using Swift / Lightning attack with pistols in melee but IMHO, for what that's worth, it does start to get towards Ws rather than Bs. The characters Ws can't be that low if they Swift attack for example.

I've lurked this forum for a while, but this is an argument my group has had before and I'm attached enough to it to finally voice my opinion.

Anyone who wants to be able to full auto with pistols in melee, should keep in mind that if they can do it so can their enemies.

That is how our GM ruled it and that makes sense. He would not have an enemy FA in combat until one of us did. We adhered to it for quite some time, until recently one of our group of 3 fired FA in combat and the other 2 of us were not pleased.

I play a rank 8 character, and now I hate seeing enemies with FA pistols.

If you want your adepts to be competent in melee by FAing a pistol in combat, just remember that in doing so you just made every hiver, scummer, random lunatic with an autopistol as competent in melee.

ak-73 said:

As I said elsewhere, I wonder if it's the last thing we are going to hear on that.

Alex

Hehe...indeed. This has run and run since DH was released.

An exceptionally poorly written rule that still hasn't really been resolved.

Given the 'rule of cool' and this being a signature tactic of icons like Cypher and Kal Jericho, i'd have thought a proper errata'd rewrite could have been thrown together by now.

I've just had a bit of a run through in DH, RT, and DW, and RT, DW seem even less clear on this.

Anyway, given this clarification (1-shot only) may i suggest a combat tactic - use 2x hand flamers.

You don't suffer any to hit penalties (since they hit automatically unless the enemy makes an Ag test) and have a chance of catching the enemy on fire - at which point he stops melee fighting (unless making a WP test) and takes automatic damage and fatigue until extinguished.

The only downside is a 2-shot mag but this gives you 4 shots to try and catch the opponent on fire - at which time you can back off, reload and hit hit again. And depending on how its interpreted, once on fire, presumably the target can't then roll Ag to avoid further flame attacks unless he first makes a WP test?

Yep, if you're shooting in melee, hand flamers are a good, cheap option for even the unskilled melee character like Adepts (as no skill is needed) i'd say.

Or if money's no object nd you've got decent combat stats - 2x inferno pistols will do the job...

*Shrug*

They are definitely good, but than you end up having a chance to roast your friends. If the acolyte has an auto weapon they can just suppressive fire the guy before he gets to engage in melee.

Rakiel said:

*Shrug*

They are definitely good, but than you end up having a chance to roast your friends.

And yourself, if in a confined area.

Inquisitor sapiens potensque said:

Rakiel said:

*Shrug*

They are definitely good, but than you end up having a chance to roast your friends.

And yourself, if in a confined area.

Where does it say that?

As long as your friends and you aren't in the 30 degree cone of effect you're fine.

Luddite said:

Where does it say that?

As long as your friends and you aren't in the 30 degree cone of effect you're fine.

Get a fire extinguisher.

Stand in the corner facing the wall.

Fire it.

See what happens.

Rakiel said:

As for the rest... Wut? There is absolutely nothing stating you may not use sights in close combat. Literally. I just double checked the text entry and errata; sights only require that you make a single shot. The distance is not distinguished, and unlike Accurate, Aim is not a requirement either. As long as you make a single shot, you may take the +10 from RDS.

DW, page 140. No bonus for targeting equipment, including sights. You may or may not accept this as an implicit errata though. I'd bet if you'd ask Ross if this holds true for DH and RT, he will affirm.

Rakiel said:

The entire argument about the bonuses being listed is pointing out what happens *if you allow autofire and what not in melee, it makes pistol users to be on par or above par with melee users*. Thats the entire point of me listing the benefits, because it points out how bloody silly it can get if you *do* allow those to be used in melee, as many are advocating here. Even if you *do not* allow those, they take *no penalty* for firing when in melee. Melee weapons inherently have a -10 penalty if you are dual wielding them, and this is not changed until you hit Ascension and can receive Storm of Blows. Hatred and Best Quality weapons are counted into my bonus listing (for a maximum of +10WS overall, which means its equal to single firing with a RDS). Frenzy can get you up to +20WS, but honestly, while Frenzy is great for early on it becomes pretty crap for late game. You *MUST* make All Out Attack, you *MUST* move towards the target, you *MAY NOT* cancel Frenzy until combat ends. If you get a second talent you can parry while under the effects of Frenzy, or if you get the other talent you can spend your parry to instead make another attack. It turns you into a combat monkey, but it largely becomes too situational because it can very easily get you killed. If you want to include it you may, but I don't know anyone that keeps using Frenzy past early ranks. Speaking of parry, that is all that is increased by Balanced or Defensive weapons, and honestly if you wanted to munch-kin some fun times, all it takes is someone having forearm weapon mounting and they can hold a Defensive weapon the entire time to maintain their Parry bonus. Or if they don't want to sacrifice the range, they may simply Quick-Draw and parry when they need to - as long as its not a 2h weapon than rules support it, though its honestly just daft thematically. Balanced does *not* affect attack rolls.

Blademaster. Combat Master. Crippling Strike. Counter-attack. DIsarm. (Feint, btw.) Takedown.


Rakiel said:

I'm somewhat confused what you mean when you say you allow pistols to use Swift and Lightning Strike. They may already use it, its included specifically in the RAW. Do you mean that pistols can make attacks in this method? Well, sure, you can do it as an improvised weapon. Do you mean they may make single attacks (ie: three shots with one pistol, one shot with the other)? Well, no, that goes against RAW since it specifically states that you may make three *melee* attacks. It does allow you to make a single attack with a pistol, and usually what that has created an issue over is people interpreting that as meaning a single *shot* or a single *attack* ie: allowing semi/full auto. In which case I can't see why in gods name you would say that melee weapons have it better? Yes, sure, if your saying that a guy with two pistols has Lightning Attack, thats just daft. However if you mean a guy with Lightning Attack, a pistol and a melee weapon you can open some craziness. So he can make three attacks with his sword, and than he can unload Full Auto into the guys chest. If Full Auto is being allowed that's +20BS roll, and exactly how many hits can we pull off from this? Well, assuming we are sticking with just a Pistol why not give him the Hecutor - that's up to *6* hits now, 5 more than he could of possibly even made if he was simply using two melee weapons. So yeah, I'm honestly not really sure which way you're arguing but I believe that covers all facets.

Disengage is a Full Action, you can make an Acrobatics test to make it a Half Action. The Dual-Pistol users tend to be Scum and Assassins, both of who can get access to it. If its another class? Sure, no issue. Standard Attack is not even specified which is why I made a point of that - it simply says you may make a *free attack*. Does this mean you can take damage? Yes. There is no question of that. You also have reactions to use to avoid this. Does this mean that you would now count in PB, which can be important for things like Scatter weapons, since you get +30 from that range, and since your firing single shot you get +10 from RDS? Yeah, it is important, since +40BS can really help that Scatter hit a few more times.

Once more I am still kind of confused about what you mean with the pistols using ss/ls. We know that pistols are allowed to fire in them, the rules specifically state how pistols can be used in conjunction with it. If we are allowing them to be used with ss/ls as Standard Attack style actions we inherently change the way that some of these things function (ie: every ATTACK requires a dodge, as opposed to every degree of success), making it so that pistols are more likely to land a hit - though they should be around the sweet spot of only being able to hit 3/4 times or its theoretically more possible for the pistol user to score more hits otherwise. If you are talking of letting them do semi/full auto it gives them a whole crap ton of hits. If you are talking of not letting them make use of ss/ls, than .. Well, we know the rules flat out say they can.

And, yes, I do kind of believe that melee specialists should overwhelm ranged specialists in combat largely. Its, you know, specialization. A ranged specialist I assume should shoot better than a melee specialist, and vice versa. However even than that's why I made the second post - there is a HELL of a lot the ranged specialist can do to muck with a melee guys day - though I did make an err. I forgot that Pistols cannot use an exterminator. Oh well, fire bombs are still open, bolt weapons can use inferno shells, and I do believe you can simply pistol grip a basic weapon in your other hand and use it all the same. Huzzah.

In short: we're allowing to use swift/lightning attack to make single shot attacks with pistols. The effect is that dual pistols are a very good combo but not über. Two melee weapons are still slightly better than two pistols in close combat. And a good long range weapon can ruin your day because you might have to fight someone at 150 or 200 m range. Or more.

Dual pistols rule are short ranges (1-60m) which fortunately are the most common of ranges which is what makes them actually so powerful under these house rules. Then they are good in melee too but a bit less effective than a comparable melee fighter with two chainswords or powerswords. They are ineffective at high ranges.

Alex

Umbranus said:

The problem I see in allowing lightning attack with pistols is that I see no reason why a pistol can shoot more bullets in melee than at range.

Not all Pistols have burst or full auto. So they are limited to one shot per round.
So why should it be possible to shoot more often in melee?

But I got another question about pistols in melee: Can handcannons be used in melee?
Pro: They are pistols
Contra: They require two hands to use like basic weapons

Fanning?

Alex

Luddite said:


The only downside is a 2-shot mag but this gives you 4 shots to try and catch the opponent on fire - at which time you can back off, reload and hit hit again. And depending on how its interpreted, once on fire, presumably the target can't then roll Ag to avoid further flame attacks unless he first makes a WP test?


Don't reload in 40K Roleplay. Quick draw instead. (Triple post, sorry, I didn't pay attention.)

Alex

Inquisitor sapiens potensque said:

Luddite said:

Where does it say that?

As long as your friends and you aren't in the 30 degree cone of effect you're fine.

Get a fire extinguisher.

Stand in the corner facing the wall.

Fire it.

See what happens.

We're talking about rules that don't allow you to squeeze off two full auto pistols in melee. What does reality have to do with anything?

The rules don't say you get blowback in confined areas with flamers, so you don't. Making them excellent pistols for melee within these rules.

ak-73 said:

Don't reload in 40K Roleplay. Quick draw instead. (Triple post, sorry, I didn't pay attention.)

Alex

Excellent!!

How cool is it to carry a brace of hand flamers?

Flasks empty? Drop 'em and quick draw the next two!

Very Matrix. Very cool.

I like it Alex!

Luddite said:

We're talking about rules that don't allow you to squeeze off two full auto pistols in melee. What does reality have to do with anything?

The rules don't say you get blowback in confined areas with flamers, so you don't. Making them excellent pistols for melee within these rules.

There aren't any rules that say that something bad happens to you if a rock falls on your head either.

Inquisitor sapiens potensque said:

Luddite said:

We're talking about rules that don't allow you to squeeze off two full auto pistols in melee. What does reality have to do with anything?

The rules don't say you get blowback in confined areas with flamers, so you don't. Making them excellent pistols for melee within these rules.

There aren't any rules that say that something bad happens to you if a rock falls on your head either.

Actually, that would be an attack. I'd probably use the falling rules.

MILLANDSON said:

Actually, that would be an attack. I'd probably use the falling rules.

Nope, the rules clearly state that you take damage if you fall. Nothing is stated about something falling on you.

Luddite said:

Inquisitor sapiens potensque said:

Rakiel said:

*Shrug*

They are definitely good, but than you end up having a chance to roast your friends.

And yourself, if in a confined area.

Where does it say that?

As long as your friends and you aren't in the 30 degree cone of effect you're fine.

Luddite said:

Inquisitor sapiens potensque said:

Rakiel said:

*Shrug*

They are definitely good, but than you end up having a chance to roast your friends.

And yourself, if in a confined area.

Where does it say that?

As long as your friends and you aren't in the 30 degree cone of effect you're fine.

He's not referring to RAW, he's referring to GM fiat giving it some more potential realism. I don't know the physics of napalm (or promethium), though to be fair I wouldn't use it as a comparison to a fire extinguisher. Napalm/promethium is very liquid, and I would not think its a great idea to fire it into a corner your standing in, all the same.

Ak-73: That is DW. They use similar core systems and they can be replaced one way or another but honestly I'd say its kind of daft if we try to go "Well, you can't use sights in melee in Dark Heresy." "Why?" "Because Death Watch says you cannot use sights in melee in Death Watch". RT/DW make some small changes, fate can be used for different things (and to greater effect), you have modifications to things allowing actions like Semi/Full Auto combined with movement, and you have things like Push/Fetter. If we are to adopt the rules from another book we cannot just kind of pick and choose what works for us. If you want to use that as a form of errata, I have no problem with that, I use some RT features myself for DH games... But it is *NOT* RAW Dark Heresy.

Of the talents you listed: ...And? I'm talking specifically the bonuses and penalties that you gain and lose via each. Blademaster I believe I identified - its got limitations, you can reroll *one* attack and *only* with weapons like swords or knives. This is a great talent, and the rerolling is huge but it doesn't change the actual rolls allowed. It also still doesn't give you more attacks.

Combat Master stops others from having a bonus to hit you if they outnumber you, this only makes it harder for *others* to attack you. That is assuming I'm not massively misremembering it; I'm at the girlfriends house and she doesn't have any of the books. What would be more apt is Double Team, since that doubles the bonus you get for outnumbering - however that changes the situation as you now are having to assume more than one person is in melee as opposed to just looking at the benefits/penalties of it being a ranged user versus a melee user.

Crippling Strike, once more by memory, does not add extra damage or make it easier to hit. It adds extra *crit* damage, and this can be used to great effect. Crippling Strike + Beasthunter talent is hilarious when stacked, you get a what, like 1d5+2 critical damage roll? That can mean you can often flat out kill something by simply getting it into Critical Damage with a decent roll. This gets kind of wasted when GM's dont use critical rules for NPC's (and I know many that do, or use mook rules), but bringing some of these talents in are only really viable if we start to compare every single damned shooting talent as well, even if they require more situational use or are very peripheral.

Counter-Attack only applies if they are parrying. You cannot parry a ranged attack. Counter-Attack is great, sure, but not something I really see as part of this.

Disarm is nice, but doesn't modify the rolls either. Its like saying Suppressive Fire for ranged users. Disarm cannot be used at a range for melee characters, and Suppressive Fire cannot be used in melee by ranged users. Both change the overall flow of the combat, but are not guaranteed. I also believe that Feint *only* applies to Standard Attacks, not Disarm if you mean they combine. If not, yes, Feint is nice, but still on a different thing. I am not saying that melee characters are not effective in melee, they are, I am simply saying that giving ranged bursts in combat massively make them more effective overall, and they dont have a big weakness in melee either. Do they lack some talents? Sure, but uh, many of these are still open to ranged users still. Nothing says you cannot have a scum with pistols who doesn't have disarm, or an arbite with a shotgun pistols who doesn't have takedown.

Similarly Takedown is entirely different from this.

Once again, I am not saying that melee users are completely invalidated by allowing this, I am simply saying it puts way too much capability in a ranged users hands versus a melee user. Both can diversify, but melee talents are exclusively useful at melee ranges (nothing you listed applies to any ranged attack, at all), while many of these are allowing ranged attacks to be equally as effective if they use them at point blank. A dual pistol user with some great pistols doing a point blank called shot full auto to someones head for no penalty? Ack. That can ruin someones day. I have built effective melee characters before and I've built effective ranged characters, but honestly I see allowing bursts in melee as upsetting the balance somewhat.

Well, a rock falling on you would probably be considered an improvised weapon, with damage depending on the size of the rock.

They would have specifically said if there were penalties for using a flamer up close due to blow-back, but they didn't. Not putting a rule about environmental dangers doesn't mean there aren't environmental dangers, not putting in rules for flame weapon blow-back, when there are rules for flame weapons, means there isn't blowback.

MILLANDSON said:

Well, a rock falling on you would probably be considered an improvised weapon, with damage depending on the size of the rock.

They would have specifically said if there were penalties for using a flamer up close due to blow-back, but they didn't. Not putting a rule about environmental dangers doesn't mean there aren't environmental dangers, not putting in rules for flame weapon blow-back, when there are rules for flame weapons, means there isn't blowback.

Core Rulebook, Pg. 134:

"Once produced, the intense jet that spurts from the barrel creates a torrent of liquid fire, which spreads out in an inferno that burns even on water."

Does this sound like it can be used in a confined space? IT'S A FLAMETHROWER. If the space is too small, where does the torrent of liquid go? A torrent of liquid that is so large that it covers a 30-degree arc in front of you for 10 meters or so.

There are not rules in the book for everything because the designers are not omniscient and cannot think of everything, , nor can the book be an infinite number of pages long. This is a GM call thing of course, but if I GM and the player asks, "can I stand in this corner and shoot a couple of gallons of napalm at the wall with none of it splashing on me?" I am going to say, "no." gui%C3%B1o.gif

MILLANDSON said:

Well, a rock falling on you would probably be considered an improvised weapon, with damage depending on the size of the rock.

They would have specifically said if there were penalties for using a flamer up close due to blow-back, but they didn't. Not putting a rule about environmental dangers doesn't mean there aren't environmental dangers, not putting in rules for flame weapon blow-back, when there are rules for flame weapons, means there isn't blowback.

That's BS. Sure there are rules on Flamethrower damage, but that does not encompass all possible situations that can happen due to the flamer. There is no rule about what happens if you use a flamer inside an ammuniton storage for example. There is however a rule 0, which can be used for potential avalanche effects, chance of explosives detonating and the effect of it, and the result of using a flamer in extremely confined quarters.

Promethium or Napalm is not the same as a fire extinguiser and works differently. Napalm, or jellied gasoline is liquid rather than foam, and the pressure in the container is simply made for propelling the liquid. The Liquid itself easily sticks to surfaces, so you'd probably have to be very close to a wall to risk getting back spray. How far is beyond me, but I would say 1 meter would be extremely dangerous while beyond PBR would be fine. After all flamethrowers are meant to be able to fire into bunkers which often has a wall fairly short way into it.. thus if it bounced several meters back it would be unsuitable for bunker clearing.

Hold on chaps. Lets not turn this into a flamewar about the realities of real world flamer actions.

There's no way i'd stand a meter from a wall and give it a good real world flamethrower blast. that would be hazardous to my health, but its not really the issue.

The issue is using pistols in melee in DH.

Reality, or trying to model it ti would seem, has nothing to do with this. If it were, you could dual wield pistols and give them full auto bursts in melee. Remember that melee combat is all combat at 3meter range or less. I'm fairly positive i could stand 2 meters from a target trying to hit me with a sword and give it a full auto burst from two mini-uzis fairly successfully. The DH RAW/errata says not, so...

We now have rules from the author that say that, for some reason, pistols capable of full auto cannot be used for more than a single shot in melee. In modelling 'reality' this makes no sense.

OK, so pistols can only use one shot. If thats the case, the point i was making is that its best then to use some form of single shot pistol in melee that will get the job done. Inferno pistols seem to be the best bet for pistols in melee but they require skill and are very expensive - normally a prohibiting factor for most DH acolytes.

The hand flamer is a cheap option that bypasses all the negative modifiers and poor skills of the user (although the enemy gets +30 Ag if you lack the flamer weapon talent).

The 'reality' of a flamer doesn't really apply (do hand flamers really exist for comparison?).

The rules simply say it affects a 30 degree cone, so i see no issue with using it in melee. Exhibit A; http://2.bp.blogspot.com/_DywR7I8nHZ4/SwHFb_KfYxI/AAAAAAAAAGE/bjSB1D6SKRE/s1600/CodexWitchHunters.jpg (the cover of the Witch Hunters Codex). That flamer shot is definately at less than 3 meters so counts as in melee (or point blank - the DH rules are not clear, but 3m or less appears to be either point blank or melee depending on whether one or both opponents declared a melee attack). Looks possible to me (within the construct of 40k, and as clear by the rules of DH).

Now you can say under GM fiat 'i don't think so', and that's fine.

However, i don't see an issue with it. It seems to me this is what hand flamers are designed for.

'Flame pistols or hand flamers are designed for personal combat at close range where their very short range and poor accuracy are not an issue. ' (DH p134).

If you're going to apply GM fiat i'd suggest using it to sort out the RAW and the errata so that they work and make sense.

As the RAW and errata stand i see no reason why hand flamers aren't an excellent single shot option for use in melee combat.

1. The actual debate aside, I would be so bold to claim that hand flamers are made for use in confined space (melee!).

2. DW vs DH: I am under the impression that FFG will try to keep the systems as unified as possible. If a GM has to remember that "in DH you can apply sights in melee and in DW you can't" that would be teh suck. All RAW aside, I remain fairly convinced that if you'd ask them you'd get a ruling (one way or the other) that would hold true across all three systems. It's the only way to make sense. Also you will have to accept that a lot of gamers accept the later systems as implicit erratas of previous systems on a number of things. Not all but on some.
3. Melee talents: all I was pointing out that was the melee specialists undeniable will gather talents that will make them more efficient in melee than a comparable pistol fighter who can swift/lightning strike with pistols under a house ruling. Many of those talents are context-sensitive, yes, but they will apply time and again. Charged by 3 guys with spears? The combat master will have a much greater chance to survive. Missed with your chainsword? The blademaster can try again. Need to finish someone else asap? Go on to counter-attack. A genestealer is dodging all your attacks? Try to feint. That gives melee specialists a versatility in cc that pistol fighters won't have.
4. Let me stress again: we are not allowing automatic fire in close combat. We're allowing swift and lightning strikes with pistol single shots.

5. Yes, the higher rate of fire in melee this does create (2 or 3 in cc opposed to 1 ranged per turn) is unrealistic. Guess what? It's unrealistic to think that you can only do one ranged shot while your fellow acolyte makes 3 strikes with his power sword per turn already . This isn't so much about realism but about proper balance. And we like pistols in the hands of a capable gun fighter being somewhat effective in cc and not totally suck against melee. That might be too much gun-fu for some but we like it and find it quite fairly balanced for the time being.

Alex

ak-73 said:

1. The actual debate aside, I would be so bold to claim that hand flamers are made for use in confined space (melee!).

They are meant to be used "for personal combat at short ranges," which is not the same as a confined space or melee. "Personal combat" is dies not mean "melee." The range is 10 meters, which is not melee. Melee is 1 meter, give or take.

I call attention to the likely side effects of a flammable object (you) being within three feet from an object that is thrashing around covered in flaming liquid, especially if it decides to grapple you.

(I kind of get the feeling that people think "melee" is a couple of guys standing 5 feet from each exchanging blows. I blame battlemaps and hex grids!)