Making sure that a very successful attack doesn´t make low damage

By Brother Zorael, in Deathwatch House Rules

I´ve always felt unconfortable when someone was very successful making an attack roll and unluckily rolled a very low damage. To avoid this, I created this simple rule:

When rolling damage, after removing the lowest die result(s) if the weapon has Tearing quality and/or Flesh Render talent (or similars), the player can re-roll any die result that is equal or lower than the Degree of Success of the Attack. If this new roll is still that low, treat as if the result were equal to the Degree of Success of the attack.

Example: Elitarius of Ultramar is shooting an Ork and the player gets 4 Degrees of Success on his attack roll. He rolls 3d10 for damage (he´s using a bolter) and the results are 1, 3 and 8. After removing the '1' result (Tearing), there is still a '3' on the final result, but since '3' is less than the '4' (Degrees of Success), the Gamemaster allow the player to re-roll this die, and the new result is a '7'. The final damage is 20 (8+7+5), but If this new re-roll got a '2', for example, the final damage would be 17 (8+4+5), instead of 15 (8+2+5).

I believe that there's already a rule that does this. In melee, you may replace one damage dice result with the number of DoS rolled on the attack.

Ranged combat doesn't really need the boost, given that there's usually multiple bolt shells hitting.

The rule works for both ranged and melee. The degrees of success equal your minium damage of all attack rolls made if the attack has mutliple dice you chose with one is replaced but only one can be replaced.

So if your using a hvy bolter and 3 hits happen you can only replace one dice out of all those hits not one dice for every hit.

Thank you both, Siranui and Fabian,

You are right. Just found it on the book (pg. 245) and it´s even simpler.