I am keeping this seperate from the general errata discussion.
New errata, complete weapon overhaul. My take on it? Obviously I am quite pleased. The new weapon damages follow my thoughts to an astonishing degree (and no I don't mind that one bit, I don't ask to be credited, etc. or anything like that either, I'm just happy to see the game evolve and improve), the new less-dice approach doesn't hide that very well. Where I suggest giving the Fleshborer +1d10 damage and they give it +6 instead... pretty much the same. Of course they didn't follow all my suggestions but the new weapon stats are actually closer to my house rules than to the original RAW.
Because of the similarity it probably doesn't make too much sense to get into the numbers crunch (and vehicles would now have to be factored in too; also I have not taken a closer look at RoB weapons yet), see my original thread foe details. The weapons are much more balanced against each other and plasma and melta will now see much more use. Even the Heavy Flamer with its horde damaging capabilities will see good use in combination with Cleanse and Purify.
Now bearing in midn that I am overall very pleased I'll state my first impressions on what I think might not work so well (won't get very long probably):
1. The Tac is a real challenger to the Devastator now in ranged combat. Personally, I would restrict Bolter Mastery to Pistol and Basic Bolt Weapons. That will make the Dev the king of the Heavy Bolter again.
2. One major concern (thanks to Boruta for pointing it out) with my approach was the Storm Bolter becoming the best weapon (with cheaper specialty ammo than the HB too) if you nerf ROF and Damage of the HB. It's concern here too. My suggested remedy was adding to Storm Quality: "When used against hordes Storm Quality does not double the number of hits inflicted but only gives the attacker a second chance to wound." [Edit: the Storm Bolter is of course only Semi-Auto now, so this item here is invalid, my mistake. However, the lack of full-auto fire causes its own problems, namely contributing to a less-than-epic feeling. And mechanically you can't lay suppressive fire with bolters. That ain't right. Maybe a a special rule can fix that. It's not like semi-auto fire with huge and highly explosive rounds wouldn't suppress anyone.]
3. This is just a matter of personal preference and not of objective criticism: with Astartes weapons I don't like rolling only 1d10. Even if I get + 1 trillion damage, it feels weak. I'd rather roll 2d10+3 or 4 than 1d10+9. I can see why they did that too (it will help with integration of Astartes and mortal weapons). I still have the house rule that you can re-roll all 10s with RF... it just gives players that extra thrill to theoretically be able to get astronomical damage with a rare, spectacular roll of dice.
4. Bolt weapons are now fairly weak. They are struggling to do damage against Chaos Marines. Yes, Power Armour is supposed to stop them. But it contributes to the overall impression (see below).
5. Missile Launcher is among the biggest losers. It got nerfed and plasma and melta got better. It's not far off, maybe a bit too weak now. Maybe not, needs extensive play-testing. The closer the stats are to a balanced set, the more extensive play-testing/analysis needs to be for further improvement.
6. They actually followed my thoughts on xenos weapons and gave them a substantial overall boost. However, for those who remember, I was undecided about this boost... the problem is that it makes those xenos really lethal. You really don't want to meet a platoon of Fire Warriors with Pulse Rifles now. You really, really don't want to.
Which leads me to my only actual concern with the new weapon rules: in total it goes against the design philosophy of Deathwatch. The basic concept of DW was that the Space Marines are über-warriors like in the novels. They make the difference. There is only a million of them spread over the galaxy but without them the Imperium would fall.
But with that errata Devs are nerfed (rightfully so), Bolt weapons struggle to hurt tough opponents, you get to roll only 1d10 for Bolt weapons, xenos suddenly become extra lethal.
It's overall all very sound and will make for a better playing experience but... it causes a bit the loss of the epic hero feeling when combined together. Where the original rules were favoring the Marines too much, especially as you reached Rank 4+... this will make Marines struggle.
This isn't necessarily bad, as a GM it is wise to be very conservative for the ingenuity of players will find ways to max out their fighting capabilites. The good thing about the new rules is that it will challenge the players.
Now you need Mighty Shot. You need Storm of Iron against those Fire Warriors (and you'll probably spend fate to take 10 for Init too). You need everything to maximize your damage output. Hitting the enemy is still no problem and you probably won't need much gear that improves your BS. What is desperately needed is any talent or gear that will make you hit the enemy harder as hitting itself is usually not the problem. And reduced ROF means less DoS needed to max out.
One method of addressing that is changing the rules of cover. Instead of providing Cover AP, they could reduce the size of the target and if the shots miss, they may be assumed to have missed altogether. I use that rule for hordes.
In summary: very pleased, main concern is that the new weapon stats might have swung a bit too much in the other direction but that needs extensive play-testing because the new rules are much closer to a balanced set of rules.
So overall:
LOL.
Alex