Is it just me, or do the Organgrinder rounds from Into the Storm seem overpowered?
Into the Storm , page 128:
Organgrinder rounds
Effects
: These shells do damage equal to the weapon’s
regular damage. If the target takes Damage from this shell,
after reduction for Armour and Toughness Bonus, he must
make a Toughness Test with a –10 penalty for every point
of Damage taken. Success means the shell has either failed or
is not powerful enough to cause further injury. Failure deals
an immediate 2d10 points of Rending Damage to the victim
with no reduction from Armour or Toughness Bonus.
Used With
: Hand cannons, heavy stubbers, and any Bolt
weapons.
So, at the very least, it'll do the damage of the original rounds. If you take any damage, you need to roll toughness to avoid taking 2d10 extra damage? And that's a -10 to the Toughness test for each point of damage inflicted?
Now, I usually play Dark Heresy so I might not be entirely up to speed when it comes to the toughness of opponents. But Bolters are usually pretty decent weapons, that normally inflict at least a couple of points of damage with each hit. I haven't crunched any numbers, but let's assume you manage to do 3 damage to a guy with TB 6. That's a -30 toughness test for him to avoid taking another 2d10 damage. With the full auto capability of the Locke pattern Boltgun, that seems way overpowered to me.
Most other variant ammo types come with some sort of drawback. You bump Penetration, but lose some damage. You bump damage, but change damage type so the criticals hurt less, etc. The only drawback on this seems to be it's availability.