I've been looking over the various gear after the last errata and come up with a list of questions and clarifications. I did search for some of them on the forum but with this many questions I ran out of patience (and didn't find anythign for those I did check). I should state that I'm not well read on 40K so most of the questions are based on what the rules say with a pinch of common sense. In no particular order we have:
Core rulebook exotic weapons weren't included in Errata 1.1, have they changed? (question for the creators really)
Conflagration Meltagun: Described as more damaging but has the same damage as regular melta & Infernus Pistol. Should it actually be +16 to keep it in line with the Infernus Pistol? Also description states fine workmanship, but no craftsmanship level listed. Is this just fluff?
Armour History - Bring Death From Afar: Does this mean that a Heavy weapon (as it counts as a basic weapon) never suffers any penalties when moving and firing on semi/full auto, or (as I believe it should be interpreted) it allows a heavy weapon weilder to move but take the standard penalty that a basic weapon would without this ability?
Also, along with the Suspensor, it removes penalties for moving and firing. Does this mean you still get the
bonuses
for semi/full auto or not (i'd vote not)? If you have Bring Death From Afar & a Suspensor should you be allowed to move and auto-fire with the regular bonus?
Astartes Plasma cannon: Description states only uses backpack ammo supply, so should it's clip size be 100 (as per Backpack Ammo Supply rules)?
Las Weapons: In case it becomes important, how long does it take to recharge a powerpack from an outlet or fire, either in total or for each shot? Can a Las weapon be rigged to fire directly from a power source (Tech-Use with penalty?), and what kind of recharge would it have(guess it depends on teh powersource)?
Astartes Cyclone Missile Launcher: Description says it uses twin racks of ammo. With a clip size of 12, does it take 2x6 missiles or 2x12?
Astartes Missile Launcher (Soundstrike): Description states "auto-loader rapidly refills...allowing the Battle-Brother to fire the missiles of his choice". If the missile rack has multiple missile types, does this mean the marine can pick a specific type when it reloads or does it have to be pre-set e.g. frag/krak alternating?
Astartes Sniper Rifle: How noisy are the "laser propelled crystallised toxin slivers" it fires? Should it be silent or at least have a reduced awareness as per other stealth weapons?
Hesh Pattern Bolter: Is this really half the range, -2 damage and only Reliable (as opposed to never jams) compared to a regular Master-Crafted Bolter just to gain the Accurate Quality?
Guardian Bolt Pistol: Does "finely made" in the description actually mean Master Craftsmanship as its stats are very similar to the Hesh Pattern Bolter? Otherwise can it be made at a higher craftsmanship?
Weapon Upgrades: Do the requisition costs for these get added before or after the Craftsmanship multiplier (i.e. are they also Exceptional/Master Crafted)?
Fire Selector: As standard ammo is free, presumably you get 2 free clips along with the Fire Selector? Is that weight part of the Fire Selectors weight or additional (assuming encumberence ever becomes a problem)?
Heavy Bolter: Is there anything stopping you taking out the backpack ammo supply and putting in a regular clip & vice versa, like some kind of complicated attachment mechanism or the fact you'd have the ammo loader tube flapping around? Should it take longer to "reload" between a backpack and normal clip?
Power Fields: Description as RAW states it only has a chance to break opponents weapon if you successfully parry with that weapon. Is it assumed that an enemy who attempts to parry is blocking the arm or guard rather than the power field or if an enemy who parries your Power Field weapon give the same chance to break? If not, whats the point of having both the Power Field and Unweildy traits?
Breaching Augur: How big is the harness mount? Would it interfer with having a backpack ammo supply or a jump pack?
Bulkhead Shears: Description states that they are "forced apart by heavy-duty hydraulic systems". This implies to me that the hydraulics are doing the work rather than the Space Marine, and as such they shouldn't be allowed to add their strength bonus. (Not that I am in any way attempting to curtail the FleshTearer Assault Marine from his ridiculous 4d10 keep the best two and add 13+14=27 for his base 60str +armour bonuses)
Storm Bolter: As you get 60 rounds per requisition spent, any squad-member using a regular bolter could give their req to the one taking the storm bolter and create 2 bolter clips of ammo for the same req (as standard ammo is freely available, i assume empty clips are too. Worst comes to worse you take the standard ammo out). Is there any particular reason within the 40K setting that would stop a Space Marine doing this (as opposed to annoying the GM by trying to get around requisition cost)?
Phew! Sorry 'bout the length, feel free to break some of these down into more easily read threads if necessary!