Alternate stats to bring weapons more in-line with Tabletop

By Autarkis02, in Deathwatch House Rules

even before the erratad weapons came out, I made a lot of modifications to the weapon lists in order to bring weapons more in line with fluff and the tabletop, and was wondering what people thought of them or any suggestions they had. As a baseline, the new bolters are the standard 1d10+9

Plasma Weapons - in keeping with weapons that are frequently used to kill Terminators, I bumped up their stats quite a bit. 2d10+12, pen 10, S/2/- volatile, overheats. I gave them back overhets, because in my youth I lost many plasma cannons to burning out my own marines. I also frequently killed 3 terminators with one shot.

Plasma Cannon - 3d10+9, pen 12, volatile, overheats, blast 2. A gun "that fires a miniature sun" should be more impressive than a bolter. Back in the original numbers, they aren't.

Meltagun - 4d10+5, pen 12, double penetration at 1/2 range, recharge. Meltas are scary. Meltas destroy land raiders. As such, I made them less potent than a MP lascannon (str 9) and added a great deal more penetration at close range to reflect their str 8 ap 1 and rerolled die for armor when close. I added recharge so it wouldn't otherwise become the perfect weapon, because the range is less a factor in Deathwatch than it is in the tabletop. Combat is almost always at relatively close range, at least it has been for us. Plus, I've never read anything in the fluff where somebody was constantly firing one.

Multimelta - 4d10+10, pen 14, double pen at 1/2 range, recharge, blast 1. Benefit is the longer range and the blast.

Autocannon - 2d10 + 10, pen 6, S/3/-, clip 21, range 400, reload one full, req 20. I've always had a soft spot in my heart for the much-maligned autocannon. Unfortunately, they pop up everywhere as being a used weapon, but to the best of my knowledge they never get used by anybody. Guardsmen have them, but don't use them (fluffwise at least), space marines havn't used them since 1st ed, and very rarely to people bother to outfit their Havocs with them. Personally, I love the things. Roving Sentinels can create a lot of problems with these babies. I was considering adding blast (1) to them, but unfortunately can't really find anything describing if they're generally a solid charge or an explosive round, although I could always have an AP and a small charge. In that case, I'll likely leave the base as it is above and add HE rounds, which give the same mods as metal storm rounds, at least until i find the metal storm rules again.

Any comments/suggestions are welcome, and I'll likely update this as I have new ideas for weaponry or gear that I feel should be tweaked or added.

For the auto cannon it should have a Blast of 1 at least for the description and for the tabletop, as it's supposed to be used against heavy infantry and light vehicles. It's known for taking out a group of infantry with a single shot.

As it goes for using them in the field, I haven't seen a player use them, but I had a modified Chimera in my campaign with a double linked-autocannon turret setup on top for its turret with a gunner in the middle(Think Quad .50cal Browning M2's from WW2 US Military). When this got used against the Killteam, as it was run by Orks who'd captured it from the Imperial Guard, it sheered off a characters leg. In the end it died to a melta bomb when the assault marine jumped ontop of the tank, killed the ork gunner and left the bomb stuck to the ammo magazine and jumped away.