My DH group has played about halfway through rank 3, so the characters' identities are well established and my players have a good grasp of DH combat. I bought the Black Crusade rulebook to spice up the campaign's villains and soon noticed some changes to combat mechanics (summarized here for convenience):
- Standard Attacks, Semi- and Full-Auto Bursts all cost one Half Action
- Standard Attacks give +10 to hit, Semi gives +0, and Full Auto gives -10 (extra hits from degrees of success are calculated the same way as in DH)
- Swift Attack is effectively a melee version of Semi-Auto (+0 to WS, extra hit for every 2 additional DOS)
- Lightning Attack is melee Full Auto
- Other minor tweaks (can Suppressing Fire with Semi-Auto for reduced effect, Overwatch simplified, etc)
After some thought, I'm considering porting the BC combat rules into my DH campaign. These rules changes elegantly solve a few niggling problems I've had with DH combat since day one:
- I can't think of a single reason to use semi-auto fire besides "it uses less bullets than full auto!" It seems objectively worse in every possible way.
- If a DH Acolyte takes careful aim and fires a single autogun shot (half aim + standard attack), they have a WORSE chance to hit an enemy than if they just fired as many bullets as possible without taking careful aim (full auto burst).
- How on earth does it take 5 seconds to fire a 6-round burst from an autopistol?
Has anyone tried this in their own gaming group? If so, did it work well? If not, do any of the more experienced DH Gamemasters here have any insights as to how this could affect game balance? Any input is very much appreciated.