Upon a quick reading of the rules, I have found a few anomalies with the weapons. We will dispense with talking of the Pen values, which are all over the place anyways.
- Autocannons in the armoury do 1d10+8 damage, while those in the vehicle section do 1d10+12, both with pen 2 and RoF 3. I feel that neither of these stats represent what the autocannon should be. Autocannons never fired faster than autoguns or as fast as heavy bolters; autoguns should be RoF 3, autocannons 2 with 1d10+12.
- Autoguns are always weaker than Lasguns. They do less damage, have the same RoF, and their special ammunition pales compared to the overcharge option, all the while being rarer. Increasing the RoF to 3 helps a bit, but they still feel too weak.
- The Shotgun is terrible; even for a pump-action, the RoF is simply too low to do anything useful with it. 4 lasgun shots win out on 1 shotgun shot unless faced with a mob (in which case the spray quality makes them better, but then logic fails miserable to explain how the bullets make it through more than 1 or 2 individuals, much less a dozen), especially since the shotgun lost the old scatter rule for extra attacks up close. Increasing the RoF to 1 makes it slightly more fair better.
- Minor nitpick on my part, but Hot-shot lasweapons don't make sense; hot-shot packs are supercharged 1-shot packs; hellguns are the overcharged lasers. But that's a continuity problem with the Wh40k rules of the new editions in general, so whatever.
- Handcannons are often better pistols than bolt pistols, and cheaper to boot.
- Melta weapons, for some strange reason, use 2d10, unlike everything else which use 1d10.
- Melee weapons using both Ag based and fixed RoF makes littles sense. For instance, an assassin with maxed Ag (95, another issue in itself) can swing a power sword 12 times as fast as a power axe, or 18 times as fast as a power fist, and got better with them with the sword while never improving with the other ones.
That's it for now, might have some more later.
Edited by MorioMortis