I've long been of the opinion that Dark Heresy weapons are rather dull. They do an adequate job of portraying the fluff, but adequate is all that can be said for it. In Dark Heresy,
bolters aren't the terrifying, flesh rending relics they're portrayed as in the lore. Plasma guns aren't the deadly, space marine felling weapons that are just as likely to kill you as they are to kill your opponent. I want to change that.
As well, it's a matter of creating interesting gameplay choices. I want each weapon category to be distinct. Each weapon should have very clear benefits and drawbacks, while still staying close to the fluff they're based on.
So far, I've got Plasma and Bolt mostly worked out. I plan to cover every ranged category, and maybe visit on melee weapons too if I'm feeling ambitious. Note that the Pen values etc are intended to be balanced against armour values as of the recent errata.
I plan to tackle Las next, then take a look at Melta. I see SP as a decent base point, so they might not get much alteration, I'm unsure. Any suggestions welcome! Criticism would be great, too.
Bolt Weapons
The main changes made here are increasing damage by two points (except for on Heavy Bolters, which are already adequate), increasing pen by one point, and adding a few important weapon qualities. I also tweaked Availability slightly. A storm bolter being more common than a heavy weapon which is mass produced for Imperial Guard use seemed silly, so I swapped their values. Storm bolters aren’t exactly common, after all.
The weapon qualities are a big deal. Felling and Vengeful make the weapons much more potent; they can really mess someone up once they get past armour. This was wholly intentional, though. Felling largely represents the nature of the projectile. It’s a literal explosive, which often detonates after penetrating the body. That’s going to negate a lot of the body’s ability to cope, so reducing Toughness bonus seems like a no brainer. Vengeful, combined with tearing, makes bolters fairly potent Righteous Fury machines. That’s also intentional. Bolters are the kinds of weapons that leave horrible injuries, and can end a combat very fast. I think these changes represent that.
Unreliable may seem like an odd choice, but I believe it fits the fluff perfectly. Bolters (other than those used by the Astartes) are stated in most fluff to be generally ancient weapons handed down through generations. They’re rare as hell, practically relics in their own right. They’re also generally described as being rather temperamental devices. I think a combination of age, temperamental mechanism, and the fact that bolters are more complex than your typical stubgun justifies the Unreliable trait. It also plays in well with the Archaic trait (explained at the bottom of this post), because it forces a constant upkeep of the weapons, like their fluff implies.
As well as their statline changes, there's a couple things I'd do to bolt weapons to make them less powerful. Firstly, reduce the range of special ammunition they have available by a lot. Flexibility of ammo is largely SP's area, and letting bolters have that reduces the appeal of SP hugely. Secondly, bolters should negatively effect Subtlety. They're practically relics, so carrying a bolter would draw significant attention. I'd just treat them as heavy weapons for the sake of subtlety.
Plasma Weapons
The statistics for Plasma weapons presented in the errata are fairly potent as is. Arguably too potent, in my opinion. But I've opted not to make any tremendous changes to the actual damage output.
Instead, I decided to go with representing them more accurately to the fluff. As Borithan pointed out in another thread, Plasma weapons are designed to recharge, but that can be ignored at the risk of the weapon overheating, which has been the grizzly death of many a guardsman. To that end, I created the Plasma quality, which creates an interesting decision of whether it's better to wait, or gamble a 1/10 chance of horrible injury (or death on a nasty roll).
I also reduced their range slightly, because Plasma weapons are described as ineffective at range in the fluff, so having them similar to Bolter ranges seemed iffy. I also reduced the pen to a more reasonable level. It still utterly slags light power armour, and will likely mostly penetrate Terminator armour, too, which is fairly fluff and tabletop accurate.
Weapon Qualities
Here's the two weapon qualities I wrote up for this, as well as some important changes to Overheats.
Archaic
This weapon is based on ancient STC technology, long lost the ages. The technology is little understood, making it very difficult to repair, often requiring complex rites and rituals. Any Repair test made to increase the item status of an Archaic weapon is made at a -10 penalty. This penalty is negated if the Repair test is attempted by a character with the Specialist (Adeptus Mechanicus) talent.
Overheats
Whenever this weapon would jam (see page 202), it instead overheats, and the character wielding it can choose to take a Challenging (+0) Agility test and spend 1 AP as a reaction to drop the weapon. If he does not, or the test is failed , he receives a hit to the hit location of the arm currently holding the weapon. This single hit cannot be avoided using an Evade reaction, and deals energy damage equal to the weapon’s damage. After it has overheated, this weapon cannot be used for 1 round while it cools down. Overheating reduces the weapon's item status by one level.
Plasma
Plasma weapons generate an extreme amount of heat, and require adequate time to cool between shots if the firer wishes to avoid some very deadly burns. To this end, plasma weapons are generally designed to be fired intermittently. When firing a weapon with the plasma quality, if the same weapon was fired on the previous turn, or if it is being fired multiple times within a single round, it temporarily gains both the Overheats and Unreliable qualities, for the sake of the current attack. This effectively means the weapon will overheat on a BS roll of 91-100.
Changes made here aren't too complex. Firstly, ammo's back to the level it was in the other RPGs. Big capacity is one of the main draws of Las weapons, it deserves to be represented. As well, I updated the Long-las' RoF to 1, because frankly 1/2 RoFs are iffy as hell, and it makes it more of a competitive weapon vs the Sniper RIfle.