1.) Maybe it should be considered to let accurate bonus damage trigger RF
2.) Toxic should deal its damage (or toxic effect in general) 1 turn later to give players a chance to use detox (would finally make detox something useful); also it could make sense to impose +1 damage for each DoF at the targets toughness test
3.) Felling should half the Toughness Bonus if the target does not have Unn.Toughness (otherwise its completely useless against non-Unnn-Toughness targets) or reduce Toughness by its X-value
4.) I would love the weapon traits Overcharge (X) and Close Quarters to return (non-Close Quarter Weapons should trigger an attack of opportunity kind of thing in melee)
5.) Maybe there is a way to differ light from Heavy melee weapons; the beta1 differed them nicely
6.) 1 or 2 additional arrows for bow & crossbow would be nice and make them somehow usefull maybe (Mono-Arrows ? Tox-Arrows ?); explosive arrows shouldnt give -10 on the attack or get another benefet (Tearing ? Blast (1) ?) - otherwise they are too weak
7.) Shocking should be re-worked to differ more from concussive (should deal fatigue); also, the beta1's fatigue system should return - it had much more flavour
8.) Dumdum bullets need a little buff (or should be easier to get)
9.) Carrying capacities are unrealistic high - they should belowered 1 step
10.) Armour should get agility caps again
11.) did I see it right that there are no toxins to buy ? a handful of toxins to buy would be nice (and also a rulebox how to use toxins with weapons correctly, with and without a dispenser, with and without the toxic trait on the weapon)
12.) Cybernetic limit should return (and include limbs); those who posess Mechanicus Implants should have this limit increased
13.) In the first beta (Upd 3) Plasma weapons were horrible overpowered - now they almost seem a little week. Maybe buff them a little but give them more of a risk factor (needing an Ag-Test to drop them in time if overheating ?) ? And make them more rare than Bolters please.
14.) some more armour options would be nice; I also liked the idea of beta1 to make "armour packages" instead of building together ones armour from pieces
15.) Flexible weapons shouldnt be able to parry
16.) Power FIeld weapons should damage armour when making a hit
17.) The Needle Rifle could use Felling (2) instead of Felling (1) to make it more competitive or give needle weapons a more deadly standard toxin
18.) The sniper rifle should become a heavy weapon (needs to be braced with a bipod or similar) and get 2d10 damage to highten chance on RF
19.) Scatter should include Blast (1) on long and extreme ranges
Edited by GauntZero