Just to make sure a main point isn't lost. Armor is MUCH better against small arms fire than modern times. Melee weapons are much more dangerous than modern times. Personal Mobility is better and faster (see marine jetpack troops). Yet still ranged weapons are surpreme, but the changing technology brought melee up from it's "side role" in warfare back to the forefront, to the point where specialized troops can use it very effectively. A death cult assassin for example is all about extreme speed and rushing in before they can fire, slicing at them with power weapons and cutting
Equipment imbalance
You can keep harping on about how the "DH Semi/Full Auto rules are so overpowering" which is why they stopped being used. Which is why the system switched over to more realistic AND balanced modifiers and let the other modes be used in melee too.
Then what are we arguing about?
My whole point was that, in DH RAW, melee is most circumstances unviable. Therefore, the rules were changed in the errata, and were further changed in BC/OW, to make it viable.
BC/OW full auto penalties are not realistic at all BTW; they are purely a balance issue. They did not "make it more realistic"; they made it more balanced.
To finish off, Dude 1 with Melee Weapon and Dude 2 with Basic Ranged Weapon. They are currently engaged in melee, who wins?
Since they will both logically have a pistol, this question is irrelevant,
If you want someone to fight in close quarters, realistically, you will give him a pistol. Or a shotgun, really, with a pistol as a sidearm, And a knife ot bayonet just in case. In no case wiil you give him an axe. Because it's just taking up space. The pistol does the exact same thing, only better, until it runs out of ammo, at which point you either reload or pul;l out your knife, your weapon of last resort.
You might as well just equip him with a bag of rocks.
Of course one of the things that isn't really accounted for in 40k is that the normal response to better protection against ranged weapons is to make better ranged weapons, not to turn to "uber" melee weapons. Range is such a massive advantage that no military will give it up if they can avoid it. Your enemy has better armour? Solution: make a better gun. Process repeats until technology limits mean the mobility lost to increased protection outweighs the advantage of greater protection, and the weapons involved become impractical. Then an equilibrium is reached for a while until some technological advance suddenly tips the balance one way or the other.
Of course, with the fragmented way technology is represented and treated in 40k, it could be argued this normal balance does not exist. While there may have been portable power armour destroying weapons in the Dark age of Technology, that has been forgotten while power swords have not (for example).
Edited by Lynata
In GW's rules, even las pistols can punch through the armoured plating and injure the person beneath.
One minor quibble: lasguns/pistols don't 'punch through' power armour. The occasional missed armour save represents a 'lucky hit'- the shot goes in through the eye lens, the rubberized arm pit, or other vulnerable point.
In one of the early Gaunt's Ghosts novels, Dan Abnett made this mistake, describing some Chaos Space Marines being perforated by lasgun fire. I assume Abnett caught an earful from 40K fans at book signings, because in a later GG novel he went too far the other way, and depicted CSM armour as being 100% immune to las fire...
One minor quibble: lasguns/pistols don't 'punch through' power armour. The occasional missed armour save represents a 'lucky hit'- the shot goes in through the eye lens, the rubberized arm pit, or other vulnerable point.
Not in their d100 Inquisitor game, which I assume is a continuation of the d6 tabletop's representation of the setting. A las weapon's maximum damage is greater than the maximum protection of powered armour, which means that there is a low (~16% iirc) chance that the shot might indeed "punch through" - or, more accurately, the blast ablating the armour with sufficient force to cause notable injury to the flesh below.
Admittedly, it is somewhat more ambiguous in the d6 tabletop - but even there an interpretation of the Armour Save that includes weak points next to simple damage overkill does not really make sense, given the limited application (only some types of weapons, only some types of armour, and not modifying the To Wound test at all for the others).
Besides, why should there be such a huge gap from "cannot penetrate at all, needs a lucky hit to exposed section" to "penetrates at all times, no Armour Save possible", if you compare the lasgun to its AP3 hot-shot variant? There needs to be something in-between.
GW's fluff is quite clear on power armour being incapable of providing full protection against small arms fire - as per the Codex Angels of Death, it merely "reduces the chance of injury by between 50-85%" ... coincidentally, the latter number fits nicely to the chance of a lasgun to drop a Marine in Inquisitor or the tabletop.
In short: I am not sure where exactly the idea that las weapons are only dangerous if they score "lucky hits" comes from, but from what I've seen in terms of community behaviour, it seems to be a fan speculation supposed to rationalise a supposedly puny weapon like a lasgun being able to drop a supposedly invincible warrior like a Space Marine. In short, a case of potentially misplaced expectations.
Not that anyone needs to adopt this into their own interpretation of 40k, mind you. A lot (most?) of novels certainly don't, if that means anything to you.
With regard to autofire and the question of ammo do you guys ever find this to actually be a problem for the PCs? I have basically stopped recording ammo usage for all but specialist weapons like melta or plasma guns when I found that gunfights were never protracted enough for the PCs to get through significant amounts of ammo. Often a fight would finish before an entire clip was used let alone the PCs getting through several. Autogun and lasgun ammo is so common that the PCs can often get more and it seems rediculous for their Inquisitor to limit the ammo of these weapons out of spite.
That said I never had an issue with autogun fire being super powerful. Most of the (important) enemies they fought brought similar weapons or better to the fight or were tough or smart enough not to get taken down out of hand.
And by the way how your NPC bad guys react kind of depends on the feel of the game you are trying to go for. My Dark Heresy campaign was equal parts 'Predator', 'The Thing' and 'The Departed' so having the odd group of generic bad guys getting mown down wasn't really a big deal.
It is essential though that NPC organisations learn. If there is a death dealing auto-gun wielding assassin slaughtering a cult leaders minions, he will respond. The obvious response would be to equip his cult with comparable weaponry but this might get boring and turn the game into a *** for tat arms race. I would instead recommend the cult leader (or whoever) using asymetric tactics such as psychic powers, snipers or bombs and other traps.
With regard to lasguns; the strength of lasguns especially vs power armour has always been somewhat variable. I remember 2nd edition short stories indicating that a continued volly of fire could effectively burn through powered armour while other stories had the las shots not doing much at all.
FFG has quite nicely described this by giving us a range of different las weaponry some of which, such as the M36, can actually up its power setting by a few points.
I guess when you look at the different varients of power armour, all the different varients of las guns, account for anomolies and armour not being well maintained (always a problem for Chaos Marines at least in the background), you can have the odd instance of las gun fire 'punching through' powered armour. For the most part though I think power armour is meant to be 'immune' to las fire other than shots to weak points. Although it does occur to me that the weak points generally are around to vital area of the body even for a marine, eye socket, under the arm pit (and into the heart). '
Perhaps they would be better off sealing the armour completly and having cameras that....'HERESY'...BLAM headshot...
With regard to autofire and the question of ammo do you guys ever find this to actually be a problem for the PCs? I have basically stopped recording ammo usage for all but specialist weapons like melta or plasma guns when I found that gunfights were never protracted enough for the PCs to get through significant amounts of ammo. Often a fight would finish before an entire clip was used let alone the PCs getting through several. Autogun and lasgun ammo is so common that the PCs can often get more and it seems rediculous for their Inquisitor to limit the ammo of these weapons out of spite.
With regard to lasguns; the strength of lasguns especially vs power armour has always been somewhat variable. I remember 2nd edition short stories indicating that a continued volly of fire could effectively burn through powered armour while other stories had the las shots not doing much at all.
Oh, almost anything is variable in 40k - that's the downside of a franchise with such a high amount of artistic license. That's the main cause of what I meant with the expectations: someone who knows the Adeptus Astartes mainly from Black Library novels like the Horus Heresy series or the Space Marine video game will be disappointed by how "vulnerable" they tend to be portrayed in studio fluff and rules.
FFG has quite nicely described this by giving us a range of different las weaponry some of which, such as the M36, can actually up its power setting by a few points.
Yes. I've sometimes felt that toughness bonus should be capped by species. So humans regardless of type, Ogryn, Space Marine or regular guardsmen etc all have roughly the same organs (yes Space Marines have a few extra!). Even an Ogryn or Marine's skin can't literally stop a bullit. So maybe there could be a cap at toughness bonus 5 for humans. Wounds as well might be set at 20 max.
I'm just spitballing here, but what I would change would be critical and injury tables which would probably be expanded (The old 1st edition WFRP had 16 critical hit entries per location).
Things like Unnatural Toughness, True Grit and surplus Sound Constitution would mitigate injuries. For example Unnatural Toughness might give a flat reduction in critical level depending on levels. True Grit still halves damage and Sound Constitution over and above maximum wounds maybe cancels out levels of fatigue, blood loss and stunning. Sound Constitution could even be spent like fate points to reduce these things, with points being recovered per game session.
On the basis that there could be 16 or 20 critical hit entries with 14+ represening the most serious injuries or death, then perhaps criticals could be more bit more fluid as well.
For example if a PC is suffering from a very minor critical (+1) but they subsequently take no damage for a few rounds then that PC returns to 0 or 1 wound. At heavier critical damage say +7 or +9 this takes a few minutes and the player goes down to a lesser critical or some other effect. At +10 and above then PC needs medical assistance to reduce critical levels.
Your right about there being many different versions of the WH40K universe though. I personally have a view of it that I know isn't the same as others and is heavily influenced by my first exposure to WH40K which was Rogue Trader. When I GM I take into account my players view but I also do explicitly explain that my default position is my interpretation of the background.
With regard to ammo consumption, don't get me wrong I make sure PCs say how many clips they have, and where they are stored. In certain circumstances such as being stranded on a medieval world I make sure they count out the shots. But the truth is that most of the time the PCs (my PCs anyway) fought on Civilised or Hive Worlds where they can get autogun and lasgun ammo pretty easily. They generally carried three clips each (one loaded two stored). Fire fights just didn't seem to go on long enough for it to be an issue.
I am reasonably strict with weight limit. Though more than weight limit, how PCs are carrying items is important. You can be the strongest man in the world but you still only have two hands. Putting everything on your back is all well and good but it is probably going to be tightly paced away in a rucksack not easily produced at a moments notice.
Only time ammo became an issue was during a very large seige encounter. Here we actually used 28mm models and a whole school hall to represent the battle (scale was pretty accurate as well!) PC were hold up in a castle monastry with Imperial Guard pouring up a hill. Beneath them was the 'Witch Vault' a large cavern where a Radical Inquisitor had hidden literally dozens of power psykers. That was fun.
Our Dark Heresy campaign was pretty legendary actually. As a GM it was split over two different groups over about at least a four/five year real time period with at least 14 different players dropping in and out at different times (regular 'cast' of about 8 with the rest being cameos!).
Finally ended with the PCs blasting the mysterious rogue Inquisitor bad guy whose been plauging them for literally years has killed numerous beloved NPC characters and cost them their reputations, sanity and very nearly their lives
Acolyte Adept [to dying bad guy]: We know you faked the identification of the Inquisitor and even your 'real' identity is a forgery. Who are you?
Big Bad: I am Alpharius. [dies]
PCs shake fists at GM for opening more questions than are answered. GM laughs manically.
Edited by Visitor Q