Ah, hit I nerve it seems. I'll respond to a few things and offer some amendments.
rules ... for Tearing and Rending damage.
I think you meant Marco and RIA. While recognition of my own work is nice, misattributing someone else's work is just a headache.
I looked back and you do indeed attribute the damage types to the Revised Armory. My bad, and thanks Marco in that case!
So a bulk of the criticism tends to be along the lines of, "this isn't necessary" and "math-hammer shows there's little practical difference." These are both valid points and there isn't much point arguing against them as there isn't really a right or a wrong, just a different point of view. To that end, let me explain what I was going for.
"This isn't necessary" - True, there's nothing particularly wrong with the current rulebook versions as they stand. That said, Chainswords and Power Weapons are iconic pieces of kit and in a game as in-depth as inquisitor it feels wrong to me not to have them differentiated a bit. My attempt here was to do that in a (relatively) simple way. I do have some edits below which I think will push us more to that end.
"Math-Hammer!" - Also very true, my math here doesn't necessarily lead to all that much differentiation statistically speaking, but I would argue that it is significant. Having these options available as upgrades sets them apart from what is already in the rulebook. That effectively puts the current damage values represented by Power Weapons and Chain Weapons back in play for other mundane weapon types (which, in turn, could be upgraded). Now I'm not arguing that people show rush to create spear-swords that do obscene damage just to upgrade them to chain-spear swords, but in a world of limited dice combinations it's helpful to set certain categories of weapons aside as upgrade to allow for more options. My attempt with these rules was to clear the field for all varieties of mundane weapons and reserve the four types above as upgrades to the mundane types. That was too wordy, but does that make sense?
Back to the original point of it not being necessary, again I do agree that it isn't necessary. But I do think it's fun and offers up more possibilities.
My last push back to Math-Hammer is that it's just fun to roll more dice. When you attack someone with a chainsword or a power sword these rules make you feel the effect of them being more powerful in a literal way. You take the dice you would have rolled for a mundane variety of said weapon and increase them. This is purely psychological, but I would argue it's significant. After all, we could just play inquisitor with chess pieces on a strip of cardboard and entered numbers into Excel rather than rolling dice and rules-wise it'd be the same game. That's perhaps an extreme and unfair comparison by degrees, but you see my point.
On to the actual revisionsChain Weapons
Weapons characteristic Changes: Add an additional damage dice (a sword goes from 2d6 to 3d6); Add 10 to the parry penalty (it's much bulkier now, after all)
Weapons Rules Changes:
The weapon does rending 1 damage
Characters defending against the chain weapon add 10 to their parry penalty
An activated chain weapon can be heard 35 meters away
If a Chain Weapon is "destroyed" by a power weapon it may be used as an Improvised Weapon
Opponents hit by a chain weapons must pass a T test or start bleeding
Mostly I changed formatting (looking at characteristic changes and rules changes separately). I did add the bleeding suggestions. An earlier draft of these rules actually did have bleeding in there, but I didn't want to use it for both chain weapons and monomolecular blades. I like the idea of damage from chain weapons being difficult to recover from, but what makes sense? Perhaps you can tick damage off your Injury total as normal but cannot decrease the injury level on a Location? If that's the case I may lose the bleeding rule as chain weapons would be quite monstrous.
Power Weapons
Weapon Characteristic Change:
None
Weapon Rules Change:
Weapon does Tearing Damage
Weapon does Heavy AP Damage (halves armor value)
If a Power Weapon is Parried or Successfully Parries there is a 20%-75% chance (based on quality of the weapon) that the opposing weapon is destroyed.
So I totally negated my own point about rolling more dice being the fun part (I also remembered to add back in the part about power weapons being able to destroy other weapons). That said, I think this effectively represents what a power field would do. The weapon damage remains unchanged, but the combo of Heavy AP and Tearing make it much more likely that a power weapon will have an impressive showing against an enemy regardless of what armor they're wearing. I will say that the term "Tearing" does not seem appropriate, but the rules effect work as intended. This also effectively differentiates power weapons completely from Shock Weapons (what with the dice bonus they get). Lastly, I think the variation in "chance of destroying other weapons" is important. It makes it less crazy for a ganger-lord who has gotten his hand on a really old and poorly maintained power weapon if there's only a 25% chance it destroys the weapon it's parrying against (still a 1 in 5 shot, but better than 3 in 4). Actually, now that I think about it power weapons could do Light or Heavy AP based on quality too.
What do folks think? While I know I gave some pushback on the pushback I was given I think the revised power weapon rules actually acknowledge those points and adjust accordingly.
Finally,
thank you to everyone for the feedback! It was all useful. Thanks for reminding me of the AP damage Van.