I don't go to warseer (I don't like registering on too many forums) so I've been cut off from this a bit.
Sorry about that. Membership of multiple forums isn't everyone's cup of tea, I know.
But that's where the community mostly ended up, so that's where I followed.
I congratulate you on integrating bolt weapons into the list with some interesting new types too
The new types was something I was a bit hesitant about - I thought they made some sense, but I didn't know how people would react to me nudging around in an area quite strongly occupied by canon. Responses seem more positive than anything else, which is a pleasant enough surprise.
I'd note that ironically, the "Uncommon" bolt weapons are probably fewer in number than the "Rare" ones, because they're mostly custom built or modified. However, they are easier to build and get hold of - as well as costing a great deal less. So "Availability" is probably a better word than "Rarity", but it'll do.
The exact design of these, being custom jobs, is up to you. But I half had
this (also a custom one-off, as far as I know) in mind for the bolt cycler, but possibly not in a bullpup configuration.
And somewhat regulating the power of bolt weapons so that even stingy GMs like me might condone their use.
Bear in mind, the Weapon Handling rules are intended to be part of the bolt weapon rein-in. It'll still work without using them, but the rule is there to make the Enc stat mean more.
Revised faulty ammunition looks good. *Begins cackling evily*
You'll note that I've tied a lot of failures to rolling a 5 on the units dice on the D100 - I intend to move a lot of what I've written for simplicity as "Risky Actions" onto a similar system.
It was somewhat inspired by Robey's Inq2 risky action system, but in the interests of saving on dice throws, I just tied it to the result of a dice that was already being used.
With regards to 'amour piercing' standard ammunition, from a purely mechanical perspective I prefer you old rules - ie. rounding DOWN.
That's a subject of debate - some people like it that way, some seem to think that it should be upgraded. I did prefer it originally, but people seemed to think that it didn't have the low end performance.
But then again, it wasn't really supposed to have low end performance - it's about trade-offs. I may change it back.
Some of the new ammo types are really crazy out there.
HEIAP is designed to be crazy out there. That's mostly for GMs who need to be very, very violent to a character, probably some form of Space Marine.
I don't expect it will see much use, and it shouldn't, but it's just something to throw in.
The new varieties are all however real world ammunition types.
Finally, the new availability classifications are nice. I might start applying these to everything.
Feel free to, that's the intent. It's something like my theories on D&D's alignment system* - basically, the original version was too simplified for my tastes.
*Which I should note, I am still writing up, under the rough title "Character motivations".Sometimes, simple is too simple. Really, the only level I've really added is "Uncommon" (I won't be using "Unique", that's more for others to use), and it's opened up the system a lot.