It also allows a single field save to block ALL of a melee combatants attacks in a whole round.
Not how it works. According to an official clarification I got, you roll your field save separately for each hit scored.
Except it is, your clarification contradicts other "official clarifications" which state a field will block all hits from a single attack roll. Please post your "official clarification", if it specifically mentions melee and this new swift attack talent many people can breath much easier.
There you go. It's actually for Deathwatch proper, from Andrew Fischer:
The Force Field triggers off of each independently resolved hit received by a character. So, in the case of Full Auto Burst for example, a Battle-Brother scores two degrees of success for a total of three hits, hitting his adversary in the Leg, Leg, and Body (according to the Multiple Hits table). This adversary has a Force Field, so each of these three hits will get a separate roll from the Force Field to see if it is cancelled. If the weapon has the Storm quality, it simply does double the hits, so in this example the Battle-Brother will instead hit his adversary six times, hitting him in the Leg, Leg, Body, Arm, Head, and Body. The adversary will then get six separate rolls on his Force Field, one for each separate hit.
It doesn't actually address the new swift/lightning attack, but seeing it's exactly the same as semi/full auto, I see no way how it could interact differently.
On a related note, how would any of us know of your "official response" if you do not share it with us. Claiming a moral or authoratative high ground based upon information you alone possess, which you share only when you want to make yourself seem the expert, is not ethical or honorable.
That's rather hostile, isn't it? You're reading a lot of things that I didn't write into my post.
If the roll is good enough, sure, why not? It just takes some emphasis off the "gain extra Reaction" Talent and passes it onto the actual skill being used to evade. Which isn't bad, especially in Deathwatch where it's easy to get a high TN on a dodge/parry roll, but the game is extremely stingy when it comes to handing out extra Reactions.It allows a single dodge or parry save to block ALL of a melee combatants attacks.
If one save won't block the whole attack it makes no sense a single parry would, but that's logic and if it fits your argument you'd take the stance logic doesn't matter in this, a game in a ficticious universe with brain magic. Higher skill beats lower skill, at least that's usually a valid assumption, a guy who can reasonably hit a target three times with precise attacks it took him years to master gets beaten by a single hip-sway to the left by a guy who practiced falling down?
Evading those extra hits works exactly like evading auto bursts, as in: one DoS on the dodge/parry roll negates one hit. It is quite clearly a matter of skill versus skill, with a bit of luck thrown in. From the standpoint of rules informing the setting, having a high Dodge/Parry TN and having Talents that allow for extra Reactions are two distinct but intertwined facets of being good at defensive combat.
It gives something like a -10 to -30 (depending on talents) to hit, addative to two weapon fighting penalties.
And that's a bad thing... why exactly?
See previous point. penalty to hit = harder to hit target + fewer hits = easier for target to dodge/parry all the hits. Multiple attack talents like swift and lightning should (and did) represent increasing skill but this way its a bit more of a handicap, allowing a character trained to dodge to completely negate those characters with greater hand to hand skills. .... exactly.
Feel free to use it though, not going to stop anyone, nor will I strongly suggest they not use it. Just presenting the facts of the matter.
First, did you ever do a math on that? I did. Under the new rules, Swift Attack/Semi Auto break even with single attack/shot at about 30 attack characteristic (the latter offering a slightly better chance to hit at all, the former having a chance to score more than one hit, the average number of hits scored from the attack is about the same). Lightning Attack/Full Auto returns to being strictly superior from about 40 attack characteristic and up - for DW Marines, that's about an average starting value before eventual Chapter bonuses are included. So yeah, your average starting Battle Brother is better off using Swift/Lightning Attack if he can get it.
Second, either of these multiple attack actions is a Half Action now, and you won't be needing the other one to move every single turn. This leaves you with several tasty options, including Aim (to negate the penalties incurred by the action and further skew the probability in the favor of multiple attacks) and Feint (to stop that annoying evasion thing in it's tracks and go to town with multiple unavoidable hits).
Your "facts of the matter" are factually incorrect.