-10? Ouch. Seems like autofire will become rather unpopular in BC. No point in bringing a heavy stubber along if I get the same number of low hits from an autogun. Granted, this possibility already existed before, but the +20 gave you a chance to hit with more rounds than the autogun could deliver in the same round.
Don't get me wrong: Even though my bad diceluck prevented me from indulging in such spectacular effects myself, I do understand that the sheer unpredictability of Full Auto was a problem (marvelously demonstrated by the old DW heavy bolter) ... yet I am somewhat sceptical that this solution may not break the system even more by making weapons with a high Full Auto ROF useless. I suppose it would come down to the characters' Ballistic Skill, but if this rule would be applied to Dark Heresy, ranged combat would get a lot longer than it is now - simply because everyone will use nothing else than his weapon's single shot setting to get the +10 bonus of their laser sight.
Full Auto in Dark Heresy was more or less a starting character's attempt to score at least one hit ("spray and pray", as you said) until they were able to buy a couple BS advances or invest in better gear that favored accuracy (such as the aforementioned sight).
I see it's pretty much about being caught between a rock and a hard place - stylewise, I would miss automatic bursts from weapons where you'd simply expect them from, yet on the other hand I agree that a single good roll shouldn't result in overkill. Perhaps another solution would have been to have a "diminishing returns" effect, or to have subsequent hits only increase the damage of the first one by a portion instead of (more or less) doubling it...
It'd also be different if the Full Auto shots could "challenge" groups of enemies instead of an individual, perhaps. When I'd unload a heavy stubber into a bunch of assaulting orks, I'd expect a large number of hits on different targets simply due to the small chance of a miss. That said, such situations would probably be represented by Horde rules - could it be that Full Auto and the respective Heavy Weapons are, as per the thoughts of the designers, supposed to become limited mainly to such encounters?
I guess that would make sense, though combat sounds like it is getting very abstracted then. Mind to post any results as soon as you've played a couple combat encounters with these rules? I'd be curious to hear how it actually turns out in a real game, and how it affects the "style" of a fight.
In short, mooks spray and pray, but real bad-asses use short burst fire.
If only. The real "spray and pray" weapons were weapons like the heavy stubber or the heavy bolter, whereas the rather low ROF of other automatic weapons was the real burst fire. The more I think about it, the more I feel that the RPG could have used a 4th attack mode to represent the "professional" short controlled automatic bursts. Full Auto on most Basic Weapons came pretty close to it, but then again we missed out on a real "spray and pray" suppression mode there.
Thinking about it, parry should be a skill shouldnt it?
I'm not too sure about this. If you know how to swing your sword at an opponent, you could assume that this also includes the knowledge of how to swing it at your opponent's weapon.
That said, I too made the "mistake" of interpreting it as a skill at first, back when I started playing Dark Heresy. It took me three ranks until I noticed that I could actually Parry with my weapon despite not having the skill. Because it wasn't one.
I guess we could say that parrying an opponent's weapon may be a bit harder than just attacking him, and even though this becomes a moot point as soon as you purchase the skill (as I suppose it will immediately jump to taking 100% of your WS for the tests?) one could handwave that part. Just like Dodge, however, it should be a Basic Skill and thus be usable untrained at the usual 50%. At least that would be my hope.
Anyways, thanks for the heads-up! Can't wait to take a look myself.