Apologies if I’m jumping the gun on
@spafe ’s plan for getting things going again and/or committing thread necromancy. I’ve had a good read through the weapons/kit spreadsheet and read the last few pages of comments. Overall, I like it, and I like the idea of trying to minimise the number of needlessly unique weapon profiles. I have the following observations, apologies if these have already been covered further back in the thread than I've had time to read.
Plasma pistol getting an extra +1 at short range on high power - doesn't seem fluffy, why would increased power make it more accurate?
Not sure "Musket" is the correct name - I assume we're talking a muzzle loading rifle here (a smoothbore would not have the same range as an Autogun)? If my understanding of the intent of this weapon is correct, then may I suggest a rule along the lines of: "After firing, model most spend either a subsequent Movement or Shooting phase to re-load before that weapon can be fired again." (A little more realistically flexible than move or fire.)
From what I recall, the Ranger Long Rifle is a better analogue of the Needle Rifle than the Sniper Rifle as it currently stands.
Should there be a second class of heavier calibre sniper rifle at Strength 4 (to include the Stalker Boltgun)?
Thinking of the fluff about it firing a hail of shot, should the Ripper Gun get +1 to hit at short range? Maybe also have it count as a club?
Harking back to the era of 2nd Ed, the shuriken catapult was stats-wise, pretty much analogous to the storm bolter (ie 24" range); do we want to maintain the relatively new-fangled reduction in range to 12", or roll it back to the good old days. From a fluff perspective, should the mainstay frontline weapon of the Eldar really only have the range of an SMG, or should it have a range comparable to an Imperial assault rifle?
I can't remember if 2nd Ed ever had rules for axes, which would be a good baseline for the choppa, but based on the options in the table at the moment, I think the club is a better analogue than the knife.
Again, I can't remember what the old 2nd Ed rules said about this, but shouldn't the power axe & sword have a save modifier - maybe -2 to at least have parity with the chainsword. (That said, is -2 a bit much for the chainsword?) Should there be one and 2-handed versions of the power axe?
I'm not sure about the shock maul's aliases, some of which are killing weapons, whereas the shock maul is a less-lethal pacification weapon.
The power fist definitely needs a save modifier of at least -3 (and the thunder hammer ought to be 2-handed).
I'm not particularly familiar with the detailed fluff for the eviscerator, nor its original stats, but the -4 save mod looks somewhat high. It also looks under-costed for its current stats when compared with some of the other melee weapons.
The chainsaw and buzzsaw look somewhat under-costed. Could they be rolled up as aliases? The chainsaw looks like the chainsword (especially if the save mod is dropped to -1). The buzzsaw looks close enough to the eviscerator to combine them (especially if the eviscerator is toned down).
Could the hammer be an alias for the club?
A suggestion for the monomolecular sword, maybe make it -1 save mod rather than +1 strength. To me that would seem more apt for the benefits of such a sharp edge - better at cutting through armour rather than allowing more strength to go into the swing.
The silencer should be an option for the stub gun & sniper rifle as well. Possibly remove it as an option for the autostubber, you tend not to see suppressed MGs.
Do we need a separate base weapon entry for the backpack-powered Hellgun, or do Hotshot magazines suffice?
Maybe give the telescopic Sight -1 at short range?