Im a player in a Dark Heresy game where both me and the GM have growing concerns and frustrations with the effectiveness of explosive weaponry.
TL;DR version
Mine (and my group's) understanding of Launchers is that they, on a hit, deal 2d10 damage to their target and everything in the splash radius of 4 meters. On a miss, the grenade lands 1-5 meters away in a random location, meaning that even on a miss there is a 60% chance you're still within splash radius of your main target and guaranteed to hit *something*
This seems
extremely
powerful without any real balancing drawback. The proficiency is cheap, the ammo is cheap, it deals more damage than most other weapons to multiple targets and has a large chance of hitting even when you miss. It can launch to behind cover to automatically bypass cover bonuses enemies would have against traditional attacks, and at a scarcity of rare, a cost of 500 thrones, and an ammo cost of 10 thrones per shot, it isn't even difficult to acquire. This seems game-breaking overpowered if my current understand is correct. Is there a drawback I'm missing?
At yesterday's game, we were presented with an encounter where we had to fight a significant number of Orks. Our party of four was in the 1900-2000 exp range and up against a group of 10 orks, 5 gretchens, and a Nob. Suffice to say it should have been an extremely difficult fight for us, and the GM's intention was for us to run away so we could report the Ork presence to our superior and request aid from the Deathwatch. We got a surprise attack, however, and the guardsman ran into the fray while the assassin, the techpriest and the scum
all bottle-necked at the room entrance to take cover.
We all wanted to run, but the Guardsman insisted on staying to fight, citing the Infantryman's Primer as his reason for believing that the orks were weak and cowardly, and would each fall in a single blow. Admittedly this guy was pretty remarkably tough (good RNG at creation, we all used completely computer-genned characters, combined with smart use of exp and choice of weapon loadout) but nonetheless he was even admitting OOC that he was almost positive that he was going to die and we should run.
As the techpriest and I ran for our cowardly lives, the Assassin busted out a basic grenade launcher weapon and proceeded to wipe out virtually all of the orks in just a couple of shots. The damage was tremendous, and even though her Ballistics skill was remarkably low (she was built for stealth, not combat), it seems that the blast rules make it virtually *impossible* to miss.
We couldn't find any clear indicator of what happens when a launched grenade misses anywhere in the rulebook, so we treated it like thrown grenades, which on a miss will fall 1-5 meters away in a random direction. With a radius of 4 meters on a typical grenade, however, this means there is an 60% chance of hitting your target even on failure, and compared to most weapons, the 2d10 damage can be tremendous. Many fights now have consisted of her firing a single grenade into a crowd, missing, hitting 5 people anyway for 15 damage each, and the rest of a party masturbating in a corner because they can't afford that kind of weaponry (she got genned as a Noble).
I mostly ask because I know that this particular players has gleaned a reputation for making a beeline for rules that nobody at the table fully understands (we're all new to Dark Heresy) so that we can't call her out on the drawbacks that are supposed to be associated with them. The GM knows that he can fix the problem by giving us a bunch of stuff to do in places where Grenade Launcher use would be frowned upon, but he hates the idea of designing every single mission around "How will I stop Launchers from being OP this time?".