I was reading the fluff of the FWG-5 flecette pistol from fly casual and it talked about how it shoots a canister filled with darts that guides itself to the target before exploding releasing the darts, considering this I was was wondering why it doesn't have blast as it seems to make a lot of sense that it should and would probably make it a better gun considering some of the drawbacks it has. Also the launcher in dangerous covernants does have blast and uses the same principle. Do you think it would be unreasonable to add the blast quality to it?
Edited by OxygenWalrusFlechette pistol and blast?
The pistol is already kinda broken... but, maybe at a price/rarity increase, you could add Blast 1 or something
Tbh I don't really see how this is broken unless I've missed something, it can't be modded, has limited ammo 3 and is only damage 6. In terms of pistols I think that a BAM modded nova viper or dragoon are broken as there benefits trump everything else, sure they cost a lot but saving for them is well worth it. I mean this FWG 5 is cheap but I don't see how it can really break it as hard as other weapons.
Edited by OxygenWalrusNarratively, it doesn't make sense. You've got a gun you're using to lock onto a single target, and the little darts are all aiming at that one. So it doesn't make sense that the gun working improperly makes it more effective.
On the mechanical side it can boost the gun up a fair bit. Depending on how you'd rule it, on a failed roll with enough Advantage/Triumphs, you could activate Blast to do initial damage and then give Guided a chance to bring the darts back and hit them again. Or if you'd rather not allow the player to do both, you'd still be able to trigger one or the other, which makes the gun have an overly high chance.
So even if it's restricted and has Limited Ammo of 3, it'd be way too good for an 825 credit gun. Also, don't be so quick to shrug off 6 damage. That's the same as Blaster Pistol and just 1 off from a Heavy Blaster Pistol.
I guess I was thinking too much about the anti personal rounds for the launcher in DC in terms of the effect envisioned, I still Agree that it doesn't make sense with hitting people a distance away but considering blast only applies to engaged targets I think it would be plausible to get hit by darts that were aimed at a close but different target (keep in mind it doesn't say the darts are guided but the canister or pellet containing them which them explodes realeasing the darts)
Also in the case of using blasts and then guided to hit them again I guess that can do a few things oddly like missing, triggering blast, then triggering guided narratively sounds awkward and doesn't make a whole lot of sense. Is that overly powerful though I still don't think so as you can get a blaster pistol and give mod it to get more damage and pirce for only 75 credits more and a skilled mechanic. Which I think is a better gun as it has none of the restriction and more benefits.
I just don't see we're the power from this thing comes from that has been mentioned.
It doesn't have Blast because of how it works. Imagine the canister (which is tiny, like the size of a large bullet) less like a micro grenade, and more like a tiny shotgun. The canister discharges, in generally one direction, and within less then a foot of the target. There just isn't much time for the flechettes to really spread out enough to warrant Blast, and the individual flechettes are so small the damage they do individually isn't enough to inflict damage worth tracking.
The launcher in Dangerous Covenants by comparison, is huge, with it's shells roughly the size of a hand grenade, and they detonate far enough from the target they can spread, and have sufficient size and weight to do some real damage.

Make more sense now?
It doesn't have Blast because of how it works. Imagine the canister (which is tiny, like the size of a large bullet) less like a micro grenade, and more like a tiny shotgun. The canister discharges, in generally one direction, and within less then a foot of the target. There just isn't much time for the flechettes to really spread out enough to warrant Blast, and the individual flechettes are so small the damage they do individually isn't enough to inflict damage worth tracking.
The launcher in Dangerous Covenants by comparison, is huge, with it's shells roughly the size of a hand grenade, and they detonate far enough from the target they can spread, and have sufficient size and weight to do some real damage.
Make more sense now?
About 15 mins.
It's a short range light weapon with the guided quality. While it works roughly like a blaster pistol, it allows you to essentially get an "almost free do-over" on that attack roll when you miss. If you look at the way the dice rolls tend you balance out you'll find that a character with no ranks in Ranged Light, Agility 3 GGG, shooting at short Range P, with some setbacks for good measure BB, will tend to either hit, or will miss, but roll enough advantage to activate Guided and essentially try again.
It's not a replacement or upgrade for more conventional weapons, so much as an option for those who want it. Some characters will find it's really handy, some will find it's kinda a waste and will understandably stick with more conventional weapon choices...
Yeah, It had crossed my mind that one of the main use was going to be for characters who had lower skills ,oh well still gonna use it cause the discription is cool, I'll just have to get the launcher for when it gets real.
Edited by OxygenWalrus