Net pretty useless?

By UniversalHead, in WFRP Rules Questions

A character in my group has a net, and was somewhat unimpressed by its special ability: " Net/Bola: An ensnared character’s only possible manoeuvre is to remove the net (no check required).

Anyone else think this is kind of lame? Am I missing something? And what happens when you're ensnared?

There is a sepcial action in the Creature Vault to use with nets. It has Dark Elf trait, but I guess any character with a justified use of a net could use it (slavers, pit fighters, bounty hunters, etc.).

I don't remember the details but in my memory it is quite good.

As for the bola, I believe the ensnare mechanic is quite accurate.

Snare them back away and they are then forced to move to engage you. You could spend a point of fatigue to move twice in which case if they'd have to take a wound to re-engage you on their action. The net's more of a trick to be used in special occasions, it's got it's uses and that's about all there is to say about it. It's actually very handy with just the basic melee attack because there's a good chance you get the free maneouver. So you net them move back twice and then they are in the open.

Keep in mind that maneuvers include things other than movement, such as drawing/sheathing weapons, using skills, reloading, etc.

I would also imagine that your GM would assign Misfortune dice to anyone trying to perform an Action that requires a lot of movement while inside a net, even though it isn't dictated by the rules.

I'm thinking there should be an action card for the net and/or whip.

Thoughts?

jh

There are in the Creature Guide. They have the Dark Elf/Skaven traits but I find them perfectuly usable by PCs.

Capture and Contain for the net, and Whip Strike for the whip.

A successful hit by an Entangling weapon removes the targets next free manoeuvre.

So, the target is hit by the net, loses their next free manoeuvre, which means they either take 1 fatigue to remove the net or wait until next turn to do so.

But they can still fight! Seems weird.

It's much better if they cannot spend fatigue (or for NPCs, Aggression/Wounds) to gain extra maneouvres. My interpretation is that with the net, they cannot do this. The only maneuvre they get is to remove the net.

Action card:

Whip or Net Improved Entangle

Successful Hit: It costs one maneuver to remove the whip or net. If an action is attempted, one fatigue is gained (i.e. one wound on NPCs).

Three successes: it costs one maneuver and one action to remove the net

Two banes: It only costs one maneuver to remove the net and opponent may still take an action

Chaos star: you the rope/whip

Comet: Opponent gains the helpless condition for one round

Emirikol said:

Action card:

Whip or Net Improved Entangle

Successful Hit: It costs one maneuver to remove the whip or net. If an action is attempted, one fatigue is gained (i.e. one wound on NPCs).

Three successes: it costs one maneuver and one action to remove the net

Two banes: It only costs one maneuver to remove the net and opponent may still take an action

Chaos star: you the rope/whip

Comet: Opponent gains the helpless condition for one round

That could work, but why not just have the Entangled condition imposed with a successful hit? Or if that's too powerful, make that the multiple success result. It seems silly that there's an Entangled condition card and it's not being used in conjunction with the Net.

Waxfire

I ruled it this way for now:

Two boons - opponent gains entangled condition.

jh