Feedback on web weapons

By dava100, in Game Mechanics

Web Pistol Pistol 30m S/–/– — 0 1 Full Snare 3.5kg Very Rare

-The pistol looks fine to me; if you hit with the weapon the target gets an unmodified agility test which on a failure is immobilised. The victim then gets a further unmodified strength test to breakout.


Webber Basic 50m S/–/– — 0 1 Full Blast (5), Snare 8kg Rare

- Blast (5) seems way to high to me for a basic weapon, that's a 10m diameter! Now a heavy webber isn't included in the pdf but if it is introduced in later books what kind of radius are you going to give it!? I think blast (2) should be ok for Webber Basic.


Web Grenade Thrown SBx3 S/–/– — 0 1 Blast (5), Snare (2) 1kg Common

- This grenade is currently amazing. It is common, has a 5m radius and imposes a -20 penalty to not be immobilised / break out. A more sensible approach to this grenade in my opinion would be to lower the Blast to (3), make it scarce (perhaps rare?) and to make it snare (0) to bring it in line with the two web guns.


What do people think?




Largely in agreement.

Largely in agreement.

That isn't complete agreement though, so is there anything you'd do differently?

I have given it more thought and another approach could be;

Pistol - blast (1), snare (0), very rare

Basic - blast (2), snare (1), rare

Grenade - blast (3), snare (1), rare

I was thinking of giving the grenade 'snare (2)' but it just seems too high a penalty to resist for a grenade in my opinion that could effectively 'take out' a boss with one toss

My main gripe though is grenade which seems over powered for a common item (blast 5, snare 2)

Edited by dava100

Largely in agreement.

because I have yet to use this at the table, and reserve the right to withhold complete agreement until I have done so.

IMO, the blast radius on the basic webber is so high to make it very difficult to dodge the blast. If you aim directly at your target, they need an Agility bonus of 5 or higher to Dodge outside of the blast radius. It looks bizarre at first but I think it makes sense from that perspective.

Web grenades look terrifying -- I'll test them out to see how good they actually are. I'm a little surprised that none of my players have bothered to requisition any yet; my guess is that they were too distracted by the frag grenades to notice them :D

EDIT: As far as heavy webbers go, I'd rather see a burst-fire version of the basic webber than a "web-mortar" with huge blast radius.

Edited by Covered in Weasels

IMO, the blast radius on the basic webber is so high to make it very difficult to dodge the blast. If you aim directly at your target, they need an Agility bonus of 5 or higher to Dodge outside of the blast radius. It looks bizarre at first but I think it makes sense from that perspective.

I didn't know Ag bonus has an effect on the size of the blast radius you can dodge. Even so an average joe should have a chance to dodge so wouldn't reducing the radius a little still make sense?

IMO, the blast radius on the basic webber is so high to make it very difficult to dodge the blast. If you aim directly at your target, they need an Agility bonus of 5 or higher to Dodge outside of the blast radius. It looks bizarre at first but I think it makes sense from that perspective.

I didn't know Ag bonus has an effect on the size of the blast radius you can dodge. Even so an average joe should have a chance to dodge so wouldn't reducing the radius a little still make sense?

In DH1, a successful Dodge check against a Blast weapon allowed you to move AgB meters away from the blast. If you made it out of the blast radius, you dodged the blast successfully; if you didn't move far enough to escape the blast, you still took damage from the explosion. I'm not 100% sure if they kept this wording in the DH2 beta, but I can't reference the rules at this moment to verify this.

As I pointed out in this thread ( http://community.fantasyflightgames.com/index.php?/topic/96141-the-problem-with-scattering-thrown-weapons/ ), an attacker with web grenades always hits (unless they jam) with only the amount the target needs to dodge changed by the BS roll.

Until the scatter rules change, even blast(3) is too powerful (60% of the time when you miss you still hit). I'd propose making them blast 1 or 2 to make them more balanced with the pistol and basic versions.

We're tweaking these in Update 5, which should appear today if all goes well. Take a look and let us know if they work better with the updated rules.

–Tim