yeah, I see what you mean, and I understand the intent of keeping some sort of game balance, but it still feels like a grenade launcher should be more powerful than a service pistol, which isn't the case right now.
Plus, I'm not sure a grenade launcher being too deadly...is a bad thing? Like, one would kind of expect that, right? It's in the hands of the GM to handle those powerful weapons accordingly. Like, you don't make the Alien less deadly to give the players a fighting chance, because that would break the idea of the Alien being a living nightmare, which you want to preserve.
Also, the Harpoon gun does damage 1, but both the bolt gun and the Cutting Torch do damage 3. That does not feel consistent...at all. It feels like those two items should do damage 1 as well. It might be ruled they do Damage 3 against structures and 1 against organic opponents or something similar, and that would keep some sort of external logic and internal coherence with the game.
Just my 2 cents. Really interested in your opinion, though.
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Hi JavierM-UK, if you prefer, you can change the damage on your game table and establish house rules. Anything is possible when you're a Game Mother.
Regarding explosions and weapons with explosions, I think it takes into account that shrapnel can fly in all directions and characters are often moving. It makes sense to consider that.
As for the difference between the harpoon, cutting torch, and bolt gun, honestly, I've never really thought about it in six years. I just take it as it is, so I don't overthink it. The game is deadly enough as it is, and characters don't last long near the xenomorphs. Nothing's stopping you from making house rules if you want to change things.
Arthur.