Any use in Ghost Hunter weapons?
Posted: Thu Jun 16, 2016 6:13 pm
Hey folks,
I was wondering if anyone here is the same as me and looks at the BtS2 Ghost Hunter weapons and thinks, "Well, that looks pretty pointless."? Maybe I'm missing something here, but most of them seem waaaaaay underpowered, especially when they can take a small number of damaging physical powers anyway. I'll go through my concerns, and see if people interpret them the same way, or if I've missed something.
a) "Fire an Empty Gun" ability (BtS2 51): Okay, this ability *does* sound useful, especially since you can create several bullets and do a lot of damage to entities and other supers you wouldn't normally be able to harm. I'm a little unsure about the damage, though, since the first line says 4D6, whereas later it says it uses the gun's own stats. So, I just take it to mean it simply creates free ammo that can harm anything for whatever you're using. This one's great!
b) Ecto-Slayer Shotgun: I know I posted about this about a month ago, but I'm still confused. Does this weapon do 1D6, and get a damage bonus of +1 every level (ie, 1D6+1, then 1D6+2,1D6+3), or is the *entire* damage increased each level? ie 1D6+1, then 2D6+2, then 3D6+3, etc? That seems to make more sense, although it can be very overpowered at the high levels, but around level 5 would give you a decent "supernatural shotgun" type weapon. If it stays with only 1D6, then I have no idea why one would even bother.
c) Ghost Gun: Energy Bolts do 2D6 against entities (4D6 in Astral Plane). TK Bolts do 5D6, but only 2D6+3 to entities. Correct me if I'm wrong but the TK bolts seem to always do more than the specific "entity-hunting" energy rounds?! The *only* time I can imagine someone would bother with the energy bolts is when the Ghost Hunter is in the Astral Plane and, since they can't take Astral Projection and the book has no rules for bringing others with you to the Astral Plane, they would *never* have an opportunity to go there.
Also, since the ghost gun uses ammo generated through the "Fire and Empty Gun" ability, yet their payload is 24, I assume this means a Ghost Hunter who is level 3 would have to use that power 4 times to get the gun full? That's not a problem, since the rounds last indefinitely, so you can load it during down time. However, do you choose the rounds in it (ie energy or TK) when you create them, or when you fire them?
Thanks for all your clarifications.
Regards,
RD
I was wondering if anyone here is the same as me and looks at the BtS2 Ghost Hunter weapons and thinks, "Well, that looks pretty pointless."? Maybe I'm missing something here, but most of them seem waaaaaay underpowered, especially when they can take a small number of damaging physical powers anyway. I'll go through my concerns, and see if people interpret them the same way, or if I've missed something.
a) "Fire an Empty Gun" ability (BtS2 51): Okay, this ability *does* sound useful, especially since you can create several bullets and do a lot of damage to entities and other supers you wouldn't normally be able to harm. I'm a little unsure about the damage, though, since the first line says 4D6, whereas later it says it uses the gun's own stats. So, I just take it to mean it simply creates free ammo that can harm anything for whatever you're using. This one's great!
b) Ecto-Slayer Shotgun: I know I posted about this about a month ago, but I'm still confused. Does this weapon do 1D6, and get a damage bonus of +1 every level (ie, 1D6+1, then 1D6+2,1D6+3), or is the *entire* damage increased each level? ie 1D6+1, then 2D6+2, then 3D6+3, etc? That seems to make more sense, although it can be very overpowered at the high levels, but around level 5 would give you a decent "supernatural shotgun" type weapon. If it stays with only 1D6, then I have no idea why one would even bother.
c) Ghost Gun: Energy Bolts do 2D6 against entities (4D6 in Astral Plane). TK Bolts do 5D6, but only 2D6+3 to entities. Correct me if I'm wrong but the TK bolts seem to always do more than the specific "entity-hunting" energy rounds?! The *only* time I can imagine someone would bother with the energy bolts is when the Ghost Hunter is in the Astral Plane and, since they can't take Astral Projection and the book has no rules for bringing others with you to the Astral Plane, they would *never* have an opportunity to go there.
Also, since the ghost gun uses ammo generated through the "Fire and Empty Gun" ability, yet their payload is 24, I assume this means a Ghost Hunter who is level 3 would have to use that power 4 times to get the gun full? That's not a problem, since the rounds last indefinitely, so you can load it during down time. However, do you choose the rounds in it (ie energy or TK) when you create them, or when you fire them?
Thanks for all your clarifications.
Regards,
RD