Several AtB questions
Posted: Thu Nov 03, 2016 9:10 pm
Hello, new to the forum, signed up to ask some questions that have been bugging me lately, derived from the Knuckle Hoof Hands, Extended Ectoplasmic Hands, and Shotguns.
1: Knuckle Hoof Hands
1a: Where are the rules for metal shod costs? The equipment section says to "see Farrier" but the apprenticeship doesn't list any costs and I didn't see them anywhere else.
1b: If you have these and Crushing/Supernatural Strength and a P.S. high enough to qualify for a punch that does more damage than the natural weapons themselves (ludicrously easy to do, btw), are you supposed to just use the Crushing P.S. punch damage and ignore the Knuckle Hoof Hands damage (if anything just using them as flavor to explain how you can punch so hard without destroying your hands) or take the description of the Knuckle Hoof Hands functioning like brass knuckles and combine the punch and natural weapon damage? I guess to some degree this same question can apply to other natural weapons, like claws, as well.
2: Extended Ectoplasmic Hands
2a: To clarify, in the paragraph where it says you can use it as an attack, it opens by describing them as being able to pass through armor; so does this mean that using this attack can ignore AR outright?
2b: Can you apply HTH damage bonuses to the direct to HP attack this power gives you? The only reason I ask is because the wording specifies you apply your P.S. bonus but doesn't list other bonuses. I suppose this also has a sub-question of: what strike bonuses, if any, would apply?
3: Shotguns
3a: Am I the only one that thinks there should be a difference in spread (at least for sand if nothing else) between a 36 gauge and a 4 gauge shotgun? Am I wrong in this thought that it seems like IRL there should be some variance? I'm guessing the lack of a difference in-game for simplicity, but still I gotta ask...
3b: For the double-barrel shotguns, I'm pretty sure that IRL it is possible to fire both barrels at once, yet there seem to be no specific rules for this occurrence. Are there rules for this maybe in a different book?
3c: What about sawed-off shotguns? I just can't envision a post-apocalyptic world, especially one where the stated purpose of shotguns is clearing the skies of crazy insects, where nobody would apply such a modification to their shotgun. Are there rules anywhere in Rifts or such that can cover this?
3d: The triple-barrel shotgun. This seriously looks like an incomplete entry. Wider spread for buckshot, the same spread for sand? Kinda defeats the purpose of sand's existence then huh? Not to mention that the spread rules as-is (and the triple-barrel even moreso) seems to make it sound like it should be impossible to miss those within the spread (albeit I guess a +3 for aimed from W.P. combined with +2 or +3 from the spread itself means a total modified roll of 5 or less is impossible so I guess there isn't much difference there...
1: Knuckle Hoof Hands
1a: Where are the rules for metal shod costs? The equipment section says to "see Farrier" but the apprenticeship doesn't list any costs and I didn't see them anywhere else.
1b: If you have these and Crushing/Supernatural Strength and a P.S. high enough to qualify for a punch that does more damage than the natural weapons themselves (ludicrously easy to do, btw), are you supposed to just use the Crushing P.S. punch damage and ignore the Knuckle Hoof Hands damage (if anything just using them as flavor to explain how you can punch so hard without destroying your hands) or take the description of the Knuckle Hoof Hands functioning like brass knuckles and combine the punch and natural weapon damage? I guess to some degree this same question can apply to other natural weapons, like claws, as well.
2: Extended Ectoplasmic Hands
2a: To clarify, in the paragraph where it says you can use it as an attack, it opens by describing them as being able to pass through armor; so does this mean that using this attack can ignore AR outright?
2b: Can you apply HTH damage bonuses to the direct to HP attack this power gives you? The only reason I ask is because the wording specifies you apply your P.S. bonus but doesn't list other bonuses. I suppose this also has a sub-question of: what strike bonuses, if any, would apply?
3: Shotguns
3a: Am I the only one that thinks there should be a difference in spread (at least for sand if nothing else) between a 36 gauge and a 4 gauge shotgun? Am I wrong in this thought that it seems like IRL there should be some variance? I'm guessing the lack of a difference in-game for simplicity, but still I gotta ask...
3b: For the double-barrel shotguns, I'm pretty sure that IRL it is possible to fire both barrels at once, yet there seem to be no specific rules for this occurrence. Are there rules for this maybe in a different book?
3c: What about sawed-off shotguns? I just can't envision a post-apocalyptic world, especially one where the stated purpose of shotguns is clearing the skies of crazy insects, where nobody would apply such a modification to their shotgun. Are there rules anywhere in Rifts or such that can cover this?
3d: The triple-barrel shotgun. This seriously looks like an incomplete entry. Wider spread for buckshot, the same spread for sand? Kinda defeats the purpose of sand's existence then huh? Not to mention that the spread rules as-is (and the triple-barrel even moreso) seems to make it sound like it should be impossible to miss those within the spread (albeit I guess a +3 for aimed from W.P. combined with +2 or +3 from the spread itself means a total modified roll of 5 or less is impossible so I guess there isn't much difference there...