thecorinthian said:
(Incidentally, I also think that the thematic arguments themselves are fairly arbitrary. If you regard the shotgun's special rule as purely the effect of the gun's pellets, then how are you justifying applying the double-6s rule to the dice you get from base Fight, from X-handed weapons, or from Clue tokens, even against non-immune monsters? If it's hard to explain how shotgun pellets can hurt a Ghost, isn't it also tricky to explain how those same pellets make your Brass Knuckles more effectly against a Zombie? I humbly suggest that combat isn't meant to be taken so literally, and that any bonus or special rule is meant to represent any one of a wide range of tactical advantages which may be only tangentially related to a gun's actual ability to pierce the target's hide. As a result, having a shotgun may prove very useful against a ghost, just not directly. Like most justifications that rely on theme, these objections to the shotgun are based on invoking "realism" as a reason for one thing working a particular way, but conveniently ignoring realism when interpreting a bunch of other things...
)
Fight and Clues let you pump in more shots and target weaker spots. For Handless Weapons, who is to you're not activating the Alien Device while blasting your Shotgun at the Cthonian? Pellets knock down the Zombie and in your berserk state you bash him with your fists, which have the said Brass Knucks.
Also, what do you see as the "very useful, but not directly" aspects of Shotgun vs Ghost, as opposed to say Tommy Gun, Flamethrower or Dynamite vs Ghost?
?
) and never be seen again. Hunting Horror might be a worry when drawn from "a monster appears" encounter and even then if you're ill-prepared for such an encounter, in which case, you should be punished for not anticipating things 

?