A terrifically powerful card, and at the right price. At lower difficulties, this can allow you to auto-succeed a Fight test by spending 2 ammo and pitching (Vicious Blow) or pumping (Physical Training) enough to beat any negative token in the bag. At higher difficulties you can still do this, it just takes more ammo/pump. Additionally, the cost to play is within affordable margins for any non-Zoey Guardian, and the xp cost is super reasonable. The icons are significant as well, since they buff the two ways an investigator deals with enemies (good for evading if the enemy can't be killed), and as a Tactic card, it can be placed beneath Stick to the Plan (although personally I feel there are better options for those precious slots, like Emergency Cache, Ever Vigilant, and Extra Ammunition).
Fast. Play when you activate the Fight ability on a Firearm asset.
You may spend X additional ammo tokens from that asset. When you reveal chaos tokens for this attack, reveal X additional chaos tokens. Choose one to resolve and ignore the rest.
Not the most efficient use of XP. Compare this to Time Warp; both allow you to draw an extra chaos token, but "Eat lead!" only works for Firearm attacks, and forces you to spend ammo on top of that, and has to be played in advance (before you know whether you'll need the extra token or not).
Now, you can get even more tokens from "Eat lead!" if you so desire—but how many tokens do you really need? There’s major diminishing returns here, as each chaos token pulled after the first contributes less and less to your odds of success. Furthermore, ammo is precious. Even spending 1 extra hurts quite a bit, let alone 2 or 3. This really limits the effectiveness of this card with Shotgun or Lightning Gun, since the ammo is just so precious. It's a bit better with the .32 Colt, but I don't think I'd rush out and spend my XP on that.
I’m not saying this card has no place at all. "Worse than Time Warp" is not the same thing as unplayable. A janky Double or Nothing/Shotgun/Extra Ammunition deck is probably pretty excited to see this card. And with Stick to the Plan, for which both Extra Ammunition and "Eat lead!" are valid targets, these elaborate multi-card combos are more achievable than they first appear. But generally speaking, this card isn’t that powerful for 2 XP. That’s disappointing, since Firearms could have used a stronger buff than this.
I'm surprised no one has mentioned this in connection with the M1918 BAR. You can spend 5 ammo to get 5 damage and +5 fight, or 6 ammo to get 5 damage, +5 fight, and 2 draws from the token bag. This can easily get you to an auto-success in easy/standard.
The extra confidence is totally worth it to me, and you're still left with 2 more ammo to use against some annoying acolyte or ghoul minion. Plus, if you're juicing the BAR to 16 ammo with Contraband (which you absolutely should be), the extra +1 ammo is almost trivial.
Guardian insurance (and probably the closest they will get to Lucky!). Its fine, but seeing as the "meta" for the game is more or less dominated by Machete, it loses some points. It does have some fine play with the Colt and it will get better if we ever see an upgraded colt that is worthwhile.
Ironically, at the moment this is probably best in Skids as you can throw sleight of handed bullets at your foe (Typewriter or the like) and ensure that your attack will land.
Overall, pretty ho-hum but it will get better if there are a few more firearms put in the game with copious ammo. Until then, I don't think anyone but Skids will take this.
More realistically though its gonna be a single Vicious Blow with a .45 Automatic to deal that imperative 3 damage hit to a Ravenous Ghoul or a Vicious Blow + .45 Automatic to kill one of oh-so many 4hp foes that terrorize our mythos decks.
This latter scenario is probably the most common and useful use of "Eat lead!" in this game, to ensure that those moderately tough "minibosses" die in as few actions and as little risk as possible.