Event

Fortune. Tactic.

Cost: 1.

Guardian

Fast. Play at the end of an attack or effect that spends the last ammo from a Firearm asset you control.

Add 1 ammo to that asset. You get +3 skill value for your next attack with that asset this round.

Rob Laskey
The Scarlet Keys Investigator Expansion #29.
One in the Chamber

FAQs

(from the official FAQ or responses to the official rules question form)
  • Q: Custom Modifications's upgrade, "Extended Magazine", mentions when ammo is "placed" on attached asset by another event. One in the Chamber states "add" 1 ammo. Is that discrepancy meaningful or will Extended Magazine work with One in the Chamber? A: The discrepancy is not meaningful—One in the Chamber should have said “place” instead of “add” to be more consistent with other cards. Custom Modification’s “Extended Magazine” will work with One in the Chamber.
Last updated

Reviews

Disclaimer: Pre-Scarlet Keys release review.

This is quite a niche card. For it to work, you need a Firearm, of course, but also to be spending your latest Ammo, while still having at least one fight action to take.

That being said, I believe that we can all agree on the fact that Vicious Blow is a must-have lvl 0 card for any main fighter Deck that has access to it. So if you pack at least 4 Firearms in your Deck, meaning you will use One in the Chamber at some point, how do these 2 compare?

Vicious Blow is simple: +1 , +1 damage on success, since you add it to another Attack.

One in the Chamber is fast, adds 1 Ammo, to your gun, which means at least +1 damage to an attack that would have been performed with bare hands, and +3 .

Results: Vicious Blow saves you one action only with enemies that have odd health, when One in the Chamber helps better (more ) with 4-health enemies and bigger, or if you are playing with 3-4 investigators and there are higher chances that you have to deal with more than 1 foe at the same time.

Compared to Extra Ammunition, you obviously get 2 less Ammo, but it is fast (meaning no AoO), and gives you a significant boost for the next attack, provided that you attack the same round. I see One in the Chamber like a great placeholder for Extra Ammunition for at least 2 thirds of the campaign.

The Firearms that are happy to have One in the Chamber are:

The happy users are: Leo Anderson/Tony Morgan/"Skids" O'Toole that have access to the "Succeed by X" guns or tend to also purchase massive Firearms. After that, any that is tempted to run the Shotgun like Sister Mary, Mark Harrigan, Holy Shotgun Tommy

Conclusion: Fair card, will see use in certain Decks that plan on using the Shotgun, or the set of Succeed by X Firearms. This will most likely be a placeholder for Extra Ammunition, which makes the upgrade a lesser priority.

Valentin1331 · 68161
probably also Joe with his colts if he wants to kill an enemy and recycle an insight event in his hunch deck — Tharzax · 1
I'd add that rogues can use Double double on it for 1) get 2 ammos and 2) get a +6 for the next attack. — AlexP · 248
Autofail on your last action and last ammo is really bad cause you need to play a new gun or ammo event while engaged next round. This card combined with galvanise will save you. — Django · 5070