Got Yourself a Gun | Chapter 2 Starter Guide

Card draw simulator

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Derived from
None. Self-made deck here.
Inspiration for
Got Yourself a Gun | Chapter 2 Starter Guide 0 0 0 1.0
Got Yourself a Gun (not my deck) 0 0 0 1.0

HungryColquhoun · 18027

Got Yourself a Gun

ahc100_p2_evergreen-investigators-preview_art-splash_ahc101_tommy-muldoon.png

This series provides 10 playtested decks using the Chapter 2 Core and new Starters, with each deck compatible for two player with at least 7 others (and working well at high player counts). Here, Tommy uses Winchester Model 12 with plenty of bullets from Stock Ammo Reload to blast away enemies, dealing up to 17 damage with two Vicious Blows. Did you expect anything else?!

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Series Decks

  Mystic      Rogue      Guardian     Survivor     Seeker   
Marie André Tommy Miguel Carolyn
Dexter Trish Daniela Izzie Joe

At a Glance

Stats
Clue-finding:  ★★★☆☆
Consistency:  ★★★★☆
Enemy Management:  ★★★★★+
Encounter Defense:  ★★★☆☆
Survivability:  ★★★★☆
Simplicity:  ★★★★★

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Overview

  • Loves guns more than Revolver Ocelot: With Tommy's ability you can bring Winchester Model 12 into play with 5 ammo, and then use Stock Ammo Reload to increase this to 10. As each shot can deal up to 5 damage, that's a hell of a lot of efficiency! With two Vicious Blows, it's possible to deal 17 damage - enough to kill the Brethren of Ash big baddie in one round on two player. M1911 and Becky provide suitable +1 damage backup weapons. Love your guns, and they'll love you back!

  • Police? Cops? PoliceCops: Like any policeman worth his salt, Tommy goes On the Beat and will Stakeout devious cultists. This puts his 3 to good use, allowing him to find clues passably well on standard difficulty - particularly with Perception and Unexpected Courage.

  • Goes nuts for doughnuts: Just as doughnuts give our boys in blue a boost, so does Endurance and skills here (I do not apologize for the segue). Winchester Model 12 needs boosts to hit over-successes, so aside from Endurance then Armed to the Teeth provides a whopping +3 boost, and Overpower or Unexpected Courage provide +2s. With Logan and the Winchester itself, you test at a respectable 8 before before boosting. To fund Endurance, then on top of Logan there's Bounty and Emergency Cache - which make dealing with Loose Cannon easier too.

  • Consistency: There's a 97% chance of drawing either a gun or a tutor card (Right Tool for the Job or Protective Vest) in a hard mulligan, and the odds of any of tutors working if you didn't get a gun are greater than 70%. This gives you respectable odds of getting a piece out early.

  • Soak and encounter deck: There's 9 and 7 icons in this deck to assist with Willpower treacheries. Meanwhile Endurance supports with Agility treacheries, so you're somewhat covered on both sides. Protective Vest gives damage soak to preserve Logan. Stakeout provides some limited horror healing, and Logan himself is emergency soak.

Thank you: 5argon and their thumbnail tool; Valentin1331 for his support over the years; the community creators of Arkham.Build (Felix), Arkham Cards (zzorba) and ArkhamDB (kamalisk) - linking their Patreons!


Campaign starter and planned progression

If playing without Daniela, you can consider swapping a Perception with the second copy of Right Tool for the Job. 0 XP deck is below (and link here):

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A recommended order of purchases/upgrades is:

*This can be Perception if running a second copy of Right Tool for the Job, removing Guts from the level 0 deck entirely.

Post-19 XP suggestions are:


Explain Yourself!

It's Tommy. He has guns. /section

In seriousness, there's no way you're not taking a big gun on Tommy. Apart from the second copy of Right Tool for the Job which is Daniela's deck, there's nothing else I'd change here. For me even Extended Barrel is not worth the XP if you have upgraded Endurance to boost when you need to. Winchester Model 12 already bakes in a very similar effect to upgraded Vicious Blow so it's less worthwhile.

For the luxury post-19 XP purchases, I genuinely think Thompson Submachine Gun is a good pick. This way, you're even more certain to have a big weapon at your fingertips. The Thompson deals up to 12 damage in a round compared to the Winchester Model 12's maximum of 15. While you have to boost and over-succeed to get that damage, I still think the better maximum plus lower resource cost makes the Winchester your first choice for a big gun.


Compatability Matrix

Everyone likes a good matrix! Below are all the decks that are compatible at two player using one Chapter 2 Core and one 2026 Starter Deck set:

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For higher player counts I've not 'compatabilized' the basic skills (Overpower, Manual Dexterity, Guts, Perception and Unexpected Courage). There are only 4 copies of each in the Chapter 2 core, enough for any two decks. If playing 3+ players and there's a clash, you can either:

  • Swap with an appropriate level 0 class skill which that deck can use (e.g. On the Brink for Unexpected Courage).

  • Swap with a class event or asset with matching or similar symbols (e.g. Working a Hunch for Perception).

  • Swap with a different underused basic skill you still believe would be useful for the deck (e.g. Guts for Unexpected Courage).

  • Proxy however you see fit (especially if you own Chapter 1 cards, just use the old school versions and remember the slight difference around who draws the card).

I empower you to do sensible things!


Final thoughts

I do like that Chapter 2 has taken efforts to solidify guns as S tier weapon assets, it's a move in the right direction and makes the card pool more interesting. I'm sure some people will find Tommy and this deck vanilla, and maybe that's true - but if so it's Ben & Jerry's Vanilla Pecan Blondie ice cream rather than some cheap, off-brand trash! I guess ultimately what's more pulpy - using a melee weapon against a Great Old One, or blowing a space hopper-sized hole out of them with a shotgun? I know which one I'm picking every time...

Any thoughts - drop them below!

7 comments

May 14, 2026 luo1ding · 1

amazing deck for a start, thanks for sharing. Looking forward for a complete in chapter 2!

May 14, 2026 HungryColquhoun · 18027

@luo1ding Thanks! Yeah I really like this one personally, it feels almost perfectly like what you'd want in a Tommy deck.

In terms of a little more honing of the deck, I would likely have a second Right Tool for the Job in place of Perception if not running this alongside Daniela (mainly because it's a lot cheaper than the 3 resources you need for Protective Vest). But (!) it's razor fine margins and there's still situations where the second copy of Perception is preferable (i.e. it's good to have a disposable card to commit to investigate actions or treacheries). Certainly Protective Vest and one Right Tool for the Job work very well together already.

I'll be releasing Miguel and Izzie tomorrow and then Carolyn and Joe next week to finish the series off. I think the Miguel deck is quite a good build for him and well honed, but maybe not so surprising. For me it is the honing of these decks (with the stipulation I wanted them non-overlapping to a large degree) which is the tricky part. While a lot of Tommy decks may be 95% similar - it's the final 5% where the secret sauce lies!

May 14, 2026 luo1ding · 1

@HungryColquhoun Absolutely amazing that you take all those into consideration. It does being a pain when everyone start to build the deck and have overlap with the card that limited with only one copy. We start the chapter one 5 years ago and played with 'recommanded' deck in the rule book, noone actually enjoyed the game much and stopped playing. Now restarted with chapter two using your deck everything is smooth, we then decided to restart chapter one now :)

May 14, 2026 HungryColquhoun · 18027

@luo1ding Yeah Chapter 1 is great, but agree the original out the box decks were a bit diabolical haha! The pre-made decks are better in Chapter 2, but there's still more optimisation to be had with decks that have been actively designed.

I'd say some of the out-the-box Chapter 2 Starter decks don't function so well without any changes - e.g. I think André needs Lucky Cigarette Case to function given his deck otherwise lacks card draw.

May 22, 2026 highko · 1

Do you think that it is possible to solve the Campaign true solo with this Deck on easiest difficulty?

May 22, 2026 HungryColquhoun · 18027

@highko On easiest difficulty - yes, absolutely.

May 22, 2026 HungryColquhoun · 18027

@highko To elaborate and make things marginally easier, I would probs replace Service Revolver for Hand-Crank Flashlight if trying to solo with this deck, swapping it 1-for-1 in the XP track (and squeeze a second Right Tool for the Job in, and a Machete or two in level 0 deck). But overall, the backbone of this deck is solid for Brethren of Ash on easy difficulty if going true solo.