Asset. Hand

Item. Weapon. Firearm.

Cost: 4.

Guardian

Uses (4 ammo).

Spend 1 ammo: Fight. You get +1 for this attack. This attack deals +1 damage.

John Pacer
Core Set #16.
.45 Automatic

Asset. Hand

Item. Weapon. Firearm. Illicit.

Cost: 3.

Rogue

Uses (3 ammo).

Spend 1 ammo: Fight. You get +2 for this attack. If you succeed by 2 or more, this attack deals +1 damage.

John Pacer
Core Set #47.
.41 Derringer

Asset. Hand

Item. Tool.

Cost: 2.

Neutral

Uses (3 supplies).

Spend 1 supply: Investigate. Your location gets -2 shroud for this investigation.

Kip Ayers
Core Set #87.
Flashlight

Asset. Hand

Item. Weapon. Firearm.

Cost: 4.

Guardian

Uses (4 ammo).

Spend 1 ammo: Fight. You get +1 for this attack. This attack deals +1 damage.

John Pacer
Revised Core Set #16.
.45 Automatic

Asset. Hand

Item. Weapon. Firearm. Illicit.

Cost: 3.

Rogue

Uses (3 ammo).

Spend 1 ammo: Fight. You get +2 for this attack. If you succeed by 2 or more, this attack deals +1 damage.

John Pacer
Revised Core Set #47.
.41 Derringer

Asset. Hand

Item. Tool.

Cost: 2.

Neutral

Uses (3 supplies).

Spend 1 supply: Investigate. Your location gets -2 shroud for this investigation.

Kip Ayers
Revised Core Set #87.
Flashlight

Asset. Hand

Item. Tome.

Cost: 2. XP: 3.

Seeker

Uses (2 secrets).

Exhaust Old Book of Lore: Choose an investigator at your location. That investigator searches the top 3 cards of their deck for a card, draws it, and shuffles their deck. Then, you may spend 1 secret to have that investigator immediately play that card, reducing its cost by 2.

Dimitri Bielak
Revised Core Set #186.
Old Book of Lore

Asset. Hand

Item. Tool. Illicit.

Cost: 3. XP: 1.

Rogue

Uses (3 supplies). If Lockpicks has no supplies, discard it.

Exhaust Lockpicks: Investigate. Add your value to your skill value for this investigation. If you do not succeed by at least 2, remove 1 supply from Lockpicks.

Daniel Rizea
Revised Core Set #187.
Lockpicks

Asset. Hand

Item. Weapon. Firearm. Illicit.

Cost: 3. XP: 2.

Rogue

Uses (3 ammo).

Spend 1 ammo: Fight. You get +2 for this attack. If you succeed by 1 or more, this attack deals +1 damage. Once per turn, if you succeed by 3 or more, you may take an additional action this turn.

John Pacer
Revised Core Set #188.
.41 Derringer

Asset. Hand

Item. Weapon. Firearm.

Cost: 3.

Guardian

Uses (6 ammo).

Spend 1 ammo: Fight. You deal +1 damage for this attack.

Even after the introduction of the semi-automatic, many police officers and private gun owners preferred the reliability of a revolver.
Mauro Dal Bo
The Path to Carcosa #20.
.32 Colt

Asset. Hand

Item. Tool. Illicit.

Cost: 3. XP: 1.

Rogue

Uses (3 supplies). If Lockpicks has no supplies, discard it.

Exhaust Lockpicks: Investigate. Add your value to your skill value for this investigation. If you do not succeed by at least 2, remove 1 supply from Lockpicks.

Daniel Rizea
The Path to Carcosa #31.
Lockpicks

Asset. Hand

Item. Weapon. Firearm.

Cost: 4. XP: 2.

Guardian

Uses (4 ammo).

Spend 1 ammo: Fight. You get +2 for this attack. This attack deals +1 damage. Ignore the retaliate keyword for this attack.

John Pacer
A Phantom of Truth #190.
.45 Automatic

Asset. Hand

Item. Weapon. Firearm. Illicit.

Cost: 3. XP: 2.

Rogue

Uses (3 ammo).

Spend 1 ammo: Fight. You get +2 for this attack. If you succeed by 1 or more, this attack deals +1 damage. Once per turn, if you succeed by 3 or more, you may take an additional action this turn.

John Pacer
The Pallid Mask #234.
.41 Derringer

Asset. Hand

Item. Weapon. Firearm. Illicit.

Cost: 3. XP: 3.

Rogue

Uses (2 ammo).

Playing Lupara does not provoke attacks of opportunity.

Spend 1 ammo: Fight. You get +1 and deal +1 damage for this attack. If Lupara entered play this turn, you get an additional +1 and deal an additional +1 damage for this attack.

Andreas Zafiratos
Dim Carcosa #309.
Lupara

Asset. Hand x2

Item. Relic. Weapon. Ranged.

Cost: 4. XP: 3.

Neutral

Uses (1 ammo). Limit 1 ammo on Ornate Bow.

Spend 1 ammo: Fight. This attack uses instead of . You get +2 and deal +2 damage for this attack.

: You nock another arrow. Place 1 ammo on Ornate Bow.

Andreas Zafiratos
Heart of the Elders #204.
Ornate Bow

Asset

Item. Police.

Cost: 2.

Guardian

If Handcuffs is not attached to an enemy: Evade. Use only on a Humanoid enemy. This evasion attempt uses instead of . If you succeed, attach Handcuffs to the just-evaded enemy.

If the attached enemy is non-Elite, it cannot ready and doom cannot be placed on it.

Magali Villeneuve
The Depths of Yoth #265.
Handcuffs

Asset. Hand

Item. Weapon. Firearm. Illicit.

Cost: 2.

Rogue

Uses (5 ammo).

Spend 1 ammo: Fight. You get +1 for this attack. This attack deals +1 damage.

Forced - At the end of the round: Discard Colt Vest Pocket.

Dual Brush Studios
The Depths of Yoth #268.
Colt Vest Pocket

Asset. Hand x2

Item. Weapon. Firearm.

Cost: 3. XP: 3.

Survivor

Uses (3 ammo).

Spend 1 ammo: Fight. You get +3 and deal +2 damage for this attack. If a or symbol is revealed during this attack, the rifle jams. (This attack automatically fails. Before you can activate this ability again, you must perform the following ability: ": You clear the jam.")

John Pacer
The Depths of Yoth #273.
Old Hunting Rifle

Asset

Item.

Cost: 4.

Neutral

Uses (3 supplies).

Spend 1 supply, exhaust Thermos: Heal 1 damage from an investigator at your location (2 damage instead if he or she has 2 or more physical trauma).

Spend 1 supply, exhaust Thermos: Heal 1 horror from an investigator at your location (2 horror instead if he or she has 2 or more mental trauma).

Robert Laskey
The Depths of Yoth #274.
Thermos

Asset

Item.

Cost: 3. XP: 1.

Guardian

Uses (3 supplies). If Kerosene has no supplies, discard it.

If an enemy was defeated at this location this round, exhaust Kerosene and spend 1 supply: Heal up to 2 horror from among investigators and Ally assets at your location.

Stanislav Dikolenko
Shattered Aeons #304.
Kerosene