Improvised Weapon

This one is for Survivor Tony as a precursor to Brute Force.

Anyone else would prefer to play an actual weapon, but Tony's always been plagued by a lack of good weapons early to the point where he'd consider Kukri. The .41 Derringer's great but the Mauser C96 has a tendency to jam. This is when Tony needs to Improvise. Tony's rich enough that he won't mind paying 1 resource just for a +1 for the followup +1 +1 damage.

suika · 9547
Tony’s 5 combat means he can use Switchblade (0) and Knuckleduster way better than any previous Rogue. They’re certainly in line before the Kukri. — Death by Chocolate · 1504
@DbC, not on Hard or Expert for sure — suika · 9547
Kukri was a serious consideration before Mauser happened, and Lonnie+Jacket makes Knuckleduster a lot less risky. That said, I think Improvised Weapon is solid for him. I dont typically take it because Act of Desperation, Look What I Found, and Lucky with Resourceful, Stunning Blow, Take Heart, and Live and Learn all being competitive. Winging It is another good shout for him, easily replaced by Sharp Visions. — StyxTBeuford · 13073
Chuck could make this fast — Zinjanthropus · 233
Prescient

I am wondering if Prescient is a good add to Sister Mary, especially paired with Olive McBride, it makes it really likely that you pull a token, so it turns Prescient almost into Resourceful.

Aim at Ward of Radiance and you got yourself a good encounter prot against non- treachery cards.

Valentin1331 · 87472
Favor of the Sun guarantees the recursion if you want that combo. Other good targets are probably Radiant Smite/Spectral Razer, Hallow or Tides of Fate to pull off a double Hallow. — suika · 9547
Indeed, good combo here :) — Valentin1331 · 87472
M1918 BAR

Disclaimer: I haven't run any detailed math here and haven't searched all the cards for some uber combos. I just made my thoughts regarding this card, the reviews and my personal game experience so far.

If I were able to give this card a revamp I would change two things to make it (in my view) a compatible big gun beside the others.
I would increase the cost to 6 and change the text to something like this:

Uses (8 ammo.)
Spend 1 ammo: Fight. you get +1 for this attack. This attack deals +1 damage. As an additional cost you may spend up to three additional ammo. You get +1 and deal +1 damage for each additional ammo.

with this, the overall performance would be much closer to the other guns and you have essentially two fire modi:

  1. single fire: for 4 XP you get 8x 2 damage at +1 for 6 ress. This is a 25% discount over the .45 Automatic (my "gold standard" for weapons). This discount comes with all the drawbacks of a big gun: requires two hands at once, one big target for asset hating treacheries.
  2. burst fire: here comes the flexibility (and the justification for XP)! Gain action compression by spending the exact amount of bullets you need for your enemy. Lose a portion of your discount.

Let's see how this compares to the other big guns in our arsenal

  1. Shotgun: spending 4 ammo gives you 2 shots at +4 for 5 dmage. Same burst potential, more reliable damage, less synergy with extra ammo cards. I think the "new BAR" has the advantage here.
  2. Lightning Gun: spending 2 ammo gives 4 shots at +3 for 3 damage. So one action more than the lighting gun, at a lesser to hit chance. Again harder to reload. I think both weapons are roughly on par, depending on the campaign and player needs.
  3. Flamethrower: spending 3 ammo gives 2 shots at +4 for 4 damage and leaving you with to ammo left. Between this two it comes down to flexibility vs. burst. Both weapons are capable of doing max 16 damage, but single shot "new BAR" needs double the amount of actions. Again I think both cover different terrain and would see both their use in game.

Right now, I am no big fan of a big gun guardian. But with the flexibility of the "new" BAR? Yes, could see me using it as a mid campaign upgrade!

PS: I could think of a third "automatic fire" mode with a second action option which could look something like this:
Exhaust M1918 BAR and spend 5 ammo: Fight. You get +2 for this attack. If this attack is successful, instead of its standard damage, you may assign up to 4 damage among enemies engaged with you (any additional damage adds to this total). Enemies damaged by this attack will not attack during the enemy phase.
So you have some suppression mechanic at the cost of damage. I don't know how such a mechanic would balance but flavor wise I think this would be a cool addition.

SgtWinter · 16
My group has used Big Gun guardians as our benchmark Fighters since Dunwhich as they’re no joke. It’s true that most of the good MBAR reload cards are in Rogue, not Guardian, but it is quite reloadable, and Custom Ammunition puts in most of the work to make it feel the way you seem to want it to feel. Your upgrade of +1 cost for +2-8 damage is pretty powerful, even without combo cards. As far as your comparisons, this blows Shotgun out of the water; +4 and you need to succeed by 0 instead of +3 need to succeed by 5. Not particularly surprising as Shotgun was their first attempt at a BBG (big blue gun), and it takes a lot of support to really get value out of it. The Lightning Gun’s +5 is incredible overkill for accuracy for almost anyone who can use it (until recently), dropping to a +3 is negligible and leaves the new MBAR clocking in at +33% boom for -1 xp. Reaching the opposite end of the spectrum, sure. Even the bolstered MBAR seems a bit intimidated by the Flamethrower, but the Flamethrower is nuts. Most guardians were already engaging their enemies and few were actually running Bandolier - the one relevant card it interferes with. It’s undercosted and overtuned - especially coming out in the same cycle as Venturer. Bring the MBAR up to its sheer power while still being a level 4 Card is... — Death by Chocolate · 1504
Oh, and when you account for the card and action costs to play them, it’s at least a 50% discount over the .45 Automatic. — Death by Chocolate · 1504
True, the one saved action over 2x .45 Auto I have totally overlooked. But your main critizism seems to be the low "cost" of 4xp. I have no complaints ramping this up :) Maybe I will try a custom ammo MBAR Leo for the next campaign. — SgtWinter · 16
Well, yes. Any card can exist in the game at the right xp cost. For the modified MBAR, I’d suggest 6. — Death by Chocolate · 1504
I think you're overthinking it. Just keep the BAR exactly the same and give it 2 or 3 more rounds of ammo if you think its underpowered. — suika · 9547
I don't know if 2 or 3 more rounds would really cut it for me. My problem with the BAR is its sheer lack of total damage. You start with 8 rounds wich is 8 damage. Thats less than ANY other guardian firearm (mabye aside from shotgun if you draw unlucky). With my party our main problem most of the time is not take as few actions possible to kill the monster but have enough firepower out to kill everything that comes. And sadly, this doesn't get better with card combos. Extra Ammo & Contraband both work better with lightning gun or flamethrower in terms of total dmg potential. Sure, at the end of a campaign it is more crucial to pump as much of dmg in the shortest time possible into a great old one, and splatter a "mini boss" into pieces in two actions feels great. But grabbing your empty weapon with both hands beeing unable to support your cluer with his nasty spawn ruins this pretty quickly. — SgtWinter · 16
correction, it is less than or equal to the total damage of the firearms. Also the Winshester has the potential to do less. — SgtWinter · 16
Bumping it up to 10 ammo will put already it on par or better with every gun besides the Flamethrower. And part of the balancing factor of the BAR is how difficult it is to reload with the usual tools, which also gives Zoey and Leo something different to do with this gun with Contraband, Act of Desperation/Well Maintained, and Swift Reload. Making it easier to reload compromises the identity of the BAR. — wheelgroup · 1
Lita Chantler

Lita is bonkers with One-Two Punch! Because, it provides two fight actions within one action, you also get her extra damage twice.

I was facing Narôgath, covered with the Mask of Umôrdhoth as Nathaniel Cho in a 2 player game, so he had 12 health.

  • 1st action: Mano a Mano (1) for 2 damage (including Cho's special ability)
  • 2nd and 3rd action: One-Two Punch (0) for 5 damage each

Note, this would not have worked out with the (double) Masked Hunter, because he lacks the Monster-trait and would have had 10 health with the second mask!

Susumu · 385
Nothing Left to Lose

Despite surface similarities (both give cards and resources), Nothing Left to Lose serves a very different purpose from Drawing Thin.

Drawing Thin is sustained economy. It's for a deck that constantly spending resources for expensive events or asset recursion. It takes an install cost and actions to trigger its effects. Track Shoes can make it actionless at times, but there's the install cost of Track shoes to consider as well and you need to find both cards and play them. In exchange for an early tempo loss, you get a steady flow of cards and resources every round to fuel your expensive cards.

Nothing Left to Lose is the premier burst economy card. It's for a deck that needs some money to play out its starting assets, then no longer needs more resources, either because the deck is cheap or the assets will provide enough economy. Dark Horse builds are the archetypal example, but it's by no mean limited to Dark Horse builds. For example a Yorick build recurring Rite of Sanctification once set up no longer needs sustain economy from Drawing Thin. All he needs is the starting economy and cards to set up in the first place. In such decks, Nothing Left to Lose will outperform Drawing Thin in set-up tempo and in deck consistency.

The remove from game effect is actually beneficial, since you should only need to play this once per copy in your deck. If you find yourself cycling your deck and still need to play Nothing Left to Lose, you probably should have taken Drawing Thin instead.

It's also an auto-include when when you get Paranoia or Amnesia or Tower as your random basic weakness. Also as existing reviews point out, there's no need to wait to get full value out of it: gaining 5 resources is already better than Emergency Cache (3) even if you're not drawing any cards, as long as you can put the resources to good use.

suika · 9547
In Patrice's deck, I'd also highlight the importance of a question skill icon. This means that if you get this card but don't need resources (or lack actions), you can commit this card to any test effectively. If you're running grisly totem, as Patrice decks sometimes do, that's two question marks. I've found cards without skill icons to be very risky in a Patrice deck, especially if you're doing a Cornered / Grisly Totem build. For her, this is definitely superior than having an iconless emergency cache (3) cycling. — Achire · 565