
TONY MORGAN:
A JOB'S A JOB: BOUNTIES
Tony's permanent, Bounty Contracts, starts with 6 bounties up to 3 of which you can place on a spawned enemy of 3 HP or higher with its trigger. Enemy HP will limit how many bounties you can place on an enemy HP 1 = 1 bounty limit, HP 2 = 2 bounty limit, etc.
What do bounties do?: , $$$,
- They give Tony's .38 Long Colt +1 for each bounty on an enemy that Tony fights with his Signature .38 Long Colts.
- They also get moved to Tony's resource pool when an enemy with a bounty is defeated by Tony. (The enemy does not have to be defeated with Tony's Colts for this to trigger.)
- Additionally they give Tony an extra action which can only be used to either engage or fight the enemy with the bounty.
How do you get more bounties after using them?
- Tony's effect allows him to place another bounty on Bounty Contracts when revealed.
- Tony's signature weapon Tony's .38 Long Colt allows Tony to place 1 bounty on Bounty Contracts after an enemy is defeated with the Long Colts. You may be able to double this effect with Double or Nothing, but that may or may not be optimal.
- Alternatively since this is a co-operative game you could have a team mate Seal of the Elder Sign and Double or Nothing that effect. But again you can still only place 3 bounties on enemies with 3 HP or more, so that may not be that useful.
Combat: Getting Tony to Base 7
Without Teamwork or "You Owe Me One", Tony cannot reach a base of 7 like a typical Guardian can with Charisma, 2x Beat Cop, and Ace of Swords. Note that if you plan on playing "You Owe Me One" to pluck a Beat Cop or Tarot from a , you can return it with Teamwork, but if you did that then what kind of Rogue would you be really?
Getting Tony to 6/7 seems to be most consistent using Tony's .38 Long Colts for 6 fight actions by fighting an enemy with 1 bounty on them with Long Colts. Gaining that bounty back when that enemy is defeated with his Long Colts is also beneficial if you can add to your ammo with Contrabands, or Extra Ammunition.
Tony’s other increasing options are hired goons, and a handful of talents. The best option, however, is that Rogue staple: resources.
-
Two Hired Muscle out and Charisma. Costs him 2 resources each round. Install Cost: , 2 resources and 2 resources each round. Perhaps more useful as a set-up before a boss fight.
-
Well Connected certainly makes Tony's stats bloom. "Watch this!" + Double or Nothing, Dario El-Amin, and Lone Wolf. Tony really has excellent resource generation using typical rogue tricks along with his Bounties. His stats can go from normal to 7/8/9/6 for two tests with 20+ resources in your pool. This makes weapons like Switchblade and Knuckledusters useable in Tony's offhand to allow kills with his Long Colts without wasting ammo/Bounties.
-
Another Day, Another Dollar is probably the go-to permanent for a fighter build for Tony. As it makes getting to 7 quicker with Well Connected. Even faster with two of them. Going this route you may want to use your Colts to strategically earn yourself money for your pool to boost your and spend a portion of it on a weapons like the .45 Thompson, and/or Chicago Typewriter.
GUARDIAN EVENTS/SKILLS
- x2 Reliable put Tony at 7. Even higher with Well Connected if you've done your part to earn some resources. Attach these to Switchblades, or Knuckldusters.
- Well-Maintained will be useful for recurring your Reliables for other weapons, or more importantly replaying Tony's .38 Long Colts.
- Extra Ammunition extends your Tony's .38 Long Colts and therefore your boost.