Hatchet is one of the weirdest weapons ever printed. The attack is ridiculously good for a re-usable weapon, given the cost, and it has no theoretical maximum uses -- up to once per 3+ health enemy. But, it's only re-usable if you have some other way to kill things, or wait for your team to do so, so by itself it's far less consistent an enemy solution than any normal gun or melee weapon. And while you can use it as a disposable one-shot in a pinch, the extra play action makes it look pretty bad compared to burst damage events. Thus, there are going to be 3 main ways to actually use Hatchet.
**1. To complement another fight asset.
- Supplemented by non-combat damage sources (or fight events)
- To soften up enemies for someone else to kill.**
I think the "any investigator may trigger" clause on the hatchet pick-up is mostly there because you don't control it while it is attached, but the ability to hand it off will sometimes be useful. I don't think you run this without one of the above ways to make it work for you, but then you may additionally look for opportunities to pass it on to a worthy companion.
Hatchet as Side-arm
The obvious supplement to weapon that doesn't kill enemies is another weapon, but the value prop is a bit tricky. If you already have an unlimited-use 2-damage weapon, the only thing the Hatchet gives you is an attack bonus on the first shot of each multi-action fight. With an agility of 3, it would be +2 over Machete or Fire Extinguisher, and just +1 over Brand. An occasional +2 isn't terrible for a 2-cost asset but the XP and hand slot requirement stings. If you're pumping your stats it could give an even bigger bonus, but at some point that becomes overkill -- if you can hit at all with your main weapon, you shouldn't care about more than a relative +2-3 on your hatchet throw. And in this role it competes with Jury-Rig, Reliable, and passive stat boosts that could bring up all your weapons.
A more promising idea is to pair this with other limited-use or cost-to-use weapons. Paired with a .18 Derringer it saves bullets, with Meat Cleaver it saves sanity, and with Pitchfork or Ornate Bow it saves actions. You could also pair it with a 1-damage finisher such as Enchanted Blade, Spirit Athame, or Gravedigger's Shovel. Certain characters may be able to pair it with combat spells, too. Perhaps the most exciting use is to pair it with other sporadically-available damage options like Duke.
Hatchet as sole weapon.
If you don't want to carry two weapons, you'll need to combine this with non-weapon damage. Survivor has Long Shot which can add a second hit after a successful attack, Aquinnah for damage reflection, Miss Doyle for automated cat scratches, and skills like Brute Force. Some signatures and character abilities help too.
Hatchet as softener.
The problem with using hatchet to wound and not kill things is that either the enemy engaged you, in which case you still need to evade it or escape somehow if you're not killing it, or the enemy engaged someone else, who hopefully does not need your help to kill it. So this is good only when you have very efficient ways to ditch enemies, or are willing to throw axes at your engaged friend. This seems most appropriate in parties with multiple flex players, especially if you can scrounge a free action evade or a Stealth-like "disengage but don't exhaust" effect to let you get away from an enemy that still needs to die.
Who wants to play hatchet?
Rita -- she attacks at 8 with it and can kill with her evades. With Dirty Fightingshe can even evade, trigger a free attack, and then trigger the evade damage for the kill.
Pete -- Hatchet & Duke cover for each other perfectly. Fetch, boy, fetch! He only starts at a disappointing 5 but Dark Horse etc. help a lot
Silas -- can dual-wield with Sea Change Harpoon for a base 8 to stretch his skill cards further.
Maybe?
Yorick can do work with this and get it back if he fumbles it, but has so many other options. #Kymani gets big numbers but probably has their hands full. Agnes attacks at 6 here if she has Pete Sylvestre, more with Cat Mask or Blood Pact. Stella gets a nice 7 but still loses the axe on a fail.
Who Wants to be given a Hatchet?
Nathaniel -- If he hasn't found his gloves yet or can get down bandolier 0, this gives Nate an 7-skill 2-damage hit to stretch out his fight events. Finn -- attacks at 7, 9 with dirty fighting, probably boosts foot, may be content to wait for someone else to kill the baddies once he has locked them down. Flurry Lily -- has agility, wants multiple attack options. Kate -- 8 with a science boost. Likes tools. Winifred (big oversucceess).