Événement

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Coût: 1.

Gardien

Fast. Play only during your turn.

Attach to a Firearm asset you control.

During your turn, except during an action, discard Custom Grip: Return attached asset to your hand. You may play a Firearm asset from your hand (paying its cost).

Pixoloid Studios
Tommy Muldoon #12.
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Reviews

Easily one of the best card of Tommy's pack: Custom Grip fixes so many issue with firearms (mainly the risk of running out of ammo at the wrong moment) and actually makes guns worth building around at least and gives a serious blow against melee's supremacy in Guardians deck (alongside the Machete nerf)

For one resource, you get INSANE value: a play action of a weapon, the ability to return the weapon to your hand and play it again or another one. So essentially you get to refresh a gun or replace it while keeping in hand the original gun you played. That is incredibly good tech at level 0 and it scales so, so well when you start using higher level guns, like the Lightning Gun.

This is a staple in all of my firearms deck that can access it: it singlehandely removes any risk of running out of ammo in inopportune moments.

I actually don't like it on Tommy. It's useful for investigators to get a new gun into play fast mid-combat, but that's more expensive than reloading with Stock Ammo Reload (and passes by Tommy's ability to put more ammo on a gun, and you should have a critical mass of guns that you aren't caught short - even if you are it's one AoO). It's not a bad card, but investigators have to be very rich to use it effectively, so I think the best use case is guns Joe (who only has M1911 currently as a conventional gun) and even then his deck needs to be built cheap to support this (no Fingerprint Kit, which is otherwise a very nice pairing to M1911 I would say - compression on both fronts...). I do like it on Daniela as well, running Winchester Model 52 with M1911 (as both are cheap), but personally for me it's a good card and not a great card (and I'd be inclined to put in Tommy's deck the least out of all the Chapter 2 investigators who can take it). Obviously I'm thinking about this from a Chapter 2 perspective only, you can get a lot more resource generation and bigger guns in Chapter 1 for the most part that ease some of the problems I've discussed. — HungryColquhoun · 18209
@HungryColquhoun Honestly, even from a chapter 2 standpoint, one Bounty on the right enemy easily pays you a new gun no problem; on chapter 1 Bounty is even better because you can combo Glory as well into getting Bounty. I still like this on Tommy myself because, yes, while you want to use his ability if you can, it still does provoke attacks of opportunity. This is really good as a backup plan if you run out of ammo when you are engaged with an enemy. Stock Ammo Reload is good, but cost exp to even get in the first place, and an action to play, so using it in combat is risky. Overall I think this is still incredible good value for a level 0 card, but I wouldn't suggest it if you don't have the economy to play multiple guns. — HeroesOfTomorrow · 105
@HeroesOfTomorrow I think a big balancing point for Guardians is now they do have dreadful card draw in Chapter 2. So a combo of Bounty to fund a Custom Grip replay of a gun isn't always going to be possible - but it's nice when it does land. Agree it's a good card, but I guess what keeps it more in balance is now the Ch2 pool itself as combo assembly is harder. I think that's why it's good on Joe, as he side steps the problem with his absurd card draw haha! — HungryColquhoun · 18209
@HungryColquhoun I think low draw is specifically what makes this card look so much better, because with firearms you need to relay on the fact you can either reload ammo or play a replacement when you are running low, and right now Guardians only have a new version of PftW to fetch another gun. Custom Grip lets you preserve a gun so you can use it for longer, play it again when you run out of ammo, or switch with another later down the line. It's incredibly versatile. — HeroesOfTomorrow · 105
@HeroesOfTomorrow it depends on how you build your decks I'd say, and you can use Protective Vest as another means to tutor a gun as well in addition to Right Tool. I'd say with Tommy getting 5 guns in his deck isn't too tricky, and then even with low card draw he should stumble on another. I'm still more inclined to use it on someone like Daniela as mentioned above with the Winchester and M1911 (but would probs run Stock Ammo Reload as well, just to ensure more consistency). I don't think Tommy with his free sig gun needs it anywhere near as much - but it's not exactly a bad pick if you feel inclined. — HungryColquhoun · 18209