Empower Self

I'm imagining two best uses for these cards.

1)Beefing up investigators who already have 3 in a stat, such as Diana's strength, Luke's evasion, Jim's intellect, etc. so they can pass basic tests that don't let them use spells to swap stats - most notably those on treacheries or scenario cards.

2)Giving the option to commit out-of-class skills to Mystic staples for power plays. Deduction onto Rite of Seeking, Vicious Blow onto Shriveling, etc.

Time4Tiddy · 247
For the first use case, Mind's Eye with Sign Magick works much better. — suika · 9497
deduction & sixth sense(4) may be great combo. — elkeinkrad · 500
@suika Not necessarily - You're now talking about a hand slot and both arcane slots and Sign Magick is harder to search. Plus, Mind's Eye can run out. I think there is a good case for Empower Self, especially for Mystics with two 3s in off-stats and only a 4 (or lower) in their base will. (Jim, Diana, Mateo, Luke). These investigators are often using out of class hand items and don't use will for every test. — Time4Tiddy · 247
There's not a lot of basic tests that you have to pass, so the limited charges isn't that big of a deal. And Sign Magick is still easier to search for than the single copy of Empower Self (stat), and Will is probably boosted via Rosary Tarot Renfield (or Cameras) anyway. About the only disadvantage, as you say, is that it doesn't work well with say Enchanted Blade. — suika · 9497
I'm still not sold that Mind's Eye + Sign Magick is the best solution for everybody. Diana plus Beat Cop or Luke plus Alyssa have a 4 in the off stat they are most likely to be using with out of class cards. Getting that stat to a six and committing other cards, like Eureka, Vicious Blow, would be more effective than pushing Will. Jim has a lot of options given his flexible 0 slots. Marie could actually do better with Intellect than Will in some cases. I agree for Mystics with 5 will, this isn't a great swap, but I see benefit for any/all of the 4s. — Time4Tiddy · 247
It's definitely not the best solution for everyone, my comment pertains only for the first use case. If you're getting milage out of the second use case, allowing you to commit Deduction, is the one advantage that Empower Self has. The only problem is trying to find the single copy of it in your deck for that purpose. — suika · 9497
Coup de Grâce

A fun upside: you can combine this with the Chuck Fergus to play it fast & free at the end of your turn. if you’re going to run Chuck, this card goes from “sometimes it’s useful with quick thinking or against aloof enemies“ to "an enemy dies and you draw a card."

MrGoldbee · 1484
While I would love this to work, I don't think it's true. Chucks reaction says "When you play a (...) event, (...)" you can make it fast. If it's not your turn, you can not play Coup de Grace in the first place, so unfortunately you can not make it fast with Chuck. — Darth Sithius · 1
Rather cinematic, even. The cultist lay bleeding on the ground. Jenny answered Chuck's gaze with a nod and turned to leave. Fade to black over muffled gasps.... — housh · 171
You can play it as a free 4th action, at least. — MrGoldbee · 1484
I liked using it after "Sneak Attack" (2) vs. "The Man in the Pallid Mask", though Chuck can make only one of the the two events free and fast, if you play them in one round.. — Susumu · 381
I'd love to use this during someone else's turn, but 2 for Swift Reflexes and 2 more for this card is too much for anyone but Preston to afford. — Pinchers · 132
You can absolutely play Coup de Grâce with Chuck outside of your turn. The effects are applied before the card is played (via Fence's FAQ), so you can reduce the cost of this card by 2 and make it fast. If there is no play restriction, you can play this event during any free trigger window. — toastsushi · 74
Thanks for pointing this out toastsushi. Quoting the Fence FAQ: "Fast assets can be played in any player window during your turn, including the one after your last action is taken. Fence gives the card fast before it is actually played, so this is taken into account during its initiation sequence." The wording on Fence and Chuck is the same, so we can apply the same rule clarification and use Chuck to play Coup de Grace in another players turn. — Darth Sithius · 1
As far as Chuck not being able to make more than one event fast per round, consider that Jenny, Skids, and Guardian Tony can all take Inspiring Presence. they can also all take Dynamite, which is one of the absolute best Chuck targets — Zinjanthropus · 229
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 · 9497
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 · 1488
@DbC, not on Hard or Expert for sure — suika · 9497
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 · 13043
Chuck could make this fast — Zinjanthropus · 229
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 · 77821
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 · 9497
Indeed, good combo here :) — Valentin1331 · 77821
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 · 1488
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 · 1488
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 · 1488
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 · 9497
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