Atut. Ręka x2

Przedmiot. Broń. Palna. Nielegalny.

Cost: 5. XP: 5.

Łotr

Zużywalny (12 nabojów).

Wydaj 1-6 naboi: Walka. Do tego ataku dostajesz +X . Poziom trudności tego testu umiejętności jest równy sumie wartości walki wszystkich wrogów w twojej lokalizacji. Zamiast standardowych obrażeń ten atak zadaje X obrażeń, które możesz dowolnie podzielić między wrogów w twojej lokalizacji. X to liczba naboi wydanych jako część kosztu tej zdolności.

Alexandre Dainche
Zatopione miasto - Rozszerzenie badaczy #64.
Kartaczownica Gatlinga

FAQs

(from the official FAQ or responses to the official rules question form)
  • Q: For the newly released Gatling Gun, can you clarify how this works with Daring. Specifically, Daring says it can only be committed in an attack or evade test against "an enemy", but Gatling Gun targets all enemies at your location. I take it as there is an enemy in the wider group, this is okay to commit? As a second question, and assuming Daring is okay to commit, would all enemies in the group gain Retaliate or just one nominated enemy? A: As a Fight action, Gatling Gun’s ability initiates against a single targeted enemy; from there, the ability alters the standard difficulty calculation and damage distribution of the attack. You may commit Daring to Gatling Gun’s Fight ability, and when you do, the single targeted enemy you initiated the attack against is the one to gain the retaliate and alert keywords for the duration of the skill test. (Ruling, April 2025)
Last updated

Reviews

In essence M1918 BAR's meaner big brother with a prison record, the Gatling Gun is one of the best weapon assets in AHLCG. As it stands, I would say it's a game changer. My thoughts are in a few sections below:


Pros:

  • Able to deal 6 damage in a single action, which is unrivalled across all weapon assets. A fair number of Elite enemies have 3 health, so these can be killed in a single action – tremendously valuable.
  • Can have a staggering +6 on attacks, largely negating the need for other boosters or skills to commit.
  • Starts with a good amount of uses. For example if just dealing two damage per action and so using two ammo, you could take 6 shots before needing to reload.
  • Can kill groups of enemies, which is a massive boon for action economy.

Cons:

  • When facing large groups of enemies (especially swarm enemies) the difficulty for the fight action can become very high.
  • Failure on 6 ammo tests is punishing, as it wastes a lot of resources.
  • If you're using multiple ammo on tests regularly, you need ammo support events in your deck.
  • Sits in the class, and so is inaccessible for Guardians.
  • The 5 resource price tag is on the costly side.

Deckbuilding Tips:


Investigator Pairings:


Overall Gatling Gun is a very powerful card if properly supported, combining a massive boost with very high damage and the ability to kill groups of enemies like the Flamethrower. I'm not sure if it will remain un-tabooed for long, currently 5 XP is well worth the price of admission. I posted a Tony deck with Gatling Gun just before this review, so feel free to check it out for inspiration.

HungryColquhoun · 9819
Strong-Armed is a Nonbo with Firearms. I also don't think, Finn is in the art, or did he grow a mustache recently? — Susumu · 382
Good catch on Strong-Armed. I think it could be Finn, Tony has stubble in his Colt pic but not on his Investigator card. — HungryColquhoun · 9819
Nice review but I don't really think having extra actions is that beneficial with gatling gun as it can kill basically everything within a couple actions. It's damage output is more limited by ammo than by actions. — Uberdolphin · 1
Speaking of which extra ammo doesn't really give great bang for your buck. As you're getting only 3 extra damage for using it while in most guns it would give 6. You are right that Contraband and especially Quick Reload work really nicely. Eat Lead or Snipe are even better at dealing with unlucky draws as they also save you from auto-fails. — Uberdolphin · 1
For me extra actions are always going to be useful to get into position if nothing else - it's rare you're right at a boss. The burst damage helps for that reason too. — HungryColquhoun · 9819
Am I correct to suppose this Fight action still needs to nominate a valid 'primary' target? Or does this target all enemies at the location? — Iluvatar 79 · 1
Thinking in terms of whether other investigators eat damage if you happen to miss... Or the interaction with Sharpshooter for example. — Iluvatar 79 · 1
Flamethrower for rouge decks. — littlisk · 1
@Iluvatar 79 Yes you nominate a primary target, and the enemies at your location modify the difficulty (I asked FF about this as there were a few interactions I wasn't clear on - e.g. Daring). — HungryColquhoun · 9819

I have never been a fan of guns with a bunch of ammo as they usually are not very impressive when you math the damages / enemies killed per "magazine": up to 8 with a .45 Automatic, up to 16 with a Flamethrower ... and up to 12 with a Gatling Gun. But a Venturer gives you 6 damages / 12 damages /3 damages respectively.

I Think the only good thing I see with this card (apart from Sleight of Hand if you don't use the taboo list): Joey "The Rat" Vigil + Mob Connections:

  • play the Gatling,
  • use it,
  • use Joey to discard the Gatling and get 2 resources,
  • attach the Gatling to Mob connections,
  • spend an action to draw the Gatling,
  • spend a resource to play Gatling again with Joey.

So basically 1 action and 1 resource to get from "I have an empty Gatling" to "my Gatling is full of ammo".

But I'll probably keep fighting mainly with Tony's Colts, Mauser C96, and a couple other ones, with Vicious Blow, Delilah O'Rourke to get more than 2 damages.

AlexP · 287
IF you don't use the taboo list you might as well play "Double or Nothing" and win for free everytime. — littlisk · 1