OcalaƂy
Atut. Hand

Item. Weapon. Firearm. Illicit.

Cost: 3.
Test Icons:

Uses (2 ammo).

Spend 1 ammo: Fight. You get +2 and deal +1 damage for this attack. If you fail, place 1 ammo on .18 Derringer.

Tiziano Baracchi
Stella Clark #5.
.18 Derringer
Reviews

The .18 Derringer is a great little weapon for a character that wants to fight, -Just a bit-. Or for a character that's got something very expensive they want to play and need something to tide them over until the other thing fnds it's way to your hand.

Here are some unique cases for using this weapon:

  • A 1 or 2 fight character can resist the little things that may spawn on them, a clue focused Agnes Baker, Minh Thi Phan, Wendy Adams, Finn Edwards and others. Even if you attack foes at just a +1 over the difficulty the .18 Derringer is uniquely reliable because the ammo-rescue mechanic makes risky situations like "IF I hit these bullets, I wont need help." into "WHEN I hit these bullets, I'm out of trouble." The high +2 to hit bonus also means that these characters can guarantee a 2-damage hit on something nasty if needed (via Skills, Cornered, ETC).

  • A 3-4 fight character can use the .18 Derringer to tide them over until they get their actual main weapon and in that role, an early sidearm, it's just brilliant. There is a time in every scenario where a fighter character just hasnt played all the cards he need's to have in play to be effective, a time where a single dangerous foe like Yithian Observer or Agent of the King or Fang of Yig ETC could ruin your day, .18 Derringer is the weapon that stands strong without any support and beats all these things with ease.

The only notable point against using this weapon is the low ammo count for the cost, 2 shots might be all you need for the clue getter but a true fighter might still prefer an Enchanted Blade if it's available. Enchanted Blade and .18 Derringer together are a pretty sweet weapon lineup for a flex character.

Combo note: Live and Learn can actually cause .18 Derringer to regenerate ammo!

Note that the upgrade is fantastic.

Tsuruki23 · 1154
Stella Clark of course also doesn't technically lose the action. She just gets another shot at +3 instead of +2 since she gets the action back. And of course if you have other things that work off of fails such as Rabbit's foot, then you sort of start to hope that you will fail so you can get bonuses off the failure. You might as well just push towards it on the first check with your Drawing Thin. — Bronze · 111
Another card that doesn't typically seem to see play to work with her would be "Oops". She would 'miss' but actually land the shot on another enemy and then you would still have the bullet to fire on your original target. — Bronze · 111
To Designer, it make no sense to get the ammo back after fire out. — AquaDrehz · 153
It's a clever design that feels Survivor-y. Once you give up the idea that cards and token represent quntifiable things, it's not a confusing design. After all, how does it make any sense that Grete Wagner bleeds herself to death finding information, then suddely reappears totally fine? Or how often has the Stubborn Detective or Mob Enforcer shown up in the trackless wastes of unutterable Chaos or fractured Time? I mean, I admire their work ethic, but HOW?!? — LivefromBenefitSt · 94