Chicago Typewriter - understanding the cost

By Tangram11, in Arkham Horror: The Card Game

Chicago Typewriter card says:

>> Spend 1 ammo: Fight. You may spend any number of additional actions when you perform this attack. You get +2[combat] for this attack for each action being spent (including this ability's >> cost). This attack deals +2 damage.

Can someone please clarify if this means:

Spend 1 action and 1 ammo: +2 Combat, +2 damage
Spend 2 actions and 2 ammo: +4 Combat, +2 damage
Spend 3 actions and 3 ammo: +6 Combat , +2 damage

OR

Spend 1 action and 1 ammo: +2 combat, +2 damage
Spend 2 actions and 1 ammo: +4 combat, +2 damage
Spend 3 actions and 1 ammo: +6 combat, +2 damage

it's the second part. You dont spend extra ammo, only actions.

Seconded, one ammo per attack multiple actions to jack the bonus.

Thematically, you're not spending any ammo, because that would do more damage. You are using those extra actions to keep the gun steady through the recoil to keep it trained on the target.

Furthermore, a tiny thing: the typewriter has '4 ammo', not '4 bullets'. I saw a lot on Facebook about how it must clearly be using multiple units of 'ammo' to add to the effect. But we don't know how many bullets there are per unit of 'ammo' (I personally like that vagueness). Anyway, this is a trivial point of musing from me, but just thought I'd add it.

Glad there are plenty of people emphasising the correct interpretation of this funky gun.

And since this is Rogue we are talking about:

Spend 4 actions and 1 ammo: +8 combat and +2 damage.

Spend 5 actions and 1 ammo: +10 combat and +2 damage.

And so on.

However I doubt you will ever need that big of a bonus to combat.

59 minutes ago, Apophenia said:

And since this is Rogue we are talking about:

Spend 4 actions and 1 ammo: +8 combat and +2 damage.

Spend 5 actions and 1 ammo: +10 combat and +2 damage.

And so on.

However I doubt you will ever need that big of a bonus to combat.

You forget Double or Nothing. The +8 (etc.) might be needed and it would end up doing 6 damage instead of 3.

Edited by Slothgodfather

Ooooh, nice synergy between cards there.

11 hours ago, mwmcintyre said:

Ooooh, nice synergy between cards there.

Indeed. It's no accident that the class that gets a number of "Succeed by +N more than the target number for X benefit" also has access to a gun that can get a ludicrous bonus modifier.

Rogue is also getting a real handy event from Carcosa to help ensure that "win by 2" condition is met. Very excited for that thing to release!

I'm not sure that the Typewriter/Double or Nothing is a good idea. Double or Nothing basically saves you an action by giving you twice the effect. That's awesome... but if you have to burn 3 extra actions to the Typewriter to make it work, that's a net loss. At best it will save you an ammo - which could be critical in some situations, obviously, but it's more of a desperate corner case than something to build for.

26 minutes ago, Buhallin said:

I'm not sure that the Typewriter/Double or Nothing is a good idea. Double or Nothing basically saves you an action by giving you twice the effect. That's awesome... but if you have to burn 3 extra actions to the Typewriter to make it work, that's a net loss. At best it will save you an ammo - which could be critical in some situations, obviously, but it's more of a desperate corner case than something to build for.

In this game, however, you have to consider the Chaos Bag. Double or Nothing can allow you to take 1 test instead of 2. True you may save by only having to use 1 per ammo with the Tommygun, but you have effectively doubled your odds of one hit failing.

1 hour ago, Network57 said:

In this game, however, you have to consider the Chaos Bag. Double or Nothing can allow you to take 1 test instead of 2. True you may save by only having to use 1 per ammo with the Tommygun, but you have effectively doubled your odds of one hit failing.

Sure, but this cuts both ways - pull an unexpected failure on your uber-spray and you lose multiple actions for no gain at all. Multiple draws means multiple chances to partially fail, but also a more reliable chance to do something.

And you're less likely to draw a nasty token. Particularly when some of them trigger regardless of success or failure.