Custom Modifications

Custom modifications is a total shot in the arm for firearm based decks with guardian access, dramatically increasing the scope of what they can choose to do. While it is unlikely to dethrone melee supremacy, it accomplishes the vital goal of making firearms have an attractive draw compared to swords, knives, and hammers.

The base effect of custom modifications is fairly strong. While being unable to ignore the autofail stings, especially because guardians can easily reach ‘autofail only’ failures, it allows you to play a bit more fast and loose with your expected success rate: if you have a 60% hit rate before custom modifications for example, you actually can expect any given attack to actually hit 84% of the time, which is fairly up there in terms of consistency. This alone is a huge deal, as it means firearms are now inherently much easier to hit with than melee as long as you can get custom modifications out consistently, which reduces the burden of skills and passive skill boosts in your deck overall.

The two upgrades that really push this card though are Extended Stock and Quicksilver Ammunition, which when combined with the base effect allow you to turn any firearm into a viable late campaign weapon, trading play actions and resources for some XP efficiency, and slot efficiency.

These effects are usable on existing ‘premium weapons,’ but the effects of both these upgrades scale better based on how weak the base weapon is, due to breakpoints on damage making 4 damage less of an upgrade on 3 than 3 is for 2, and the re-roll and hit rate increases not mattering as much for big beefy guns. It certainly works with them, but the impact of custom modifications on your lightning gun isn’t showcasing its true power.

Custom modifications really shows its promise when used with more humble weapons, turning them into late game powerhouses. If you run extended stock and quicksilver ammunition upgrades in concert on a ..45 Automatic (2), you get a +4 to hit weapon that does 2 base damage, comes with a re-roll, and can be treated as a +1 to hit, 3 damage weapon with 4 shots on what is effectively a 9 XP package. That is fairly comparable to something like Cyclopean Hammer in terms of its actual table output in many scenarios, as, on most guardians, you are effectively up +1 to hit on the hammer in terms of trying to get the highly desirable 3 damage hit even before getting the re-draw effect. It isn’t actually on par with the hammer of course (this eats up a STTP slot, requires a second play action, and most critically is ammo limited), but the fact you can even make that comparison via squinting really hard with a 1 handed 2 XP weapon is a huge deal.

This is pretty transformative in terms of what decks guardians can get away with now and how you can run a gun focused guardian compared to a melee basher, as currently most guardian 1 handers are locked to 2 damage and tend to have fairly significant limitations to their use. Even the ‘meta’ ones like Survival Knife (2) have limitations that make them non-ideal to depend on as a primary weapon rather than a backup and supportive tool to achieve more reach damage. By being a 1 handed primary, it is now much easier to make guardian flex decks utilizing cross class or neutral tools. These decks were always possible (machete is strong enough to clear a campaign with it alone and bandoleer exists even if it can be clunky) but now you give up way less in order to take a flashlight, magnifying glass, keyring, fingerprint kit or maybe even a saucy multitool if you are looking to try out blue flex, and the actual outcome is quite potent, as spamming 3 damage attacks while consistently finding clues is a very good way to win scenarios.

Other useful guns to use this with are the .32 (You end up slightly ‘behind’ the hammer, but it's good if you already are running combat boosts or are someone like Mark), the .35 Winchester (this makes it very competitive with the Holy Spear in Gun Nun and Holy Warrior Tommy decks, and the redraw effect is especially potent when digging for blesses), the Mauser if you have access to it, and the .45 Thompson, with special mention going to the rogue’s .45 Thompson if you can use it to do some pretty intense AOE damage.

There are some character specific synergies too. Build-A-Becky already was a very good deck, and now Becky is able to 100% emulate a pre-taboo cyclopean hammer regardless of target type or how many swings she needs to make, in addition to sniping, running custom ammo, being enchanted, ect. Tony can use custom modifications with his long colts to make fishing for that bounty refresh easier, though by being a ‘pseudo-dual wielded’ gun there is some anti-synergy both with the concept of running a 1 handed primary and only being able to upgrade one gun with one play, and I suspect you would more run this for its synergy with Mauser and Lucky Cig case than anything else. As a bonus, both of these characters are intellect 3 with strong clue/flex tech in their class, and thus can make good use of the freed hand if they so wish, though Tommy easily wins out more here.

The two biggest winners at the end of the day, and the two decks I had the most success with, are the two classic gumshoes of Joe and Roland, who really were getting tired of running around with glowing hammers and magical Macuahuitl..

Joe has to make a hard choice between the +2 to hit and the +1 damage potential but being able to run detective’s 1911’s as a primary damage dealing tool ends up being fairly potent. As it turns out, seeker has a lot of ways to make up a shortfall of +2 to hit, so you probably want to lean towards quicksilver bullets over the extended stock, but it depends on what your plan is overall, as Joe has access to a lot of damage extension as well via Ice Pick. Michael Leigh, and Ancient Stones, so it really comes down to what your team needs. Combat focused Joe always was possible, but it now feels REALLY good to be a gun focused Joe who uses their wits (and skills and maybe a magic book or two) and their trusty gats to take on the Mythos.

As for our Fed, Roland’s .38 special essentially becomes a better Lightning Gun when on a clue location, which is now very easy to do with the suite of clue dropping cards that Roland has complete access too (and which benefits from deciding to go with 1 handed weapons to utilize research notes) which, combined with his great access to 1 handed tools, makes him a pretty beastly ‘flexy guardian.’ I have found Parallel Front, standard back to be especially effective with this build, as you can utilize consult experts to help support both your economy, ‘reach damage,’ and test taking ability all at once using cards like bugman beatcop and michael to lay down smackdowns and finding far more clues than is reasonable for someone easily able to deal 9 damage in a turn despite only attacking twice, and fairly trivially keeping your guns topped off due to your access to strong card draw even without making extra ammunition stuck to the plan.

As for the other upgrades, they tend to be good, though not the primary reason you are taking custom modifications. Notched sight is a very nice use for throw away XP to save some actions on engages if you are the engaging type, and your friend’s health and (out of game) sanity if you aren’t, and leather grip being a way to offset the action cost of this card into a 1.5 XP cost (assuming you run 2 custom modifications), but there are some considerations to make about counterbalance and extended magazines you will want to consider before buying them, mainly that you need to spend a lot of cards on upgrading or gaining/spending ammo to actually see any reasonable rate of return for XP. Counterweight will definitely be a good upgrade on Build-A-Beast Becky, but we are going to need a few more ‘gunslinger’ events for extended mags to really kick into high gear.

dezzmont · 210
I'm currently writing my own review of this card, and it's interesting to me that while I agree with most of your points, I still end up with a different conclusion. It might be a glass half full/half empty situation; you're looking at this as a way to buff any kind of sidearm to endgame level. My "glass is half empty" view is that firearms are expensive and cumbersome to reload, and Customs Modifications makes them even more expensive, no less dependant on reloads AND making it worse since you can't just play a new gun to replace the empty one (at least not without losing Custom Modifications). — olahren · 3360
It definitely is hard to cover every aspect of custom cards, especially ones with as much going on as custom modifications! There is a clunk factor, but I wanted to lay out where it shined more because I suspected people were going to try it with big guns and find it comically clunky. If you are playing this flex (or solo) guardian strategy and using it with a .45, .32, or a signature weapon, and using extra ammo on another STTP slot, you end up with 7-9 shots (or infinite with Becky) that are able to do 3 damage very easily. This definitely isn't going to replace running around with a hammer, axe, or spear to blender everything, but in the context of slotting in as a blue flex, having 21 damage in bursts of 3 is extremely powerful, for the same reason that having a pre-nerf acidic ichor with level 3 emergency cache was extremely powerful. — dezzmont · 210
Using the token redraw just to pass tests seems unlikely to be very good unless you're playing a campaign or difficulty setting with truly gnarly symbol tokens. For the level of investment event level 0 Custom Mods asks, you should be able to get a static +1 or 2 that will usually do more for your odds. It's probably worth considering to dodge frost tokens in the arctic, though, and punishing bad stuff symbols on hard mode. — OrionJA · 1
"Not without a fight!"

A skill that might finally see its day now that Bestow Resolve exists. Even more than the Circle Undone cycle of Steadfast, Curiosity, etc, which when committed by that card's effect, commit for two and often four , generally maxing out at six, this card begins at six and could theoretically give hundreds of icons.

Since Bestow Resolve doesn't bypass the restriction of needing an enemy engaged with you to commit it, it won't necessarily fulfil the potential support aspect of giving skills to people at other locations. But, if you are committing things as a support Carson Sinclair already, this is a panic button for you to potentially save yourself from an enemy without needing assistance, at the expense of one charge. There is the possibility of using something like Handcuffs or Bolas to ensure you always have the enemy available.

Is it worth the two-card combo just to bring the skill up to a level of a skill that conditionally gives +x? Skills that give big bonuses and have no effect are often quite contentious, but it is worth pointing out that, despite the two-card combo, one part of it is a level 0 skill that is, at worst, an Overpower or Manual Dexterity without the draw, that may sometimes end up being a drawless Guts. As a low-exp combo, that isn't too bad.

Whether Bestow Resolve is good enough - or easy enough to find - to build a deck around, remains to be seen. But as long as Not Without A Fight isn't eating up a very limited slot - one of Zoey's, or maybe even Carson's - it certainly seems worth trying out. That does leave a fairly limited number of people who can run the combo, and most of them may struggle to find the deck space. I think the strongest consideration is William Yorick, who can repeatedly play Bestow Resolve from his discard pile, and use it to get any awkward items in there to play. But this is running the risk of talking about Bestow Resolve more than the card at hand.

SSW · 209
Amina Zidane

Seems unplayable, particularly on expert. Her sub seems almost useless. 3 stat line is horrific. Apart from extra resource generation, and some synergy with the new doom cards in scarlet keys, I think a she will only find play in normal campaigns.

AussieKSU · 1067
I'm sorry, her Sub? what does that mean? — Zerogrim · 290
Sub class? As in hee charm access. — Therealestize · 69
If that's, what Aussie meant: I think, Dream Diary might be really good in her. At least it would offset her weak stats by a good amount. — Susumu · 361
She also has access to some promissing power to translate it, should she not have help of a seeker. — Susumu · 361
There are new cards to let you manipulate doom — RexMars · 2
Haven't played with her but I agree she looks pretty awful to me. Her stat line and deck building is so bad, she can't make use of most mystic cards (since they focus on willpower). Her ability to reduce cost is mostly not useful since she can't actually make good use of the expensive cards (mostly spells). She doesn't get much benefit for having doom in play either which is inherently dangerous. — fates · 51
Hastur's End

Hastur stared at the boxer, who simply stared at the wall of the palace. He'd been doing so for some time, enough time for a Byakhee to fly up to the King and ask him why it wasn't allowed to help guard the Yellow Realm against the invaders. The King turned his gaze on the still-staring boxer, then on the broken-minded other invader, tightly clutching a bottle of temporary madness and mumbling about how she'd "forgotten her Lockpicks," and turned back to the Byakhee, asking "Would you truly be needed?" The petitioner hesitated, then shook its head and took wing, departing for better hunting grounds.

Gathering his robes, the King cleared his throat, reminding the boxer whose court he stood in. The boxer turned, but kept his eyes averted from the King, either out of (hopefully) decorum or the mad desire to keep himself imprisoned within the cage of sanity. The boxer's face was stoic, though strangely appeared confused, almost bemused; the Whispers of Wisdom the King had granted to him turmoiled within his mind, but the King could see that that wasn't what struck his foe. He had to know what had.

"Well?" he unleashed his voice, like the crashing of the sea waves that were breaking the boxer's home free of the chains of sanity. "Why does your mind waver, sense-maker? What truth confuses you now?"

The boxer swallowed, then said, "I know the secret."

The King's spirit ran cold; he was in greater peril than he thought. Desperately, he sent orders to the Byakhee outside the city, calling on them to protect their King.

He needn't have, though; the boxer quickly followed his words up with, "But I cannot make use of it."

The King grew curious at this, and sent his gaze into the boxer's mind. Show me what you mean, he said, and, thankfully, the boxer did so.

The King saw the Agenda, 8 DOOM piled high. He saw the freed woman, her mind only barely held together by the power of the King's realm. He saw his realm, spread out like a map, with two points containing some strange power that could harm their king, though tokens of some sort chained that power for the moment. He saw how the boxer felt he had to go to those points and remove those tokens, unleash the power chained there.

And he saw the 2 actions the boxer had left to do all that.

"I'm sorry you can't kill me," the King said, and truly meant it; it would've been a splendid story if the boxer and the freed woman had been able to, almost as good as The King in Yellow. Though, he had to admit, he was biased in that regard. "If it's any consolation, soon you shall be free, free of the shackles that have choked you your whole life."

*******

Waves crash. Storm clouds boom. Suns, moons, and stars dance in a dizzying ballet in the merging skies above.

Wini took another drink as she impassively watched her world end. "I knew I should've brought my Lockpicks," she grumbled.

https://arkhamdb.com/huh? — MrGoldbee · 1443
A narrative attempt to describe my playthrough of Dim Carcosa, as well as warn players that Palace of the King doesn't deal any damage to Hastur when you flip it over; you still have to explore and flip other locations. — NightgauntTaxiService · 391
Heeeey, that was awesome! I've stumbled onto this while trying to google for opinions on what the secret is. Reading this, I thought, maybe the secret is that the characters realize they're in a game of arkham horror, and so it's totally possible to just kill the boss and win. Ooor maybe the secret is that this whole thing actually wasn't real, and it's mostly happening in your head, so you can do whatever, even defeat the unnameable, indescribable horror that is Joe (I don't call that fucker by his real name, them's the rules) — Rushional · 83
Buenos Aires

If you already hated Wizard of the Order and friends, you're going to really hate Buenos Aires.

Slight spoilers, but this location was probably designed to try to weaken the slightly cheesy strategy of waiting until you have as many locations as you need out and cleared of clues before playing Relic of Ages and advancing the agenda. Not terribly surprising, as Heart of the Elders also has some changes to prevent similar cheese.

Zinjanthropus · 227