Armor of Ardennes

A headscratcher of a card. Most Guardians will be defeated by horror, not damage. This card will make you all but immune to damage effects.

Sadly, at the moment it seems too expensive (both resource and xp) to be worthwhile. I can see its merit in Mark Harrigan, who wants to preserve his health as much as possible for his triggers and to avoid his weakness... but even then.

Also it has a cute interaction with smoking pipe.

But still, really ask yourself is this better than a lightning gun? I would say 9/10 the answer is a solid no.

I hope there is some way of reducing this cards xp cost or they release a leveled down version at some point, because I have a feeling this won't see all that much play until then.

Myriad · 1226
I also don't see the point of this card. It's incredibly expensive and it's only available to Guardians, i.e., the class that already has massive health reserves and also has major economy problems. Why bother combining this with Smoking Pipe when you could just buy Moment of Respite or Elder Sign Amulet for fewer XP? — CaiusDrewart · 3200
It's particularly disappointing because Peter Sylvester has a similarly powerful effect against sanity damage, and offers other benefits--and he's a level 0 card! I think the designers were way off on this one. — CaiusDrewart · 3200
Trying to imagine how this could be good in a Guardian deck, I can think of two scenarios: 1) As a Guardian, it can allow you to be totally reckless and take actions while engaged with enemies without worrying about Attacks of Opportunity, but only 1/turn. Probably best for that in solo play. 2) If you're running Teamwork, it's crazy good to give to your squishies. Hand it to Daisy/Rex and watch them investigate with nary a care. Other than that, yeah, kinda pointless on Guardian. — SGPrometheus · 849
Of note, you cannot use this with smoking pipe. Canceling the cost cancels the effect; the cost isn't paid, so you don't get the effect. — CecilAlucardX · 10
@cecilalucardX: Are you sure that's correct? You're still assigning the damage to the armor, which seems to satisfy the "take 1 damage" portion of the cost, and in any case, you're still exhausting the asset and spending the charge. Can you point to the FAQ or ruling that governs this? — SGPrometheus · 849
I can see no reason why this wouldn't work with Smoking Pipe. The cost is paid, damaging the armor, then you exhaust it cancelling 1 damage, so the effect it's preventing from initiating is damaging the armor, not healing the horror. I think!! — bern1106 · 2
What it really comes down to is the definition of "Take": If "Take" means "Assign", then yes, for the purposes of the cost, this is checked during Step 1 of Damage. If "Take" means "Dealt", then per Step 2, "If no damage/horror is applied in this step, no damage/horror has been successfully dealt." and since no damage has been "Dealt", the cost is not considered paid. So now we need a proper definition of "Take" versus "Dealt", "Assigned", "Applied" etc. — CecilAlucardX · 10
Additionally, under Health and Damage: "Any time a card TAKES damage, place a number of damage tokens equal to the amount of damage just taken on the card (see "Dealing Damage/Horror" on page 7)." If you are not putting tokens on the card, due to cancellation, are you still considered to be "Taking"? — CecilAlucardX · 10
Personally, for thematic reason, I don't think Armor of Ardennes should interact with Smoking Pipe. You smoke the pipe, the body get weakened, not the armor. — brightknight_216 · 33
Smoking Pipe combo is useless on Mark. You want that 1 damage on you true grit/etc. to draw a card with his innate. — Xulez · 151
Actually, per Matthew Newman: "If the cost of a card cannot be paid or is canceled, the cost has not been successfully paid, thus its effects do not resolve. For example, if you use Armor of Ardennes to cancel the damage that is part of a card's cost, the damage has not been successfully dealt (or taken), and therefore the cost has not been paid." So it looks like taken also means dealt, which ties to the step 2 post above. — CecilAlucardX · 10
I agree that Guardians in general don't need it, but it's really good on Mark Harrigan. The only problem is it competes with Bandolier, as both of these cards occupy the same slot and Mark would want it as he wants a Shotgun equipped at some point. — matt88 · 3229
Mark can't use it well,because assign damage is earlier than place the damage. — wjqcx512 · 7
It's really sad that it doesn't combo with the pipe; it would actually be usable then. On a totally unrelated note, the symbol on the armor is the same as the symbol on the guy's hood on Fearless. How odd. — SGPrometheus · 849
@SGPrometheus: That symbol looks like the Chi-Rho, an ancient symbol of Christianity. — CaiusDrewart · 3200
i bought this card somewhere during the end of the carcosa campaign with zoey and never regretted it (4 physical trauma sure is a lot). I think that the armor of ardennes is a late-game card. It has been great so far in miigating the traumas. I am pondering whether i should post this deck or not as i am running out of ideas what to buy next. (50+ XP) — RaahqMcMupfel · 1
Armor of Ardennes is a fine synergy with Well-Prepared to provide both Willpower bonuses to resist Treacheries and combat bonuses with one-handed weapons that do not carry the necessary double-icons themselves. — Cluny · 52
Additionally: Since Armor of Ardennes is a relic, it synergises with Dr. Elli Horowitz - you can take advantage of it without even occupying your body asset-slot. This option is available to Zoey and Roland. — Cluny · 52
"Eat lead!"

Guardian insurance (and probably the closest they will get to Lucky!). Its fine, but seeing as the "meta" for the game is more or less dominated by Machete, it loses some points. It does have some fine play with the Colt and it will get better if we ever see an upgraded colt that is worthwhile.

Ironically, at the moment this is probably best in Skids as you can throw sleight of handed bullets at your foe (Typewriter or the like) and ensure that your attack will land.

Overall, pretty ho-hum but it will get better if there are a few more firearms put in the game with copious ammo. Until then, I don't think anyone but Skids will take this.

Myriad · 1226
I think you're right about it being strong in a combat-focused Skids deck, especially with the Rogue cards at his disposal. — SGPrometheus · 849
It's hard to fit it in a deck, but it can be really important at times. Its best use is to guarantee a hit with your Shotgun/Lightning Gun + Vicious Blow x2. In such a case, I would be keen on spending one more bullet for a guaranteed hit. Add a Double or Nothing to this combo and that extra bullet spent goes away even more happily. — matt88 · 3229
Machete is taboo'd! — MrGoldbee · 1495
Lola Hayes

Adding a relevant note about Lola's limitations, from Fantasy Flight rules enquiries: "The player window between steps 1.4 and 1.5 does not occur until all investigators have completed resolving 1.4 (aka drawing the top card of the encounter deck.) If Lola wanted to play a Mystic card (like Ward of Protection) in response to drawing an encounter card, she would have to already be in the Mystic role before the Mythos phase began. Matthew Newman."

Cluny · 52
This is not entirely true, as if someone draws an encounter card with a skill test then it has a player window. Altough it doesn't let Lola use a Ward of protection for that encounter card but can commit cards from her new role and can ward of cards drawn after te skill test. — vidinufi · 69
Does anyone know if Lola’s restriction to playing cards would prevent from using Joey the rats ability to put an asset into play? For example if I’m Rogue Lola and I activate Joey the rat, could I use him to play a .45? — Kodab · 7
Using Joey still plays the card (just read the wording) same for ever vigilant. You would have to use something like Archaic Glyphs - Markings of Isis which put assets into play. — vidinufi · 69
@vidinufi I never realized that. Thanks for this clever information. — Ja · 1
Lockpicks

Don't get me wrong, Lockpicks are good. It's probably a good idea to buy them as Wendy, Sefina, and "Skids", and even Jenny might consider them.

They're a very welcome addition to the card pool, as the Rogue class previously had a severe dearth of investigation options. With Lockpicks, they at least have something, even if they do have to spend XP for it.

However, a couple things must be said against them. Lockpicks are both expensive and slow. The fact that they exhaust every time you use them is a really hurts. In solo play it's not quite so big a deal as lots of locations only have one clue. But if you're playing with, say, three players and you need to clear a 6-clue location? The once-per-turn limit is going to make Lockpicks extremely slow.

Even more critically, with Lockpicks you're still only getting one clue per action. That's why I think this card is nowhere near as good as something like Rite of Seeking. Being able to pass investigation tests more reliably is good, and that's why I often do run Lockpicks. But a really excellent investigation card would let you get more than one clue per action, and Lockpicks doesn't do that.

Once you hit Expert difficulty, Lockpick's charges will start running out, but on lower difficulties I'd imagine they stay in play for quite a long time.

Since Lockpicks can get you a very large modifier, it can be nice to use Double or Nothing with them as a kind of janky Deduction. This can help alleviate the tempo issue I mentioned earlier.

CaiusDrewart · 3200
You're right this card is way better in solo. However, if you're playing multiplayer, the Rogue investigator's role probably won't be to gather clue. Some other investigator will certainly do it better, and a 6 clue location is easily emptied by the Seekers — banania · 409
Lockpicks are a bit unique in how their use shifts between solo and multiplayer, but their power is still quite high in both: Solo, they allow you to investigate reliably as a rogue. Multiplayer, they let you support the clue hound or proc Burglary and Scavenging regularly. The insanely high skill value lets you combo with all kinds of things, including double or nothing. — SGPrometheus · 849
SGPrometheus they can't proc Burglary as Lockpicks requires you to use an ability on the card. Lockpicks and Burglary are two different action Abilities. — matt88 · 3229
Oh yeah, whoops. Still, they do combo with those other things. — SGPrometheus · 849
It's also probably the best way for most rogues to activate stuff like Quick Thinking and Lucky Cigarette Case — Zinjanthropus · 231
Yes, this is true. This review was written before the Rogue "oversucceed" archetype really got there. (I think we pretty much only had Quick Thinking and Double or Nothing at that point.) Lockpicks is great. It is still true that it is a little too slow to do all of the investigation work for a 3+ player faction, but regardless, one heavily boosted investigate per round is really valuable. — CaiusDrewart · 3200
Machete

Three campaigns in, and Machete remains the best level 0 weapon in the game. At the very least, for all five Guardians presently in the game, it is the weapon of choice. It could cost 2 or 3 XP and it would still probably be worth buying. At 0 XP, it's a steal. Getting a weapon that deals +1 damage into play early is vital, and there's no better option than Machete.

Compared to .45 Automatic, .41 Derringer and the like, the fact that Machete doesn't have to deal with ammo is a gigantic advantage. One Machete can last you literally the entire game. These other weapons will run out of ammo after killing an average of about two monsters, which is nowhere near enough to last a scenario. There's no contest here.

Compared to Baseball Bat (also a great weapon), the fact that Machete doesn't break and only takes one hand slot gives it the clear edge, in my opinion, even for Yorick.

Compared to .32 Colt, the Machete's to-hit bonus just makes it better, as far I'm concerned, especially when the difficulty level goes up. Guardians will often want to run both, of course, but there's no doubt which of the two I'd rather draw in the vast majority of situations.

Fire Axe may be better for investigators with very low Combat, like Wendy or Rex, who nonetheless want to fight with Combat. But for investigators with decent or better Combat, Machete will deal 2 damage much more efficiently and consistently.

As for Machete's "only engaged with one enemy" drawback, I don't see this as that big a deal. In solo play, enemies most often come at you one at at time anyway. In multiplayer, you can usually coordinate with your teammates such that the Machete wielder is only engaged to one enemy at a time.

Furthermore, if you are absolutely swarmed by enemies, the Machete still isn't necessarily worse than its competition. Will a .45 Automatic be better if you're fighting a bunch of enemies? Hardly, as it'll just run out of ammo.

Extra-damage effects like Vicious Blow, Beat Cop, and Zoey's Cross are also helpful for circumventing Machete's drawback, as if you are fighting two enemies you can use these to rapidly dispatch one, and then unleash the full force of Machete on the other.

Yes, there are occasional enemies, like Poltergeist and Conglomeration of Spheres, against which Machete doesn't work or doesn't work well. But so what? In the grand scheme of things, these enemies are relatively uncommon. The fact that the Machete isn't absolutely perfect isn't much of a criticism against it. Against the vast majority of enemies in this game, it's dominant.

CaiusDrewart · 3200
I was thinking recently about the weapons that Forgotten Age, a jungle-crawling expedition-based expansion, might introduce, and it occurred to me that the most logical thing would be... a Machete. Putting that aside, here's hoping that it gives us something to compete with this god-killing uber-weapon. — SGPrometheus · 849