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Armored Car
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![]() Armored CarType: Support Faction: The Agency Cost: 2 Game Text: Vehicle. Attachment. Attach to an [Agency] character. Characters you control at the same story as the attached character gain Invulnerability. Action: Pay 1 to move Armored card to another [Agency] character. Set: For the Greater Good Number: 25 Illustrator: |
Call of Cthulhu: The Card Game, Living Card Game, the Living Card Game logo, Fantasy Flight Games, and the FFG logo are trademarks of Fantasy Flight Publishing, Inc.
8 Comments
Database typo note: card's action text in db mentions "Armored card" where is needs to say "Armored Car".
Couldn't this card work in a dual faction deck like Agency/Miskatonic to provide combat protection to weenies in a rush duck? Cause thematically it is a really cool looking card, damn...
I'm not a fan for a few reasons. For one, it can only be attached to an Agency character. Second, there are plenty of ways to wound characters besides just killing them with combat struggles. Basically, your guys only jump in the car when they're anticipating a fight. For most of the game, they're not in the car. Third, it inherently comes with the Attachment card disadvantage that everyone talks about, so something as simple as going insane can cause you to lose the car without a chance to save it.
Nah, I'll pass on this one.
I would think so. The wording feels a little odd, but if you commit the guy this is attached to, he would seem to get invulnerability as much as anyone else you commit to that story.
I wonder if it might be fun, to attach this to an opposing character.
The wording is a bit clunky, but yes, the character that the Armored Car is attached to is also a character at the story and would gain invulnerability. It would say "other characters committed to the story" if the intention was to omit the attached character.
Er, twisted. The card text seems to allow for it.