Card draw simulator
| Derived from |
|---|
| None. Self-made deck here. |
| Inspiration for |
|---|
| None yet |
RobertBlock · 90
Greetings, investigators! If you are tired of flipping through dusty old grimoires and having deep-space monsters completely ignore your logical reasoning, you have come to the right place.
This deck proves that a good old .45 caliber has more answers about the universe than the Necronomicon itself.Mark Harrigan did not come here to investigate. Mark came to clean the streets of Arkham of all that interdimensional filth that refuses to pay taxes.
Core Strategy: Soldiers Don't Cry
Mark's mechanic is simple: suffer pain to inflict pain. Sophie is here to remind us of wartime trauma, but more importantly, to give us that sweet +2 to any skill test, turning Mark into a literal meat grinder.
- Step 1: Intentionally take damage.
- Step 2: Draw a card thanks to Mark's investigator ability.
- Step 3: Empty an entire magazine directly into a Great Old One's face.
The Arsenal (Combat Assets)
-
Machete & .45 Automatic: Your bread and butter. The Machete is perfect for saving ammo on those annoying Cultists who insist on chanting in the middle of the night. The .45 is for when things get ugly and the creature has more eyes than logically permitted.+.45
-
Thompson & Sledgehammer: We are literally running out of hands here. The Thompson is fantastic for recreating WWI in the hallways of the Arkham Asylum. The Sledgehammer is our backup plan: if a Byakhee does not die from bullets, a solid swing to whatever looks like its head will solve that specific physics problem.
The Meat Shield Squad (Allies and Support)
-
Beat Cop: The veteran sergeant knows that in Arkham, the police do not arrest monsters—they use them as human shields. He boosts your combat strength and, when your sanity wavers, he will happily take a Ghoul bite for you. A true local hero.
-
Daring Adventurer: Someone has to carry the extra ammo crate while we shout at the shadows.
-
Something to Fight For & First Aid: Mental health in this game is like Arkham's city budget: completely non-existent. These cards stop Mark from ending up in a padded cell talking to the walls before the final boss even shows up.
Trench Tricks (Events and Skills)
-
Shortcut: Yog-Sothoth might control time and space, but Mark has excellent combat boots. Moving for free completely breaks non-Euclidean geometry.
-
Practice Makes Perfect: Ideal for tutoring out that Vicious Blow or Take the Initiative right when a tentacled horror looks at you with romantic intentions.
-
A Test of Will & Emergency Aid: Fast healing to keep Sophie active without Mark accidentally visiting his ancestors ahead of schedule.
Shopping List Summary (19 XP)
2x .45 Thompson (Level 3) = 6 XP (Replaces 2x .45 Thompson Level 0)
2x Beat Cop (Level 2) = 4 XP (Replaces 2x Beat Cop Level 0)
2x Vicious Blow (Level 2) = 4 XP (Replaces 2x Vicious Blow Level 0)
1x Emergency Cache (Level 3) = 3 XP (Replaces 1x Improvised Weapon)
2x Custom Ammunition (Level 1) = 2 XP (Replaces 1x Improvised Weapon and 1x Sledgehammer).
Priority 1: Heavy Ordinance & Logistics (11 XP)
-
There is no time for polite reloading on the frontlines while an Ancient One attempts to devour your timeline.2x .45 Thompson (3 XP each): This upgraded version does not just hit harder (+2 Combat), it returns resources to you when you deal damage. Combined with Mark's investigator ability, shooting a Deep One now grants you cards and cash. Trench capitalism at its finest.
-
1x Emergency Cache (3 XP): Place 4 ammo tokens on one of your firearms. Vital to ensure your upgraded Thompson does not turn into a very expensive paperweight halfway through a scenario.
-
2x Custom Ammunition (1 XP each): Adds extra ammo to a firearm and makes it deal +1 damage against monsters. Ideal for reminding Dunwich abominations exactly why humanity invented gunpowder. (Note: We drop the Sledgehammer and Improvised Weapons because your firearms will never run dry now).
Priority 2: Veteran Status & Brute Force (8 XP)
Military training pays off. Less praying to outer gods, more push-ups.
-
2x Beat Cop (2 XP each): The old sergeant got a promotion. Now, when he sacrifices himself to deal 1 free damage to an enemy, he does not discard. He simply absorbs damage/horror and stays in play. A human meat shield that also grants you a permanent +1 Combat boost.
-
2x Vicious Blow (2 XP each): If the level 0 version hurt, this one makes Azathoth cry. If you succeed by 2 or more (incredibly easy when using Sophie), you deal +2 damage in a single attack. One Thompson burst combined with this will delete almost any standard enemy in the game in one shot.
As a final recommendation from our military quartermaster service, always remember the dictum of Abdul Alhazred himself: “That is not dead which can eternal lie, and with strange aeons even death may die”... especially if you pump three bursts of a Thompson submachine gun into it at point-blank range.
When the sky bleeds that impious color out of space, the geometry of the room turns disturbingly wrong, and your fellow investigators begin reciting Sumerian poetry in the fetal position, you maintain military discipline. Do not waste time trying to comprehend the cosmic scale of your own insignificance, and do not seek answers in the stellar muck of Kadath. Clean the barrel of your weapon, wink at the memory of Sophie, and trust in elementary physics.
No matter how non-Euclidean, gelatinous, or ancestral a Mythos abomination may be, its entire blasphemous anatomy remains perfectly vulnerable to the blessing of hot lead and .45 caliber ammunition.After all, it is infinitely harder for Cthulhu to awaken from his slumber in R'lyeh if you blow his brains out before he even finishes stretching. To the trenches, soldier! The end of days is no excuse for insubordination.