Enemy. Weakness

Humanoid. Criminal. Syndicate.

Fight: 2. Health: 3. Evade: 3.
Damage: 2. Horror: –.

Prey - Nathaniel Cho only.


Forced - When Tommy Malloy would take any amount of damage: Reduce that amount to 1.

They call him "The Big Palooka."
Nathaniel calls him scum.
Mark Molnar
Nathaniel Cho #3.
Tommy Malloy

Another enemy signature weakness. Looking at the two elements, the effect and the discard condition, we get:

The effect: Easy to hit, hard to damage, hard for Nathaniel to Evade, hits pretty hard. Normally, this is 3 actions to clear, although you can speed things up with Beat Cop, Counterpunch, or Survival Knife (probably with Bandolier). Guard Dog can also help. Handcuffs shenanigans are also a possibility. This card will pretty much cost you a turn, one way or another, but is rarely a danger to either the scenario or campaign.

The discard condition: Kill Tommy or put the cuffs on him; your choice.

All in all, this is an average signature weakness.

If we consider a weakness' strength based on how many actions it takes to get rid of, Tommy Malloy is pretty harsh. His ability basically requires your team to spend three actions, minimum, to off him, which is more than most weaknesses.

There's also very few ways to mitigate the action sink, especially at level 0: you can use one-two punch to get 2 damage in one action, but you just played an event that normally does 4 damage for 2. The other option is Beat Cop, who you'd rather keep around as long as possible. Combine both and you can do it in one action, but you just spent six resources, static +1 combat, some soak and your most damaging event to remove a weakness. I'd rather just blow a whole turn taking basic fight actions, since Tommy's crummy fight stat makes him easy to hit.

In multiplayer someone could evade him, but solo that's really not an option. Even then, someone has to deal with him eventually, eating up your team's actions.

In short, he's really annoying, and will probably take three or more actions to get rid of. At least you can play Glory when you kill him.

SGPrometheus · 418
Or bring some Handcuffs so you can deal with him in 2 actions (and not shuffle him back in when you draw through your deck. Then drag him around for Scene of the Crime or Interrogate. Or better yet, hand the cuffed thug to the newly spoiled Trish. — Death by Chocolate · 621
We’ve been waiting a long time to finally get a Guardian with a humanoid weakness enemy, so don’t complain too much! :) — Death by Chocolate · 621
May be a few actions but you also get a draw, with upgraded boxing gloves that nine cards you get to look through. So he pays off more the further you go in a campaign with him. And if you have Trish... — MrGoldbee · 1004
It’s a bit dubious to say he helps Nathaniel by being an enemy. Presumably, as Nathan, you would have killed a different enemy that turn to activate gloves. — StyxTBeuford · 12385
You can use him to put tokens on Relentless, if that floats your boat. There are a ton of weaknesses that take 2 actions to clear; three actions is annoying, but it doesn't hold Nathaniel back that much, plus you can use cards (One-Two Punch as noted above or maybe Counterpunch) or other resources (Beat Cop). Malloy is certainly not in the ranks of the worst weaknesses. — LivefromBenefitSt · 535
I thought relentless only got tokens from extra damage you deal? How does that work? Aside from that, it's true he's not in the stable of weaknesses that will flat-out kill your investigator, like Cover Up, but he's still damn annoying. Another interesting tidbit is that his prey is only Nathaniel, so he actually won't bother other investigators if they're around. — SGPrometheus · 418