Certain cards, of which Resistant Hide is probably the most commonplace, have both an effect defined by the standard Armor keyword and a following effect defined by the phrase "always prevents all damage of such-and-such type." I submit that these two results might be better analyzed and understood if they were rearranged in the instructions. Always effects don't use the Chance icon. Always effects take precedence over regular, Chance-based effects. Always effects work even against Penetrating. I would like to see the instructions ordered according to precedence. For example, Resistant Hide: This armor always prevents all damage from Acid, Poison, Electricity, and Fire. For other damage, roll die to receive Armor 2. Keep. This wording would slightly emphasize the Always phrasing and clarify the order in which the armor instructions are checked and processed. Plus it makes, in my mind, an easier reference point for both Chance and Penetrating if the Always part does not visually interrupt the Keyword+Chance instructions. This is not a huge issue and I think all our veterans have coped well enough. But why split what doesn't deserve to be split?
What about just splitting the thing into 2 boxes? One box says "This armor prevent all damage from x damage", no roll icon or anything. Second box is the "Armor 2. Keep" box.
Using two boxes was my first idea. I chose not to press for it: A) Two boxes would be a bigger, bolder change, thus maybe harder to push through. B) Some cards already have two boxes for an armor effect and for a different effect like Frenzy, and to separate those truly needs two boxes. There isn't any Always armor yet with such a combination, but who knows what the future holds? (Three boxes would entail a redesigned layout for the small card images.) But I won't get all huffy if that's what BM chooses to do.
It sounds overcomplicated to me but maybe I'm just very used to the game and being rigid. Personally i would like this "Immune to fire, acid, poison and electricity damage. Armor 2 Keep."
Sounds like what may be the best solution is the introduction of a new keyword "Immune" (The following damage types are fully prevented and require no dice roll) Also I do not believe that immunity should'nt prevent penetration, even in the case of Trogs where you could argue that their Resistant Hide's are their own skin, it doesn't protect them from those damage types if they haven't drawn it, and penetrate denotes that this attack punches through armour. Also it prevents Trogs being total arseholes