From: | Forrest Houston <fhouston@****.ISI.EDU> |
---|---|
Subject: | Decker deck ideas (questions...) |
Date: | Tue, 9 Sep 1997 07:00:40 -0400 |
> [snip]
>
> Has anybody found any real effective strategies yet?
> I myself play Rigger/Big Mean Guys, and that works very well indeed.
> Does anyone have any suggestions for my second deck, which would
> be a Decker-oriented deck?
>
> [snip]
I haven't had a chance to test it yet, since I just threw it together last
night, but I'm trying a decker/bodyguard deck. I figure if I leave a
guard or two in the safehouse it will help protect Static and the other
"weak" deckers. I also threw in some Dermal Plating to play on Static,
after all the DP doesn't count as armor :-) This also attempts to be a
"silent" deck in that even when an alarm is set off the runners use
silenced weapons and/or the deckers use Sleaze to reset the alarm.
I also have, again as yet untested, a mage/decker deck. The "support"
cards include spells and programs that let me view or sleaze past
challenges. There are a couple of runners with stamina to make the runs,
a couple of mages with biotech/Heal to keep them going, and indirect
weapons to allow the deckers to be more "proactive" :-)
Finally, I have a few questions (apologies if these have been covered
somewhere):
- Is pulling a team out of a run an "all or nothing" thing (not the
card...)? What I mean is, can I pull just one or two runners out, or do
they all have leave?
- Are melee weapons considered "silent"?
- Can runners who have been sent back via Invisibility still use indirect
weapons?
That's it for now.
Thanks,
Forrest