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Mailing List Logs for ShadowRN

From: Matb <mbreton@**.NETCOM.COM>
Subject: Re: Mage Deck and Deck strategy (long)
Date: Tue, 9 Dec 1997 18:09:45 -0800
> I may be trying to do too much, as I added two Uncle Joes and half my gear is
chipjacks to see if the sleazing helped. I have so far found the chipjacks to be almost
useless, except for the piloting skillsofts. Anyone have tips for using chipjacks? (Why
do you like them, what in your deck lends itself to
> having skillsofts?).

Skillsofts *seem* essential but, given the current rulings on them, are
effectively worthless. (The word from Skuzzy is that a Runner with a
Chipjack-2 can only use two Skillsofts; he can't have, say, four 'softs
deployed on him and select two each round to use).

Uncle Joe is a default must-have for a Skillsoft deck. Skwraaaark, who
gets Gear for free (typo?) is also a must-have, although there's better
Gear to be playing on him. Since the theme is now developed into a
cyber/magic deck, toss in Jackyl, H'man-2057, and a few random mages
(Marek and Tempest are good; lots of skills) and spells to support
them. Find the skills necessary to sleaze most Awakened and Personnel
challenges (which Sleep and Invisibility take care of pretty well) and
ignore them; get skillsofts for the remainder. Add in a few
Tactics:Converge (so Challenges that target 'Joe target Skw. instead),
and you're almost set to rumble.

The main point is to be able to skill-sleaze with near one-hundred
percent certainty in a few areas (ie, two or three guys with skill-2's
each), spell-sleaze only when necessary, and be big enough to romp
through the remainder.

Used to play one, put it away; I think I'll take it back out and
tinker. Will have actual deck breakdown by end of week.


-Mb

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