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From: Phillip G Jaros <phillip_jaros@**.US.SWISSBANK.COM>
Subject: My Shaman and Inderect Fire Decks
Date: Fri, 16 Jan 1998 01:53:32 CST
Well I'm glad to see that people are posting their decks to the list.
The following are two decks I have already posted to the list, but have
worked well for me for some time now. I'll put up my Rigger-Renraku-
Robo Plant Revolt deck and my Human deck sometime next week.

I can't wait for the new cards, since I've started to run out of deck
concepts. I've probably made and or played against 100 or so decks
now, and I'm looking forward to same new variations.

My Inderect Fire / Merc Deck

Basically this deck revolves around inderect fire weapons and the
firearms skill. However, most of the time I will take the inderect fire
weopons on the run with me one turn, dumping most of the damage on their
runners. The next turn I'll go back on the run leaving them behind to
help from afar. A Ranger Arms dealing 9 AP damage goes a long way.

Runners: (14)
2 Cannonball
1 Cherry Bomb
1 Drake
1 Ghost Who Walks
1 Gore Tusk
1 Iron Mike
2 Scorpio
1 Shellshock
4 Thrash

As Matt Pointed out before Reaper would be a better fit then Shellshock,
but I like the extra chance to be able to use the Ranger Arms when it comes
up. For the most part they all can use the weapons effectively, and have
a wide variety of skills available.

Gear: (16)
4 Laser Scope
2 Armor Piercing Ammo
2 Smartgun Link
2 Ranger Arms SM-3
4 Ranger-X
2 Silencers

The scopes are in their to make sure I get an extra point of damage with
the Smartgun link, but they pay for themselves after an Assassination.

I dislike haveing to put in an Armor Piercing Ammo and SIlencer for each
Ranger Arms, but it has payed off quite a bit in the past. You can always
just discard them if you need the room in your hand and just Squatter them
back as the 5 nuyen tends not to be a big deal late in the game when they
really come in handy.

Contacts: (2)
2 Squatter

If you've been reading my deck posts, you probably noticed that everyone
of my decks contains atleast 1 of these cards. Its simply a great deal,
since for five nuyen you can pick out that one challenge that was
giving your opponent fits for so long. It's a great feeling when an
opponent just sacrificed one of his better runners to get by that 8/8 A1
Hellhound or 10/11/ A4 Gargoyle only know that it is right back where it
started.... ;)

Locations: (1)
1 Club Vortex

This is in there simply for protection against the bar fight/z-zone decks.
If I turn all of my runners, you can't attack any of them on your turn.

Specials: (13)
1 All or Nothing
1 Blindsided
1 Even Steven
1 False Mentor
2 Green Apple Quick Steps
1 Lowfwyr's Schemes
1 Luck of The Irish
2 Moon Lighting
1 Reinforcements
1 Rush Job

For the most part most of these cards can be used in a wonderful
death trap of a shadowrun... Whether it is Blindsided+All or Nothing,
All or Nothing+Reinforcements, etc... you probably can make the next
run a deadly one.

Challenges: (25)
1 Booby Trap
2 Chomps-2000 Guard Dog
1 Elite Security Mage
1 Guardian Dracoform
1 Gut Check
4 Highway Showdown
1 Heavy Sentry Gun
4 Hellhound
1 Hellish Traffic
2 Hunting Gargoyle
1 Killer Drone
1 Mafia Goons
1 Mine Field
1 Nets
1 Runner On Retainer
1 Security Consultant
1 The Big Chase

This selection provides a wide variety, with alot of combo possibilities.
Hellhound, Hunting Gargoyles, and Killer Drones all work wonders on an
Opperation Cotton Mouth.

Objectives: (6)
3 Assassination
2 Opperation Cotton Mouth
1 Sucker Run

The first five help me gain nuyen and the Sucker Run is usually goo to
nix a couple of my opponents challenges, or maybe even nab him no points
when the Lowfyr's Scheme is played.


My Shaman Deck:

This deck basically built around Biotech and the Ally Spirit card.

Runners: (18)
1 Drake
4 Hawkwind
1 Knuckles
4 Moon Shadow
1 Pappy
1 Scorpio
1 Stomper
1 Tin Man
1 Titan
3 Thrash

The Thrash's are not needed, but the faster a deck is the better it is.
Basically you'll end up taking 2 Shamans with an Ally Spirit or two, allong
with 4 tough guys, and pound your way through the challenges. You dump
most of the damage on a big runner, and then use Biotech to heal them if
they don't have Stamina.

Gear: (7)
4 Ally Spirits
2 Doc Wagon Platinum
1 Greater Elemental

Ally Spirits and Doc Wagon Platinums work wonders with a Tactics converge
and the Doc Wagon Keeps good old Tin Man alive at the end of a turn, when
you can't get biotech to him in time. The Greater Elemental adds some
punch to the Shamans, but isn't needed. I've also added a couple of other
spirits here instead of the Thrash's...

Contacts: (2)
2 Squatter

See the previous deck. It also snags those fun little ally spirits back
from the dead.

Locations: (1)
1 Club Vortex

See the previous deck. It also can serve as a poor man's Tin Man.

Specials: (11)
1 All or Nothing
1 Blindsided
1 False Mentor
2 Green Apple Quick Steps
1 Lowfyr's Schemes
1 Luck of the Irish
1 Reinforcements
1 Rush Job
2 Tactics: Converge

More of the same from me. Yes I tend to have a "core set" of cards in
each of my decks. The theory is if it's not broke don't fix it. The
use of T:C is described above.

Challenges: (21)
2 Booby Trap
2 Chomps 2000 Guard Dag
1 Elite Security Mage
1 Guardian Dracoform
2 Fusion Gate
1 Hellish Traffic
3 Highway Showdown
2 Hunting Gargoyles
2 Killer Drones
1 Mafia Goons
1 Maglocks
1 Minefield
2 THe Big Chase

Since my Objectives do not benifit an particular set of challenges, I
ended up going with some of the more useful individual challenges.

Objectives: (6)
4 Haunted High Rise
2 Sucker Runs

I should always have 3 Conjure at the end of a run, so the poltergeist
is no big deal, and can be a deterent to my opponent.


--
Phil Jaros 888888888 Chicago Tech Support
jarosph@**.us.swissbank.com O=O=O=O=O SBC Warburg Dillon Read
___________aaaaaaaaaaaaa___________
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``"""""q8888888888888|
|8888888888888p"""""''
``"""""< `=-~-='
>"""""''
Chakan `| ^ |'
The Forever Man / | =-= | \
/ `__.__' \

Disclaimer

These messages were posted a long time ago on a mailing list far, far away. The copyright to their contents probably lies with the original authors of the individual messages, but since they were published in an electronic forum that anyone could subscribe to, and the logs were available to subscribers and most likely non-subscribers as well, it's felt that re-publishing them here is a kind of public service.