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From: ">>>>> Axlrose - ... <<<<<" <axlrose@**********.COM>
Subject: Re: [Fictional Cards] the Ares Corporate Strike Team
Date: Sun, 5 Apr 1998 11:35:24 -0400
At 05:19 PM 4/4/98 -0800, Matt wrote:

<Snipped the Ares starting info...>

Yes, I am replying (and most likely killing this thread now), but fair is
fair. Matt did eventually reply to mine, so I will check his cards through
and through, offering my honest opinion. I have read the other replies,
and some I completely agree with.

>* Runners
>DRESDEN / Ares Corporate Bodyguard / 8/1
>6/6. Troll. Melee-1. Dresden gains +0/+1 and Guard for each Ares or
Knight Errant >Location in play.

>(Something to encourage playing with both flavors of Locations.)

Because of the recent discussion involving the Cement Shoes, perhaps
his/her/it's benefit should derive from only the owner's locations. Yes
Ares is a mega corporation with subsidies, but those subsidies are still
rivals in a sense. Therefore my Ares locations should be in competition
against your Ares locations. Why should my locations help out another? I
mean, unless I am wrong, you could not send one's runners to your
opponent's locations, correct?

>HERMES / Ares Combat Decker / 6/1Y
>4/4. Human; Athletics-1, Decking-1, Firearms-1. 3Y: Turn to look at the
top card of >target opponent's draw pile. For an additional 1Y, you may
choose to shuffle this card >into opponent's draw pile.

>(Sort of a "industrial sabotage" guy, he opens up the Deckers with a few
skills and >decent stats. Despite having an upkeep, he's not a Prime
Runner -- see the Ares >Location, below.)

I am trying to see the point of Hermes's ability. Unless the owner of said
sabotaged card can not see that top card, the card will 'eventually'
appear, especially with some cards that can rummage through the deck.

>ZEUS / Ares Combat Mage / 6/1Y
>3/4. Human; Firearms-1, Sorcery-1. Trash a Spell on Zeus to re-roll any
D6 roll involving Spells he is using.

If the Ambidextrous card was played on Zeus, would he be allowed to fire
his weapon and toss some ju-ju at the same time? I can not think of any
runners off-hand that have both Firearms and Sorcery (or Firearms and
Conjuring). I could be wrong, of course, but there could be potential
problems later.

>Play on a Runner with Gunnery. +8/+0 to user. Once per shadowrun, you
may roll D6 >(add user's Gunnery). 1-4: Trash user. 5+: Trash a
just-revealed Vehicle Challenge.

>(Everyone should recognize this one....)

Unless you are not a Magic player...

>ARES DRAGON / Gear (Vehicle/Helicopter) / 6Y
>Outdoor. +4/0 (A2) to user. User may not use skills to sleaze Challenges
while ARES >Dragon is being used. 3Y: (A2) to target present Runner until
end of turn. This >Runner may not use skills to sleaze Challenges while
receiving this benefit.

>(This an updated version of a card previously posted to the net.)

With a +4 attack bonus with this card in use, unless you do not want to set
the alarms off, you could most likely blast whatever apart. Would this
card be similar to that other flying card, the one drone where it is either
use that card and no other gear card (Doberman Patrol Drone I believe...?).
And if a targeted runner is affected by the no-skill sleaze, could that
runner use certain specials or stingers to counter?

>DAEDELUS SPACE STATION / Location (Space) / 6/1Y
>Only one Daedelus Space Station may be in play at a time. Instead of
filling your hand >to seven cards, you may search your deck for a card of
your choice and add it to your >hand.

Others have commented on this card. My only addition would be visiting
runners could not be magic users due to how magic is affected in space.
Nor I doubt runners of the Anti-Social or Hermit sort would ~want~ to head
out into space.

>KNIGHT ERRANT SECURITY DEPOT / Location (Corporate HQ) / 4/1Y
>You may ignore upkeep costs on all Ares and Knight Errant Contacts, Gear
and Runners.

>ARMS DEALER / Contact (Street) / 4Y
>1Y: Turn visiting Runner to add a +1/+0 Sidearm (Gear/Weapon) token to
that Runner.

>(This, of course, stems from that long debate on tokens we had.)

Only one sidearm token per runner? That is, unlike the drug tokens which
are cumulative with subsequent visits, I would think one sidearm per runner
would be enough, before just keep sending the runner to bulk-up (fatass).

>THE ARMORY / Objective
>Reputation: 25. +1/+2 to all Corporate Challenges. Before beginning a
shadowrun on >this Objective, shadowrunning player may search his draw pile
for a Gear card of his >choice and place it underneath The Armory. BONUS:
Shadowrunning player may choose one >Gear card beneath The Armory and
deploy it on a present Runner for free. All other >Gear cards are trashed.

Interesting idea - gamble with the gear. Make it even more chancy - have
the gear cards fragged afterwards... Should the gear be limited to only
weapons or any and all gear should be allowed to be gambled away? How
about with each unsuccessful run against this objective, a randomly gambled
gear card is fragged?

>ARES CITYMASTER / Challenge (Corporate/Vehicle/Outdoor).
>5/8 (A2). When Ares Citymaster is revealed, any player may trash a Knight
Errant or >Ares card from his hand to add its Attack Rating to Ares
>Sleaze: Gunnery-1, Leadership-1.

>(The Ares Citymaster is sort of an APC, or armored personnel carrier - the
doors swing >open and a squad of armored troops come pouring out. It'd be
nifty if you could trash >Ares Predators to arm the troops better.. and
really nasty if you trash Throat Wolfs :)

I think you need to clarify the exact wording for "trash a Knight Errant or
Ares card" because what attack rating would I get from trashing the Ares
Location Headquarters? It does say Ares on the card... so clarification
would be needed. Plus instead of trashing the card, why not have the card
become part of the challenge? That is, say I give up an Ares Predator gun.
The card stays on the challenge for future reminders, in case the opponent
gets sent home before challenging the challenge. Not like how specials are
trashed once the affect takes place, the armor or gear or runner would be
'lost'; only removed after the challenge is completed.

>KNIGHT ERRANT FRT TEAM / Challenge (Corporate/Personnel)
>6/8 (A2). Knight Errant FRT Team is affected by rolls at Ares
Macrotechnology. (On a >roll of 1-2, they deal no damage; one a roll of
5+, they deal +2 damage.)
>Sleaze: Athletics-2, Street-1.

What if said Ares Macrotechnology card is not in play? Does the team then
just use the basic attack and defense numbers given?

>Play when the first Challenge is revealed on a shadowrun. If the
shadowrunning team >has a total Attack Rating that is three times or
greater than the revealed Challenge's >Attack Rating, the alarm is
immediately triggered but the Challenge deals no damage.

Devil's advocate - what if the three times greater damage threat was all
silent damage? Would the alarm still be set-off?

>Next week: Aztechnology, a corporation that focuses on blood magic,
corporate intrigue, >and world domination (but not in that order).

I remember seeing an Aztech Blood Shaman posted before...

>- Matt
>>>>>Axlrose - ...<<<<<


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