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From: Norman McLeod <mcleodn@***********.NET>
Subject: Re: [Fictional Cards] the Ares Corporate Strike Team
Date: Sun, 5 Apr 1998 18:43:36 -0400
>>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.


It helps you to get rid of the cards that your opponent may find usefull at
this point in the game, and delays the acquirement of more powerfull cards
that may mean defeat.

>>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.

Uncle Joe has both, and you can use guns without firearms. Besides, there's
no reason you can't play Ambidextous on a Scarecrow, arm him with two Ares
Predators and two sleeps, then using both guns after the sleeps fail.

>>ARES "THROAT WOLF" ROCKET LAUNCHER / Gear (A Salt Weapon) / 8Y
>>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...


I think you mean a Shadowrun RPG player, This card resembles the Magic
Rocket Launcher very little, if at all.

>>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?


Well, It would mean that if your runner took the DRAGON on a run, you would
ignore the runner's skills. Perhaps it could be reworded as "If owner takes
ARES DRAGON on a run, treat that runner as if he hed no skills when
attempting to sleaze challenges."

>>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.


Hermits couldn't anyways.


>>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).
>Abusive...


Gear/Weapon cards, I believe that with the exception of Hand Razors, runners
may only use one at a time.


>>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?


That would reduce the chances of getting an opponent's gear, which I believe
is the point. The gamble is more extreme in the current version of the card,
as an opponent may end up with your gear card AND 25 Rep.

>>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
>Citymaster's.
>>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.


How about "Trash a Knight Errant or Ares card with either a threat rating or
a threat bonus to add that rating or bonus to that of ARES CITYMASTER

>>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?


Yup.

>>OVERWHELMING FIREPOWER / Stinger / 4Y
>>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?


Neat idea, I would make a great addition to the card, but as it is, no
combat takes place, the damages isn't actualy dealt, just calculated, so
silent damage would be the same.

>>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...


Hmm, does any one have the text, sounds interesting.

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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.