From: | Noah Overton <NOAH_OVERTON@*************.OM.HP.COM> |
---|---|
Subject: | Re: more on the firebomb card idea |
Date: | Fri, 8 May 1998 11:55:27 -0700 |
>>
>><Fire Bomb
>><(gear/bomb)
>><3Y
>><turn runner and thrash Fire Bomb, roll d6 add +1 for every point of
>><Demolation
>><1 runner takes 1 AP damage
>><2-4 Location is turned over for 2 full rounds 5-6 thrash Location
>><5-6 thrash Location
>><7+ frag Location
>><flavor " Fire in the hole " >>
<snip>
>
>>
>>If you think firebomb is too much then let have a way to stop it. >>
>>Lone Star Bomb Squad (stinger) >> 3Y
>>Turn Lone Star Runner and roll D6
>>1-2 take 4 AP damage
>>3-5 cancels the any affects that would thrash target Location.
>>6 arrest target runner for Bombing.
>>
>
>No need to take out locations - take out the Runners that would use
>them (exceptions are Saeder-Krupp, or too many Runners to kill, of
>course).
>---Felix
>Actually, I've really learned to like the Lone Star Surveilence card.
> Most of m y
>decks have incorporated a lone star or two in them anyway, so adding
>2 - 4 survi elances
>isn't a stretch.
>When it comes to the Fire Bomb card, I'd like to see it trash the
>runner on a 1, that way it can be used by anyone, but there's a
>chance that a runner without de molitions
>would get trashed.
hows this.
Fire Bomb
(gear/bomb)
3Y
turn runner and thrash Fire Bomb, roll d6 add +1 for every point of
Demolation
1 - thrash runner
2 - runner takes 2 AP damage
3-4 location returns to owners hand
5-6 thrash Location
7+ frag Location
flavor " Fire in the hole " >>
Noah