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Mailing List Logs for ShadowRN

From: Donald Arganbright <jayden63@*******.COM>
Subject: Re: Cortex Bomb
Date: Wed, 3 Jun 1998 08:28:16 PDT
Hoi,

Peicky wrote:

>Hi There !
>I' ve a (very long, sorry) question about the "sense" of a Cortex Bomb.
The
>card text says:
>Cortex Bomb, Gear (Cyberware), -2 Essence to user. If user dies, each
>Runner/Challenge present takes 5 damage.
>In which situation do you use that gear? I only can think about of >two
situations:
>
>1st : Your oponent plays Bar-Fight on you. The fight between the two
>Runners doesn't take place in the safehouse (so the other Runners in
>the safehouse are not affected, if the user of the Cortex Bomb dies)
>and you could hardly damage or maybe kill the attacker with the death
>of a low-rated Runner (like the standard "lamb" Thrash).
>
>2nd: You use Thrash (or else) with a Cortex Bomb to intercept a
>shadowrun
>alone. If you are lucky and your opponent doesn't play "Stand Aside >!"
with a lucky dice roll, you could affect maximum damage at lowest >price
if Thrash dies (I think he will so or the opponents Team is vey >very
weak).
>
>But in general I only see negativ consequences in using the Cortex
>Bomb. For example: You bought Thrash (or else) a Cortex Bomb to be
>ready for actions like mentioned above. But the
>Kamikaze-Cyberbomb-Runner is usually now in your safehouse (or you >use
the coffin hotel and you are not able to react on the
>situations above) and could be killed by "Drive-by", "Riots" or
>something like that and then you would have a big problem giving 5
>points damage to your other Runners in the safehouse. On the other
>hand I see no sense in using a Runner with a CB during a Shadowrun,
>because (we know it all) the team gets often the ass kicked by mighty
>challenges or stingers and then the Bomb carrier maybe dies and
>damages or kills the entire (weakened) team and of course the
>challenge.
>
The CB is not quite as dangerious as you may think. First of all alot
of the time there arn't as many runners in your safehouse as you might
think. And it is very hard to kill an opponents runner without bringing
them "out" into the open by themselves. We must remember that whenever
you send a runner to a location that runner is considered at that
location until your next refresh phase. So if you sent all 4 of your
runners after drugs at club vortex all of those runners are not in your
safehouse. Second, this one I'm not 100% sure on, runners returning
from a shadowrun (sucessfull or not) are not in your safehouse until
your next refresh phase.
You don't have to worry about drive-bys and shuriken and riots if
you place the cb on a buffer character. As a general rule, I have never
placed the bomb on anyone with a body less than 4. A good tactic is to
place it on a really buff runner like stomper or gore tusk. If you are
intercepting a run with them, they will dish out a ton of damage and if
the running team can kill them, well then they deserve that extra 5
points around damage. And if they are one a run a good tatic is to
place as much damage from the challenge onto the CB runner as to limit
the amount of challenge damage done to the rest of the team, this way
if CB does go off, the rest might live. And this last tatic, I'm not
sure if its legal or not, but place a CB red widow or a low body runner
with a yamaha rapier and let them assist your opponents shadowrun. I'm
certain that your opponent wont risk blowing up his/her team and will
place more challenge damage on his/her own runners.

On a side note. If my opponent sends 5 runners to club vortex, and
as they are considered to be there until his/her next refresh phase, and
on my turn I use Cherry Bomb to blow it up... what happens to the
runners? Is it treated like the Lone Star Lock Up situation discused
way back when?


*** In ruling, the Sage attends to the heart, not the eye ***
*** - Tao ***


Donald Arganbright
Jayden Stormwalker


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