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Mailing List Logs for ShadowRN

From: Adrian Smerdon <adrian.smerdon@******.COM>
Subject: Re: New Thread: Best Challenges
Date: Wed, 21 Oct 1998 10:13:35 +1000
>>I'm going to throw a question up to the rest of the readers who
>>actually care about playing the game....
>>
>>Challenges: The lifeblood of killing a Shadowrunning Team. We all
>>probably have a pretty good idea of what some of the toughest,
>>physically to fight, are. However, I'd like to hear what the
>>collective opinions are from those of you who play (or collect) as to
>>what the best challenges are for stopping Shadowruns, whether it be a
>>bully deck or a sleaze deck.

Though most people like the run stoppers, I tend to like the all runners
damaged challenges like:

Highway Showdown - 4 damage to all runners present.
The Big Chase - 3 AP damage to all runners present.
Sabotaged Controls - 2 AP damage to all runners present.
Minefield - X AP damage to all runners where X = numbers of runners present.

Of course I still have Booby Trap, Widows Trap, Maglocks etc., but I like
to see all the runners damaged or killed. This keeps all the runners tied
up for the next round healing. I usually have a Biotech Shaman running with
my team so that a big attack value challenge can be mostly applied to a
tough runner and then Bioteched off.

Often overlooked to stop sleazing is: Motion Detectors which I also use.

Regards,
Adrian.

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