Program: Icebreaker - Fracter • Install: 5 • Memory: 2 • Strength: 3 • Influence: 2

2: Break up to 2 barrier subroutines.

1: +1 strength for the remainder of this run.

"It's called 'brute-forcing' and it's just as effective today as it was a hundred years ago." - Kate "Mac" McCaffrey
Shaper • Liiga Smilshkalne • Core Set #42
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Battering Ram

Battering Ram has not seen a ton of use. Though it is costed allright in breaking barriers (one subroutine barriers become slightly inefficient) the two MU cost is what holds it back. While it’s ability to retain its strength for the remainder of the run can be useful, that requires the corp to be stacking barriers. Relying on the corp to set things up to make it easy on the runner is a strategy that is not going to see a lot of success.

It might be interesting to see Battering Ram and the other permanent strength breakers in combination with Escher, which would allow the runner to dictate the ICE placement and make it much cheaper to get into servers than the corp would wish. The two MU cost of Battering Ram makes it difficult to see even this fringe strategy through, and is what keeps Battering Ram from making a huge splash. It is interesting to note that except for a few pieces of ICE, Battering Ram is as efficient, if not a credit better, than Corroder. Just that two MU still makes it so hard to use.

(Written during the meta of Breaker Bay, part of the SanSan Cycle. For more reviews like it, visit

And the inital tempo hit of 5 credits for only +1 strength compared to Corroder —