Not a super comprehensive review but one neat thing about this card is that if you combine it with Subliminal Messaging this becomes a 3 credit Biotic Labor in NBN. That's pretty good, except for the trash cost, the fact that it's a two card combo, and it requires Threat 3, but it does save you a bunch of influence, and draws you some cards. You can also do this with Red Level Clearance, which costs some influence but gives you some flexibility, especially if you are using its install mode to get a FA tool like SanSan City Grid or Calibration Testing. You can also use this to compress Doubles into a single click. You can chain this with Pivot, for example, which also requires Threat 3 to compress another operation or install by a click. Other options include Distributed Tracing or Threat Level Alpha, which gives you 2 clicks to spend on tag punishment instead of 1.

"I love the kind of woman that could kick my ass."

She might seem innocuous but this clone bounty hunter pulls a lot of weight. At first, I dismissed her as merely an in-house alternative to the much-loved NGO Front: a cheap way to drag a runner through a nasty server and make a buck out of it. What makes Charlotte Caçador so much better than NGO Front is that wasting the runner's money and time is the floor for her effectiveness. If left unchecked, she becomes a value engine that just keeps hauling in bounty heads while you wait for something good to put in her server. Put her down behind a cheap gearcheck and tick her once turn 1. The runner has a couple options:

  • Ignore Charlotte and run centrals hunting for a lucky agenda (or faceplanting into an unlucky Snare!)
  • Ignore Charlotte and money and install up
  • Run Charlotte and bounce off your gearcheck
  • Use a trick card to get into Charlotte's server, you pop her and recoup the effort.

In the first three scenarios, Charlotte lives for sure, and you get a Hedge Fund's worth of value. You spend two clicks as you wish, then you click Charlotte again. The runner has the same choices but now they know running her will be a waste of time, but also know you getting extra draws and Hedge Funds is not viable for long term success. She's an NGO Front you can use every turn, allowing you to draw into Agendas or punishing cards while simultaneously netting you the funds you need to play and rez nasty ICE or pay for other cards. Give her all the field work she wants -- you won't regret it.

This card is OP over the hills and far away. Include it in every Corp deck

One of the most effective tag and bag cards ever, and it's in Jinteki.

What a world we live in.

Most notably, in Jinteki: Personal Evolution, this and a single End of the Line is a kill. Install it in a remote and advance it twice, either behind some ICE you're confident the runner can't get past or a poker face you're confident the runner can't read. On your next turn, or whenever you draw your kill card, finish out the score. You'll do one net damage from the ID and 1 from the Psi-game. A normal runner will have 3 cards in hand at this point, opening them up for what we in the business call an expedited retirement.

There are holes: hand size increases, instant tag removal, and an unlucky hit on a Steelskin Scarring among some of the most likely. There's also the problem of a kill package requiring the score of an agenda, a 4/2, the hardest kind to score. Seamless Launch doesn't really help you here because you need a click leftover anyway. Still, it's a pretty simple plan, requiring only two moving parts. No runs required, only 7 credits plus money for ICE rezzes, and no instant draws from the runner.

Jinteki's move into tag and bag makes a lot of sense! A Teia: IP Recovery is a bounty hunting corporation, which is probably the coolest Jinteki ID thematically. This could even work in that ID if you advance a Clearinghouse or something out along with this, but PE is the cleanest way to do it.

See How They Run? See how they die.

This card is basically fixed Consulting Visit. Still a Double, still can be used to tutor and play an important Operation like a second Punitive Counterstrike or Oppo Research, but now requires Threat 3 to compress that second click into a Play (because really, what are you going to install with this?), conveniently just the right number for a double Punitive play. The big balancing measure on this is the trash cost, making this a risky card to hold in HQ for a combo tutor. Notably the card has some additional flexibility as a regular tutor, so you can get your combo piece before-hand but will telegraph that you have it in advance. Could be nice in a Red Planet Beale deck to get 1xs of Red Planet Couriers or Biotic Labor or even Project Beale since that combo needs a full turn anyway, but the deck I run is pretty tight on influence so I mostly just use NBN's native draws and draw filters.