Runs for Days

dinomiah 1

This is the realization of a concept I've wanted to try since I only had one core and Honor and Profit was coming.

The end goal is to have a full rig of breakers, Doppelgänger, and 3-5 bad pub on the corp. Then you just run everything. Keyhole gives you R&D and Archives pressure. Itinerant Protestors provides HQ pressure and puts a stop to nasty corp currents. The setup also makes playing Blackmail on a partially rezzed server less painful, since you're completely prepared to deal with a couple pieces of ice, and stopping a couple other rezzes could keep the run free.

Between the recursion, draw, and playing three of almost everything, it's not that hard to get it running at 60-70% efficiency, which is really what you're banking on here. 2-3 bad pub is solid. It makes running on most things pretty efficient. 4-5 bad pub is the dream (which I was fortunate enough to manage in the first game). You start making access runs for free and then using your Doppelgänger run to go trash that unprotected asset, also for free.

Untested things I want to get to:

Economy: Not sure how I feel about Day Job in here. Already using whole turns for journaling. I think if I did commit to it harder I would seriously consider Daily Casts over maybe Dirty Laundry so that I could still be gaining credits on those turns.

Singleton Quest Completed: Seems good on paper, but I haven't gotten to play it yet, so who knows.

Still need more testing to see if I want Knight or Crypsis.

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