Dropp, Program - Icebreaker
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ErrataShould say, "0*: Break all subroutines of a piece of ice, and end the run." Delete the rules text "Using Dropp ends your run."RulingsDropp cannot be used with Startup Immolator since using Dropp ends the run.Card of the DayWritten by Foolkiller Dropp is a member of a family of emergency programs. It is closely related to Speed Trap and Emergency Self-Construct in its general function (keeping the Runner alive when they hit something they weren't ready for). Dropp, however, goes one step further and provides a useful strategic tool for the Runner. Lets consider both aspects of the card. Drop is very handy for avoiding ICE routines that would otherwise do you harm for any of several reasons. You could be low on bits when you hit a Liche with Shaka; or maybe Jenny Jett just threw a Colonel Failure up in front of you that wasn't there a minute ago; or maybe your sentry breaker crapped out and you decided to push your luck (i.e. Forward's Legacy came up a one). No matter what the condition, Dropp can break any type of ICE routine for free in most cases. Crystal Palace Station Grid makes even Dropp expensive, but most of the time its a nice, cheap way to save your hide. But wait, there's more... Dropp can be used as an aggressive tool. If you are planning on targeting a specific fort (say HQ) you can use Dropp to run R&D, Archives or other forts, forcing the Corp to rez ICE which won't necessarily be of great help to them. If they catch on to what you are doing they still only have two choices:
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