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Message no. 1
From: "Paul D. Ossman" <guggenheimer@**********.COM>
Subject: Re: Lone Star Lock up? And Arrest questions
Date: Fri, 24 Jul 1998 15:25:33 -0700
At 01:58 PM 7/24/98 Ryan wrote:
>hey how do you arrest runners? I am building a Lone Star deck and i don't see
>any way to arrest runners, other then 911. Even that says you can't arrest a
>runner, it just sends the runner back to the owners hand.
There are 4 cards that arrest a runner as far as I know:
Specials: Long Arm of the Law, 911, and Lone Star Surveillance.
Challenge: Lone Star Beat Cops.
Since all of these cards rely on die rolls, the Lone Star Sergeant helps as
well as Loaded dice.
As for the Lock-up: It reads, "Runners arrested while LSL is in play are
placed here . . .
This location helps folks that are playing against a Lone Star deck more
than it does the Lone Star player. Instead of repaying the deployment cost
of the runner, the arrested rnner is placed back into the safehouse for a
cost of 3 Y. Unless the sergeant is in play, a 4+ allows too many runners
to go back home at a cheap cost.
An opponent could deploy a LSL and if it were the only one in play, his
own runners would be sent there and would only have to pay himself 3 Y to
get then out of jail -- A great bargin! Of course, his gear is trashed,
but at least he is not dead!
This gear trashing issue brings about several questions regarding gear.
All arrest cards state that you are to "trash any gear cards Runner is
holding."
Q1: What about specials: Bad Lunch, LotP, Totems, etc?" I can see totem
being trashed, but LotP? Would Torgo stop being a Ganger Leader if he were
in jail? Why would any other Ganger Leader suffer a worse fate?
Q2: What abot Cyberware? These things are not "held" they are inplanted
into the runner. Would the lone star cops rip these things out? How could
you remove a chipjack or dermal plating without serious damage?

Paul O.
Message no. 2
From: Bolton Sara <pin12962@*******.PING.BE>
Subject: Re: Lone Star Lock up? And Arrest questions
Date: Fri, 24 Jul 1998 22:38:06 +0200
>As for the Lock-up: It reads, "Runners arrested while LSL is in play are
>placed here . . .
>This location helps folks that are playing against a Lone Star deck more
>than it does the Lone Star player. Instead of repaying the deployment cost
>of the runner, the arrested rnner is placed back into the safehouse for a
>cost of 3 Y. Unless the sergeant is in play, a 4+ allows too many runners
>to go back home at a cheap cost.
> An opponent could deploy a LSL and if it were the only one in play, his
>own runners would be sent there and would only have to pay himself 3 Y to
>get then out of jail -- A great bargin! Of course, his gear is trashed,
>but at least he is not dead!


You can put a "lone Star surveillance" on it, so the guy comming to get a
friend out of the lockup may well end in it too !!!

Vincent
Message no. 3
From: David Reis <david.reis@*****.COM>
Subject: Re: Lone Star Lock up? And Arrest questions
Date: Fri, 24 Jul 1998 13:52:43 -0700
"Paul D. Ossman" <guggenheimer@**********.COM> wrote:
>As for the Lock-up: It reads, "Runners arrested while LSL is in play are
>placed here . . .
>This location helps folks that are playing against a Lone Star deck more
>than it does the Lone Star player. Instead of repaying the deployment cost
>of the runner, the arrested rnner is placed back into the safehouse for a
>cost of 3 Y. Unless the sergeant is in play, a 4+ allows too many runners
>to go back home at a cheap cost.

I disagree. The card says, "Pay 3¥ to owner of LSL to return arrested
Runner to his owner's safehouse." So, your opponents get their runners
back cheap, but you get extra nuyen for it. That's a net cost of 6Y for
your opponent (-3 for him, +3 to you).

David
Message no. 4
From: Felix Hoefert <FHoefert@********.DE>
Subject: Re: Lone Star Lock up? And Arrest questions
Date: Fri, 24 Jul 1998 22:35:28 +0200
Paul D. Ossman wrote:
>
> At 01:58 PM 7/24/98 Ryan wrote:
> >hey how do you arrest runners? I am building a Lone Star deck and i don't see
> >any way to arrest runners, other then 911. Even that says you can't arrest a
> >runner, it just sends the runner back to the owners hand.
> There are 4 cards that arrest a runner as far as I know:
> Specials: Long Arm of the Law, 911, and Lone Star Surveillance.
> Challenge: Lone Star Beat Cops.
> Since all of these cards rely on die rolls, the Lone Star Sergeant helps as
> well as Loaded dice.
> As for the Lock-up: It reads, "Runners arrested while LSL is in play are
> placed here . . .
> This location helps folks that are playing against a Lone Star deck more
> than it does the Lone Star player. Instead of repaying the deployment cost
> of the runner, the arrested rnner is placed back into the safehouse for a
> cost of 3 Y. Unless the sergeant is in play, a 4+ allows too many runners
> to go back home at a cheap cost.
> An opponent could deploy a LSL and if it were the only one in play, his
> own runners would be sent there and would only have to pay himself 3 Y to
> get then out of jail -- A great bargin! Of course, his gear is trashed,
> but at least he is not dead!
> This gear trashing issue brings about several questions regarding gear.
> All arrest cards state that you are to "trash any gear cards Runner is
> holding."
> Q1: What about specials: Bad Lunch, LotP, Totems, etc?" I can see totem
> being trashed, but LotP? Would Torgo stop being a Ganger Leader if he were
> in jail? Why would any other Ganger Leader suffer a worse fate?
> Q2: What abot Cyberware? These things are not "held" they are inplanted
> into the runner. Would the lone star cops rip these things out? How could
> you remove a chipjack or dermal plating without serious damage?
>
Specials are not trashed. Cyberware must be trashed - You have to stick
with the rules officially, but play as You please if You´re not trying
to win the World Championship. :) ---Felix
Message no. 5
From: "Paul D. Ossman" <guggenheimer@**********.COM>
Subject: Re: Lone Star Lock up? And Arrest questions
Date: Fri, 24 Jul 1998 17:17:29 -0700
At 10:38 PM 7/24 Vincent wrote:
>>snip>>
>You can put a "lone Star surveillance" on it[LSL], so the guy comming to
get a
>friend out of the lockup may well end in it too !!!

This is a great idea! Combined with a LSS or two, this combination would
be brutal! Add a chery bomb into the picture . . . !
Paul O.
Message no. 6
From: Matb <mbreton@**.NETCOM.COM>
Subject: Re: Lone Star Lock up? And Arrest questions
Date: Sat, 25 Jul 1998 02:55:36 -0700
Paul D. Ossman wrote:

> There are 4 cards that arrest a runner as far as I know:
> Specials: Long Arm of the Law, 911, and Lone Star Surveillance.
> Challenge: Lone Star Beat Cops.

Don't forget the Black Market (Location);

> Since all of these cards rely on die rolls, the Lone Star Sergeant helps as
> well as Loaded dice.

But only once per turn (per Sergeant).

> This gear trashing issue brings about several questions regarding gear.
> All arrest cards state that you are to "trash any gear cards Runner is
> holding."

> Q1: What about specials: Bad Lunch, LotP, Totems, etc?" I can see totem
> being trashed, but LotP? Would Torgo stop being a Ganger Leader if he were
> in jail? Why would any other Ganger Leader suffer a worse fate?

Gangs have a damn strong presence in prison y'know. Specials aren't
explicitly trashed by the arresting effect, so they would remain in play
-- an Ambidextrous Runner remains ambidextrous, and so on. Tokens,
"until the end of turn" effects, damage counters, also.

> Q2: What abot Cyberware? These things are not "held" they are inplanted
> into the runner. Would the lone star cops rip these things out? How could
> you remove a chipjack or dermal plating without serious damage?

Cyberware counts as Gear. And of *course* LoneStar would rip them out!
:)

That could craete an interesting situation, where a Runner dies in jail
from having his Dermail Armor removed. H'm....


- Matt

------------------------------------
The truth will set you free - but first it's gonna piss you off.
- Kanya Vashon McGhee

GridSec: SRCard / Freedonian Research Assistant
Teen Poets FAQ: http://pw1.netcom.com/~mbreton/poetry/poetfaq.htm
SRTCG Website: http://www.geocities.com/Area51/Station/2189/ccgtop.htm
Message no. 7
From: "Paul D. Ossman" <guggenheimer@**********.COM>
Subject: Re: Lone Star Lock up? And Arrest questions
Date: Fri, 24 Jul 1998 19:51:21 -0700
At 02:55 AM 7/25/98 matt b. wrote:
<<snipp>>
>> This gear trashing issue brings about several questions
regarding gear.
>> All arrest cards state that you are to "trash any gear cards Runner is
>> holding."
>
>> Q1: What about specials: Bad Lunch, LotP, Totems, etc?" I can see totem
>> being trashed, but LotP? Would Torgo stop being a Ganger Leader if he were
>> in jail? Why would any other Ganger Leader suffer a worse fate?
>
>Gangs have a damn strong presence in prison y'know. Specials aren't
>explicitly trashed by the arresting effect, so they would remain in play
>-- an Ambidextrous Runner remains ambidextrous, and so on. Tokens,
>"until the end of turn" effects, damage counters, also.
Would all these cards go back into your hand in the case of a normal arrest
w/out LSL?
In Addition, would you have to pay for the deployment of all these cards
again when they come back out of your hand in the case of a normal arrest
w/out LSL?
Message no. 8
From: Matb <mbreton@**.NETCOM.COM>
Subject: Re: Lone Star Lock up? And Arrest questions
Date: Sat, 25 Jul 1998 07:35:16 -0700
Paul D. Ossman wrote:

> Would all these cards go back into your hand in the case of a normal arrest
> w/out LSL?
> In Addition, would you have to pay for the deployment of all these cards
> again when they come back out of your hand in the case of a normal arrest
> w/out LSL?

No, to both.

Let's say we have, ah, Skag (3/4 Shaman) holding a Tupperware spirit
(0/4; prevents Butter from going bad) as well as a 'Vorpal
Backscratcher' weapon focus (+1/+0, additional +3/+0 against Itch
Spirits). In addition, Skag has a Bad Hygiene played on him (Special,
1-3/4 Y, target Anti-Social Runner gains +3.1415/+0 until end of turn),
a Skunk Totem (Shaman gains Anti-Social; Anti-Social Shamans gain
Stamina) as well as an Experience token (+1/+1 -- hey, wait, thaose
really exist....)

Skag runs into a Lone Star Beatnik Cops (arrest all Anti-Social Runners)
and, shucks, there isn't a Lock-Up in sight.

What's trashed? Everything but Skag, baby, everything but Skag. Gone
is the Tupperware Spirit, mighty and moldy; the six-fingered
Backscratcher; his Hygiene is cleansed, his Totem is gone; and the token
is sloughed.

OTOH, if there *was* a Lock-Up in play, Skag would slip underneath the
Location, with his Skunk Totem and Experience intact (presumably, Skag
will remain there until the end of the turn, so the Bad Hygiene effect
will wear off). These cards would not need to be redeployed. (Sort of
like a Decker coming back from a Brain-Freeze.)


- Matt

------------------------------------
The truth will set you free - but first it's gonna piss you off.
- Kanya Vashon McGhee

GridSec: SRCard / Freedonian Research Assistant
Teen Poets FAQ: http://pw1.netcom.com/~mbreton/poetry/poetfaq.htm
SRTCG Website: http://www.geocities.com/Area51/Station/2189/ccgtop.htm

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