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Message no. 1
From: Matthew Cater <hapihse@******.COM>
Subject: Questions, Questions, and more Questions...
Date: Sun, 8 Feb 1998 20:31:24 -0800
So three things came up in our game tonight.

First.
If Ravage pays for the burst fire on her Uzi, then rolls for her special
trait and adds her damage a second time, does the burst get added twice?
Can she pay for the burst again?

Second.
If a guard soaks the damage for another runner, does the guard's armor
reduce the damage done twice? If the damage is applied all at once, in one
group, then no, but if it is applied in two groups, then yes?

Third.
This is an issue about timing, stingers, and pulling out of the run.
Specifically, when may a team pull out? If the challange has been
revealed, and a runner, who would allow the challenge to be sleazed, is
GAQed or WHOOPS!ed, can the player then pull out of the challange and not
have to face it? If the player decides to go on a run and gets Change of
Plans'ed, can the team pull out before the first challenge is revealed?
Same with Bad Lunch, can the team stop if the big gun goes home without
facing any challenge?

Thanx.

"Remember- no matter where you go, there you are."
-Buckaroo Banzai
Message no. 2
From: "Ken Dirk (DrugDoc)" <dirkkenn@***.EDU>
Subject: Re: Questions, Questions, and more Questions...
Date: Mon, 9 Feb 1998 11:04:55 -0800
Matthew Cater wrote:
>
> So three things came up in our game tonight.
>
> First.
> If Ravage pays for the burst fire on her Uzi, then rolls for her special
> trait and adds her damage a second time, does the burst get added twice?
> Can she pay for the burst again?

Good question! OMHO I think burst fire would last through the entire
combat in which it is paid for. It is simply a case that ravage (unlike
most runners) would get to use it twice. Assuming I am correct,
wired-reflexes+any runner+gun with burst fire could be a useful combo.

> Second.
> If a guard soaks the damage for another runner, does the guard's armor
> reduce the damage done twice? If the damage is applied all at once, in one
> group, then no, but if it is applied in two groups, then yes?

Each time dammage is applied, armor will work against it. Note however,
that certain types of armor (ie line coat) could be destroyed before the
second attack hit.

> Third.
> This is an issue about timing, stingers, and pulling out of the run.
> Specifically, when may a team pull out? If the challange has been
> revealed, and a runner, who would allow the challenge to be sleazed, is
> GAQed or WHOOPS!ed, can the player then pull out of the challange and not
> have to face it? If the player decides to go on a run and gets Change of
> Plans'ed, can the team pull out before the first challenge is revealed?
> Same with Bad Lunch, can the team stop if the big gun goes home without
> facing any challenge?

Runners would still have to face the challenge <evil grin>

Ken Dirk (DrugDoc)
Message no. 3
From: Bradley Aaron Rebh <brebh@*****.BGSU.EDU>
Subject: Re: Questions, Questions, and more Questions...
Date: Mon, 9 Feb 1998 13:30:11 -0500
On Mon, 9 Feb 1998, Ken Dirk (DrugDoc) wrote:

> Matthew Cater wrote:
> >
> > So three things came up in our game tonight.
> >
> > First.
> > If Ravage pays for the burst fire on her Uzi, then rolls for her special
> > trait and adds her damage a second time, does the burst get added twice?
> > Can she pay for the burst again?
>
> Good question! OMHO I think burst fire would last through the entire
> combat in which it is paid for. It is simply a case that ravage (unlike
> most runners) would get to use it twice. Assuming I am correct,
> wired-reflexes+any runner+gun with burst fire could be a useful combo.

The rulebook states that "Burst fire may be used once per weapon per
combat." I would say that the bonus the burst fire applies should be
added to both attacks once. Now, in real life(or the RPG) this should be
read as Ravage firing a burst, gets to go again then needs to fire a
second seperate burst. So in reality, Ravage would need to make two bursts
both of which would not apply to the other. So as a house rule or
optional rule I would say that maybe the bonus from the burst fire should
not apply to both attacks, there should be a seperate burst fire for each.
where one does not affect the other. Play how you want, i'll probably
stick with the way the rulebook states.

> > Third.
> > This is an issue about timing, stingers, and pulling out of the run.
> > Specifically, when may a team pull out? If the challange has been
> > revealed, and a runner, who would allow the challenge to be sleazed, is
> > GAQed or WHOOPS!ed, can the player then pull out of the challange and not
> > have to face it? If the player decides to go on a run and gets Change of
> > Plans'ed, can the team pull out before the first challenge is revealed?
> > Same with Bad Lunch, can the team stop if the big gun goes home without
> > facing any challenge?
>
> Runners would still have to face the challenge <evil grin>

I would say that, unless a stinger has been played, if the challenge is
ever revealed then the player must face the challenge. If you declare the
shadowrun then one of your runners gets GAQed or WHOOPS!ed then you go to
face the challenge and you pull out(before the challenge is revealed)
then that's fine. The way GAQ and Whoops! should be played is after the
challenge is revealed you play them so they have to face the challenge.
they don't have to face any challenges aftre though(unless a stinger has
been played), they can pull out before the next challenge has been
revealed.

just my $.02

hope I helped...

>
> Ken Dirk (DrugDoc)
>

-----------------------------------------
Bradley Aaron Rebh

brebh@*****.bgsu.edu
http://art.bgsu.edu/~rebh

920 E.Wooster #4
Bowling Green, OH 43402
419.353.2405
-----------------------------------------
Message no. 4
From: Matb <mbreton@**.NETCOM.COM>
Subject: Re: Questions, Questions, and more Questions...
Date: Mon, 9 Feb 1998 20:05:11 -0800
Matthew Cater wrote:

> So three things came up in our game tonight.

> First.
> If Ravage pays for the burst fire on her Uzi, then rolls for her special
> trait and adds her damage a second time, does the burst get added twice?
> Can she pay for the burst again?

By the book, the Burst Fire roll only lasts for one combat, and Ravage's
added attack officially happens *after* the combat is over. I'd assume
at the very worst that Ravage could re-pay for the Burst Fire.

That being said, I agree with the feeling that it should just stay
active until Ravage's second attack is resolved. I'll await a more
official (ie, Jim or Mike) answer, though.

> Second.
> If a guard soaks the damage for another runner, does the guard's armor
> reduce the damage done twice? If the damage is applied all at once, in one
> group, then no, but if it is applied in two groups, then yes?

Ahh, suddenly the rulebook becomes a bit clearer.

Reading over the section on armor and damage, you sum up all the
Runner's armor and subtract that from the Challenge's (or opposing
Runner's) Attack Rating. Armor would only be added in once, in this
case... but, interesting enough, if the original victim had armor, the
attach would still be reduced. Basically, the Killer Drone pops up and
starts strafing both Runners; Knuckles pushes Sally Tsung out of the way
and takes one long burst instead.

The apparent exceptions to this rule are Challenges like Highway
Showdown, which don't have a Threat Rating and instead deal out a bit of
damage to all Runners present. In this case, I'd assume that the
Guard's Armor Rating would effect each "group" of attacks equally.

> Third.
> This is an issue about timing, stingers, and pulling out of the run.
> Specifically, when may a team pull out? If the challange has been
> revealed, and a runner, who would allow the challenge to be sleazed, is
> GAQed or WHOOPS!ed, can the player then pull out of the challange and not
> have to face it? If the player decides to go on a run and gets Change of
> Plans'ed, can the team pull out before the first challenge is revealed?
> Same with Bad Lunch, can the team stop if the big gun goes home without
> facing any challenge?

There's a 'natural pause' before and between each Challenge on the
shadowrun during which Gear can be activated and the running team can be
pulled out. Once the Challenge is revealed, though, you're stuck trying
to deal with it. (You can always Wild Goose Chase your team, or use
Gear like Detect Enemies.) As to the last two questions, yes to both.
You've begun the run but haven't gotten anywhere yet.


- Matt

------------------------------------
With nomads I am numbered. -- E. MacColl

SRTCG Website: http://www.geocities.com/Area51/Station/2189/ccgtop.htm
Message no. 5
From: "Whitehill, Chris" <chwh@***.COM>
Subject: Re: Questions, Questions, and more Questions...
Date: Mon, 9 Feb 1998 18:41:17 -0700
>
>> Third.
>> This is an issue about timing, stingers, and pulling out of the run.
>> Specifically, when may a team pull out? If the challange has been
>> revealed, and a runner, who would allow the challenge to be sleazed, is
>> GAQed or WHOOPS!ed, can the player then pull out of the challange and not
>> have to face it? If the player decides to go on a run and gets Change of
>> Plans'ed, can the team pull out before the first challenge is revealed?
>> Same with Bad Lunch, can the team stop if the big gun goes home without
>> facing any challenge?
>
>> There's a 'natural pause' before and between each Challenge on the
>shadowrun during which Gear can be activated and the running team can be
>pulled out. Once the Challenge is revealed, though, you're stuck trying
>to deal with it. (You can always Wild Goose Chase your team, or use
>Gear like Detect Enemies.) As to the last two questions, yes to both.
>You've begun the run but haven't gotten anywhere yet.
>
>
>
>This seems to go against the spirit of these cards.
>Bad Lunch isn't very useful if you can just go home if the muscle can't make
>it.
>There is no risk. We have always played that you must face the first
>challenge after
>declaring a run. If you look at it this way you can see some interesting
>strategies
>can develop with bad lunch
>
>-Chris-
>I thought I made a mistake once but I was wrong.
Message no. 6
From: Travis Phillips <tmphill@******.COM>
Subject: Re: Questions, Questions, and more Questions...
Date: Mon, 9 Feb 1998 18:57:02 -0700
Whitehill, Chris wrote:
>
> >
> >> Third.
> >> This is an issue about timing, stingers, and pulling out of the run.
> >> Specifically, when may a team pull out? If the challange has been
> >> revealed, and a runner, who would allow the challenge to be sleazed, is
> >> GAQed or WHOOPS!ed, can the player then pull out of the challange and not
> >> have to face it? If the player decides to go on a run and gets Change of
> >> Plans'ed, can the team pull out before the first challenge is revealed?
> >> Same with Bad Lunch, can the team stop if the big gun goes home without
> >> facing any challenge?
> >
> >> There's a 'natural pause' before and between each Challenge on the
> >shadowrun during which Gear can be activated and the running team can be
> >pulled out. Once the Challenge is revealed, though, you're stuck trying
> >to deal with it. (You can always Wild Goose Chase your team, or use
> >Gear like Detect Enemies.) As to the last two questions, yes to both.
> >You've begun the run but haven't gotten anywhere yet.
> >
> >
> >
> >This seems to go against the spirit of these cards.
> >Bad Lunch isn't very useful if you can just go home if the muscle can't make
> >it.
> >There is no risk. We have always played that you must face the first
> >challenge after
> >declaring a run. If you look at it this way you can see some interesting
> >strategies
> >can develop with bad lunch
> >
> >-Chris-
> >I thought I made a mistake once but I was wrong.

Many months ago I asked FASA this question because of just this
scenario. I would play Bad Lunch on a runner and my opponents would
send that runner on a run alone on turns when they had no intention of
really running just to remove the Bad Lunch. This was based on the
premise that one could pull out before facing any challenges, so there
was no risk of anything nasty happening to the lone runner. It seemed
to defeat the purpose, or at least weaken, the card. I no longer have
the message, but FASA said the running team must face the first
challenge before pulling out (assuming they don't GAQ or WGC
themselves.) That does make the card more effective.

Travis
Message no. 7
From: Matb <mbreton@**.NETCOM.COM>
Subject: Re: Questions, Questions, and more Questions...
Date: Mon, 9 Feb 1998 21:07:17 -0800
> >This seems to go against the spirit of these cards.
> >Bad Lunch isn't very useful if you can just go home if the muscle can't make
> >it.

> >There is no risk. We have always played that you must face the first
> >challenge after declaring a run. If you look at it this way you can see
> >some nteresting strategies can develop with bad lunch

Y'know, you've got an excellent point there.. I think it's actually
laid out in black and white in the rulebook, but unfortunately the only
copy I hve right now is in German. :P


-Matt

------------------------------------
With nomads I am numbered. -- E. MacColl

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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