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Message no. 1
From: Rob Harris <rjharris@********.UIUC.EDU>
Subject: Robs Questions - Part 1
Date: Fri, 26 Sep 1997 00:01:39 -0700
Well, I just want to start off by thanking you guys for all the really good
work you've done. I just have specific card questions, and then (hopefully)
I will be on my way. I have sent a copy of these messages to FASA, because
I can't find an offical ruling, either at their site or in our collection
of thier
rulings. Feel free to comment, or make any guesses as to what they will
say!
Thanks again!

1) Reinforcements - Can this card be played on a team that has already
passed
all the challenges on an objectice, so that you could lay down a whole
other set of challenges that they would have to phase on the current
shadowrun?

2) Wanted - Do you attack the Wanted! character during
a)The WANTED! character's player's legwork phase
b)The legwork phase of each opponent?

3) Operation Cottonmouth - The card seems to say that only the owner (the
person who played the card) can add the +2/+2(A+1) to one challenge.
This would imply that the person who played the card's team would
never have to worry about that (because he would never play it on
himself). Is this correct?

4) No Way Out - Can this be played on a group of runners, after a card (say
a
challenge) sent the runners home to force them to continue the run?

b) Subpart b - The card states that the runners may sleaze the
challenge like normal. If the alarm is already set, the
challenge may not be sleazed, correct?

5) Finally - Time Delayed Bomb - What am I doing wrong? This card seems
inferior to Boby Trap in every way! What is the advanctage of this
card? It is easier to sleaze, it does not neccesarily kill anyone
when it blows up, and it may not happen! Does it end the run or
something? Tell me what I am missing, because I can't even find
a specialized use for this card!

Thanks everyone for your time! I really appriciate your help! I just
purchase 2 boxes of starters, so it looks as if I am in this game for
the long haul! Thanks again!


Rob Harris
.
Message no. 2
From: Phillip G Jaros <phillip_jaros@**.US.SWISSBANK.COM>
Subject: Re: Robs Questions - Part 1
Date: Fri, 26 Sep 1997 00:42:45 CDT
>Well, I just want to start off by thanking you guys for all the really good
>work you've done. I just have specific card questions, and then (hopefully)
>I will be on my way. I have sent a copy of these messages to FASA, because
>I can't find an offical ruling, either at their site or in our collection
>of thier
>rulings. Feel free to comment, or make any guesses as to what they will
>say!
>Thanks again!
>
>1) Reinforcements - Can this card be played on a team that has already
> passed all the challenges on an objectice, so that you could
> lay down a whole other set of challenges that they would have
> to phase on the current shadowrun?

Yes, you could do that as long as the player hasn't met the objective
yet. (ie right after the last challenge is sleazed/defeated, you play
reinforcements). This is just going along with FASA's Timing rulings.

>2) Wanted - Do you attack the Wanted! character during
> a)The WANTED! character's player's legwork phase
> b)The legwork phase of each opponent?

On the opponents legwork phase. I believe the second sentence of Wanted
was supposed to be "Oppents may turn one Runner to attack target Runner
during their legwork phase.

>3) Operation Cottonmouth - The card seems to say that only the owner (the
> person who played the card) can add the +2/+2(A+1) to one challenge.
> This would imply that the person who played the card's team would
> never have to worry about that (because he would never play it on
> himself). Is this correct?


Yep, that's how we've always played it. The operative word is "may".

>4) No Way Out - Can this be played on a group of runners, after a card
> (say a challenge) sent the runners home to force them to continue
> the run?

No, if a challenge ends a shadowrun, it ends the shadowrunning phase -
and thus you can't encounter the next challenge.

> b) Subpart b - The card states that the runners may sleaze the
> challenge like normal. If the alarm is already set, the
> challenge may not be sleazed, correct?

I'ld assume that this would be the case.

>5) Finally - Time Delayed Bomb - What am I doing wrong? This card seems
> inferior to Boby Trap in every way! What is the advanctage of this
> card? It is easier to sleaze, it does not neccesarily kill anyone
> when it blows up, and it may not happen! Does it end the run or
> something? Tell me what I am missing, because I can't even find
> a specialized use for this card!

The only advantage is it may hit the decker that doesn't go on runs, or
a Adam Bomb and kill off all the Players Runners.

All thes answers are how I've been playing them, so they may be wrong.

BTW are you the same Rob Harris that was in the Necromunda League in
Chambana last year? I really wish my Delaque got to play before the
league went bye bye....


--
Phil Jaros 888888888 Chicago Tech Support
jarosph@**.us.swissbank.com O=O=O=O=O SBC Warburg
___________aaaaaaaaaaaaa___________

___...aaaad8888888888888888p"""""q8888888888888888baaaa...___
``"""""q8888888888888|
|8888888888888p"""""''
``"""""< `=-~-='
>"""""''
Chakan `| ^ |'
The Forever Man / | =-= | \
/ `__.__' \
Message no. 3
From: Loki <daddyjim@**********.COM>
Subject: Re: Robs Questions - Part 1
Date: Thu, 25 Sep 1997 23:05:29 -0700
---Rob Harris wrote:
>
> 1) Reinforcements - Can this card be played on a team that has
already
> passed
> all the challenges on an objectice, so that you could lay
down a whole
> other set of challenges that they would have to phase on the
current
> shadowrun?

Sure, why not? There's the "natural pause" between the moment the last
challenge is passed and before you move on to deal with or twake the
objective. The stinger could be played at that time.

> 2) Wanted - Do you attack the Wanted! character during
> a)The WANTED! character's player's legwork phase
> b)The legwork phase of each opponent?

Group consensus seems to be each individual opponents legwork phase.

> 3) Operation Cottonmouth - The card seems to say that only the owner
(the
> person who played the card) can add the +2/+2(A+1) to one
challenge.
> This would imply that the person who played the card's team
would
> never have to worry about that (because he would never play
it on
> himself). Is this correct?

Exactly! That's why it's one of the objectives in my deck. ;o)

> 4) No Way Out - Can this be played on a group of runners, after a
card (say
> a
> challenge) sent the runners home to force them to continue
the run?

I'd say so. That's how I play it anyways, especially when I know I
have a nasty as the next challenge and the running team won't stand up
against it.

> b) Subpart b - The card states that the runners may sleaze
the
> challenge like normal. If the alarm is already set,
the
> challenge may not be sleazed, correct?

My personal opinion is that you "may sleaze the challenge as normal"
means if the next challenge could normally be sleazed if you'd
voluntarily chose to continue on to it, then it may still be sleazed
(IOW - No Way Out does not automatically trigger the alarm). However,
if you couldn't sleaze the next card if you'd gone on normally (i.e. -
the alram is already triggered, then you can't sleaze it with No Way
Out. NWO isn't an alarm reset or auto-sleaze.

> 5) Finally - Time Delayed Bomb - What am I doing wrong? This card
seems
> inferior to Boby Trap in every way! What is the advanctage
of this
> card? It is easier to sleaze, it does not neccesarily kill
anyone
> when it blows up, and it may not happen! Does it end the run
or
> something? Tell me what I am missing, because I can't even
find
> a specialized use for this card!

Time Delayed Bomb
Type: Challenge
Description: (Misc.).
Notes: If alarm is triggered place Time-Delayed Bomb in Shadowrunning
players safehouse. Until Bomb explodes, target player must roll a D6
at the start of his turn. On 5+, the Bomb explodes and a randomly
chosen Runner in the Safehouse takes 5 damage. Trash after explosion.
Athletics, Technical-2 or Demolition.

That's it. It triggers the alarm, and then possibly somewhere down the
road it deals 5 damage to a random runner (which may kill a good
number of the runners). The only two real advantages over Booby Trap
(BT) are:

1. It's in the safehouse and may take out someone like a decker or
rocker that normally doesn't go in on runs (and thus wouldn't usually
hit a BT).

2. It's a randomly chosen runner, so unlike with BT your opponent cant
chose who gets sacrificed.

-== Loki ==-
_____________________________________________________________________
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Message no. 4
From: Matb <mbreton@**.NETCOM.COM>
Subject: Re: Robs Questions - Part 1
Date: Wed, 24 Sep 1997 15:09:35 -0700
> Well, I just want to start off by thanking you guys for all the really good
> work you've done. I just have specific card questions, and then (hopefully)
> I will be on my way. I have sent a copy of these messages to FASA, because
> I can't find an offical ruling, either at their site or in our collection
> of thier rulings. Feel free to comment, or make any guesses as to what they will
> say!
> Thanks again!

> 1) Reinforcements - Can this card be played on a team that has already
> passed all the challenges on an objectice, so that you could lay down a whole
> other set of challenges that they would have to phase on the current
> shadowrun?

Like any Stinger, it can be played at any time. Obviously, however,
once you start "encountering" the Objective (allocating damage, GAQqing
Runners home, etc) this card is no longer good.

Yes, it's dangerous.

> 2) Wanted - Do you attack the Wanted! character during
> a)The WANTED! character's player's legwork phase
> b)The legwork phase of each opponent?

Player A plays Wanted on Player D's Bam Bam. Player D responds by
Archie McDevenning A's Lord Torgo - the only character A had that's
tough enough to take Bam Bam out.

Player B can decide, during his Legwork phase, to have one of his
characters attack D's Wanted Bam Bam. If there is an attack, Wanted
falls off regardless of the outcome.

Player C can decide, during his Legwork phase, to have one of his
characters attack D's Bam Bam - assuming he;s still Wanted.

Player D, as I found out, can't attack his own card.

Player A, if he's lucky enough to have Torgo unturn with Archie
re-Devenning him, could attack D's Bam Bam, if by some mishap Bam Bam's
still up on the post office wall.

Repeat until a Runner attacks Bam Bam, Wanted is LotI'd, or Bam Bam dies
on a run (the only three ways I can think of to get rid of it.)

> 3) Operation Cottonmouth - The card seems to say that only the owner (the
> person who played the card) can add the +2/+2(A+1) to one challenge.
> This would imply that the person who played the card's team would
> never have to worry about that (because he would never play it on
> himself). Is this correct?

The card seems a bit unclear to me. Yours is one interpretation; the
other is that the owner *of the Challenge* can add +2/+2. I tend to
favor your interpretation.

> 4) No Way Out - Can this be played on a group of runners, after a card (say
> a challenge) sent the runners home to force them to continue the run?

The timing on this one is tricky. Once Wild Goose Chase, say, is
played, the Runners return to the safehouse. They are no longer "on a
run" (unless the Chase was LotI'd.) No Way Out doesn't act as an
interrupt; it acts as a pre-emptive measure. The Runners are in the
middle of fighting the Ancients; you play No Way Out to make sure they
*have* to attack the Dracoform behind them as well.

> b) Subpart b - The card states that the runners may sleaze the
> challenge like normal. If the alarm is already set, the
> challenge may not be sleazed, correct?

Correct.

> 5) Finally - Time Delayed Bomb - What am I doing wrong? This card seems
> inferior to Boby Trap in every way! What is the advanctage of this
> card? It is easier to sleaze, it does not neccesarily kill anyone
> when it blows up, and it may not happen! Does it end the run or
> something? Tell me what I am missing, because I can't even find
> a specialized use for this card!

I'm not sure on the sleaze requirements - I think FASA cleared it up to
read "Athletics, plus EITHER Tech-2 OR Demo"), which makes it a tougher
sleaze. It's not so much that it easily destroys a Runner, but it does
keep them all out of the safehouse (visiting locations or going on runs;
eliminating the usefulness of the Bulldog Van, for instance.) With some
cardplay - McDevens, GAQs, and so on - you can keep the Runners you want
pinned at home; the best 'pone can do is to keep other Runners there to
absorb the blast, as it were.

Further Reading

If you enjoyed reading about Robs Questions - Part 1, you may also be interested in:

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These messages were posted a long time ago on a mailing list far, far away. The copyright to their contents probably lies with the original authors of the individual messages, but since they were published in an electronic forum that anyone could subscribe to, and the logs were available to subscribers and most likely non-subscribers as well, it's felt that re-publishing them here is a kind of public service.