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Mailing List Logs for ShadowRN

From: Quicksilver <qwksilvr@*****.COM>
Subject: Re: Pumping Body
Date: Tue, 21 Oct 1997 16:05:09 -0500
At 01:48 PM 10/21/97 -0500, you wrote:
>Okay, folks, being new to the game, I'm kind of unclear as to why I would
>waste my time pumping Body.
>
>Let's use the Tin Man example. I can understand pumping the Attack Value
>(yeah, I'd like to waste that Challenge as quick as possible), but what's
>the point if he takes 6 damage and gets trashed anyway?

>Is there a point to all this madness?

Others have answered, but I haven't seen mention of one very handy
point. Pumpable cards stay pumped until the end of the *turn*. Since you
mentioned Tin Man (and he is one of my favorites) I'll illustrate with him.
Take him on a run, during the first challange pump him say 4 points to keep
him alive, he's now a 9/9 (w/ stamina no less), next Challenge add 3 more,
he's 12/12 and he gets to carry his 12 points of damage over to any
remaining Challenges as well as any Objective requirements. If you've got
DocWagon on him you can even salvage the pieces at the end of the turn!
Another nasty is to send Tin Man to the Z-zone to trash your
opponent's runners. Works even better if you've got a Tactics: Scatter in
hand :).

Have fun,
Hg

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