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Mailing List Logs for ShadowRN

From: Matb <mbreton@**.NETCOM.COM>
Subject: Re: z-zone Q
Date: Mon, 15 Dec 1997 00:11:21 -0800
A tale of 2 Joes wrote:
>
> so i'm looking at z-zone in the middle of a game and it occurs to me that
> my poor little glitzes and thrashes are gonna get rocked if i play and use
> it. then i think about the wording, so it says all runners "must" be
> involved in this combat. even turned runners? i thought turned runners
> couldn't be a part of initiating combat? so do turned runners still do
> damage? do i have to pair up with turned runners? so how does that work?
> on the flip side, if my opponent always turns his runners, is my z-zone
> worthless?

I suggest playing the card as:

Z-zone / Location
If your Runners visit the Z-Zone, you may not make a shadowrun this
turn. Select a team of Runners and roll D6 [...] 2-5: Attack another
player! Target opponent must select a team of his or her own Runners.
All Runners on both teams must be committed to the fight. Resolve
combat as normal.

This relies on some alternate rulings I have describing a "team" in
thoroughness (pretty much: up to six Runners present with each other) so
as to effectively limit the number of Runners both players can involve.
I've seen Torgo wade through six or eight Deckers in one brawl, and it
scares me :)

On the flip side, I've always played that turned defenders can still get
into combat, usually by coercion.

> oh, just remembered. what's the offical word on giving gear to turned
> runenrs? is that all good?

A Runner has to turn to deploy new gear on himself, so you can't..
about the only exception is the Walther Palm Pistol, which can be played
as a Stinger (and then it only lasts until the end of the round).


-Mb

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