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From: "Abadia, Teos" <Teos.Abadia@****.COM>
Subject: Re: More Questions and Yellowjacket
Date: Tue, 16 Dec 1997 10:20:12 -0500
> ----------
> From: Matb[SMTP:mbreton@**.NETCOM.COM]
>
> Crane wrote:
> > 3)Do Foxy Roxy and Maglock Passkey automatically trash the
> applicable
> > challenges even though the alarm has been triggered?
>
> I've always played that they don't, just as skill-sleazing doesn't
> work
> after the alarm has been triggered. Willing to hear others out on the
> topic, though.
>
I play them much like a sleep spell or redirect datatrail. Foxy just
has that magical charm required to flirt her way out of any personnel
challenge, even if the alarm is triggered. I think Maglock Passkey
works on a maglocks or electrical barrier even if the alarm is raised,
since the alarm doesn't really affect its use. Same as sleep, I think..
yeah, the monsters are on alert, but that won't stop a sleep spell.

> > My spiel on Yellowjacket. I think it should be worded so for clarity
> of
> > purpose and playability-
> > Requires Rigger or Piloting-2
> > May only be played on a runner with no gear cards.
> > No other gear cards may be played on this runner.
>
> H'm. I haven't made up my own mind on the card yet. But it seems
> very
> limiting, used this way; the Runner can only go against Outdoor
> Objectives -- ie, no way for Wheeler to actually land the chopper and
> use Drones if needed.
>
I agree. The card is powerful, but not if it forced you to discard
other gear. What the card is trying to do is limit the use of drones or
a sidearm along with the Yellowjacket, which would obviously be a little
too powerful. I think the problem is that the wording might be better
if it said "drones or gear cards affecting the runners threat rating can
not be used while using Yellowjacket", since this would allow sensible
gear like Doc Wagon, skillsofts, and the like, but would not allow a
panther assault cannon, dermal armor, and a drone.

> > (Below is IMHO)
> > Multiple Chipsofts-
> > If you have 6 'chips and 1 chipjack-1, you can use every single one
> of
> > them, just not at the same time, when on a run you may not swap
> chips in
> > and out of jack.
>
> Treat Chipjacks along lines of Riggers and Drones -- you can
> "activate"
> Chipjack-level number of Softs per turn; once activated, they last
> unril
> the end of turn.
>
I think most of us agree that you should be able to play multiple
chipjacks and activate some number. The question is, can you activate
them once a challenge is revealed, or only when you announce you are
running? I don't think it would be too powerful if you could activate a
skillsoft when a challenge is revealed (much like turning a drone) but
then can only activate a total number of skillsofts equal to the
chipjack rating. The turned skillsofts unturn during the refresh phase.

> There's still an open question of whether "number of Drones per turn"
> means per a single player's turn, or whether it includes his
> opponents'
> turns as well.
>
IMHO, your drones turn and stay turned until refresh phase. Therefore,
if Roadrash turned one drone while on a shadowrun, leaving another drone
unturned, and then the next player played a Wanted on Roadrash, Roadrash
could turn the second drone for that combat. Roadrash would then have
both drones turned (if he survives) until the owner's refresh phase.
So, yes, it has to include the other players' turns, since they are
turned until refresh phase.

Teos

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