From: | Tony Rabiola <rabiola@**.NETCOM.COM> |
---|---|
Subject: | Re: Interception (was Re: Bulldog Van) |
Date: | Thu, 5 Mar 1998 13:34:10 -0600 |
>
>---Dan Weber <DFYDUK@*******.NET> wrote:
>>
>> The way it looks from here is that when you declare your run and
>turn the runners you've created a shadowrunning team so Wild Goose
>Chase should work against Interceptions. Since your runners have been
>Intercepted before they could attempt the run, neither Bounty Hunter
>nor Cowards would have any effect since they never 'pulled out' of the
>run.
>
>RBT, page 71, under Intercepting a Shadowrun:
>
>"Intercepting a shadowrun automatically ends the shadowrun. The Runner
>team is considered to have pulled out of the shadowrun even if the
>team defeats the intercepting Runner(s)."
>
>This makes Bounty Hunter and Cowards extremely valid to use after an
>interception.
>
>Skuzzy and Jim have also voiced on numerous occasions that an
>intercepting Runner or team is _not_ a shadowrunning team, so WGC
>would not work on them. Similarly cards that affect/assist a
>Shadowrunning team (ie - indirect fire weapons and Sniper Roost) will
>not aid an intercepting group.
>
So where does that leave us on Bulldog Van?
rabiola@**.netcom.com
Argent - Elven Fixer Extrodinaire Juhafa Vadic, Nethermancer
It was hot, the night we burned Chrome... Many speak ill of the path I walk...