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From: Loki <daddyjim@**********.COM>
Subject: Pumpables (was Re: Stupid questions...)
Date: Thu, 9 Apr 1998 08:43:32 -0700
---Phil Jaros <chakan@****.PYROTECHNICS.COM> wrote:

> The problem I have is when exactly does a pumpable challenge get
> FASA has specically said that once combat starts, nothing can take
> before the cards are dealt damage and trashed accordingly. However it
> seems weird that you need to pay for the pumping before you determine
> if the Challenge is revealed or not. I mean I might have a Foxy Roxy
> with a Yamaha Rapier reading to jump in after my opponent wastes some
> nuyen.

I've always felt Challenges were pumped after you've determined it's
not getting sleazed and before combat begins. The same natural pause
when you determine if Cannonball is going to use his Ruger or Defiance
Shotgun, if Red Widow is going to turn to join the fight, and if
Hatchetman will try popping his Vortex pills.

An example: Your team (Drake, D-Day and Cannonball) are running
against Fort Knocks. First Challenge is Halloweener Hell. They can't
sleaze it so we prepare for the rumble. Without weapons, the Runners
are 4/5, 6/4 (D-day's bonus) and 5/6. H-Hell starts at 6/7 with the
Fort Knocks bonus.

You're doing enough damage without weapons to kill the Challange, but
decide to add in Cannonball's Ruger "just in case". I figure they're
dead anyways, so I dump 5 nuyen I have on hand into the Halloweeners,
making them a 16/2. This will effectively kill all the Runners so
Drake pops a drug token in hopes he can take more of the damage and
leave someone alive. You roll well and the drug takes affect. Once we
have agreed there's no more adjusting or prep to be done, we go to

It's bloody but D-Day and Cannonball survive and pull back to the
safehouse with 1 body each. (If only I'd had one more nu yen after the
drug took affect to bump the Challenge up to an 18/1... :o)

-== Loki ==-
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