Aaron Foss <foss...@gold.tc.umn.edu> writes:
>The question is a simple timing one.
>Vampire A plays Silence of Death at range step.
> Then strikes with Kali's Fang.
>Vampire B wanted to play Fast hands as there strike.
>What happens?
If the range is at close, and the Fast Hands is played at superior
(with First Strike, that is), then VampB steals Kalis Fang and
takes two aggravated damage from the Fang's strike.
If Fast Hands is played at the inferior (not with First Strike), then
VampB takes two agg from the Fang (at first strike), and goes to torpor
if he doesn't prevent the damage; combat ends and VampB's strike
doesn't resolve at all. If he prevents the damage, then the Fast Hands
resolves, and VampB gets the Fang.
If the range is long, then VampB can't steal the Fang, since Fast Hands
only works at close range.
>My feelings are that since A had first strike even before strikes
>started and did aggro damage, assuming it wasn't prevented then damage
>would be resolved before B got to choose strike and so B would go to
>torpor before they could fast hand as a strike that is treated as a
>first strike.
>That at least makes the most sense to me. It all depends on when first
>strikes are resolved.
First Strikes are resolved after both strikes are announced (and after
any S:CE or Dodges have been resolved).
See my rules outline for more detailed handling of combat timing:
V. HOW TO RESOLVE A COMBAT (8) [15]
--------------------------------
NOTE: If one of the Minions involved in the Combat is a Vampire in Torpor,
then Combat does NOT occur. If the opposing Minion is a ready Vampire,
then he has the opportunity to Diablerize. If the opposing Minion is
also a Vampire in Torpor, or is an Ally, then Combat does NOT occur and
nothing happens. [precedent set by blocking a 'Leave Torpor' action and
by blocking a 'Rapid Healing' action -LSJ]
NOTE: You can't use combat cards if you're not involved in the combat. [TOM]
NOTE: You can only play damage prevention cards during step D.2.b. [RTR]
A. Round begins. Each round begins at close range. (:21)
B. Play Combat cards or use Combat effects of cards in play.
1. Acting Minion, then Blocking Minion, then other Methuselahs clockwise
from Acting Methuselah may use Combat effects before establishing range.
2. Repeat step 1 until no Methuselah wishes to use effects.
C. Establish range. (21) [15.1]
1. Acting Minion may use a Maneuver to set range to long.
2. If Acting Minion did not use a Maneuver then Blocking may use a
Maneuver to set range to long.
3. If either Minion used a Maneuver, then use the following procedure:
a. Opposing Minion has option to use a Maneuver to cancel the Maneuver.
b. If the Maneuver was canceled then the Minion who played it has an
option to play another Maneuver to make the range long again.
c. Repeat a and b above until a Minion does not Maneuver.
NOTE: Only one Weapon/Strike card may be used to Maneuver by a Minion.
d. If there is an uncanceled Maneuver, then the range is long.
4. If a weapon or a strike card is used to Maneuver, the minion using the
maneuver must use that card for his first strike of the round. [15.1]
D. Strikes. (8.1) [15.1]
1. Minions announce their strikes (and the targets, where applicable).
a. Acting Minion announces Strike and Target before Blocking Minion does.
b. Non-ranged offensive strikes can only target the opposing Minion.
c. Ranged offensive strikes can target the opposing Minion or, if the
range is long, one of his Retainers. (20.1)
d. Non-ammo Damage modifiers must be played now to be effective. [RTR]
2. Resolve Strikes.
a. Strikes resolve in the following order. If both strikes are in the
same class, then they resolve simultaneously. [15.3]
EXCEPTION: if both strikes are Strike: Combat Ends, then the acting
minion's strike resolves first (nullifying the defender's). [RTR]
i. Strike: Combat Ends. (8.3) (Go to step F)
ii. Strike: Dodge. (8.3) (Cancel the opposing strike's effect(s) on the
dodging minion and his Equipment, but not his Retainers).
NOTE: Damage to Retainers can be prevented with cards (20.1) that
say that they can prevent damage to retainers. [RTR] (12) [10]
iii. Any strike done with First Strike. (resolve steps b-d before moving
on to step iv). (8.3)
iv. Any other strikes. (resolve steps b-d)
b. Apply effects of strike(s). Effects are applied simultaneously if the
strikes are both the same type (from step 2.a).
i. Inflict Damage. Damage Prevention cards may be played ONLY during
this step. [RTR] Unprevented damage isn't healed until step c.
ii. Destroy Equipment. Burn a single Equipment card on the opposing
Minion. Default is "only at close range". (8.3) [15.3]
iii. Steal Equipment. Move a single Equipment card from the opposing
Minion to this Minion. Default is "only at close". (8.3) [15.3]
NOTE: Stolen equipment cannot be used the same round it is stolen.
iv. Steal Blood. Removes blood from the opponent and places it on this
Vampire. Blood stolen in excess of this Vampire's blood capacity is
burned. Stolen blood may be used to heal damage (step c). (8.3)
v. Paralyze (Jyhad). Sends the opposing Vampire to Torpor, tapped.
Mark the Vampire to show that it has been Paralyzed. (22.1)
c. Resolve any unprevented damage (see section VI).
d. If one or both Combatants are no longer Ready, go to step F.
3. Acting Minion has option to gain additional strikes. (21)
4. Blocking Minion has option to gain additional strikes. (21)
5. Resolve steps 1-2 above for each additional strike that a Minion has.
E. Presses. (21) [15.1]
NOTE: Only Methuselahs with Minions in combat may supply Presses. [TOM]
1. Each round starts without a Press.
2. Presses alternate between 'to continue' and 'to end' Combat.
a. The first Press in a round is used to continue Combat.
b. Some presses may be used to either continue or end combat, others
state that the press is only usable as one of the two.
3. Each Minion may use any number of Presses, as follows:
a. The Acting Minion gets the first opportunity to use a Press. [RTR]
b. No Minion may use more than one Press in a row.
c. If a card gives a round a Press, then neither Minion is considered to
have used that Press. [TOM]
F. Round Ends. (21) [15.1]
1. Apply any end-of-round effects.
2. If the last Press was used to continue Combat, then Combat continues
(Go back to step A).
G. Combat Ends. Retainers regain all life points burned during the
current combat. (20.1) [12.3.1]
==============================================================================
VI. HOW TO RESOLVE DAMAGE (Heal damage/Prevent Destruction).
--------------------------------------------------------
NOTE: Normal damage is resolved before aggravated damage. [RTR]
NOTE: Damage prevention cards can only be played during the strike resolution
phase of combat (section V.D.2.b). [RTR]
A. Vampires burn one blood to heal each point of normal damage. (8.1)
B. Vampires who cannot heal all of the damage (damage > blood) must spend all
of their blood and then will be placed in torpor after any aggravated
damage is applied (see step C).
C. Vampires burn one blood (to prevent destruction) for each point of
aggravated damage. (21)
D. Allies and Retainers burn one life counter for each point of damage.
E. Check for Vampires going to Torpor or Minions or Retainers burning.
1. If a Vampire cannot pay for all aggravated damage (aggravated damage
in excess of blood) then it is burned without going to torpor. (21)
2. Vampires which have taken at least one point of aggravated damage but
were not burned are placed in Torpor. (21)
3. If a Vampire could not heal all of the damage (damage in excess of
blood) then it is placed in Torpor with no blood. (21)
4. Allies and Retainers that have zero life counters are burned. (21)
--
L. Scott Johnson (sjoh...@math.sc.edu) | Refuse Novacaine -
http://www.math.sc.edu/cgi-bin/sjohnson/home | Transcend Dental Medication!
Graphics Specialist and V:tES Rulemonger. |