rec.games.trading-cards.jyhad

Additional Strikes

3 messages from 3 participants · 24 April 1995
original thread on Google Groups

Tze Chin Ong

When are additional strikes resolved? Does my vampire pay the blood for the additional strikes before damage is dealt or after? Scenario was as thus: 2 point vampire with superior celerity versus 2 point vampire with Assault Rifle. Can I Blur to send the bugger with the Assault Rifle to torpor as well, or does my vampire go to purgatory alone... Thanx a bunch for any answers. =) ********************************************************************** * Wang Zhiquan * * * PO Box 15147 * "LIFE IS GOOD, ISN'T IT?" * * Stanford,CA 94309 * * **********************************************************************

L. Scott Johnson

In article <Pine.SUN.3.91.95042...@elaine38.stanford.edu>, Tze Chin Ong <zhi...@elaine38.Stanford.EDU> wrote: > When are additional strikes resolved? Does my vampire pay the >blood for the additional strikes before damage is dealt or after? You pay to gain additional strikes after the first damage-dealing sub-phase. References: [15.1] Combat Sequence. 3) Resolve Strike 4) Any additional strikes And the example under Additional Strikes, pg. 33 > > Scenario was as thus: 2 point vampire with superior celerity versus 2 >point vampire with Assault Rifle. Can I Blur to send the bugger with the >Assault Rifle to torpor as well, or does my vampire go to purgatory alone... No. Even if you gained the additional strikes (played Blur) before resolving the initial strikes, you would go to torpor before any of you subsequent strikes connected. From the Complete Rules' Outline: D. Strikes. [15.1] 1. Minions announce their strikes and, for ranged attacks, the targets. a. Acting Minion announces Strike and Target before Blocking Minion does. b. If the Acting Minion's Strike is: End Combat, Combat ends immediately. The Blocking Minion does not choose a strike. [DTR] c. Non-ranged offensive strikes can only target the opposing Minion. d. Ranged offensive strikes can target either the opposing Minion or one of his Retainers. [12.3.1 p22] 3. Resolving Strikes in the following order: [15.3] a. Strike: End Combat is resolved. b. Strike: Dodge is resolved. [DTR] NOTE: Damage directed at Retainers cannot be avoided by Strike: Dodge. c. Strike: First Strike effects are resolved. (resolve steps 4-7 before moving on to step d). d. Other Strike effects are resolved. (resolve steps 4-7) 4. Apply damage done by strike. Normal damage is applied before aggravated damage if a mix of normal and aggravated damage is applied. [DTR] a. Vampires spend one blood to heal each point of normal damage. b. Vampires who cannot heal all of the damage (damage >= blood+1) must spend all of their blood and then will be placed in torpor after any aggravated damage is applied (see step 6). c. Vampires spend one blood to heal each point of aggravated damage after the first (this may result in no blood loss if only one point of aggravated damage was done). d. Allies and Retainers lose one life for each point of damage inflicted. NOTE: Damage to Retainers cannot be prevented. [12.3.1 p22] 5. Apply other effects of strikes (simultaneously with step 4). a. Destroy Equipment. Burn a single Equipment card on the opposing Minion. Only at close range. [15.3] b. Steal Equipment. Move a single Equipment card from the opposing Minion to this Minion. Only at close range. [15.3] NOTE: This equipment may not be used by the stealing Minion until after the current round of Combat. [15.3] c. Steal Blood. Removes blood from the opponent and places it on this Vampire. Blood stolen in excess of this Vampire's blood capacity is kept until the end of combat and used to heal damage. [!15.3] d. Paralyze. Sends the opposing Vampire to Torpor, tapped. Mark the Vampire to show that it has been paralyzed. 6. Check for Vampires going to Torpor or Minions or Retainers being burned. a. If a Vampire cannot heal all of the aggravated damage (aggravated damage >= blood+2) then it is burned without going to torpor. [DTR] b. Vampires which have taken at least one point of aggravated damage but were not burned are placed in Torpor. c. If a Vampire could not heal all of the damage (damage >= blood+1) then it is placed in Torpor with no blood. d. Allies and Retainers that have lost their last life are burned. 7. If one or both Combatants are no longer Ready, Combat ends. 8. Acting Minion has option to gain additional strikes. 9. Blocking Minion has option to gain additional strikes. 10. Resolve steps 1-7 above for each additional strike that a Minion has. This may mean that step 1 or step 2 may be skipped if the appropriate Minion does not have an additional strike. -- ----- L. Scott Johnson (lsc...@crl.com) Graphics Specialist and Jyhad Rules' Monger

James R. McClure Jr.

Tze Chin Ong <zhi...@elaine38.Stanford.EDU> wrote: > > When are additional strikes resolved? Does my vampire pay the > blood for the additional strikes before damage is dealt or after? > > Scenario was as thus: 2 point vampire with superior celerity versus 2 > point vampire with Assault Rifle. Can I Blur to send the bugger with the > Assault Rifle to torpor as well, or does my vampire go to purgatory alone... Peace, You're going alone. The first set of strikes resolves before any additional strikes can occur. Nil carborundum illigitimi, James R. McClure Jr. The OS/2 Apostle <insert disclaimer here>