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From: Matb <mbreton@**.NETCOM.COM>
Subject: Re: [COW] Hellblast (was Andrews been thinking again)
Date: Sun, 7 Sep 1997 00:19:02 -0700
> The way I understand it all damage is resolved at the same time. You've
> lost me though with the spreading of the spell's attack value amongst your
> runners. The only damage Hellblast does to your own runners is the 2 points
> of AP. If you're talking about damage from another source and the runner
> has armour then the armour will still be effective against that source (if
> its not AP damage). No matter which way you add it up it will come to the
> same amount of damage taken. With all damage resolved at the same time it
> shouldn't matter as to timing.

Hmm. I don't quite see this the same way.

Say we have Stiletto (3/4) and The Preacher, our Mage (5/6) slam face
into some Feeding Ghouls (5/10). Realizing they're outpowered, The
Preacher decides it's sermonizin' time.

The Hellblast delivers two armorpiercing, and the ghouls deal out five.
Now, if we allot regular damage first, we can zap Stiletto for four
(pop! goes the Stimpatch), leaving one for The Preacher; the two AP hit
him as well, but that's all. In other words, Stiletto takes 4, the
Preacher takes 3.

If we allot AP damage first, then Stiletto can only get hit for two
more, meaning the Preach has to
take the rest; we end up with Stiletto taking 4, and the Preach taking 5
- quite a difference, you see.

Personally I say apply the AP damage from Hellblast before resolving the
rest of the damage; an opponent, after all, could play GAQ and force one
of your runners (now injured) home, or cause any other sort of effect
between the usage of the spell (which, now that I think about it, is
declared before the challenge anyway, as is any other gear/card) and the
combat finish.

Evil thought: Runners on Retainer and Hellblast. Oh Tim....

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