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View Full Version : Model destruction in closing phase and slow to die



hewasneverborn
04-04-2011, 09:09 AM
Some models have the ability to inflict damage outside of the normal action phase, such as the Gremlin Taxidermist or Lelu. When the damage is done resulting in the death of a model with an ability such as slow to die, or reactivate on death such as the Stitched together, how do these abilities interact?

Do those models get to have their action regardless, or are they prevented from activating due to the closing phase being reached?

LoboStele
04-04-2011, 10:28 AM
Some models have the ability to inflict damage outside of the normal action phase, such as the Gremlin Taxidermist or Lelu. When the damage is done resulting in the death of a model with an ability such as slow to die, or reactivate on death such as the Stitched together, how do these abilities interact?

Do those models get to have their action regardless, or are they prevented from activating due to the closing phase being reached?

Models with Slow to Die would still get their (1) Action.

The Stitched is a little odd. It would never get to benefit from Reactivate though, because the definition of that ability says that you get to "activate a second time this turn". Since model's do not activate during the Closing Phase unless they have some other ability which allows them to do so (like Cassandra, for instance). So, it wouldn't matter if the Stitched got 'killed' or not by something like the Lelu or the Taxidermist, as it wouldn't get the extra activation anyways.

However, there is some interesting interaction there, depending on what time point during the Closing Phase that the Stitched takes it's damage. For instance, Sonnia's Inferno does Dg during the Start Closing Phase. At which point, the next step is Resolve Effects, which is when you make your check for the Stitched's "Does not Die!" ability, and it would be removed from play. On the other hand, the Taxidermist's option to do more Bacon Bombs is during the End Closing Phase. So in that case, the Stitched would start the following round with 1 Wd, but not with Reactivate. It would have to be 'killed' again in order to get Reactivate at that point, although it would still get sacrificed during the next Resolve Effects Step either way.

The Lelu would be the most interesting, since his ability to do damage is also during the Resolve Effects Step. I assume the Stitched player would be able to select the order of effects, and 'check' for whether the Stitched has been killed previously first, and THEN take the damage. Then the rest of it would play out as the Taxidermist example above.

Of course, I just noticed that the Lelu's ability only works on Non-Neverborn, so that example doesn't really work at all then. But the mechanics would still be that way, in case there are other pieces in the future with similar end-of-turn abilities.