question-circle Doubts on determining range

22 May 2026 12:38 #117088 by Juno_R
I know that the range is always set as close by default, unless on the determine range phase you have a maneuver to change the distance. But how that goes for cards like Aurora Van Brande, Paladin and The Unnamed since both of them have ranged strikes by default?

The cards say: "Aurora may strike for 1R damage" and "The Unnamed can burn 1 blood to strike: 2R Aggravated damage"

Do i need a maneuver card to set the range to long so i can deal damage with them like that? Or they skip the determine range phase and set it to long for their strikes?
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22 May 2026 17:57 - 22 May 2026 18:04 #117089 by Kilrauko

I know that the range is always set as close by default, unless on the determine range phase you have a maneuver to change the distance. But how that goes for cards like Aurora Van Brande, Paladin and The Unnamed since both of them have ranged strikes by default?

The cards say: "Aurora may strike for 1R damage" and "The Unnamed can burn 1 blood to strike: 2R Aggravated damage"

Do i need a maneuver card to set the range to long so i can deal damage with them like that? Or they skip the determine range phase and set it to long for their strikes?


Short; The Same, their default strikes are hand strikes for 1. No. And no.

Longer; All the cards mentioned are quoted below in this post, feel free to check them as you go. It might help you to imagine Aurora as having "Earth Swords" inferior potence always available and using it when you wish. Unnamed has "Conflagration" and uses it's superior Daimoionon, paying 1 blood to strike 2R *aggravated*. Note how both vampires have text that says "may/can strike" followed by the effect, meaning they have their usual hand strike and in addition another one that you can choose freely. The R part signifies the strike is Ranged, meaning unless otherwise specified with card text (like in Exuding Blood) it works both close and long.

They follow the usual steps of combat, as shown in the rulebook www.vekn.net/rulebook/4-detailed-turn-sequence#combat

1. Before Range: Play cards before range is chosen.
2. Determine Range: Use maneuvers to change the range to close or long.
3. Before Strikes: Play cards before strikes are chosen.
4. Strike: Announce and resolve strikes.
5. Damage Resolution: Prevent and mend damage.
6. Press: Use presses to continue into another round or to end combat.
7. End of Round: End of round cards and effects are played here.

They do not need to maneuver in (2) Determine Range step, but they might wish to as otherwise they might be unable to use their strikes in (4) Strike step due to cards played in (3) Before strikes step as I'll show later. Unless you wish to use maneuver tied to strike, like Deer Rifle opening fire from further away (shown mechanically as having 2 extra maneuvers to help with setting the range) you do not need to announce your strikes in (2) Determine Range step. Instead you announce them at (4) Strike step. Some cards like Sniper rifle have special conditions that enable player to set the range instead the usual maneuvers back and forth, once the range has been set that way, it cannot be changed by another set range card for that turn.

Hence in a combat between Aurora and Unnamed, unless either plays maneuvers they will be at close range. Unnamed would be clearly winning as they can strike aggravated damage but Aurora can play Immortal Grabble thanks to their potence to restrict strikes to be only hand strikes (another cardtext making temporary restrictions on what is allowed), preventing both from using their innate ranged strike abilities. Hence you usually see vampires even with innate ranged strikes moving to long despite having aggravated on standby.
Name: Earth Swords
[BL:C2, LoB:C]
Cardtype: Combat
Discipline: Mytherceria/Potence
[pot] Strike: 1R damage.
[myt] Strike: 2R damage.
[MYT] Strike: 3R damage.
Artist: Kieran Yanner
Name: Conflagration
[BL:C2, KMW:PB3, POD:DTC]
Cardtype: Combat
Cost: 1 blood
Discipline: Daimoinon/Potence
[pot] Strike: 2R damage.
[dai] Strike: 1R aggravated damage.
[DAI] Strike: 2R aggravated damage.
Artist: Steve Prescott
Name: Exuding Blood
[FN:C2, POD:DTC]
Cardtype: Combat
Discipline: Quietus
Only usable at long range.
[qui] Strike: 1R unpreventable damage.
[QUI] Strike: 2R unpreventable damage.
Artist: Steve Ellis
Name: Deer Rifle
[Jyhad:C, VTES:C, CE:U, Third:PM]
Cardtype: Equipment
Cost: 2 pool
Weapon: gun.
1R damage each strike, with two optional maneuvers each combat.
Artist: Bryon Wackwitz
Name: Sniper Rifle
[FN:R2, LoB:PO, KoT:U/PT3, NB:PTr1]
Cardtype: Equipment
Cost: 2 pool
Weapon: gun.
Strike: 2R damage, only usable at long range. If the bearer blocks, they can, before range is determined, set the range for the first round of the resulting combat to long, and their initial strike that round must be with this weapon.
Artist: Jeff Holt
Name: Immortal Grapple
[Jyhad:R2, VTES:R, Sabbat:U, SW:U/PB, FN:PG, CE:U/PB2, Third:U, LotN:PG2, KoT:U/PB3, HttB:PGar3, V5:PN4, V5A:PB6, NB:PN2, NB2:PB3, NB3:PL6]
Cardtype: Combat
Discipline: Potence
Grapple. Only usable at close range before strikes are chosen. A vampire can play only one Immortal Grapple each round.
[pot] Strikes that are not hand strikes cannot be used this round (by either combatant).
[POT] As above, with 1 optional press. If another round of combat occurs, that round is at close range (skip the determine range step for that round).
Artist: L. A. Williams; Clint Langley; Avery Butterworth
Name: Aurora Van Brande, Paladin
[Sabbat:V, SW:PL, POD:DTC]
Cardtype: Vampire
Clan: Lasombra
Group: 2
Capacity: 6
Discipline: dom for pot OBT
Sabbat: Aurora can strike: 1R damage.
Artist: Doug Alexander
Name: The unnamed
[HttB:U/A2, POD:DTC]
Cardtype: Vampire
Clan: Baali
Group: 6
Capacity: 10
Discipline: CEL DAI OBF PRE PRO
Independent: The unnamed can burn 1 blood to strike: 2R aggravated damage. After it successfully bleeds, you can gain 2 pool. Infernal.
Artist: Samuel Araya

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Last edit: 22 May 2026 18:04 by Kilrauko. Reason: 2R *aggravated* / quote to code
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22 May 2026 18:04 #117090 by Juno_R
Replied by Juno_R on topic Doubts on determining range
Thank you very much!!!! This has been bugging me for a while.

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22 May 2026 18:08 #117091 by Kilrauko
Anytime, don't be afraid to ask further questions here.

I apologize as I posted half finished sentence in my reply that hopefully did not throw you in a loop and you managed to figure out what I tried to convey, it should be complete for posterity now tho.

Trust in Jan Pieterzoon.

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24 May 2026 10:41 #117094 by Lönkka
Replied by Lönkka on topic Doubts on determining range
The most important part:

"The R part signifies the strike is Ranged, meaning unless otherwise specified with card text (like in Exuding Blood) it works both close and long."


You can use the following to visualize how range works in VTES:
Think of CLOSE range as brawling in close quarters, like hitting and kicking.
LONG range can be visualized as pistol -with it you can shoot from a distance BUT firing the pistol also works in close quarters.

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