Combat
Before range is determined, put this card on this minion. This card represents an equipment card and doesn't count as a combat card while in play. This equipment is a Weapon, Gun. Ammo cards cannot be used with this gun. It does 1R damage each strike, with an optional maneuver each combat. Bearer takes 1 damage during strike resolution when this gun is used, but only once each combat. This card is kept as normal equipment and is not discarded after combat.
Flesh of Marble
Combat
Only usable before range is chosen. [pro] For the duration of the combat, when this vampire suffers a point of damage (heals or is wounded or prevents destruction) in a given round, any additional damage inflicted on this vampire in the same round is automatically prevented. Aggravated damage cannot be prevented in this way. [PRO] As above, but aggravated damage is prevented in this way as well.
Disarm
Combat
[pot] Only usable at the end of a round of combat in which this vampire successfully inflicted more damage at close range than the opposing vampire; not usable by a vampire going into torpor. Put this card on the opposing vampire and send that vampire into torpor. The vampire with this card has -1 strength; he or she may burn this card by burning 3 blood. A vampire can have only 1 Disarm. [POT] As above, but the vampire with this card has -2 strength.
La situation :
Vampire A joue Zip gun et flesh of marble
le combat se deroule a close range
A strike avec zip gun et B strike pour 1 degat
A se prend un degats du zip gun et un du strike adverse
La question :
le vampire A Peut-il jouer disarm en decidant que le seul degat encaisser provient du zip gun
