{% extends "best-cards/_layout.html" %} {% import "best-cards/_layout_card_column.html" as layout with context %} {% block content %}

{{ cel }} {{ _("Celerity") }}

{% trans trimmed %} {{ cel }} provides an excellent combat module. Its ability to manage range and deliver additional strikes is much appreciated. It also gives access to some of the best combo cards with {{ for }}, {{ ausĀ }}, {{ pre }} and {{ pro }}. {% endtrans %}

{% call layout.card_column("Pursuit", decks=145, copies="3-8") %} {% trans trimmed %} The core of combat modules using {{ cel }}, it provides range control with the option to deliver an additional strike instead. The card is highly usable and does not jam the hand the way a simple maneuver would. {% endtrans %} {% endcall %} {% call layout.card_column("Forced March", decks=130, copies="2-7") %} {% trans trimmed ab=link("/strategy/fundamentals", _("A&B"), _anchor="AB") %} An excellent modifier, even at inferior {{ cel }}{{ for }}: an unlock at no cost is a very good {{ ab }} enhancer. At superior, it can even provide a little bit of stealth for a combination of disciplines that do not have much of it. {% endtrans %} {% endcall %} {% call layout.card_column("Blur", decks=115, copies="2-5") %} {% trans trimmed %} A serious enhancement for any combat module, the ability to deliver not one but two additional strikes is unique to {{ cel }}. {% endtrans %} {% endcall %} {% call layout.card_column("Resist Earth's Grasp", decks=104, copies="2-6") %} {% trans trimmed %} Its 1 blood cost is balanced by the fact that it provides good combat options (maneuver, press) along with a very rare stealth bonus at superior {{ CEL }}. {% endtrans %} {% endcall %} {% call layout.card_column("Psyche!", decks=102, copies="2-9") %} {% trans trimmed sce=link("/strategy/combat", _("Combat Ends"), _anchor="defence") %} The ability to start a combat anew is one of the best counter against {{ sce }} effects. Only a few cards in the game provide this effect, so it is a real asset for {{ cel }} combat modules. {% endtrans %} {% endcall %} {% call layout.card_column("Sideslip", decks=83, copies="2-5") %} {% trans trimmed pursuit=card("Pursuit"), sideslip=card("Sideslip"), acrobatics=card("Acrobatics") %} A versatile defensive tool, it is unlikely to jam a hand too much, and the dodge or the damage prevention can save a vampire from a lethal blow. {{ pursuit }} and {{ sideslip }} provide more options and versatility at no cost than using {{ acrobatics }}, for example. {% endtrans %} {% endcall %} {% call layout.card_column("Quicken Sight", decks=63, copies="2-5") %} {% trans trimmed %} A good intercept reaction: +2 intercept bonus at superior {{ CEL }}{{ AUS }}, stackable with other {{ aus }} reactions, is already good enough. The additional maneuver is a nice touch, as {{ cel }}{{ aus }} constructs often use guns in their combat module. {% endtrans %} {% endcall %} {% call layout.card_column("Side Strike", decks=55, copies="1-4") %} {% trans trimmed pursuit=card("Pursuit"), blur=card("Blur") %} A versatile combat tool, its effect can be either defensive (dodge) or offensive (additional strike) depending on the situation. Although not as powerful as {{ pursuit }} or {{ blur }}, it is yet another source of additional strikes that can let the vampire avoid problematic strikes from the opponent. {% endtrans %} {% endcall %} {% endblock %}