A topic from AEG's L5R CCG Rules forum, copied for Oracle of the Void from a copy of the forum saved in October 2015, so pages it didn't save are missing. Players' names are left out; the rules officials are named. Rulings are as they stood on these dates; later rulings, the rulebooks and the Rules Archive may differ.
A player, 4 May 2015
So from what I've been told you cannot use interrupts on interrupts, So my question is thus though, can you use a turtle shell on a boosted range/melee that was an interrupt since by the wording of turtle shell it's interrupting the initial range attack and not the subsequent interrupt. This is how I'm seeing it.
Player A does a range 3 against a F5 target. Player B does not interrupt because initial range attack does not kill said person. Player A uses unholy strike to boost the range attack Player B Then uses turtle shell as an interrupt the initial range attack.
But from what I understand of the rules it goes more like this
Player A does a range 3 against a F5 target. Player B has to decided to interrupt the range attack here or risk killing the guy Player A uses unholy strike to boost the range attack and kills the guy if Player B did not use their interrupt.
Jon Palmer (rules official), 4 May 2015
So from what I've been told you cannot use interrupts on interrupts, So my question is thus though, can you use a turtle shell on a boosted range/melee that was an interrupt since by the wording of turtle shell it's interrupting the initial range attack and not the subsequent interrupt. This is how I'm seeing it.
Player A does a range 3 against a F5 target. Player B does not interrupt because initial range attack does not kill said person. Player A uses unholy strike to boost the range attack Player B Then uses turtle shell as an interrupt the initial range attack.
But from what I understand of the rules it goes more like this
Player A does a range 3 against a F5 target. Player B has to decided to interrupt the range attack here or risk killing the guy Player A uses unholy strike to boost the range attack and kills the guy if Player B did not use their interrupt.
You are incorrect here.
Both players have an opportunity to Interrupt the initial action until both pass. The Combining Ranged Attacks Interrupt the original, but do not close the timing window for the original.
When a Ranged Attack is originated from an Interrupt (there aren't any of these right now, but you can substitute Assault Unit's Fear action, as it works the same way) then it cannot be Interrupted.