Combat

Complete V20 combat rules — initiative, attack, damage, multiple actions, and combat maneuvers.

Each combat turn is approximately 3 seconds and has three stages. Initiative is declared before actions; damage resolves after.

Pages

PageContents
ManeuversClose combat, defensive, and ranged maneuvers — full tables with pools, accuracy, difficulty, and damage
Weapons & ArmorMelee weapons, ranged weapons, cover, armor classes, and targeting rules
Special SituationsAmbush, blind fighting, flanking, dazed, knockdown, and immobilization

Stage 1: Initiative

  1. Roll 1d10 + Dexterity + Wits (or use static: Dex + Wits + 6)
  2. Highest result acts first; ties broken by Wits, then simultaneously
  3. Wound penalties subtract from initiative
  4. Celerity dots not used for extra actions add to initiative
  5. Declare actions in reverse order (slowest first, fastest last)
  6. Declare multiple actions, Discipline activations, and Willpower spends at this stage
  7. A character may delay their action to interrupt a slower character
  8. Defensive actions (block, dodge, parry) may be taken any time while the character has an action remaining
  9. All Celerity extra actions happen at the end of the turn, in initiative order

Stage 2: Attack

Attack TypeDice Pool
UnarmedDexterity + Brawl
Melee weaponDexterity + Melee
FirearmsDexterity + Firearms
Thrown weaponDexterity + Athletics

Default difficulty: 6, modified by circumstances. No successes = miss. Botch = fumble (jam, broken weapon, hit an ally).

Aborting: Before acting, a character may abort their declared action to a defensive action with a Willpower roll (diff 6) or by spending 1 Willpower.


Stage 3: Damage & Soak

Each extra success on the attack roll adds +1 die to the damage pool.

Damage: Roll damage pool vs. difficulty 6. Each success = 1 health level. Damage rolls cannot botch.

Soak: Defender rolls Stamina (+ Fortitude) vs. difficulty 6. Each success absorbs 1 health level.

Damage TypeCan Soak With
BashingStamina (+ Fortitude). After soak, bashing is halved (round down) for vampires.
LethalStamina (+ Fortitude).
AggravatedFortitude only. Vampires without Fortitude cannot soak aggravated.

Multiple Actions

Declare total number of actions at initiative. Find the smallest dice pool among all intended actions. Divide that pool by the number of actions (round down). Each action uses the divided pool.

Example: Brawl pool 6, Firearms pool 5. Want 2 actions. Smallest = 5. Each action gets 2 dice.