Combat Maneuvers
Close combat, defensive, and ranged maneuvers — complete tables with dice pools, accuracy modifiers, difficulty, and damage.
Close Combat Maneuvers
| Maneuver | Pool | Accuracy | Diff | Damage | Notes |
|---|---|---|---|---|---|
| Bite | Dex + Brawl | +1 | Normal | Str +1 Agg | Requires prior clinch, hold, or tackle |
| Block | Dex + Brawl | Special | Normal | None | Reduces attacker’s successes; bashing only (unless Fortitude/armor) |
| Claw | Dex + Brawl | Normal | Normal | Str +1 Agg | Requires Feral Claws or Vicissitude |
| Clinch | Str + Brawl | Normal | Normal | Str | Carries over; Str damage each subsequent turn; escape = resisted Str + Brawl |
| Disarm | Dex + Melee | Normal | +1 | Special | If successes exceed opponent’s Str, weapon drops (no damage) |
| Dodge | Dex + Athletics | Special | Normal | None | Works vs. all attack types |
| Hold | Str + Brawl | Normal | Normal | None | Carries over; immobilizes; escape = resisted Str + Brawl |
| Kick | Dex + Brawl | Normal | +1 | Str +1 | Complex kicks may have higher difficulty |
| Parry | Dex + Melee | Special | Normal | None | May damage Brawl attacker if defender wins |
| Strike | Dex + Brawl | Normal | Normal | Str | Standard punch; bashing |
| Sweep | Dex + Brawl/Melee | Normal | +1 | Str | Knockdown: target rolls Dex + Athletics (diff 8) or falls |
| Tackle | Str + Brawl | Normal | +1 | Str +1 | Both roll Dex + Athletics (diff 7) or fall; target +1 diff next turn |
| Weapon Strike | Dex + Melee | Normal | Normal | Weapon | Damage type per weapon |
Weapon length: Being fended off with a longer weapon costs –1 die to attack until you close the distance.
Unarmed damage: Always bashing unless noted (claws, bite are aggravated).
Defensive Maneuvers
Defensive actions are resisted rolls. Unless the attacker gets more total successes than the defender, the attack misses. Excess attacker successes above the defender’s determine the hit.
Block (Dex + Brawl): Deflects bashing only. Cannot block lethal or aggravated unless the defender has Fortitude or wears armor.
Dodge (Dex + Athletics): Works against all attack types. In gunfights, the character moves at least 1 yard and ends up behind cover.
Parry (Dex + Melee): Uses a weapon to block. If the defender rolls more successes than an unarmed attacker, the attacker takes the weapon’s base damage + extra successes as a damage pool.
Full Defense: Spend the entire turn defending. Use full dice pool for the first defense; lose –1 die cumulatively for each subsequent defense in the same turn.
Multiple Opponents: +1 difficulty per additional opponent to all attacks and defenses (maximum +4).
Ranged Combat Maneuvers
| Maneuver | Pool | Accuracy | Diff | Notes |
|---|---|---|---|---|
| Standard Shot | Dex + Firearms | Normal | Normal | One target |
| Aimed Shot | Dex + Firearms | +1 die/turn aiming | Normal | Max bonus dice = Perception; scope +2 first turn |
| Three-Round Burst | Dex + Firearms | +2 dice | +1 | Expends 3 rounds; damage = single bullet |
| Automatic Fire | Dex + Firearms | +10 dice | +2 | Empties clip at one target; cannot target body parts |
| Strafing | Dex + Firearms | +10 dice | +2 | Empties clip across 3-yard area; divide successes among targets |
| Multiple Shots | Dex + Firearms | Special | Normal | Divide pool by shots (up to weapon rate); different targets |
| Two Weapons | Dex + Firearms | Normal | +1 off-hand | Multiple action rules apply; each rolled separately |
Range: Short = diff 6. Long (twice short range) = diff 8. Point blank (within 2 meters) = diff 4.
Reloading: Takes 1 full turn. May be part of a multiple action.