Combat Maneuvers

Close combat, defensive, and ranged maneuvers — complete tables with dice pools, accuracy modifiers, difficulty, and damage.

Close Combat Maneuvers

ManeuverPoolAccuracyDiffDamageNotes
BiteDex + Brawl+1NormalStr +1 AggRequires prior clinch, hold, or tackle
BlockDex + BrawlSpecialNormalNoneReduces attacker’s successes; bashing only (unless Fortitude/armor)
ClawDex + BrawlNormalNormalStr +1 AggRequires Feral Claws or Vicissitude
ClinchStr + BrawlNormalNormalStrCarries over; Str damage each subsequent turn; escape = resisted Str + Brawl
DisarmDex + MeleeNormal+1SpecialIf successes exceed opponent’s Str, weapon drops (no damage)
DodgeDex + AthleticsSpecialNormalNoneWorks vs. all attack types
HoldStr + BrawlNormalNormalNoneCarries over; immobilizes; escape = resisted Str + Brawl
KickDex + BrawlNormal+1Str +1Complex kicks may have higher difficulty
ParryDex + MeleeSpecialNormalNoneMay damage Brawl attacker if defender wins
StrikeDex + BrawlNormalNormalStrStandard punch; bashing
SweepDex + Brawl/MeleeNormal+1StrKnockdown: target rolls Dex + Athletics (diff 8) or falls
TackleStr + BrawlNormal+1Str +1Both roll Dex + Athletics (diff 7) or fall; target +1 diff next turn
Weapon StrikeDex + MeleeNormalNormalWeaponDamage 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

ManeuverPoolAccuracyDiffNotes
Standard ShotDex + FirearmsNormalNormalOne target
Aimed ShotDex + Firearms+1 die/turn aimingNormalMax bonus dice = Perception; scope +2 first turn
Three-Round BurstDex + Firearms+2 dice+1Expends 3 rounds; damage = single bullet
Automatic FireDex + Firearms+10 dice+2Empties clip at one target; cannot target body parts
StrafingDex + Firearms+10 dice+2Empties clip across 3-yard area; divide successes among targets
Multiple ShotsDex + FirearmsSpecialNormalDivide pool by shots (up to weapon rate); different targets
Two WeaponsDex + FirearmsNormal+1 off-handMultiple 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.