The combat rules in each game line are similar but not identical. In mixed combat, ST discretion applies. (If there's no ST and no agreement between players, then flip a coin.)
Here are some general reminders and guidelines/suggestions. For full details, have a book handy.
General
- Weapon and armor stats are per +equip. (more information)
- Extra successes on the attack roll add dice to the damage roll.
- Successful defensive actions subtract dice from the damage roll, but never all of them.
- Powerful attacks may damage armor but generally don't destroy it.
- Unnamed mooks may only have 3 or 4 health levels.
- Penalties may be mitigated by relevant merits, gifts, etc.
Initiative
- Each turn, your initiative rating is Dexterity + Wits + 1d10, see '+help +combat'.
- Option: Keep the first turn's order for the entire combat.
- Option: Pack initiative (W20 267).
- Declare intended actions, low to high, including spending Willpower / blood / Rage (extra actions).
- Perform actions, high to low.
- Faster option (mostly for PRPs): Declare and perform, high to low. Pose your result while the next PC works on their game mechanics.
- Split actions: Split smallest dice pool across all actions.
- Alternatively, first has penalty of N (N = number of additional actions), second has penalty of N+1, third has penalty of N+2, etc.
- All defensive actions: Instead, first is normal, second has penalty of 1, third has penalty of 2, etc.
- Extra actions (e.g. Celerity, Rage): No penalty, but cannot split them further.
- Extra (not split) actions occur at the end of the turn.
Soak
| Race | Bashing | Lethal | Aggravated |
|---|---|---|---|
| Vampire, revenant | Stamina + Fortitude | Stamina + Fortitude | Fortitude |
| Ghoul | Stamina + Fortitude | Fortitude | Fortitude |
| Shifter (non-breed form) | Stamina | Stamina | Stamina* |
| Shifter (breed form) | Stamina | n/a | n/a* |
| Changeling (Wyrd not invoked) | Stamina | Stamina** | n/a |
| Changeling (Wyrd invoked) | Stamina | Stamina | n/a |
| Anyone else | Stamina | n/a*** | n/a |
* Garou vs silver (+rules kryptonite): Only homid and lupus in breed form can soak it. Similar for fera.
** Only for chimerical attacks.
*** Too Tough to Die merit allows soaking lethal.
Health
| Description | Penalty | Movement | Heal bashing | Heal lethal/aggravated |
|---|---|---|---|---|
| Bruised | No penalty | Normal | 1 hour | 1 day |
| Hurt | 1 | Normal | 1 hour | 3 days |
| Injured | 1 | Half | 1 hour | 1 week* |
| Wounded | 2 | Walk | 1 hour | 1 month |
| Mauled | 2 | Hobble | 3 hours | 2 months |
| Crippled | 5 | Crawl | 6 hours | 3 months** |
| Incapacitated | Can't act | Can't move | 12 hours | 5 months |
| Torpid (vampire) | ||||
| Dead |
* Injured or worse: If untreated, worsens by 1 lethal per day
** Crippled or worse: Requires continuous treatment to heal
- If you're incapacitated from bashing and take more bashing, it converts to lethal.
Bonuses (more dice or lower difficulty)
| Condition | Bonus |
|---|---|
| Successful ambush | 1 free attack, 1 per extra success |
| Rear attack | 2 |
| Flank attack | 1 |
| Spent previous turn(s) aiming* | 1 each (max Perception), +2 with scope |
| Point-blank range (within 2 yards/meters) | 2 |
| Defender blinded | 2 |
| Defender partly immobilized, knocked down, dazed/stunned | 2 |
| Defender completely immobilized | Automatically succeed |
* Requires Firearms 1+, or Archery 1+ for bow. No other actions except aiming. Target moving no faster than walk.
Penalties (fewer dice or higher difficulty)
| Condition | Penalty |
|---|---|
| 0 dots in talent | No penalty |
| 0 dots in skill | 1 |
| 0 dots in knowledge | Automatically fail |
| Abort/change action | 1 (roll or spend Willpower to negate) |
| Attacker behind light cover (lying prone) | No penalty |
| Attacker behind good cover (behind wall) | 1 |
| Attacker behind superior cover (only head exposed) | 2 |
| Attacker moving | 1 |
| Automatic fire or strafing/spraying* | 2 (+10 attack dice) |
| Beyond normal range | 2 |
| Beyond maximum range (twice normal range) | Automatically fail |
| Blinded, close combat | 2 |
| Blinded, ranged combat | Automatically fail |
| Defender behind light cover (lying prone) | 1 |
| Defender behind good cover (behind wall) | 2 |
| Defender behind superior cover (only head exposed) | 3 |
| Defender moving | 1 |
| Dodge strafing/spraying attack | 1 |
| Facing multiple opponents in close combat | 1 each, max 4 |
| Facing opponent with longer melee weapon | 1 |
| Mage fast-casting** | 1 |
| Non-dominant hand | 1 |
| Targeting medium location (limb, briefcase) | 1 |
| Targeting small location (hand, head, cellphone) | 2 (+1 damage) |
| Targeting precise location (eye, heart, lock) | 3 (+2 damage) |
| Three-round burst | 1 (+3 attack dice) |
* Cannot target specific location. Clip must be at least half full. Strafing/spraying covers a 3 yard/meter area, halved if only one target.
** Does not apply if effect was prepared prior to combat, or if using martial arts as a practice or weapon as an instrument.
References
- V20 pages 271-286
- W20 pages 288-301
- M20 pages 409-430
- C20 pages 275-288





