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“The combat deepens. On, ye brave, / Who rush to glory, or the grave! / Wave, Munich! all thy banners wave, / And charge with all thy chivalry!” - Thomas Campbell
Combat Basics - Read the Book
The basic rules for combat are written from pages 207-218 in the main Vampire: The Masquerade Revised (tm) book, but we will go over them in brief, with special attention to the differences we use for our Mod-Dot system.
(Mod-Dot is explained on The Basics page, so it is only glossed over here)

The Three Stages of Combat:
1) Initiative: The Who's On First
Initiative defines who goes first in a Combat. You determine your initiative by adding your Wits + Dexterity and subtracting any penalties for wounds, armor, etc. You may include blood expenditures, but not Willpower. There is no Roll for Initiative in Mod-Dot (unlike tabletop). In the case of a tie, the character with the higher Wits goes first, in the case of a Wits tie, the highest unmodified Dexterity goes first, failing that, the characters’ actions occur simultaneously.
Once Initiatives are calculated, Actions must be declared. Actions are usually Attacks or Defends taken from the Table on pg. 214, but you can also declare such things as moving across the space, using a Discipline, etc. You get one Action per round unless you have Celerity or choose to split your dice pool. (Please note that “combo” attacks, such as a hold and throw, or block and hold, are considered multiple actions) Usually actions are declared in reverse order, which is to say the player with the lowest Initiative rating tells the ST what they want to do first and it goes upward from there. In particularly large combats, the STs may opt to skip this step to save time and simply move on to the second stage. Blood expenditures must be declared before you declare your character's actions.
2) Attack: The Blugeoning
Once the Actions are declared, then tests are made for each Action starting with the player with the highest Initiative and proceeding downward. Willpower expenditures for an extra success must be declared before tests are made. Any player may abort their declared Action to perform a Defensive Action by either making a successful (current) Willpower roll or spending one Willpower point. If a Defensive Action is used to counter an Attack, it is a Contested Roll (see Mod-Dot for Dummies, The Basics). In Mod-Dot, an Attack starts with a dice pool of the appropriate Ability+Attribute, modified by the Difficulty. This is then cut in half (rounded up) to determine base successes (specialties may apply). Then two Paper-Rock-Scissors tests are made to add or subtract the last successes to determine your character's success total. In the event of a countering Defensive Action, the number of successes of the defensive action subtract from the number for the attack to determine the total number of successes for the attack.
3) Resolution: The Bleeding
This is where Damage and Soaking are done. You subtract one (1) from the total Successes of the Attack and the remaining successes carry over, adding to your damage Dice Pool (not successes). The damage dice pool is then cut in half and rounded up and tested twice to get total Damage Successes. The defender then takes their soak pool (Stamina+Fortitude for Bashing and Lethal, and Fortitude only for Aggravated), cuts it in half and rounds up, makes two tests and then subtracts their total successes from the total damage successes to determine how much damage they take. The type of damage is determined by the type of attack and can be found on pg. 208.
Complications
There are lots. And if you think what’s here so far sounds like tax form instructions, that’s just peanuts to all the complications, but since the main book explains them fairly well, we are only going to address those that apply to our own unique system here at EC.
Combat vs. Non-Combat
Because there are some rules that work differently in Combat and Non-Combat situations, it is important to understand the difference. Whether a roll is considered a Combat-roll or Non-Combat-roll is based on the type of action, and not the type of roll. So if your character is attacking someone or something (PC or NPC) or defending against such an attack it is considered a Combat roll, regardless of whether any damage was done or intended.

Secondary Abilities
Non-Combat use of Secondaries is explained in the Mod-Dot for Dummies section of The Basics, but they function differently in Combat situations. One cannot use Secondaries to lower the Difficulty of ANY Combat-Roll. Remember, Combat or Non-Combat is determined by the action and not the roll itself. Thus actions within a Combat, may be Non-Combat Rolls if they are not attacking or defending. For Non-Combat Rolls, Combat Secondaries work the same as other Secondaries, lowering the Difficulty by half the number of dots in the applicable Secondary (rounded up.)
Combat Secondaries are purchased the same way as other Secondaries (2xp for the first dot, current rating x 1 for each additional dot, 4th and 5th dots require a teacher), but with each dot, the player may chose a Combat Maneuver compatible with the Secondary Ability.
Four Distinct Fighting Styles to Choose From
Combat Secondary Abilities are based in ONE of the 4 fighting primary Abilities: Brawl, Melee, Dodge or Firearms. This defines which Combat Maneuvers the player may gain as Secondary Maneuvers. A Combat Maneuver is defined as any of the Close or Ranged Maneuvers on the main table from pg. 214 of the Main V:tM Book (revised), and a Secondary Maneuver is defined as one of the Combat Maneuvers, enhanced generally by either a –1 Difficulty or a +1 Damage. For each Secondary Maneuver, the player will receive a stamped card with the details of the Secondary Maneuver on it. Then, in combat, the player may show their card to use the Secondary Maneuver (Maneuvers may not be stacked). Each Card must have the Character name and full System name of the Secondary Ability and the Secondary Maneuver. If you choose to have multiple Secondary Maneuvers on one Card, each Maneuver must have its own Stamp.
Example: Billy Brujah Martial Arts (brawl) Kick, -1 Diff.
Above is the table from pg. 214, and below is a Table showing all of the available Combat Secondary Abilities and the Secondary Maneuvers that may be chosen with each one. The Maneuvers are listed in alphabetical order, and may obtained as cards in whatever order the player wishes as long as they have the dots in the appropriate Secondary. Note that there are some Actions that may be Combat rolls (such as Throwing = Dex+Athletics, which is listed in the Book as a Physical Feat, pg. 204) for which there are no available Combat or Secondary Maneuvers. Additionally, this system does allow for a player to buy all available Secondary Maneuvers, but the price of becoming a Master Warrior is that you MUST purchase some Secondaries above the 3rd level, reflecting that Mastery.
There are many actions (throwing, aiming, reloading and single-shot fire, etc.) not listed on the Table. These may be performed as Actions in Combat, but may not be obtained as a Secondary Maneuvers, nor will any Secondary Ability modify their use in Combat-rolls. (Secondary Abilities can never be used to lower Difficulty of a Combat-Roll as they are for Non-Combat-Rolls).
Unless otherwise noted, Difficulty modifiers apply only to the first or “to hit” roll for each action the Secondary Maneuver is used for and Damage modifiers apply to the Damage Dice Pool (not successes).
| Ability | Secondary Ability | Secondary Maneuvers | | | Brawl: | Boxing / Kickboxing (Brawl) | Block -1 Diff | Block +1 R* | | | Hold -1 Diff | Hold +1 Dmg** | | | Kick -1 Diff | Kick +1 Dmg | | | Strike -1 Diff | Strike +1 Dmg | | | Sweep -1 Diff | Sweep +1 Dmg | | Martial Arts (Brawl) | Block -1 Diff | Block +1 R* | | | Clinch -1 Diff | Clinch +1 Dmg | | | Hold -1 Diff | Hold +1 Dmg** | | | Kick -1 Diff | Kick +1 Dmg | | | Strike -1 Diff | Strike +1 Dmg | | | Sweep -1 Diff | Sweep +1 Dmg | | Street Fighting (Brawl) | Bite -1 Diff | Bite +1 Dmg | | | Claw -1 Diff*** | Claw +1 Dmg*** | | | Clinch -1 Diff | Clinch +1 Dmg | | | Strike -1 Diff | Strike +1 Dmg | | | Tackle -1 Diff | Tackle +1 Dmg | | Wrestling (Brawl) | Block -1 Diff | Block +1 R* | | | Clinch -1 Diff | Clinch +1 Dmg | | | Hold -1 Diff | Hold +1 Dmg** | | | Strike -1 Diff | Strike +1 Dmg | | | Tackle -1 Diff | Tackle +1 Dmg | | | | | | | Ability | Secondary Ability | Secondary Maneuvers | | | Dodge: | Boxing / Kickboxing (Dodge) | Dodge -1 Diff | Dodge +1 R* | | Martial Arts (Dodge) | Dodge -1 Diff | Dodge +1 R* | | Street Fighting (Dodge) | Dodge -1 Diff | Dodge +1 R* | | | | | | | Ability | Secondary Ability | Secondary Maneuvers | | | Firearms: | Archery (Firearms) | Mutiple shots -1 Diff | Multiple shots +1 Dmg | | | (Bow only) | (Bow only) | | | 3-rd Burst -1 Diff | 3-rd Burst +1 Dmg | | | (Bow only) | (Bow only) | | | Two Weapons -1 Diff / | Two Weapons +1 Dmg / | | | off-hand (Crossbow | one weapon only | | | only) | (Crossbow only) | | Gangsta / Mafia (Firearms) | Strafing -1 Diff | Strafing +1 Dmg | | | Auto-Fire -1 Diff | Auto-Fire +1 Dmg | | | Mutiple shots -1 Diff | Multiple shots +1 Dmg | | | Two Weapons -1 Diff / | Two Weapons +1 Dmg / | | | off-hand | one weapon only | | Soldier / Agent (Firearms) | Auto-Fire -1 Diff | Auto-Fire +1 Dmg | | | 3-rd Burst -1 Diff | 3-rd Burst +1 Dmg | | | Mutiple shots -1 Diff | Multiple shots +1 Dmg | | | Two Weapons -1 Diff / | Two Weapons +1 Dmg / | | | off-hand | one weapon only | | | | | | | Ability | Secondary Ability | Secondary Maneuvers | | | Melee: | Martial Arts (Melee) | Disarm -1 Diff | Disarm +1 Dmg (+) | | | Parry -1 Diff | Parry +1 R* | | | Weapon Strike -1 Diff | Weapon Strike +1 Dmg | | Street Fighting (Melee) | Parry -1 Diff | Parry +1 R* | | | Weapon Strike -1 Diff | Weapon Strike +1 Dmg | | | Sweep -1 Diff | Sweep +1 Dmg |
* An additional success is removed from opponent's attack successes, instead of damage.
** Holds typically do no damage, but with the maneuver you can put just a little hurt on your opponent.
*** This attack is only available to those who have the Protean or Viccisitude Discipline(s).
(+) Adds to 'special' damage successes which must exceed the opponent's strength rating in order for the disarm to succeed. No actual health levels of damage are dealt with this manuever.
Call Maneuvers What You Want
All of these names are for System use, but for the purpose of story and flavor when In Character, you may have your Character call your Secondaries and Maneuvers by more creative names. Please note, you will not be allowed to purchase the same Secondary more than once, even if you call it something else IC.
Example: Billy Brujah has Martial Arts (brawl) and the Kick –1 Diff Maneuver. In Character, Billy studies Kung-Fu and he has mastered the Resplendant Flying Lotus Mountain Thunder Kick.
Maneuvers Don't Stack
Once a Maneuver is purchased, it can be used in any Combat situation where one would be able to use the unmodified move from the Table on pg, 214 of the same name (but not stacked). Thus, while you can get 2 Kick –1 Diff Maneuvers and call one Flying Crane Kick and the other Dragon Wind Kick, they will not do anything different as far as the system is concerned, so there’s really no point.

Outfit your bloodsucker with the latest in killing implements below. Here you'll find rules for Melee and Brawling weapons, as well as for the ever popular Guns n' Ammo section. Also check out the Armor information. It's what every Kindred is wearing this year.
Players please note that for ease, you may not see the specific gold-plated Assault Shotgun that's on your painfully handcrafted weapons card. This is because we don't want to make rules for every single weapon or armor modification that is possible in the real world. In this instance, we ask that you suspend disbelief and remember that this is a role-playing game that focuses on rich characterization and nuanced role-play, and not a combat simulation. If you are not certain where the weapon you'd like for your character fits in to the guidelines below, please see a Storyteller who will assist with this. Weapons listed are only examples, you can call a weapon nearly anything, but the stats on the card must fit one of the categories listed.
Weapons may be purchased legitimately, traded for with Contacts/Allies, bought on the black market, or created using the Crafts System on the Craft & Seek page. Some weapons are harder to make than others, so a minimum number of successes is listed next to each weapon for its creation. Some weapons/armor require odd materials or design schematics to make, so you may have to use some influences, or run some scenes before you can test to make a weapon. Some weapons and their schematics are very rare or illegal, and so may require Influences to obtain or Ultra Rare Components to create. Learn more about what specific Influences can get your character in the Influence Grid.
Extremely well made weapons/armor are called “Masterworks”, and require a great deal more trouble to obtain, or more successes to create. These better than best weapons (and armor) have the stats listed PLUS an additional bonus depending on the type of weapon/armor, which is defined in each section.
Equipment Cards
Cards for Weapons and Armor require a unique Combat Stamp (instead of or in addition to the regular equipment stamp) in order to be used in Combat. If the card has only the regular equipment stamp, it is going to be considered “display only”, and will have no combat useable stats.

Melee Weapons
These are based on the Chart on pg. 214 of the main V:tM book (revised)
| Conceal | Damage | Wound | Example of Weapons | Min Successes | | Inside | Rating | Type | | for Creation | | Pocket | Str | Lethal | Switchblade, Pocket knife | 3 | | Pocket | Str+1 | Bashing | Sap, Blackjack | 3 | | Jacket | Str+1 | Lethal | Dagger, Butcher knife, Stake | 3 | | Trench | Str+2 | Bashing | Club, Cane, Hanbo | 3 | | Trench | Str+2 | Lethal | Rapier, Foil, Shortsword, Kukri | 3 | | Trench | Str+3 | Lethal | Longsword, Saber, Hand-axe | 4 | | None | Str+4 | Lethal | Bastard sword, Chainsaw, Fire axe, | | | | | Spear | 5 | | None | Str+5 | Lethal | Greatsword, Nodachi, Battle axe, | | | | | Polearm | 6 |
Strength requirements for melee weapons are equal to the bonus damage rating for the weapon. (i.e. a minimum of Str 4 is needed in order to wield a Str + 4 weapon).

Masterwork Melee Weapons may be purchased, but cost thousands to hundreds of thousands of dollars to get. They may be created the Successes indicated above on a Crafts Roll using the Crafts Rules from the Craft & Seek page. Masterwork Melee Weapons give –1 Difficulty to use or +1 Damage. The Secondary Skill required in order to attempt to create a Masterwork melee weapon is Weaponsmithing. If the weapon is primarily metallic, Blacksmithing may also suffice. Please check the full text of the Crafts rules for additional details.

Brawling Weapons:
These are extrapolated from on the Chart on pg. 214 of the main V:tM book (revised). You won't find them on the chart, because we made them up.
| Conceal | Damage | Wound | Example of Weapons | Min Successes | | Inside | Rating | Type | | for Creation | | Pocket | Str | Lethal | Bladed knuckles | 3 | | Pocket | Str +1 | Bashing | Sap Glove | 3 | | Pocket | Str +1 | Bashing | Brass knuckles | 3 |

Firearm / Ranged Weapons:
These are based on the Chart on pg. 214 of the main V:tM book (revised)
| Conceal | Damage | Clip | Rate | Range | Firing | Example of | Min Successes | | Inside | Rating | | | | Type | Weapons | for Creation | | Pocket | 4 | 6 | 3 | 12 | Manual | Light Rvlvr | 3 | | Pocket | 4 | 17+1 | 4 | 20 | SemiAuto | Light Pistol | 3 | | Jacket | 5 | 7+1 | 3 | 30 | SemiAuto | Heavy Pistol | 4 | | Jacket | 6 | 6 | 2 | 35 | Manual | Heavy Rvlvr | 4 | | Jacket | 4 | 30+1 | 3 | 25 | SemiAuto | Small SMG | 5! | | Jacket | 2 | 1 | 1 | 10 | Manual | Mini- | | | | | | | | Crossbow** | 3 | | Trench | 8 | 5+1 | 1 | 20 | Manual | Shotgun | 4 | | Trench | 8 | 8+1 | 3 | 20 | SemiAuto | Shotgun | 5 | | Trench | 4 | 32+1 | 3 | 50 | Semi/Full | Large SMG* | 4! | | Trench | 5 | 1 | 1 | 20 | Manual | Crossbow* | 5 | | Trench | 2 | 0 | Special | 60 | Manual | Shortbow*** | 3 | | None | 8 | 5+1 | 1 | 200 | Manual | Rifle, Sniper | | | | | | | | Rifle | 5 | | None | 7 | 42+1 | 3 | 150 | Semi/Full | Assault | | | | | | | | Rifle* | 6! | | None | 4 | 0 | Special | 120 | Manual | Long Bow / | | | | | | | | Compound | | | | | | | | Bow*** | 5 |
* Indicates the only weapons which may be used for 3-Round Bursts, Full Automatic and/or Strafing/Sprays
** Crossbows take 5 rounds to reload. The only move/Maneuver from the Table that may be used with a Crossbow is “Two Weapons”.
*** Bows have no clip as they cannot remain loaded while unattended. There is a Strength requirement for Bows equal to their damage rating. The Rate for Bows is limited by the number of actions the character takes in a round, it has no inherit limitations. The only Combat/Secondary Maneuvers from the Table that can be used with Bows are “Multiple Shots”, which allows the attacker to split their dice pool into multiple actions, and “3-Round Burst”, which represents the attacker loading 3 arrows simultaneously to fire in one shot. Bonuses to accuracy and Difficulty are the same as the Gun use for these Maneuvers.
! Indicates the Design Schematics for these weapons may ONLY be obtained through Underworld Influences

Masterwork Firearms are extremely rare. If you get the minimum successes indicated above on a Dex + Crafts roll (using the Crafts System from the Craft & Seek section of the House Rules page), you may pick one category from Clip/Rate/Difficulty to improve one rank. Masterwork Bows and Crossbows may add +1 Damage or –1 Difficulty (clip and rate are unchangeable). The Secondary Skill required in order to attempt to create a Masterwork Firearm is Gunsmithing. The Secondary Skill required in order to attempt to create a Masterwork Bow, crossbow, bolts or arrows is Weaponsmithing.
Additionally, a player may use Street or Underworld to have their guns not legally registered. See Influences Grid.

Normal Ammo Types
We don't track normal ammo, it is assumed a normal weapon comes with ammunition. We do track statistics such as Clip and Rate during combats however. Those with the secondary skill Gunsmithing may attempt to craft normal rounds of ammunition for both guns as well as crossbow bolts and arrows. Those with the secondary skill Weaponsmithing may attempt to craft crossbow bolts and arrows only.
Special Ammo Types
Armor Piercing – These rounds ignore body armor and bullet-proof glass, but do –2 Damage. Those with the secondary skill Gunsmithing and the appropriate Craft Materials may attempt to craft the Uncommon item: AP Bullets x10.
Phosphorus Rounds - generally for use in rifle, does Aggravated damage only if bullet stays in person (at least 5 successes on firearms roll required – in the case of contested rolls, contested successes must be subtracted first). Likely to start fires in area of hit. Must have Underworld Influence to purchase. Those with the secondary skill Gunsmithing and the appropriate Craft Materials and Ultra Rare Component Military Grade Ballistic Metal may attempt to craft the Ultra Rare item: Phosphorus Rounds x10.
Dragon's Breath Rounds - only for use with shotgun, does Aggravated fire damage (3 Agg 1st found, 2 Agg 2nd round, 1 Agg 3rd round) Must have Underworld Influence to purchase. Dragon’s Breath Rounds also destroy the gun they are used in. The second time a gun is used to fire Dragon’s Breath, the player makes a simple test, and if they lose the gun explodes instead of firing. The third time a gun is used to fire Dragon’s Breath, the player makes a simple test and if they lose or tie, the gun explodes. No matter what, the gun is unusable after the third use until it is repaired. Those with the secondary skill Gunsmithing and the appropriate Craft Materials and Ultra Rare Component Military Grade Ballistic Metal may attempt to craft the Ultra Rare item: Dragon's Breath Rounds x10. These rounds are tracked, and once depleted may not be used again.
Special Weapons
Some esoteric weapons that are available have not been listed on any of these charts because they are not very common. Examples include Whips, Nunchucku, Morning stars, etc. They are generally Melee Weapons, and if you want to have one of these weapons, statistics will be worked out on a case-by case basis, but they will always include a higher difficulty.

Based on the Chart on pg. 214 of the Main V:tM Book (revised)
| Armor | Conceal | Dex/Percep (if | Example of | Min Successes | | Rating | Inside | helmet) Penalty | Armor | for Creation | | 1 | Jacket | 0 | Reinforced Clothing | 3 | | 2 | Jacket | 1 | Armored T-shirt | 3 | | 3 | Trench | 1 | Armored Vest | 4 | | 4 | Trench | 2 | Flack Jacket | 5 | | 5 | None | 3 | Full Riot Gear | 6 |

Masterwork armor is the absolute rarest type of equipment, and so is very difficult to acquire. If you the required number of successes as listed above on a Crafts roll (using the Crafts System from the Craft & Seek page), you may pick one category from Rating/Conceal/Penalty to improve one rank. Conceal on AR 5 cannot be improved. Dex/Percep penalties cannot drop below 0. The Secondary Skill required in order to attempt to create Masterwork Armor is Armorsmithing. If the armor is primarily metallic, Blacksmithing may also suffice.
Standard Armor can only protect against Bashing, Lethal and non-fire/sunlight Aggravated Damage. Armor Rating adds to your Soak Dice Pool. If the damage rolled in a single attack (before soak) is more than double the Armor’s Rating it is destroyed (the armor will soak its rating for the attack that destroys it, but the card must be surrendered to the ST afterward). With the exception of Nomex below, Armor cannot be stacked.
Nomex Armor
Nomex is a type of fire-retardant material. Depending on what extent your character is wearing Nomex, the Concealability and Soak Rating will vary. Nomex can only soak fire damage and only at a maximum of 3 per round for a full-body suit. Nomex can only be concealed under bulky clothing (think Bag-Lady), so are basically conceal trench. Upper-body Nomex armor can be made to look like a regular (if somewhat bulky) Jacket, or concealed under a slightly large Jacket, but will not provide as much protection. Nomex can be stacked with regular armor, but adds a +1 to the dex penalty. Worn alone, Nomex has no Dex Penalty.

Characters may add a level of Armor plating (bulletproof) by +1 or supe up the car to increase the vehical's Manuver rating by +1. Any addition of armor to a vehical automically reduces the manuever rating of the vehical by 1 step on the chart listed on page 201 of the main V:tM Revised book. (Adding only bullet proof glass does not decrease the manuever rating of a vehical.) The secondary Skill required to create a Masterwork automobile is Mechanic.
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