Combat Maneuvers

There are a great many types of actions that one can undertake amidst combat, and the most common ones are outlined below. Combat broadly falls into two categories: Close and Ranged. However, there are some actions that apply to combat whether close or ranged.

General Combat Actions
General combat actions are things which could apply in either close or ranged contexts. Movement is of course how far a character can move on a combat turn, whereas targeting is a reflexive decision to specify the intended location of intended damage.

Close Combat
Close combat denotes up close and personal fights composed of melee and/or brawl attacks. The most basic offensive and defensive maneuvers are listed below.


 * Damage Calculation: All successful close combat attacks automatically deal the attackers Strength + Victory Margin* + Modifiers in damage unless otherwise noted in the additional information or before rolling.
 * See the Weapon modifiers on the weapons page.
 * If an attacker wishes to deal reduced damage (for example, in a spar) they can roll with an increased difficulty proportionate to how much they are trying to hold back.
 * Potence scores automatically apply to a character's strength without having to spend blood to activate it.
 * Armor can help defenders avoid damage from successful attacks.
 * Many combat merits can further improve the attack rolls for the listed maneuvers or provide buffs to the damage dealt.

Ranged Combat
Ranged combat denotes attacked launched from a distance which are typically made with munitions based weapons such as gun but could also include thrown weapons which are considered projectiles.


 * Damage Calculation: All successful ranged attacks automatically deal the attackers Strength + Victory Margin* + Weapon Modifier in damage unless otherwise noted in the additional information or before rolling.
 * If an attacker wishes to deal reduced damage (for example, in a spar) they can roll with an increased difficulty proportionate to how much they are trying to hold back.
 * Potence scores automatically apply to a character's strength without having to spend blood to activate it.
 * Armor can help defenders avoid damage from successful attacks.
 * Duel Wielding Guns:
 * Many combat merits can further improve the attack rolls, speed reload, or provide buffs to the damage dealt.

Sources: VtM and VtR 2.0 (Speed)