# Combat Reference

## Basic Maneuvers

| Maneuver | Forms | Roll | Diff | Damage | Type | Action | Page |
|---|---|---|---|---|---|---|---|
| Bite | CPL/*G* | Dex + Brawl | 5/*8* | Str + 1/*−1* | A/*L* | A1 | 297 |
| Claw | CP/*LG* | Dex + Brawl | 6 | Str + 1 | A/*B* | A1 | 297 |
| Disarm | HGC/*Bh* | Dex + Melee | +1/*8* | v Str | — | A1 | 297 |
| Flank/Rear | ALL | roll modifier | −1/−2 | — | — | — | 297 |
| Grapple | HGC | Str + Brawl | 6 | Str / 0 | B-L-A | A1 | 298 |
| Kick | HG/*C* | Str + Brawl | 7 | Str + 1 | B/*L* | A1 | 298 |
| Punch | HG/*C* | Dex + Brawl | 6 | Str | B/*L* | A1 | 298 |
| Sweep | ALL | Dex + Brawl/Melee | 8 | KD | — | A1 | 298 |
| Tackle | ALL | Dex + Brawl | 7 | Str | B~L | A1 | 298 |

**Tackle (continued):** Contested Dex + Athletics (attacker) vs Dex + Athletics + Attacker's Successes → Knockdown


## Status Effects

| Condition | Effect |
|---|---|
| **Blind** | Can't parry/block/dodge, −2 to all actions |
| **Knockdown** | Prone + partial immobilize |
| **Immobilize** | −2/hit (partial), auto-hit (full) |
| **Stun** | No actions, −2 to hit. Triggered when Damage ≥ Stamina (ENT) |


## Recovery Actions

| Action | Roll | Details |
|---|---|---|
| Stand | Dex + Athletics = 4 | Recover from knockdown |
| Change Action | — | Costs 1 Willpower |
| Combat Heal | Stamina = 8 | Heals Bashing/Lethal |


## Damage & Soak

| Type | Can Soak | Difficulty |
|---|---|---|
| Bashing | Anyone | 6 |
| Lethal | Garou + supernaturals | 6 |
| Aggravated | Garou (non-breed form only) | 6 |

**Silver:** Cannot be soaked in any form except breed form. In breed form, silver weapons deal lethal (blades/bullets) or bashing (blunt) damage. Metis Garou cannot soak silver in any form. Humans and non-supernaturals cannot soak aggravated damage.


## Dirty Fighting
*Requires Brawl 3 or specific training. p.298–299*

H = Homid, G = Glabro, C = Crinos, P = Hispo, L = Lupus

### Blinding — HGC
- **Roll:** Dex + Subterfuge = 9
- **Effect:** Blind for turns equal to successes. 5+ successes destroys eyes permanently.
- **Action:** A1

### Body Slam — HGC
- **Roll:** Dex + Brawl = 6
- **Damage:** Str + 2 (B/L)
- **Requires:** Turn 1 Grapple, Turn 2 Slam
- **Action:** A2

### Curbstomp — HGC
- **Roll:** Str + Brawl = 6
- **Damage:** Str + 2 (L)
- **Requires:** Target stunned/immobilized, then 1 turn to place
- **Action:** A2

### Low Blow — ALL
- **Roll:** Dex + Brawl = 7
- **Damage:** Str + Stun
- **Effect:** Stun for 1 turn per health level inflicted after soak. Stamina = 8 to break free.

### Pistol Whip — HG
- **Roll:** Dex + Melee = 7
- **Damage:** Str + 2 (L)
- **Effect:** Stamina = 8 or stunned 1 turn. Botch = 2 turns stun.
- **Action:** A1


## Special Maneuvers
*Must be taught by someone who already knows the maneuver. p.299–300*

### Evasive Action — ALL
- **Roll:** Wits + Athletics = 6
- **Effect:** Subtract successes from attacker's roll. −1 to own attacks if evasive.
- **Action:** A1

### Hamstring — CPL
- **Roll:** Dex + Brawl/Melee = 8/9
- **Damage:** Str + *
- **Effect (2 legs):** Knockdown. Dex + Athletics = 8 to stand. 1/4 movement.
- **Effect (4+ legs):** 1/2 movement. Dex + Athletics = 7 or Knockdown.
- **Action:** A1

### Jawlock — CPL
- **Roll:** Dex + Brawl = 6
- **Effect:** Str + Brawl contested (Attacker Brawl vs Defender Brawl, +2 to attacker)
- **Action:** A1

### Leaping Rake — HGC
- **Roll:** Dex + Athletics = 8, then Dex + Brawl/Melee = 8
- **Damage:** Str + 1 (A/L)
- **Action:** A2

### Taunt — ALL
- **Roll:** Manipulation + Expression/Intimidation vs Opponent's Wits + 4
- **Details:** Expression for Garou, Intimidation for others. Every 2 successes = −1 to target's next action. Triggers Frenzy check. Stacks.
- **Action:** A1

### Wishbone — GCPL
- **Roll:** Dex + Brawl = 6 (−1 for each additional Garou)
- **Damage:** Str (per Garou). 3 health levels from one Garou → limb severed.
- **Action:** A2


## Health Track

| Level | Condition | Penalty | Movement |
|---|---|---|---|
| 1 | Bruised | 0 | — |
| 2 | Hurt | −1 | — |
| 3 | Injured | −1 | Half max run |
| 4 | Wounded | −2 | No run. Attack & move = A2 |
| 5 | Mauled | −2 | Stagger 3m |
| 6 | Crippled | −5 | Crawl 1m |
| 7 | Incapacitated | — | No move, unconscious |
| 8 | Dead | — | — |

---

## Melee Weapons

| Weapon | Diff | Damage | Type | Conceal |
|---|---|---|---|---|
| Chair | 7 | Str + 2 | B | N |
| Table | 8 | Str + 3 | B | N (2H, Str 3 to employ) |
| Chain | 5 | Str | B | J (entangle = 6) |
| Staff | 6 | Str + 1 | B | N |
| Baseball Bat | 5 | Str + 2 | B | T |
| Spiked Club | 6 | Str + 2 | L | T |
| Knife | 4 | Str + 1 | L | P |
| Sword | 6 | Str + 2 | L | T |
| Axe | 7 | Str + 3 | L | T |
| Chainsaw | 8 | Str + 7 | L | — (botch = self) |


## Thrown Weapons

| Weapon | Diff | Damage | Type | Conceal |
|---|---|---|---|---|
| Knife | 6 | Str | L | P |
| Shuriken | 7 | 3 | L | P |
| Spear | 6 | Str + 1 | L | N |
| Stone | 5 | Str | B | varies |
| Stone (big) | 5 | Str + 3 | B | N |
| Tomahawk | 6 | Str + 1 | L | J |


## Concealment Key

| Code | Meaning |
|---|---|
| **P** | Pocket |
| **J** | Jacket |
| **T** | Trenchcoat |
| **N** | Not concealable |
