TEXT: COMBAT SUMMARY
  Stage One: Initiative
  • Everyone rolls Initiative: The result of a die roll + Dexterity + Composure. The character with the
  highest Initiative performs her action first. Or you may yield your character's action until later in the
  Initiative queue or intro the next turn.
  Stage Two: Attack
  • Unarmed close combat: Strength + Brawl, minus target's Defense and armor
  • Armed close combat: Strength + Weaponry, minus target's Defense and armor
  • Ranged combat (guns and bows): Dexterity + Firearms, minus target's armor
  • Ranged combat (thrown weapons): Dexterity + Athletics, minus target's Defense and armor
  Add bonus dice based on weapon used or effect performed, and then subtract penalties for
  circumstance conditions. Roll your remaining pool. Each success equates to a Health point of damage
  inflicted, the type of which is determined by the nature of the attack.
  The Storyteller describes the attack and wound in narrative terms.
  Possible Modifiers
  • Aiming: +1 per turn to a +3 maximum
  • All-Out Attack: +2 with Brawl or Weaponry attack; lose Defense
  • Armor Piercing: Ignores amount of target's armor equal to item's own rating
  • Autofire Long Burst: 20 or so bullets at as many targets as the shooter wants, pending storyteller
  approval. A +3 bonus is applied to each attack roll; -1 per roll for each target if there's more than one
  • Autofire Medium Burst: 10 or so bullets at one to three targets, with a +2 bonus to each attack roll;
  -1 per roll for each target if there's more than one
  • Autofire Short Burst: Three bullets at a single  target with a +1 bonus to the roll
  • Concealment: Barely -1; partially -2; substantially -3; fully, see "Cover"
  • Dodge: Double target's Defense
  • Drawing a Weapon: Requires one action (one turn) without a Merit, and could negate Defense
  • Firing from Concealment: Shooter's own concealment quality (-1, -2 or -3) reduced by one as a
  penaltyto fire back (so, no modifier, -1 or -2)
  • Offhand Attack: -2 penalty
  • Prone Target: -2 penalty to hit in ranged combat; +2 bonus to hit when attacker is within close-
  combat distance
  • Range: -2 at medium range, -4 at long range
  • Shooting into Close Combat: -2 per combatant avoided in a single shot (not applicable to
  autofire)
  • Specified Target: Torso -1, leg or arm -2, head -3, hand -4, eye -5
  • Surprised or Immobilized Target: Defense doesn't apply
  • Touching a Target: Dexterity + Brawl or Dexterity + Weaponry; armor may or may not apply,
  Defense does apply
  • Willpower: Add three dice or +2 to a Resistance trait (Stamina, Resolve, Composure or
  Defense) in one roll or instance
  
SOURCE: textdata/thevault/Storyteller [multi]/World of Darkness (WoD) [multi]/CofD/Hunter - The Vigil/Hunter the Vigil/HtV Combat Summary.pdf