Player's Handbook · Chapter 20

Expanded Combat

This chapter contains the optional advanced physical-conflict rules from V5. They are not a replacement for the basic conflict procedure and should be used only when the Chronicle wants a more explicit combat order.

Advanced initiative

Each combatant has an Initiative rating equal to Composure + Awareness. This is a rating, not a roll made at the start of every round. The highest Initiative acts first, followed by the others in descending order.

For a formal duel or another unusual conflict, the Storyteller may substitute another appropriate Attribute, such as Dexterity or Resolve, for Composure. If Initiative ties, player characters act before Storyteller characters; further ties are broken by vampires before mortals, then higher Composure, and finally a die roll.

A combatant may pass, moving to the end of the order for the conflict. Later characters who also pass are placed immediately before characters who already passed.

Actions and minor actions

A character takes their action when their place in the Initiative order arrives. V5 does not use the invented major-action / quick-action / free-action economy from earlier versions of this handbook.

Minor actions cover brief actions that do not require a full test or that the advanced rules specifically permit alongside the main action. Examples include drawing or dropping an object, speaking briefly, or making a small movement. Do not turn these into a second combat-action economy.

The advanced rules also provide tactical options such as Maneuver, Block, All-Out Attack, and All-Out Defense. Use their published effects rather than substituting generic bonuses.

Close combat

Close combat is normally a contest. The attacker chooses the appropriate pool, the defender may fight back or Dodge, and the winner applies the success margin as damage. A character defending against several close-combat opponents takes the normal cumulative defense penalty for additional attacks.

Grappling

Initiating or resisting a grapple normally uses Strength + Brawl. Resolve the grapple as a contest and use the published close-combat rules for subsequent actions. Do not create a separate grapple-point or condition track.

Bite attacks

A vampire must establish the circumstances required by the V5 bite rules before feeding through a bite. Bite damage and feeding are resolved using the published rules, including the relevant Rouse or Hunger consequences.

Ranged combat and cover

Ranged conflicts use the appropriate Firearms pool. A defender can Dodge with Dexterity + Athletics. Cover modifies the attack as specified by the advanced ranged-combat rules; do not replace cover with an invented flat armor bonus.

Aiming, reloading, quick-draw, and called shots are advanced options. Resolve them using their published action and dice-pool effects.

Crippling injuries

When a character is Impaired and takes further damage, use the V5 Crippling Injuries procedure if the situation calls for it. This is the source for specific effects such as Stunned, Head Trauma, Broken Limb, Blinded, Severe Wound, Crippled, and Torpor or death. Do not substitute the earlier handbook's generic Blinded, Stunned, or Pinned conditions.

Vehicles and unusual conflicts

Use the advanced conflict rules for vehicle combat, chases, and other situations when the Chronicle needs more detail. Keep them subordinate to the normal contest system and to any specific vehicle or chase rules in the source material.

Manual updated Aug 27, 2026.