{% extends "strategy/articles/_layout.html" %} {% block content %}

{{ _('Combat Modules') }}

{% trans trimmed %} A common trip down the rabbit hole, for any new player who starts to dig in VTES, is to spend a couple of years diving into the intricacies of combat to try to figure out the most efficient and guaranteed way to dispose of the opponents vampires. {% endtrans %}

{% trans trimmed combat_primer=link("/strategy/articles/basic/combat-primer") %} Let's face it: combat is fun, and at least if you have a solid combat deck, you will probably manage to stay in the game a bit longer. As explained in the {{ combat_primer }} article though, one needs to approach combat with a bit of caution: blowing things up is fun, but combat is ultimately about control. Winning with combat is hard, and prevailing on a table necessitates a good understanding of what works and what does not. {% endtrans %}

{% trans trimmed %} We will go through all known combat modules that have proved their efficiency by winning at least some tournaments, which will give us a good picture of what works and what does not. No combat module beats everything else. Players have tried for 30 years, and the ultimate combination does not exist. Still, some are stronger than others and, if you want to get good at combat, you need to know what your module strengths and weaknesses are, but also what your opponents modules can or cannot do. {% endtrans %}

{{ _('Rush or Block') }}

{% trans trimmed rush=link("/strategy/archetype-categories", _("rush"), _anchor="rush"), block=link("/strategy/archetype-categories", _("block"), _anchor="wall") %} There are two combat styles, not counting the defensive posture where you just try to avoid combat through Strike: Combat Ends (SCE), dodges or prevention. Either you aim to {{ rush }} opposing minions and disable them, or you adopt a less explosive but sturdier approach and {{ block }} them. {% endtrans %}

{% trans trimmed %} Combat decks are all about control: you aim to disable opposing vampires and control the table fold. Rush decks can exert control cross-table, which can be key to victory, but they have shakier control on their neighbors. Block decks on the other hand tend to exert higher pressure on their neighbors, and less control cross-table. {% endtrans %}

{% trans trimmed %} But the differences cut deeper when it comes down to the combat module itself. Rush decks need to make sure their rush actions produce results, so they need solid solutions against Combat Ends and other defenses. On the other end, block decks already provide a good deal of their control effect just by blocking successfuly. Disabling the blocked minion, or even just grinding some beads off them, is just a bonus. Which is just as well: you need a bigger module for a rush deck, to have higher efficiency against combat defenses, and a lighter module for a block deck, to leave more room for reactions: you won't block without good wake and intercept capabilities. {% endtrans %}

{% trans trimmed %} Of course, it is also a spectrum: some rush decks have light block capabilities, and some block decks have a few rushes just in case. And anything in between. Modules will be tagged with the following badges: {% endtrans %}

{{ _("Mono disciplines") }}

{{ ani }} {{ _("Animalism") }} ANY

{{ card_image("Carrion Crows") }} {{ card_image("Aid From Bats") }} {{ card_image("Terror Frenzy") }} {{ card_image("Voracious Vermin") }} {{ card_image("Deep Song") }} {{ card_image("Raven Spy") }}

{% trans trimmed carrion_crows=card("Carrion Crows"), rolling_with_the_punches=card("Rolling with the Punches"), rego_motum=card("Rego Motum"), taste_of_vitae=card("Taste of Vitae") %} Animalism {{ ani }} is a prominent combat discipline. It is mainly due to {{ carrion_crows }}. It is an additional 2 beads every round, at any range. That can amount to a lot if you manage to get some presses. Being environmental damage, it is undodgeable, and as it is not a strike, high profile prevention cards like {{ rolling_with_the_punches }} and {{ rego_motum }} just won't work against it. Add some {{ taste_of_vitae }} to the mix and you can even keep a steady blood reserve floating around. All in all, the card gave birth to a dozen different combat modules. {% endtrans %}

{% trans trimmed carrion_crows=card("Carrion Crows"), aid_from_bats=card("Aid from Bats"), terror_frenzy=card("Terror Frenzy"), voracious_vermin=card("Voracious Vermin"), canine_horde=card("Canine Horde") %} The most straightforward Animalism {{ ani }} module couples {{ carrion_crows }} with {{ aid_from_bats }}. It offers a 3 beads differential at no cost, with just 2 cards. It can also deliver any amount of damage by continuing to press and deliver 3 damage per round as long as it has more {{ aid_from_bats }}. On top of that, {{ terror_frenzy }} can be used to secure the long range, and {{ voracious_vermin }} or {{ canine_horde }} to trip up weapons modules. {% endtrans %}

{% trans trimmed army_of_rats=card("Army of Rats"), carrion_crows=card("Carrion Crows"), cat_s_guidance=card("Cat's Guidance"), conquer_the_beast=card("Conquer the Beast"), deep_song=card("Deep Song"), murder_of_crows=card("Murder of Crows"), pack_alpha=card("Pack Alpha"), raven_spies=card("Raven Spy", "Raven Spies"), raven_spy=card("Raven Spy"), sense_the_savage_way=card("Sense the Savage Way"), trap=card("Trap"), underbridge_stray=card("Underbridge Stray") %} Outside of the combat cards themselves, Animalism {{ ani }} also provides excellent combat support with the very versatile rush-or-bleed {{ deep_song }}, and good block devices with {{ raven_spy }}, {{ sense_the_savage_way }} and {{ cat_s_guidance }}, not forgetting {{ army_of_rats }} as a bit of payload if you are going wall. There are additional, less widespread, tools, like {{ underbridge_stray }} that provide either a press or an unlock, {{ pack_alpha }} if you are fielding a lot of {{ raven_spies }} or adding some {{ murder_of_crows }} to the mix, and {{ conquer_the_beast }} as an improved {{ trap }} for even more {{ carrion_crows }} presses. {% endtrans %}

{% trans trimmed drawing_out_the_beast=card("Drawing Out the Beast"), terror_frenzy=card("Terror Frenzy"), raven_spy=card("Raven Spy"), nananimalism=link('/archetypes/nananimalism') %} By itself, the whole module only works at superior {{ ANI }}, but it is already impressive, as seen in the {{ nananimalism }} archetype. At inferior {{ ani }}, it can still be combined to other disciplines, for the range-setting utilities {{ drawing_out_the_beast }} or {{ terror_frenzy }}, and some {{ raven_spy }} for block support. {% endtrans %}

{% trans trimmed %} For combination modules using Animalism {{ ani }}, see Animalism & Friends. {% endtrans %}

{{ pot }} {{ _("Potence") }} RUSH

{{ card_image("Immortal Grapple") }} {{ card_image("Disarm") }} {{ card_image("Torn Signpost") }} {{ card_image("Roundhouse") }} {{ card_image("Thrown Sewer Lid") }} {{ card_image("Preternatural Strength") }}

{% trans trimmed immortal_grapple=card("Immortal Grapple"), coma=card("Coma"), entombment=card("Entombment"), psyche=card("Psyche!"), death_seeker=card("Death Seeker"), ig=card("Immortal Grapple", "IG") %} Potence {{ pot }} is the other main combat discipline. And here, too, it is mostly due to a single card: {{ immortal_grapple }}. It is the only card in the game that altogether negates defensive effects like dodge and strike: combat ends, but also a lot of nasty surprises like torpor strikes ({{ coma }}, {{ entombment }}) or weapons. All the other anti-defensive tools, be it combat continuance like {{ psyche }} or direct cancellation like {{ death_seeker }}, only cancel the defense, so it is a battle of numbers. Not so with {{ ig }} (its nickname): if you get it in, you are guaranteed to land your strike. And for rush decks, it matters a lot. {% endtrans %}

{% trans trimmed ig=card("Immortal Grapple", "IG"), torn_signpost=card("Torn Signpost"), roundhouse=card("Roundhouse"), preternatural_strength=card("Preternatural Strength"), taste_of_vitae=card("Taste of Vitae"), disarm=card("Disarm") %} Of course, {{ ig }} is only usable at close range, so range management is useful, and then you need your strike to matter. But that's something Potence {{ pot }} provides with the strongest strikes in the game, mainly through {{ torn_signpost }}, {{ roundhouse }} and {{ preternatural_strength }}. Add some {{ taste_of_vitae }} to the mix and you can even keep a steady blood reserve floating around. On top of that, the second biggest staple of Potence {{ pot }}, also at close range, is {{ disarm }}. It is already strong in the discipline itself, but it really shines when paired with other disciplines: whether you manage to prevent or get an additional strike, it can send the opponent to torpor without even having to get more damage. {% endtrans %}

{% trans trimmed slam=card("Slam"), thrown_sewer_lid=card("Thrown Sewer Lid"), earthshock=card("Earthshock"), glancing_blow=card("Glancing Blow"), decapitate=card("Decapitate"), sce=link("/strategy/combat", "SCE", _anchor="defence") %} Pure Potence {{ POT }} modules will either use {{ slam }} for some maneuvers or {{ thrown_sewer_lid }} or {{ earthshock }} for good ranged options: modules that have enough range management to consistently go long do not usually rely on {{ sce }}. The lack of prevention can be issue, so if not coupled with prevention, a {{ glancing_blow }} or two can prove useful. Lastly, Potence {{ POT }} also offers the terrifying {{ decapitate }}, which can get rid of minions without having to go through a diablerie, even without aggravated damage. {% endtrans %}

{% trans trimmed thrown_gate=card("Thrown Gate"), thrown_sewer_lid=card("Thrown Sewer Lid"), increased_strength=card("Increased Strength"), target_vitals=card("Target Vitals"), fake_out=card("Fake Out"), backstep=card("Backstep"), high_ground=card("High Ground") %} Contrarily to Animalism, the Potence {{ pot }} base module is still pretty decent at inferior, so can more easily be combined with other disciplines. And even if its best effects are at close-range, it is also possible to build an efficient long-range module using {{ thrown_gate }} and {{ thrown_sewer_lid }}, often combined with {{ increased_strength }} and {{ target_vitals }} for additional damage, plus some maneuvers, {{ fake_out }}, {{ high_ground }} or {{ backstep }} if another discipline does not provide a better alternative. {% endtrans %}

{% trans trimmed ig=card("Immortal Grapple", "IG") %} Potence {{ pot }} and its staple {{ ig }} is often coupled to other disciplines for meaner modules, see Potence & Friends. {% endtrans %}

{{ pro }} {{ _("Protean") }} BLOCK

{{ card_image("Claws of the Dead") }} {{ card_image("Donnybrook") }} {{ card_image("Earth Meld") }} {{ card_image("Form of Mist") }} {{ card_image("Flesh of Marble") }}

{% trans trimmed claws_of_the_dead=card("Claws of the Dead"), donnybrook=card("Donnybrook"), sculpt_the_flesh=card("Sculpt the Flesh"), flesh_of_marble=card("Flesh of Marble"), earth_meld=card("Earth Meld"), form_of_mist=card("Form of Mist") %} Protean {{ pro }} is a decent combat discipline all by itself. It typically delivers aggravated damage with cards like {{ claws_of_the_dead }}, {{ donnybrook }} or {{ sculpt_the_flesh }}, but also has a very solid prevention in {{ flesh_of_marble }}. On top of that, it has the best Combat Ends of the game, {{ earth_meld }}, and the versatile {{ form_of_mist }}. {% endtrans %}

{% trans trimmed %} All in all, Protean {{ pro }} offers a sturdy package already all by itself. Played alone, it is usually defensive with a few aggravated surprises. But Tzimisce {{ tzimisce }} and Gangrels {{ gangrel }} can pair it with Animalism {{ ANI }} in an {{ ANI }}{{ PRO }} module, while other combinations like {{ cel }}{{ pro }} or {{ pro }}{{ for }} will just use some utilities or prevention to help the main module. {% endtrans %}

{{ vic }} {{ _("Vicissitude") }} BLOCK

{{ card_image("Breath of the Dragon") }} {{ card_image("Chiropteran Marauder") }} {{ card_image("Rötschreck") }} {{ card_image("Quick Jab") }} {{ card_image("Meld with the Land") }}

{% trans trimmed breath_of_the_dragon=card("Breath of the Dragon"), chiropteran_marauder=card("Chiropteran Marauder"), rötschreck=card("Rötschreck"), quick_jab=card("Quick Jab"), meld_with_the_land=card("Meld with the Land"), amaranth=card("Amaranth") %} With {{ breath_of_the_dragon }} and {{ chiropteran_marauder }}, Vicissitude {{ VIC }} is an aggravated damage specialist. Often seen in blocking decks, it opens up the possibility of using {{ rötschreck }} like no other module. When played alone, Vicissitude modules can include a couple of {{ quick_jab }} or some {{ meld_with_the_land }} to offer some pliability. It is a tight, dreadful module that can even include some {{ amaranth }} to dispose of opponents, provided one has enough titled vampires to survive the Blood Hunt. {% endtrans %}

{% trans trimmed %} Combinations like {{ VIC }}{{ ANI }}, {{ VIC }}{{ AUS }} and Malgorzata {{ VIC }}{{ THA }} are, of course, more aggressive and sturdier. {% endtrans %}

{{ tha }} {{ _("Blood Sorcery") }} BLOCK

{{ card_image("Theft of Vitae") }} {{ card_image("Rego Motum") }} {{ card_image("Apportation") }} {{ card_image("Walk of Flame") }} {{ card_image("Magic of the Smith") }}

{% trans trimmed theft_of_vitae=card("Theft of Vitae"), theft=card("Theft of Vitae", "Theft"), rego_motum=card("Rego Motum"), apportation=card("Apportation"), walk_of_flame=card("Walk of Flame"), flames_of_the_netherworld=card("Flames of the Netherworld"), roundhouse=card("Roundhouse") %} The ability to steal blood with {{ theft_of_vitae }}, coupled with prevention in {{ rego_motum }} and utility with {{ apportation }}, makes Blood Sorcery {{ THA }} by itself a very solid and lightweight module. {{ theft }} cannot be prevented and offers a 4 beads differential in a single card, which is the highest differential in the game, on par with {{ roundhouse }}. On top of that, the occasional {{ walk_of_flame }} or {{ flames_of_the_netherworld }} can be included for a bit of aggravated damage. {% endtrans %}

{% trans trimmed magic_of_the_smith=card("Magic of the Smith"), ivory_bow=card("Ivory Bow") %} Another big plus, combat-wise, for the discipline, is the existence of {{ magic_of_the_smith }}. Included in many Blood Sorcery {{ tha }} decks, sometimes only to fetch the occasional rare weapon more easily, like an {{ ivory_bow }}, other times in more copies to ensure the quick and stable equipment of a couple of weapons. {% endtrans %}

{% trans trimmed %} More aggressive combinations exist of course, Tremere {{ ANI }}{{ THA }} Banu Haqim {{ CEL }}{{ THA }} and Malgorzata {{ VIC }}{{ THA }}. {% endtrans %}

{{ for }} {{ _("Fortitude") }} BLOCK

{{ card_image("Rolling with the Punches") }} {{ card_image("Hidden Strength") }} {{ card_image("Indomitability") }} {{ card_image("Unflinching Persistence") }} {{ card_image("Soak") }} {{ card_image("Undead Persistence") }}

{% trans trimmed %} Fortitude {{ for }} by itself provides a wide array of prevention devices, here is quick review: {% endtrans %}

{% trans trimmed weighted_walking_stick=card("Weighted Walking Stick"), pulled_fangs=card("Pulled Fangs"), target_vitals=card("Target Vitals"), zip_gun=card("Zip Gun"), undead_persistence=card("Undead Persistence"), trap=card("Trap"), indomitability=card("Indomitability"), lazverinus=card("Lazverinus, Thrall of Lambach", "Lazverinus"), khurshid=card("Khurshid") %} With good prevention, you don't need much to build a very decent defensive module. Additional damage is desireable, like {{ weighted_walking_stick }}, {{ pulled_fangs }} and {{ target_vitals }}. For a sturdier approach, {{ zip_gun }} can be used to try and keep the range long. Vampires with high strength like {{ lazverinus }} or {{ khurshid }} are great at mono-Fortitude {{ FOR }}. The most aggressive Fortitude {{ FOR }} modules can try {{ undead_persistence }} together with {{ trap }} and {{ indomitability }} for excrucatingly long combats. {% endtrans %}

{% trans trimmed %} Even if it can be played alone, Fortitude is more often seen as a second combat discipline, like {{ POT }}{{ FOR }}, {{ PRO }}{{ FOR }}, {{ THN }}{{ FOR }}, Anarch {{ cel }}{{ for }}, or {{ OBE }}{{ FOR }}. {% endtrans %}

{{ obt }} {{ _("Obtenebration") }} BLOCK

{{ card_image("Arms of the Abyss") }} {{ card_image("Entombment") }}

{% trans trimmed arms_of_the_abyss=card("Arms of the Abyss"), entombment=card("Entombment"), shadow_step=card("Shadow Step"), amaranth=card("Amaranth") %} Obtenebration all by itself offers surprisingly good lightweight combat options, with {{ arms_of_the_abyss }} and {{ entombment }}. A bit expensive at first glance, but a good base that is already a decent dissuasive module. It can be supplemented by a few {{ shadow_step }} and/or {{ amaranth }} for higher aggression, or lean on the defensive side, centered on or combined with the excellent defensive {{ obt }} module. {% endtrans %}

{% trans trimmed %} Of course, the discipline shines even brighter when combined: the legacy Lasombra {{ lasombra_legacy }} have the {{ POT }}{{ OBT }} and even {{ POT }}{{ OBT }}{{ ANI }} combinations, and the Kiasyd {{ kiasyd }} the {{ OBT }}{{ MYT }} variant. {% endtrans %}

{{ _("Additional Tools") }}

{{ card_image("Kevlar Vest") }} {{ card_image("Guardian Angel") }} {{ card_image("Depravity") }} {{ card_image("Sire's Index Finger") }} {{ card_image("Light Intensifying Goggles") }} {{ card_image("Ivory Bow") }}

{% trans trimmed kevlar_vest=card("Kevlar Vest"), magnum=card(".44 Magnum"), leather_jacket=card("Leather Jacket"), flak_jacket=card("Flak Jacket"), ivory_bow=card("Ivory Bow"), light_intensifying_goggles=card("Light Intensifying Goggles"), sire_s_index_finger=card("Sire's Index Finger"), rotschreck=card("Rötschreck") %} All modules can include additional generic tools to provide permanent bonus to their fighting vampires. Vests are usual, the {{ kevlar_vest }} first and foremost, for its ability to severly limit the efficiency of the most common weapon, the {{ magnum }}, followed by the {{ leather_jacket }} and the {{ flak_jacket }}. Other equipments can be of interest, like the ubiquitous {{ ivory_bow }}, {{ light_intensifying_goggles }} for utility, or {{ sire_s_index_finger }} against {{ rotschreck }}. {% endtrans %}

{% trans trimmed guardian_angel=card("Guardian Angel"), depravity=card("Depravity"), libertas=card("Libertas"), blood_turnip=card("Blood Turnip"), island_of_yiaros=card("Island of Yiaros"), gangrel_revel=card("Gangrel Revel") %} Master cards are another source of bonuses, like {{ guardian_angel }} for prevention and {{ depravity }} for strength. Anarch have access to more options: for example {{ libertas }} against {{ pre }} SCE, or {{ blood_turnip }} for blood. Some clans also have access to exclusive bonuses, like Ventrue {{ ventrue }} with the {{ island_of_yiaros }} or Gangrels {{ gangrel }} with {{ gangrel_revel }}. So, whatever the module, always check what the sect and clan have to offer. {% endtrans %}

{{ _('Defensive Modules') }}

{{ pre }} {{ _("Presence") }} DEFENSIVE

{{ card_image("Majesty") }} {{ card_image("Staredown") }}

{% trans trimmed majesty=card("Majesty"), staredown=card("Staredown"), serpent_s_numbing_kiss=card("Serpent's Numbing Kiss"), charismatic_aura=card("Charismatic Aura"), bollix=card("Bollix"), immortal_grapple=card("Immortal Grapple"), sce=link("/strategy/combat", "SCE", _anchor="defence") %} Presence {{ pre }} is the crowned discipline for combat ends. {{ majesty }} is at the top of the list, providing {{ sce }} at inferior {{ pre }} and a useful unlock at superior {{ PRE }}. {{ staredown }} is a possible alternative, with a combat ends at no cost. On top of that, there are additional options depending on your vampires: {{ serpent_s_numbing_kiss }} if they have Serpentis {{ ser }} has a very dissuasive effect, and {{ charismatic_aura }} if you have Auspex {{ aus }}, or {{ bollix }} if you happen to be Anarch, can be use to counter the ominous {{ immortal_grapple }}. {% endtrans %}

{{ pro }} {{ _("Protean") }} DEFENSIVE

{{ card_image("Earth Meld") }} {{ card_image("Form of Mist") }}

{% trans trimmed earth_meld=card("Earth Meld"), form_of_mist=card("Form of Mist"), ig=card("Immortal Grapple", "IG"), groundfighting=card("Groundfighting"), sce=link("/strategy/combat", "SCE", _anchor="defence") %} Protean {{ pro }} does provide the best {{ sce }} of the game in {{ earth_meld }}, at no cost with an unlock. It also provides the very versatile {{ form_of_mist }}, offering both stealth and {{ sce }} in a single card. It provides less tactical options against {{ ig }}, although Anarchs can always play {{ groundfighting }}. {% endtrans %}

{{ dom }} {{ _("Dominate") }} DEFENSIVE

{{ card_image("Obedience") }}

{% trans trimmed obedience=card("Obedience") %} {{ obedience }} is, for high capacity vampires (think 11-cap Inner Circles), the absolute best defense. It requires you to be unlocked or to wake, but it does not even let the combat begin: rush decks have zero solution other than overflow with more rushes. Block decks won't be bothered but, then, they need to manage to block. {% endtrans %}

{{ ani }}{{ for }} {{ _("Alpha Glint") }} DEFENSIVE

{{ card_image("Alpha Glint") }}

{% trans trimmed stanislava=card("Stanislava"), alpha_glint=card("Alpha Glint"), obedience=card("Obedience"), outside_the_hourglass=card("Outside the Hourglass"), domain_of_evernight=card("Domain of Evernight"), ig=card("Immortal Grapple", "IG") %} Although it is limited to the highest capacity vampires like {{ stanislava }}, {{ alpha_glint }} is a very solid combat ends that, at superior, trumps even an {{ ig }}. Contrarily to {{ obedience }}, it does not require a wake or an unlock and can be used in any situation.

The only case where {{ obedience }} is superior is against the Temporis {{ TEM }} combination, {{ outside_the_hourglass }} & {{ domain_of_evernight }}. {% endtrans %}

{{ obt }} {{ _("Obtenebration") }} DEFENSIVE

{{ card_image("Shadow Body") }} {{ card_image("Oubliette") }}

{% trans trimmed shadow_body=card("Shadow Body"), oubliette=card("Oubliette"), entombment=card("Entombment"), nocturn=card("Nocturn"), sce=link("/strategy/combat", "SCE", _anchor="defence") %} Obtenebration has good {{ sce }} options in {{ shadow_body }} and {{ oubliette }}, and also a great dissuasion weapon in {{ entombment }}. On top of that, {{ nocturn }} can be used as cannon fodder to block dangerous rushers and protect their vampiric masters. {% endtrans %}

{{ obf }} {{ _("Obfuscate") }} DEFENSIVE

{{ card_image("No Trace") }} {{ card_image("Mental Maze") }}

{% trans trimmed no_trace=card("No Trace"), mental_maze=card("Mental Maze"), obedience=card("Obedience"), sce=link("/strategy/combat", "SCE", _anchor="defence") %} Obfuscate {{ obf }} defense is a bit shaky, but sometimes that's good enough. At superior it got only {{ no_trace }} for {{ sce }}, but high capacity vampires can use {{ mental_maze }} as some kind of sub-par {{ obedience }}. You need a successful block for it to work, so it is less effective. {% endtrans %}

{{ gangrel_antitribu }} {{ _("Shadow Court Satyr") }} DEFENSIVE

{{ card_image("Shadow Court Satyr") }} {{ card_image("Earth Meld") }}

{% trans trimmed satyrs=card("Shadow Court Satyr", "Satyrs"), earth_meld=card("Earth Meld") %} The best card the {{ satyrs }} can use with their ability is simply {{ earth_meld }}. Systematic combat ends on every combat is a very overwhelming defense. {% endtrans %}

{{ EQUIPMENT }} {{ _("Flash Grenade") }} DEFENSIVE

{{ card_image("Flash Grenade") }} {{ card_image("Concealed Weapon") }}

{% trans trimmed flash_grenade=card("Flash Grenade"), concealed_weapon=card("Concealed Weapon") %} A frustrating defense simply uses {{ concealed_weapon }} to equip {{ flash_grenade }}. It requires no disciplines and, although it is a bit expensive in terms of cards slot, it is pretty dissuasive for a lot of combat modules. {% endtrans %}

{{ _("Naked defense") }} DEFENSIVE

{{ card_image("Fake Out") }} {{ card_image("Dodge") }}

{% trans trimmed fake_out=card("Fake Out"), dodge=card("Dodge") %} It is even possible to get a perfunctory defense with just some {{ dodge }} and {{ fake_out }}. It might suffice against light combat and might trip up even high profile combat modules on occasion. Especially if they underestimate you because of the absence of discipline. {% endtrans %}

{{ ani }} {{ _("Animalism & Friends") }}

{% trans trimmed carrion_crows=card("Carrion Crows") %} {{ carrion_crows }} is strong in and by itself, but it benefits from being coupled with presses and prevention. {% endtrans %}

{{ ani }}{{ pro }} {{ _("Animalism") }} & {{ _("Protean") }} ANY

{{ card_image("Carrion Crows") }} {{ card_image("Drawing out the Beast") }} {{ card_image("Flesh of Marble") }} {{ card_image("Claws of the Dead") }} {{ card_image("Bear's Skin") }}

{% trans trimmed carrion_crows=card("Carrion Crows"), drawing_out_the_beast=card("Drawing out the Beast"), flesh_of_marble=card("Flesh of Marble"), bear_s_skin=card("Bear's Skin"), claws_of_the_dead=card("Claws of the Dead"), sculpt_the_flesh=card("Sculpt the Flesh") %} A prerogative of the Gangrel {{ gangrel }} in the past, now the {{ ANI }}{{ pro }} combination is also open to Tzimisce {{ tzimisce }}. On top of a close-range Animalism {{ ANI }} module with {{ carrion_crows }} and {{ drawing_out_the_beast }}, {{ flesh_of_marble }} and {{ bear_s_skin }} can be used for prevention, and Protean {{ pro }} provides some aggravated damage like {{ claws_of_the_dead }} or {{ sculpt_the_flesh }} to make the whole thing deadlier. {% endtrans %}

{% trans trimmed hidden_strength=card("Hidden Strength"), rolling_with_the_punches=card("Rolling with the Punches"), skin_of_night=card("Skin of Night"), flesh_of_marble=card("Flesh of Marble") %} Gangrel {{ gangrel }} also often have Fortitude {{ for }} so they can stack more or better prevention like {{ hidden_strength }}, {{ rolling_with_the_punches }} or even {{ skin_of_night }} to make up for {{ flesh_of_marble }}'s weakness. {% endtrans %}

{{tzimisce}}{{ ani }}{{ vic }} {{ _("Tzimisce") }} {{ _("Animalism") }} & {{ _("Vicissitude") }} BLOCK

{{ card_image("Carrion Crows") }} {{ card_image("Breath of the Dragon") }} {{ card_image("Chiropteran Marauder") }} {{ card_image("Horrid Form") }} {{ card_image("Telepathic Tracking") }} {{ card_image("Rötschreck") }}

{% trans trimmed carrion_crows=card("Carrion Crows"), horrid_form=card("Horrid Form"), telepathic_tracking=card("Telepathic Tracking"), tzimisce_toolbox=link("/archetypes/tzimisce-toolbox") %} Adding {{ carrion_crows }} to the Vicissitude {{ VIC }} module is bonus damage, nice. {{ horrid_form }} is often included for more damage, alongside {{ telepathic_tracking }} against combat ends defense. All in all, it is an aggressive combat module, and it constitutes the foundation of the {{ tzimisce_toolbox }} archetype. {% endtrans %}

{{ ahrimane }}{{ ani }}{{ spi }} {{ _("Ahrimane") }} {{ _("Animalism") }} & {{ _("Spiritus") }} BLOCK

{{ card_image("Carrion Crows") }} {{ card_image("Aid From Bats") }} {{ card_image("Swiftness of the Stag") }} {{ card_image("Leapfrog") }} {{ card_image("Strength of the Bear") }}

{% trans trimmed swiftness_of_the_stag=card("Swiftness of the Stag"), carrion_crows=card("Carrion Crows"), aid_from_bats=card("Aid From Bats"), leapfrog=card("Leapfrog"), strength_of_the_bear=card("Strength of the Bear"), cats=link("/archetypes/cats") %} With {{ swiftness_of_the_stag }} being so versatile, the {{ carrion_crows }} & {{ aid_from_bats }} combination becomes a deadly machine. {{ leapfrog }} and {{ strength_of_the_bear }} can also be used for additional utility. This solid combination, on top of both disciplines providing excellent intercept capabilities, is the basis of the {{ cats }} archetype. {% endtrans %}

{% trans trimmed target_vitals=card("Target Vitals"), terror_frenzy=card("Terror Frenzy"), drawing_out_the_beast=card("Drawing Out the Beast"), taste_of_vitae=card("Taste of Vitae"), canine_horde=card("Canine Horde"), voracious_vermin=card("Voracious Vermin") %} There are multiple options to complement the module, from some {{ target_vitals }} to increase damage, to range control utilities like {{ terror_frenzy }} or {{ drawing_out_the_beast }}. Most modules will always field at least some {{ taste_of_vitae }} to recoup a bit of blood anti-weapons tech like {{ canine_horde }} or {{ voracious_vermin }}. {% endtrans %}

{{ ravnos }}{{ ani }}{{ chi }} {{ _("Ravnos") }} {{ _("Animalism") }} & {{ _("Chimerstry") }} ANY

{{ card_image("Carrion Crows") }} {{ card_image("Apparition") }} {{ card_image("Trap") }} {{ card_image("The Path of Paradox") }}

{% trans trimmed apparition=card("Apparition"), trap=card("Trap"), carrion_crows=card("Carrion Crows") %} Using {{ apparition }} for prevention and {{ trap }} for presses, {{ carrion_crows }} can now disable any vampire in a single combat. Given the module makes no reservation against combat ends, it is not so widespread. It can, however, be a very nasty surprise in a combat-heavy environment due to its high prevention abilities. After all, Ravnos {{ ravnos }} also have Fortitude {{ for }} on top of the already great {{ apparition }}. {% endtrans %}

{% trans trimmed apparition=card("Apparition"), the_path_of_paradox=card("The Path of Paradox"), gabrin=card("Gabrin"), trap=card("Trap"), conquer_the_beast=card("Conquer the Beast"), mayaparisatya=card("Mayaparisatya"), aid_from_bats=card("Aid From Bats"), deep_song=card("Deep Song"), draba=card("Draba"), ignis_fatuus=card("Ignis Fatuus") %} There are different options here. Lowering the cost of {{ apparition }} is desireable if it is used a lot, so {{ the_path_of_paradox }} or having {{ gabrin }} as a star works well. {{ trap }} is more often used in low numbers and can be replaced by {{ conquer_the_beast }}. A {{ mayaparisatya }} or two can be nasty, but the whole module can also lean much more on the Animalism {{ ani }} side, use {{ aid_from_bats }} and just field a few {{ apparition }} for a bit of prevention. Finally, one must also decide whether to lean more on the rush side with {{ deep_song }}, or on the block side by supplementing Animalism {{ ani }} capabilities with {{ draba }} or {{ ignis_fatuus }}. {% endtrans %}

{{ tremere }}{{ ani }}{{ tha }} {{ _("Tremere") }} {{ _("Animalism") }} & {{ _("Blood Sorcery") }} BLOCK

{{ card_image("Carrion Crows") }} {{ card_image("Theft of Vitae") }} {{ card_image("Apportation") }} {{ card_image("Rego Motum") }}

{% trans trimmed carrion_crows=card("Carrion Crows"), theft_of_vitae=card("Theft of Vitae"), rego_motum=card("Rego Motum"), apportation=card("Apportation"), telepathic_tracking=card("Telepathic Tracking"), walk_of_flame=card("Walk of Flame"), flames_of_the_netherworld=card("Flames of the Netherworld"), burst_of_sunlight=card("Burst of Sunlight"), gabrielle_di_righetti=card("Gabrielle di Righetti"), dr_john_dee=card("Dr. John Dee"), lord_tremere=card("Lord Tremere") %} {{ carrion_crows }} with {{ theft_of_vitae }} makes for a 6 beads differential. Add {{ rego_motum }} for prevention, and this makes for a lightweight and mighty module. {{ apportation }} can be added for range and presses. The combination being used by high capacity Tremere {{ tremere }} like {{ gabrielle_di_righetti }}, {{ dr_john_dee }} and {{ lord_tremere }} himself, the module also often fields a few {{ telepathic_tracking }} against combat ends and sometimes a bit of surprise aggravated damage with {{ walk_of_flame }}, {{ flames_of_the_netherworld }} or {{ burst_of_sunlight }}. {% endtrans %}

{% trans trimmed goratrix_high_tower=link("/archetypes/goratrix-high-tower"), goratrix=card("Goratrix"), theft_of_vitae=card("Theft of Vitae") %} Seeing how Tremere {{ tremere }} also have Auspex {{ aus }}, this efficient module gets used in heavy block decks, combining the two best intercept disciplines of the game, Animalism {{ ani }} and Auspex {{ aus }}, to build an impassable wall. Of course, the best known combination here is probably the {{ goratrix_high_tower }} archetype, and it is basically the same module, even though {{ goratrix }} being {{ goratrix }} he does not need to include any {{ theft_of_vitae }}. {% endtrans %}

{{ akunanse }}{{ abo }}{{ ani }}{{ for }} {{ _("Akunanse") }} ANY

{{ card_image("Carrion Crows") }} {{ card_image("Rolling with the Punches") }} {{ card_image("Hidden Strength") }} {{ card_image("Invoking the Beast") }} {{ card_image("Devil-Channel: Hands") }} {{ card_image("Drawing out the Beast") }}

{% trans trimmed carrion_crows=card("Carrion Crows"), invoking_the_beast=card("Invoking the Beast"), devil_channel_hands=card("Devil-Channel: Hands"), drawing_out_the_beast=card("Drawing out the Beast") %} Akunanse disciplines {{ abo }}{{ for }} offer a great combination to support {{ ANI }} {{ carrion_crows }}: Fortitude {{ FOR }} for prevention and {{ invoking_the_beast }} for additional damages and presses. On top of that, they get aggravated damage with {{ devil_channel_hands }}. And of course, there's always {{ drawing_out_the_beast }} to control the range. {% endtrans %}

{% trans trimmed freak_drive=card("Freak Drive"), predator_s_communion=card("Predator's Communion"), no_secrets_from_the_magaji=card("No Secrets From the Magaji"), sce=link("/strategy/combat", "SCE", _anchor="defence") %} So all in all it is powerful and sturdy, only it has no tool to handle {{ sce }}, other than overwhelming by using {{ freak_drive }} for multiple actions. Thanks to Abombwe {{ ABO }} {{ predator_s_communion }} and Animalism {{ ANI }} reactions, it can field a very efficient block package too, not to forget the exceptional {{ no_secrets_from_the_magaji }}. {% endtrans %}

{{ _('Weapons') }}

{% trans trimmed %} Disciplines are not all there is. Another path exists: using weapons. One thing that you will want to avoid though, is to fail to get the weapon because of blocks. This forces more stealth, and dilutes control. Luckily, there are other options. {% endtrans %}

{{ cel }} {{ _("CEL Guns") }} ANY

{{ card_image(".44 Magnum") }} {{ card_image("Psyche!") }}

{% trans trimmed concealed_weapon=card("Concealed Weapon"), magnum_44=card(".44 Magnum"), pursuit=card("Pursuit"), psyche=card("Psyche!"), magnum=card(".44 Magnum", "Magnum"), taste_of_vitae=card("Taste of Vitae"), blur=card("Blur"), quickness=card("Quickness"), infernal_pursuit=card("Infernal Pursuit"), ashur_tablets=card("Ashur Tablets"), sideslip=card("Sideslip"), sce=link("/strategy/combat", "SCE", _anchor="defence") %} Use {{ concealed_weapon }} to get a {{ magnum_44 }}. Good by itself, it becomes redoutable when combined with Celerity {{ CEL }}. {{ psyche }} is a must have: it starts a new combat, so the {{ magnum }} maneuver kicks in again, and it is a nice counter against {{ sce }}. {{ pursuit }} provides range control or more damage, and {{ taste_of_vitae }} is a good addition to keep the blood flowing. Other typical inclusions are {{ blur }} and {{ quickness }} for more damage, {{ infernal_pursuit }} for card flow, often paired with {{ ashur_tablets }}, and {{ sideslip }} for the limited prevention. {% endtrans %}

{{ aus }} {{ _("Sniper") }} BLOCK

{{ card_image("Concealed Weapon") }} {{ card_image("Sniper Rifle") }}

{% trans trimmed conceal=card("Concealed Weapon", "Conceal"), concealed_weapon=card("Concealed Weapon"), sniper_rifle=card("Sniper Rifle"), read_intentions=card("Read Intentions"), aura_reading=card("Aura Reading") %} Another good weapon to {{ conceal }} is a {{ sniper_rifle }}. It is often paired with Auspex {{ aus }} since other block decks have access to better combat options. Sadly, {{ sniper_rifle }} range setting effect does not kick in in the combat where you get it via {{ concealed_weapon }}. But it is a solid minimal combat module. A good close-range combat will be able to press and still land a strike on round 2, but it adds a serious barrier against them. The only potential additions are {{ read_intentions }} for utility and {{ aura_reading }} for card flow. {% endtrans %}

{{ obf }} {{ _("Disguised Flamethrower") }} BLOCK

{{ card_image("Disguised Weapon") }} {{ card_image("Flamethrower") }}

{% trans trimmed disguised_weapon=card("Disguised Weapon"), flamethrower=card("Flamethrower"), improvised_flamethrower=card("Improvised Flamethrower"), glancing_blow=card("Glancing Blow"), sideslip=card("Sideslip"), swallowed_by_the_night=card("Swallowed by the Night") %} Obfuscate {{ obf }} provides {{ disguised_weapon }}, for bigger weapons, typically a {{ flamethrower }} or an {{ improvised_flamethrower }}. It is a lightweight combat module, but dissuasive. Aggravated damage at all range requires good prevention to face it - a {{ glancing_blow }} or a {{ sideslip }} will not be enough. And Obfuscate {{ obf }} also provides {{ swallowed_by_the_night }} for a bit of range management that doubles as stealth. This module is not strong enough by itself to build a rush deck, but makes for a decent block or even defensive module. {% endtrans %}

{{ for }} {{ _("Sticks") }} BLOCK

{{ card_image("Weighted Walking Stick") }}

{% trans trimmed weighted_walking_stick=card("Weighted Walking Stick"), rolling_with_the_punches=card("Rolling with the Punches"), soak=card("Soak"), carrion_crows=card("Carrion Crows"), hidden_strength=card("Hidden Strength"), outside_the_hourglass=card("Outside the Hourglass"), indomitability=card("Indomitability"), unflinching_persistence=card("Unflinching Persistence"), target_vitals=card("Target Vitals"), gentlemen_with_sticks=link("/archetypes/gentlemen-with-sticks"), anti_ventrue_grinder=link("/archetypes/anti-ventrue-grinder") %} {{ weighted_walking_stick }} is one of the easiest way to add steady damage to a bare combat module. Often seen alongside Fortitude {{ for }}, It can also be used by allies or low capacity vampires with no combat disciplines. Ventrue {{ ventrue }}, Salubri {{ salubri }}, and both their antitribu are fond of this weapon, see {{ gentlemen_with_sticks }} or {{ anti_ventrue_grinder }} for example. It hits three times for 2: a neat 3 beads differential at no cost, and it requires no action to equip. A few {{ target_vitals }} can be added to the mix to spice it up. {% endtrans %}

{{ _("Saturday Night DBR") }} ANY

{{ card_image("Saturday Night Special") }} {{ card_image("Dragon's Breath Rounds") }}

{% trans trimmed concealed_weapon=card("Concealed Weapon"), saturday_night_special=card("Saturday Night Special"), magnum=card(".44 Magnum"), dragon_s_breath_rounds=card("Dragon's Breath Rounds"), dbr=link("/archetypes/dbr") %} A third option for {{ concealed_weapon }} is {{ saturday_night_special }}. It is inferior to a {{ magnum }}, but it is cheaper, which means you can more easily sacrifice it on {{ dragon_s_breath_rounds }} to inflict 2 aggravated damage on top. Sure, it is a bit more convoluted than using Vicissitude {{ vic }} or Protean {{ pro }} strikes, but it requires no discipline, and no blood. Which means it is a great fit for a low-cap swarm, and that's the {{ dbr }} archetype. {% endtrans %}

{{ _("Big Guns") }} ANY

{{ card_image("Alastor") }} {{ card_image("Assault Rifle") }}

{% trans trimmed assault_rifle=card("Assault Rifle"), ak_47=card("AK/47"), hackerspace=card("Hackerspace"), ravnos_cache=card("Ravnos Cache"), alastor=card("Alastor") %} The meanest weapons are {{ assault_rifle }} and {{ ak_47 }}. They are expensive: you can reduce the cost with cards like {{ hackerspace }} or {{ ravnos_cache }}, but {{ alastor }} is even better: it lets you fetch the weapon and reduces the cost, while also providing a standing stealthed rush. You need to pass the vote, but that's a solid option for Justicar and Inner Circle decks. In any case, with such a weapon you hardly need any support combat cards on top. {% endtrans %}

{{ _("Ivory Bow") }} BLOCK

{{ card_image("Magic of the Smith") }} {{ card_image("Ivory Bow") }}

{% trans trimmed ivory_bow=card("Ivory Bow"), magic_of_the_smith=card("Magic of the Smith"), bowl_of_convergence=card("Bowl of Convergence"), kevlar_vest=card("Kevlar Vest") %} The {{ ivory_bow }} is a cheap and cunning weapon. It is often included as a single copy in block decks, because it is, at the minimum, an efficient deterrent. Blood Sorcery {{ tha }} decks can rely on it a bit more extensively since they can use {{ magic_of_the_smith }} in enough copies to ensure it can be fetched early game. It's more of a Tremere {{ tremere }} trick, since the Banu Haqim {{ banu_haqim }} have the exceptional {{ cel }}{{ tha }} module already. You can expect a {{ bowl_of_convergence }} and a {{ kevlar_vest }} to be fetched next. {% endtrans %}

{{ _("Grenade") }} ANY

{{ card_image("Concealed Weapon") }} {{ card_image("Grenade") }}

{% trans trimmed conceal=card("Concealed Weapon", "conceal"), grenade=card("Grenade"), fake_out=card("Fake Out"), arms_dealer=card("Arms Dealer") %} A seldom seen weapon to {{ conceal }} is a simple {{ grenade }}. It can be paired with a simple {{ fake_out }}, which makes it a very decent weapon for non-vampire minions, {{ arms_dealer }} being the most common possibility here. {% endtrans %}

{{ pot }} {{ _("Potence & Friends") }}

{% trans trimmed immortal_grapple=card("Immortal Grapple") %} Between {{ immortal_grapple }} and the widest range of combat cards a discipline ca offer, Potence {{ pot }} is the ideal base discipline for a multitude of combinations. {% endtrans %}

{{ pot }}{{ ani }} {{ _("Potence") }} & {{ _("Animalism") }} RUSH

{{ card_image("Carrion Crows") }} {{ card_image("Drawing out the Beast") }} {{ card_image("Immortal Grapple") }} {{ card_image("Roundhouse") }} {{ card_image("Preternatural Strength") }}

{% trans trimmed ig=card("Immortal Grapple", "IG"), carrion_crows=card("Carrion Crows"), drawing_out_the_beast=card("Drawing out the Beast"), canine_horde=card("Canine Horde"), voracious_vermin=card("Voracious Vermin"), glancing_blow=card("Glancing Blow") %} As Potence {{ pot }} and Animalism {{ ani }} are the strongest combat disciplines, combining them is a no-brainer. {{ ig }} and strong strikes from Potence {{ pot }}, {{ carrion_crows }} and {{ drawing_out_the_beast }} for range management from Animalism {{ ani }}, it is very aggressive. {{ canine_horde }} or {{ voracious_vermin }} are often present to handle weapons, but the only real downside of this combination is the lack of prevention: it is only just {{ glancing_blow }}. {% endtrans %}

{% trans trimmed guruhi_rush=link("/archetypes/guruhi-rush"), cock_robin=card("Cock Robin"), nikolaus_vermeulen=card("Nikolaus Vermeulen (G2)", "Nikolaus Vermeulen"), enkidu=card("Enkidu, The Noah", "Enkidu"), karsh=card("Karsh") %} The sheer aggressive power of the module is enough to make it top tier even with this weakness. {{ guruhi_rush }} won the EC twice, after all, and made the finals thrice. Nosferatu {{ nosferatu }} can field a decent crypt with inferior Fortitude {{ for }} for prevention, especially with {{ cock_robin }} and {{ nikolaus_vermeulen }}, but apart from that it is mostly star vampires that can go beyond, like {{ enkidu }} or {{ karsh }}. {% endtrans %}

{{ pot }}{{ cel }} {{ _("Potence") }} & {{ _("Celerity") }} RUSH

{{ card_image("Immortal Grapple") }} {{ card_image("Torn Signpost") }} {{ card_image("Pursuit") }} {{ card_image("Blur") }} {{ card_image("Disarm") }} {{ card_image("Sideslip") }}

{% trans trimmed ig=card("Immortal Grapple", "IG"), pursuit=card("Pursuit"), torn_signpost=card("Torn Signpost"), roundhouse=card("Roundhouse"), preternatural_strength=card("Preternatural Strength"), blur=card("Blur"), quickness=card("Quickness"), sideslip=card("Sideslip"), ivory_bow=card("Ivory Bow"), disarm=card("Disarm") %} The Brujah {{ brujah }} module par excellence. It is using {{ ig }} to counter defenses, coupled with {{ pursuit }} for range management and additional strikes. {{ torn_signpost }} is usually used over {{ roundhouse }} or {{ preternatural_strength }}, because it combines better with additional strikes. {{ blur }} and {{ quickness }} are usual. {{ sideslip }} is nice, since it brings a bit of prevention and the occasional dodge, against aggravated strikes and {{ ivory_bow }}. All those Celerity {{ cel }} tricks also make {{ disarm }} that much more efficient. {% endtrans %}

{% trans trimmed %} It is maybe slightly inferior to the {{ pot }}{{ ani }} module because it has a more fragile range management. There are some decent Brujah {{ brujah }} crypts that offer inferior Fortitude {{ for }} for a bit more prevention though. Luckily, the V5 Anarchs Brujah {{ brujah }} have additional options, since they can mix this up with Anarch {{ pot }}{{ cel }} and even Anarch {{ cel }}{{ for }} depending on the crypt, for a stronger module. {% endtrans %}

{{ pot }}{{ for }} {{ _("Potence") }} & {{ _("Fortitude") }} RUSH

{{ card_image("Immortal Grapple") }} {{ card_image("Torn Signpost") }} {{ card_image("Disarm") }} {{ card_image("Unflinching Persistence") }} {{ card_image("Rolling with the Punches") }} {{ card_image("Hidden Strength") }}

{% trans trimmed unflinching_persistence=card("Unflinching Persistence"), rolling_with_the_punches=card("Rolling with the Punches"), hidden_strength=card("Hidden Strength") %} Now the Potence module is already strong but what misses? Prevention and range management. Get some Fortitude {{ FOR }} in there and between {{ unflinching_persistence }}, {{ rolling_with_the_punches }}, and {{ hidden_strength }}, you are pretty much covered. {% endtrans %}

{% trans trimmed ignazio=card("Ignazio Giovanni", "Ignazio"), lorrie=card("Lorrie Dunsirn", "Lorrie"), lazverinus=card("Lazverinus, Thrall of Lambach", "Lazverinus"), dead_hand=card("Dead Hand"), spiritual_guidance=card("Spiritual Guidance") %} However, it is not a combination a lot of vampires have at superior. And those who have often have even deadlier possibilities open to them. All in all, it is often played either with {{ lazverinus }}, {{ lorrie }}, or Giovanni {{ giovanni }} (particularily {{ ignazio }}). In this last case, the module often includes Necromancy {{ nec }} cards like {{ dead_hand }} and {{ spiritual_guidance }}. {% endtrans %}

{{ pot }}{{ cel }} {{ _("Anarch") }} {{ _("Potence") }} & {{ _("Celerity") }} ANY

{{ card_image("Immortal Grapple") }} {{ card_image("Dust Up") }} {{ card_image("Bollix") }} {{ card_image("Disarm") }} {{ card_image("Hell-for-Leather") }}

{% trans trimmed dust_up=card("Dust Up"), disarm=card("Disarm"), hell_for_leather=card("Hell-for-Leather"), bollix=card("Bollix"), ig=card("Immortal Grapple", "IG") %} Anarch Brujah {{ brujah }} have additional options here, with {{ dust_up }} as a cornerstone. The {{ dust_up }} dodge makes up for the lack of prevention and makes {{ disarm }} very easy to use. {{ hell_for_leather }} is often added for a cheap additional at inferior {{ cel }}, and {{ bollix }} for utility, since it can also cancel an {{ ig }} for a {{ dust_up }} dodge against a dangerous Potence {{ POT }} opponent. {% endtrans %}

{% trans trimmed torn_signpost=card("Torn Signpost"), slam=card("Slam"), pursuit=card("Pursuit"), quickness=card("Quickness") %} Depending on the crypt, additional combat cards can be brought in: superior Potence {{ POT }} calls for {{ torn_signpost }} and {{ slam }}, while superior Celerity {{ CEL }} opens {{ pursuit }} and {{ quickness }}. The module can also be combined with Guns, or even with the Anarch {{ cel }}{{ for }} module, if the crypt allows. It can also be reduced and combined with Brujah Debate. {% endtrans %}

{{ follower_of_set_legacy }}{{ pot }}{{ ser }} Ghede {{ _("Potence") }} & {{ _("Serpentis") }} RUSH

{{ card_image("Ghede") }} {{ card_image("Immortal Grapple") }} {{ card_image("Typhonic Beast") }} {{ card_image("The Jones") }} {{ card_image("Freak Drive") }}

{% trans trimmed typhonic_beast=card("Typhonic Beast"), ghede=card("Ghede"), ig=card("Immortal Grapple", "IG"), the_jones=card("The Jones"), entombment=card("Entombment"), skin_of_steel=card("Skin of Steel"), sire_s_index_finger=card("Sire's Index Finger"), blade_of_enoch=card("Blade of Enoch"), rotschreck=card("Rötschreck") %} Well, if the Potence module lacks prevention, using Serpentis {{ SER }} {{ typhonic_beast }}, especially with a vampire that plays it for free like {{ ghede }}, makes for a powerful combination with just two cards. Rush, play {{ typhonic_beast }} and press until you are at close range, then {{ ig }} and kill. {{ the_jones }} is often included too for good measure against torpor strikes like {{ entombment }}, as well as supplementary prevention against high-damage opponents, like {{ skin_of_steel }}, and {{ sire_s_index_finger }} or {{ blade_of_enoch }} against {{ rotschreck }}. {% endtrans %}

{% trans trimmed ghede=card("Ghede"), freak_drive=card("Freak Drive"), mylan_horseed=card("Mylan Horseed"), abdelsobek=card("Abdelsobek") %} It is efficient, with very few moving parts. The only downside is that {{ ghede }} is mostly alone here, so multi-action is required to get sufficient efficency, with {{ freak_drive }}, {{ mylan_horseed }}, and {{ abdelsobek }}. It is still altogether fragile, since it relies on a single vampire. {% endtrans %}

{{ blood_brother }}{{ pot }}{{ san }}{{ for }} Blood Brothers {{ _("Potence") }} & {{ _("Sanguinus") }} RUSH

{{ card_image("Immortal Grapple") }} {{ card_image("Torn Signpost") }} {{ card_image("Octopod") }} {{ card_image("Three's a Crowd") }} {{ card_image("Soak") }} {{ card_image("Hidden Strength") }}

{% trans trimmed octopod=card("Octopod"), three_s_a_crowd=card("Three's a Crowd"), ig=card("Immortal Grapple", "IG"), coordinate_attacks=card("Coordinate Attacks"), slake_the_thirst=card("Slake the Thirst"), taste_of_vitae=card("Taste of Vitae") %} The Blood Brothers Torrence and Chicago circles provide the interesing Sanguinus {{ san }} discipline coupled with a bit of Fortitude {{ for }} to complement the basic Potence {{ POT }} module. And as if having a bit of Fortitude {{ for }} prevention alongside Potence {{ pot }} was not already cool, They have {{ octopod }} for additional strikes, {{ three_s_a_crowd }} for range setting, making sure this {{ ig }} will land, {{ coordinate_attacks }} as an alternative to {{ ig }} to counter defenses, and {{ slake_the_thirst }} to really profit from these {{ taste_of_vitae }}. {% endtrans %}

{% trans trimmed sanguine_instruction=card("Sanguine Instruction"), oppugnant_night=card("Oppugnant Night"), coagulated_entity=card("Coagulated Entity"), achille_s_heel=card("Achille's Heel") %} The only issue here is the crypt. The Torrance circle has a bit more access to superior discipline but is more expensive, whereas the Chicago circle has more superior Sanguinus {{ SAN }} but mostly inferior Potence {{ pot }} and Fortitude {{ for }}. The good news is the module is still very decent at inferior, and {{ sanguine_instruction }} can be added to stabilize the disciplines. Moreover, they have strong rush actions with {{ oppugnant_night }} and {{ coagulated_entity }}, and {{ achille_s_heel }} to help with the oust. {% endtrans %}

{{ lasombra_legacy }}{{ pot }}{{ obt }}{{ ani }} Lasombra Environmental ANY

{{ card_image("Immortal Grapple") }} {{ card_image("Dark Steel") }} {{ card_image("Carrion Crows") }} {{ card_image("Slam") }}

{% trans trimmed dark_steel=card("Dark Steel"), carrion_crows=card("Carrion Crows"), slam=card("Slam") %} Combining Obtenebration {{ obt }} with the already great Potence & Animalism module is strong: {{ dark_steel }} is like a better {{ carrion_crows }} thanks to its maneuver, and playing both for maximum environmental damage is a treat. On top of the {{ dark_steel }} maneuver, {{ slam }} can be used for even more maneuvers. {% endtrans %}

{% trans trimmed montano=card("Montano"), nahir=card("Nahir"), servius_marius_pustula=card("Servius Marius Pustula", "Servius"), anton_de_concepcion=card("Antón de Concepción", "Antón"), carrion_crows=card("Carrion Crows"), deep_song=card("Deep Song"), sense_the_savage_way=card("Sense the Savage Way"), black_metamorphosis=card("Black Metamorphosis") %} This module relies on a very high capacity crypt with {{ montano }}, {{ nahir }}, {{ servius_marius_pustula }} and/or {{ anton_de_concepcion }}. Using Animalism {{ ani }} here is not just a matter of having {{ carrion_crows }}, but more importantly to benefit from the versatile {{ deep_song }} and {{ sense_the_savage_way }}. On the Obtenebration {{ obt }} side, it will also often include {{ black_metamorphosis }}. {% endtrans %}

{{ lasombra_legacy }}{{ pot }}{{ obt }} Lasombra Ranged BLOCK

{{ card_image("Arms of the Abyss") }} {{ card_image("Entombment") }} {{ card_image("Disarm") }} {{ card_image("Thrown Gate") }} {{ card_image("Shadow Body") }}

{% trans trimmed arms_of_the_abyss=card("Arms of the Abyss"), disarm=card("Disarm"), entombment=card("Entombment"), ig=card("Immortal Grapple", "IG"), thrown_gate=card("Thrown Gate") %} Interestingly, Lasombra {{ lasombra_legacy }} can combine Obtenebration {{ obt }} to Potence {{ pot }} for a much more defensive module. Using the great {{ arms_of_the_abyss }} to avoid damage opens the way to easy {{ disarm }} and {{ entombment }}, although it does let go of the great {{ ig }}. Combined to {{ thrown_gate }} for a bit more defense and security with its long range, it makes for a sturdy and leightweight module. {% endtrans %}

{% trans trimmed ig=card("Immortal Grapple", "IG") %} It might be an interesting avenue for some toolboxes, and it can be very hard to predict and handle for opponents. On the other, it will struggle against {{ ig }}-based modules, and as far as range combat is concerned, the Kiasyd {{ OBT }}{{ MYT }} module is probably stronger. {% endtrans %}

{{ true_brujah }}{{ pot }}{{ tem }} True Brujah {{ _("Potence") }} & {{ _("Temporis") }} RUSH

{{ card_image("Shalmath") }} {{ card_image("Outside the Hourglass") }} {{ card_image("Domain of Evernight") }} {{ card_image("Decapitate") }} {{ card_image("Disarm") }}

{% trans trimmed outside_the_hourglass=card("Outside the Hourglass"), domain_of_evernight=card("Domain of Evernight"), rolling_with_the_punches=card("Rolling with the Punches"), rego_motum=card("Rego Motum"), decapitate=card("Decapitate") %} Now we are getting in the top level combos with this one. Temporis {{ tem }} is awesome thanks to one single card: {{ outside_the_hourglass }}. First, it is versatile, and the dodge and maneuver can be handy. But more importantly, it provides 2 close range damage before strikes are even selected. There are two key combinations here: if blocked, you can use {{ domain_of_evernight }} to {{ outside_the_hourglass }} two aggravated damage that are hard to avoid: it is not a strike, so dodges, combat ends, and even cards like {{ rolling_with_the_punches }} or {{ rego_motum }} are useless. There is a good chance the opponent will go to torpor and you can {{ decapitate }}. {% endtrans %}

{% trans trimmed domain_of_evernight=card("Domain of Evernight"), ot_h=card("Outside the Hourglass", "OtH"), majesty=card("Majesty"), disarm=card("Disarm"), decapitate=card("Decapitate"), shalmath=card("Shalmath") %} Furthermore, and even without aggravated damage from {{ domain_of_evernight }}, you can always use another {{ ot_h }} or a {{ majesty }} to avoid damage yourself, and then {{ disarm }} your opponent. And still {{ decapitate }} them if you like. The only issue here is that only scarce vampires have Temporis {{ tem }}, so it is a module often relying on a single star like {{ shalmath }}, which makes it slow and inherently fragile, even if still outstanding. {% endtrans %}

{{ gargoyle }}{{ pot }}{{ vis }} Gargoyles {{ _("Potence") }} & {{ _("Visceratika") }} RUSH

{{ card_image("Tupdog") }} {{ card_image("Immortal Grapple") }} {{ card_image("Roundhouse") }} {{ card_image("Brick by Brick") }} {{ card_image("Raking Talons") }}

{% trans trimmed ig=card("Immortal Grapple", "IG"), brick_by_brick=card("Brick by Brick"), raking_talons=card("Raking Talons"), tupdog=card("Tupdog"), tupdogs_nephandus=link("/archetypes/tupdogs-nephandus") %} One of the most dreadful combat module there is, Visceratika {{ vis }} offers exactly what is needed to make {{ ig }} inescapable: a straight-up range setting tool with {{ brick_by_brick }}, and {{ raking_talons }} for aggravated damage. Visceratika {{ vis }} also provides good damage prevention options, but it offers one of the best star fighter of the game: {{ tupdog }}. And those are disposable, so they need not bother with prevention. The {{ tupdogs_nephandus }} archetype uses this module to great effect. {% endtrans %}

{% trans trimmed stonestrength=card("Stonestrength"), rockheart=card("Rockheart") %} That said, the other Gargoyles {{ gargoyle }} can enjoy the same module, with {{ stonestrength }} and {{ rockheart }} on top for prevention, and go for a more toolboxy deck. {% endtrans %}

{{ brujah }} {{ pot }} Brujah Debate RUSH

{{ card_image("Brujah Debate") }} {{ card_image("The Embrace") }} {{ card_image("Immortal Grapple") }}

{% trans trimmed brujah_debate=card("Brujah Debate"), embrace=card("The Embrace", "Embrace"), debates=card("Brujah Debate", "Debates"), grapple=card("Immortal Grapple", "Grapple"), dust_up=card("Dust Up"), taste=card("Taste of Vitae", "Taste") %} {{ brujah_debate }} is bonkers. If you stack enough of them, any Brujah {{ embrace }} becomes a killing machine. So the plan is easy: stack the {{ debates }}, rush and {{ grapple }}, maybe {{ dust_up }} if you are Anarch, and don't forget to {{ taste }}. The {{ debates }} give so many maneuvers and such great strikes, you don't need much on top of it. {% endtrans %}

{% trans trimmed organized_resistance=card("Organized Resistance"), childe_of_the_revolution=card("Childe of the Revolution"), embrace=card("The Embrace", "Embrace") %} The trick will be to defend them, but either you disable everyone that can destroy them, or maybe you run a couple of Barons for {{ organized_resistance }}, they can also use {{ childe_of_the_revolution }} as an improvement over {{ embrace }}. {% endtrans %}

{{ _('Allies') }}

{% trans trimmed target_vitals=card("Target Vitals"), trap=card("Trap"), fake_out=card("Fake Out"), glancing_blow=card("Glancing Blow"), the_unmasking=card("The Unmasking") %} Non-unique allies are a solid combat option too. In those cases, the deck is all about getting the recruits done and pay for the allies, and the combat module is very slim and disciplineless, mostly using {{ target_vitals }}, {{ trap }}, {{ fake_out }} and {{ glancing_blow }}. Allies decks with also usually field {{ the_unmasking }}, for basic block abilities. {% endtrans %}

{{ tremere_antitribu }} {{ _("Nephandus") }} ANY

{{ card_image("Nephandus") }}

{% trans trimmed emerald_legionnaire=card("Emerald Legionnaire"), haven_uncovered=card("Haven Uncovered"), bum_s_rush=card("Bum's Rush"), molotov_cocktail=card("Molotov Cocktail"), antonio_d_erlette=card("Antonio d'Erlette") %} The most prominent ally (since the {{ emerald_legionnaire }} nerf). Sure, they don't have an incorporated rush, but they can use {{ haven_uncovered }} or {{ bum_s_rush }}, and, more importantly, they bleed for one, so they're packing the ousting solution. Given their ability, they can interestingly use {{ molotov_cocktail }} with no additional card, so it is often included in the combat package for a surprise burst of aggravated damage. They're often seen, of course, alongside {{ antonio_d_erlette }}. {% endtrans %}

{{ tzimisce }} {{ _("War Ghoul") }} RUSH

{{ card_image("War Ghoul") }}

{% trans trimmed trap=card("Trap"), fake_out=card("Fake Out"), jake_washington=card("Jake Washington"), piper=card("Piper") %} Well, those rush hard. Of course here, having some utilities like {{ trap }} and {{ fake_out }} to make the rushes more likely to disable is paramount. The difficulty is in paying for them, but Tzimisce {{ tzimisce }} have low cost solutions, and there's always {{ jake_washington }} to sacrifice and {{ piper }} to summon them without an action, nor a chance to block. {% endtrans %}

{{ malkavian_antitribu }} {{ _("Escaped Mental Patient") }} ANY

{{ card_image("Escaped Mental Patient") }}

{% trans trimmed rotschreck=card("Rötschreck"), sce=link("/strategy/combat", "SCE", _anchor="defence") %} This one has a daunting strike. Sure, it burns, but the price is not too high and it does not burn if an {{ sce }} is used. They also do not burn if you use a {{ rotschreck }} after blocking. So they're good at exhausting defenses, but can also simply be used as a deterrent for defense. {% endtrans %}

{{ nec }} {{ _("Shambling Hordes") }} RUSH

{{ card_image("Shambling Hordes") }}

{% trans trimmed war_ghoul=card("War Ghoul"), liquidation=card("Liquidation"), draeven_softfoot=card("Draeven Softfoot") %} The dreaded zombies pack a bit less punch than a {{ war_ghoul }}, but they only cost blood, so summoning more of them is the point: a slower but more overwhelming swarm. As you also need allies in the ash heap, they tend to be accompanied by some {{ liquidation }} or allies with a burn option for that express purpose, like {{ draeven_softfoot }}. {% endtrans %}

{{ gangrel }} {{ _("Renegade Garou") }} RUSH

{{ card_image("Renegade Garou") }}

{% trans trimmed weighted_walking_stick=card("Weighted Walking Stick"), jacob_fermor=card("Jacob Fermor") %} Finally the werewolf. It is expensive, but it has a maneuver, it regenerates, and the rush has stealth. They love using a {{ weighted_walking_stick }} for 4 damage, and {{ jacob_fermor }} can make them bleed, and provide the ousting solution. {% endtrans %}

{{ _("Other combinations") }}

{% trans trimmed immortal_grapple=card("Immortal Grapple") %} There is still a world outside of Potence {{ pot }} and Animalism {{ ani }}. In those modules, two things matter: the ability to overcome dodge and combat ends defenses, and sturdiness, aka. prevention. {% endtrans %}

{{ banu_haqim }}{{ cel }}{{ tha }} {{ _("Banu Haqim") }} {{ _("Celerity") }} & {{ _("Blood Sorcery") }} ANY

{{ card_image("Hunger of Marduk") }} {{ card_image("Pursuit") }} {{ card_image("Blur") }} {{ card_image("Quickness") }} {{ card_image("Rego Motum") }} {{ card_image("Psyche!") }}

{% trans trimmed hunger_of_marduk=card("Hunger of Marduk"), pursuit=card("Pursuit"), quickness=card("Quickness"), blur=card("Blur"), swallowed_by_the_night=card("Swallowed by the Night"), resist_earth_s_grasp=card("Resist Earth's Grasp"), rego_motum=card("Rego Motum"), sideslip=card("Sideslip"), psyche=card("Psyche!"), soul_burn=card("Soul Burn"), blood_rage=card("Blood Rage"), zip_gun=card("Zip Gun"), stick=card("Weighted Walking Stick", "Stick"), walk_of_flame=card("Walk of Flame") %} Welcome to one of the best combat modules there is. Using {{ hunger_of_marduk }}, Banu Haqim {{ banu_haqim }} work around prevention in quick order and use Celerity {{ CEL }} additionals like {{ pursuit }}, {{ quickness }} and {{ blur }} to empty their target. Between {{ pursuit }}, {{ swallowed_by_the_night }}, and {{ resist_earth_s_grasp }}, they get excellent range management. And {{ rego_motum }} and {{ sideslip }} can provide prevention while {{ psyche }} helps counter defenses. Sure, they need to do an actual damage to dispose of the opponent, but they have access to Anti-Fortitude {{ for }} tech even there with {{ soul_burn }} or {{ blood_rage }}, or they can just hit for one, or use a {{ zip_gun }} or a {{ stick }}, or even a {{ walk_of_flame }} to burn their opponent if it is after a press. {% endtrans %}

{% trans trimmed psyche=card("Psyche!"), hunger_of_marduk=card("Hunger of Marduk"), hunter_s_mark=card("Hunter's Mark"), haqim_s_law_retribution=card("Haqim's Law: Retribution") %} Ultimately, the only weakness is the limited prevention and the difficulty to handle defenses, since {{ psyche }} does not combine well with {{ hunger_of_marduk }}. That said, {{ hunter_s_mark }} provide a solid alternative against strong defenses, as long as there's enough stealth to land it consistantly. Moreover, the module can be denser than usual, thanks to {{ haqim_s_law_retribution }} that transforms those red cards into bleed enhancers. {% endtrans %}

{{ assamite_legacy }}{{ cel }}{{ qui }} {{ _("Assamite") }} {{ _("Celerity") }} & {{ _("Quietus") }} RUSH

{{ card_image("Selective Silence") }} {{ card_image("Sanguine Entrapment") }} {{ card_image("Taste of Death") }} {{ card_image("Pursuit") }} {{ card_image("Side Strike") }} {{ card_image("Psyche!") }}

{% trans trimmed selective_silence=card("Selective Silence"), taste_of_death=card("Taste of Death"), sanguine_entrapment=card("Sanguine Entrapment"), pursuit=card("Pursuit"), side_strike=card("Side Strike"), psyche=card("Psyche!"), sideslip=card("Sideslip"), fast_hands=card("Fast Hands") %} The legacy Assamites {{ assamite_legacy }} also have interesting combination with Quietus {{ QUI }} providing {{ selective_silence }} to set range, {{ taste_of_death }} for aggravated damage, and {{ sanguine_entrapment }} against defenses. Celerity {{ CEL }} provides additionals and a few more utilities with the like of {{ pursuit }}, {{ side_strike }}, and {{ psyche }}. There is not much prevention to be had, just {{ sideslip }}, so opposing ranged modules can be hard to handle. Luckily, {{ fast_hands }} can offset most gun-based modules. {% endtrans %}

{% trans trimmed entrapment=card("Sanguine Entrapment", "Entrapment"), side_strike=card("Side Strike"), sce=link("/strategy/combat", "SCE", _anchor="defence") %} The difficulty resides in hand management. You often need more than 2 cards to land a combat combination, and need to be very precise in your match-ups, so as to align {{ entrapment }} on potential {{ sce }}, set the range against close-range opponents, or dodge with {{ side_strike }} before you strike if they are at long range. {% endtrans %}

{{ samedi }}{{ thn }}{{ for }} {{ _("Samedi") }} {{ _("Thanatosis") }} & {{ _("Fortitude") }} RUSH

{{ card_image("Relentless Reaper") }} {{ card_image("Groaning Corpse") }} {{ card_image("Unflinching Persistence") }} {{ card_image("Rolling with the Punches") }}

{% trans trimmed relentless_reaper=card("Relentless Reaper"), groaning_corpse=card("Groaning Corpse"), compress=card("Compress"), trap=card("Trap"), necrosis=card("Necrosis"), dust_to_dust=card("Dust to Dust") %} The Samedi {{ samedi }} offer one of the most dreadful combat module. With {{ relentless_reaper }} being so versatile, it can be spammed in such amounts as to make any kind of defense irrelevant, while also providing decent prevention. Then {{ groaning_corpse }} provides the damage and the usual Fortitude {{ for }} prevention handles the rest. Moreover, additional surprises can be used like {{ compress }}, {{ trap }}, {{ necrosis }} or {{ dust_to_dust }}. {% endtrans %}

{% trans trimmed mambo_jeanne=card("Mambo Jeanne"), jean_lisle=card("Jean Lisle"), marie_pierre=card("Marie-Pierre"), josette=card("Josette"), baroque=card("Baroque"), blessings_of_the_loa=card("Blessings of the Loa"), freak_drive=card("Freak Drive"), lost_kindred=external("https://www.blackchantry.com/products/legacy/bundles/lost-kindred/", "Lost Kindred") %} Samedi {{ samedi }} having poor block abilities and no bounce, this module is a rush module: Fortitude {{ for }} helps by providing more actions with {{ freak_drive }}, and the clan got {{ blessings_of_the_loa }} for some ousting power since the {{ lost_kindred }} expansion. They also got a powerful crypt with great abilities: {{ mambo_jeanne }}, {{ jean_lisle }} and {{ marie_pierre }} coming in to supplement {{ josette }} and {{ baroque }}. {% endtrans %}

{{ cel }}{{ for }} {{ _("Anarch") }} {{ _("Celerity") }} & {{ _("Fortitude") }} ANY

{{ card_image("Diversion") }} {{ card_image("Diversion") }} {{ card_image("Diversion") }} {{ card_image("Groundfighting") }}

{% trans trimmed diversion=card("Diversion"), magnum=card(".44 Magnum"), stick=card("Weighted Walking Stick", "Stick"), groundfighting=card("Groundfighting"), ig=card("Immortal Grapple", "IG"), hell_for_leather=card("Hell-For-Leather"), dust_up=card("Dust Up"), psyche=card("Psyche!") %} Now this fearful combination almost holds to a single card: {{ diversion }}. It is so versatile, you only need a bit of power, like a boost in strength or some {{ magnum }} or {{ stick }}, and you can just spam {{ diversion }} for additional strikes and prevention. Additionally, {{ groundfighting }} can be used for utility and against {{ ig }} if you are not doing hand strike, and {{ hell_for_leather }} or {{ dust_up }} can provide even more options depending on your crypt. If you are running superior Celerity {{ CEL }}, you can use {{ psyche }} to help overrun defenses. {% endtrans %}

{{ cel }}{{ pro }} {{ _("Celerity") }} & {{ _("Protean") }} ANY

{{ card_image("Flesh of Marble") }} {{ card_image("Claws of the Dead") }} {{ card_image("Psyche!") }} {{ card_image("Blur") }} {{ card_image("Acrobatics") }} {{ card_image("Pursuit") }}

{% trans trimmed acrobatics=card("Acrobatics"), blur=card("Blur"), body_flare=card("Body Flare"), bone_spur=card("Bone Spur"), claws_of_the_dead=card("Claws of the Dead"), flesh_of_marble=card("Flesh of Marble"), hell_for_leather=card("Hell-for-Leather"), psyche=card("Psyche!"), pursuit=card("Pursuit"), quickness=card("Quickness"), side_strike=card("Side Strike"), stutter_step=card("Stutter-Step"), wolf_claws=card("Wolf Claws") %} Protean {{ pro }} provides decent prevention with {{ flesh_of_marble }}, and aggravated damage with {{ claws_of_the_dead }} and its brothers, {{ wolf_claws }}, {{ bone_spur }} and even {{ body_flare }}. Celerity {{ CEL }} brings in just the right amount of utilities with maneuvers from {{ pursuit }}, dodges from {{ acrobatics }}, {{ side_strike }} or {{ stutter_step }}, and additionals with {{ blur }}, {{ hell_for_leather }} and {{ quickness }}. Most importantly, {{ psyche }} helps overcome defenses. {% endtrans %}

{% trans trimmed matasuntha=card("Matasuntha"), miller=card("Miller Delmardigan, Teacher of Bahari", "Miller"), adana_de_sforza=card("Adana de Sforza"), leathery_hide=card("Leathery Hide"), sideslip=card("Sideslip"), glancing_blow=card("Glancing Blow") %} Different crypts can field this module, from the powerful {{ matasuntha }} to the rarer {{ miller }} or {{ adana_de_sforza }}, passing by all Gangrel antitribu {{ gangrel_antitribu }}, who can use {{ leathery_hide }} on top. A strength bonus is welcome, to make prevention harder and overcome a simple {{sideslip}} or {{glancing_blow}}, and cost reduction is also good, since the whole module is expensive. {% endtrans %}

{{ pro }}{{ for }} {{ _("Protean") }} & {{ _("Fortitude") }} ANY

{{ card_image("Claws of the Dead") }} {{ card_image("Target Vitals") }} {{ card_image("Unflinching Persistence") }} {{ card_image("Indomitability") }} {{ card_image("Rolling with the Punches") }} {{ card_image("Hidden Strength") }}

{% trans trimmed lazverinus=card("Lazverinus, Thrall of Lambach", "Lazverinus"), hardestadt=card("Hardestadt"), elimelech=card("Elimelech the Twice-Damned", "Elimelech"), amaranth=card("Amaranth"), rotschreck=card("Rötschreck") %} A rare module that almost always relies on the strength bonus of a big star vampire like {{ lazverinus }}, {{ hardestadt }} or {{ elimelech }}. It is mostly a pure Fortitude {{ FOR }} approach relying on strength and prevention for a consistent advantage, but with the added deterrence of some aggravated damage, sometimes seconded by {{ amaranth }} or {{ rotschreck }}. {% endtrans %}

{{ vic }}{{ aus }} Meshenka {{ _("Vicissitude") }} & {{ _("Auspex") }} ANY

{{ card_image("Meshenka") }} {{ card_image("Horrid Form") }} {{ card_image("Horrid Form") }} {{ card_image("Telepathic Tracking") }}

{% trans trimmed horrid_form=card("Horrid Form"), meshenka=card("Meshenka"), telepathic_tracking=card("Telepathic Tracking"), ig=card("Immortal Grapple", "IG"), trap=card("Trap"), chiropteran_marauder=card("Chiropteran Marauder"), kraken_s_kiss=card("Kraken's Kiss"), carrion_crows=card("Carrion Crows") %} Stack an humongous number of {{ horrid_form }}, preferably with vampires that have cost reduction abilities, like {{ meshenka }}. Use {{ telepathic_tracking }} to counter defenses. Simple, grueling, unencombered by {{ ig }}. You can add some {{ trap }} and {{ chiropteran_marauder }} to help, or some {{ kraken_s_kiss }}, if it is really focused on {{ meshenka }} as a star. In all cases, some {{ carrion_crows }} can always help with the damage throughput. {% endtrans %}

{{ vic }}{{ tha }} Malgorzata {{ _("Vicissitude") }} & {{ _("Blood Sorcery") }} ANY

{{ card_image("Malgorzata") }} {{ card_image("Chiropteran Marauder") }} {{ card_image("Blood Rage") }} {{ card_image("Rego Motum") }} {{ card_image("Breath of the Dragon") }}

{% trans trimmed rego_motum=card("Rego Motum"), blood_rage=card("Blood Rage"), chiropteran_marauder=card("Chiropteran Marauder"), malgorzata=card("Malgorzata"), lord_tremere=card("Lord Tremere"), mistress_fanchon=card("Mistress Fanchon") %} The Vicissitude {{ VIC }} module is decent, but it misses stuff. Coupled with Blood Sorcery {{ tha }} prevention in {{ rego_motum }}, and the unpreventable {{ blood_rage }} hand strike that goes so well with {{ chiropteran_marauder }}, it becomes formidable. It is seen with very high cap stars like {{ malgorzata }}, {{ lord_tremere }} and {{ mistress_fanchon }}. {% endtrans %}

{% trans trimmed quick_jab=card("Quick Jab"), amaranth=card("Amaranth"), inner_essence=card("Inner Essence"), telepathic_tracking=card("Telepathic Tracking"), thoughts_betrayed=card("Thoughts Betrayed") %} The module can include additional utilities, like {{ quick_jab }}, {{ amaranth }}, {{ inner_essence }}, {{ telepathic_tracking }} or {{ thoughts_betrayed }}. {% endtrans %}

{{ salubri }}{{ obe }}{{ for }} {{ _("Salubri") }} {{ _("Obeah") }} & {{ _("Fortitude") }} BLOCK

{{ card_image("Anesthetic Touch") }} {{ card_image("Target Vitals") }} {{ card_image("Unflinching Persistence") }} {{ card_image("Vitae Block") }}

{% trans trimmed saulot=card("Saulot, the Wanderer", "Saulot"), anesthetic_touch=card("Anesthetic Touch"), ig=card("Immortal Grapple", "IG"), target_vitals=card("Target Vitals"), unflinching_persistence=card("Unflinching Persistence") %} Now there's a famous combination that is notably, but not exclusivly, seen in {{ saulot }} decks. {{ anesthetic_touch }} provides a very neat combat ends that trumps {{ ig }}, and {{ target_vitals }} can be used with it. With a bit of Fortitude {{ FOR }} prevention on top, mostly {{ unflinching_persistence }} for mobility, it is very sturdy. {% endtrans %}

{% trans trimmed hidden_strength=card("Hidden Strength"), superior_mettle=card("Superior Mettle"), skin_of_steel=card("Skin of Steel"), rolling_with_the_punches=card("Rolling with the Punches"), blissful_agony=card("Blissful Agony"), blood_rage=card("Blood Rage"), theft_of_vitae=card("Theft of Vitae"), eye_of_unforgiving_heaven=card("Eye of Unforgiving Heaven") %} The prevention module is widly variable and can include {{ hidden_strength }}, {{ superior_mettle }}, {{ skin_of_steel }}, or {{ rolling_with_the_punches }}. {{ blissful_agony }} is a common inclusion. Depending on the crypt, the module can be enriched with either Blood Sorcery {{ tha }} {{ blood_rage }} or {{ theft_of_vitae }}, or Valeren {{ val }} {{ eye_of_unforgiving_heaven }}. {% endtrans %}

{{ salubri_antitribu }}{{ val }}{{ for }} {{ _("Salubri Antitribu") }} {{ _("Valeren") }} ANY

{{ card_image("Sword of the Righteous") }} {{ card_image("Eye of Unforgiving Heaven") }} {{ card_image("Armor of Caine's Fury") }} {{ card_image("Hidden Strength") }} {{ card_image("Death Seeker") }} {{ card_image("Righteous Aura") }}

{% trans trimmed sword_of_the_righteous=card("Sword of the Righteous"), death_seeker=card("Death Seeker"), ig=card("Immortal Grapple", "IG"), sticks=card("Weighted Walking Stick", "Sticks"), blade_of_bellona=card("Blade of Bellona"), concealed_weapon=card("Concealed Weapon"), righteous_aura=card("Righteous Aura") %} Salubri Antitribu {{ salubri_antitribu }} have interesting options with Valeren {{ VAL }}. They mainly rely on weapons with {{ sword_of_the_righteous }} allowing for brutal aggravated strikes, and {{ death_seeker }} that lets them cancel either defensive cards or {{ ig }}. On the weapons side, it is a choice between simple {{ sticks }} or a {{ blade_of_bellona }} and {{ concealed_weapon }} combination. For ousting power, they can rely on the excellent {{ righteous_aura }}. {% endtrans %}

{% trans trimmed armor_of_caine_s_fury=card("Armor of Caine's Fury"), the_path_of_retribution=card("The Path of Retribution"), rolling_with_the_punches=card("Rolling with the Punches"), soak=card("Soak"), hidden_strength=card("Hidden Strength"), indomitability=card("Indomitability"), telepathic_tracking=card("Telepathic Tracking") %} On the prevention side, the options are wide. {{ armor_of_caine_s_fury }} is a great prevention card, and {{ the_path_of_retribution }} can make it free. Of course on the other hand, Salubri Antitribu {{ salubri_antitribu }} have Fortitude {{ FOR }} and its collection of prevention cards, from {{ rolling_with_the_punches }} and {{ soak }} against high damage, to {{ hidden_strength }} and {{ indomitability }} for utility. Finally they can also use some {{ telepathic_tracking}} for additional control over defensive builds. {% endtrans %}

{% trans trimmed %} All in all, it is a sturdy and painful combat module that can be fitted for any prupose. {% endtrans %}

{{ kiasyd }}{{ obt }}{{ myt }} {{ _("Kiasyd") }} {{ _("Obtenebration") }} & {{ _("Mytherceria") }} BLOCK

{{ card_image("Arms of the Abyss") }} {{ card_image("Earth Swords") }} {{ card_image("Darkling Trickery") }} {{ card_image("Fae Contortion") }} {{ card_image("Target Vitals") }}

{% trans trimmed earth_swords=card("Earth Swords"), darkling_trickery=card("Darkling Trickery"), target_vitals=card("Target Vitals"), entombment=card("Entombment"), fae_contortion=card("Fae Contortion"), sce=link("/strategy/combat", "SCE", _anchor="defence") %} Combining the cunning Obtenebration module with {{ earth_swords }} and {{ darkling_trickery}} makes for a high burst sneaky ranged combat module. {{ target_vitals }} is often included for a bit more damage. {{ darkling_trickery }} is great to handle opposing guns modules, a few {{ entombment }} can always be included, and the dual-purpose {{ fae_contortion }} makes securing the range that much easier. Having no solution against {{ sce }} means it has to be a block module, but it is a mean one at that. {% endtrans %}

{{ _("Notable Vampires") }}

{% trans trimmed %} So we have gone through the modules, but we have not talked much about the vampires yet. And oh boy, how they change everything. So here is a list of the biggest threats in the game. The decks count only counts actual combat decks, some of those vampires appear in a lot of other decks that are not combat-focused. {% endtrans %}

{{ card_image("Nana Buruku") }}

Nana Buruku
{{ gettext('played in %(num)d decks.', num=64) }}

{% trans trimmed %} A great star, both in Mono {{ ANI }} and {{ POT }}{{ ANI }} decks. Her ability is just bonkers. {% endtrans %}

{{ card_image("Anson") }}

Anson
{{ gettext('played in %(num)d decks.', num=54) }}

{% trans trimmed nana=card("Nana Buruku") %} Star of oh so many gun decks, his ability, like {{ nana }}, makes him a star in many decks but, yeah, he's been known to be very handy with a {{ CEL }} gun module. {% endtrans %}

{{ card_image("Tupdog") }}

Tupdog
{{ gettext('played in %(num)d decks.', num=46) }}

{% trans trimmed %} They have one of the best modules in {{ POT }}{{ VIS }}, but also, they're fire and forget! Since they die anyway every turn, they need no defense. {% endtrans %}

{{ card_image("Howler") }}

Howler
{{ gettext('played in %(num)d decks.', num=41) }}

{% trans trimmed muricia=card("Muricia") %} If you are running an {{ ANI }}{{ SPI }} module, she's your girl. Of course, {{ muricia }} is an alternative, but Howler just got more wins under her belt. {% endtrans %}

{{ card_image("Enkidu, The Noah") }}

Enkidu, The Noah
{{ gettext('played in %(num)d decks.', num=32) }}

{% trans trimmed raven_spy=card("Raven Spy"), sense_the_savage_way=card("Sense the Savage Way") %} Rush and bonus strength, and he can use so many modules. Be it {{ POT }}{{ ANI }}, {{ POT }}{{ CEL }}, together with {{ FOR }} prevention or Anarch {{ CEL }}{{ FOR }}, he can destroy whole tables. And with {{ raven_spy }} and {{ sense_the_savage_way }}, he can even become a decent wall all by himself. A legend. {% endtrans %}

{{ card_image("Goratrix") }}

Goratrix
{{ gettext('played in %(num)d decks.', num=22) }}

{% trans trimmed carrion_crows=card("Carrion Crows"), rego_motum=card("Rego Motum"), theft_of_vitae=card("Theft of Vitae") %} This guy's ability is so broken he does not even need a combat module. Just a couple of {{ carrion_crows }} and {{ rego_motum }} and you can whittle down a whole table. He's basically playing {{ ANI }}{{ THA }} without needing {{ theft_of_vitae }}. {% endtrans %}

{{ card_image("Malgorzata") }}

Malgorzata
{{ gettext('played in %(num)d decks.', num=25) }}

{% trans trimmed mistress_fanchon=card("Mistress Fanchon") %} The lead singer for the {{ VIC }}{{ THA }} module, an outstanding combination. Her ability allows her to go fetch big capacity friends like {{mistress_fanchon}} for cheap. {% endtrans %}

{{ card_image("Matasuntha") }}

Matasuntha
{{ gettext('played in %(num)d decks.', num=19) }}

{% trans trimmed enkidu=card("Enkidu, The Noah", "Enkidu") %} A good friend of {{ enkidu }}, she can also run her own show relying on a mix of {{ POT }}{{ ANI }}, {{ ANI }}{{ PRO }}, {{ CEL }}{{ PRO }}, {{ PRO }}{{ FOR }} and/or Anarch {{ CEL }}{{ FOR }}. The choice of module mainly depends on the choice of sidekick. {% endtrans %}

{{ card_image("Anneke") }}

Anneke
{{ gettext('played in %(num)d decks.', num=17) }}

{% trans trimmed alastor=card("Alastor"), anson=card("Anson") %} Definitely a blocker, she often calls up {{ alastor }} for Big Guns and {{ anson }} is a good friend of her. Her ability offers an unmatched control for a blocking deck. {% endtrans %}

{{ card_image("Massassi") }}

Massassi
{{ gettext('played in %(num)d decks.', num=17) }}

{% trans trimmed %} Master of the guns, he mostly plays with {{ CEL }} guns, but he can also go {{ CEL }}{{ QUI }} or mix both. {% endtrans %}

{{ card_image("Dmitra Ilyanova") }}

Dmitra Ilyanova
{{ gettext('played in %(num)d decks.', num=17) }}

{% trans trimmed alastor=card("Alastor") %} She's an all-out star, more often seen in political decks. But she can go {{ POT }}{{ CEL }} with {{ FOR }} for prevention, or use the Big guns with {{ alastor }}, and even couple it with {{ CEL }} guns tech. {% endtrans %}

{{ card_image("Saulot, The Wanderer") }}

Saulot, The Wanderer
{{ gettext('played in %(num)d decks.', num=16) }}

{% trans trimmed %} Definitely a blocker, and a great one at that, he can either run simple {{ FOR }} Sticks or go for the more obnoxious {{ OBE }}{{ FOR }}. {% endtrans %}

{{ card_image("Lazverinus, Thrall of Lambach") }}

Lazverinus
{{ gettext('played in %(num)d decks.', num=14) }}

{% trans trimmed claws_of_the_dead=card("Claws of the Dead") %} He's great at Mono {{FOR }}, but can also use {{ pro }}{{ FOR }} and/or {{ POT }}{{ FOR }}. His bonus strength makes him a good fit for many decks. {% endtrans %}

{{ card_image("Beast, The Leatherface of Detroit") }}

Beast
{{ gettext('played in %(num)d decks.', num=12) }}

{% trans trimmed claws_of_the_dead=card("Claws of the Dead") %} Definitely the guy you want when running a pure {{ POT }} module, or even a {{ POT }}{{ CEL }} one. And horribly efficient at that. {% endtrans %}

{{ card_image("Nangila Were") }}

Nangila Were
{{ gettext('played in %(num)d decks.', num=12) }}

{% trans trimmed nana=card("Nana Buruku", "Nana"), enkidu=card("Enkidu, The Noah", "Enkidu") %} She's the queen of {{ POT }}{{ ANI }} combat. Of course, {{ nana }} and {{ enkidu }} are close friends. {% endtrans %}

{{ _("Starlettes") }}

{% endblock %}