c Celerity

c provides an excellent combat module. Its ability to manage range and deliver additional strikes is much appreciated. It also gives access to some of the best combo cards with f, a, r and j.


played in 145 decks, typically 3-8 copies

The core of combat modules using c, it provides range control with the option to deliver an additional strike instead. The card is highly usable and does not jam the hand the way a simple maneuver would.

Forced March

played in 130 decks, typically 2-7 copies

An excellent modifier, even at inferior cf: an unlock at no cost is a very good A&B enhancer. At superior, it can even provide a little bit of stealth for a combination of disciplines that do not have much of it.


played in 115 decks, typically 2-5 copies

A serious enhancement for any combat module, the ability to deliver not one but two additional strikes is unique to C.

Resist Earth's Grasp

played in 104 decks, typically 2-6 copies

Its 1 blood cost is balanced by the fact that it provides good combat options (maneuver, press) along with a very rare stealth bonus at superior C.


played in 102 decks, typically 2-9 copies

The ability to start a combat anew is one of the best counter against « Strike: combat ends » effects. Only a few cards in the game provide this effect, so it is a real asset for C combat modules.


played in 83 decks, typically 2-5 copies

A versatile defensive tool, it is unlikely to jam a hand too much, and the dodge or the damage prevention can save a vampire from a lethal blow. Pursuit and Sideslip provide more options and versatility at no cost than using Acrobatics, for example.

Quicken Sight (63 decks)

played in 63 decks, typically 2-5 copies

A good intercept reaction: +2 intercept bonus at superior CA, stackable with other a reactions, is already good enough. The additional maneuver is a nice touch, as ca constructs often use guns in their combat module.

Side Strike

played in 55 decks, typically 1-4 copies

A versatile combat tool, its effect can be either defensive (dodge) or offensive (additional strike) depending on the situation. Although not as powerful as Pursuit or Blur, it is yet another source of additional strikes that can let the vampire avoid problematic strikes from the opponent.