p Potence

p provides an excellent combat module.

Immortal Grapple

Immortal Grapple
played in 76 decks, typically 5-10 copies

One of the few combat cards that can counter combat ends, it also prevents the use of weapons and dodges. At P, it even gives a press, which can be useful offensively as well as defensively.

Disarm

Disarm
played in 39 decks, typically 1-4 copies

Given the damage potential of p, it can be used after a round of combat more often than not. When combined with c additional strikes or f prevention, it allows to defeat even the most powerful combattants.

Torn Signpost

Torn Signpost
played in 35 decks, typically 4-9 copies

The bread and butter of a majority of p combat modules, it provides +2 damage at no cost and combines well with additional strikes and presses.

Roundhouse

Roundhouse
played in 27 decks, typically 2-7 copies

Though relatively new, having been released in 2020, it is the base hand strike for Potence p. 3 additional damage points at no cost, this is a no-brainer.

Heroic Might

Heroic Might
played in 19 decks, typically 1-2 copies

A stronger but more expensive version of Preternatural Strength, that can also mitigate the issue of ranged combat modules. Depending on the deck, one or the other might be better.

Iron Glare

Iron Glare
played in 17 decks, typically 1-4 copies

A bleed modifier available to PR decks. It is better than Aire of Elation for non-Toreador t decks, as it does not cost a blood. The alternate use for some votes at inferior can come in handy if the deck has some political actions.

Preternatural Strength

Preternatural Strength
played in 16 decks, typically 1-3 copies

A nice alternative to Torn Signpost when one want to save some card slots in a deck. As it is an action though, it can always be blocked.

Thrown Sewer Lid

Thrown Sewer Lid
played in 14 decks, typically 1-3 copies

An excellent long range strike, it can also be used as an alternative against long range combat modules. In this case however, not too many copies can be included as it can jam the hand. The press at superior P is a nice plus, especially against a crippling Sniper Rifle.

Slam

Slam
played in 13 decks, typically 1-5 copies

A good strike by itself, the maneuver is useful for pure p modules that do not have better options for maneuvers.