The following combat maneuvers are specific team mate maneuvers that require both intense trust as well as knowing how to work together in perfect unison with the others executing this tactic with you. For this reason, these may only be used with your own pack - bound as you are in camaraderie and the rite that joined you as one.
A pack may have perfected a number of pack tactics equal to the lowest Gnosis of the pack members.
System: To make use of a Pack Combat Maneuver, determine which maneuver you wish to use at the beginning of the round. If using in combat, all packmates that wish to participate must spend both their standard and simple actions declaring their intention to participate in the pack tactic. Once all packmates who are going to participate have declared, the last person launches the pack tactic. They do not have to be the first person to act as part of the pack tactic - however it does occur on their Initiative, with all participants acting on that initiative before returning to their normal initiative next round. If no one launches the pack tactic before the end of the round, the preparatory actions are lost.
Pack Combat Maneuvers
Fur Gnarl
As one packmate strips away protective layers from the prey, a second packmate darts in to attack the freshly exposed area. The protection in question doesn't have to be fur - it could be another armor, protective gear, or something else. Either way, the target becomes more vulnerable, thanks to the tag team assault.
- Useable by: Glabro, Crinso, Hispo, Lupus
This effect lasts until the armor is fixed by the target, doing so takes two standard action for them to readjust this precise armor break. Until they do so, their armor provides no protection against attacks from your pack (this includes any future attacks from you, but not the first one that did the initial gnarl.
This is a more powerful version of Mangle Fur.
Harrying
Wolves typically run their prey to ground, separating groups and then driving a potential meal to exhaustion. Garou do the same thing, especially when a foe is too dangerous to attack head on.
To harry a target, at least 4 werewolves close in - one in front of the prey, one behind it, and two or more on each flank. The rearmost Garou drives the target towards the others, then breaks off as the one in front jumps out of cover, snapping and snarling. The packmates trade off positions, never actually closing in until the prey gets worn down. If and when the prey or werewolves stand and fight, combat proceeds normally.
Many tribes, especially the Shadow Lords, Red Talons, and Get of Winter Wolf, use harrying to kidnap and initiate their new cubs before or during the First Change. Welcome to the Garou, kid - better get used to it!
- Useable by: Hispo, Lupus
- Packmates Required: 4 or more
If the prey succeeds in the challenge, he wins a head start. The Garou may try to harry him again, but this time suffers a -3 penalty to her challenge while the prey suffers no penalty. If the prey succeeds again after this second attempt then he escapes and the pack must chase him down again.
For each successful "hand off," the prey suffers a cumulative -1 penalty on their Dexterity + Athletics challenge. In addition, for each successful "hand off" after the first the prey also suffers a cumulative -1 to all other test pools for 10 minutes after the harrying, further normal humans (or other mundane creatures) lose one Willpower point each time they're "handed off", while human-like entities (vampires, changelings, mages, etc.) lose one Willpower point for every two successful exchanges.
This maneuver is used more often as a prelude to combat than actually part of combat.
Savage
Savage: Sometimes called the "dogpile" by Bone Gnawers, this assault involves a bunch of werewolves jumping on a fallen opponent and tearing him to shreds. One Garou knocks the enemy over, and the rest charge in, biting and ripping with teeth and claws.
- Useable by: Any form
- Packmates Required: 3 or more
Unestablished Pack Combat Maneuvers
More pack tactics will be written based on player interest. If you'd like to develop one, post in your pack forum and we'll be happy to work out a system. Suggestions include:
- Wishbone - Each packmate grabs a limb and pulls
- Flanking - Bonus for attacking from more sides than they can defend
- Fastball Special - One garou throws another garou at the target, provided they're smaller than the thrower
- Bait & Switch - A stepped up taunt that throws the opponent even more off their game.