Aim
Wait to gain a bonus to your attack roll equal to your weapon's accuracy.
+1 / extra round of Aiming (Max +2)
All-Out Attack (No Active Defense)
Determined: Gain +4 to hit on a single attack.
Double: Make 2 attacks with two weapons or with on (that doesn't require setting)
Feint: Make one Feint and then one attack against the same foe.
Strong: Make 1 attack with +2 dmg -or- +1 dmg/die (whichever is better).
Determined (Ranged): Make a single attack with a +1 bonus to hit.
Suppression Fire: Requires Rof5+, Apply Suppression fire.
All-Out Defense
Increased Defense: Gain +2 to one Active Defense type until your next turn.
Double Defense: Have the option to apply a second Defense to an attack.
Attack
Make an Attack
Change Posture
Sit/Kneel from prone
Stand from Sit/Kneel
Concentrate
Focusing on a mental activity: Spell, Spotting, Investigating, Thinking
Do Nothing
It does nothing.
Evalutate
+1/turn (max +3) on your next: Attack, Feint, All-Out Attack, or Move and Attack against target opponent.
Feint
Apply the result of a quick contest as a penalty to your opponents active defense roll.
Move
Move a number of yards up to your move score.
Move and Attack
Move a number of yards up to your move score and make an attack either during or after the movement with a penalty. Melee -4 (Max skill 9), Ranged -2 (or Bulk)
Ready/Interact
Ready a weapon, interact with an object, or perform a physical action.
Wait
Specify an action and a trigger, if the trigger happens, the action happens, otherwise do nothing
The Aim maneuver consists of taking a second to do nothing but focusing on your target to improve your aim. You can aim for up to 3 seconds as follows.
Aim round 1: Add your weapon's Accuracy bonus to your next ranged attack against the target you're aiming at.
Aim round 2: Increase your Accuracy bonus by +1.
Aim round 3: Increase your Accuracy bonus by a further +1 for a total bonus of +2 to your weapon's Accuracy bonus.
Additional Rounds only maintain your bonus, it does not increase past Acc +2.
Suffering any Injury while aiming requires a Will roll or you lose your aim bonus to your attack roll.
Using an Active Defense spoils your aim, you lose any Accuracy bonus currently built up.
Can move one step when using the Aim maneuver.
Can move ½ speed, but only forward
No active defense at all
Melee Combat Options for All-Out Attack:
Determined:
Gain +4 to hit on a single attack.
Double:
2 attacks against the same foe with two weapons or one weapon that doesn’t require a ready action between attacks (off hand attacks are at -4 to hit).
Feint:
Make one Feint and then one attack against the same foe.
Strong:
Make 1 ST based attack with a bonus to damage equal to +2 -or- +1/die (whichever is better).
Ranged Combat Options for All-Out Attack:
Determined:
Make a single attack with a +1 bonus to hit.
Suppression Fire:
Requires Rof5+, Apply Suppression fire, Can't move at all.
Target a 2 yard zone with at least 5 attacks, anyone entering the area before your next turn suffers 1 attack.
If you have a weapon with RoF 5+, you can lay down “suppression fire.”
This involves holding down the trigger and “hosing down” an area with fire.
This will affect anyone who enters the area before the start of your next turn. There needn’t be a target in the area when you start!
To use suppression fire, select a target zone two yards across at some point within your weapon’s range, take the All-Out Attack (Suppression Fire) maneuver, and start shooting.
This maneuver takes an entire second; you can do nothing else that turn.
Specify how many shots you are firing, up to your weapon’s full RoF. If your weapon has RoF 10+, you can suppress multiple two-yard zones, as long as they are adjacent and you fire at least five shots into each zone. Your effective RoF in each zone is the number of shots you fired into that zone, not your total shots.
Once you start suppression fire, you must attack anyone – friend or foe – who enters the zone or a swath that extends one yard to either side of a line drawn from you to the center of the zone. With the exception of penalties for target visibility, all normal attack modifiers apply – including the rapid-fire bonus for your effective RoF and any bonus for aiming prior to suppressing. Your final effective skill cannot exceed 6 + your rapid-fire bonus for most weapons, or 8 + your rapid-fire bonus for vehicle- or tripod-mounted ones.
You cannot target a particular hit location with suppression fire.
This may result in some shots hitting cover.
If all your shots somehow manage to strike targets, you can score no further hits that turn.
All-Out Defense covers 4 options, gaining a bonus to one active defense, or allowing you to apply two defenses to a single attack. Chose one of the following:
All-Out Dodge:
You gain +2 any Active Defense rolls made to Dodge before the start of your next turn.
Can move ½ speed
All-Out Parry:
You gain +2 any Active Defense rolls made to Parry before the start of your next turn.
Can move one space
All-Out Block:
You gain +2 any Active Defense rolls made to Block before the start of your next turn.
Can move one space
Double Defense:
Apply two different active defenses against the same attack. If you fail your defense roll against an attack, you may try a second, different defense against that attack. If you try a parry (armed or unarmed) with one hand and fail, a parry using the other hand does count as a “different defense.”
Can move one space
Make a single attack (armed, unarmed, melee, ranged, magic, or innate attack). Roll 3d6 against your skill with whatever you're attacking with.
Can move one space
One Maneuver to go from prone (face down) or lying (face up) position to Crawling, Kneeling, or Sitting
One maneuver to go from Crawling, Kneeling, or Sitting, to Standing (Can go from Kneeling to standing as a Step with another maneuver)
You can move one space as you change posture.
Concentrate on an IQ based skill (Spell, Spotting, Investigating, Thinking)
If you use Active Defense, are Knocked down, or are Injured, make a Will -3 roll or lose concentration
You can move one step as you concentrate.
Does what it says on the tin.
You are allowed to use your Active Defenses while 'Doing Nothing'.
Stunned characters must take this maneuver,
Active defenses suffer a -4 penalty while afflicted by stun.
May attempt to recover at end of turn
Study an adversary to gain a combat bonus on a subsequent attack.
You must specify a visible opponent close enough to attack or reachable with a single Move and Attack maneuver (see below).
An Evaluate maneuver gives +1 to skill for an Attack, Feint, All-Out Attack, or Move and Attack made against that opponent, on your next turn only. You may take up to three consecutive Evaluate maneuvers before you strike, giving a cumulative +1 per turn.
Allows Active Defense
Evaluate target visible opponent in melee: +1 bonus / turn (max +3) on your next:
Attack, Feint, All-Out Attack, or Move and Attack against that opponent.
Can move one Step
“Fake” a melee attack if your weapon is ready and your foe is within reach. This maneuver is not an attack and does not make your weapon unready.
To Feint, choose a single opponent and roll a Quick Contest of Melee Weapon skills. Your opponent may roll against their Melee Weapon skill, unarmed combat skill, Cloak or Shield skill, or DX.
If you fail your roll, your Feint is unsuccessful.
If you succeed, but your foe succeeds by as much as or more than you do, your Feint fails.
If you make your roll, and your foe fails, subtract your margin of success from the foe’s active defense if you attack them with an Attack, All-Out Attack, or Move and Attack on your next turn.
If you and your foe both succeed, but you succeed by more, subtract your margin of victory from your foe’s defense.
A Feint lasts one second. But if you Feint and then make an All-Out Attack (Double), the Feint applies to both attacks.
You can move one step while feinting and it allows any active defense. Allies cannot take advantage of your successful Feint.
Move any number of yards up to your full Move score, but take no other action. Most other maneuvers allow at least some movement on your turn; take this maneuver if all you want to do is move.
During a Move, a character can defend themselves normally.
Move as described for the Move maneuver, but during or after your move, make a single, poorly aimed attack – either unarmed or with a ready weapon.
You attack as described for the Attack maneuver, but at a penalty. If making a ranged attack, you have a penalty of -2 or the weapon’s Bulk rating, whichever is worse. If you are making a melee attack, you have a flat -4 to skill, and your adjusted skill cannot exceed 9.
You can only dodge or block during this maneuver, not parry.
A Ready maneuver can be used to:
Pick up or draw any item, prepare it for use, regain control of an unwieldy weapon after a swing, or adjust the reach of a long weapon.
Complete physical actions other than fighting: opening or closing a door, picking a lock, etc.
Switch an advantage “off” or “on” if it is not always on and does not require an Attack or Concentrate maneuver.
The combatant can both step and use active defense skills while taking a Ready.
Specify an action and a trigger, if the trigger happens, the action happens, otherwise do nothing