Maneuvers: Difference between revisions

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A "maneuver" is an action that you can take on your turn. Each turn, you must choose one of the following maneuvers: [[#Aim|Aim]], [[#All-Out Attack|All-Out Attack]], [[#All-Out Defense|All-Out Defense]], [[#Attack|Attack]], [[#Change Posture|Change Posture]], [[#Concentrate|Concentrate]], [[#Do Nothing|Do Nothing]], [[#Evaluate|Evaluate]], [[#Feint|Feint]], [[#Move|Move]], [[#Move and Attack|Move and Attack]], [[#Ready|Ready]], or [[#Wait|Wait]]. Your choice determines ''what you can do'' on your turn, and sets your options for active defense and movement.
A "maneuver" is an action that you can take on your turn. Each turn, you must choose one of the following maneuvers: [[#Aim|Aim]], [[#All-Out Attack|All-Out Attack]], [[#All-Out Defense|All-Out Defense]], [[#Attack|Attack]], [[#Change Posture|Change Posture]], [[#Concentrate|Concentrate]], [[#Do Nothing|Do Nothing]], [[#Evaluate|Evaluate]], [[#Feint|Feint]], [[#Move|Move]], [[#Move and Attack|Move and Attack]], [[#Ready|Ready]], or [[#Wait|Wait]]. Your choice determines ''what you can do'' on your turn, and sets your options for active defense and movement.
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==Movement and Maneuvers==
==Movement and Maneuvers==
Most maneuvers allow some form of movement. The Move and Move and Attack maneuvers allow you to move quickly, up to a number of yards equal to your full Move score. Other maneuvers, such as All-Out Attack, limit you to a fraction of your full Move.
Most maneuvers allow some form of movement. The [[Move]] and [[Move and Attack]] maneuvers allow you to move quickly, up to a number of yards equal to your full Move score. Other maneuvers, such as [[All-Out Attack]], limit you to a fraction of your full Move.


===Step===
===Step===
Many maneuvers restrict movement to a "step." This is movement up to 1/10 your Move, minimum 1 yard, in any direction, a change of facing (for instance, to turn around), or both. You can perform your step before or after the rest of the maneuver; for instance, you could step and attack or attack and step.
Many maneuvers restrict movement to a "step." This is movement up to 1/10 your [[Move]], minimum 1 yard, in any direction, a change of facing (for instance, to turn around), or both. You can perform your step before or after the rest of the maneuver; for instance, you could step and attack or attack and step.
 
See [[Movement and Combat#Step|Step at Movement and Combat]] for more details.


===No Movement===
===No Movement===
Some maneuvers allow no movement. In particular, you cannot move if you Change Posture or Do Nothing. For more on movement, see [[#Move|Move]] and [[Movement and Combat]].
Some maneuvers allow no movement. In particular, you cannot move if you [[Change Posture]] or [[Do Nothing]]. For more on movement, see [[Move]] and [[Movement and Combat]].


==Free Actions==
==Free Actions==
"Free actions" are things you can do during any maneuver. Some examples:
"Free actions" are things you can do during ''any'' maneuver. Some examples:


===Talk===
===Talk===
You can always talk. If the GM wants to be realistic, he should allow only one sentence of communication per second...but it is usually more fun when you ignore this limitation!
You can ''always'' talk. If the GM wants to be realistic, he should allow only one sentence of communication per second...but it is usually more fun when you ignore this limitation!


===Maintain Spells or Psi===
===Maintain Spells or Psi===
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==Do Nothing==
==Do Nothing==
Anyone who is just standing still is assumed to be doing nothing. In particular, when combat begins, anyone who has not yet taken a turn is treated as if he took this maneuver before entering combat.
Anyone who is just standing still is assumed to be ''doing nothing''. In particular, when combat begins, anyone who has not yet taken a turn is treated as if he took this maneuver before entering combat.


Someone who is conscious but
Someone who is conscious but stunned or surprised ''must'' take this maneuver. On each turn of Do Nothing, he may attempt a [[HT]] roll to recover from physical stun or an [[IQ]] roll to recover from mental stun. On a success, he recovers at the end of his turn – that is, he Does Nothing this turn, but may act normally next turn.
stunned or surprised must take this
:''Movement:'' None!
maneuver. On each turn of Do Nothing, he may attempt a HT roll to
:''Active Defense:'' Any (unless you're tied up, etc.). If you are [[stunned]], however, your active defenses are at -4 until your next turn – even if you recover.
recover from physical stun or an IQ
roll to recover from mental stun. On a
success, he recovers at the end of his
turn – that is, he Does Nothing this
turn, but may act normally next turn.


Movement: None!
==Move==
Move, but take no other action except those specified under [[Free Actions]] (see above). You may move any number of yards up to your full Move score. Most other maneuvers allow at least some movement on your turn; take this maneuver if all you want to do is move.


Active Defense: Any (unless you’re
Players must tell the GM exactly where their PCs move to so that he can keep track of the combat. The GM decides where his NPCs move, and will inform any players whose PCs are in a position to witness the movement. If you are controlling a vehicle or riding a mount, take a Move maneuver to spend the turn actively controlling it. Instead of you moving, the vehicle or mount moves on your turn (carrying you and other occupants). See [[Mounted Combat]] and [[Vehicles]] for details.
tied up, etc.). If you are stunned, how-
ever, your active defenses are at -4
until your next turn – even if you
recover.


MOVE
'''Sprinting:''' If you run forward for two or more turns in a row, you get bonus movement on your second and later moves; see [[Sprinting]].


Move, but take no other action
:''Movement:'' See above.
except those specified under  Free
:''Active Defense:'' Any.
Actions  (p. 363). You may move any
number of yards up to your full Move
score. Most other maneuvers allow at
least some movement on your turn;
take this maneuver if all you want to
do is move.


Players must tell the GM exactly
===See Also===
where their PCs move to so that he
* [[Acrobatic Movement|Expanded Combat Maneuvers: Acrobatic Movement]]
can keep track of the combat. The GM
* [[Move|Expanded Combat Maneuvers: Move]]
decides where his NPCs move, and
will inform any players whose PCs are
in a position to witness the movement.
If you are controlling a vehicle or
riding a mount, take a Move maneu-
ver to spend the turn actively control-
ling it. Instead of you  moving, the
vehicle or mount moves on your turn
(carrying you and other occupants).
See [[Mounted Combat]] and
[[Vehicles]] for details.


Sprinting:  If you run  forward for
==Change Posture==
two or more turns in a row, you get
This maneuver lets you switch between any two "postures" (stances in which you can pose your body).
bonus movement on your second and
later moves; see Sprinting (p. 354).


Movement: See above.
Valid postures are ''[[standing]]'', ''[[sitting]]'', ''[[kneeling]]'', ''[[crawling]]'', ''[[lying prone]]'' (face down), and ''[[lying face up]]''. Any posture other than standing slows your movement and penalizes your attack and defense rolls, but also makes you a smaller target for ranged attacks.


Active Defense: Any.
You cannot stand up directly from a lying position. If you are lying (prone or face up), you must take a Change Posture maneuver to rise to a crawling, kneeling, or sitting posture first. A second Change Posture maneuver lets you stand from any of these postures. (Going from standing up to lying down, however, only takes one maneuver – or none at all, if the change was involuntary!)


CHANGE
You can switch between kneeling and standing (only) as the "step" portion of any maneuver that allows a step – you don't need Change Posture for that. This is ''instead'' of using the step to move. Thus, you could go from prone to kneeling with a Change Posture maneuver on one turn, and then stand up in place on your next turn by taking a maneuver that allows a step.
POSTURE


This maneuver lets you switch
Crouching does not require a Change Posture maneuver; see [[Free Actions]] (above).
between any two "postures" (stances
in which you can pose your body).
Valid postures are  standing, sitting,
kneeling, crawling, lying prone  (face
down), and lying face up. Any posture
other than standing slows your move-
ment and penalizes your attack and
defense rolls, but also makes you a
smaller target for ranged attacks.
You cannot stand up directly from
a lying position. If you are lying (prone
or face up), you must take a Change
Posture maneuver to rise to a crawl-
ing, kneeling, or sitting posture first. A
second Change Posture maneuver lets
you stand from any of these postures.
(Going from standing up to lying
down, however, only takes one maneu-
ver – or none at all, if the change was
involuntary!)


You can switch between kneeling
:''Movement:'' None. You remain in place as you change posture.
and standing (only) as the “step” por-
:''Active Defense:'' Any. Postures other than standing penalize your defense rolls, but also make you a smaller target for ranged attacks.
tion of any maneuver that allows a
step – you don't need Change Posture
for that. This is ''instead'' of using the
step to move. Thus, you could go from
prone to kneeling with a Change
Posture maneuver on one turn, and
then stand up in place on your next
turn by taking a maneuver that allows
a step.


Crouching does  not require a
===See Also===
Change Posture maneuver; see  Free
* [[Martial Arts: Change Posture|Expanded Combat Maneuvers: Change Posture]]
Actions (p. 363).


Movement:  None. You remain in
==Aim==
place as you change posture.
This is a full-turn maneuver used to aim a ranged weapon (or a device such as a camera or telescope). You must choose a specific target. You can't aim at something that you can't see or otherwise detect.


Active Defense: Any. Postures other
Specify the weapon you're aiming with and your target. If you follow an Aim maneuver with an Attack or All-Out Attack with the same weapon against the same  target, you get a bonus to hit. Add the weapon's Accuracy (Acc) to your skill, plus any bonuses for targeting systems used: sights, targeting computers, etc.
than standing penalize your defense
rolls, but also make you a smaller tar-
get for ranged attacks.


AIM
If you ''brace'' a [[Firearms|firearm]] or [[crossbow]], you get an extra +1 to Acc. A firearm or crossbow is braced if you can rest it on a sandbag, low wall, car, etc. A one-handed firearm (e.g., a pistol) is considered braced if used two-handed. A two-handed firearm (e.g., a rifle) is considered braced if you are prone and using a bipod.


This is a full-turn maneuver used
If you Aim for more than one second, you receive an additional bonus: +1 for two seconds of Aim, or +2 for three or more seconds.
to aim a ranged weapon (or a device
such as a camera or telescope). You
must choose a specific target. You
can’t aim at something that you can’t
see or otherwise detect.


Specify the weapon you're aiming
Your combined bonus from all targeting systems (scopes, sights, computers, etc.) cannot exceed the weapon's base [[Accuracy]]. For instance, if you add a telescopic sight that gives +4 Acc to a pistol with Acc 2, the bonus is +2, not +4.
with and your target. If you follow an
Aim maneuver with an Attack or All-
Out Attack with the same weapon
against the same  target, you get a
bonus to hit. Add the weapon's
Accuracy (Acc) to your skill, plus any
bonuses for targeting systems used:
sights, targeting computers, etc.
If you brace a firearm or crossbow,
you get an extra +1 to Acc. A firearm
or crossbow is braced if you can rest it
on a sandbag, low wall, car, etc. A one-
handed firearm (e.g., a pistol) is con-
sidered braced if used two-handed. A
two-handed firearm (e.g., a rifle) is
considered braced if you are prone
and using a bipod.


If you Aim for more than one sec-
:''Movement:'' [[Step]]. ''Exception:'' You cannot step if using a braced, two-handed weapon.
ond, you receive an additional bonus:
:''Active Defense:'' Any, but you automatically spoil your aim and lose all accumulated benefits. If you are injured while aiming, you must make a [[Will roll]] or lose your aim.
+1 for two seconds of Aim, or +2 for
three or more seconds.


Your combined bonus from all tar-
===See Also===
geting systems (scopes, sights, com-
* [[Martial Arts: Aim|Expanded Combat Maneuvers: Aim]]
puters, etc.) cannot exceed the
weapon’s base Accuracy. For instance,
if you add a telescopic sight that gives
+4 Acc to a pistol with Acc 2, the
bonus is +2, not +4.


Movement: Step. Exception: You
==Evaluate==
cannot step if using a braced, two-
This maneuver is the melee combat equivalent of Aim. It lets you take time to study an adversary in order to gain a combat bonus on a subsequent attack. You must specify one visible opponent who is close enough to attack unarmed or with a ready melee weapon, or whom you could reach with a single Move and Attack maneuver. You are sizing him up and looking for the right moment to strike.
handed weapon.


Active Defense: Any, but you auto-
An Evaluate maneuver gives you +1 to skill for the purpose of an [[Attack]], [[Feint]], [[All-Out Attack]], or [[Move and Attack]] made against that opponent, on your next turn only. You may take multiple, consecutive Evaluate maneuvers before you strike, giving a cumulative +1 per turn, to a maximum of +3.
matically spoil your aim and lose all
accumulated benefits. If you are
injured while aiming, you must make
a Will roll or lose your aim.


EVALUATE
:''Movement:'' [[Step]].
:''Active Defense:'' Any. This does not spoil your evaluation.


This maneuver is the melee combat
===See Also===
equivalent of Aim. It lets you take time
* [[Martial Arts: Evaluate|Expanded Combat Maneuvers: Evaluate]]
to study an adversary in order to gain
a combat bonus on a subsequent
attack. You must specify one  visible
opponent who is close enough to
attack unarmed or with a ready melee
weapon, or whom you could reach
with a single Move and Attack maneu-
ver. You are sizing him up and looking
for the right moment to strike.


An Evaluate maneuver gives you
==Attack==
+1 to skill for the purpose of an Attack,
Use this maneuver to make an armed or unarmed attack in melee combat, or to use a thrown or missile weapon in ranged combat. To use a weapon to attack, it must be ready. If you are using a melee weapon or unarmed attack, your target must be within reach. Resolve the attack as explained under [[Melee Attacks]]. If you took an Evaluate maneuver (above) last turn, you will have a bonus to hit. If you took a [[Feint]] (below), your opponent may have a penalty to defend.
Feint, All-Out Attack, or Move and
Attack made against that opponent, on
your next turn only. You may take mul-
tiple, consecutive Evaluate maneuvers
before you strike, giving a cumulative
+1 per turn, to a maximum of +3.


Movement: Step.
If you are using a ranged weapon, your target must be within the weapon's Max range. Resolve the attack according to [[Ranged Attacks]]. If you took an Aim maneuver last turn, you will have a bonus to hit.


Active Defense: Any. This does not
:''Movement:'' [[Step]]. You may step and then attack or attack and then step - your choice. To move further and still attack, take [[All-Out Attack]] or [[Move and Attack]].
spoil your evaluation.
:''Active Defense:'' Any.


ATTACK
===See Also===
* [[Martial Arts: Attack|Expanded Combat Maneuvers: Attack]]


Use this maneuver to make an
==Feint==
armed or unarmed attack in melee
"Fake" a melee attack. You cannot Feint someone unless you could have hit him with a melee attack – that is, your weapon is ready and your foe is within reach. This maneuver is not an attack, though, and does not make your weapon unready.
combat, or to use a thrown or missile
weapon in ranged combat. To use a
weapon to attack, it must be ready.
If you are using a melee weapon or
unarmed attack, your target must be
within reach. Resolve the attack as
explained under  Melee Attacks
(pp. 369-372). If you took an Evaluate
maneuver (above) last turn, you will
have a bonus to hit. If you took a Feint
(below), your opponent may have a
penalty to defend.


If you are using a ranged weapon,
When you Feint, roll a [[Quick Contest]] of [[Melee Weapon]] skills with your foe; if either of you is unarmed, you may roll against an unarmed combat skill instead. Your opponent may opt to roll against [[Cloak]] or [[Shield]] skill, if he is suitably equipped and this would give him a better roll. If his [[DX]] is better than his combat skills, he may roll against DX instead.
your target must be within the
weapon’s Max range. Resolve the
attack according to Ranged Attacks
(pp. 372-374). If you took an Aim
maneuver (p. 364) last turn, you will
have a bonus to hit.


Movement: Step. You may step and
If you fail your roll, your Feint is unsuccessful. Likewise, if you succeed, but your foe succeeds by ''as much as'' or ''more than'' you do, your Feint fails.
then attack or attack and then step –
your choice. To move further and still
attack, take All-Out Attack or Move
and Attack.


Active Defense: Any.
If you ''make'' your roll, and your foe fails, subtract your margin of success from the foe's active defense if you attack him with Attack, All-Out Attack, or Move and Attack on your next turn. For instance, if your skill is 15 and you roll a 12, your foe defends against you at -3 next turn.


FEINT
If you and your foe ''both'' succeed, but you succeed by more, subtract your margin of victory from the foe's defense. For instance, if your skill is 15 and you roll a 10 (success by 5), and your foe's skill is 14 and he rolls 12 (success by 2), you win by 3, so he will defend at -3 if your next maneuver is to attack him.


“Fake” a melee attack. You cannot
You cannot Feint if your foe is unable to observe you! However, if your foe runs away, turns his back on you, or loses sight of you in some way ''after'' you successfully Feint, he will still suffer his defense penalty ''if you attack him on your next turn''. If you lose track of the foe, or cannot attack him next turn, your foe's defense penalty vanishes.
Feint someone unless you could have
hit him with a melee attack – that is,
your weapon is ready and your foe is
within reach. This maneuver is not an
attack, though, and does not make
your weapon unready.


When you Feint, roll a Quick
A Feint is good for ''one'' second! But if you Feint and then make an [[All-Out Attack (Double)]], the feint applies to both attacks.
Contest of Melee Weapon skills with
your foe; if either of you is unarmed,
you may roll against an unarmed
combat skill instead. Your opponent
may opt to roll against Cloak or Shield
skill, if he is suitably equipped and this
would give him a better roll. If his DX
is better than his combat skills, he
may roll against DX instead.


If you fail your roll, your Feint is
In all cases, your allies cannot take advantage of ''your'' Feint. The defense penalty applies only to your next attack.
unsuccessful. Likewise, if you suc-
ceed, but your foe succeeds by  as
much as  or more than you do, your
Feint fails.


If you make your roll, and your foe
''Shield Feints:'' After you have attacked your foe once by striking with your shield, you may also Feint with your shield, rolling against [[Shield]] skill.
fails, subtract your margin of success
from the foe’s active defense if you
attack him with Attack, All-Out
Attack, or Move and Attack on your
next turn. For instance, if your skill is
15 and you roll a 12, your foe defends
against you at -3 next turn.
If you and your foe both succeed,
but you succeed by more, subtract
your margin of victory from the foe’s
defense. For instance, if your skill is 15
and you roll a 10 (success by 5), and
your foe’s skill is 14 and he rolls 12
(success by 2), you win by 3, so he will
defend at -3 if your next maneuver is
to attack him.


You cannot Feint if your foe is
:''Movement:'' [[Step]].
unable to observe you! However, if
:''Active Defense:'' Any. However, if you Feint and then parry with an unbalanced weapon, you cannot attack on your next turn, making your Feint pointless.
your foe runs away, turns his back on
you, or loses sight of you in some way
after you successfully Feint, he will
still suffer his defense penalty  if you
attack him on your next turn.  If  you
lose track of the foe, or cannot attack
him next turn, your foe’s defense
penalty vanishes.


A Feint is good for one second! But
===See Also===
if you Feint and then make an All-Out
* [[Martial Arts: Feint|Expanded Combat Maneuvers: Feint]]
Attack (Double), the feint applies to
* [[Martial Arts: Realistic Techniques#Feint|Feint (Martial Arts Technique)]]
both attacks.


In all cases, your allies cannot take
==All-Out Attack==
advantage of your Feint. The defense
Attack any foe with a ready weapon, making no effort to defend against enemy attacks. If you are making a melee attack, you must specify ''one'' of these four options before you attack:
penalty applies only to  your next
attack.


Shield Feints: After you have
* ''Determined:'' Make a single attack at +4 to hit!
attacked your foe once by striking
* ''Double:'' Make two attacks against the same foe, if you have two ready weapons or one weapon that does not have to be readied after use. Attacks with a second weapon held in the off hand are at the usual -4 (see [[Handedness]]) unless you have [[Ambidexterity]].
with your shield (see p. 406), you may
* ''Feint:'' Make one Feint (see above) and then one attack against the same foe. The Feint applies to this attack instead of one you make on your next turn.
also Feint with your shield, rolling
* ''Strong:'' Make a single attack, at normal skill. If you hit, you get +2 to damage – or +1 damage per die, if that would be better. This only applies to melee attacks doing [[ST]]-based thrust or swing damage, not to weapons such as force swords.
against Shield skill.
* ''Long:'' GURPS [[Martial Arts]] gives an additional option: [[All-Out Attack (Long)]]


Movement: Step.
If you are making a ranged attack, you must specify one of these two options before you attack:


Active Defense: Any. However, if you
* ''Determined:'' Make a single attack at +1 to hit.
Feint and then parry with an unbal-
* ''Suppression Fire:'' Take the entire turn to spray an area with automatic fire. This is a full-turn maneuver, and you can only choose this option if your weapon has [[RoF]] 5+. See [[Suppression Fire]].
anced weapon, you cannot attack on
your next turn, making your Feint
pointless.


ALL-OUT ATTACK
:''Movement:'' You may move up to half your [[Move]], but you can only move forward.
:''Active Defense:'' You may make no active defenses at all from the point you take this maneuver until your next turn. If someone attacks you after you make an All-Out attack, all you can do is hope he misses – you can't [[dodge]], [[parry]], or [[block]]!


Attack any foe with a ready
===See Also===
weapon, making no effort to defend
* [[Martial Arts: All-Out Attack|Expanded Combat Maneuvers: All-Out Attack]]
against enemy attacks. If you are mak-
ing a melee attack, you must specify
one of these four options before you
attack:


•Determined: Make a single attack
==Committed Attack==
at +4 to hit!
See [[Martial Arts: Committed Attack|Expanded Combat Maneuvers: Committed Attack]].


•Double: Make two attacks against
==Defensive Attack==
the same foe,  if you have two ready
See [[Martial Arts: Defensive Attack|Expanded Combat Maneuvers: Defensive Attack]].
weapons or one weapon that does not
have to be readied after use. Attacks
with a second weapon held in the off
hand are at the usual -4 (see
Handedness, p. 14) unless you have
Ambidexterity (p. 39).


•Feint: Make one Feint (see above)
==Move and Attack==
and then one attack against the same
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.
foe. The Feint applies to  this  attack
instead of one you make on your next
turn.


• Strong: Make a single attack, at
You attack as described for the Attack maneuver (above), but at a penalty. If you are making a ranged attack, you have a penalty of -2 or the weapon's [[Bulk]] rating, whichever is worse  – and if you took an Aim, you lose all of its bonuses. If you are making a melee attack other than a [[slam]], you have a flat -4 to skill, and your adjusted skill cannot exceed 9.
normal skill. If you hit, you get +2 to
damage – or +1 damage per die, if that
would be better. This only applies to
melee attacks doing ST-based thrust
or swing damage, not to weapons
such as force swords.


If you are making a ranged attack,
:''Movement:'' As described under the [[Move]] maneuver – but since you are trying to do two things at once, you are -2 on any rolls the GM requires to avoid falling, tripping over obstacles, etc.
you must specify  one  of these two
:''Active Defense:'' Dodge or block only. You cannot [[parry]] and you may not retreat (see [[Retreat]]).
options before you attack:


•Determined: Make a single attack
===See Also===
at +1 to hit.
* [[Martial Arts: Move and Attack|Expanded Combat Maneuvers: Move and Attack]]


• Suppression Fire: Take the  entire
==All-Out Defense==
turn to spray an area with automatic
This is the maneuver to choose when you're beset by foes – especially foes who like All-Out Attacks! You must specify ''one'' of the following two options:
fire. This is a full-turn maneuver, and
you can only choose this option if your
weapon has RoF 5+. See Suppression
Fire (p. 409).


Movement: You may move up to
* ''Increased Defense:'' Add +2 to one active defense of your choice: [[Dodge]], [[Parry]], or [[Block]]. This bonus persists until your next turn.
half your Move, but you can only
* ''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. For instance, if you fail a block, you may try a dodge or a parry. 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."
move forward.


Active Defense: You may make  no
:''Movement:'' If you choose [[Increased Dodge]], you may move up to half your Move. Otherwise, the only movement you may take is a step.
active defenses at all  from the point
:''Active Defense:'' You may choose any legal active defense, with bonuses as described above.
you take this maneuver until your next
turn. If someone attacks you after you
make an All-Out attack, all you can do
is hope he misses – you can’t dodge,
parry, or block!


MOVE AND
===All-Out Defense (Mental Defense)===
ATTACK
Optional maneuver from [[Psionic Powers]] book.


Move as described for the Move
This is another option available for All-Out Defense, for use when you are under psychic attack (or think you will be this turn). You add +2 to any rolls to resist psionic or similar mental attacks. This includes abilities resisted by physical attributes (e.g., [[HT]]), so long as the GM agrees that increased concentration and focus would make a difference. This bonus persists until your next turn. Your active defenses are unchanged.
maneuver (p. 364), 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
:''Movement:'' [[Step]].
Attack maneuver (above), but at a
:''Active Defense:'' Any.
penalty. If you are making a ranged
attack, you have a penalty of -2 or the
weapon’s Bulk rating, whichever is
worse  – and if you took an Aim,
you lose all of its bonuses. If you are
making a melee attack other than a
slam (p. 371), you have a flat -4 to
skill, and your adjusted skill cannot
exceed 9.


Movement: As described under the
==Concentrate==
Move maneuver – but since you are
You ''concentrate'' on one primarily mental task (even it has a minor physical component, like operating controls, gesturing, or speaking). This may be casting a magical spell, using a psi ability, making a [[Sense roll]] to spot an invisible warrior, making a [[Leadership]] roll to give orders, making an [[Electronics Operation]] roll to operate a sensor, or any similar action, including most [[IQ]]-based skill rolls. This is a full-turn maneuver.
trying to do two things at once, you
are -2 on any rolls the GM requires to
avoid falling, tripping over obstacles,
etc.


Active Defense: Dodge or block
Some activities (e.g., casting spells) require you to take the [[Concentrate]] maneuver for multiple seconds. If you are forced to use an active defense, knocked down, injured, or otherwise distracted before you finish, you must make a [[Will]]-3 roll. On a failure, you lose your concentration and must start over.
only. You cannot parry and you may
not retreat (see Retreat, p. 377).


ALL-OUT
:''Movement:'' [[Step]].
DEFENSE
:''Active Defense:'' Any. However, it interferes with concentration as noted above.


This is the maneuver to choose
===All-Out Concentrate===
when you’re beset by foes – especially
Optional maneuver from [[Psionic Powers]] book.
foes who like All-Out Attacks! You
must specify one of the following two
options:


• Increased Defense: Add +2 to one
You focus on one particular mental task, as for the Concentrate maneuver, but with more intensity. This gives you +1 to any rolls required to perform your ability, skill, spell, etc., at the cost of your active defenses. When using an ability that requires multiple seconds of concentration, you may alternate between Concentrate and All-Out Concentrate maneuvers, but you only get the +1 bonus if you All-Out Concentrate for the entire time. If you are knocked down, injured, or otherwise distracted, you must make a Will-2 roll (the usual Will-3, at +1 for this maneuver) to maintain your concentration.
active defense of your choice: Dodge,
Parry, or Block. This bonus persists
until your next turn.


• Double Defense: Apply two differ-
:''Movement:'' Step.
ent  active defenses against the same
:''Active Defense:'' None, as for [[All-Out Attack]].
attack. If you fail your defense roll
against an attack, you may try a sec-
ond, different defense against that
attack. For instance, if you fail a block,
you may try a dodge or a parry. 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.


Movement: If you choose Increased
==Ready==
Dodge, you may move up to half your
Take a Ready maneuver to pick up or draw ''any'' item and prepare it for use; e.g., to pull a sword from its sheath or a gun from its holster, or to reload a firearm. In some cases, you may also need a Ready maneuver to regain control of an unwieldy weapon after a swing, or to adjust the reach of a long weapon – see the [[Melee Weapon Table]].
Move. Otherwise, the only movement
you may take is a step.


Active Defense: You may choose
You can use a Ready maneuver to perform physical actions other than fighting: opening or closing a door, picking a lock, digging, lifting, etc. Continuing activities may require multiple, consecutive Ready maneuvers; see [[Other Actions in Combat]].
any legal active defense, with bonuses
as described above.


CONCENTRATE
Finally, a Ready maneuver lets you switch an advantage "off" or "on" if it is not always on and does not require an Attack or Concentrate maneuver to use.


You  concentrate on one primarily
For more information, see [[Readying Weapons and Other Gear]] and [[When Is a Weapon Ready]]?
mental task (even it has a minor phys-
ical component, like operating con-
trols, gesturing, or speaking). This
may be casting a magical spell, using a
psi ability, making a Sense roll to spot
an invisible warrior, making a
Leadership roll to give orders, making
an Electronics Operation roll to oper-
ate a sensor, or any similar action,
including most IQ-based skill rolls.
This is a full-turn maneuver.


Some activities (e.g., casting spells)
:''Movement:'' [[Step]].
require you to take the Concentrate
:''Active Defense:'' Any.
maneuver for multiple seconds. If you
are forced to use an active defense,
knocked down, injured, or otherwise
distracted before you finish, you must
make a Will-3 roll. On a failure, you
lose your concentration and must
start over.


Movement: Step.
===See Also===
* [[Martial Arts: Ready|Expanded Combat Maneuvers: Ready]]


Active Defense: Any. However, it
==Wait==
interferes with concentration as noted
Do nothing ''unless'' a particular event you specified in advance occurs before your next turn; e.g., a foe moves into range. If that happens, you may transform your [[Wait]] into an [[Attack]], [[Feint]], [[All-Out Attack]] (you must specify the option before acting), or Ready maneuver. If you are reacting to someone else, this interrupts ''his'' turn, but he can resume it after you've acted.
above.


READY
You must specify exactly what your action will be when you take the Wait maneuver, and what will trigger it. For instance, "I'll make an [[All-Out Attack (Determined)]] with my sword on the first orc to move toward me."


Take a Ready maneuver to pick up
You may take a Wait with a ready ranged weapon; this is known as "covering" a target or area. If so, you must specify the zone that you are covering with that weapon. There is no penalty to cover a one-yard area. For larger areas and additional rules, see [[Opportunity Fire]].
or draw  any item and prepare it for
use; e.g., to pull a sword from its
sheath or a gun from its holster, or to
reload a firearm. In some cases, you
may also need a Ready maneuver to
regain control of an unwieldy weapon
after a swing, or to adjust the reach of
a long weapon – see the Melee Weapon
Table (p. 271).


You can use a Ready maneuver to
You can use the Wait maneuver for any "reflex action" you want to plan in advance, provided you specify both the response and the action that will trigger it. This can include holding a knife at a hostage's throat, or even a noncombat action (e.g., "If Dora sees any orcs, she will pull this rope immediately – otherwise, she does nothing."). An action only qualifies as a "reflex" if you could do it in a single motion. The GM's decision is final.
perform physical actions other than
fighting: opening or closing a door,
picking a lock, digging, lifting, etc.
Continuing activities may require
multiple, consecutive Ready maneu-
vers; see Other Actions in Combat
(p. 382).


Finally, a Ready maneuver lets you
Finally, you can use Wait to coordinate actions with slower friends.
switch an advantage “off” or “on” if it
is not always on and does not require
an Attack or Concentrate maneuver to
use.


For more information, see
====Stop Thrust====
Readying Weapons and Other Gear
''Stop Thrust:'' If you have a ready thrusting weapon, you can use a Wait to brace your weapon to receive a possible enemy charge. Simply state, "I brace for a stop thrust." You can convert your Wait into an [[Attack]] or [[All-Out Attack]] against any one foe that moves one or more yards toward you to make a melee attack (armed or unarmed, including a slam or a grapple) or evade (see [[Evading]]). You strike first if you have the longer reach. If you hit and your foe fails to defend, add +1 to thrust damage for every two ''full'' yards your attacker moved toward
(p. 382) and When Is a Weapon Ready?
you.
(p. 382).
 
Movement: Step.
 
Active Defense: Any.
 
WAIT
 
Do nothing unless  a particular
event you specified in advance
occurs before your next turn; e.g., a
foe moves into range. If that hap-
pens, you may transform your Wait
into an Attack, Feint, All-Out Attack
(you must specify the option before
acting), or Ready maneuver. If you
are reacting to someone else, this
interrupts  his turn, but he can
resume it after you’ve acted.


You must specify exactly what your
:''Movement:'' None until your Wait is triggered. At that point, you may move as allowed by the maneuver you specified ([[Attack]], [[Feint]], [[All-Out Attack]], or [[Ready]]).
action will be when you take the Wait
:''Active Defense:'' You may defend normally while you are waiting or after your Wait is triggered. But if you defend while taking a Wait, you may not transform your Wait into an [[All-Out Attack]]; you must convert your Wait into an [[Attack]] instead.
maneuver, and what will trigger it. For
instance, “I’ll make an All-Out Attack
(Determined) with my sword on the
first orc to move toward me.
 
You may take a Wait with a ready
ranged weapon; this is known as “cov-
ering” a target or area. If so, you must
specify the zone that you are covering
with that weapon. There is no penalty
to cover a one-yard area. For larger
areas and additional rules, see
Opportunity Fire (p. 390).
 
You can use the Wait maneuver
for  any “reflex action” you want to
plan in advance, provided you speci-
fy both the response and the action
that will trigger it. This can include
holding a knife at a hostage’s throat,
or even a noncombat action (e.g., “If
Dora sees any orcs, she will pull this
rope immediately – otherwise, she
does nothing.”). An action only qual-
ifies as a “reflex” if you could do it in
a single motion. The GM’s decision is
final.
 
Finally, you can use Wait to coor-
dinate actions with slower friends.
Stop Thrust:  If you have a ready
thrusting weapon, you can use a
Wait to brace your weapon to receive
a possible enemy charge. Simply
state, “I brace for a stop thrust.” You
can convert your Wait into an Attack
or All-Out Attack against any one foe
that moves one or more yards
toward you to make a melee attack
(armed or unarmed, including a
slam or a grapple) or evade (see
Evading, p. 368). You strike first if
you have the longer reach. If you hit
and your foe fails to defend, add +1
to thrust damage for every two  full
yards your attacker moved toward
you.


Movement: None until your Wait is
===See Also===
triggered. At that point, you may move
* [[Martial Arts: Wait|Expanded Combat Maneuvers: Wait]]
as allowed by the maneuver you spec-
ified (Attack, Feint, All-Out Attack, or
Ready).


Active Defense: You may defend
==See Also==
normally while you are waiting or
* [[Martial Arts: Additional Combat Options]]
after your Wait is triggered. But if you
defend while taking a Wait, you may
not transform your Wait into an All-
Out Attack; you must convert your
Wait into an Attack instead.


[[Category:Combat]]
[[Category:Combat]]
[[Category:Maneuvers]]
[[Category:Maneuvers]]

Latest revision as of 13:42, 12 September 2021

A "maneuver" is an action that you can take on your turn. Each turn, you must choose one of the following maneuvers: Aim, All-Out Attack, All-Out Defense, Attack, Change Posture, Concentrate, Do Nothing, Evaluate, Feint, Move, Move and Attack, Ready, or Wait. Your choice determines what you can do on your turn, and sets your options for active defense and movement.

Active Defense and Maneuvers

The maneuver you choose affects your "active defenses" – your ability to dodge, parry, or block attacks (see Defending). You only have to select an active defense if you are attacked. Your most recent maneuver governs the active defenses you can use.

For the purpose of active defenses, your maneuver is considered to be in effect until you select another maneuver on your next turn. For instance, if you chose All-Out Defense (which gives a defensive advantage), its benefits would apply if you were attacked after you took your turn, and would persist until it was your turn again and you took a different maneuver.

If you're attacked before you've had a chance to choose a maneuver – usually at the start of combat – you're considered to be taking a Do Nothing maneuver.

Movement and Maneuvers

Most maneuvers allow some form of movement. The Move and Move and Attack maneuvers allow you to move quickly, up to a number of yards equal to your full Move score. Other maneuvers, such as All-Out Attack, limit you to a fraction of your full Move.

Step

Many maneuvers restrict movement to a "step." This is movement up to 1/10 your Move, minimum 1 yard, in any direction, a change of facing (for instance, to turn around), or both. You can perform your step before or after the rest of the maneuver; for instance, you could step and attack or attack and step.

See Step at Movement and Combat for more details.

No Movement

Some maneuvers allow no movement. In particular, you cannot move if you Change Posture or Do Nothing. For more on movement, see Move and Movement and Combat.

Free Actions

"Free actions" are things you can do during any maneuver. Some examples:

Talk

You can always talk. If the GM wants to be realistic, he should allow only one sentence of communication per second...but it is usually more fun when you ignore this limitation!

Maintain Spells or Psi

As long as you remain active, you can maintain a spell or ongoing psi ability, no matter what else you do.

Drop an Item

You can drop any "ready" item at any time during any maneuver. If you're moving, you may drop it at any point within your reach during your movement.

Crouch

If standing, you may opt to crouch (to make yourself a smaller target for ranged attacks) at the beginning of your turn. This will usually slow your movement speed (see Movement), and you cannot crouch and sprint. If you were already crouching, it is a free action to rise from a crouching position at any time.

Do Nothing

Anyone who is just standing still is assumed to be doing nothing. In particular, when combat begins, anyone who has not yet taken a turn is treated as if he took this maneuver before entering combat.

Someone who is conscious but stunned or surprised must take this maneuver. On each turn of Do Nothing, he may attempt a HT roll to recover from physical stun or an IQ roll to recover from mental stun. On a success, he recovers at the end of his turn – that is, he Does Nothing this turn, but may act normally next turn.

Movement: None!
Active Defense: Any (unless you're tied up, etc.). If you are stunned, however, your active defenses are at -4 until your next turn – even if you recover.

Move

Move, but take no other action except those specified under Free Actions (see above). You may move any number of yards up to your full Move score. Most other maneuvers allow at least some movement on your turn; take this maneuver if all you want to do is move.

Players must tell the GM exactly where their PCs move to so that he can keep track of the combat. The GM decides where his NPCs move, and will inform any players whose PCs are in a position to witness the movement. If you are controlling a vehicle or riding a mount, take a Move maneuver to spend the turn actively controlling it. Instead of you moving, the vehicle or mount moves on your turn (carrying you and other occupants). See Mounted Combat and Vehicles for details.

Sprinting: If you run forward for two or more turns in a row, you get bonus movement on your second and later moves; see Sprinting.

Movement: See above.
Active Defense: Any.

See Also

Change Posture

This maneuver lets you switch between any two "postures" (stances in which you can pose your body).

Valid postures are standing, sitting, kneeling, crawling, lying prone (face down), and lying face up. Any posture other than standing slows your movement and penalizes your attack and defense rolls, but also makes you a smaller target for ranged attacks.

You cannot stand up directly from a lying position. If you are lying (prone or face up), you must take a Change Posture maneuver to rise to a crawling, kneeling, or sitting posture first. A second Change Posture maneuver lets you stand from any of these postures. (Going from standing up to lying down, however, only takes one maneuver – or none at all, if the change was involuntary!)

You can switch between kneeling and standing (only) as the "step" portion of any maneuver that allows a step – you don't need Change Posture for that. This is instead of using the step to move. Thus, you could go from prone to kneeling with a Change Posture maneuver on one turn, and then stand up in place on your next turn by taking a maneuver that allows a step.

Crouching does not require a Change Posture maneuver; see Free Actions (above).

Movement: None. You remain in place as you change posture.
Active Defense: Any. Postures other than standing penalize your defense rolls, but also make you a smaller target for ranged attacks.

See Also

Aim

This is a full-turn maneuver used to aim a ranged weapon (or a device such as a camera or telescope). You must choose a specific target. You can't aim at something that you can't see or otherwise detect.

Specify the weapon you're aiming with and your target. If you follow an Aim maneuver with an Attack or All-Out Attack with the same weapon against the same target, you get a bonus to hit. Add the weapon's Accuracy (Acc) to your skill, plus any bonuses for targeting systems used: sights, targeting computers, etc.

If you brace a firearm or crossbow, you get an extra +1 to Acc. A firearm or crossbow is braced if you can rest it on a sandbag, low wall, car, etc. A one-handed firearm (e.g., a pistol) is considered braced if used two-handed. A two-handed firearm (e.g., a rifle) is considered braced if you are prone and using a bipod.

If you Aim for more than one second, you receive an additional bonus: +1 for two seconds of Aim, or +2 for three or more seconds.

Your combined bonus from all targeting systems (scopes, sights, computers, etc.) cannot exceed the weapon's base Accuracy. For instance, if you add a telescopic sight that gives +4 Acc to a pistol with Acc 2, the bonus is +2, not +4.

Movement: Step. Exception: You cannot step if using a braced, two-handed weapon.
Active Defense: Any, but you automatically spoil your aim and lose all accumulated benefits. If you are injured while aiming, you must make a Will roll or lose your aim.

See Also

Evaluate

This maneuver is the melee combat equivalent of Aim. It lets you take time to study an adversary in order to gain a combat bonus on a subsequent attack. You must specify one visible opponent who is close enough to attack unarmed or with a ready melee weapon, or whom you could reach with a single Move and Attack maneuver. You are sizing him up and looking for the right moment to strike.

An Evaluate maneuver gives you +1 to skill for the purpose of an Attack, Feint, All-Out Attack, or Move and Attack made against that opponent, on your next turn only. You may take multiple, consecutive Evaluate maneuvers before you strike, giving a cumulative +1 per turn, to a maximum of +3.

Movement: Step.
Active Defense: Any. This does not spoil your evaluation.

See Also

Attack

Use this maneuver to make an armed or unarmed attack in melee combat, or to use a thrown or missile weapon in ranged combat. To use a weapon to attack, it must be ready. If you are using a melee weapon or unarmed attack, your target must be within reach. Resolve the attack as explained under Melee Attacks. If you took an Evaluate maneuver (above) last turn, you will have a bonus to hit. If you took a Feint (below), your opponent may have a penalty to defend.

If you are using a ranged weapon, your target must be within the weapon's Max range. Resolve the attack according to Ranged Attacks. If you took an Aim maneuver last turn, you will have a bonus to hit.

Movement: Step. You may step and then attack or attack and then step - your choice. To move further and still attack, take All-Out Attack or Move and Attack.
Active Defense: Any.

See Also

Feint

"Fake" a melee attack. You cannot Feint someone unless you could have hit him with a melee attack – that is, your weapon is ready and your foe is within reach. This maneuver is not an attack, though, and does not make your weapon unready.

When you Feint, roll a Quick Contest of Melee Weapon skills with your foe; if either of you is unarmed, you may roll against an unarmed combat skill instead. Your opponent may opt to roll against Cloak or Shield skill, if he is suitably equipped and this would give him a better roll. If his DX is better than his combat skills, he may roll against DX instead.

If you fail your roll, your Feint is unsuccessful. Likewise, 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 him with Attack, All-Out Attack, or Move and Attack on your next turn. For instance, if your skill is 15 and you roll a 12, your foe defends against you at -3 next turn.

If you and your foe both succeed, but you succeed by more, subtract your margin of victory from the foe's defense. For instance, if your skill is 15 and you roll a 10 (success by 5), and your foe's skill is 14 and he rolls 12 (success by 2), you win by 3, so he will defend at -3 if your next maneuver is to attack him.

You cannot Feint if your foe is unable to observe you! However, if your foe runs away, turns his back on you, or loses sight of you in some way after you successfully Feint, he will still suffer his defense penalty if you attack him on your next turn. If you lose track of the foe, or cannot attack him next turn, your foe's defense penalty vanishes.

A Feint is good for one second! But if you Feint and then make an All-Out Attack (Double), the feint applies to both attacks.

In all cases, your allies cannot take advantage of your Feint. The defense penalty applies only to your next attack.

Shield Feints: After you have attacked your foe once by striking with your shield, you may also Feint with your shield, rolling against Shield skill.

Movement: Step.
Active Defense: Any. However, if you Feint and then parry with an unbalanced weapon, you cannot attack on your next turn, making your Feint pointless.

See Also

All-Out Attack

Attack any foe with a ready weapon, making no effort to defend against enemy attacks. If you are making a melee attack, you must specify one of these four options before you attack:

  • Determined: Make a single attack at +4 to hit!
  • Double: Make two attacks against the same foe, if you have two ready weapons or one weapon that does not have to be readied after use. Attacks with a second weapon held in the off hand are at the usual -4 (see Handedness) unless you have Ambidexterity.
  • Feint: Make one Feint (see above) and then one attack against the same foe. The Feint applies to this attack instead of one you make on your next turn.
  • Strong: Make a single attack, at normal skill. If you hit, you get +2 to damage – or +1 damage per die, if that would be better. This only applies to melee attacks doing ST-based thrust or swing damage, not to weapons such as force swords.
  • Long: GURPS Martial Arts gives an additional option: All-Out Attack (Long)

If you are making a ranged attack, you must specify one of these two options before you attack:

  • Determined: Make a single attack at +1 to hit.
  • Suppression Fire: Take the entire turn to spray an area with automatic fire. This is a full-turn maneuver, and you can only choose this option if your weapon has RoF 5+. See Suppression Fire.
Movement: You may move up to half your Move, but you can only move forward.
Active Defense: You may make no active defenses at all from the point you take this maneuver until your next turn. If someone attacks you after you make an All-Out attack, all you can do is hope he misses – you can't dodge, parry, or block!

See Also

Committed Attack

See Expanded Combat Maneuvers: Committed Attack.

Defensive Attack

See Expanded Combat Maneuvers: Defensive Attack.

Move and Attack

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 (above), but at a penalty. If you are making a ranged attack, you have a penalty of -2 or the weapon's Bulk rating, whichever is worse – and if you took an Aim, you lose all of its bonuses. If you are making a melee attack other than a slam, you have a flat -4 to skill, and your adjusted skill cannot exceed 9.

Movement: As described under the Move maneuver – but since you are trying to do two things at once, you are -2 on any rolls the GM requires to avoid falling, tripping over obstacles, etc.
Active Defense: Dodge or block only. You cannot parry and you may not retreat (see Retreat).

See Also

All-Out Defense

This is the maneuver to choose when you're beset by foes – especially foes who like All-Out Attacks! You must specify one of the following two options:

  • Increased Defense: Add +2 to one active defense of your choice: Dodge, Parry, or Block. This bonus persists until your next turn.
  • 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. For instance, if you fail a block, you may try a dodge or a parry. 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."
Movement: If you choose Increased Dodge, you may move up to half your Move. Otherwise, the only movement you may take is a step.
Active Defense: You may choose any legal active defense, with bonuses as described above.

All-Out Defense (Mental Defense)

Optional maneuver from Psionic Powers book.

This is another option available for All-Out Defense, for use when you are under psychic attack (or think you will be this turn). You add +2 to any rolls to resist psionic or similar mental attacks. This includes abilities resisted by physical attributes (e.g., HT), so long as the GM agrees that increased concentration and focus would make a difference. This bonus persists until your next turn. Your active defenses are unchanged.

Movement: Step.
Active Defense: Any.

Concentrate

You concentrate on one primarily mental task (even it has a minor physical component, like operating controls, gesturing, or speaking). This may be casting a magical spell, using a psi ability, making a Sense roll to spot an invisible warrior, making a Leadership roll to give orders, making an Electronics Operation roll to operate a sensor, or any similar action, including most IQ-based skill rolls. This is a full-turn maneuver.

Some activities (e.g., casting spells) require you to take the Concentrate maneuver for multiple seconds. If you are forced to use an active defense, knocked down, injured, or otherwise distracted before you finish, you must make a Will-3 roll. On a failure, you lose your concentration and must start over.

Movement: Step.
Active Defense: Any. However, it interferes with concentration as noted above.

All-Out Concentrate

Optional maneuver from Psionic Powers book.

You focus on one particular mental task, as for the Concentrate maneuver, but with more intensity. This gives you +1 to any rolls required to perform your ability, skill, spell, etc., at the cost of your active defenses. When using an ability that requires multiple seconds of concentration, you may alternate between Concentrate and All-Out Concentrate maneuvers, but you only get the +1 bonus if you All-Out Concentrate for the entire time. If you are knocked down, injured, or otherwise distracted, you must make a Will-2 roll (the usual Will-3, at +1 for this maneuver) to maintain your concentration.

Movement: Step.
Active Defense: None, as for All-Out Attack.

Ready

Take a Ready maneuver to pick up or draw any item and prepare it for use; e.g., to pull a sword from its sheath or a gun from its holster, or to reload a firearm. In some cases, you may also need a Ready maneuver to regain control of an unwieldy weapon after a swing, or to adjust the reach of a long weapon – see the Melee Weapon Table.

You can use a Ready maneuver to perform physical actions other than fighting: opening or closing a door, picking a lock, digging, lifting, etc. Continuing activities may require multiple, consecutive Ready maneuvers; see Other Actions in Combat.

Finally, a Ready maneuver lets you switch an advantage "off" or "on" if it is not always on and does not require an Attack or Concentrate maneuver to use.

For more information, see Readying Weapons and Other Gear and When Is a Weapon Ready?

Movement: Step.
Active Defense: Any.

See Also

Wait

Do nothing unless a particular event you specified in advance occurs before your next turn; e.g., a foe moves into range. If that happens, you may transform your Wait into an Attack, Feint, All-Out Attack (you must specify the option before acting), or Ready maneuver. If you are reacting to someone else, this interrupts his turn, but he can resume it after you've acted.

You must specify exactly what your action will be when you take the Wait maneuver, and what will trigger it. For instance, "I'll make an All-Out Attack (Determined) with my sword on the first orc to move toward me."

You may take a Wait with a ready ranged weapon; this is known as "covering" a target or area. If so, you must specify the zone that you are covering with that weapon. There is no penalty to cover a one-yard area. For larger areas and additional rules, see Opportunity Fire.

You can use the Wait maneuver for any "reflex action" you want to plan in advance, provided you specify both the response and the action that will trigger it. This can include holding a knife at a hostage's throat, or even a noncombat action (e.g., "If Dora sees any orcs, she will pull this rope immediately – otherwise, she does nothing."). An action only qualifies as a "reflex" if you could do it in a single motion. The GM's decision is final.

Finally, you can use Wait to coordinate actions with slower friends.

Stop Thrust

Stop Thrust: If you have a ready thrusting weapon, you can use a Wait to brace your weapon to receive a possible enemy charge. Simply state, "I brace for a stop thrust." You can convert your Wait into an Attack or All-Out Attack against any one foe that moves one or more yards toward you to make a melee attack (armed or unarmed, including a slam or a grapple) or evade (see Evading). You strike first if you have the longer reach. If you hit and your foe fails to defend, add +1 to thrust damage for every two full yards your attacker moved toward you.

Movement: None until your Wait is triggered. At that point, you may move as allowed by the maneuver you specified (Attack, Feint, All-Out Attack, or Ready).
Active Defense: You may defend normally while you are waiting or after your Wait is triggered. But if you defend while taking a Wait, you may not transform your Wait into an All-Out Attack; you must convert your Wait into an Attack instead.

See Also

See Also