Maneuvers
This page has not been finished up!
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, p. 374). 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 maneu- ver on your next turn. For instance, if you chose All-Out Defense (which gives a defensive advantage), its bene- fits 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 – usu- ally at the start of combat – you’re con- sidered to be taking a Do Nothing maneuver (see p. 364). 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. Many maneuvers restrict move- ment 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. Some maneuvers allow no move- ment. In particular, you cannot move if you Change Posture or Do Nothing. For more on movement, see Move (p. 364) and Movement and Combat (p. 367). 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!