The GM decides when to start using the combat rules. This will generally be when fighting seems likely and combatants begin maneuvering for tactical advantage. The GM may also use these rules to resolve “action” situations such as chases and tournaments.

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Maneuvers

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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, All-Out Attack, All-Out Defense, Attack, Change Posture, Concentrate, Do Nothing, Move, Move and Attack, or Ready. Your choice determines what you can do on your turn, and sets your options for active defense and movement – your ability to dodge, parry, or block attacks (see Defending, below).

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 (see below).


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!

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 Posture Table, below), 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

Do Nothing

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.

Active Defense: Any.
Movement: None.

Do Nothing (mental stun)

You are at -4 to active defenses and cannot retreat. You must Do Nothing on your next turn. At the end of your turn, attempt an IQ roll to recover. On a success, you recover at the end of this turn – that is, you Do Nothing this turn, but may act normally next turn.

Active Defense: Any at -4
Movement: None.

Do Nothing (stunned)

You are at -4 to active defenses and cannot retreat. You must Do Nothing on your next turn. At the end of your turn, attempt an HT roll to recover. On a success, you recover at the end of this turn – that is, you Do Nothing this turn, but may act normally next turn.

Active Defense: Any at -4
Movement: None.

Do Nothing (surprised)

You are at -4 to active defenses and cannot retreat. You must Do Nothing on your next turn. At the end of your turn, attempt an IQ roll to recover. On a success, you recover at the end of this turn – that is, you Do Nothing this turn, but may act normally next turn.

Active Defense: Any at -4
Movement: None.

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.


Move

Move

Move, but take no other action. You may move any number of yards up to your full Move score.

Sprinting: If you run forward for two or more turns in a row, you get bonus movement on your second and later moves. Add 20% to your Move after one second (drop fractions). Assume that even the slowest sprinter gets at least +1 Move.

Active Defense: Any.
Movement: Full Movement

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


Change Posture

Change Posture

This maneuver lets you switch between any two “postures.” You cannot stand up directly from a lying position; you must rise to a crawling, kneeling, or sitting posture first.

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

Free Action: Crouch

If standing, you may opt to crouch at the beginning of your turn. This makes you a smaller target for ranged attacks, but will slow your movement speed. You cannot crouch and sprint. If you are already crouching, it is a free action to rise from a crouching position at the start of your turn.
posture_table.JPG

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).

Attack: The modifier when making a melee attack from this posture.
Defense: The modifier to all active defense rolls.
Target: The modifier to hit you with a ranged attack.
Movement: The effect on movement.


Aim

Aim

Specify the weapon you are 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. If you brace a firearm or crossbow you get an extra +1 to Accuracy. If you are injured while aiming, you must make a Will roll or lose your aim.

1 sec => Acc. 2 sec => Acc+1. 3+ sec. => Acc+2

Active Defense: Any, but use of an Active Defense will automatically spoil your Aim and lose all accumulated benefits.
Movement: Step.

This is maneuver is 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.

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.

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


Attack

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. If you are using a ranged weapon, your target must be within the weapon’s Max range.

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


All-out Attack

All-Out Attack (Melee)

Attack any foe with a ready weapon, making no effort to defend against enemy attacks.

  • 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 unless you have Ambidexterity.
  • 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 STbased thrust or swing damage.
Active Defense: You may make no active defenses at all until your next turn.
Movement: You may move up to half your Move, but you can only move forward.

All-Out Attack (Ranged)

Attack any foe with a ready weapon, making no effort to defend against enemy attacks. Make a single attack at +1 to hit!

Active Defense: You may make no active defenses at all until your next turn.
Movement: You may move up to half your Move, but you can only move forward.

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 three 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 unless you have Ambidexterity.
  • 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 STbased thrust or swing damage.

If you are making a ranged attack, you must make a single attack at +1 to hit.


Move and Attack

Move and Attack

Move as described for the Move Maneuver, but during or after your move you may make a single, poorly aimed attack. If you are 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 other than a slam, you have -4 to your skill and your adjusted skill cannot exceed 9.

Active Defense: Dodge or Block only. You cannot Parry, and you may not retreat.
Movement: Full Move.

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 -4 If making a ranged attack, you lose all bonuses for Aim. If making a melee attack, your adjusted skill cannot exceed 9


All-Out Defense

All-Out Defense (Increased Defense)

Add +2 to one active defense of your choice: Dodge, Parry, or Block. This bonus persists until your next turn.

Active Defense: You may choose any legal active defense, with bonuses as described above.
Movement: If you choose Increased Dodge, you may move up to half your Move. Otherwise, the only movement you may take is a step.

All-Out Defense (Double Defense)

Apply two different active defenses against the same attack. If you fail your first defense roll against an attack, you may try a second, different defense against that attack.

Active Defense: You may choose any legal active defense, with bonuses as described above.
Movement: Step.

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.”


Concentrate

Concentrate

You concentrate on one primarily mental task. This can be casting a magical spell, making a psi roll, making a Sense roll, or many other similar actions. Some activities 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.

Active Defense: Any, but see notes above.
Movement: Step.

You concentrate on one primarily mental task. Examples include 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, and most other IQ-based skill rolls. Some activities require you to Concentrate 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.


Ready

Ready

Take a Ready maneuver to pick up or draw any item and prepare it for use. 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. You can use a Ready maneuver to perform physical actions other than fighting, such as opening or closing a door. Continuing actions may require multiple, consecutive Ready maneuvers.

Active Defense: Any.
Movement: Step.

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. You can use a Ready maneuver to perform physical actions other than fighting: opening or closing a door, picking a lock, digging, lifting, etc


Step

Step

Most maneuvers allow you to take a step, either before or after another action.

Active Defense: Any.
Movement: Step.

Most maneuvers allow you to take a step, either before or after another action. You may step a distance equal to 1/10 your Move, but never less than one yard. Round all fractions up. Thus, Move 1-10 gives a one-yard step, Move 11-20 gives a two-yard step, and so on.

If you are capable of steps greater than one yard, you may break up your movement in a turn. For instance, if you had a two-yard step, you could move one yard, make an attack, and move another yard during an Attack maneuver

You can use a step to go from a kneeling to a standing posture (or vice versa) instead of moving. This requires your entire step, no matter how far you could normally move.


Wait

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.

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.
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).

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.” If you're using a ranged weapon, you specify a zone to cover.

You can also use Wait for non-combat actions (such as "I will pull the lever if...") or to coordinate with slower friends.