These are the Maneuvers that can be taken on a turn.
Step – a step is a single hex movement or a turn of the character that can be taken before or after another maneuver except for a move maneuver.
Block – a block is done with a Shield or can be attempted with a players arms. A successful block grants a +1 if attacking the previous attacker.
Parry – a Parry is done with a melee weapon, or can be attempted unarmed if the character has the appropriate skill. A successful parry grants a +1 if attacking the previous attacker.
Dodge – A success means you dodge the attack and can move up to your maximum movement.
Free actions (this can be done in any maneuver, so long as it does not interfere with the maneuver) – Crouch, drop an item, talk
Do nothing – literally take no actions on your turn
Wait – specify what you are waiting for. If what you are waiting for happens, you immediately interrupt another characters action and can do any maneuver possible. Then the interrupted character continues with their maneuver
Change posture – standing, sitting, kneeling, crawling, lying prone, and lying face up
Aim – aim can be done with ranged weapons. It provides +1 to hit for every turn and aim maneuver is taken. Aim can only be taken up as high as the weapons accuracy allows. (Example: a 90 mm machine gun has an accuracy of 2, that means that aim can only provide up to +2 to hit.)
Evaluate – you may evaluate a specified opponent. This gives you +1 to hit with an attack, faint, all out attack, or move and attack against the specified opponent on your next turn. This can be stacked up to three turns in a row for up to +3
Attack – standard attack
Grappling – grappling is a unarmed attack. Both players roll a piloting check, or a check against martial arts if applicable. If the attacker has a greater degree of success than the defender, then the attacker successfully grapples. If Its defender has greater or equal degrees of success, then the defender is not grappled.
Feint – feint is a fake melee attack that could hit if it were a regular attack. To succeed with a feint attack, both players must roll against their melee weapon skill, or if the opponent so chooses their shield skill. The winner is decided by the player with the most degrees of success. If the feint succeeds the opponent defends against you at a -3.
All out attack – there are several options with an all-out attack, but regardless of what you choose no passive defensive options can be used even if you can take multiple maneuvers. Directly below are the lists of options. Keep in mind, that all out attack means that no defensive maneuvers can be takenDetermined: 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 need to be readied after use. Attacks with a second weapon held in the offhand are at the usual -4 unless you have ambidextrous.
Strong: make a single attack at normal skill if you hear to get +2 to damage or +1 damage per dice if that would be better this only applies to melee weapons.
Move and attack – a normal move maneuver with a poorly aimed attack added onto it. Ranged attacks are done at a -2 or the bulk modifier, whichever is worse. Melee attacks are done at a flat -4.
All-out defense – either get + to a defensive option of your choice, or choose to different defenses to use at the same time.(Both defensive actions cannot be done with the same arm)
Ready – readying a weapon to be used. The length of readying can range from one to more turns. For example a sword requires to pull out of its sheath and ready, but a gun can take multiple turns to reload.
A defensive attack can only be taken by a unit utilizing both a shield and a weapon. To use a defensive attack, the player must identify the target of the attack. The player’s character than raises his or her shield in an attempt to block any incoming attacks while firing the other hand weapon. Because of the complexity of this maneuver, there is a -2 to hit with the weapon, and the shield can only block attacks coming from directly in front and the side the shield is held on with a -1 to block.(Example: if a GM is holding the shield in the left-hand, and a machine gun in the right, the shield can only block attacks from directly in front and the hex to the front left.) Also, because both arms are being used for a defensive attack, and the character is focused on the selected enemy unit, no passive defensive actions can be taken.
Run and block
This maneuver is done by unit holding their shield out to block incoming attacks while running. This requires a piloting check in order to succeed. If a piloting check fails the unit will trip after one D6 movement.(Note: the player must select the number of movements before rolling the piloting check.) Blocking with this maneuver can only block a 45° angle from the front of the character.
A Shield Bash is done by slamming the shield into an enemy in a smacking like motion. This is not the same as using a shield to slam into an enemy during a run. To attack with the shield role against the characters shield skill. To find the damage of the Bash subtract the difference between the characters strengths and the shields weight, then divide that number in half. Use that number rounded down to the nearest whole number as the number of D6 to be rolled for damage.(Example: if strengths is 10 and the shields weight is 8, the differences 2. 10-2 = 8. 8÷2 = 4 therefore the Shield Bash equals 4D6)
This action can only be taken by large shields that can be driven into the ground so that they stand on their own. Planting a Shield counts as one maneuver. They planted Shield can be treated as cover, and can make it more difficult to be hit. The modifier depends on the size of the shield and the angle the attack comes from. The modifier can range from -1 to -6. Recovering the shield from the ground takes a full maneuver. The shield will only block until its HP has been depleted, just as if it were being used as a normal Shield.
Shield tackle (or other armor tackles)
A Shield tackle is similar to a slam, except a slam causes damage to both the attacker and the receiver of the attack. A Shield tackle causes full damage to the receiver of the attack, and the shield only takes half damage. Ignore DR for a Shield tackle. A Shield tackle requires both a piloting and shield check. To find the damage of a Shield tackle take the number of hexes moved divided by two (round down) and use that number of dice. A Shield tackle also has a chance of knocking down the opponent. The opponent must roll against their piloting skill minus the number of dice used for the attacks damage. In the event that the shield has spikes or other offensive melee capabilities add that damage only to the receiver of the attack. (Example: a Shield tackle done with seven movements would be 3D6, and the opponent would roll at their piloting skill -3).