Movement Maneuvers
Movement Maneuvers conducted that shift the character's position. Most Movement Maneuvers take up some amount of the character's Basic Move, and cannot be used if that Basic Move is below the required cost in movement.
Notes
When conducting a Movement Maneuver, all rolls to hit a moving target receive a -1 penalty to effective skill level to hit for every hex crossed by the target so long as the target is not moving directly towards or away from the shooter.
Additionally, all active defense during a move aside from Dodge actions is conducted at a -2 penalty to effective skill level for every hex crossed.
A Basic Movement is equal to or under the character's Basic Move trait, and can make any turn needed including a full 180-degrees.
Maneuvers
All Out Movement (All Basic Move, 3 Actions) A dead on sprint using all three Actions in a round. The character uses their full move three times. Making a turn at this pace is actively difficult without using a Technique or some sort of technology (such as unguligrade cybernetic legs). While no active defense is possible, they are moving fast enough that those targeting them get the full penalty for ranged attacks against them unless they are rushing AT the shooter.
Charge (Stance) A charge occurs when moving straight towards an enemy and then making a melee attack. The damage for this attack is at +1 per hex moved in a straight line before the attack.
High Step (Stance, 1/2 Basic Move) By raising the foot (or equivalent) high and setting it straight down, the mover mitigates many foot hazards, ignoring penalties for rough terrain and succeeding automatically on trip hazards.
Low Movement (Stance, 1/2 Basic Move) A movement where the mover is bending or squatting low to present a smaller target. Moving costs twice as much Basic Move, but the penalties for hitting a moving target have an additional -2 to effective skill level. This movement may actually let a mover stay behind low cover provided that it's high enough to cover them in their low running position.
Mirror (Wait, Mental) Moving when an opponent moves. If the triggering character moves more than your Basic Move or with more Actions than you've dedicated to this Wait Maneuver, then they outpace you.
Quick Movement (2 Actions) A rapid movement using 2 Actions. This frees up the third Action for attack or defense. The Quick Movement Maneuver also allows for a single controlled right-angle turn, and potentially a readied Wait action.
Sprint and Slide (All Basic Move, 3 Actions) A dead on sprint followed by a drop to the character's knees or back. They move their full Basic Move twice, then half on the third. For the portion of the movement that the slide is occurring, they apply their defensive bonus against melee attacks as well and may end up behind low cover without an additional action to take advantage of it.
Serpentine (Stance, 3 Basic Move) A movement that applies the attacker's penalty to hit the character for a moving target even if they are heading straight towards or away from the shooter.
Stack (Wait) Moving when an adjacent ally moves. If the triggering character moves more than your Basic Move or with more Actions than you've dedicated to this Wait Maneuver, then they outpace you.
Stealth (Stance, 1/3 Basic Move) For whatever reason, you are trying to minimize your noise in combat. While "Combat" implies the opponents know they're in combat, using the Stealth Skill has a few special uses in combat; One, an opponent facing away from the mover may not hear them approaching from behind. Two, if opponents have lost track of the mover, they may be repositioning. Three, if the user is using active camouflage, they may be able to add to the confusion of the enemy by forcing Mental Maneuvers to track them.
Step (1 Action) A careful movement of 1 hex. This gives no penalty to defense.
Sudden Jump (Interrupt) In response to a sudden threat on the floor (a pit trap, a venomous snake, a mine) the character jumps, sacrificing the remaining Move of the turn in exchange for two Hexes of movement, which must be in the same line of travel. The character rolls a Dodge to see if they safely clear the obstacle, with half the skill level as normal.

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