Maneuver

"A maneuver is an action taken during combat."
==Maneuvers==
Each turn, you must choose one of the maneuvers (below).
=== Setups and Attacks ===
It may be easier to remember maneuvers through the lens of setups (things that help you in combat) and attacks (actual attacks).Fanon, from Cherrio01
 	Maneuver 	Description 	Active Defense	Movement
Setup 	Aim 	Aim a ranged weapon to get its Accuracy bonus 	Any* 	Step
Attack	All-Out Attack 	Attack at a bonus or multiple times 	None 	Half Move
Setup 	All-Out Defense	Increased or double defense 	Any† 	Varies
Attack	Attack 	unarmed or with a weapon 	Any 	Step
Setup 	Change Posture 	Stand up, sit down, etc. 	Any 	None
Setup 	Concentrate 	Focus on a mental task 	Any* 	Step
Setup 	Do Nothing 	Take no action but recover from stun 	Any‡ 	None
Setup 	Evaluate 	Study a foe prior to a melee attack 	Any 	Step
Setup 	Feint 	Fake a melee attack 	Any 	Step
Setup 	Move 	Do nothing but move 	Any 	Full Move
Attack	Move and Attack	Move and attack at a penalty 	No Parry 	Full Move
Setup 	Ready 	Prepare a weapon or other item 	Any 	Step
Setup 	Wait 	Hold yourself in readiness to act. You can use this to prepare a Stop Thrust.	Any 	Varies
* Taking an active defense may spoil your aim or concentration.
† Gives +2 to Dodge, Block, or Parry, or allows two defenses against each attack.
‡ Defenses are at -4 if taking Do Nothing due to stun.
The chapter on Combat gives finer details on each of these ManeuversBasic Set 364-6
==Classic Edition Note==
Classic: Martial Arts used the term "Maneuver" to also describe what are now called Techniques in 4e.
==Realm maneuvers==
Unlike combat maneuvers these represent a month of time. They are Allocate Resources, Bluff, Demolish, Do Nothing, Gather/Extract, Improve, Manufacture, Marshal Manpower, Negotiate, Plan, Reconnoiter, Sabotage, Threaten, Trade, and Wait
It should be noted that 'Do Nothing' is not the same as 'Wait'. Waiting can be seeing what another realm is doing and react to that or to stockpile resources. Do Nothing is exactly that — it can be due to gridlock or some a situation that leaves leaders unable to decide on what to do.
==Quotes==
===Obviousness===
GURPS Compendium II, p.85:
:If one combatant is taking the Concentrate maneuver, his opponent must win a Quick Contest of IQ in order to perceive that his foe is concentrating.
Kromm in 2009 wrote http://forums.sjgames.com/showthread.php?p=403798
:The only maneuver that shouldn't be obvious is Feint. Everything else is meant to be stated openly.
:All-Out Attack would be zero-risk if it weren't obvious, and Concentrate over multiple seconds wouldn't be the drawback that the rules for spells and powers assume it is if enemies weren't aware of it.
==References==
* Basic Set, p.325, 551
* GURPS Realm Management, p.32-37
Category:Combat options
Category:Maneuvers