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"A maneuver is an action taken during combat."

Maneuvers (Combat Lite)[]

"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."

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).[1]

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 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 Maneuvers[2]

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[]

  1. Fanon, from Cherrio01
  2. Basic Set 364-6
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