Combat Maneuvers

Strike - Basic Attack. This is what you do when you aren’t doing any of the other combat maneuvers.

DEFENSIVE MANEUVERS
Dodge - Use this by aborting your next action so you can be harder to hit when being attacked. Grants +3 DCV. (This can be done at your normal time to act but is almost always done as an abort.)
Block - Block a melee attack. Must be declared before attack. Unlike dodge, you can then attack on your next phase.

ALLOW FULL RUN (normally limited to half RUN)
Move By - Allows you to use your full move to go by the target and still attack it. Must plot entire move at start, move must go by target. See the table to see how the attack is calculated and how OCV and DCV are affected. You take 1/3 of the damage you deal.
Move Through - Allows you to use your full move to run into the target and still attack it. You usually have to use your full move to get enough speed to use this. You don’t have to plot your move. If you miss the target you continue in a straight line from the direction you entered the targets hex.

IMPROVE RANGED ATTACKS
Brace - Zero Phase - Improve ranged attacks. Only can overcome distance penalties. You are easier to hit while you are braced.
Set - Full Phase - Improve ranged attacks. You are easier to hit while you are set.

MANIPULATE TARGET OR WEAPON
Grab - Pin the target’s arms. Must use two hands so can’t be holding weapon. Target cannot use arms. Target can try to escape. While grabbing, you are easier to hit by others. Can also try to grab weapon or other object target is holding. If successful you are grabbing the item but must still try to wrench it away which is a separate roll.
Grab By - Like Move By but instead of attacking, you try to grab an item out of the hands of the target and keep going. As with Grab, you must make a separate roll to see if you succeed in getting the item away from the target.
Disarm - Knock a weapon or object out of the target’s hands. If successful the object goes flying or falls to the ground. You do not have posession of it.

EXTRA DAMAGE ATTACK
Haymaker - Winding up for a powerful attack. You initiate the haymaker on your phase then the attack happens at the end of the next segment (not phase). So if the target can’t act between your Haymaker and the end of the next segment you should be able to swing at it. If the target can act, it could move out of range or otherwise prepare (dodge) for your Haymaker. (Hint: If you act before your target on the same segment, delay your action until after the target goes.) The Haymaker isn’t limited to melee attacks. It works on all attacks, including spells.