|Auto|| Takes effect simultaneously with the declaration of its use. Automatically successful if the conditions for use are satisfied.|
Generally, these Maneuvers have no Cost, and are usable during the Adventure Phase and End Phase as well.
|Action||Usable during the Battle Phase when the Count matches your Action Points. Can be used any number of times during a Round.|
|Check||Usable during the Battle Phase when anyone within range makes a Check (after they roll the dice.) Generally each Maneuver of this type is usable only once per Round.|
|Damage||Usable during the Battle Phase whenever a target within range takes damage. Generally each Maneuver of this type is usable only once per Round.|
|Rapid|| Usable during the Battle Phase whenever anyone declares a Maneuver (this includes other Maneuvers with Rapid Timing.)|
Maneuvers with this Timing occur before the Maneuvers they were declared in reaction to and override their result. One cannot decide to use them after a Maneuver has already taken effect.
|○○ Attack X|| Make an Attack Check against a target within range. The area it hits takes X points of damage. (See the section on Attacks in the Rule Section for further explanation.)|
Listed below are the four types of Attacks.
|Move X|| A target within range can move to an Area of the Battle Map up to X Areas distant.|
Ordinarily, the target is 'Self', but there also exist Maneuvers that enable others to move.
|Support X|| A target within range adds +X to the result of a die roll.|
If the final sum is 11 or greater, the result becomes a Critical Success.
|Hinder X|| A target within range takes a penalty of -X from the result of a die roll.|
If the final sum is 1 or less, the result becomes a Critical Failure.
|Defend X|| A target within range takes a penalty of -X from damage they have just taken (to a minumum of 0.)|
If the damage of an Attack is reduced to 0, and it possessed special effects such as Dismembering or Explosive, these effects can be nullified at your discretion.
|Hinder Move X||A target within range executing a Movement Maneuver has its range reduced by -X (to a minimum of 0.)|
|Stagger|| A target within range takes a penalty of -2 from their current Action Points.|
If written in the format "Attack X + Stagger", the effect does not occur unless the attack hits.
|Dismember||Typically written "○○ Attack X + Dismember". If the attack hits, the target must make a Dismemberment Check. In the case of failure, all of the parts in the Location that was hit are damaged. However, if Defend or similar effects negate the damage of the attack, its "Dismember" property is lost.|
|Explosive|| Typically written "○○ Attack X + Explosive". If the attack hits, both the Location that was hit and an adjacent Location suffer the same amount of damage. However, if Defend or similar effects negate the damage of the attack, its "Explosive" property is lost.|
For example, if the Torso is hit, either the Arms or the Legs suffer the same amount of damage. If the Head was hit the damage must be applied to the Arms, and if the Legs were hit the damage must be applied to the Torso.
|Area Attack|| Typically written "○○ Attack X + Area Attack". The target of this attack is a single Area within range. If it hits, all those present within the area are damaged (unless otherwise specified, this includes the one making the attack and her allies.)|
It is only necessary to make one check; the hit decision applies to all within the area of effect. In the event of a Critical Failure, the Area Attack property is lost, and it is treated the same as any other Critical Failure.
|Chain Attack|| Typically written "○○ Attack X + Chain Attack X". If the attack hits, after the damage has been applied, the same attack may be made again (it is not necessarily to pay an additional Cost for Chain Attacks.)|
The X specifies the number of additional attacks that may be made so long as they continue to succeed. The target of an additional attack does not need to be the same as the target of the prior attack.