Combat Maneuvers
This section cover combat maneuvers that are not on your character sheet, but that will be allowed.
Cover. This maneuver represents you holding someone at gun or sword point. You make an attack roll at a -2 OCV. If you succeed your target is considered "covered". This means that at any time you can choose to do damage to your target.
There are ways to escape being covered. A good distraction to the attacker can allow a DEX vs. DEX roll for the covered person to act first. Or if the covered person has skills like Fast Draw or Sleight of Hand, they could be used in a way for the GM to allow a Skill vs. Skill contest for the covered person to act first.
Dive for Cover. Typically used to escape some sort of explosion, dive for cover is just what it sounds. You make a DEX roll. For every point you make your roll by, you have leaped 1" before whatever you are trying to avoid happens. The max distance, of course, being your leaping.
Pulling a Punch. You use this maneuver when you are trying to avoid hurting someone. You receive a -1 OCV penalty. All body you do is cut in half. You do normal stun.
Rapid Fire/Sweep. These maneuvers allow you to attack up to 3 times with each weapon you are carrying(sword, pistol, fist, whatever). Rapid fire is for ranged attacks and sweep is for hand to hand, but the rules are the same. Automatic weapons cannot use this maneuver unless you have the proper Automatic skill(see Combat Skills).
You receive the following penalties. Requires a full phase action. Your DCV is cut in half. You receive a cummulative -2 OCV penalty of each attack past the first. Meaning that if you attack twice all of your attacks receive a -2 OCV, if you attack 3 times all of your attacks receive a -4 OCV, and so on. As soon as you miss one attack all the remaining attacks in that sequence miss as well. Also, if you are using 2 hands to attack, you will receive the additional -3 OCV on your off hand attacks, unless you have the proper skills or talents.
Again the limit to the number of attacks is 3 per weapon. So, if your were packing two pistols you could attempt to shoot 6 times, though the penalties would be huge(though a proper combination of skills and feats could help reduce those penalties significantly). There are obvious weapons that cannot use this maneuver. Like a crossbow for example.
Snap Shot. This maneuver allows you to move after you attack. You start completely concealed behind cover(behind a corner or something). You pop out and make your attack at a -1 OCV penalty. You are only able to make attacks on targets that you were aware of. You can make a Perception roll to attack new targets or if your old targets have moved. You stay exposed for 1 Segment. On your DEX rating in the next Segment you move back into concealment.
Suppression Fire. You use this maneuver to "hose down" an area, so that anyone entering it is automatically attacked. You must have a weapon capable of autofire. You choose a group of adjacent hexes(maximum number of hexes equal to your rate of autofire). You must fire at the maximum rate of your weapon. Ammunition is deducted every Segment instead of every Phase. You receive the normal penalty of -1 OCV for each hex you are shooting into. You also receive and additional -2 OCV penalty for performing Suppression Fire. Anyone passing into one of the covered hexes is automatically attacked once for each covered hex they enter. There is no way for anyone to pass through the covered hexes without getting attacked(well there is a feat that helps).