TEXT: GURPS 4th Edition Combat Cheat Sheet: Maneuvers 
   
  Updated: 7/4/05. Find the current version at wrongcrowd.com. 
  Aim (B364) 
  1, 2 sec: +1 Acc. 3 or more sec: +2 Acc. 
  Add +1 for bracing. Total aiming bonus 
  cannot exceed weapon’s Accuracy. On 
  injury, do a Will roll or lose aim.  
  Move: Step (unless bracing 2H weap) 
  AD: Any (but spoils aiming bonus) 
   
  All-Out Attack (B365) 
  Melee Options: Determined (single 
  attack at +4), Double (2 normal attacks), 
  Feint (Feint followed by attack), Strong 
  (+2 damage or +1 per damage die) 
  Ranged Options: Determined (single 
  attack at +1), Suppression Fire (for RoF 
  5+ weapons only, see B409) 
  Move: ½ Move, forward only AD: None 
   
  All-Out Defense (B366) 
  Choose from: Increased Defense (+2 to 
  all uses of one of Dodge, Parry, Block); 
  Double Defense (2 defenses vs 1 attack) 
  Move: Step or ½ Move if Dodging 
  AD: As above 
    
  Attack (B365) 
  Make one attack (melee or ranged) 
  Move: One Step (before OR after attack) 
  AD: Any 
   
  Change Posture (364) 
  Move from [Prone, Face Up] to 
  [Crawling, Kneeling, Sitting] to 
  Standing; or Standing to any other 
  Notes: Kneeling to Standing = “Step”; 
  Standing to Crouching = Free Action 
  Move: None AD: Any 
   
  Concentrate (B366) 
  Concentrate on one mental task, eg 
  spellcasting, Sense roll, IQ skill. Using 
  AD forces Will-3 check to stay focused. 
  Move: Step AD: Any 
   
  Do Nothing (B364) 
  Move: None AD: Any (-4 if stunned) 
  Evaluate (B364) 
  Study foe for future attack bonus. +1 per 
  consecutive turn, max +3. Bonus applies 
  to that foe only on the next turn only, 
  with these maneuvers: Attack, Feint, 
  All-Out Attack, Move and Attack.  
  Move: Step AD: Any 
   
  Feint (B365) 
  Win a Quick Contest of melee skills to 
  penalize foe’s active defense next turn.  
  Win/Lose: Margin of success is penalty 
  Win/Win: Margin of victory is penalty 
  Note: Foe may opt to roll on a relevant 
  melee skill or DX, whichever is higher. 
  Move: Step AD: Any 
   
  Move (B364) 
  Move only, plus Free Actions.  
  Move: Up to Move in yards AD: Any 
   
  Move and Attack (B365) 
  Take a full Move and attack at a penalty 
  at any time during your movement.  
  Melee: -4; max skill 9. Slam OK (B371). 
  Ranged: Worse of -2 or weapon’s Bulk; 
  lose any accumulated Aim bonus 
  Notes: GM may issue -2 to other rolls 
  Move: Up to Move in yards 
  AD: Dodge, Block. No Parry, Retreat. 
   
  Ready (B366) 
  Pick up or draw any item; do physical 
  actions, eg open door; ability off/on if 
  Attack or Concentrate is not required.  
  Move: Step AD: Any 
   
  Wait (B366) 
  Do nothing until a stated event, then do 
  Attack, Feint, All-Out Attack or Ready. 
  Move: None until trigger event 
  AD: Any (but then may not convert Wait 
  into All-Out Attack, just Attack) 
   
  Free Actions: Talk, maintain a spell or psi effect, 
  drop an item, and move from Standing to Crouching. 
  
SOURCE: textdata/thevault/GURPS [multi]/4th edition/GURPS 4e - Maneuvers 4e.pdf