Maneuvering - Maneuvering can be combined with most other actions (although some actions may be more difficult while moving) by using extra hit points to move during that action, or you can just maneuver as an action by itself. The maximum distance a character can move is the number of hit points they use to maneuver times the character's stride. Each hit point applied to maneuvering can also be applied to charging or offensive or defensive maneuvering
Charging By moving toward the target, you can increase the power of a hand to hand or thrown weapon attack. The hit points applied to charging are added to the attack power of that attack.
Offensive Maneuvering - The hit points used to manuever offensively are added to the success roll of the moving character's attacks against the specific target which he is moving around for the rest of the round. This bonus does apply to attacks used as a defense against other attacks. If the distance from the attacker to the target is greater than the attacker's stride and reach, then the effect of the bonus is reduced: If the distance is up to twice the attacker's stride, only half the bonus applies. If the distance is up to three times the attacker's stride, one-third of the bonus applies. Up to four times one-fourth of the bonus applies, Up to five times one-fifth of the bonus applies and so on.
Defensive Maneuvering - Hit points used to move defensively are added to the moving character's Passive Defense Hit Points. (See Action Rules/Hit Points/Passive Defense Hit Points.)
Optional Flanking Rule - The line of attack is an imaginary ray that starts at a character's location and projects infinitely far in the direction they are facing. If a target is not on the attacker's line of attack, it has a +1 bonus to it's defense roll. If an attacker is not on the defender's line of attack, it has a +1 bonus to it's attack roll. It usually takes a one hit point maneuver to get off the line of attack. If the attacker or defender is more than 90 degrees off the other character's line of attack (i.e. behind the character) that bonus is +2 instead of +1.