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 movement abilities.
Charging - A character may move one stride per hitpoint spent on wind-up. This is called charging.
Maneuvering in Combat - Hit points may be spent to increase the "now" maneuvering-bonus hit point pool. This bonus only applies to an attack for which the hit points were spent to enhance. Once that attack is over, these "now" maneuvering hit points go into the "old" maneuvering-bonus hit point pool. These bonuses are decreased as hit points are taken out of the maneuvering-bonus hit point pools (due to damage, etc.) These bonuses do apply to attacks used as a defense against other attacks and parrying.
Passive Defense Bonus - A character's passive defense bonus is their "old" maneuvering plus their "new" maneuvering. A character may spend ready hit points directly on "old" maneuvering, in order to increase their passive defense bonus (without having to add extra hit points to maneuver for a specific attack.)
Distant Maneuvering - If the distance from the attacker to the target is greater than the attacker's stride and reach, then the effect of their maneuvering bonuses 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.
Speed Damage - Traveling at high speeds causes a character to both do more damage when attacking AND recieve more damage when attacked. For every 5 meters a character moves per round, he has a +1 bonus to both inflict and recieve damage. For example, if a character was riding on top of a vehicle traveling 15 meters in that round, every time that round the character hit a target, he would do 3 extra points of damage (15 meters divded by 5 is 3,) and every time he was hit that round, he would take 3 extra points of damage.
If one character is following another, then Speed Damage works differently. First, the speed damage rule only works for the character who's moving the fastest. Second, it only applies by how much faster per round that character is going than the slower character. For example, if Mr. A is following Mr. B, and Mr. A is going 15 meters that round and Mr. B is going 10 meters that round, then if Mr. A hits Mr. B, then Mr. A only has the Speed Damage bonus of going 5 meters per round for that hit (15 meters -10 Meters = 5 meters.)
This "Speed Damage" rule acts in addition to and seperate from Hit Point rules. (So for example, if a character had moved 15 meters in one round by spending his own hit points, he would do 3 extra points of damage per attack in addition to any hit point damage bonuses.) The Speed Damage rule applies to Thrown Weapons, but not other kinds of missle weapon attacks.
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. When a character is attacked by something other than a counter-attack or parry, and it is unable to face its attacker, the attacker gets a special bonus. If the attacker is off the line of attack of its target up to 90 degrees, then it gets an addition of 1 to its combat rolls against the target . If it is more than 90 degrees off the line of attack but not directly behind the target, it adds 2 to its combat rolls against the target. When the attacker is directly opposite its targets line of attack it adds 3 to the combat rolls against the target.