Draw Steel Actions and Maneuvers
Understand Draw Steel main actions, maneuvers, move actions, triggered actions, free actions, object interactions, and the order used to resolve a turn.
What can I do on a Draw Steel turn?
A normal turn is organized around a main action, a maneuver, and a move action. The hero can arrange those choices to support the turn, while free options and triggered actions follow their own printed timing.
What is the difference between a maneuver and a free maneuver?
A maneuver uses the turn's maneuver choice. A free maneuver does not, but it is only free when a rule or ability labels it that way and all of its requirements are met.
Can I use a triggered action on my own turn?
Use it whenever its printed trigger occurs and the action is available. The trigger, rather than whose turn it is, determines the timing unless the feature states another restriction.
Action Types
Name the action type before resolving an option. Similar narrative acts can use different timing when an ability or rule labels them differently.
| Type | When It Is Used | What to Verify |
|---|---|---|
| Main action | During the hero's turn for a major ability or action. | Targets, distance, Power Roll, costs, and results. |
| Maneuver | During the turn for setup, interaction, movement support, or an option labeled Maneuver. | Requirements and whether another rule makes it free. |
| Move action | During the turn for advance, shift, disengage, or another movement option. | Available distance, terrain, reach, and conditions. |
| Triggered action | When the exact printed trigger occurs. | Timing window, legal target, and round availability. |
| Free action | At the timing permitted by the rule that grants it. | The printed limit and whether it interrupts another event. |
Resolve a Turn
Plan the turn around the objective rather than automatically attacking the closest enemy. Movement can happen before or after another choice when the current rules permit it, so position the hero where the action and the party benefit most.
- Read the current scene and choose the turn's objective.
- Decide whether movement or a maneuver must set up the main action.
- Confirm targets and costs before committing resources.
- Resolve each ability line from top to bottom.
- Handle triggered actions and mark spent resources before ending the turn.
Common Timing Questions
Picking up an object, helping an ally, escaping a grab, standing, or making an opportunity attack starts with the named rule, not a guess based on ordinary language. Check whether that option is a maneuver, move action, trigger, free option, or part of an ability.
Verified Sources
Open the source that matches the topic, then check its publication or update date before resolving a rule at the table.
