Maneuvers

Shove
Can be used in place of an attack
Roll against DX or Sumo Wrestling to hit
If you hit, roll thrust/crushing damage
(at -1 per die if you only used 1 hand)
Double damage rolled and use it for knockback only (no actual injury)

Anything is a Maneuver
In GURPS everything is a Maneuver, attacking, moving, and some mixtures of the two.
The amount in brackets beside each Maneuver is how much you may move if you take that maneuver.

Move (Up to Full Move, after 1 full turn of running gain +1 Move)

Ready (1 Hex)

Aim (1 Hex)

Attack (1 Hex)

Wait/Hold your Action

Concentrate (1 Hex)

Evaluate (1 Hex)

Feint (1 Hex)

Move and Attack (Up to Full Move)

All-Out Defense (1 Hex, Unless Specified)

All-Out Attack (Up to 1/2 Move)

Committed Attack (1 Hex)

Defensive Attack (1 Hex)

Rapid Strike

Pop-Up Attacks

Opportunity Fire

Hexes Penalty
1 0
2 -1
3-4 -2
5-6 -3
7-10 -4
11+ -5

Round/Turn Duration
Each Round (usually referred to as Turns) takes 1 second - this is close and intense!

Attack/Defense Options
These are like Bonus Actions

Retreat

Dodge and Drop

Deceptive Attack

Riposte

Telegraphic Attack

Defensive Grip

Reversed Grip

Tip Slash

Dual-Weapon Attack

Rapid Strike

Extra Effort:*
Flurry of Blows

Mighty Blow

Heroic Charge

Feverish Defense

Rapid Recovery

Giant Step

Great Lunge

*A critical failure on these rolls causes an additional 1 HP of injury to arm or leg (no DR).

Slam
Roll against DX, Brawling, or Sumo Wrestling to hit

If you hit, you and your foe both inflict dice of crushing damage on the other equal to (HP x velocity)/100.

If the damage is less than 1d treat fractions up to 0.25 as 1d-3, 0.5 as 1d-2, and up to 1 as 1d-1.
If your damage roll equals or exceeds your target's they must make a DX roll or fall down.

Flying Tackle
Must have 2 legs and 1 arm free.
Gives +4 to hit and an extra yard of reach.
You may opt to roll against Jumping instead to hit.
On a success or fail, you end up lying down next to your target.
Pounce
Must have 4 or more legs
After pouncing, make a DX, Acrobatics, or Jumping roll, on success, land on your feet.
If a mount tries this the rider must roll against Riding-4 to stay on.
Trample

If your SM exceeds your targets(') by 2 or more, or by 1 if they are prone. Roll vs. the higher of DX or Brawling to hit. The victim’s only legal defense is a dodge.
If you hit, you inflict thrust/crushing damage based on your ST.

Grapple
Can be used in place of an attack
See Grappling

Special Unarmed Combat Techniques
(some of these have been moved to Grappling for obvious reasons):

See more in Martial Arts, Chapter 3.

All-Out Attacks in Descriptive Language
All-Out Attack is perfect for simulating cinematic actions. All-Out Attack (Double) might be a chop followed by a spinning draw cut . . . or a single, deadly “throat-slitting” attack, the two attack rolls reflecting the difficulty of the feat, the chance that the victim could escape mid-cut, and the potential for twice the damage. All-Out Attack (Strong) could represent a stab followed by a twist of the blade, a big roundhouse punch, or grabbing someone and pulling him into a blow. All-Out Attack (Long) might involve throwing a weapon at the enemy and catching it as it bounces off!

You can always mix things up, throwing in feints instead of attacks in Double All-Out Attacks, or combo-ing up 3 attacks in a second using Rapid Strike, or Dual Weapon Attack, or even mixing a Feint and a Deceptive Attack to make a single unstoppable blow!

Other Types of Feints
Beats
Requires a Feint maneuver, but must target a particular defense:

Treat this Beat as a Quick Contest, with the Beater making a ST-based skill roll, and the victim trying either a DX-based skill roll or a ST-based skill roll.
If the attacker wins, their margin of victory lowers the targeted defense just like a feint. That defense is lowered against attacks from anyone until the end of the next turn of the attacker who made the Beat.

Ruses
Also requires a Feint maneuver.
A Quick Contest, but a dirty trick based on IQ. Dirty tricks are things like throwing sand, etc.
The Ruser makes an IQ-based skill roll rather than a DX-based one. Their opponent can choose either a Per-based skill roll, or a regular DX-based roll or their Tactics skill.

Homebrew

This content is based on GURPS, but is not strictly GURPS rules.

Change Posture
Homebrew: you can change posture to another posture for free once a turn at the cost of your total movement.

Posture Attack Defense Ranged To Hit Movement
Standing Normal Normal Normal Normal, may sprint
Crouching -2 Normal -2 2/3 (costs+1/2 per hex in combat)
Kneeling -2 -2 -2 1/3 (costs+2 per hex in combat)
Crawling -4 (Close) -3 -3 1/3 (costs+2 per hex in combat)
Sitting -2 -2 -2 None
Lying Down -4 -3 -2 1 yard per second (rolling)