
\section{Combat}
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\subsection{Initiative}
Initiative is determined without a roll. Each character has an initiative statistic, which dictates the order of combat.

The character who initiated combat takes a single turn. Afterwards, each character takes turns from highest initiative to lowest. Each turn consists of a single \textbf{Major Action} and a single \textbf{Minor Action}, in any order.

\vspace*{10pt}
\subsection{Prone}
You may be pushed prone, or drop prone willingly as part of a movement action. If you are prone, the following effects apply:
\begin{itemize}
  \item You can only crawl. The move minor action turns into a major action and you cannot take the sprint major action.
  \item Enemies at medium range or further add +1 to difficulty against any attack against you.
  \item Enemies at close range reduce the difficulty of attacks by 1.
  \item You can re-roll any cover \dice{} you have.
\end{itemize}

\vspace*{-20pt}
\subsection{Major Actions}
\begin{itemize}
  \item \textbf{Assist:} You help another character with something they're attempting. Roll a single d20 against a relevant \textbf{attribute}+\textbf{skill} (doesn't have to be the same combination) and add any successes to the roll you're helping, assuming the roll you're helping generates at least 1 success on its own.
  \item \textbf{Attack}
  \item \textbf{Command an NPC:} Tell an allied NPC what to do. You may automatically assist using \textbf{CHA}+\textbf{speech}, \textbf{CHA}+\textbf{survival}, or \textbf{INT}+\textbf{science}, depending if it's a person, animal, or robot.
  \item \textbf{Defend:} Make an \textbf{AGI}+\textbf{athletics} test, with a difficulty equal to your current Defense. If you succeed, add +1 to your Defense. For 2 AP, add an additional +1 to your Defense.
  \item \textbf{First Aid:} Make an \textbf{INT}+\textbf{medicine} test, with a difficulty equal to the number of injuries the patient has, and increase the difficulty by 1 if you are trying to perform first aid on yourself. If you succeed, you can either:
  \begin{itemize}
    \item Heal HP equal to your Medicine rating + AP Spent.
    \item Treat 1 injury the patient is suffering from.
    \item Stabilize a dying patient, restoring them to 1 HP + AP Spent. The character remains unconscious.
  \end{itemize}
  \item \textbf{Rally:} Make an \textbf{END}+\textbf{survival} test with a difficulty of 0, and save any Action Points you generate. The GM may allow you to use a different ATT+skill combination.
  \item \textbf{Ready:} Prepare to perform a major action if a specific situation happens.
  \item \textbf{Sprint:} Movement action. Move up to two zones, to anywhere within long range.
  \item \textbf{Test:} Perform a skill check not covered by the other actions.
\end{itemize}
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\subsection{Minor Actions}
\begin{itemize}
  \item \textbf{Aim:} Re-roll 1d20 on the first attack roll you make this turn.
  \item \textbf{Draw Item:} Draw one item carried on your person or pick up an object or item within your reach. You may put an item away as part of this action.
  \item \textbf{Interact:} Interact with your equipment or environment in a simple way, like opening a door, or pushing a button.
  \item \textbf{Move:} Move up to one zone, to any position within medium range. Alternatively, stand up from prone position.
  \item \textbf{Take Chem:} Administer a dose of a chem that you are holding, targeting yourself or a willing character within your reach. If you're not holding the chem, then you need to draw it first.
\end{itemize}
\vspace*{-10pt}
\subsection{Attack}
\begin{enumerate}
  \item \textbf{Choose weapon and target:} You may also choose a specific hit location, increasing the difficulty of the attack by 1.
  \item \textbf{Roll the attack:} The difficulty is equal to the defense of the target. The test is determined by the type of weapon:
  \begin{itemize}
    \item \textbf{Melee:} \textbf{STR}+\textbf{melee weapons}.
    \item \textbf{Ranged:} \textbf{AGI}+\textbf{small guns}, \textbf{END}+\textbf{big guns}, or \textbf{PER}+\textbf{energy weapons}. The difficulty of the check is increased by the number of zones closer or further than the weapon's ideal range.
    \item \textbf{Thrown:} \textbf{PER}+\textbf{explosives} or \textbf{AGI}+\textbf{throwing}. The difficulty of the check is increased by the number of zones closer or further than the weapon's ideal range. You also all +2 difficulty to ranged attacks while a target is within reach.
    \item \textbf{Unarmed:} \textbf{STR}+\textbf{unarmed}.
  \end{itemize}
  \item \textbf{Determine hit location:} If you passed the test, roll for hit location (assuming you didn't aim for a specific location).
  \item \textbf{Inflict damage:} Roll a number of \dice{} indicated on the weapon's damage rating, plus any bonuses. You may increase the amount of \dice{} rolled on a ranged attack by spending ammunition. Spend an amount of ammunition up to the weapon's fire rate, and add 1\dice{} per ammunition spent.

  Reduce the target's hit points by the total rolled, taking resistances into account.
  \item \textbf{Reduce ammunition}
\end{enumerate}

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