\section{Combat} \begin{center} \begin{minipage}[t]{0.46\textwidth} \subsection{Initiative} At the start of each round, draw cards numbered 1--10. Card \#1 acts first, \#2 second, etc. \subsubsection{Surprise \& Ambush} If an attack is surprising, the attacker gets card \#1 automatically. An \textbf{ambush} (attack on unaware opponent) also gives \textbf{+2 dice} to the attack and the target \textbf{cannot defend or dodge}. \subsubsection{Holding Off} On your turn, you can \textbf{swap initiative cards} with someone acting after you. They must act immediately. Useful for letting allies go first. \vspace{10pt} \subsection{Actions} Each round you can perform \textbf{one full action + one quick action}, or \textbf{two quick actions}. \vspace{5pt} \rowcolors{1}{tablecolor1}{tablecolor2} \begin{tabular}{|m{0.45\textwidth}|m{0.42\textwidth}|} \hline \rowcolor{tableheader} {\color{white}\textbf{Full Actions}} & {\color{white}\textbf{Skill}} \\ \hline Attack in close combat & Close Combat \\ \hline Make a ranged attack & Ranged Combat \\ \hline Jump or climb & Mobility \\ \hline Take full cover & -- \\ \hline Interact with terminal & Comtech \\ \hline Use machinery & Heavy Machinery \\ \hline Give first aid & Medical Aid \\ \hline Clear jammed weapon & Heavy Machinery \\ \hline Give orders & Command \\ \hline Drive a vehicle & Piloting \\ \hline \end{tabular} \vspace{5pt} \subsubsection{Quick Actions} \begin{itemize}[leftmargin=*] \item Move into an adjacent zone \item Move between Short and Adjacent range \item Move to a door/hatch and peek through \item Lock a door or hatch \item Take partial cover \item \textbf{Defend} against close combat (interrupt) \item \textbf{Aim} (+2 dice to next ranged attack) \item \textbf{Dodge} a ranged attack (interrupt) \item Reload a weapon \item Pick up an item from the ground \item Rally a broken character (COMMAND) \end{itemize} \textit{Interrupt actions occur out of turn but still cost a quick action.} \end{minipage} \hfil \hspace{30pt} \begin{minipage}[t]{0.46\textwidth} \subsection{Range Bands} \vspace{5pt} \rowcolors{1}{tablecolor1}{tablecolor2} \begin{tabular}{|m{0.25\textwidth}|m{0.62\textwidth}|} \hline \rowcolor{tableheader} {\color{white}\textbf{Range}} & {\color{white}\textbf{Description}} \\ \hline Adjacent & In your face (touching distance) \\ \hline Short & In the same zone \\ \hline Medium & In an adjacent zone \\ \hline Long & Up to four zones away \\ \hline Extreme & Farther away \\ \hline \end{tabular} \vspace{10pt} \subsection{Close Combat} Roll \textbf{CLOSE COMBAT} (full action) at Adjacent range. \textbf{Damage:} Weapon's base damage + 1 per extra \success~beyond the first. Unarmed attacks have base damage 1. \subsubsection{Defend} As a \textbf{quick action} (interrupt), roll CLOSE COMBAT. Each \success~you roll \textbf{eliminates one} \success~from the attacker. Must declare before attacker rolls. \subsubsection{Special Attacks} Declare before rolling; no weapon bonus dice: \begin{itemize}[leftmargin=*] \item \textbf{Disarm} -- Take or throw opponent's item. \item \textbf{Pass} -- Move past a blocking enemy. \item \textbf{Shove} -- Push opponent to Short range. \item \textbf{Grapple} -- Pin enemy; they can only try to break free. \end{itemize} \vspace{10pt} \subsection{Ranged Combat} Roll \textbf{RANGED COMBAT} (full action) at Short range or more. Base damage +1 for each \success~beyond the first. \textbf{Aiming:} Spend a quick action before attacking for \textbf{+2 dice}. Must happen immediately before the attack (same round, no other actions). \textbf{Dodge:} Quick action (interrupt), roll MOBILITY. Each \success~eliminates one attacker's \success. \subsubsection{Conserving Ammo} After hitting, you can spend one extra \success~to \textbf{skip the ammo supply roll} instead of adding damage. \subsubsection{Full Auto} If you hit without pushing, you may immediately attack again (same or different target). Up to \textbf{3 attacks} total. Each attack after the first gives \textbf{+1 stress}. Must make ammo supply roll after each attack. \end{minipage} \end{center}