\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}