\section{Panic}
\begin{center}
\begin{minipage}[t]{0.46\textwidth}
  \subsection{Stress Level}
  Your stress level starts at zero and increases during play:
  \begin{itemize}[leftmargin=*]
    \item You \textbf{push} a skill roll.
    \item You or a nearby PC suffers certain stress/panic responses.
    \item A nearby NPC panics.
    \item You fire a 2nd or 3rd burst of full auto fire.
    \item You become fatigued.
    \item A crew member attacks you.
    \item Someone nearby is revealed to be an android.
    \item Any unnerving encounter (GM discretion).
  \end{itemize}

  \subsection{Panic Roll}
  Make a panic roll when:
  \begin{itemize}[leftmargin=*]
    \item You witness a PC become \textbf{broken}.
    \item You see a Xenomorph \textbf{for the first time}.
    \item A Xenomorph comes within \textbf{Adjacent range}.
    \item You witness a PC suffer certain \textbf{panic responses}.
    \item A \textbf{truly horrifying event} occurs (GM discretion).
  \end{itemize}

  \textbf{Roll:} D6 + Stress Level -- Resolve. Consult the table on the right.

  \subsubsection{More Panic}
  If you're already suffering a panic response and must make another panic roll, you suffer \textbf{both responses} if possible. If incompatible, the higher result takes precedence. Same result = use next higher response.

  \vspace{10pt}
  \subsection{Stopping Panic}
  Ongoing panic responses end when:
  \begin{itemize}[leftmargin=*]
    \item Another character in speaking range makes a \textbf{COMMAND roll} (full action in combat).
    \item You become \textbf{broken}.
    \item \textbf{One stretch} passes.
  \end{itemize}

  \vspace{10pt}
  \subsection{Relieving Stress}
  For every \textbf{stretch} spent resting in a \textbf{safe area}:
  \begin{itemize}[leftmargin=*]
    \item Stress level \textbf{--1}.
    \item Remove one \textbf{stress response} of your choice.
  \end{itemize}
  You cannot make skill rolls while resting.

\end{minipage} \hfil \hspace{30pt}
\begin{minipage}[t]{0.46\textwidth}
  \subsection{Panic Response Table}
  \textbf{Roll:} D6 + Stress Level -- Resolve

  \vspace{5pt}
  \rowcolors{1}{tablecolor1}{tablecolor2}
  \begin{tabular}{|P{0.08\textwidth}|m{0.82\textwidth}|}
  \hline
  \rowcolor{tableheader}
    {\color{white}\textbf{Result}} & {\color{white}\textbf{Response}} \\ \hline
    $\leq$0 & \textbf{Keeping Cool.} No effect. \\ \hline
    1 & \textbf{Spooked.} Stress +1 for you. \\ \hline
    2 & \textbf{Noisy.} Nearby enemies are automatically alerted. \\ \hline
    3 & \textbf{Twitchy.} Make an immediate supply roll (air, ammo, or power -- GM's choice). \\ \hline
    4 & \textbf{Lose Item.} Drop a weapon or item (GM's choice). Quick action to pick up. \\ \hline
    5 & \textbf{Paranoid.} Cannot give or receive help on skill rolls. \\ \hline
    6 & \textbf{Hesitant.} Automatically get \#10 initiative card. \\ \hline
    7 & \textbf{Freeze.} Lose your next turn. No interrupt actions until then. \\ \hline
    8 & \textbf{Seek Cover.} Immediately take full cover (interrupt). Stress --1, but lose next turn. If open zone, Scream instead. \\ \hline
    9 & \textbf{Scream.} Lose next turn, no interrupt actions. Stress --1, but every friendly PC in zone makes a panic roll. \\ \hline
    10 & \textbf{Flee.} Move away from the source (interrupt). Stress --1, allies in starting zone get stress +1. Must keep fleeing until safe. \\ \hline
    11 & \textbf{Frenzy.} Attack the nearest creature, friend or foe. All friendly PCs in zone make panic roll. Fight until you or target is broken. \\ \hline
    12+ & \textbf{Catatonic.} Collapse. Cannot move or act until panic stops. \\ \hline
  \end{tabular}

  \vspace{10pt}
  \subsection{Mental Trauma}
  If you rolled \textbf{9 or higher} on a panic roll during a session, roll \textbf{Empathy} (attribute only, no skill, cannot push) after the session. On failure, roll D66 for a permanent mental trauma.

\end{minipage}
\end{center}