
\section{Combat}

\begin{center}
\begin{minipage}[t]{0.46\textwidth}
    \subsubsection{Initiative (GCB. 96)}
    Initiative is decided in the beginning of combat with a simple (-) \textbf{Cool} or \textbf{Vigilance} check. \textbf{Cool} when the characters are ready for combat, \textbf{Vigilance} when they are not.

    \vspace{10pt}
    \subsubsection{Maneuvers (GCB. 98)}
    Max 2 maneuvers per turn. First is free, the second either costs 2 strain, is exchanged for an action, or performed by spending \advantage\advantage from a combat check.

    \begin{itemize}[leftmargin=*]
        \item \textbf{Aim (steady aim)}: Add \boost to next attack. If you spend two consecutive maneuvers aiming, it's \boost\boost.
        \item \textbf{Aim (aim for limb/item)}: Hobble or disarm on hit. Add \setback\setback to attack. If 2 consecutive maneuvers, \setback.
        \item \textbf{Assist}: Add \boost to ally's check.
        \item \textbf{Guarded stance}: +1 melee defense, add \setback to own attacks.
        \item \textbf{Interact} with environment or gear.
        \item \textbf{Mount} or dismount.
        \item \textbf{Move}: Move between range bands according to the guide on the previous page.
        \item \textbf{Drop prone or stand from prone}.
        \item \textbf{Preparation}: Sometimes required by talent or ability.
    \end{itemize}

    \subsubsection{Actions (GCB. 101)}
    You can spend your action to do a maneuver, activate an ability, perform a skill check, or perform a combat check.

    \textbf{Combat checks} are much like regular skill checks. You assemble a dice pool based on the appropriate skill and roll it against a set difficulty. If it succeeds, you hit your target.

    \subsubsection{Wounds and strain (GCB. 112)}
    Wounds are physical damage to your PC. If your wounds exceed your wound threshold, you are incapacitated and gain a critical injury.

    Strain is psychological damage to your character. If you strain exceeds your strain threshold, you are incapacitated.

    \subsubsection{Critical Injuries (GCB. 114)}
    Critical injuries are serious and sometimes permanent injuries sustained by your character. They can be gained when an enemy uses advantage gained from a combat roll to give you one, or if your character exceeds their wound threshold. When you gain a critical injury, roll 1d100 plus 10 times the amount of critical injuries you already have on the critical injuries table

    \subsubsection{Weapon Stat Meaning (GCB. 90)}

    \begin{itemize}[leftmargin=*]
        \item \textbf{Damage}: Flat number means the weapon deals that damage. '+' in front of the number means you add your Brawn. Each \success adds 1 damage to the attack.
        \item \textbf{Crit}: The number indicates the number of \advantage required to cause a critical injury.
        \item \textbf{Specials} cause various effects, see chart on page 3. Some require \advantage to \advantage\advantage\advantage to activate.
    \end{itemize}

\end{minipage} \hfil \hspace{30pt}
\begin{minipage}[t]{0.46\textwidth}
    \subsubsection{Two-Weapon Combat (GCB. 108)}
    You can choose to attack with two weapons as a combat check. To do so, roll with +1 difficulty. If you hit, you hit with 1 of your weapons. You can spend \advantage\advantage to hit with the other one.

    \vspace{10pt}
    \subsubsection{Attack Difficulties (GCB. 102, 108)}

    \rowcolors{1}{tablecolor1}{tablecolor2}
    \begin{tabularx}{\textwidth}{|X|X|}
        \hline
        \rowcolor[HTML]{F69337}
        {\color[HTML]{FFFFFF} \textbf{RANGE}} & {\color[HTML]{FFFFFF} \textbf{DIFFICULTY}} \\ \hline
        Melee & \difficulty\difficulty \\ \hline
        Engaged (ranged) & \difficulty\difficulty\difficulty \\ \hline
        Engaged (gunnery) & N/A \\ \hline
        Short & \difficulty \\ \hline
        Medium & \difficulty\difficulty \\ \hline
        Long & \difficulty\difficulty\difficulty \\ \hline
        Extreme & \difficulty\difficulty\difficulty\difficulty \\ \hline
        \multicolumn{2}{|c|}{\cellcolor[HTML]{2D4864}{\color[HTML]{FFFFFF}\textbf{MODIFIERS}}} \\ \hline
        Engaged with ally & Upgrade 1 \difficulty to \challenge. Hit ally on \despair. \\ \hline
        Target prone & Melee add \boost{}; Ranged add \setback{}. \\ \hline
        Aiming & Add \boost. \\ \hline
        Target is guarded & Add \setback. \\ \hline
        Engaged target made ranged attack & Add \boost to next melee attack against them. \\ \hline
    \end{tabularx}


    \vspace{10pt}
    \subsubsection{Spending Advantage and Triumphs (GCB. 104)}

    \rowcolors{1}{tablecolor1}{tablecolor2}
    \begin{tabularx}{\textwidth}{|p{0.14\textwidth}|X|}
        \hline
        \rowcolor[HTML]{F69337}
        {\color[HTML]{FFFFFF} \textbf{ROLL}} & {\color[HTML]{FFFFFF} \textbf{RESULT}} \\ \hline
        \advantage or \triumph & \wrap{Recover 1 strain. \\\vspace{-8pt}\\Add 1 \boost to next allied character's check. \\\vspace{-8pt}\\ Inflict a critical injury (must deal damage past soak) (\advantage cost may vary). \\\vspace{-8pt}\\Activate an item quality (\advantage cost may vary).}{0.745} \\ \hline
        \advantage\advantage or \triumph & \wrap{Perform a free maneuver (only two total maneuvers per turn). \\\vspace{-8pt}\\Add \setback to the target's next check. \\\vspace{-8pt}\\Add \boost to any allied character's next check.}{0.745} \\ \hline
        \advantage\advantage\advantage or \triumph & \wrap{Negate target's defense for rest of turrn. \\\vspace{-8pt}\\Ignore environment for rest of turn. \\\vspace{-8pt}\\Gain +1 ranged or melee defense for 1 turn. \\\vspace{-8pt}\\Force the target to drop something.}{0.745}\\ \hline
        \triumph & \wrap{Upgrade difficulty of target's next check. \\\vspace{-8pt}\\Upgrade ability of ally's next check.}{0.745}\\ \hline
        \triumph\triumph & Destroy a piece of equipment the target is using.\\ \hline
    \end{tabularx}

\end{minipage}
\end{center}