diff --git a/combat.tex b/combat.tex
index ad537b15acd405b38cdd9d693818bbcce0cb2e8b..f7c57418059d1235fd389a89fab3870cb86f65be 100644
--- a/combat.tex
+++ b/combat.tex
@@ -483,6 +483,14 @@ characters Attribute bonuses cannot go beyond the character's \roll{Wits}{Vigila
 (such as a moonless night)
 only gives a -1 penalty to characters with a \roll{Wits}{Vigilance} lower than their roll.
 
+\subsubsection[Dual Wielding: Both weapons count has having +1 \glsentrytext{weight}]{Dual Wielding}
+\index{Combat!Dual Wielding}
+
+A character using two weapons -- perhaps a shield in one hand and a sword in the other -- can use either weapon at any point.
+However, both count as having double their standard \glsentryname{weight}.
+
+Shields can be strapped to the arm, without requiring any kind of dual-wielding.
+
 \makeAutoRule{enclosedcombat}{Enclosed Combat}{penalty equals weapon's \glsentrytext{ap} cost minus 1}
 \index{Spelunking!Enclosed Combat}
 
@@ -491,10 +499,21 @@ Daggers and shortswords often have an easier time in these locations.
 
 When a character has no space to swing a weapon -- either vertically or horizontally -- their Attack gains a penalty equal to the weapon's \gls{ap} cost minus 1.
 
-\makeAutoRule{enclosedcombat}{Trapped, Entangled, or Prone}{the character loses their Dexterity Bonus, and takes -2 Attack penalty}
+\subsubsection[Holding Breath: 1 \glsentrytext{fatigue} per negative \glsentrytext{ap} at the end of the round, plus 1~per round]{Holding Breath}
+\label{holdingBreath}
+\index{Combat!Staying Silent}
+
+Anyone holding their breath takes a number of \glspl{fatigue} equal to their negative \glspl{ap} at the end of the round, plus one.
+So someone ending a round on -3 \glspl{ap} would take 4~\glspl{fatigue}.
+
+Those simply holding their tongue, and trying to kill silently, without battle-cries or similar, can do so as long as they do not fall below 0 \glspl{ap}.
+
+These \glspl{fatigue} points disappear at a rate of 1 per round as soon as the character can breathe again.
+
+\makeAutoRule{entangled}{Trapped, Entangled, or Prone}{the character loses their Dexterity Bonus, and takes -2 Attack penalty}
 \label{trapped}
-\label{entangled}
-\index{Prone}
+\index{Combat!Prone}
+\index{Combat!Entangled}
 \label{prone}
 
 Characters caught in mud, who slip over, or get shackled to a spot cannot move or dodge nearly as well as they could.
@@ -504,15 +523,6 @@ They cannot use their Dexterity Bonus in Combat (penalties still apply), and tak
 
 Gaining the higher ground grants +1 to the Attack Bonus, as you target the enemy's head easier and gravity aids your downward swings.
 
-\subsubsection[Holding Breath: 1 \glsentrytext{fatigue} per negative \glsentrytext{ap} at the end of the round]{Holding Breath}
-\label{holdingBreath}
-\index{Combat!Staying Silent}
-
-Anyone holding their breath takes a number of \glspl{fatigue} equal to their negative \glspl{ap} at the end of the round.
-So someone ending a round on -3 \glspl{ap} would take 3 \glspl{fatigue}.
-
-Those simply holding their tongue, and trying to kill silently, without battle-cries or similar, can do so as long as they do not fall below 0 \glspl{ap}.
-
 \subsection{Manoeuvres}
 
 These additional actions cover different ways to engage with enemies.
@@ -534,6 +544,23 @@ However, an attack score of 11 would mean that the Partial armour's \gls{dr} cou
 An attack score of 13 would ignore both types of \gls{dr}, leaving nothing at all.
 Attacks which bypass a body's natural armour count as normal Damage as such attacks might hit vulnerable locations such as the eyes or crotch or twist an opponent's arm till breaking point.
 
+\subsubsection[Close Magic: Casters roll vs the enemy's standard Attack score]{Close Magic}
+\index{Combat!Magic}
+\index{Magic!Close}
+
+Casting spells in close-quarters combat works just like any other type of combat.
+
+\begin{exampletext}
+  A mage with Air 2 finds himself surprised by a cut-throat.
+  The cut-throat attacks with a knife, and with Dexterity +1 and Combat +2, making the attack's \tn[10].
+
+  The caster decides to spend only 1 \gls{mp} for a fast, easy, \textit{Wind Blast} spell, and with a \roll{Charisma}{Air} total of +4, he will reach a tie on a \gls{natural} of 6.
+\end{exampletext}
+
+Casters must meet their usual \gls{tn} to cast a spell -- if this fails, then they lose to their opponent, and receive Damage as usual.
+
+If a mage fails to cast a spell in combat, they do not lose \glspl{mp} -- the enemy's weapon interrupts the spell before they can begin to cast.
+
 \subsubsection[Drawing Weapon -- Cost: 1 \glsentrytext{ap}]{Drawing Weapons}
 
 Drawing a weapon costs 1 \gls{ap} if it is placed in an easy place to draw, like a scabbard on the side of a belt.
@@ -580,23 +607,6 @@ Any enemy making a successful attack on you can choose to damage you, or to make
 Guarding costs 1 \gls{ap}, and after that engaging in attacks costs the usual amount.
 If either character moves away from the other, the guarding stops.
 
-\subsubsection[Close Magic: Casters roll vs the enemy's standard Attack score]{Close Magic}
-\index{Combat!Magic}
-\index{Magic!Close}
-
-Casting spells in close-quarters combat works just like any other type of combat.
-
-\begin{exampletext}
-  A mage with Air 2 finds himself surprised by a cut-throat.
-  The cut-throat attacks with a knife, and with Dexterity +1 and Combat +2, making the attack's \tn[10].
-
-  The caster decides to spend only 1 \gls{mp} for a fast, easy, \textit{Wind Blast} spell, and with a \roll{Charisma}{Air} total of +4, he will reach a tie on a \gls{natural} of 6.
-\end{exampletext}
-
-Casters must meet their usual \gls{tn} to cast a spell -- if this fails, then they lose to their opponent, and receive Damage as usual.
-
-If a mage fails to cast a spell in combat, they do not lose \glspl{mp} -- the enemy's weapon interrupts the spell before they can begin to cast.
-
 \subsubsection[Ram: Push the enemy back 2 steps plus the difference between your Strength Bonuses. Resisting costs 2 \glspl{ap}, and requires a resisted Strength + Combat roll. Cost: 3 \glspl{ap}]{Ram}
 \index{Combat!Ram}
 \label{ram}
@@ -623,14 +633,6 @@ Any weapon with a \gls{weight} higher than 1 adds its \gls{weight} to the \gls{t
 
 If successful, the sneak attack deals +2 Damage, and provides an automatic \gls{vitalShot}.
 
-\subsubsection[Dual Wielding: Both weapons count has having +1 \glsentrytext{weight}]{Dual Wielding}
-\index{Combat!Dual Wielding}
-
-A character using two weapons -- perhaps a shield in one hand and a sword in the other -- can use either weapon at any point.
-However, both count as having double their standard \glsentryname{weight}.
-
-Shields can be strapped to the arm, without requiring any kind of dual-wielding.
-
 \stopcontents[Manoeuvres]
 
 \end{multicols}