From cef3757c74b55b678100ec370c80e04916f63955 Mon Sep 17 00:00:00 2001
From: Malin Freeborn <malinfreeborn@posteo.net>
Date: Thu, 21 Oct 2021 07:30:19 +0200
Subject: [PATCH] put charge manoeuvre in alphabetical order

---
 combat.tex | 34 +++++++++++++++++-----------------
 1 file changed, 17 insertions(+), 17 deletions(-)

diff --git a/combat.tex b/combat.tex
index 58e16d9f..25d61c36 100644
--- a/combat.tex
+++ b/combat.tex
@@ -850,6 +850,23 @@ Punches and kicks all use the Combat bonus. Such attacks inflict Fatigue Damage.
 However, this marvellous defence only works against people who care about being hit.
 Anyone can choose to attack someone while ignoring their opponent's weapon's bonus to Evasion; the penalty is simply that the opponent can choose to make a single Sneak Attack immediately.
 
+\subsubsection[Charge: Swap your Strike and Evasion. Cost: 0 Initiative]{Charge}
+\label{charge}
+\index{Charge}
+
+The character smashes into opponents recklessly, foregoing most of their usual defence.
+The character's Strike and Evasion factors swap place until their next standard action (Quick actions do not count).
+
+\iftoggle{verbose}{
+	A character with Combat +2, Dexterity +1 and a longsword would normally have a Strike of +2, and an Evasion of +4 (because the longsword adds +3 to the Evasion).
+	However, while using \textit{Fast Charge} manoeuvre, the character's Strike would be +4, and their Evasion +2.
+
+This manoeuvre can be extremely effective at penetrating an enemy's defences, but also dangerous, as one's defences are lowered.
+
+The charge manoeuvre does not require movement -- it can be used to attack enemies standing right next to the character.
+
+}{}
+
 \subsubsection[Drawing Weapon: Cost: 2 Initiative]{Drawing Weapons}
 
 \index{Combat!Drawing Weapons}Drawing a weapon costs 2 Initiative if it is placed in an easy place to draw, like a scabbard on the side of a belt. If a character holds weapons on the back or in a bag, it costs 8 Initiative to remove them. If a knife's stuffed inside a pack, the \gls{gm} may stipulate a number of \glspl{round} required to draw the weapon.
@@ -915,23 +932,6 @@ The character can take a moment to note their \index{Dodge!Long-range}long-range
 This takes only 2 Initiative points and for the rest of the \gls{round}, any time the character is being fired upon in combat they can use their basic Speed Bonus in a resisted action to leap out of the way of an incoming missile or targeted spell, such as a fireball.
 Spells which simply target people by gaze or magical effects such as Polymorphing are unaffected.
 
-\subsubsection[Charge: Swap your Strike and Evasion. Cost: 0 Initiative]{Charge}
-\label{charge}
-\index{Charge}
-
-The character smashes into opponents recklessly, foregoing most of their usual defence.
-The character's Strike and Evasion factors swap place until their next standard action (Quick actions do not count).
-
-\iftoggle{verbose}{
-	A character with Combat +2, Dexterity +1 and a longsword would normally have a Strike of +2, and an Evasion of +4 (because the longsword adds +3 to the Evasion).
-	However, while using \textit{Fast Charge} manoeuvre, the character's Strike would be +4, and their Evasion +2.
-
-This manoeuvre can be extremely effective at penetrating an enemy's defences, but also dangerous, as one's defences are lowered.
-
-The charge manoeuvre does not require movement -- it can be used to attack enemies standing right next to the character.
-
-}{}
-
 \subsubsection[Ram: Push the enemy back 2 squares plus the difference between your Strength Bonuses. Resisting costs 3 Initiative, and requires a resisted Strength + Combat roll. Cost: 3 Initiative]{Ram}
 \index{Combat!Ram}
 \label{ram}
-- 
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