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authorJérémy Zurcher <jeremy@asynk.ch>2026-08-14 15:47:30 +0200
committerJérémy Zurcher <jeremy@asynk.ch>2026-08-14 15:47:30 +0200
commit99ab201251689d9a093b34eccbab25c269cf6335 (patch)
treeeb95a97f2ed59b285ec580b7adcd3373e2dfe42a /Assault/04_specific.lou
parent5de93e36a5e7f088c9b1466c5a2fe5da7b1c8a36 (diff)
downloadasynk-rules-99ab201251689d9a093b34eccbab25c269cf6335.zip
asynk-rules-99ab201251689d9a093b34eccbab25c269cf6335.tar.gz
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+@Section @Title { @ColoredTitle {@Inf Infantry-Specific Movements @Rule 9.7} } @NewPage {no} @Begin
+@BeginSubSections
+
+@SubSection @Title { @ColoredSubTitle {Digging In @Rule 9.7.1} } @Begin
+@BulletList
+ @ListItem{@B not in fortifications, - @Weakest @Defense die (keep 1 min)}
+ @ListItem{when dug in @ADugIn + @Green @LP stays until moves (not @I{Reinforcing}) or is @Eliminated}
+@EndList
+@End @SubSection
+
+@SubSection @Title { @ColoredSubTitle {Reinforcing Position @Rule 9.7.2} } @Begin
+@BulletList
+ @ListItem{activate 2 @B adjacent units (2 @CMP) with @ANormal, @B no @Harsh}
+ @ListItem{swap them, @ADugIn marker stays, 1 unit is subject to @ReactionFire}
+ #@ListItem{swap 2 @B adjacent @B unactivated units with enough @MP}
+ #@ListItem{must activate both with @ANormal @Char periodcentered @ADugIn marker stays}
+ #@ListItem{only 1 unit is subject to reaction fire, @B{non-active} decides}
+@EndList
+@End @SubSection
+
+@SubSection @Title { @ColoredSubTitle {Smoke Cover @Rule 9.7.3 "https://boardgamegeek.com/thread/3649361/article/47204977#47204977" @URL {bgg post}} } @Begin
+@BulletList
+ @ListItem{-1 @MP @ANormal @Sym slash @AFast @Sym slash @AHide @Sym slash @AAttack (no movement)}
+ @ListItem{place 1 @B adjacent @Smoke @B add +1 {@Sym slash} @Hit @Critical on @Green @Green (max 4)}
+ #@ListItem{place 1 @B adjacent smoke + 1 {@Sym slash} hit on @Green @Green (max 4)}
+@EndList
+@End @SubSection
+
+@EndSubSections
+@End @Section
+
+@Section @Title {@ColoredTitle {@Arty Artillery-Specific Movements @Rule 9.8} } @NewPage {no} @Begin
+@BulletList
+ @ListItem{change facing to any vertex with @ANormal or any movement action} #or @AFast (unless @Cap Slow)}
+@EndList
+@End @Section
+
+@Section @Title { @ColoredTitle {@Vehicle Vehicle-Specific Movements @Rule 9.9} } @NewPage {no} @Begin
+@BulletList
+ @ListItem{only move into their 2 frontal or rear hexes}
+ @ListItem{may rotate 1 vertex for @Free after each hex moved in}
+ @ListItem{+1 @MP per vertex before moving or additional after moving}
+ @ListItem{reverse movement: @MP {@Sym slash} 2 @Sym{arrowdblup}, @AFast is allowed}
+ #@ListItem{in reverse movement allowance is (fast +1) {@Sym slash} 2 @Sym arrowdblup}
+@EndList
+@BeginSubSections
+
+@SubSection @Title { @ColoredSubTitle {Overrunning Artillery units @Rule 9.9.1} } @Begin
+@BulletList
+ #@ListItem{may keep on Overrunning or moving}
+ @ListItem{@B armoured @Tracked @Vehicle @B not while transporting}
+ @ListItem{@B must use a @AFast , @B not in @Harsh}
+ #@ListItem{@B unless marked @I Suppressed, @I Fallback, @AFast, @I Delayed :
+ @ListItem{@Arty @B unless marked @ASuppressed @Sym slash @AFallback @Sym slash @AFast @Sym slash @ADelayed :
+ @BulletList
+ @ListItem{has 1 vertex facing change @Sym ampersand fire range 0 for @Free /.2c no dice mod, @Attack vs frontal, apply @I Critical rules @Rule 10.8.1}
+ @RawEndList}
+ @ListItem{if @Vehicle is @I Destroyed, @I Suppressed or @I Immobilized :
+ @BulletList
+ @ListItem{it stays in the last adjacent hex moved in}
+ @RawEndList}
+ @ListItem{otherwise the @Arty is @I Destroyed}
+@EndList
+@End @SubSection
+
+@EndSubSections
+@End @Section