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+@Section @Title { @ColoredTitle {Movement Actions @Rule 9.0} } @NewPage {no} @Begin
+@BulletList
+ @ListItem{stacking limit is @B 1 except transport @Sym ampersand close combat}
+ @ListItem{units may move through hexes occupied by friendly unit}
+ @ListItem{+1 @MP @Sym slash @Ea climbed }
+ @ListItem{@Underline{Fast Movement} @AFast @Rule 9.2 +1 @MP
+ @BulletList
+ @ListItem{@InfArty @B not if @Cap Slow or marked with @AAttack}
+ #@ListItem{@InfArty @B cannot if marked with @AAttack}
+ #@ListItem{+1 @MP (only vehicles may do it during consecutive turns)}
+ @ListItem{@InfArty - @Weakest @Defense dice (keep min 1)}
+ @ListItem{@Vehicle @Defense :+ @Blue}
+ @RawEndList}
+ @ListItem{@Underline{Move @Sym ampersand Fire @Sym slash Fire @Sym ampersand Move} @AMoveFire @AFireMove @Rule 9.3
+ @BulletList
+ @ListItem{moblie @Arty may change facing @Sym ampersand Fire @Rule 10.0}
+ @ListItem{@MP @Sym slash 2 @Sym arrowdblup @B not automatically @B spotted}
+ @ListItem{@Defense: + @Green}
+ @ListItem{may @I Fire outside of its front arc if it has a @I Turret @Rule 10.0}
+ @RawEndList}
+@EndList
+@BeginSubSections
+
+@SubSection @Title { @ColoredSubTitle {Harsh Terrain @Rule 9.4.5} } @Begin
+@BulletList
+ @ListItem{@B adjacent hex @MP cost @Sym greater @B base unit movement allowance}
+ @ListItem{@B cannot use @I{Command Card}}
+ #@ListItem{@B cannot use @I{Command Card} bonus or @AFast}
+ @ListItem{move into the @B adjacent hex @Sym ampersand marked with @ADelayed}
+@EndList
+@End @SubSection
+
+@SubSection @Title { @ColoredSubTitle {Roads @Rule 9.5.3 @MyRule} } @Begin
+@BulletList
+ @ListItem{cost 1 @MP along any road}
+ @ListItem{LOS is clear straight along any road @Sym slash bridge}
+ @ListItem{@Vehicle facing must follow @B narrow roads}
+ @ListItem{@Vehicle change facing for @Free (+1 @MP on @B narrow roads)}
+ @ListItem{friendly @Vehicle{@Sym slash}@Arty cannot cross on @B narrow roads}
+ @ListItem{@Defense :
+ @BulletList
+ @ListItem{@Vehicle {@Sym emptyset}}
+ @ListItem{@Arty @Blue}
+ @ListItem{@Inf terrain @Defense die @LP @Inf @Blue during @ReactionFire}
+ #@ListItem{@Inf @Strongest terrain @Defense die @MyRule @LP @Inf @Blue during @ReactionFire}
+ @RawEndList}
+ #@ListItem{@ReactionFire @Defense : @Inf : @Blue}
+@EndList
+@End @SubSection
+
+@SubSection @Title { @ColoredSubTitle {Covered Trails @Rule 9.5.6} } @Begin
+@BulletList
+ @ListItem{@Inf only : 1 @MP along the trail @Sym ampersand -1 @Spotting}
+@EndList
+@End @SubSection
+
+@SubSection @Title { @ColoredSubTitle {Wrecks @Rule 9.5.8.5} } @Begin
+@BulletList
+ @ListItem{on new destroyed @Vehicle replace old marker with a new one}
+ @ListItem{@Vehicle +1 @MP on road {@Sym slash} bridge}
+ @ListItem{flip when no more @Smoke}
+@EndList
+@End @SubSection
+
+@SubSection @Title { @ColoredSubTitle {Minefields @Rule 9.5.9} } @Begin
+@BulletList
+ @ListItem{take the amount + same amount of dummy}
+ @ListItem{@B no ATM in buildings}
+ @ListItem{@B not in fortifications {@Sym slash} obstacles}
+ @ListItem{@B no @AFast , @B no close combat, @B no moving through friendly}
+ ### - no transport vehicles (loaded or not)
+ @ListItem{@B no effects on friendly units}
+ @ListItem{roll to enter @Sym ampersand to leave}
+ @ListItem{escape on : @Inf 5+ @CDot @Arty{@Sym slash}@Vehicle 6+}
+@EndList
+/.1c @LeftDisplay @Tbl
+ rule {yes}
+ i {left}
+ iv {ctr}
+{
+ @Row
+ paint {@HeaderPaint}
+ format{ @StartHSpan @Cell i {ctr} A | @HSpan | @HSpan | @HSpan }
+ A{1d6 escape roll modifiers}
+ @Row ruleabovewidth { 1p }
+ format{ @Cell A | @Cell B | @Cell C | @Cell D }
+ A{@Ability Scout} B{+1} C{Unhidden Minefield} D{+1}
+ @Row
+ format{ @Cell A | @Cell B | @Cell C | @Cell D }
+ A{@Ability{Mine Detection}} B{+2} C{Fallback action} D{-1}
+ }
+/.2c @LeftDisplay @Tbl
+ rule {yes}
+ i {left}
+ iv {ctr}
+ aformat{ @Cell A | @Cell B | @Cell C }
+{
+ @Rowa
+ paint {@HeaderPaint}
+ A{unit} B{mine attack} C{defense}
+ @Rowa ruleabovewidth { 1p } A{@InfArty} B{@Yellow @Green} C{@Green}
+ @Rowa A{@Vehicle} B{@Green} C{@Blue}
+ }
+/.2c @LeftDisplay @Tbl
+ rule {yes}
+ i {ctr}
+ iv {ctr}
+ aformat{ @Cell A | @Cell B | @Cell C }
+{
+ @Rowa
+ paint {@HeaderPaint}
+ A{result} B{@InfArty} C{@Vehicle}
+ @Rowa ruleabovewidth { 1p } A{@Critical @Sym slash @Hit} B{1 Damage} C{1 Damage @Sym ampersand immobilized}
+ #@Rowa A{@Hit} B{1 Damage} C{Damage @Sym ampersand immobilized}
+ @Rowa A{@Suppress} B{Suppressed} C{Suppressed}
+ }
+ @LP use @Strongest result @Sym slash die @Sym ampersand apply @I Critical rules : @Rule 10.8.1
+@End @SubSection
+
+@EndSubSections
+@End @Section