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+@Section @Title { @ColoredTitle {Attack dice in Range Fire @Rule 10.9} } @Begin
+@BulletList
+ @ListItem{@Veteran @Elite: + @Blue}
+ @ListItem{joint fire bonus @Rule 10.9.4}
+ @ListItem{@AHidden @AAttack @Attack: - @Weakest @Attack dice (keep min 1)}
+ @ListItem{@AAmbush: + @Suppress automatic}
+ @ListItem{@Recruit target: + @Suppress automatic}
+ @ListItem{@Half unit: @Strongest @SingleSuccess per dice}
+ @ListItem{failed spotting: @Strongest @SingleSuccess per dice, no @Critical}
+@EndList
+@End @Section
+
+@Section @Title { @ColoredTitle {Joint Fire @Rule 10.9.4} } @Begin
+@BulletList
+ @ListItem{mark 2 @B adjacent @Inf with @AFiring, cost 1 @CMP}
+ @ListItem{lead unit does the @Spotting and the @Attack}
+ @ListItem{support unit adds:
+ @BulletList
+ @ListItem{its @Strongest @Attack die}
+ @ListItem{its @B next @Strongest @Attack die if @AAttack or has @LOSH}
+ @ListItem{use @B stronger symbol of double if @Half}
+ @RawEndList}
+@EndList
+@End @Section
+
+@Section @Title { @ColoredTitle {Defense dice in Range Fire @Rule 10.10} } @Begin
+@BulletList
+ @ListItem{terrain @Defense @Sym ampersand hindering @LOSH dice}
+ @ListItem{Area of impact: use the @Weakest @Defense}
+ @ListItem{@Hardened @Veteran @Elite: + @Blue}
+ @ListItem{@ATurret @Defense: + @Blue}
+ @ListItem{@AMoveFire @AFireMove @Defense: + @Green}
+ @ListItem{@AAmbush @Defense: - @Weakest dice}
+ @ListItem{@B failed @Spotting (@I{fires blindly}) :
+ @BulletList
+ @ListItem{only @SingleSuccess @Sym slash dice counts (@B no @I Critical allowed)}
+ @ListItem{@Half rolls @Sym numbersign @Attack dice @Sym slash 2 @Sym arrowup}
+ @RawEndList}
+ @ListItem{@AFast:
+ @BulletList
+ @ListItem{@InfArty - @Weakest @Defense dice (keep min 1)}
+ @ListItem{@Vehicle @Defense :+ @Blue}
+ @RawEndList}
+ @ListItem{@ADigIn @Defense: - @Weakest @Defense die (keep 1 min)}
+ @ListItem{@ADugIn @Defense: + @Green}
+ @ListItem{@AHide @AHidden @AAmbush @Defense: + @Blue}
+ @ListItem{@InfArty @ASuppressed @Defense: + @Green}
+ @ListItem{@Smoke @Defense: + @Blue @Sym slash marker}
+ #@ListItem{Roads: @Vehicle {@Sym emptyset} @Arty @Defense: + @Blue @Inf terrain @Defense die @Inf @ReactionFire + @Blue}
+@EndList
+@End @Section
+
+@Section @Title { @ColoredTitle {Firing at Tank Riders @Rule 10.11.1} } @Begin
+@BulletList
+ @ListItem{the vehicle is @B not affected}
+ @ListItem{use @B unit inherent defense dice, @B no terrain dice}
+ @ListItem{on @Suppress @Sym slash @Hit @Sym slash @Critical : apply @B {Emergency Disembark} @Rule 10.11.3}
+@EndList
+@End @Section
+
+@Section @Title { @ColoredTitle {Firing at Transport @Rule 10.11.2} } @Begin
+@BulletList
+ @ListItem{on @Suppress @Sym slash @Hit @Sym slash @AImmobile : apply @B {Emergency Disembark} @Rule 10.11.3}
+ @ListItem{on @Critical @Sym slash @Eliminated :
+ @BulletList
+ @ListItem{@B each transported unit suffers @B{1 damage} point}
+ @ListItem{apply @B {Emergency Disembark} @Rule 10.11.3}
+ @RawEndList}
+@EndList
+@End @Section
+
+@Section @Title { @ColoredTitle {Emergency Disembark @Rule 10.11.3} } @Begin
+@BulletList
+ @ListItem{@Free actions (@Sym emptyset @CMP)}
+ @ListItem{into empty @B adjacent hexes @Sym ampersand trigger @ReactionFire}
+ @ListItem{if no legal hex is available the unit is @Eliminated}
+ @ListItem{marked with @AFast , @ADelayed if @Cap Slow or in @Harsh}
+@EndList
+@End @Section
+
+@Section @Title { @ColoredTitle {Assigning Damage @Rule 10.8} } @Begin
+@BulletList
+ @ListItem{@Critical cancels @Critical @Hit @Suppress}
+ @ListItem{@Hit cancels @Hit @Suppress}
+ @ListItem{@Suppress cancels @Suppress}
+ @ListItem{automatic @Suppress if @AAmbush}
+@EndList
+@BulletList
+ @ListItem{assign 1 damage point for each @Critical @Hit @Rule 10.8.2}
+ @ListItem{if any @Suppress remains mark the unit with @ASuppressed:
+ @BulletList
+ @ListItem{fallback @AFallback if marked with @ADelayed}
+ @ListItem{if already @ASuppressed:
+ @BulletList
+ @ListItem{@Inf are marked with @AFallback}
+ @ListItem{@Arty and @AImmobile @Vehicle are @Eliminated}
+ @RawEndList}
+ @RawEndList
+ }
+ @ListItem{for each @Critical: roll @Attack: @Green |.2c @Defense: @Blue
+ @BulletList
+ @ListItem{on any uncancelled symbol:
+ @BulletList
+ @ListItem{@Vehicle @AImmobile is @Eliminated}
+ @RawEndList}
+ @ListItem{uncancelled @Critical:
+ @BulletList
+ @ListItem{@Inf: fallack @AFallback, if already @Eliminated}
+ @ListItem{@Arty: @Eliminated}
+ @ListItem{@Vehicle: immobilized @AImmobile} #, if already @Eliminated}
+ @RawEndList}
+ @ListItem{uncancelled @Hit:
+ @BulletList
+ @ListItem{@Inf: suppressed @ASuppressed, if already @AFallback}
+ @ListItem{@Arty: suppressed @ASuppressed, if already @Eliminated}
+ @ListItem{@Vehicle: fallack @AFallback, if already @Eliminated}
+ #@ListItem{@Vehicle: fallack @AFallback, if already or @AImmobile @Eliminated}
+ @RawEndList}
+ @ListItem{uncancelled @Suppress:
+ @BulletList
+ @ListItem{@InfArty: as @Hit}
+ #@ListItem{@Inf: suppressed @ASuppressed, if already @AFallback}
+ #@ListItem{@Arty: suppressed @ASuppressed, if already @Eliminated}
+ @ListItem{@Vehicle: suppressed @ASuppressed, if already @AFallback} #, if @AImmobile @Eliminated}
+ @RawEndList}
+ @RawEndList
+ }
+@EndList
+@End @Section
+
+#@Section @Title { @ColoredTitle {Suppression while moving @Sym slash Overstacked @Rule 10.8.3} } @Begin
+#@BulletList
+# @ListItem{immediately retreat in an empty adjacent hex
+# @BulletList
+# @ListItem{@B farthest from the source of fire}
+# @ListItem{that costs the @B fewest @MP to enter (move must be legal)}
+# @RawEndList
+# }
+#@EndList
+#@End @Section
+
+@Section @Title { @ColoredTitle {Emlimination @Rule 10.8.4} } @Begin
+@BulletList
+ @ListItem{@Vehicle: add @Sym slash replace a @Wreck marker}
+ @ListItem{the owning player loses 1 @CMP (not for Trucks), keeps min 4 @CMP}
+@EndList
+@End @Section