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+@SysInclude { langdefs }
+@SysInclude { bsf }
+@SysInclude { dsf }
+@SysInclude { docf }
+@SysInclude { tbl }
+@SysInclude { xrgb }
+@SysInclude { diag }
+
+@Use { @BasicSetup
+ @InitialFont { Times Base 8p }
+ @DisplayGap { 0.00v @OrIfPlain 1f }
+ #@ParaGap { 1.50v @OrIfPlain 1f }
+ @ListOuterGap { 0.6f @OrIfPlain 1f }
+ @ListGap { 0.8f @OrIfPlain 1f }
+ @ListIndent { .8v }
+ @ListLabelWidth { 0.60f @OrIfPlain 5s }
+}
+@Use { @DocumentSetup
+ @PageType { A4 }
+ @PageHeaders { None }
+ @TopMargin { .8c @OrIfPlain 6f }
+ @FootMargin { .8c @OrIfPlain 6f }
+ @OddLeftMargin { .8c @OrIfPlain 10s }
+ @OddRightMargin { .8c @OrIfPlain 10s }
+ @EvenLeftMargin { .8c @OrIfPlain 10s }
+ @EvenRightMargin { .8c @OrIfPlain 10s }
+}
+@Use { @OrdinarySetup
+ @SectionGap { 0.8v @OrIfPlain 3f }
+ @SubSectionGap { 0.5v @OrIfPlain 2f }
+}
+@SysDatabase @FontDef { fontdefs }
+@SysDatabase @RefStyle { refstyle }
+
+@Include {defs.lou}
+def @Rul right x { 7p @Font {@Xrgb darkgoldenrod3} @Colour {x} }
+
+@Document
+//
+@Text @Begin
+@BeginSections
+@Section @Title {Action Tokens} @NewPage {no} @Begin
+ /.1c @LeftDisplay @Tbl
+ rule {yes}
+ i {left}
+ iv {ctr}
+ aformat { @Cell A | @Cell B | @Cell C | @Cell D }
+ {
+ @Rowa A{ @B Token } B{@B Effects} C{@B Cause} D{@B Restrictions}
+
+ @Rowa A{ @ADelayed @LLP @LLP Delayed }
+ B{
+ auto spotted @Spotting @Rul 10.5
+ @LLP on @Suppress result: @AFallback @Rul 13.2
+ }
+ C{
+ #move into @Harsh @Rul 9.4.5
+ move @Sym slash unload into @Harsh @Rul 9.4.5 - @Rul 9.10.3 - @Rul 10.11.3 # @Sym slash emergency disembark
+ @LLP @Inf cross steep slopes @Rul 9.5.8.2
+ #@LLP unloaded @Inf @Cap slow or in @Harsh @Rul 9.10.3
+ @LLP @Vehicle loads @I immobile @Arty @Rul 9.10.4
+ @LLP unloaded @I immobile @Arty @Sym slash @Cap Slow @Rul 9.10.3 - @Rul 9.10.5 - @Rul 10.11.3
+ #@LLP emergency disembark @Cap slow or in @Harsh @Rul 10.11.3
+ #@LLP unload{@Sym slash}disembark @Cap slow or in @Harsh @Rul 9.10.3 @Sym ampersand @Rul 10.11.3
+ #@LLP unloaded @Cap slow or in @Harsh @Rul 9.10.3 @Sym ampersand @Rul 10.11.3
+ }
+ D{
+ @Arty no last shot on overrun @Rul 9.9.1
+ @LLP @Vehicle may not load unit @Rul 9.10.2
+ @LLP @I immobile @Arty may not be loaded @Rul 9.10.4
+ @LLP @Inf no hidden movement @Rul 9.11
+ }
+
+ @Rowa A{ @ANormal @LLP @LLP Normal }
+ B{}
+ C{
+ normal movement @Rul 9.1 - @Rul 9.8 - @Rul 9.9
+ @LLP @Free spotting already marked @AAttack @Rul 7.1 - @Rul 7.2
+ #@LLP reinforcing position @Rul 9.7.2
+ #@LLP smoke cover @Rul 9.7.3
+ @LLP unloading @I immobile @Arty @Rul 9.10.5
+ #@LLP movement with covering fire @Rul 9.12
+ @LLP @I{Close Combat} where enemy withdraw @Rul 11.5
+ @LLP OAS spotting @Rul 12.4.2.1
+ }
+ D{}
+
+ @Rowa A{ @AFast @Rul 9.2 @LLP @LLP Fast }
+ B{
+ +1 @MP
+ @LLP @InfArty: lose @Weakest @Defense die (min 1)
+ @LLP @Vehicle @Defense : + @Blue
+ @LLP auto spotted @Spotting @Rul 10.5
+ }
+ C{
+ fast movement @Rul 9.2 - @Rul 9.9
+ #@LLP smoke cover @Rul 9.7.3
+ @LLP overrun @Arty @Rul 9.9.1
+ #@LLP movement with covering fire @Rul 9.12
+ @LLP unloaded units @Rul 9.10.3 - @Rul 10.11.3
+ @LLP @I{Close combat} where enemy is eliminated @Rul 11.5.4
+ }
+ D{
+ not in @Harsh @Rul 9.4.5
+ @LLP not in @I Minefields @Rul 9.5.9.2
+ @LLP @InfArty not if @Cap Slow or marked @AAttack @Rul 9.2
+ @LLP @Arty no last shot on overrun @Rul 9.9.1
+ @LLP @Vehicle may not load unit @Rul 9.10.2
+ #@LLP no if slow @Rul 9.2
+ }
+
+ @Rowa A{ @AAttack @LLP @LLP Attack }
+ B{
+ lose @Weakest @Attack die when firing @Rul 10.9
+ @LLP @Sym ampersand in @I{Close Combat} 1{@Sup st} round @Rul 11.4
+ @LLP @I{Anti Aircraft}: @SingleSuccess @Rul 12.3.4-5
+ }
+ C{
+ @AFast in previous turn @Rul 6.5
+ @LLP @Free spotting and not marked @Rul 7.1 - @Rul 7.2
+ @LLP smoke cover without moving @Rul 9.7.3
+ }
+ D{
+ may not @AFast @Rul 9.2
+ @LLP @I{Covering Fire}: add next @Strongest die @Rul 9.12
+ @LLP @I{Joint Fire}: add next @Strongest die @Rul 10.9.4
+ }
+
+ @Rowa A{ @AFiring @LLP @LLP Firing }
+ B{
+ auto spotted @Spotting @Rul 10.5
+ }
+ C{
+ @I{Indirect Fire} - @I{Firing Smoke} @Rul 7.1 - @Rul 7.2
+ @LLP @I Fire - @I{Reaction Fire} @Rul 10.0 - @Rul 8.2
+ @LLP @I{Covering Fire} - @I{Joint Fire} @Rul 9.12 - @Rul 10.9.4
+ @LLP @I{Close Combat} - @I{Anti Aircraft} @Rul 11.3 - @Rul 12.3.4
+ #@LLP @I{Close Combat} support @Rul 11.3
+ #@LLP @I{Anti Aircraft} defense @Rul 12.3.4
+ }
+ D{
+ }
+
+ @Rowa A{ @ATurret @LLP @LLP Turret Fire }
+ B{
+ auto spotted @Spotting @Rul 10.5
+ @LLP target @Defense: + @Blue @Rul 10.10.4
+ }
+ C{
+ stationary @I Fire outside of arc of fire @Rul 10.6
+ }
+ D{
+ @Cap Turret @Vehicle @Sym ampersand stationary @I Fire @Rul 10.6
+ }
+
+ @Rowa A{ @AFireMove @AMoveFire @LLP @LLP Fire @Sym ampersand Move}
+ B{
+ move up to 1{@Sym slash}2 @MP (rounded up) @Rul 9.3
+ #@LLP spotting roll required @Rul 10.5
+ @LLP target @Defense: + @Green @Rul 10.10.4
+ }
+ C{
+ @I{Fire @Sym ampersand Move} - @I{Move @Sym ampersand Fire} @Rul 9.3
+ @LLP may @I Fire outside of arc of fire @Rul 10.6
+ }
+ D{
+ @I{mobile} @Arty may only rotate, not move @Rul 9.3
+ }
+
+ @Rowa A{ @AHide @Rul 9.11 @LLP @LLP Hide }
+ B{
+ @Defense: + @Blue
+ @LLP -1 spotting @Spotting
+ @LLP @Inf may move 1 hex, not if @Cap Slow
+ @LLP not on road, @Harsh
+ }
+ C{
+ #hide action
+ }
+ D{
+ @Inf not on roads
+ @LLP @Arty @Sym slash @Vehicle not on roads or clear
+ #@LLP @Inf may move 1 hex, @LLP not on road, @Harsh or if @Cap slow
+ }
+
+ @Rowa A{ @AHidden @Rul 9.11.1 @LLP @LLP Hidden }
+ B{
+ @Defense: + @Blue
+ @LLP -2 spotting @Spotting
+ @LLP @Attack: as if @AAttack (- @Weakest @Attack die)
+ }
+ C{
+ @AHide in previous turn @Rul 6.5
+ }
+ D{
+ }
+
+ @Rowa A{ @AAmbush @Rul 9.11.2 @LLP @LLP Ambush }
+ B{
+ @Defense: + @Blue
+ @LLP -2 spotting @Spotting
+ @LLP @Attack: + @Suppress
+ @LLP @Defense: - @Weakest @Defense die
+ }
+ C{
+ @AHidden in previous turn @Rul 6.5
+ }
+ D{
+ }
+
+ @Rowa A{ @ADigIn @Rul 9.7.1 @LLP @LLP Dig In}
+ B{
+ lose @Weakest @Defense die (min 1)
+ }
+ C{
+ #hide action @Rul 9.11
+ }
+ D{
+ @Inf only, not in @I fortification
+ }
+
+ @Rowa A{ @ADugIn @Rul 9.7.1 @LLP @LLP Dug In}
+ B{
+ @Defense: + @Green
+ }
+ C{
+ @ADigIn in previous turn @Rul 6.5
+ }
+ D{
+ until @Eliminated or @I Move (not @I Reinforcing)
+ }
+
+ @Rowa A{ @AFallback @Rul 13.3 @LLP @LLP Fallback }
+ B{
+ immediately move @MP +1 hex unless @Cap Slow
+ @LLP @B cannot move be closer to an enemy unit
+ @LLP triggers @ReactionFire, @B no terrains @Defense
+ @LLP @Vehicle may move in reverse
+ @LLP if blocked: suffer 1 @Hit
+ @LLP @Eliminated if in the same hex as an enemy
+ @LLP must @AFallback if receives an @Suppress
+ #@LLP @Eliminated if : attacked in @I{Close Combat}
+ #@LLP @B or receives a @B second @AFallback result
+ @LLP cannot hold an objective
+ }
+ C{
+ @Suppress @Inf while already @ASuppressed @Rul 10.8.3
+ @LLP @Critical hits resolution @Rul 10.8.1
+ @LLP uncancelled @Suppress in @I{Close Combat} @Rul 13.3
+ @LLP @Eliminated if already or @Arty @Sym slash @Vehicle @AImmobile
+ #@LLP@Arty or @AImmobile that receives @AFallback are @Eliminated
+ }
+ D{
+ @Arty no last shot on overrun @Rul 9.9.1
+ @LLP @Vehicle may not load unit @Rul 9.10.2
+ @LLP @I immobile @Arty may not load @Rul 9.10.4
+ }
+
+
+
+
+
+
+#@ListItem{unit activation ends immediately}
+#@ListItem{@ASuppressed when already from a previous roll: must @AFallback}
+#@ListItem{@ASuppressed while moving @Sym slash @I Overstacked:
+# @BulletList
+# @ListItem{immediately retreat in an @B{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)}
+
+ @Rowa A{ @ASuppressed @Rul 13.3 @LLP @LLP Suppressed }
+ B{
+ @InfArty @Defense: + @Green @Rul 10.10.6
+ @LLP cannot attack in @I{Close Combat} 1{@Sup st} round @Rul 11.4.3
+ @LLP must @AFallback if receives an @Suppress
+ @LLP cannot hold an objective
+ }
+ C{
+ 1+ uncancelled @Suppress after combat @Rul 10.8.3
+ @LLP @Critical hits resolution @Rul 10.8.1
+ }
+ D{
+ @Arty no last shot on overrun @Rul 9.9.1
+ @LLP @Vehicle may not load unit @Rul 9.10.2
+ @LLP @I immobile @Arty may not load @Rul 9.10.4
+ #@LLP if suppressed again from separate roll @Sym arrowdblright fallback @Rul 13.3
+ }
+
+ @Rowa A{ @AImmobile @LLP @LLP Immobile }
+ B{
+ @Eliminated on any uncancelled @Critical result @Rul 10.8.1.2
+ @LLP always outflanked in @I{Close Combat} @Rul 11.4.1
+ @LLP always use rear @Defense in @I{Close Combat} @Rul 11.5.1
+ @LLP @I turreted tank may turret fire @Rul 13.1
+ }
+ C{
+ uncancelled critical result: @Critical @Rul 10.8.1.2
+ @LLP @Eliminated on @AFallback @Rul 13.3
+ }
+ D{
+ @Vehicle may not load unit @Rul 9.10.2
+ }
+
+ @Rowa A{Half-Strength}
+ B{
+ @I{Covering Fire}: add next @Strongest die @Rul 9.12
+ @LLP failed @Spotting: roll half up dice @Rul 10.5
+ @LLP @Attack: @SingleSuccess (@Strongest) @Rul 10.9.1
+ @LLP @I{Close Combat}: @SingleSuccess (@Strongest) @Rul 11.4.1
+ @LLP @I{Close Combat}: lose @Weakest @Defense die @Rul 11.4.1
+ }
+ C{
+ @I{Close Combat} each uncancelled @Critical @Rul 11.5.4
+ }
+ D{
+ }
+ }
+@End @Section
+@EndSections
+@End @Text