@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