@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