@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