# encoding : iso-8859-1 @SysInclude { langdefs } @SysInclude { bsf } @SysInclude { dsf } @SysInclude { docf } @SysInclude { tbl } @SysInclude { xrgb } @Use { @BasicSetup @InitialFont { Times Base 10p } @ListOuterGap { 0.50v @OrIfPlain 1f } @ListIndent { 0s } @ListLabelWidth { 0.60f @OrIfPlain 5s } @DisplayGap { .10v } } @Use { @DocumentSetup @PageOrientation { Landscape } @TopMargin { 0.5c @OrIfPlain 6f } @FootMargin { 0.5c @OrIfPlain 6f } @OddLeftMargin { .1c @OrIfPlain 10s } @OddRightMargin { .1c @OrIfPlain 10s } @EvenLeftMargin { .1c @OrIfPlain 10s } @EvenRightMargin { .1c @OrIfPlain 10s } @ColumnNumber { 4 } @ColumnGap { .1c @OrIfPlain 6s } } @Use { @OrdinarySetup } @SysDatabase @FontDef { fontdefs } @SysDatabase @RefStyle { refstyle } @Include {defs.lou} def @CCHeader right x { @Display @B 13p @Font x } # 65mm x 89mm #def @HCard right x { 90d @Rotate black @Color @CurveBox margin {.2c} 8.7c @Wide 6.3c @High black @Color { x } } def @VCard right x { black @Color @CurveBox margin {.1c} 6.3c @Wide 8.7c @High black @Color { x } } def @CSpotting { @VCard { @CCHeader{@Spotting Spotting @Rule 10.5} @Display 8p @Font { @BulletList gap {.6v} #@ListItem{@I Turret @Vehicle have 60 @Sym degree front arc of @I Fire} @ListItem{@B Roll if targets is @AHide @Sym slash @AHidden @Sym slash @AAmbush} @ListItem{target is @B Spotted if is either : @BulletList gap {.5v} @ListItem{adjacent @B or marked with @AFiring @Sym slash @AFast @Sym slash @ADelayed} # /.1v @B not @AMoveFire @Sym slash @AFireMove} #@ListItem{in @I{Arc of Fire} (@I Turret @Vehicle have 60 @Sym{degree}) # @BulletList # @ListItem{clear LOS or no @Defense die hex} #@RawEndList} @ListItem{@B or in @I{Arc of Fire} @Sym ampersand clear LOS or no @Defense die hex} @RawEndList} @ListItem{else @Sym arrowdblright @B Roll} @ListItem{1d6 : @B 6 is always a @B success} @ListItem{-1 for each @Hindered hex along the LOS} @EndList @Display @Tbl rule {yes} i {ctr} iv {ctr} aformat{ @Cell A | @Cell B | @Cell C } bformat{ @Cell A | @Cell B | @Cell C } { @Rowa paint {@HeaderPaint} B{in @I{Arc of Fire}} C{@B not in @I{Arc of Fire}} @Rowb ruleabovewidth { 1p } A{@Inf} B{2+} C{2+} @Rowb A{@Arty} B{2+} C{3+} @Rowb A{@Vehicle} B{4+} C{5+} } @BulletList gap {.3v} @ListItem{on @B failure (@I{fires blindly}) : @BulletList gap {.2v} #@ListItem{only @B{1 symbol} @Sym slash dice counts (@B no @I Critical allowed)} @ListItem{@SingleSuccess, no @Critical} @ListItem{@Half unit rolls attack dice @Sym slash 2 @Sym arrowup} #@ListItem{@Half unit rolls half round up of its attack dice} @RawEndList} @EndList } } } def @CEndOfTurn { @VCard { @CCHeader{End Of Turn} /.1c @Display 8p @Font { @BulletList gap {.7v} @ListItem{markers upkeep : @BulletList @ListItem{@B remove @AWhite actions: @BulletList @ListItem{@ASuppressed : @Recruit roll @Blue @Sym slash @Regular roll @Green : @BulletList @ListItem{remove only on @Hit @Sym slash @Critical} @RawEndList} #@ListItem{Suppression : @Recruit @Sym slash @B Regular roll @Blue @Sym slash @Green} #@ListItem{remove only on @Hit @Sym slash @Critical} @RawEndList} @ListItem{@B flip @AYellow actions} @ListItem{@AHidden @Sym arrowdblright @AAmbush} @RawEndList} #@ListItem{reduce @B smoke by 1} #@ListItem{advance turn} #@ListItem{update occupied @B objectives (unarmored @Vehicle do not)} @ListItem{@B @Smoke -1} @ListItem{@B turn +1} @ListItem{update occupied @Objective /.2c @B not by @Unarmoured or @ASuppressed @Sym slash @AFallback units} #@ListItem{update : @B smoke -1, @B turn +1, occupied @B objectives /.2c @B not by unarmored @Vehicle or @ASuppressed @Sym slash @AFallback marked units} @ListItem{@B victory check} @ListItem{reveal @B reinforcements @Sym ampersand take @B{command points}} @EndList } } } def @CMinefields { @VCard { @CCHeader{Minefields @Rule 9.5.9} @Display 8p @Font { @BulletList gap {.6v} #@ListItem{take the amount + same amount of dummy} @ListItem{@B not in fortifications {@Sym slash} obstacles, @B no ATM in buildings} @ListItem{roll to enter @Sym ampersand to leave} #@ListItem{@B no effects on friendly units} #@ListItem{@B no @AFast , @B no close combat, @B no moving through friendly} @ListItem{@B no : friendly attack, close combat, crossing, @AFast} ### - no transport vehicles (loaded or not) #@ListItem{escape on : @Inf 5+ @CDot @Arty{@Sym slash}@Vehicle 6+} #@ListItem{escape on 1d6:} @EndList @Display @Tbl rule {yes} i {left} iv {ctr} aformat{ @Cell A | @Cell B | @Cell C | @Cell D } { #@Row # format{ @StartHSpan @Cell i {ctr} A | @HSpan | @HSpan | @HSpan } # A{1d6 escape roll modifiers} @Rowa paint {@HeaderPaint} A{@Inf} B{{@Xrgb blue} @Color 5+} C{@Arty{@Sym slash}@Vehicle} D{{@Xrgb blue} @Color 6+} @Rowa ruleabovewidth { 1p } A{@Ability Scout} B{+1} C{Unhidden Minefield} D{+1} @Rowa A{@Ability{Mine Detection}} B{+2} C{Fallback action} D{-1} } @Display @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} } @Display @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 + @AImmobile} #@Rowa A{@Hit} B{1 Damage} C{Damage @Sym ampersand immobilized} @Rowa A{@Suppress} B{Suppressed} C{Suppressed} } /.3v use strongest result @Sym slash die @Sym ampersand apply @I Critical rules : @Rule 10.8.1 } } } def @CMovements { @VCard { @CCHeader{Movements @Rule 9.0} /.1c @Display 8p @Font { || @Tbl rule {yes} i {left} iv {ctr} aformat { @StartVSpan @Cell i{right} A | @Cell B | @Cell C } bformat { @VSpan | @Cell B | @Cell C } cformat { @Cell i{right} A | @Cell B | @Cell C } { @Rowa B{ @Sym emptyset } C{ Rivers } @Rowb B{ 1 @MP } C{ Roads @Sym slash Large Bridge } @Rowb B{ +1 @MP } C{@Sym slash @Ea climbed } @Rowa ruleabovewidth { 1p } A{ @InfArty @LP 1 @MP} B{ @ADelayed } C{ Swampy } @Rowb B{ 2 @MP } C{ Heavy Forest @Sym slash Fields @LLP Shallow Water } @Rowb B{ 2 @MP } C{ Buildings } @Rowb C{ +1 @MP Multy-storey ({{@Xrgb red} @Color roof})} @Rowb C{ +2 @MP Church Tower} @Rowa ruleabovewidth { 1p } A{ @Vehicle @LP 2 @MP} B{ @Sym emptyset } C{Heavy Forest @Sym slash Buildings @LLP Shallow Water @Sym slash Swampy} @Rowc ruleabovewidth { 1p } A{ @Tracked } B{ 1 @MP } C{ Clear @Sym slash Brush @Sym slash Fields } @Rowa ruleabovewidth { 1p } A{ @Wheeled } B{ @Sym emptyset } C{ Groves } @Rowb B{ 1 @MP } C{ Wheat Field } @Rowb B{ 3 @MP } C{ Rocky } } # @LP Fast Movement # @BulletList # @ListItem{@InfArty @B not if @Cap Slow or marked with @AAttack} # #@ListItem{@InfArty lose @Weakest @Defense dice (keep min 1)} # @ListItem{@Vehicle + @Blue @Defense} # @EndList @LLP /.3v @Bullet @Harsh : 1 Hex @ADelayed, @B no @AFast, @B no @I{CCard} } } } def @CSandbags { @VCard { @CCHeader{Sandbags @Rule 9.5.7.1} /.1c @Display || @Tbl i {ctr} iv {ctr} bformat { @Cell i {right} A | @StartHSpan @Cell i{left} B | @HSpan } cformat { @StartHSpan @Cell A | @HSpan | @HSpan } { @Rowb A {@Inf @Arty} B{terrain @Strongest defense die +} @Rowb A {@Vehicle} B{terrain @Weakest dice +} @Rowc A { || @Tbl rule {no} i {ctr} iv {ctr} aformat { @Cell i {right} A | @Cell B | @Cell i {left} C } { @Rowa B {8p @Font{no terrain} @LP @Yellow @Green} @Rowa A {@Green} B {@IncludeGraphic "imgs/sandbags.eps"} C {@Yellow @Green} @Rowa B {@Yellow @Green} } } @Rowb A {@Tracked} B{+1 @MP} @Rowb A {@Wheeled} B{+2 @MP} @Rowc A {@ReactionFire: terrain defense die @B only} } } } def @CPillbox { @VCard { @CCHeader{Pillbox @Rule 9.5.7.5} /.3c @Display || @Tbl rule {no} i {ctr} iv {ctr} bformat { @Cell i {right} A | @StartHSpan @Cell i{left} B | @HSpan } cformat { @StartHSpan @Cell A | @HSpan | @HSpan } { @Rowb A {@Inf} B{terrain @Strongest defense die +} @Rowc A { /.1c || @Tbl rule {no} i {ctr} iv {ctr} aformat { @Cell i {right} A | @Cell B | @Cell i {left} C } { @Rowa B {8p @Font{no terrain} @LP @Red @Yellow} @Rowa A {@Yellow} B {@IncludeGraphic "imgs/pillbox.eps"} C {@Red @Yellow} @Rowa B {@Red @Yellow} } /.1c } @Rowb A {@Tracked} B{+1 @MP (may @B not cross)} @Rowb A {@Wheeled} B{+2 @MP (may @B not cross)} @Rowc A {/.1c @ReactionFire: terrain defense die @B only} } } } def @CTrenches { @VCard { @CCHeader{Trenches @Rule 9.5.7.2} /.2c @Display || @Tbl rule {no} i {ctr} iv {ctr} bformat { @Cell i {right} A | @StartHSpan @Cell i{left} B | @HSpan } cformat { @StartHSpan @Cell A | @HSpan | @HSpan } dformat { @StartHSpan @Cell i{left} A | @HSpan | @HSpan } { @Rowb A {@Inf} B {terrain @Strongest defense die +} @Rowc A { || @Tbl rule {no} i {ctr} iv {ctr} aformat { @Cell i {right} A | @Cell B | @Cell i {left} C } { @Rowa B {8p @Font{no terrain} @LP @Yellow @Yellow} @Rowa A {@Yellow} B {@IncludeGraphic "imgs/trenches.eps"} C {@Yellow @Yellow} @Rowa B {@Yellow} } } @Rowb A {@Tracked} B{+1 @MP} @Rowb A {@Wheeled} B{+2 @MP (may @B not cross)} @Rowd A {/.05c attack @B{from flank} - @Weakest attack die} @Rowc A {@ReactionFire: terrain defense die @B only} } } } def @CGunposition { @VCard { @CCHeader{Gunposition @Rule 9.5.7.3} /.3c @Display || @Tbl rule {no} i {ctr} iv {ctr} bformat { @Cell i {right} A | @StartHSpan @Cell i{left} B | @HSpan } cformat { @StartHSpan @Cell A | @HSpan | @HSpan } { @Rowb A {@Inf @Arty} B {terrain @Strongest defense die +} @Rowc A { || @Tbl rule {no} i {ctr} iv {ctr} aformat { @Cell i {right} A | @Cell B | @Cell i {left} C } { @Rowa B {/.1c 8p @Font{no terrain} @LP @Red @Green} @Rowa A {@Green} B {@IncludeGraphic "imgs/gunposition.eps"} C {@Red @Green} @Rowa B {@Red} } /.1c } @Rowb A {@Tracked} B{+1 @MP (may @B not cross)} @Rowb A {@Wheeled} B{+2 @MP (may @B not cross)} @Rowc A {/.1c @ReactionFire: terrain defense die @B only} } } } def @CBunker { @VCard { @CCHeader{Bunker @Rule 9.5.7.4} /.1c @Display 8p @Font { || @Tbl rule {no} i {ctr} iv {ctr} bformat { @Cell i {right} A | @StartHSpan @Cell i{left} B | @HSpan } cformat { @StartHSpan @Cell A | @HSpan | @HSpan } dformat { @StartHSpan @Cell i{left} A | @HSpan | @HSpan } { #@Rowc A {@Inf (@Arty on game setup)} #@Rowc A {terrain @Strongest defense die +} @Rowc A {@Arty on game @B setup only} @Rowb A {@Inf @Arty} B {terrain @Strongest defense die +} #@Rowd A {ignore loss of @Weakest defense die against @B OAS} @Rowc A { || @Tbl rule {no} i {ctr} iv {ctr} aformat { @Cell i {right} A | @Cell B | @Cell i {left} C } bformat { @StartHSpan @Cell A | @HSpan | @HSpan } { @Rowa B {8p @Font{no terrain}} @Rowb A {@B OAS : ignore loss of @Weakest defense die} @Rowa B {@Red @Red} @Rowa A {@Red} B {@IncludeGraphic "imgs/bunker.eps"} C {@Red @Red} @Rowa B {@Red} } } @Rowb A {@Tracked} B{+2 @MP (may @B not cross)} @Rowb A {@Wheeled} B{+3 @MP (may @B not cross)} @Rowd A {@Arty have their @I {Arc of Fire} limited to @I Front} @Rowc A {/.1c @ReactionFire: terrain defense die @B only} } } } } def @CHide { @VCard { @CCHeader{Hide, Hidden, Ambush @Rule 9.11} /.1c @Display { @BulletList gap {1.6v} @ListItem{@B Hide Action @Rule 9.11 @BulletList gap {.6v} #@ListItem{@Inf @B not on roads} #@ListItem{@Arty{@Sym slash}@Vehicle @B not on roads or clear} @ListItem{@B not on roads, @Arty{@Sym slash}@Vehicle @B not on clear} @ListItem{@Defense: + @Blue |.5c @Spotting: -1} @ListItem{@Inf may move 1 hex, @B not if @Cap Slow, /.2c @B not on road, @B not in @I harsh terrain} @RawEndList} @ListItem{@B Hidden Action @Rule 9.11.1 @BulletList gap {.6v} @ListItem{@Defense: + @Blue |.5c @Spotting: -2} @ListItem{@Attack: -1 @Weakest die @AAttack} #@ListItem{@Attack: @AAttack (-1 @Weakest @Attack die)} @RawEndList} @ListItem{@B Ambush Action @Rule 9.11.2 @BulletList gap {.6v} @ListItem{@Defense: + @Blue |.5c @Spotting: -2} @ListItem{@Attack: +@Suppress |.2c @Defense: -1 @Weakest die} @RawEndList} @EndList } } } def @CInfantry { @VCard { @CCHeader{Infantry Specific Movements @Rule 9.7} /.1c @Display 9p @Font { @BulletList gap {1.6v} @ListItem{@B Digging In @Rule 9.7.1 @BulletList gap {.6v} @ListItem{@B not in fortifications, -1 @Weakest @Defense die} @ListItem{@Defense: + @Green when @ADugIn} @RawEndList} @ListItem{@B Reinforcing Position @Rule 9.7.2 @BulletList gap {.6v} @ListItem{mark @ANormal 2 @B adjacent units (2 @CMP)} @ListItem{swap them, @B no @Harsh, @ADugIn stays} @ListItem{1 unit is subject to @ReactionFire} @RawEndList} @ListItem{@B Smoke Cover @Rule 9.7.3 (max 4 @Sym slash hex) @BulletList gap {.6v} @ListItem{-1 @MP @ANormal @Sym slash @AFast @Sym slash @AHide or @AAttack} @ListItem{1 @B adjacent @Smoke +1 {@Sym slash} @Hit @Critical on @Green @Green} @RawEndList} @EndList } } } def @CTransportingUnits { @VCard { @CCHeader{Transporting Units @Rule 9.10} /.5c @Display 9p @Font { @BulletList @ListItem{@Armoured may transport @B 4 @Inf riders} @ListItem{do not count units partial damage} @ListItem{unloading triggers @ReactionFire} @ListItem{ @B {Loading Units} @Rule 9.10.2 @BulletList gap {.6v} @ListItem{@B not in a @AFast @Sym slash @ADelayed @Sym slash @AImmobile @Sym slash @ASuppressed @Sym slash @AFallback @Vehicle} @ListItem{move the unit in transport hex} @RawEndList} @ListItem{ @B {Dismounting Units} @Rule 9.10.3 @BulletList gap {.6v} @ListItem{unload into an empty adjacent hex} @ListItem{marked with @AFast , @ADelayed if @Cap Slow or @I harsh} @RawEndList} @EndList } } } def @CTransportingArtillery { @VCard { @CCHeader{Transporting Artillery @Rule 9.10} /.3c @Display 9p @Font { @BulletList @ListItem{do not count units partial damage} @ListItem{unloading triggers @ReactionFire} @ListItem{@B {Loading Immobile Artillery} @Rule 9.10.4 @BulletList gap {.6v} @ListItem{@Arty may @B not be @ADelayed @Sym slash @ASuppressed @Sym slash @AFallback} @ListItem{the @Vehicle moves into the @Arty hex @Sym ampersand is @ADelayed} @RawEndList} @ListItem{@B {Unloading Immobile Artillery} @Rule 9.10.5 @BulletList gap {.6v} @ListItem{@B not if the @Vehicle moved into a @I harsh terrain} @ListItem{mark the @Vehicle with @ANormal if it did not move} @ListItem{mark the @Arty with @ADelayed} @RawEndList} @EndList } } } def @COverrunningArtillery { @VCard { @CCHeader{Overrunning Artillery @Rule 9.9.1} /.1c @Display 10p @Font { @BulletList gap {.8v} @ListItem{armoured @Tracked @Vehicle} @ListItem{@B not while transporting, @B not in @I harsh terrain} @ListItem{@B must use a @AFast} @ListItem{@Arty @B unless marked @ASuppressed @Sym slash @AFallback @Sym slash @AFast @Sym slash @ADelayed : @BulletList gap {.6v} indent {1v} @ListItem{has 1 vertex facing change} @ListItem{fire range 0 for @Free} @ListItem{no dice mod, @Attack vs frontal armour} @ListItem{apply @I Critical rules @Rule 10.8.1} @RawEndList} @ListItem{the @Vehicle is @I Immobilized, @I Suppressed /.5v or @I Destroyed in the last adjacent hex} @ListItem{otherwise the @Arty is @I Destroyed} @EndList } } } def @CCoverMovement { @VCard { @CCHeader{Covering Fire @Rule 9.12} @Display 8p @Font { @BulletList gap {.6v} @ListItem{activate 2 @B adjacent units (2 @CMP) @LP with @ANormal @Sym slash @AFast @Sym ampersand @AFiring for the @B{F}ire @B{S}upport @B{U}nit} #@ListItem{the @I{Firing unit} must have LOS to the @I{Reactiong unit}} #@ListItem{add @I{Firing unit} @Strongest @Attack die to @I{Moving unit} @Defense} @ListItem{@B{FSU} may @B once react to a @ReactionFire unit in LOS: @BulletList gap {.6v} @ListItem{add @B FSU @Strongest @Attack die to @I{Moving unit} @Defense} @ListItem{(next @Strongest @Attack if @Half or has @AAttack)} @RawEndList} @EndList /1v @CCHeader{Joint Fire @Rule 10.9.4} @BulletList gap {.6v} @ListItem{mark 2 @B adjacent @Inf with @AFiring, cost 1 @CMP} @ListItem{lead unit does the @Spotting and the @Attack roll} @ListItem{support unit adds: @BulletList gap {.6v} @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 } } } def @CInderctFire { @VCard { @CCHeader{Indirect Fire @Rule 7.1} @Display 10p @Font { @BulletList @ListItem{@Support units with @Ability {Indirect Fire}} @ListItem{@B not from forest or multy-storey buildings} @ListItem{@B ignore @Hindered hexes @Defense dice} @ListItem{adjacent @InfArty @Sym slash @Ability Scout may spot for @Free : @BulletList indent {1v} #@ListItem{spotting is a @Free action} @ListItem{mark with @AAttack (if already @Sym arrowdblright @ANormal)} @RawEndList} @ListItem{against @Vehicle @Rule 7.1.2 : @BulletList indent {1v} @ListItem{@Defense: + @Green} @ListItem{pre-roll : keep @Hit @Sym ampersand @Critical dice then roll} @ListItem{use @B flank @Defense, @B above if any @Critical} #@ListItem{on @B critical result, use @B above @Defense instead of @B flank} @ListItem{transporting units @Sym arrowdblright @Rule 10.11 FIXME} @RawEndList} @EndList } } } def @CDamageCritical { @VCard { @CCHeader{Range Fire Results @Rule 10.8} @Display 8p @Font { @BulletList gap {.1v} @ListItem{assign 1 damage point for each @Critical @Hit @Rule 10.8.2} @ListItem{if any @Suppress remains mark the unit with @ASuppressed: @BulletList gap {.1v} indent {1v} @ListItem{fallback @AFallback if marked with @ADelayed} @ListItem{if already @ASuppressed: @BulletList gap {.1v} indent {1v} @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} @ListItem{on any success @AImmobile @Vehicle are @Eliminated} @RawEndList #for each @Critical: roll @Attack: @Green |.2c @Defense: @Blue #@LP on any success @AImmobile @Vehicle are @Eliminated #@LP @Tbl || @Tbl rule {yes} i {ctr} iv {ctr} aformat { @Cell A | @Cell B | @Cell C | @Cell D } bformat { @Cell | @StartHSpan @Cell i {ctr} A | @HSpan | @HSpan } { @Rowa paint {@HeaderPaint} B {@Inf} C {@Arty} D {@Vehicle} @Rowa A {@Suppress} B {@Sym arrowdbldown} C {@Sym arrowdbldown} D {@ASuppressed @Sym arrowdown} @Rowa A {@Hit} B {@Suppress @Sym arrowdown} C {@Suppress @Sym arrowdown} D {@AFallback @Sym arrowdown @Sym arrowdown} @Rowa A {@Critical} B {@AFallback @Sym arrowdown} C {@Sym arrowdbldown} D {@AImmobile @Sym arrowdown} @Rowb A {@Eliminated} } #@LP if already marked, follow the @Sym arrowdown } } } def @CRangeFireAttack { @VCard { @CCHeader{Range Fire Attack @Rule 10.9} @Display 10p @Font { /.3c | @Tbl rule {yes} i {ctr} iv {ctr} aformat { @Cell A | @Cell B | @Cell C } bformat { @StartVSpan @Cell A | @Cell B | @Cell C } cformat { @VSpan | @StartHSpan @Cell B | @HSpan} { @Rowa paint {@HeaderPaint} A {@Attack} B {attacker} C {target} @Rowb A {+ @Blue} B {@Veteran @Elite} @Rowa A {+ @Suppress} B {@AAmbush} C { @Recruit } @Rowa A {- @Weakest} B {@AHidden @AAttack} } /.2v | @BulletList @ListItem{@Half : @SingleSuccess} @ListItem{failed @Spotting: @BulletList gap {.5v} @ListItem{@SingleSuccess, no @Critical} @ListItem{@Half: @Sym numbersign attack dice @Sym slash 2 @Sym arrowup} @RawEndList} @ListItem{Joint Fire @B FSU adds its: @BulletList gap {.6v} @ListItem{@Strongest @Attack die} @ListItem{@AAttack @Sym slash @LOSH: @B next @Strongest} #@ListItem{@Half : @SingleSuccess} @RawEndList} @EndList } } } def @CRangeFireDefense { @VCard { @CCHeader{Range Fire Defense @Rule 10.10} @Display 10p @Font { /1v @Bullet @Defense: terrain + cumulative @LOSH @LP | @Tbl rule {yes} i {ctr} iv {ctr} aformat { @Cell A | @Cell B | @Cell C } bformat { @StartVSpan @Cell A | @Cell B | @Cell C } cformat { @VSpan | @StartHSpan @Cell B | @HSpan} { @Rowa paint {@HeaderPaint} A {@Defense} B {attacker} C {target} @Rowa A {+ @Green} B {@AFireMove @LP @AMoveFire} C {@ASuppressed @InfArty @LP @ADugIn @Inf} @Rowb A {+ @Blue} B {@ATurret} C {@AFast @Vehicle @LP @AHide @AHidden @AAmbush @LP @Hardened @Veteran @Elite} @Rowc B {@Sym slash @Smoke} @Rowa A {- @Weakest} B {@AAmbush} C {@AFast @InfArty @LP @ADigIn @Inf} } } } } def @CFireAtTransport { @VCard { @CCHeader{Firing at Transport @Rule 10.11} @Display 9p @Font { @BulletList @ListItem{@B{Firing at Tank Riders} @Rule 10.11.1 @BulletList gap {.6v} @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 @Sym arrowdblright @B Emergency} @RawEndList} @ListItem{@B{Firing at Transport} @Rule 10.11.2 @BulletList gap {.6v} @ListItem{on @Suppress @Sym slash @Hit @Sym slash @AImmobile @Sym arrowdblright @B Emergency} @ListItem{on @Critical @Eliminated @Sym arrowdblright @B Emergency @BulletList gap {.6v} @ListItem{@B each transported unit suffers @B{1 damage} point} #@ListItem{apply @B {Emergency Disembark}} @RawEndList} @RawEndList} @ListItem{@B{Emergency Disembark} @Rule 10.11.3 @Free actions @BulletList gap {.6v} @ListItem{into @Sym emptyset @B adjacent hexes @Sym ampersand trigger @ReactionFire} @ListItem{if no possible move, the unit is @Eliminated} @ListItem{marked @AFast , @ADelayed if @Cap Slow or in @Harsh} @RawEndList} @EndList } } } def @CCAttack { @VCard { @CCHeader{Close Combat Attack @Rule 11.4} /.5c @Display 8p @Font { || @Tbl rule {yes} i {ctr} iv {ctr} aformat { @VSpan | @StartHSpan @Cell A | @HSpan | @Cell B } bformat { @VSpan | @VSpan | @Cell A | @Cell B } cformat { @VSpan | @StartVSpan @Cell X | @Cell A | @Cell B } { @Row format {@StartVSpan @Cell | @StartHSpan @Cell A | @HSpan | @Cell B } A{@Veteran @Elite} B{+ @Blue} @Rowa A{@Half @LLP @Vehicle vs @Inf} B{only @Strongest @LLP result} @Row format {@StartVSpan @Cell paint {@HeaderPaint} 90d @Rotate X | @StartHSpan @Cell A | @HSpan | @Cell B } ruleabovewidth { 1p } X{@B First round only} A{close combat @I Support} B{1 re-roll} @Rowa A{@AAttack} B{lose @Weakest die} @Rowc ruleabovewidth { 1p } X{@Attacker} A{crossing obstacle} B{lose @Weakest die} @Row format {@VSpan | @VSpan | @Cell A | @Cell B } A{@I Outflanked @LLP or @AImmobile @Vehicle} B{1 re-roll} @Rowc ruleabovewidth { 1p } X{@Defender} A{@ASuppressed} B{@B cannot @LLP attack back} @Rowb A{@I Activated} B{@SingleSuccess} @Rowb A{@I Activated @LLP @Sym ampersand @Half} B{lose @Weakest die} } } } } def @CCDefense { @VCard { @CCHeader{Close Combat Defense @Rule 11.5} /.2c @Display 8p @Font { || @Tbl rule {yes} i {ctr} iv {ctr} aformat { @VSpan | @StartHSpan @Cell A | @HSpan | @Cell B } bformat { @VSpan | @VSpan | @Cell A | @Cell B } cformat { @VSpan | @StartVSpan @Cell X | @Cell A | @Cell B } { @Row format {@StartVSpan @Cell | @StartHSpan @Cell A | @HSpan | @Cell B } B{ @Strongest terrain @LLP @B or fortification dice} @Rowa A{@Hardened @Veteran @Elite} B{+ @Blue} @Rowa A{@Arty} B{@Weakest @Defense dice} @Rowa A{@Vehicle} B{@B no terrain} @Rowa A{@Vehicle vs @Vehicle} B{@B frontal armour} @Rowa A{@Inf vs @Vehicle} B{@Weakest armour} @Rowa A{@Vehicle @AImmobile} B{@B rear armour @LLP @B First round as well} @Row format {@StartVSpan @Cell paint {@HeaderPaint} 90d @Rotate X | @StartHSpan @Cell A | @HSpan | @Cell B } ruleabovewidth { 1p } X{@B First round only} A{@I Support} B{1 re-roll} @Rowc X{@Attacker} B{@Weakest terrain dice} @Rowb A{@AFast} B{lose @Weakest dice} @Rowc ruleabovewidth { 1p } X{@Defender} B{@Strongest terrain @LLP @B and fortification dice @LLP @Sym arrowdown @I flank @B{@Sym arrowdown @Sym arrowdown} @I rear} @Rowb A{@Vehicle vs @Vehicle} B{@B facing armour} } } } } def @CCResult { @VCard { @CCHeader{Close Combat Damage @Rule 11.5.4} @Display 8p @Font { @BulletList gap {.3v} @ListItem{assign 1 damage point for each @Critical @Hit @Rule 10.8.2} @ListItem{during @B First round, all units ignore 1 @Suppress} @ListItem{any uncancelled @Suppress : @AFallback, mark the other unit @ANormal} @ListItem{each uncancelled @Critical : reduce @Half} @ListItem{if 1 unit is @Eliminated, mark the other unit @AFast} @ListItem{@ADugIn stays if the unit wins the close combat} @EndList /1v @CCHeader{Voluntary Withdrawal @Rule 11.5.6.1} @BulletList gap {.3v} @ListItem{other player execute a final close combat attack} @ListItem{the withdrawing unit perfom a @AFast, @B not into an @Objective} @ListItem{the other unit is marked @ANormal} @EndList } } } def @CCSpecial { @VCard { @CCHeader{Close Combat Transport @Rule 11.8} @Display 8p @Font { @BulletList gap {.3v} @ListItem{may attack each transported units : @BulletList @ListItem{range @B 0 @Strongest die @I vs rinted @Defense dice} @RawEndList} @ListItem{then execute an @B{Emergency Disembark} @Rule 10.11.3} @EndList /1v @CCHeader{Desperate Attack @Rule 11.9} @BulletList gap {.3v} @ListItem{other player execute a final close combat attack} @ListItem{the withdrawing unit perfom a @AFast, @B not into an @Objective} @ListItem{the other unit is marked @ANormal} @ListItem{each round, @Inf vs @Vehicle may: @BulletList gap {.3v} @ListItem{@Vehicle counter attack is resolved as normal} @ListItem{@Inf @Green vs @Vehicle @Blue, @Green if @B first @Sym ampersand @Inf @AFast : @BulletList gap {.3v} @ListItem{on @B double success : @AImmobile + 1 @Hit} @ListItem{on @Critical @Sym slash @Hit : @AImmobile} @ListItem{on @Suppress: @Suppress @Sym ampersand must @B Withdraw} @RawEndList} @RawEndList} @EndList } } } # FIXME : dice values & units quality @Document @InitialSpace { lout } // @Text @Begin @LLP @LLP # silence : 8.9c object too high for 0.0c space; will try elsewhere, but why ? @Display @CEndOfTurn @Display @CSpotting @Display @CMinefields @Display @CMovements @Display @CHide @Display @CInfantry @Display @CTransportingUnits @Display @CTransportingArtillery @Display @COverrunningArtillery @Display @CCoverMovement @Display @CInderctFire @Display @CRangeFireAttack @Display @CRangeFireDefense @Display @CDamageCritical @Display @CCAttack @Display @CCDefense @Display @CCResult @Display @CCSpecial @Display @CFireAtTransport @Display @CSandbags @Display @CPillbox @Display @CTrenches @Display @CGunposition @Display @CBunker # @Inf @Arty @Wheeled @Tracked @End @Text