@SysInclude { langdefs } @SysInclude { bsf } @SysInclude { dsf } @SysInclude { docf } @SysInclude { tbl } @SysInclude { xrgb } @SysInclude { diag } @Use { @BasicSetup @InitialFont { Times Base 10p } @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 { 1.1c @OrIfPlain 6f } @FootMargin { 1.1c @OrIfPlain 6f } @OddLeftMargin { .8c @OrIfPlain 10s } @OddRightMargin { .8c @OrIfPlain 10s } @EvenLeftMargin { .8c @OrIfPlain 10s } @EvenRightMargin { .8c @OrIfPlain 10s } @ColumnNumber { 2 } @ColumnGap { .80c } } @Use { @OrdinarySetup @SectionGap { 1.5v @OrIfPlain 3f } @SubSectionGap { 1.1v @OrIfPlain 2f } } @SysDatabase @FontDef { fontdefs } @SysDatabase @RefStyle { refstyle } @Include {defs.lou} @Document // @Text @Begin @BeginSections @Include {09_close_combat.lou} @Section @Title { @ColoredTitle {Fallback @AFallback @Rule 13.3} } @Begin @BulletList @ListItem{immediately perform a @MP +1 (unless @Cap Slow) move} @ListItem{@Vehicle may move in reverse} @ListItem{each entered hex @B cannot be closer to an enemy unit} @ListItem{if blocked before all @MP are expended: suffer 1 @Hit} @ListItem{triggers @ReactionFire, @B no terrains @Defense} @ListItem{a unit is @Eliminated if : @BulletList @ListItem{@Arty or @AImmobile receives @AFallback result} @ListItem{any unit receives a @B second @AFallback result} @ListItem{an enemy enters the hex of a unit marked @AFallback} @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 @EndSections @End @Text