black @Colour @CurveBox margin {.1c} black @Colour { @Tbl #rule {yes} margin {.1c} { @Row paint {@AVFs} format { @Cell 16p @Font @B A | @Cell i{right} B } A{AVFs 10p @Font 10.4 @Version 1 } B{1-step @I combat unit} @Row format { @StartHSpan @Cell width {11c} A | @HSpan } A { // @RawBulletList @ListItem{A @B stationary @I vehicle may : @BulletList @ListItem{@Underline @I Fire} @ListItem{@Underline @I Pass : @B unless in range @Sym ampersand @I LOS of an @I unconcealed Anti-Tank unit} @ListItem{@Underline @I Maneuver : @B must spend 1 MP to go into motion} @ListItem{@Underline @I {Shoot @Sym ampersand Scoop} : @B only Anti-Tank @I Fire @B if Assaulting @Reff 10.4.2} @RawEndList} @ListItem{An @B{in motion} vehicle may : @BulletList @ListItem{@Underline @I Reverse : max 3MP (no @I Bypass, @I Overrun or @I Assault)} @ListItem{@Underline @I Maneuver : may @I Stop and be marked with a @RMotion} @ListItem{@Underline @I{Halt @Sym ampersand Fire} : @B only Anti-Tank @I Fire @B if Assaulting @Reff 10.4.3} @ListItem{@B if @I Active : move 1 hex max, remove @GMotion @LLP enter @Underline @I Overwatch : @B may fire but in @I Reaction @B only @Reff 10.4.1.b.iii} @ListItem{@Underline @I Bypass : @B not in an @I Assault hex, @I non-AFVs @B only as last resort: @Reff 10.4.5.1 @BulletList @ListItem{@I Maneuver into the @I Bypass hex and temporarily halt in it} @ListItem{each @I undisrupted @Sym slash non-@I shocked enemy unit in the hex @B may @LLP @I{Anti-Tank Fire} or @I{Small Arms Fire} (no @I{Split Fire})} @ListItem{bypassing @I vehicles @B must exit the hex} @RawEndList} @ListItem{@Underline @I Overrun : per game turn, 1 overrun per vehicle or target hex @DashList @ListItem{Conditions @Reff 10.4.5.2 : @BulletList @ListItem{any @I vehicle @B with an @I SAV or @I ATV @B without @I Riders} @ListItem{@B only an @I AFV may overrun a @I{Towed Gun}, @I FV, or @I HT} @ListItem{@B not in an @I Assault hex, @B not with a @I{Towed Gun}} @ListItem{@B not a hex that contains an @I AFV, or @I FP, Buildings, Forest, @LLP Enclosed Road or @BOP} @ListItem{to overrun a hex the vehicles must @B start from the @B same hex} @RawEndList} @ListItem{Procedure @Reff 10.4.5.3 : @BulletList @ListItem{spend @B +1 MP to enter the @I Overrun hex, temporarily halt in it} @ListItem{enemy @I vehicles may @I Maneuver (move only) to avoid it} @ListItem{an @I AFV with a @I ATV > 0 may place a 2 @I ATDRM} #on a single @I{Towed Gun} or @I vehicle in the Overrun hex} @ListItem{any vehicle may place a @I SAV - {@I TEM}s @I SADRM in the hex @LLP (@I SAV @Sym equal 2 @B if @I HT with @I SAV @Sym greaterequal 1 @I Infantry Passengers)} @RawEndList} @ListItem{Reaction @Reff 10.4.5.4 : @BulletList @ListItem{units that did not act, with an @I ATV, may @I Fire (no @I{Split Fire})} @ListItem{units with an @I ATV @Sym greaterequal 0 @B must fire at any @I AFV} @ListItem{if none, 1 @I Squad may @I Shock an @I AVF on a 10 (@I Kill GE 9{@Sym slash}43 )} @ListItem{on @I AVF @I Shocked or @I Passengers unload, hex is under @I Assault} @RawEndList} @RawEndList} @RawEndList} @EndList } }}