black @Colour @CurveBox margin {.1c} black @Colour { @Tbl #rule {yes} margin {.1c} { @Row paint {@Leaders} format { @Cell 16p @Font @B A | @Cell i{right} B } A{Leader 10p @Font{2.2.5} @Version 1} B{zero-step non-@I combat unit} @Row format { @StartHSpan @Cell A | @HSpan } A{ // 12.5c @Wide @DashList @ListItem{Initiative : @BulletList @ListItem{a player without a @I leader or an @I AFV forfeits the initiative.} @RawEndList} @ListItem{Activation Phase : @BulletList @ListItem{a platoon without a @I leader cannot coordinate @Reff 7.1} @ListItem{ad hoc unit stacked with him cannot be activated by another platoon @Reff 7.2.a} @ListItem{he may activate units from a single @I AFV platoon in the same hex @Reff 7.2.b} @RawEndList} @ListItem{Limited Reactions : @BulletList @ListItem{A @I leader may Maneuver or Recover and may direct units of its platoon /.3v (or ad hoc) to Maneuver or Recover if they are : @Reff 8.3.a @BulletList @ListItem{stacked with him in a Forest or Building } @ListItem{within 1 hex in Open, @BOP, /.3v connecting road{@Sym slash}railroad or path hex} @RawEndList} @RawEndList} @ListItem{Mortar : @BulletList @ListItem{may request an MFA @B unless @I Disrupted, @I Regrouping, @I Heroic, @I {Out of Command} or in a @I{Primary Impact}, @I Assault hex or loaded in a vehicle in motion @Reff 11.4.4.1} @ListItem{may request an MFA on its hex if pass a @I Cohesion check /.3v @B unless @I Disrupted, @I Regrouping or in a Primary Impact Hex. @Reff 11.4.4.2} @ListItem{a Knee Mortar stacked with its @I leader may fire at any hex in its LOS. @Reff 11.4.10.2} @RawEndList} @ListItem{Assault : @BulletList @ListItem{only @B 1 @I leader may participate in an @I Assault @Reff{14.0}, conducts a @I Loss check @Reff 14.3.5} @ListItem{may claim the @Char quotedblleft Defender in an Urban Building @Sym slash Road Hex @Char quotedblright @I DRM @Reff 14.2.i} #@ListItem{@B unless @I Disrupted or @I Regrouping, may @I Assault @Sym slash reinforce with a friendly @I combat unit or reinforce a unit of the same platoon. @Reff 10.5.1.c} @ListItem{can only @I assault with or @I reinforce friendly @I combat units @Reff 10.5.1.c} @RawEndList} @ListItem{Fire Resolution : @BulletList @ListItem{@B -1 to the @I{Final Result} if @B not @I Disrupted and has a higher @I Cohesion @Reff 13.1.4} @RawEndList} @ListItem{Recovery @Reff 12.1.1 : @BulletList @ListItem{a @I Regrouping @I leader can @B only assist other @I Regrouping units in its hex} @ListItem{a @I leader @B not @I Disrupted, in an @I Assault, @I{Primary Impact} or @I Recovered @B may : @BulletList @ListItem{@I Maneuver then assist 1 @I Disrupted unit or @I Regrouping units in its hex} @ListItem{on @I Rally, the @I leader may conduct an @I Action @B unless he already @I Maneuver. @Reff 12.5} @RawEndList} @RawEndList} @ListItem{Leader Loss (Sniper, Casualty, Assault) @Reff 13.3.4.1 : @BulletList @ListItem{place it @B 7 minutes ahead of the current time on the @I{Time Track}} @ListItem{returns in the @I{Cleaning Phase}, @I Concealed @Sym slash @I Hidden with any unit of its @I Plt} @RawEndList} @EndList } }}