black @Colour @CurveBox margin {.1c} black @Colour { @Tbl #rule {yes} margin {.1c} { @Row paint {@MDRM} format { @Cell 16p @Font @B A | @Cell i{right} B} A{Mortar Fire 10p @Font 11.4} B{@Sym less -4 @B not allowed |.2c [-4 ; +3]} @Row format { @StartHSpan @Cell A | @HSpan } A{ 10p @Font { // @RawBulletList @ListItem{a @I leader{@Sym slash}@I{non-vehicular combat} unit @B may request @I MFAs before acting /.3v (@I exc : @Russian only a leader, or a unit within 2 hexes of its leader)} @ListItem{the requesting unit @B cannot be @Reff 11.4.4.1 : @BulletList @ListItem{@I Disrupted, @I Regrouping, @I Heroic, @I{Out of Command}} @ListItem{in a @I{Primary Impact Hex} or @I Assault hex (@I exc : @I{Fire on My Position})} @ListItem{loaded, unless the @I vehicle is stationary} @RawEndList} @ListItem{an @I MFA @B cannot taret a hex with friendly @I{non-vehicular} units @Reff 11.4.4} @ListItem{a @I leader @B may request an @I MFA on its position on a d10 @Sym lessequal its @I Cohesion} @ListItem{@I attacking units in an @I Assault do not benefit from any @I TEMs @Reff 11.4.7} @EndList }} @Row format { @StartHSpan @Cell A | @HSpan } A{ || @Tbl indent {ctr} rule {yes} aformat { @Cell rule {no} paint {none} | @Cell @B B | @Cell @B C | @Cell @B D | @Cell @B E } bformat { @Cell ruleleft {no} i{right} @B A | @Cell @I B | @Cell @I C | @Cell @I D | @Cell E } { @Rowa paint {@Odd} ruleabove {no} B{Primary} C{Secondary} D{@Sym numbersign MDRM} E{@Sym numbersign SMK} @Rowb paint {@Even} A{@Sym less 60mm} B{0} C{N{@Sym slash}A} D{1} E{1} @Rowb paint {@Odd} A{60mm Sec} B{0} C{red @Colour -1} D{2} E{3} @Rowb paint {@Even} A{80-82mm Sec} B{+2} C{0} D{2} E{5} @Rowb paint {@Odd} A{80-82mm Plt} B{+2} C{0} D{6 @Sym slash 8 @Russian} E{7} } } @Row format { @StartHSpan @Cell A | @HSpan } A{ /.1v @Tbl indent {left} rule {yes} aformat { @Cell ruleleft {no} i{ctr} @B A | @Cell @I B | @Cell C } { @Rowa paint {@Even} ruleabove {no} A{+1} B{Airburst} C{@I{non-vehicular} in @I Forest or @I {Tree-Line}} @Rowa paint {@Odd} A{+1} B{Target Density} C{per 2 @I{non-vehicular} steps over 4 @Sym arrowup /.3v @B not @I @RNP} @Rowa paint {@Even} A{red @Colour -x} B{best TEM} C{@B none for assaulting, exiting units} } } @Row format { @StartHSpan @Cell A | @HSpan } A{ 10p @Font { // @RawBulletList # @ListItem{a @I leader{@Sym slash}@I{non-vehicular combat} unit @B may request @B 1+ @I MFAs before acting} # @ListItem{the requesting unit @B cannot be @Reff 11.4.4.1 : # @BulletList # @ListItem{@I Disrupted, @I Regrouping, @I Heroic, @I{Out of Command}} # @ListItem{in a @I{Primary Impact Hex} or @I Assault hex} # @ListItem{loaded, unless the @I vehicle is stationary} # @RawEndList} # @ListItem{an @I MFA @B cannot taret a hex with friendly @I{non-vehicular} units @Reff 11.4.4} # @ListItem{a @I leader @B may request an @I MFA on its @I{Assault Hex} on a d10 @Sym lessequal its @I Cohesion} # @ListItem{@I attacking units in an @I Assault do not benefit from any @I TEMs @Reff 11.4.7} @ListItem{place a @I Primary @I MDRM on target @B unless @I Hindrance or @Russian mortar @Reff 11.4.5.4} @ListItem{roll for remaining @I MDRM, on @Sym greaterequal 7 place a @I Primary @I MDRM on target} @ListItem{@Underline{@I{Primary Impact Hex}} @Reff 11.4.7.1 : @BulletList @ListItem{@B only @I AFVs and @I FPs have @I LOS out of and are allowed to @I Fire} @ListItem{@B only @I AFVs @B without @I Riders may enter the hex} #@ListItem{@I{non-vehicular}, @I FV, @I Carrier and @I AFVs @B with @I Riders @B cannot enter} @ListItem{@I{non-vehicular} may @B only @I Withdraw, resolve @I MDRM @B no @I TEM on exit} @RawEndList} @ListItem{@Underline{@I{Secondary Impact Hex}} @Reff 11.4.7.2 : @BulletList @ListItem{@I{non-vehicular}, @I FV and @I Carrier are @I Suppressed for @I Fire and @I Recovery} @ListItem{@I{non-vehicular} resolve @I MDRM @B no TEM on exit /.3v @B must @I Withdraw if @I Disrupted unless @Japanese or @Russian} @RawEndList} @EndList }} }}