black @Colour @CurveBox margin {.1c} black @Colour { @Tbl #rule {yes} margin {.1c} aformat { @StartHSpan @Cell A | @HSpan } { @Row paint {@Recovery} format { @StartHSpan @Cell 16p @Font @B A | @HSpan } A{Recovery 10p @Font 12.1} # @Row format { @StartHSpan @Cell A | @HSpan } A{ # @I Disrupted units may @B only @I Recover or @I Withdraw @Reff 13.3.2 # } @Row format { @StartHSpan @Cell A | @HSpan } A{ // @RawBulletList @ListItem{@I Disrupted units may @B only @I Recover or @I Withdraw @Reff 13.3.2} @ListItem{@I Regrouping units may @B only @I Fire ({red @Colour -1}), @I Recover or @I Withdraw @Reff 1.3.6} @EndList } #@Rowa A {@Underline{Disruption @Sym slash Regrouping}} @Rowa A{ || @Tbl rule {yes} cformat { @Cell rule {no} paint {none} | @Cell @B B | @Cell @B C } aformat { @Cell ruleleft {no} i{ctr} @B A | @Cell @I B | @Cell @I C } bformat { @Cell ruleleft {no} i{ctr} @B A | @StartHSpan @Cell B | @HSpan } { @Rowc paint {@Odd} ruleabove {no} B{Disrupted unit} C{Regrouping hex} @Rowa paint {@Even} A{Recover} B{@Sym lessequal @I Cohesion} C{} @Rowa paint {@Odd} A{Rally} B{@Sym lessequal 1} C{@Sym lessequal best @I combat unit @I Cohesion /.3v (or non-vehicular, @B no @I Heroism)} @Rowb paint {@Even} A{Heroic} B{@B if roll 10 @B and is an infantry @B and enemy within 5 hexes} #/.3v @I Disrupted @Sym arrowright @I Recover, @I Regrouping @Sym ampersand @I leader @Sym arrowright @I Rally} } } @Rowa A{ @Tbl indent {left} rule {yes} aformat { @Cell ruleleft {no} i{ctr} @B A | @Cell @I B | @Cell @I C } { @Rowa paint {@Even} ruleabove {no} A{red @Colour -1} B{Elite} C{@I Disrupted or is @I Regrouping best unit} @Rowa paint {@Odd} A{red @Colour -1} B{Leader} C{1 @I Disrupted unit or 1 @I Regrouping hex} @Rowa paint {@Even} A{+1} B{Suppressed} @Rowa paint {@Odd} A{+1} B{@Japanese or @Russian} C{@I Regrouping} } } @Rowa A{ // @RawBulletList @ListItem{@B rallied units may conduct an additional @I Action} @ListItem{an @B Heroic unit has a @I Cohesion of @B 8 @Sym ampersand a @I Maneuver of @B 3 hexes @Reff 12.6 @BulletList @ListItem{suffers a @I Casualty instead of @I Disrupting} @ListItem{@I Disrupted units in the same hex @I Recover} @ListItem{@I Regrouping units @Sym ampersand @I leader that assisted in the same hex @I Rally} @ListItem{@B unless it is in an @I Assault hex, it selects the closest (@I LOS) target @BulletList @ListItem{@B immediatly moves towards it, @B assault within @B 3 hexes} @ListItem{@B if the closest target is assaulting, the @I Hero reinforce the assault} @RawEndList} @RawEndList} @RawEndList } #@Row format { @Cell @Underline A | @StartVSpan @Cell B } A {Schock} @Row format { @Cell A | @Cell B } A { || @Tbl indent {left} rule {yes} aformat { @Cell ruleleft {no} i{ctr} @B A | @Cell @I B } { @Row format {@StartHSpan @Cell rule {no} @Underline A | @HSpan } A{Shock Recovery} @Rowa paint {@Even} ruleabove {no} A{1} B{Rally} @Rowa paint {@Odd} A{2-4} B{Recover} @Rowa paint {@Even} A{5-7} B{-} @Rowa paint {@Odd} A{8-10} B{Knocked Out} } } B { @BulletList # FIXME 12.6.2 Restrictions stays in assaulted hex, closest is assaulting enemy, reiforce friends # @ListItem{an @B heroic unit targets the closest enemy # @BulletList # indent { .2c } # @ListItem{@B must @I Maneuver towards it} # @ListItem{@B and assault it when within 3 hexes} # @RawEndList} # @ListItem{@B has a @I Cohesion of 8, a @I Maneuver of 3 hexes} # @ListItem{suffers a @I Casualty instead of @I Disrupting} @ListItem{@I Heroic marker is @B lost @Reff 12.6.4 : @BulletList @ListItem{if the target hex is vacant /.3v after Fire Resolution or before Action} @ListItem{when under @I Assault and the units @I Feint} @ListItem{after @I Assault prior to @I Cohesion checks} @RawEndList} @EndList } }}