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@Section @Title { @ColoredTitle {Movement Actions @Rule 9.0} } @NewPage {no} @Begin
@BulletList
  @ListItem{stacking limit is @B 1 except transport @Sym ampersand close combat}
  @ListItem{units may move through hexes occupied by friendly unit}
  @ListItem{+1 @MP @Sym slash @Ea climbed }
  @ListItem{@Underline{Fast Movement} @AFast @Rule 9.2 +1 @MP
  @BulletList
    @ListItem{@InfArty @B not if @Cap Slow or marked with @AAttack}
    #@ListItem{@InfArty @B cannot if marked with @AAttack}
    #@ListItem{+1 @MP (only vehicles may do it during consecutive turns)}
    @ListItem{@InfArty - @Weakest @Defense dice (keep min 1)}
    @ListItem{@Vehicle @Defense :+ @Blue}
  @RawEndList}
  @ListItem{@Underline{Move @Sym ampersand Fire @Sym slash Fire @Sym ampersand Move} @AMoveFire @AFireMove @Rule 9.3
  @BulletList
    @ListItem{moblie @Arty may change facing @Sym ampersand Fire @Rule 10.0}
    @ListItem{@MP @Sym slash 2 @Sym arrowdblup @B not automatically @B spotted}
    @ListItem{@Defense: + @Green}
    @ListItem{may @I Fire outside of its front arc if it has a @I Turret @Rule 10.0}
  @RawEndList}
@EndList
@BeginSubSections

@SubSection @Title { @ColoredSubTitle {Harsh Terrain @Rule 9.4.5} } @Begin
@BulletList
  @ListItem{@B adjacent hex @MP cost @Sym greater @B base unit movement allowance}
  @ListItem{@B cannot use @I{Command Card}}
  #@ListItem{@B cannot use @I{Command Card} bonus or @AFast}
  @ListItem{move into the @B adjacent hex @Sym ampersand marked with @ADelayed}
@EndList
@End @SubSection

@SubSection @Title { @ColoredSubTitle {Roads @Rule 9.5.3 @MyRule} } @Begin
@BulletList
  @ListItem{cost 1 @MP along any road}
  @ListItem{LOS is clear straight along any road @Sym slash bridge}
  @ListItem{@Vehicle facing must follow @B narrow roads}
  @ListItem{@Vehicle change facing for @Free (+1 @MP on @B narrow roads)}
  @ListItem{friendly @Vehicle{@Sym slash}@Arty cannot cross on @B narrow roads}
  @ListItem{@Defense :
    @BulletList
    @ListItem{@Vehicle {@Sym emptyset}}
    @ListItem{@Arty @Blue}
    @ListItem{@Inf terrain @Defense die @LP @Inf @Blue during @ReactionFire}
    #@ListItem{@Inf @Strongest terrain @Defense die @MyRule @LP @Inf @Blue during @ReactionFire}
    @RawEndList}
  #@ListItem{@ReactionFire @Defense : @Inf : @Blue}
@EndList
@End @SubSection

@SubSection @Title { @ColoredSubTitle {Covered Trails @Rule 9.5.6} } @Begin
@BulletList
  @ListItem{@Inf only : 1 @MP along the trail @Sym ampersand -1 @Spotting}
@EndList
@End @SubSection

@SubSection @Title { @ColoredSubTitle {Wrecks @Rule 9.5.8.5} } @Begin
@BulletList
  @ListItem{on new destroyed @Vehicle replace old marker with a new one}
  @ListItem{@Vehicle +1 @MP on road {@Sym slash} bridge}
  @ListItem{flip when no more @Smoke}
@EndList
@End @SubSection

@SubSection @Title { @ColoredSubTitle {Minefields @Rule 9.5.9} } @Begin
@BulletList
  @ListItem{take the amount + same amount of dummy}
  @ListItem{@B no ATM in buildings}
  @ListItem{@B not in fortifications {@Sym slash} obstacles}
  @ListItem{@B no @AFast , @B no close combat, @B no moving through friendly}
  ### - no transport vehicles (loaded or not)
  @ListItem{@B no effects on friendly units}
  @ListItem{roll to enter @Sym ampersand to leave}
  @ListItem{escape on : @Inf 5+ @CDot @Arty{@Sym slash}@Vehicle 6+}
@EndList
/.1c @LeftDisplay @Tbl
  rule {yes}
  i {left}
  iv {ctr}
{
  @Row
    paint {@HeaderPaint}
    format{ @StartHSpan @Cell i {ctr} A | @HSpan | @HSpan | @HSpan }
    A{1d6 escape roll modifiers}
  @Row ruleabovewidth { 1p }
    format{ @Cell A | @Cell B | @Cell C | @Cell D }
    A{@Ability Scout} B{+1} C{Unhidden Minefield} D{+1}
  @Row
    format{ @Cell A | @Cell B | @Cell C | @Cell D }
    A{@Ability{Mine Detection}} B{+2} C{Fallback action} D{-1}
  }
/.2c @LeftDisplay @Tbl
  rule {yes}
  i {left}
  iv {ctr}
  aformat{ @Cell A | @Cell B | @Cell C }
{
  @Rowa
    paint {@HeaderPaint}
    A{unit} B{mine attack} C{defense}
  @Rowa ruleabovewidth { 1p } A{@InfArty} B{@Yellow @Green} C{@Green}
  @Rowa A{@Vehicle} B{@Green} C{@Blue}
  }
/.2c @LeftDisplay @Tbl
  rule {yes}
  i {ctr}
  iv {ctr}
  aformat{ @Cell A | @Cell B | @Cell C }
{
  @Rowa
    paint {@HeaderPaint}
    A{result} B{@InfArty} C{@Vehicle}
  @Rowa ruleabovewidth { 1p } A{@Critical @Sym slash @Hit} B{1 Damage} C{1 Damage @Sym ampersand immobilized}
  #@Rowa A{@Hit} B{1 Damage} C{Damage @Sym ampersand immobilized}
  @Rowa A{@Suppress} B{Suppressed} C{Suppressed}
  }
  @LP use @Strongest result @Sym slash die @Sym ampersand apply @I Critical rules : @Rule 10.8.1
@End @SubSection

@EndSubSections
@End @Section