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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
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