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@Section @Title { @ColoredTitle {Attack dice in Range Fire @Rule 10.9} } @Begin
@BulletList
@ListItem{@Veteran @Elite: + @Blue}
@ListItem{joint fire bonus @Rule 10.9.4}
@ListItem{@AHidden @AAttack @Attack: - @Weakest @Attack dice (keep min 1)}
@ListItem{@AAmbush: + @Suppress automatic}
@ListItem{@Recruit target: + @Suppress automatic}
@ListItem{@Half unit: choose a @SingleSuccess per dice}
@ListItem{failed spotting: choose a @SingleSuccess per dice, no @Critical}
@EndList
@End @Section
@Section @Title { @ColoredTitle {Joint Fire @Rule 10.9.4} } @Begin
@BulletList
@ListItem{mark 2 @B adjacent @Inf with @AFiring, cost 1 @CMP}
@ListItem{lead unit does the @Spotting and the @Attack}
@ListItem{support unit adds:
@BulletList
@ListItem{its @Strongest @Attack die}
@ListItem{its @B next @Strongest @Attack die if @AAttack or has @LOSH}
@ListItem{use @B stronger symbol of double if @Half}
@RawEndList}
@EndList
@End @Section
@Section @Title { @ColoredTitle {Defense dice in Range Fire @Rule 10.10} } @Begin
@BulletList
@ListItem{terrain @Defense @Sym ampersand hindering @LOSH dice}
@ListItem{Area of impact: use the @Weakest @Defense}
@ListItem{@Hardened @Veteran @Elite: + @Blue}
@ListItem{@ATurret @Defense: + @Blue}
@ListItem{@AMoveFire @AFireMove @Defense: + @Green}
@ListItem{@AAmbush @Defense: - @Weakest dice}
@ListItem{@B failed @Spotting (@I{fires blindly}) :
@BulletList
@ListItem{only @SingleSuccess @Sym slash dice counts (@B no @I Critical allowed)}
@ListItem{@Half rolls @Sym numbersign @Attack dice @Sym slash 2 @Sym arrowup}
@RawEndList}
@ListItem{@AFast:
@BulletList
@ListItem{@InfArty - @Weakest @Defense dice (keep min 1)}
@ListItem{@Vehicle @Defense :+ @Blue}
@RawEndList}
@ListItem{@ADigIn @Defense: - @Weakest @Defense die (keep 1 min)}
@ListItem{@ADugIn @Defense: + @Green}
@ListItem{@AHide @AHidden @AAmbush @Defense: + @Blue}
@ListItem{@InfArty @ASuppressed @Defense: + @Green}
@ListItem{@Smoke @Defense: + @Blue @Sym slash marker}
#@ListItem{Roads: @Vehicle {@Sym emptyset} @Arty @Defense: + @Blue @Inf terrain @Defense die @Inf @ReactionFire + @Blue}
@EndList
@End @Section
@Section @Title { @ColoredTitle {Firing at Tank Riders @Rule 10.11.1} } @Begin
@BulletList
@ListItem{the vehicle is @B not affected}
@ListItem{use @B unit inherent defense dice, @B no terrain dice}
@ListItem{on @Suppress @Sym slash @Hit @Sym slash @Critical : apply @B {Emergency Disembark} @Rule 10.11.3}
@EndList
@End @Section
@Section @Title { @ColoredTitle {Firing at Transport @Rule 10.11.2} } @Begin
@BulletList
@ListItem{on @Suppress @Sym slash @Hit @Sym slash @AImmobile : apply @B {Emergency Disembark} @Rule 10.11.3}
@ListItem{on @Critical @Sym slash @Eliminated :
@BulletList
@ListItem{@B each transported unit suffers @B{1 damage} point}
@ListItem{apply @B {Emergency Disembark} @Rule 10.11.3}
@RawEndList}
@EndList
@End @Section
@Section @Title { @ColoredTitle {Emergency Disembark @Rule 10.11.3} } @Begin
@BulletList
@ListItem{@Free actions (@Sym emptyset @CMP)}
@ListItem{into empty @B adjacent hexes @Sym ampersand trigger @ReactionFire}
@ListItem{if no legal hex is available the unit is @Eliminated}
@ListItem{marked with @AFast , @ADelayed if @Cap Slow or in @Harsh}
@EndList
@End @Section
@Section @Title { @ColoredTitle {Assigning Damage @Rule 10.8} } @Begin
@BulletList
@ListItem{@Critical cancels @Critical @Hit @Suppress}
@ListItem{@Hit cancels @Hit @Suppress}
@ListItem{@Suppress cancels @Suppress}
@ListItem{automatic @Suppress if @AAmbush}
@EndList
@BulletList
@ListItem{assign 1 damage point for each @Critical @Hit @Rule 10.8.2}
@ListItem{if any @Suppress remains mark the unit with @ASuppressed:
@BulletList
@ListItem{fallback @AFallback if marked with @ADelayed}
@ListItem{if already @ASuppressed:
@BulletList
@ListItem{@Inf are marked with @AFallback}
@ListItem{@Arty and @AImmobile @Vehicle are @Eliminated}
@RawEndList}
@RawEndList
}
@ListItem{for each @Critical: roll @Attack: @Green |.2c @Defense: @Blue
@BulletList
@ListItem{on any uncancelled symbol:
@BulletList
@ListItem{@Vehicle @AImmobile is @Eliminated}
@RawEndList}
@ListItem{uncancelled @Critical:
@BulletList
@ListItem{@Inf: fallack @AFallback, if already @Eliminated}
@ListItem{@Arty: @Eliminated}
@ListItem{@Vehicle: immobilized @AImmobile} #, if already @Eliminated}
@RawEndList}
@ListItem{uncancelled @Hit:
@BulletList
@ListItem{@Inf: suppressed @ASuppressed, if already @AFallback}
@ListItem{@Arty: suppressed @ASuppressed, if already @Eliminated}
@ListItem{@Vehicle: fallack @AFallback, if already @Eliminated}
#@ListItem{@Vehicle: fallack @AFallback, if already or @AImmobile @Eliminated}
@RawEndList}
@ListItem{uncancelled @Suppress:
@BulletList
@ListItem{@InfArty: as @Hit}
#@ListItem{@Inf: suppressed @ASuppressed, if already @AFallback}
#@ListItem{@Arty: suppressed @ASuppressed, if already @Eliminated}
@ListItem{@Vehicle: suppressed @ASuppressed, if already @AFallback} #, if @AImmobile @Eliminated}
@RawEndList}
@RawEndList
}
@EndList
@End @Section
#@Section @Title { @ColoredTitle {Suppression while moving @Sym slash Overstacked @Rule 10.8.3} } @Begin
#@BulletList
# @ListItem{immediately retreat in an empty adjacent hex
# @BulletList
# @ListItem{@B farthest from the source of fire}
# @ListItem{that costs the @B fewest @MP to enter (move must be legal)}
# @RawEndList
# }
#@EndList
#@End @Section
@Section @Title { @ColoredTitle {Emlimination @Rule 10.8.4} } @Begin
@BulletList
@ListItem{@Vehicle: add @Sym slash replace a @Wreck marker}
@ListItem{the owning player loses 1 @CMP (not for Trucks), keeps min 4 @CMP}
@EndList
@End @Section
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