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@Document
//
@Text @Begin
@BeginSections
@Section @Title {Action Tokens} @NewPage {no} @Begin
/.1c @LeftDisplay @Tbl
rule {yes}
i {left}
iv {ctr}
aformat { @Cell A | @Cell B | @Cell C | @Cell D }
{
@Rowa A{ @B Token } B{@B Effects} C{@B Cause} D{@B Restrictions}
@Rowa A{ @ADelayed @LLP @LLP Delayed }
B{
auto spotted @Spotting @Rul 10.5
@LLP on @Suppress result: @AFallback @Rul 13.2
}
C{
#move into @Harsh @Rul 9.4.5
move @Sym slash unload into @Harsh @Rul 9.4.5 - @Rul 9.10.3 - @Rul 10.11.3 # @Sym slash emergency disembark
@LLP @Inf cross steep slopes @Rul 9.5.8.2
#@LLP unloaded @Inf @Cap slow or in @Harsh @Rul 9.10.3
@LLP @Vehicle loads @I immobile @Arty @Rul 9.10.4
@LLP unloaded @I immobile @Arty @Sym slash @Cap Slow @Rul 9.10.3 - @Rul 9.10.5 - @Rul 10.11.3
#@LLP emergency disembark @Cap slow or in @Harsh @Rul 10.11.3
#@LLP unload{@Sym slash}disembark @Cap slow or in @Harsh @Rul 9.10.3 @Sym ampersand @Rul 10.11.3
#@LLP unloaded @Cap slow or in @Harsh @Rul 9.10.3 @Sym ampersand @Rul 10.11.3
}
D{
@Arty no last shot on overrun @Rul 9.9.1
@LLP @Vehicle may not load unit @Rul 9.10.2
@LLP @I immobile @Arty may not be loaded @Rul 9.10.4
@LLP @Inf no hidden movement @Rul 9.11
}
@Rowa A{ @ANormal @LLP @LLP Normal }
B{}
C{
normal movement @Rul 9.1 - @Rul 9.8 - @Rul 9.9
@LLP @Free spotting already marked @AAttack @Rul 7.1 - @Rul 7.2
#@LLP reinforcing position @Rul 9.7.2
#@LLP smoke cover @Rul 9.7.3
@LLP unloading @I immobile @Arty @Rul 9.10.5
#@LLP movement with covering fire @Rul 9.12
@LLP @I{Close Combat} where enemy withdraw @Rul 11.5
@LLP OAS spotting @Rul 12.4.2.1
}
D{}
@Rowa A{ @AFast @Rul 9.2 @LLP @LLP Fast }
B{
+1 @MP
@LLP @InfArty: lose @Weakest @Defense die (min 1)
@LLP @Vehicle @Defense : + @Blue
@LLP auto spotted @Spotting @Rul 10.5
}
C{
fast movement @Rul 9.2 - @Rul 9.9
#@LLP smoke cover @Rul 9.7.3
@LLP overrun @Arty @Rul 9.9.1
#@LLP movement with covering fire @Rul 9.12
@LLP unloaded units @Rul 9.10.3 - @Rul 10.11.3
@LLP @I{Close combat} where enemy is eliminated @Rul 11.5.4
}
D{
not in @Harsh @Rul 9.4.5
@LLP not in @I Minefields @Rul 9.5.9.2
@LLP @InfArty not if @Cap Slow or marked @AAttack @Rul 9.2
@LLP @Arty no last shot on overrun @Rul 9.9.1
@LLP @Vehicle may not load unit @Rul 9.10.2
#@LLP no if slow @Rul 9.2
}
@Rowa A{ @AAttack @LLP @LLP Attack }
B{
lose @Weakest @Attack die when firing @Rul 10.9
@LLP @Sym ampersand in @I{Close Combat} 1{@Sup st} round @Rul 11.4
@LLP @I{Anti Aircraft}: @SingleSuccess @Rul 12.3.4-5
}
C{
@AFast in previous turn @Rul 6.5
@LLP @Free spotting and not marked @Rul 7.1 - @Rul 7.2
@LLP smoke cover without moving @Rul 9.7.3
}
D{
may not @AFast @Rul 9.2
@LLP @I{Covering Fire}: add next @Strongest die @Rul 9.12
@LLP @I{Joint Fire}: add next @Strongest die @Rul 10.9.4
}
@Rowa A{ @AFiring @LLP @LLP Firing }
B{
auto spotted @Spotting @Rul 10.5
}
C{
@I{Indirect Fire} - @I{Firing Smoke} @Rul 7.1 - @Rul 7.2
@LLP @I Fire - @I{Reaction Fire} @Rul 10.0 - @Rul 8.2
@LLP @I{Covering Fire} - @I{Joint Fire} @Rul 9.12 - @Rul 10.9.4
@LLP @I{Close Combat} - @I{Anti Aircraft} @Rul 11.3 - @Rul 12.3.4
#@LLP @I{Close Combat} support @Rul 11.3
#@LLP @I{Anti Aircraft} defense @Rul 12.3.4
}
D{
}
@Rowa A{ @ATurret @LLP @LLP Turret Fire }
B{
auto spotted @Spotting @Rul 10.5
@LLP target @Defense: + @Blue @Rul 10.10.4
}
C{
stationary @I Fire outside of arc of fire @Rul 10.6
}
D{
@Cap Turret @Vehicle @Sym ampersand stationary @I Fire @Rul 10.6
}
@Rowa A{ @AFireMove @AMoveFire @LLP @LLP Fire @Sym ampersand Move}
B{
move up to 1{@Sym slash}2 @MP (rounded up) @Rul 9.3
#@LLP spotting roll required @Rul 10.5
@LLP target @Defense: + @Green @Rul 10.10.4
}
C{
@I{Fire @Sym ampersand Move} - @I{Move @Sym ampersand Fire} @Rul 9.3
@LLP may @I Fire outside of arc of fire @Rul 10.6
}
D{
@I{mobile} @Arty may only rotate, not move @Rul 9.3
}
@Rowa A{ @AHide @Rul 9.11 @LLP @LLP Hide }
B{
@Defense: + @Blue
@LLP -1 spotting @Spotting
@LLP @Inf may move 1 hex, not if @Cap Slow
@LLP not on road, @Harsh
}
C{
#hide action
}
D{
@Inf not on roads
@LLP @Arty @Sym slash @Vehicle not on roads or clear
#@LLP @Inf may move 1 hex, @LLP not on road, @Harsh or if @Cap slow
}
@Rowa A{ @AHidden @Rul 9.11.1 @LLP @LLP Hidden }
B{
@Defense: + @Blue
@LLP -2 spotting @Spotting
@LLP @Attack: as if @AAttack (- @Weakest @Attack die)
}
C{
@AHide in previous turn @Rul 6.5
}
D{
}
@Rowa A{ @AAmbush @Rul 9.11.2 @LLP @LLP Ambush }
B{
@Defense: + @Blue
@LLP -2 spotting @Spotting
@LLP @Attack: + @Suppress
@LLP @Defense: - @Weakest @Defense die
}
C{
@AHidden in previous turn @Rul 6.5
}
D{
}
@Rowa A{ @ADigIn @Rul 9.7.1 @LLP @LLP Dig In}
B{
lose @Weakest @Defense die (min 1)
}
C{
#hide action @Rul 9.11
}
D{
@Inf only, not in @I fortification
}
@Rowa A{ @ADugIn @Rul 9.7.1 @LLP @LLP Dug In}
B{
@Defense: + @Green
}
C{
@ADigIn in previous turn @Rul 6.5
}
D{
until @Eliminated or @I Move (not @I Reinforcing)
}
@Rowa A{ @AFallback @Rul 13.3 @LLP @LLP Fallback }
B{
immediately move @MP +1 hex unless @Cap Slow
@LLP @B cannot move be closer to an enemy unit
@LLP triggers @ReactionFire, @B no terrains @Defense
@LLP @Vehicle may move in reverse
@LLP if blocked: suffer 1 @Hit
@LLP @Eliminated if in the same hex as an enemy
@LLP must @AFallback if receives an @Suppress
#@LLP @Eliminated if : attacked in @I{Close Combat}
#@LLP @B or receives a @B second @AFallback result
@LLP cannot hold an objective
}
C{
@Suppress @Inf while already @ASuppressed @Rul 10.8.3
@LLP @Critical hits resolution @Rul 10.8.1
@LLP uncancelled @Suppress in @I{Close Combat} @Rul 13.3
@LLP @Eliminated if already or @Arty @Sym slash @Vehicle @AImmobile
#@LLP@Arty or @AImmobile that receives @AFallback are @Eliminated
}
D{
@Arty no last shot on overrun @Rul 9.9.1
@LLP @Vehicle may not load unit @Rul 9.10.2
@LLP @I immobile @Arty may not load @Rul 9.10.4
}
#@ListItem{unit activation ends immediately}
#@ListItem{@ASuppressed when already from a previous roll: must @AFallback}
#@ListItem{@ASuppressed while moving @Sym slash @I Overstacked:
# @BulletList
# @ListItem{immediately retreat in an @B{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)}
@Rowa A{ @ASuppressed @Rul 13.3 @LLP @LLP Suppressed }
B{
@InfArty @Defense: + @Green @Rul 10.10.6
@LLP cannot attack in @I{Close Combat} 1{@Sup st} round @Rul 11.4.3
@LLP must @AFallback if receives an @Suppress
@LLP cannot hold an objective
}
C{
1+ uncancelled @Suppress after combat @Rul 10.8.3
@LLP @Critical hits resolution @Rul 10.8.1
}
D{
@Arty no last shot on overrun @Rul 9.9.1
@LLP @Vehicle may not load unit @Rul 9.10.2
@LLP @I immobile @Arty may not load @Rul 9.10.4
#@LLP if suppressed again from separate roll @Sym arrowdblright fallback @Rul 13.3
}
@Rowa A{ @AImmobile @LLP @LLP Immobile }
B{
@Eliminated on any uncancelled @Critical result @Rul 10.8.1.2
@LLP always outflanked in @I{Close Combat} @Rul 11.4.1
@LLP always use rear @Defense in @I{Close Combat} @Rul 11.5.1
@LLP @I turreted tank may turret fire @Rul 13.1
}
C{
uncancelled critical result: @Critical @Rul 10.8.1.2
@LLP @Eliminated on @AFallback @Rul 13.3
}
D{
@Vehicle may not load unit @Rul 9.10.2
}
@Rowa A{Half-Strength}
B{
@I{Covering Fire}: add next @Strongest die @Rul 9.12
@LLP failed @Spotting: roll half up dice @Rul 10.5
@LLP @Attack: @SingleSuccess (@Strongest) @Rul 10.9.1
@LLP @I{Close Combat}: @SingleSuccess (@Strongest) @Rul 11.4.1
@LLP @I{Close Combat}: lose @Weakest @Defense die @Rul 11.4.1
}
C{
@I{Close Combat} each uncancelled @Critical @Rul 11.5.4
}
D{
}
}
@End @Section
@EndSections
@End @Text
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