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//
@Text @Begin
@BeginSections
@Section @Title {Terrains} @Begin
/.2c @LeftDisplay @Tbl
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i {ctr}
iv {ctr}
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{
@Rowc
paint {@HeaderPaint}
A{@Red @Yellow @Green @Blue} B{@B Movement} C {@B Defense}
@Rowa
paint {@HeaderPaint}
B{@Foot} C{@Wheeled} D{@Tracked} E{@Inf @Arty} I{@Vehicle} F{@LOSH} G{@E} H{@Indirect}
@Rowb
ruleabovewidth { 1p }
A{Clear} B{1} C{2} D{1} E{@Green}
@Rowb A{Beach} B{1} C{2} D{2} E{@Blue}
@Rowb A{Brush} B{1} C{2} D{1} E{@Green @Blue} I{@Blue} F{@Green}
@Rowb A{Rocky} B{1} C{3} D{2} E{@Yellow @Blue} I{@Blue} F{@Yellow}
@Rowb A{Groves} B{1} C{@X} D{2} E{@Green @Green} I{@Green} F{@Green}
@Rowb A{Trees} B{1} C{2} D{2} E{@Green @Green} I{@Green} F{@Green}
@Rowb A{Light Forest} B{1} C{2} D{2} E{@Yellow @Green} I{@Green} F{@Yellow} G{@E} H{@Sym emptyset}
@Rowb A{Heavy Forest} B{2} C{@X} D{@X} E{@Yellow @Yellow @Green} I{@Sym emptyset} F{@LOSB} G{@E} H{@Sym emptyset}
@Rowb A{Corn Field} B{2} C{2} D{1} E{@Green @Blue} I{@Blue} F{@LOSB}
@Rowb
rulebelowwidth { 1p }
A{Wheat Field} B{2} C{1} D{1} E{@Green @Blue} I{@Blue} F{@Green}
#@Rowb A{Main Road} B{1} C{1} D{1} E{@Blue @Blue} F{@Sym emptyset}
#@Rowb A{Urban Alley} B{1} C{1} D{1} E{@Blue} F{@Sym emptyset}
@Rowb
#ruleabovewidth { 1p }
A{Bridge} B{1} C{2} D{2} E{@Yellow} F{@Yellow}
@Rowb A{Large Bridge} B{1} C{1} D{1} E{@Green @Blue} I{@Blue} F{@Green}
@Rowb
ruleabovewidth { 1p }
A{Shallow Water} B{2} C{@X} D{@X} I{@Sym emptyset}
@Rowb A{@Inf Swampy} B{@ADelayed} C{@X} D{@X} E{@Blue} I{@Sym emptyset} F{@Blue}
@Rowb A{@Sym emptyset River} B{@X} C{@X} D{@X} I{@Sym emptyset}
@Rowb
ruleabovewidth { 1p }
A{@Inf Single-Storey} B{2} C{@X} D{@X} E{@Yellow @Yellow @Blue} I{@Sym emptyset} F{@Yellow} G{@E} H{}
@Rowb A{@Inf Large Single-Storey} B{2} C{@X} D{@X} E{@Red @Green @Green @Blue} I{@Sym emptyset} F{@LOSB} G{@E} H{@Sym emptyset}
@Rowb A{@Inf @Ea Multi-Storey} B{2 + 1} C{@X} D{@X} E{@Red @Green @Green} I{@Sym emptyset} F{@LOSB} G{@E} H{@Sym emptyset}
@Rowb A{@Inf @Ea Large Multi-Storey} B{2 + 1} C{@X} D{@X} E{@Red @Green @Green @Blue} I{@Sym emptyset} F{@LOSB} G{@E} H{@Sym emptyset}
@Rowb A{@Inf @Eb Church Tower} B{2 + 2} C{@X} D{@X} E{@Yellow @Yellow @Green} I{@Sym emptyset} F{@LOSB} G{@E} H{@Sym emptyset}
#@Rowb A{} B{} C{} D{} E{} F{} G{} H{}
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/.4c @LeftDisplay @Tbl
rule {yes}
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{
@Rowc A{@Ea} B{+1 @MP @Sym slash level @B climbed} C{+ @Blue @Defense if @B higher} #D{@B Swampy @Sym ampersand @B Buildings are @Inf @B only}
@Rowb A{{@Xrgb springgreen4} @Colour @I Harsh} B{move into the @B adjacent hex @Sym ampersand marked with @ADelayed (even if not enough @MP)}
@Rowa A{Roads} B{@Vehicle {@Sym emptyset}} C{@Arty @Defense: + @Blue} D{@Inf terrain @Defense die} E{@Inf @ReactionFire + @Blue}
@Rowd A{@Smoke} B{@Defense: + @Blue @Sym slash marker} C{@LOSB if 3+ markers}
@Rowd A{@AFast} B{@Vehicle @Defense: + @Blue} C{@InfArty @Defense: - @Weakest dice (keep min 1)}
}
#@LP each @LOSH hex along the LOS adds its @Strongest die to the defense.
#@LP @Vehicle gain @Weakest defense die only.
#@LP LOS is clear along Road, Alley and Bridge.
@End @Section
@Section @Title {Obstacles @Rule 9.5.8} @Begin
/.2c @LeftDisplay @Tbl
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i {ctr}
iv {ctr}
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@Rowa
paint {@HeaderPaint}
A{@Inf} B{@Arty} C{@Wheeled} D{@Tracked} E{attack @B through Obstacle, @B not during @ReactionFire}
@Rowb
ruleabovewidth { 1p }
A{Stone Wall} B{0} C{@X} D{@X} E{+1} F{+ @Yellow if adjacent}
@Rowb A{Steep Slope} B{@ADelayed} C{@X} D{@X} E{@X} F{@Arty @Vehicle @B cannot attack adjacent target through it}
@Rowb A{Barbed Wire} B{+1} C{@X} D{+1} E{+1} F{}
@Rowb A{Tank Barricaded} B{0} C{@X} D{@X} E{@X} F{@Inf + @Blue if adjacent}
#@Rowb A{Wrecks} B{?} C{?} D{?} E{?} F{@Vehicle +1 @MP on bridge @Sym slash road /.1c replace on new destroyed @Vehicle}
#@Rowb A{} B{} C{} D{} E{} F{}
}
@End @Section
#@Section @Title {Fortifications @Rule 9.5.7} @Begin
#/.2c @LeftDisplay @Tbl
# rule {yes}
# i {ctr}
# iv {ctr}
# bformat{ @Cell rulerightwidth{1.5p} i{left} A | @Cell C | @Cell rulerightwidth{1.5p} D | @Cell rulerightwidth{1.5p} i {left} E | @Cell i {left} F | @Cell i {left} G | @Cell rulerightwidth{1.5p} i {left} H | @Cell i {left} I }
#{
# @Row
# format { @StartVSpan @Cell rulerightwidth{1.5p} | @StartHSpan @Cell rulerightwidth{1.5p} A | @HSpan | @StartVSpan @Cell rulerightwidth{1.5p} D | @StartHSpan @Cell rulerightwidth{1.5p} E | @HSpan | @HSpan | @StartVSpan @Cell }
# A{6p @Font {extra @MP cost to enter hex /.1v @Underline{darkgreen @Color +X} : may cross fortification}} D{allowed @LP units} E{8p @Font {terrain @Strongest defense die +}}
# @Row
# format { @VSpan | @Cell D | @Cell rulerightwidth{1.5p} E | @VSpan | @Cell A | @Cell B | @Cell rulerightwidth{1.5p} C | @VSpan }
# D{@Wheeled} E{@Tracked} A{Front} B{Flank} C{Rear}
# @Rowb
# ruleabovewidth { 1p }
# A{Sandbags} B{0} C{@Underline{darkgreen @Color +2}} D{@Underline{darkgreen @Color +1}} E{@Inf @Arty @Vehicle} F{@Yellow @Green} G{@Yellow @Green} H{@Green} I {@Vehicle @Weakest terrain dice @B not @Strongest}
# @Rowb A{Pillbox} B{0} C{+2} D{+1} E{@Inf} F{@Red @Yellow} G{@Red @Yellow} H{@Yellow}
# @Rowb A{Trenches} B{0} C{+2} D{@Underline{darkgreen @Color +1}} E{@Inf} F{@Yellow @Yellow} G{@Yellow} H{@Yellow} I{attack from @B Flank lose @Weakest attack die}
# @Rowb A{Gun Position} B{0} C{+2} D{+1} E{@Inf @Arty} F{@Yellow @Green @Blue} G{@Yellow @Green} H{@Green @Blue}
# @Rowb A{Bunker} B{0} C{+3} D{+2} E{@Inf (@Arty)} F{@Red @Red @Blue} G{@Red @Red} H{@Red @Blue} I{attacked with @B OAS ignore loss of @Weakest defense die
#@LP @Arty on @B{game setup}, their arc of fire is limited to front
# }
#}
##@LP extra @MP cost is payed to enter the hex.
#@LP only @B allowed units benefit from fortifications, @B not during @ReactionFire.
#@LP if attacked from @B above (@I{Indirect Fire}, TA{@Sym slash}OAS), use @B only the @I Front @B fortification defense (no terrain).
#@End @Section
#@Section @Title {Ranged Fire @Rule 10.0} @NewPage {yes} @Begin
#/.2c @LeftDisplay @Tbl
# rule {yes}
# i {ctr}
# iv {ctr}
# aformat{ @Cell A | @Cell B }
#{
# @Rowa A{@B Attack} B{@B Defense}
# @Rowa A{LOS} B{b}
# @Rowa A{Joint Fire : + @Strongest attack} B{b}
# @Rowa A{mark Action} B{b}
# @Rowa A{Spotting} B{b}
# @Rowa A{Attack dice} B{b}
# @Rowa A{@Elite @Sym slash @Veteran +1 @Blue} B{b}
# @Rowa A{@AAttack @Sym slash @AHidden - @Weakest die} B{b}
# @Rowa A{@Recruit + @Suppress} B{b}
# @Rowa A{@AAmbush + @Suppress} B{b}
# @Rowa A{} B{b}
#}
#@End @Section
@EndSections
@End @Text
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