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black @Colour @CurveBox margin {.1c} black @Colour {
@Tbl
#rule {yes}
margin {.1c}
{
@Row paint {@Leaders} format { @Cell 16p @Font @B A | @Cell i{right} B } A{Leader 10p @Font{2.2.5} @Version 1} B{zero-step non-@I combat unit}
@Row format { @StartHSpan @Cell A | @HSpan } A{ // 12.5c @Wide
@DashList
@ListItem{Initiative :
@BulletList
@ListItem{a player without a @I leader or an @I AFV forfeits the initiative.}
@RawEndList}
@ListItem{Activation Phase :
@BulletList
@ListItem{a platoon without a @I leader cannot coordinate @Reff 7.1}
@ListItem{ad hoc unit stacked with him cannot be activated by another platoon @Reff 7.2.a}
@ListItem{he may activate units from a single @I AFV platoon in the same hex @Reff 7.2.b}
@RawEndList}
@ListItem{Limited Reactions :
@BulletList
@ListItem{A @I leader may Maneuver or Recover and may direct units of its platoon /.3v (or ad hoc) to Maneuver or Recover if they are : @Reff 8.3.a
@BulletList
@ListItem{stacked with him in a Forest or Building }
@ListItem{within 1 hex in Open, @BOP, /.3v connecting road{@Sym slash}railroad or path hex}
@RawEndList}
@RawEndList}
@ListItem{Mortar :
@BulletList
@ListItem{may request an MFA @B unless @I Disrupted, @I Regrouping, @I Heroic, @I {Out of Command} or in a @I{Primary Impact}, @I Assault hex or loaded in a vehicle in motion @Reff 11.4.4.1}
@ListItem{may request an MFA on its hex if pass a @I Cohesion check /.3v @B unless @I Disrupted, @I Regrouping or in a Primary Impact Hex. @Reff 11.4.4.2}
@ListItem{a Knee Mortar stacked with its @I leader may fire at any hex in its LOS. @Reff 11.4.10.2}
@RawEndList}
@ListItem{Assault :
@BulletList
@ListItem{only @B 1 @I leader may participate in an @I Assault @Reff{14.0}, conducts a @I Loss check @Reff 14.3.5}
@ListItem{may claim the @Char quotedblleft Defender in an Urban Building @Sym slash Road Hex @Char quotedblright @I DRM @Reff 14.2.i}
#@ListItem{@B unless @I Disrupted or @I Regrouping, may @I Assault @Sym slash reinforce with a friendly @I combat unit or reinforce a unit of the same platoon. @Reff 10.5.1.c}
@ListItem{can only @I assault with or @I reinforce friendly @I combat units @Reff 10.5.1.c}
@RawEndList}
@ListItem{Fire Resolution :
@BulletList
@ListItem{@B -1 to the @I{Final Result} if @B not @I Disrupted and has a higher @I Cohesion @Reff 13.1.4}
@RawEndList}
@ListItem{Recovery @Reff 12.1.1 :
@BulletList
@ListItem{a @I Regrouping @I leader can @B only assist other @I Regrouping units in its hex}
@ListItem{a @I leader @B not @I Disrupted, in an @I Assault, @I{Primary Impact} or @I Recovered @B may :
@BulletList
@ListItem{@I Maneuver then assist 1 @I Disrupted unit or @I Regrouping units in its hex}
@ListItem{on @I Rally, the @I leader may conduct an @I Action @B unless he already @I Maneuver. @Reff 12.5}
@RawEndList}
@RawEndList}
@ListItem{Leader Loss (Sniper, Casualty, Assault) @Reff 13.3.4.1 :
@BulletList
@ListItem{place it @B 7 minutes ahead of the current time on the @I{Time Track}}
@ListItem{returns in the @I{Cleaning Phase}, @I Concealed @Sym slash @I Hidden with any unit of its @I Plt}
@RawEndList}
@EndList
}
}}
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