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black @Colour @CurveBox margin {.1c} black @Colour {
@Tbl
#rule {yes}
margin {.1c}
aformat { @Cell A }
{
@Row paint {@Transport} format { @Cell 16p @Font @B A } A{Transport 10p @Font 10.4.6 @Version 1}
@Rowa A{
|| @Tbl
indent {ctr}
rule {yes}
{
@Row paint{@Even} ruleabove {no} format { | @Cell @B B | @Cell @B C | @Cell @B D} B{non-vehicular} C{leader} D {LATW or FT}
@Row paint{@Odd} format {@Cell ruleleft {no} @B A | @Cell B | @Cell C | @Cell D} A{AFVs @Sym ampersand HTs} B{2 steps} C{1} D{1}
@Row paint{@Even} format {@Cell ruleleft {no} @B A | @Cell B | @Cell C | @Cell D} A{Trucks} B{4 steps} C{1} D{1}
@Row paint{@Odd} format {@Cell ruleleft {no} @B A | @Cell B | @StartHSpan @Cell C | @HSpan} A{Jeeps} B{1 steps} C{1}
@Row paint{@Even} format {@Cell ruleleft {no} @B A | @StartHSpan @Cell B | @HSpan | @HSpan} A{Carriers} B{Passengers or @I{Towed Gun}} C{1}
}
}
@Rowa A{ //
@RawBulletList
@ListItem{@I @RNP @Reff 10.4.6.2 :
@BulletList
@ListItem{@B cannot load if @I Disrupted}
@ListItem{@B cannot load or unload adjacent to known enemy unit /.3v @Japanese or @Russian @B may but are marked @I Regrouping}
@ListItem{load @Sym slash unload as their @B only action of the game turn}
@ListItem{@B all @I AFV @I Riders @B unload in their hex /.3v @B if any is @I Disrupted or the @I AFV @I Fires or is @I Shocked}
#@ListItem{load or unload in the @B same hex as the transporter or adjacent if they are in a forest or urban-building hex}
@RawEndList}
@ListItem{to @B load, the @I vehicle must be @B stationary @Reff 10.4.6.2.1 :
@BulletList
@ListItem{in the @B same hex as its @I @RNP /.3v @B or adjacent if they are in a forest or urban-building hex}
@ListItem{@B may @I Shoot @Sym ampersand @I Scoot}
@RawEndList}
@ListItem{to @B unload the @I vehicle must be @B stationary /.3v @B or marked with a @RMotion @Reff 10.4.6.2.2 :
@BulletList
@ListItem{@I @RNP unload in the @B same hex}
@ListItem{@B may @I Halt @Sym ampersand @I Fire}
@RawEndList}
@ListItem{@Underline @I{Towed Gun} have 0 step inherent @I Carrier @Reff 10.4.6.3 :
@BulletList
@ListItem{as the @B only game turn @I Action for both /.3v they can load @B or unload @B or @I Maneuver if loaded}
@ListItem{if in a hex a @I Carrier @B cannot enter it may /.3v load onto or unload from a @I Carrier in an adjacent hex}
@RawEndList}
# @ListItem{@Underline @I{Collateral Damage} (@B if @I ATV @Sym greater 0) @Reff 13.3.7 :
# @BulletList
# @ListItem{@I @RNP even if already unloaded, @B must : /.3v unload, @I Disrupt (@Japanese or @Russian @I Regrouping), @I Cohesion check}
# @ListItem{loaded @I{Towed Gun} is @I Destroyed @B unless @I ATF from an @I MG}
# @ListItem{in @I{open-terrain} without @I IP, not during an @I Assault : /.3v @B 1 @I undisrupted unit is @I Disrupted (@Japanese or @Russian @I Regrouping)}
# @RawEndList}
@EndList
}
}}
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