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| author | Jérémy Zurcher <jeremy@asynk.ch> | 2026-08-14 15:47:30 +0200 |
|---|---|---|
| committer | Jérémy Zurcher <jeremy@asynk.ch> | 2026-08-14 15:47:30 +0200 |
| commit | 99ab201251689d9a093b34eccbab25c269cf6335 (patch) | |
| tree | eb95a97f2ed59b285ec580b7adcd3373e2dfe42a /Assault/12_oas.lou | |
| parent | 5de93e36a5e7f088c9b1466c5a2fe5da7b1c8a36 (diff) | |
| download | asynk-rules-99ab201251689d9a093b34eccbab25c269cf6335.zip asynk-rules-99ab201251689d9a093b34eccbab25c269cf6335.tar.gz | |
add Assault
Diffstat (limited to 'Assault/12_oas.lou')
| -rw-r--r-- | Assault/12_oas.lou | 96 |
1 files changed, 96 insertions, 0 deletions
diff --git a/Assault/12_oas.lou b/Assault/12_oas.lou new file mode 100644 index 0000000..cf7a6b4 --- /dev/null +++ b/Assault/12_oas.lou @@ -0,0 +1,96 @@ +@Section @Title { @ColoredTitle {Off-Board Artillery Support @Rule 12.4} } @NewPage {no} @Begin +@BulletList +@ListItem{@I{Planning Phase} : card face down with assigned @CMP @Rule 12.4.1} +@ListItem{@I{Support Phase} : spot target hex @Sym ampersand fire exploratory shells @Rule 12.4.2} +@ListItem{@I{Action Phase} : select mode, shift target @Sym ampersand resolve strike @Rule 12.4.3} +@EndList + +@BeginSubSections + +@SubSection @Title { @ColoredSubTitle {General Rules @Rule 12.4} } @Begin +@BulletList +@ListItem{maximum of @I Smoke marker per hex is @B 5 instead of @B 4} +@ListItem{place @B 1 smoke marker in each target hexes @B after the attack} +@ListItem{defenders lose their @Weakest @Defense die (except @I Bunker)} +@EndList +@End @SubSection + +@SubSection @Title { @ColoredSubTitle {Spotting the Target @Rule 12.4.2.1} } @Begin +@BulletList +@ListItem{an @Inf, @Arty or @Cap Scout unit must spot for OAS, it cost @B 1 @CMP} +@ListItem{a @Clear @Sym slash @LOSH to the target hex is enough, mark the unit with @ANormal} +@EndList +@End @SubSection + +@SubSection @Title { @ColoredSubTitle {Exploratory Shells @Rule 12.4.2.2} } @Begin +@BulletList +@ListItem{roll @Green, if @Cap Scout, add @Blue keep @Hit only} +@EndList +/.2c @Display @Tbl + rule {yes} + i {ctr} + iv {ctr} + bpaint {@HeaderPaint} + aformat { @Cell A | @Cell B } +{ +@Rowa A{@Critical} B{+ @Blue @Attack} +@Rowa A{@Hit} +@Rowa A{@Suppress} B{1 hex drift} +@Rowa A{} B{2 hexes drift} +} +@End @SubSection + +@SubSection @Title { @ColoredSubTitle {The Artillery Strike @Rule 12.4.3} } @Begin +@BulletList +@ListItem{the spotting unit must still have @B Clear @Sym slash @LOSH to the target hex} +@ListItem{strike can be executed has @I Normal or @I Reaction action} +@ListItem{if not played, the @I OAS card goes back into the players hand} +@ListItem{player chose a strike mode : @I Smoke, @I Suppressive, @I Effective} +@ListItem{final impact hex drift using @I{Exploratory Shells} table @Rule 12.4.3.2 : + @BulletList + @ListItem{move the target @B 1 hex for free} + @ListItem{move the target @B 2-3 hexes but use @B single @Attack success} + @ListItem{then roll @Yellow, if @Cap Scout, add @Blue keep @Hit only} + @RawEndList} +@EndList +@End @SubSection + +@SubSection @Title { @ColoredSubTitle {Smoke Screen @Rule 12.4.3.1.1} } @Begin +@BulletList +@ListItem{do not use scenario @Smoke resources} +@ListItem{primary hex : @B +1 @Smoke then roll : @B +1 @Smoke per @Hit {@Sym slash} @Critical} +@ListItem{roll for @B each secondary hex : @B +1 @Smoke per @Hit {@Sym slash} @Critical} +#@ListItem{@B +1 @Smoke in @B{each 7} hexes, maximum 5 per hex @Rule 12.4} +@EndList +@End @SubSection + +@SubSection @Title { @ColoredSubTitle {Suppressive Fire @Rule 12.4.3.1.2} } @Begin +@BulletList +@ListItem{ineffective against @Armoured, but apply @Rule 7.1.2} +@ListItem{targets the primary hex @Sym ampersand @B 1 secondary hex} +@ListItem{split primary target hex dice into 2 groups of equal @Sym numbersign dice} +@ListItem{add @Blast die (@Blue if none) to @B each group} +#@ListItem{apply @Rule 7.1.2 when targeting @Vehicle or @I{Tank Riders}} +@ListItem{@Defense @Critical only cancel @Attack @Critical, not @Hit or @Suppress} +@ListItem{treat each damage comming from @Hit or @Critical into a @Suppress} +@ListItem{no @AFallback can be triggered by @I{Suppressive Fire} unless by @Critical} +@ListItem{apply @I{Assigning Damage} @Rule 10.8 @Sym ampersand @Rule 12.4.3.4 in case of @Critical} +#@ListItem{@B +1 @Smoke in @B{each 7} hexes, maximum 5 per hex @Rule 12.4} +@EndList +@End @SubSection + +@SubSection @Title { @ColoredSubTitle {Fire For Effect @Rule 12.4.3.1.3} } @Begin +@BulletList +@ListItem{apply respective @Attack dice on primary and secondary hexes} +#@ListItem{@B +1 @Smoke in @B{each 7} hexes, maximum 5 per hex @Rule 12.4} +@EndList +@End @SubSection + +@SubSection @Title { @ColoredSubTitle {Destroying @Rule 12.4.3.4} } @Begin +@BulletList +@ListItem{any uncancelled @Critical destroys an obstacle @LP @Sym ampersand triggers @I demolition on buildings and fortification @Rule 12.5 @LP or place @I Craters on other terrain @Rule 12.4.3.5} +@EndList +@End @SubSection + +@EndSubSections +@End @Section |
