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authorJérémy Zurcher <jeremy@asynk.ch>2024-03-20 16:29:20 +0100
committerJérémy Zurcher <jeremy@asynk.ch>2024-03-20 16:29:43 +0100
commitedbd4a763fcae95e6ac3461e0279e6086a4b1c6d (patch)
treef954acd81765c29f4c3eb9eaed2a918ec5ebe3b3 /LastHundredYards/tables/atdrm.lou
parent68de7f95d645d950ea993dac160822fd1ce1511e (diff)
downloadasynk-rules-edbd4a763fcae95e6ac3461e0279e6086a4b1c6d.zip
asynk-rules-edbd4a763fcae95e6ac3461e0279e6086a4b1c6d.tar.gz
LHY : first shot
Diffstat (limited to 'LastHundredYards/tables/atdrm.lou')
-rw-r--r--LastHundredYards/tables/atdrm.lou69
1 files changed, 69 insertions, 0 deletions
diff --git a/LastHundredYards/tables/atdrm.lou b/LastHundredYards/tables/atdrm.lou
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--- /dev/null
+++ b/LastHundredYards/tables/atdrm.lou
@@ -0,0 +1,69 @@
+black @Colour @CurveBox margin {.1c} black @Colour {
+@Tbl
+ #rule {yes}
+ margin {.1c}
+{
+ @Row paint {@ATDRM} format { @Cell 16p @Font @B A | @Cell i{right} B}
+ A{Anti-Tank Fire 10p @Font 11.5} B{@Sym less -4 @B not allowed |.2c [-4 ; +8]}
+ @Row format { @StartHSpan @Cell A | @HSpan } A{ //
+ @RawBulletList
+ @ListItem{@B if @I ATV < 0, can @B only target @I Carrier or @I FV (@I exc : @Russian Anti-Tank Rifles) @Reff11.5.a}
+ @ListItem{@I ATV is @B limited to @B 1 when targeting an @I FP or @I{Towed Gun} @Reff11.5.b}
+ @ListItem{@B cannot fire into a hex without known enemies @Reff 11.0.b}
+ @ListItem{@B may fire at @I vehicles or @I{Towed Guns} in hexes containing friendly units @Reff 11.5}
+ @ListItem{@B must distribute @I{Anti-Tank Fire} equally amongst the @I AFVs in a hex @Reff 11.5.1.d}
+ @ListItem{@B if an @I AFV fires its @I Riders @B must unload @Reff 10.4.6.2.c}
+ @EndList
+ }
+ @Row format { @StartHSpan @Cell A | @HSpan }
+ A{ || @Tbl
+ indent {ctr}
+ rule {yes}
+ #aformat { @Cell | @StartHSpan @Cell @B B | @HSpan | @HSpan | @HSpan | @HSpan }
+ bformat { @Cell rule {no} paint {none} @B A | @Cell @B B | @Cell @B C | @Cell @B D | @Cell @B E | @Cell @B F | @Cell @B G | @Cell @B H | @Cell @B I }
+ cformat { @Cell ruleleft {no} @B A | @Cell B | @Cell C | @Cell D | @Cell E | @Cell F | @Cell G | @Cell H | @Cell I }
+ {
+ #@Rowa B{Range}
+ @Rowb ruleabove {no} paint {@Odd} A{DRM} B{LATW} C{4} D{5} E{15} F{18} G{21} H{24} I{30}
+ @Rowc paint {@Even} A{-} B{1} C{1} D{1} E{1-5} F{1-6} G{1-7} H{1-8} I{1-10}
+ @Rowc paint {@Odd} A{red @Colour -1} B{2} C{2} D{2} E{6-10} F{7-12} G{8-14} H{9-16} I{11-20}
+ @Rowc paint {@Even} A{red @Colour -2} B{3} C{3-4} D{3-5} E{11-15} F{13-18} G{15-21} H{17-24} I{21-30}
+ }
+ }
+ @Row format { @StartHSpan @Cell A | @HSpan }
+ A{ /.1v @Tbl
+ indent {left}
+ rule {yes}
+ aformat { @StartHSpan @Cell ruleleft {no} i{left} A | @HSpan | @HSpan }
+ bformat { @Cell ruleleft {no} i{ctr} @B A | @Cell @I B | @Cell C }
+ {
+ @Rowb ruleabove {no} paint {@Even} A{+1} B{Elite} C{firing unit is @I Elite}
+ @Rowb paint {@Odd} A{+1} B{Towed Gun ambush} C{@I{Towed Gun} fired when revealed from @I Hidden}
+ @Rowb paint {@Even} A{red @Colour -1} B{Hindrances} C{for each applicable @I Hindrance}
+ @Rowb paint {@Odd} A{red @Colour -1} B{Concealed Target} C{target is @I Concealed}
+ @Rowb paint {@Even} A{red @Colour -1} B{Motion Target} C{target has a @I red or @I {green motion} marker}
+ @Rowb paint {@Odd} A{red @Colour -1} B{Hulldown} C{behind a @I wall, at higher level, in a @I building /.3v @B not if fire comes @B along an enclosed road}
+ @Rowb paint {@Even} A{red @Colour -1} B{Opportunity Fire} C{target entered @B 3+ contiguous open hexes in @I LOS}
+ @Rowb paint {@Odd} rulebelowwidth {.1v} A{red @Colour -1} B{Suppressed Fire} C{@Sym numbersign applicable @I DRM @Sym slash 2 @Sym arrowup } # /.3v @I{SA{@Sym slash}MDRM} : @I{non-vehicular} (@B not @I FP), @I FV, @I Carrier /.3v @I ATDRM : @I vehicular, @I{Towed Gun}}
+ @Rowb paint {@Even} A{red @Colour -2} B{Towed Gun} C{target is a @I{Towed Gun} in an @I IP or @I building hex}
+ @Rowa ruleabovewidth {.1v} A{@B not @I LATW}
+ @Rowb paint {@Odd} A{red @Colour -3} B{Split Fire} C{@I Fire at 2 targets, through 1 single hexside}
+ @Rowb paint {@Even} A{red @Colour -1 @Sym slash red @Colour -2} B{Motion Fire} C{0 @Sym slash 1 hex : @I{Shoot @Sym ampersand Scoot} or @I{Halt @Sym ampersand Fire}}
+ }
+ }
+ @Row format { @StartHSpan @Cell A | @HSpan }
+ A{ //
+ @RawBulletList
+ @ListItem{units marked with an @I ATDRM @B may conduct normal @I Actions @Reff 11.5.1.a}
+ #@ListItem{@B cannot fire into a hex without known enemies @Reff 11.0.b}
+ #@ListItem{@B may @I Fire at @I vehicles or @I{Towed Guns} in hexes in @I LOS containing friendly units @Reff 11.5}
+ #@ListItem{@B must distribute @I{Anti Tank Fire} equally amongst the @I AFVs in a hex @Reff 11.5.1.d}
+ #@ListItem{@B if @I ATV < 0, @I Fire is @B limited to @I Carrier and @I FV targets only @Reff11.5.a}
+ #@ListItem{@I ATV is @B limited to @B 1 when firing against an @I FP or @I{Towed Gun} @Reff11.5.b}
+ @ListItem{@I LATW @B may @I Maneuver 1 hex and fire, @B if the hex entered is @Reff 11.5.2 :
+ @BulletList
+ @ListItem{a @I{cover-terrain}, behind a cover hexside, contains an @I IP or friendly @I combat unit}
+ @RawEndList}
+ @EndList
+ }
+}}