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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/concealed.lou
parent68de7f95d645d950ea993dac160822fd1ce1511e (diff)
downloadasynk-rules-edbd4a763fcae95e6ac3461e0279e6086a4b1c6d.zip
asynk-rules-edbd4a763fcae95e6ac3461e0279e6086a4b1c6d.tar.gz
LHY : first shot
Diffstat (limited to 'LastHundredYards/tables/concealed.lou')
-rw-r--r--LastHundredYards/tables/concealed.lou58
1 files changed, 58 insertions, 0 deletions
diff --git a/LastHundredYards/tables/concealed.lou b/LastHundredYards/tables/concealed.lou
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+++ b/LastHundredYards/tables/concealed.lou
@@ -0,0 +1,58 @@
+black @Colour @CurveBox margin {.1c} black @Colour {
+@Tbl
+ #rule {yes}
+ margin {.1c}
+ aformat { @Cell A }
+{
+ @Row paint {@Concealment} format { @Cell 16p @Font @B A } A{Concealed 10p @Font 4.3}
+ @Rowa rulebelow {yes} A{ //
+ @RawBulletList
+ @ListItem{a unit lose its @I{Concealment} if it @Reff 4.3.1 :
+ @BulletList
+ @ListItem{retreats from or remains in an @I{Assault Hex}}
+ @ListItem{is @I Disrupted, @I Shocked, or suffers a @I Casualty}
+ @ListItem{is a @I{non-vehicular} and the @I FFAR is @Sym greaterequal best @I Cohesion in the hex}
+ @RawEndList}
+ @ListItem{@I Concealment is immediately lost @B if in @I LOS of an enemy unit :}
+ @RawEndList
+ /.5v @Tbl
+ indent {ctr}
+ rule {yes}
+ {
+ @Row paint {@Even} ruleabove {no} format { @Cell rule {no} paint {none} | @Cell B | @Cell C | @Cell D } B {@B Action} C{@B Open-Terrain} D{@B Cover-Terrain @Mark}
+ @Row paint {@Odd} format { @StartVSpan @Cell ruleleft {no} iv{ctr} A | @Cell B | @Cell C | @Cell D } A{non-vehicular /.1v in @I{day light}} B{Fire} C{8} D{2}
+ @Row paint {@Even} format { @VSpan | @Cell B | @Cell C | @Cell D } B{Maneuver} C{8} D{3 @Sym slash 2 @Japanese @Russian @Sym slash 1 6p @Font @I LATW}
+ @Row paint {@Odd} ruleabovewidth {.1v} format { @StartVSpan @Cell ruleleft {no} iv {ctr} A | @Cell B | @Cell C | @Cell D } A{vehicle} B{any} C{@Sym infinity} D{8}
+ @Row paint {@Even} format { @VSpan | @StartHSpan @Cell B | @HSpan | @HSpan } B{is adjacent at the end of a @I Activation @Sym slash @I Reaction}
+ }
+ //.3v @Mark @I @BOP, @I IP, @I FP are considered @I{cover-terrain} /.5v
+ }
+ @Row paint {@Concealment} format { @Cell 16p @Font @B A } A{Hidden 10p @Font 20.9}
+ @Rowa A{ //
+ @RawBulletList
+ @ListItem{unloaded @I{Towed Guns}, and @I LATW units @B can always set up @I Hidden}
+ @ListItem{revealed @I Hidden units are placed in their hex @I Concealed @Reff 20.9.2}
+ @ListItem{a @I Hiden unit is revealed @B when it conducts an @I Action
+ @BulletList
+ @ListItem{@B{or at} @I{Fire Resolution} @B if its hex contains an @I SADRM @Sym slash @I MDRM} #@Reff 20.9.2.c}
+ @ListItem{@B{or after} a @I{Call for Reaction} @B if it is @I LOS of an enemy @Reff 20.9.2.a :}
+ @RawEndList}
+ @RawEndList
+ /.5v @Tbl
+ indent {ctr}
+ rule {yes}
+ aformat { @Cell ruleleft {no} A | @Cell B | @Cell C | @Cell D | @Cell E }
+ {
+ @Rowa paint {@Odd} ruleabove {no} A{@I combat unit} B{@I LATW, @I{Towed Gun}, @Japanese, @Russian} C{2} D{others} E{3}
+ @Rowa paint {@Even} A{any unit} B{ @I vehicle in @I{open-terrain} } C{10} D{at Night} E{1}
+ } //.5v
+ @RawBulletList
+ @ListItem{when enemy @B enters the hex of @I Hidden units @Reff 20.9.2.b :
+ @BulletList
+ @ListItem{they step back @B 1 hex, any @I @RNP unload}
+ @ListItem{mark eligible units with an @I{Assault Arrow}, they @B may @I Feint /.3v @B except @I{non-vehicular} units that used the @I{Road Bonus}}
+ @ListItem{@I Hidden units @B may fire @B without losing @I Concealment}
+ @RawEndList}
+ @EndList
+ }
+}}