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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/japanese.lou
parent68de7f95d645d950ea993dac160822fd1ce1511e (diff)
downloadasynk-rules-edbd4a763fcae95e6ac3461e0279e6086a4b1c6d.zip
asynk-rules-edbd4a763fcae95e6ac3461e0279e6086a4b1c6d.tar.gz
LHY : first shot
Diffstat (limited to 'LastHundredYards/tables/japanese.lou')
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+black @Colour @CurveBox margin {.1c} black @Colour {
+@Tbl
+ #rule {yes}
+ margin {.1c}
+{
+ @Row paint {@Japs} format { @Cell 16p @Font @B A } A{@Japanese @B Japanese 10p @Font 15.2.1}
+ @Row format { @Cell A }
+ A { //
+ @RawBulletList
+ @ListItem{@I{Casualty Points} are always 1 per box @Reff 21.2}
+ @ListItem{@I Reduced squads are @B 1 step @I combat units}
+ @ListItem{do @B not @I Disrupt @B but will suffer a @I casualty (@I reduce) instead @Reff 13.3.1 @Reff 13.3.2}
+ @ListItem{do @B not @I Disrupt in case of @I{Collateral Damage} @B but are marked @I Regrouping @Reff 13.3.7}
+ @ListItem{do @B not conduct a @I{Cohesion Check} due to @I{Small Arms Fire} and @I{Mortar Fire} @Reff 13.3.1.6}
+ #@ListItem{A squad suffering a casualty is flipped to its @I reduced side and if already @I reduced is removed from play}
+ @ListItem{lose @I Concealment @B if they @I Maneuvre in @I{cover-terrain} within @B 2 hexes, not 3 @Reff 4.3.1.1.b}
+ @ListItem{lose @I Hidden status @B if in @I LOS of an enemy @I combat unit within @B 2 hexes, not 3 @Reff 20.9.2}
+ #@ListItem{that @I Maneuvre in @I{cover-terrain} lose @I Concealment within @B 2 hexes, not 3 @Reff 4.3.1.1.b}
+ @ListItem{directed by a @I leader in @I Reaction may maneuver at least @B 2 hexes, not 1 @Reff 10.1.2.a}
+ @ListItem{may unload adjacent to a know enemy, but are marked @I Regrouping @Reff 10.4.6.2.d}
+ #@ListItem{that @I Disrupt upon exiting a @I{Secondary Impact Hex}, are @B not required to @I withdraw @Reff 11.4.7.2.c}
+ @ListItem{must @B not @I withdraw when @I Disrupt upon exiting a @I{Secondary Impact Hex} @Reff 11.4.7.2.c}
+ @ListItem{have a @B +1 @I{Recovery DRM} when attempting to recover from @I Regrouping status @Reff 12.2}
+ @ListItem{only the best unit conduct a @I Cohesion check @B when retreating adjacent to enemy units @Reff 14.3.3.5}
+ @ListItem{suffer @B no @I Maneuvre limitation at @I Night @Reff 17.1.c}
+ @ListItem{@I knee mortar @I squads, and @I reduced @I squads @B cannot deploy @Reff 10.3.2.a}
+ @ListItem{2 @I reduced squads, or 1 @I reduced squad and 1 deployed section may re-combine @Reff 10.3.3}
+ @ListItem{Knee Mortars, fire a @I SADRM @B or @I MDRM @B or @I Smoke @Reff 11.4.10
+ @BulletList
+ @ListItem{in @I Reactions, fires @B only at units it @I observed, at @B any in @I LOS if stacked with its @I leader @Reff 11.4.10.2}
+ @ListItem{the @I MV for a @I squad is @B 0, @B -1 for a @I reduced @I squad}
+ @ListItem{their @I{Primary Impact Hex} is considered a @I{Secondary Impact Hex}}
+ @ListItem{it @B cannot @I extend and @I recovers on a roll @Sym lessequal @B 5 @Reff 11.4.10.4}
+ @RawEndList}
+ @EndList
+}}}