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author | Jérémy Zurcher <jeremy@asynk.ch> | 2024-03-20 16:29:20 +0100 |
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committer | Jérémy Zurcher <jeremy@asynk.ch> | 2024-03-20 16:29:43 +0100 |
commit | edbd4a763fcae95e6ac3461e0279e6086a4b1c6d (patch) | |
tree | f954acd81765c29f4c3eb9eaed2a918ec5ebe3b3 /LastHundredYards/tables/mdrm.lou | |
parent | 68de7f95d645d950ea993dac160822fd1ce1511e (diff) | |
download | asynk-rules-edbd4a763fcae95e6ac3461e0279e6086a4b1c6d.zip asynk-rules-edbd4a763fcae95e6ac3461e0279e6086a4b1c6d.tar.gz |
LHY : first shot
Diffstat (limited to 'LastHundredYards/tables/mdrm.lou')
-rw-r--r-- | LastHundredYards/tables/mdrm.lou | 77 |
1 files changed, 77 insertions, 0 deletions
diff --git a/LastHundredYards/tables/mdrm.lou b/LastHundredYards/tables/mdrm.lou new file mode 100644 index 0000000..afd158c --- /dev/null +++ b/LastHundredYards/tables/mdrm.lou @@ -0,0 +1,77 @@ +black @Colour @CurveBox margin {.1c} black @Colour { +@Tbl + #rule {yes} + margin {.1c} +{ + @Row paint {@MDRM} format { @Cell 16p @Font @B A | @Cell i{right} B} + A{Mortar Fire 10p @Font 11.4} B{@Sym less -4 @B not allowed |.2c [-4 ; +3]} + @Row format { @StartHSpan @Cell A | @HSpan } + A{ 10p @Font { // + @RawBulletList + @ListItem{a @I leader{@Sym slash}@I{non-vehicular combat} unit @B may request @I MFAs before acting /.3v (@I exc : @Russian only a leader, or a unit within 2 hexes of its leader)} + @ListItem{the requesting unit @B cannot be @Reff 11.4.4.1 : + @BulletList + @ListItem{@I Disrupted, @I Regrouping, @I Heroic, @I{Out of Command}} + @ListItem{in a @I{Primary Impact Hex} or @I Assault hex (@I exc : @I{Fire on My Position})} + @ListItem{loaded, unless the @I vehicle is stationary} + @RawEndList} + @ListItem{an @I MFA @B cannot taret a hex with friendly @I{non-vehicular} units @Reff 11.4.4} + @ListItem{a @I leader @B may request an @I MFA on its position on a d10 @Sym lessequal its @I Cohesion} + @ListItem{@I attacking units in an @I Assault do not benefit from any @I TEMs @Reff 11.4.7} + @EndList + }} + @Row format { @StartHSpan @Cell A | @HSpan } + A{ || @Tbl + indent {ctr} + rule {yes} + aformat { @Cell rule {no} paint {none} | @Cell @B B | @Cell @B C | @Cell @B D | @Cell @B E } + bformat { @Cell ruleleft {no} i{right} @B A | @Cell @I B | @Cell @I C | @Cell @I D | @Cell E } + { + @Rowa paint {@Odd} ruleabove {no} B{Primary} C{Secondary} D{@Sym numbersign MDRM} E{@Sym numbersign SMK} + @Rowb paint {@Even} A{@Sym less 60mm} B{0} C{N{@Sym slash}A} D{1} E{1} + @Rowb paint {@Odd} A{60mm Sec} B{0} C{red @Colour -1} D{2} E{3} + @Rowb paint {@Even} A{80-82mm Sec} B{+2} C{0} D{2} E{5} + @Rowb paint {@Odd} A{80-82mm Plt} B{+2} C{0} D{6 @Sym slash 8 @Russian} E{7} + } + } + @Row format { @StartHSpan @Cell A | @HSpan } + A{ /.1v @Tbl + indent {left} + rule {yes} + aformat { @Cell ruleleft {no} i{ctr} @B A | @Cell @I B | @Cell C } + { + @Rowa paint {@Even} ruleabove {no} A{+1} B{Airburst} C{@I{non-vehicular} in @I Forest or @I {Tree-Line}} + @Rowa paint {@Odd} A{+1} B{Target Density} C{per 2 @I{non-vehicular} steps over 4 @Sym arrowup /.3v @B not @I @RNP} + @Rowa paint {@Even} A{red @Colour -x} B{best TEM} C{@B none for assaulting, exiting units} + } + } + @Row format { @StartHSpan @Cell A | @HSpan } + A{ 10p @Font { // + @RawBulletList +# @ListItem{a @I leader{@Sym slash}@I{non-vehicular combat} unit @B may request @B 1+ @I MFAs before acting} +# @ListItem{the requesting unit @B cannot be @Reff 11.4.4.1 : +# @BulletList +# @ListItem{@I Disrupted, @I Regrouping, @I Heroic, @I{Out of Command}} +# @ListItem{in a @I{Primary Impact Hex} or @I Assault hex} +# @ListItem{loaded, unless the @I vehicle is stationary} +# @RawEndList} +# @ListItem{an @I MFA @B cannot taret a hex with friendly @I{non-vehicular} units @Reff 11.4.4} +# @ListItem{a @I leader @B may request an @I MFA on its @I{Assault Hex} on a d10 @Sym lessequal its @I Cohesion} +# @ListItem{@I attacking units in an @I Assault do not benefit from any @I TEMs @Reff 11.4.7} + @ListItem{place a @I Primary @I MDRM on target @B unless @I Hindrance or @Russian mortar @Reff 11.4.5.4} + @ListItem{roll for remaining @I MDRM, on @Sym greaterequal 7 place a @I Primary @I MDRM on target} + @ListItem{@Underline{@I{Primary Impact Hex}} @Reff 11.4.7.1 : + @BulletList + @ListItem{@B only @I AFVs and @I FPs have @I LOS out of and are allowed to @I Fire} + @ListItem{@B only @I AFVs @B without @I Riders may enter the hex} + #@ListItem{@I{non-vehicular}, @I FV, @I Carrier and @I AFVs @B with @I Riders @B cannot enter} + @ListItem{@I{non-vehicular} may @B only @I Withdraw, resolve @I MDRM @B no @I TEM on exit} + @RawEndList} + @ListItem{@Underline{@I{Secondary Impact Hex}} @Reff 11.4.7.2 : + @BulletList + @ListItem{@I{non-vehicular}, @I FV and @I Carrier are @I Suppressed for @I Fire and @I Recovery} + @ListItem{@I{non-vehicular} resolve @I MDRM @B no TEM on exit /.3v @B must @I Withdraw if @I Disrupted unless @Japanese or @Russian} + @RawEndList} + @EndList + }} +}} |