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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/sadrm.lou
parent68de7f95d645d950ea993dac160822fd1ce1511e (diff)
downloadasynk-rules-edbd4a763fcae95e6ac3461e0279e6086a4b1c6d.zip
asynk-rules-edbd4a763fcae95e6ac3461e0279e6086a4b1c6d.tar.gz
LHY : first shot
Diffstat (limited to 'LastHundredYards/tables/sadrm.lou')
-rw-r--r--LastHundredYards/tables/sadrm.lou87
1 files changed, 87 insertions, 0 deletions
diff --git a/LastHundredYards/tables/sadrm.lou b/LastHundredYards/tables/sadrm.lou
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+++ b/LastHundredYards/tables/sadrm.lou
@@ -0,0 +1,87 @@
+black @Colour @CurveBox margin {.1c} black @Colour {
+@Tbl
+ #rule {yes}
+ margin {.1c}
+{
+ @Row paint {@SADRM} format { @Cell 16p @Font @B A | @Cell i{right} B}
+ A{Small Arms Fire 10p @Font 11.3} B{@Sym less -4 @B not allowed |.2c [-4 ; +3]}
+ @Row format { @Cell A | @Cell B }
+ A{ /.1v @Tbl
+ indent {ctr}
+ rule {yes}
+ #aformat { @Cell | @StartHSpan @Cell @B B | @HSpan | @HSpan | @HSpan | @HSpan }
+ bformat { @Cell rule {no} paint {none} @B A | @Cell width {1.2c} @B B | @Cell width {1.2c} @B C | @Cell width {1.2c} @B D | @Cell width {1.2c} @B E | @Cell width {1.2c} @B F }
+ cformat { @Cell ruleleft {no} @B A | @Cell B | @Cell C | @Cell D | @Cell E | @Cell F }
+ {
+ #@Rowa B{Range}
+ @Rowb paint {@Odd} ruleabove {no} A{DRM} B{@Sym lessequal 4} C{8} D{10} E{12} F{15}
+ @Rowc paint {@Even} A{-} B{1} C{1-2} D{1-3} E{1-3} F{1-4}
+ @Rowc paint {@Odd} A{red @Colour -1} B{2} C{3} D{4} E{4} F{5-6}
+ @Rowc paint {@Even} A{red @Colour -2} B{3} C{4} D{5} E{5-6} F{7-8}
+ @Rowc paint {@Odd} A{red @Colour -3} B{4} C{5-8} D{6-10} E{7-12} F{9-15}
+ }
+ }
+ B{ 10p @Font { //
+ @RawBulletList
+ @ListItem{@B cannot @I Fire into a hex
+ @BulletList
+ @ListItem{@B without known enemy unit @Reff 11.0.b}
+ @ListItem{@B with friendly @I{non-vehicular} units /.3v (@I exc : with a @I FP in @I Assault hex) @Reff 2.2.4}
+ @RawEndList}
+ @ListItem{@I{non-vehicular} units @B cannot @I Fire if
+ @BulletList
+ @ListItem{loaded @Reff 11.3.b}
+ @ListItem{in a @I{Primary Impact Hex} @Reff 11.4.7.1.a}
+ @RawEndList}
+ @EndList
+# @RawBulletList
+# @ListItem{keep best @I SADRM @Sym slash @I MDRM + d10}
+# @ListItem{identify best unit @I Cohesion within :
+# @ListItem{best @I Cohesion unit priority :
+# @BulletList
+# indent { .2c }
+# @ListItem{good-order @I combat units}
+# @ListItem{@I Concealed @I combat units}
+# @ListItem{@I Disrupted @I combat units}
+# @ListItem{@I{non-combat} units}
+# @RawEndList}
+# @ListItem{tie : best @I AV @Sym arrowright best @I SAV @Sym arrowright random}
+# @ListItem{-1 if @I leader @I Cohesion is higher}
+# @ListItem{@I Disrupt if @Sym greater @I Cohesion}
+# @ListItem{and suffers @I Casualty if @Sym greaterequal 10}
+# @ListItem{@I Disrupt if @Sym greater best @I Cohesion}
+# @ListItem{@I Casualty if @Sym greaterequal 10}
+# @EndList
+ }}
+ @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 paint {@Even} ruleabove {no} A{+1} B{Enfilade} C{@B not if @B 2+ @I{non-vehicular} @I Combat units}
+ @Rowb paint {@Odd} A{+1} B{Target Density} C{every 2 steps of @I{non-vehicular} over 4 @Sym arrowup /.3v @B including @I @RNP}
+ @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{all defending @I combat units are @I Concealed}
+ @Rowb paint {@Even} A{red @Colour -1} B{Go to Ground} C{all defending @I{non-vehicular} units are @I Disrupted}
+ @Rowb paint {@Odd} A{red @Colour -1} B{Regrouping Fire} C{firing unit is @I Regrouping}
+ @Rowb paint {@Even} A{red @Colour -1} B{Night Fire} C{firing at night}
+ @Rowb paint {@Odd} A{red @Colour -1} B{Friendly AFV @Sym slash HT} C{unloaded @I{non-vehicular} in @I{open-terrain}, /.3v @B not @I {Towed Gun}, @B not across a @I Wall or @I {Tree-Line}}
+ @Rowb paint {@Even} 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 {@Odd} A{red @Colour -x} B{best TEM} C{@B not if the target hex contains @I Riders}
+ @Rowa ruleabovewidth {.1v} A{ @I{Reaction Fire} - @I Infantry, @I MGs, @I FPs }
+ @Rowb paint {@Even} A{+1} B{Proximity Fire} C{within 2 hexes, @B not from @I Assault hex}
+ @Rowb paint {@Odd} A{red @Colour -2} B{Split Fire 8p @Font{(2 targets)}} C{@I SAV @Sym greaterequal 1, @I Fire through at most 2 adjacent hexsides}
+ @Rowa ruleabovewidth {.1v} A{ @I Vehicle Firing }
+ @Rowb paint {@Odd} A{+1} B{HE vs Building @Sym slash IP} C{@I vehicles @Sym ampersand Towed Gun with @I SAV @Sym lessequal 1 and @Underline range}
+ @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{@I Passengers and loaded @I{Towed Guns} are immune to @I{Small Arms Fire} @Reff 11.3.c}
+ @EndList
+ }
+}}