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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/sadrm.lou | |
parent | 68de7f95d645d950ea993dac160822fd1ce1511e (diff) | |
download | asynk-rules-edbd4a763fcae95e6ac3461e0279e6086a4b1c6d.zip asynk-rules-edbd4a763fcae95e6ac3461e0279e6086a4b1c6d.tar.gz |
LHY : first shot
Diffstat (limited to 'LastHundredYards/tables/sadrm.lou')
-rw-r--r-- | LastHundredYards/tables/sadrm.lou | 87 |
1 files changed, 87 insertions, 0 deletions
diff --git a/LastHundredYards/tables/sadrm.lou b/LastHundredYards/tables/sadrm.lou new file mode 100644 index 0000000..e806326 --- /dev/null +++ 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 + } +}} |