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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/transport.lou
parent68de7f95d645d950ea993dac160822fd1ce1511e (diff)
downloadasynk-rules-edbd4a763fcae95e6ac3461e0279e6086a4b1c6d.zip
asynk-rules-edbd4a763fcae95e6ac3461e0279e6086a4b1c6d.tar.gz
LHY : first shot
Diffstat (limited to 'LastHundredYards/tables/transport.lou')
-rw-r--r--LastHundredYards/tables/transport.lou53
1 files changed, 53 insertions, 0 deletions
diff --git a/LastHundredYards/tables/transport.lou b/LastHundredYards/tables/transport.lou
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+black @Colour @CurveBox margin {.1c} black @Colour {
+@Tbl
+ #rule {yes}
+ margin {.1c}
+ aformat { @Cell A }
+{
+ @Row paint {@Transport} format { @Cell 16p @Font @B A } A{Transport 10p @Font 10.4.6}
+ @Rowa A{
+ || @Tbl
+ indent {ctr}
+ rule {yes}
+ {
+ @Row paint{@Even} ruleabove {no} format { | @Cell @B B | @Cell @B C | @Cell @B D} B{non-vehicular} C{leader} D {LATW or FT}
+ @Row paint{@Odd} format {@Cell ruleleft {no} @B A | @Cell B | @Cell C | @Cell D} A{AFVs @Sym ampersand HTs} B{2 steps} C{1} D{1}
+ @Row paint{@Even} format {@Cell ruleleft {no} @B A | @Cell B | @Cell C | @Cell D} A{Trucks} B{4 steps} C{1} D{1}
+ @Row paint{@Odd} format {@Cell ruleleft {no} @B A | @Cell B | @StartHSpan @Cell C | @HSpan} A{Jeeps} B{1 steps} C{1}
+ @Row paint{@Even} format {@Cell ruleleft {no} @B A | @StartHSpan @Cell B | @HSpan | @HSpan} A{Carriers} B{Passengers or @I{Towed Gun}} C{1}
+ }
+ }
+ @Rowa A{ //
+ @RawBulletList
+ @ListItem{@I @RNP @Reff 10.4.6.2 :
+ @BulletList
+ @ListItem{@B cannot load if @I Disrupted}
+ @ListItem{@B cannot load or unload adjacent to known enemy unit /.3v @Japanese or @Russian @B may but are marked @I Regrouping}
+ @ListItem{load @Sym slash unload as their @B only action of the game turn}
+ @ListItem{@B all @I AFV @I Riders @B unload in their hex /.3v @B if any is @I Disrupted or the @I AFV @I Fires or is @I Shocked}
+ #@ListItem{load or unload in the @B same hex as the transporter or adjacent if they are in a forest or urban-building hex}
+ @RawEndList}
+ @ListItem{to @B load, the @I vehicle must be @B stationary @Reff 10.4.6.2.1 :
+ @BulletList
+ @ListItem{in the @B same hex as its @I @RNP /.3v @B or adjacent if they are in a forest or urban-building hex}
+ @ListItem{@B may @I Shoot @Sym ampersand @I Scoot}
+ @RawEndList}
+ @ListItem{to @B unload the @I vehicle must be @B stationary /.3v @B or marked with a @RMotion @Reff 10.4.6.2.2 :
+ @BulletList
+ @ListItem{@I @RNP unload in the @B same hex}
+ @ListItem{@B may @I Halt @Sym ampersand @I Fire}
+ @RawEndList}
+ @ListItem{@Underline @I{Towed Gun} have 0 step inherent @I Carrier @Reff 10.4.6.3 :
+ @BulletList
+ @ListItem{as the @B only game turn @I Action for both /.3v they can load @B or unload @B or @I Maneuver if loaded}
+ @ListItem{if in a hex a @I Carrier @B cannot enter it may /.3v load onto or unload from a @I Carrier in an adjacent hex}
+ @RawEndList}
+# @ListItem{@Underline @I{Collateral Damage} (@B if @I ATV @Sym greater 0) @Reff 13.3.7 :
+# @BulletList
+# @ListItem{@I @RNP even if already unloaded, @B must : /.3v unload, @I Disrupt (@Japanese or @Russian @I Regrouping), @I Cohesion check}
+# @ListItem{loaded @I{Towed Gun} is @I Destroyed @B unless @I ATF from an @I MG}
+# @ListItem{in @I{open-terrain} without @I IP, not during an @I Assault : /.3v @B 1 @I undisrupted unit is @I Disrupted (@Japanese or @Russian @I Regrouping)}
+# @RawEndList}
+ @EndList
+ }
+}}