diff options
Diffstat (limited to 'Assault/03_mouvement.lou')
| -rw-r--r-- | Assault/03_mouvement.lou | 121 |
1 files changed, 121 insertions, 0 deletions
diff --git a/Assault/03_mouvement.lou b/Assault/03_mouvement.lou new file mode 100644 index 0000000..089004c --- /dev/null +++ b/Assault/03_mouvement.lou @@ -0,0 +1,121 @@ +@Section @Title { @ColoredTitle {Movement Actions @Rule 9.0} } @NewPage {no} @Begin +@BulletList + @ListItem{stacking limit is @B 1 except transport @Sym ampersand close combat} + @ListItem{units may move through hexes occupied by friendly unit} + @ListItem{+1 @MP @Sym slash @Ea climbed } + @ListItem{@Underline{Fast Movement} @AFast @Rule 9.2 +1 @MP + @BulletList + @ListItem{@InfArty @B not if @Cap Slow or marked with @AAttack} + #@ListItem{@InfArty @B cannot if marked with @AAttack} + #@ListItem{+1 @MP (only vehicles may do it during consecutive turns)} + @ListItem{@InfArty - @Weakest @Defense dice (keep min 1)} + @ListItem{@Vehicle @Defense :+ @Blue} + @RawEndList} + @ListItem{@Underline{Move @Sym ampersand Fire @Sym slash Fire @Sym ampersand Move} @AMoveFire @AFireMove @Rule 9.3 + @BulletList + @ListItem{moblie @Arty may change facing @Sym ampersand Fire @Rule 10.0} + @ListItem{@MP @Sym slash 2 @Sym arrowdblup @B not automatically @B spotted} + @ListItem{@Defense: + @Green} + @ListItem{may @I Fire outside of its front arc if it has a @I Turret @Rule 10.0} + @RawEndList} +@EndList +@BeginSubSections + +@SubSection @Title { @ColoredSubTitle {Harsh Terrain @Rule 9.4.5} } @Begin +@BulletList + @ListItem{@B adjacent hex @MP cost @Sym greater @B base unit movement allowance} + @ListItem{@B cannot use @I{Command Card}} + #@ListItem{@B cannot use @I{Command Card} bonus or @AFast} + @ListItem{move into the @B adjacent hex @Sym ampersand marked with @ADelayed} +@EndList +@End @SubSection + +@SubSection @Title { @ColoredSubTitle {Roads @Rule 9.5.3 @MyRule} } @Begin +@BulletList + @ListItem{cost 1 @MP along any road} + @ListItem{LOS is clear straight along any road @Sym slash bridge} + @ListItem{@Vehicle facing must follow @B narrow roads} + @ListItem{@Vehicle change facing for @Free (+1 @MP on @B narrow roads)} + @ListItem{friendly @Vehicle{@Sym slash}@Arty cannot cross on @B narrow roads} + @ListItem{@Defense : + @BulletList + @ListItem{@Vehicle {@Sym emptyset}} + @ListItem{@Arty @Blue} + @ListItem{@Inf terrain @Defense die @LP @Inf @Blue during @ReactionFire} + #@ListItem{@Inf @Strongest terrain @Defense die @MyRule @LP @Inf @Blue during @ReactionFire} + @RawEndList} + #@ListItem{@ReactionFire @Defense : @Inf : @Blue} +@EndList +@End @SubSection + +@SubSection @Title { @ColoredSubTitle {Covered Trails @Rule 9.5.6} } @Begin +@BulletList + @ListItem{@Inf only : 1 @MP along the trail @Sym ampersand -1 @Spotting} +@EndList +@End @SubSection + +@SubSection @Title { @ColoredSubTitle {Wrecks @Rule 9.5.8.5} } @Begin +@BulletList + @ListItem{on new destroyed @Vehicle replace old marker with a new one} + @ListItem{@Vehicle +1 @MP on road {@Sym slash} bridge} + @ListItem{flip when no more @Smoke} +@EndList +@End @SubSection + +@SubSection @Title { @ColoredSubTitle {Minefields @Rule 9.5.9} } @Begin +@BulletList + @ListItem{take the amount + same amount of dummy} + @ListItem{@B no ATM in buildings} + @ListItem{@B not in fortifications {@Sym slash} obstacles} + @ListItem{@B no @AFast , @B no close combat, @B no moving through friendly} + ### - no transport vehicles (loaded or not) + @ListItem{@B no effects on friendly units} + @ListItem{roll to enter @Sym ampersand to leave} + @ListItem{escape on : @Inf 5+ @CDot @Arty{@Sym slash}@Vehicle 6+} +@EndList +/.1c @LeftDisplay @Tbl + rule {yes} + i {left} + iv {ctr} +{ + @Row + paint {@HeaderPaint} + format{ @StartHSpan @Cell i {ctr} A | @HSpan | @HSpan | @HSpan } + A{1d6 escape roll modifiers} + @Row ruleabovewidth { 1p } + format{ @Cell A | @Cell B | @Cell C | @Cell D } + A{@Ability Scout} B{+1} C{Unhidden Minefield} D{+1} + @Row + format{ @Cell A | @Cell B | @Cell C | @Cell D } + A{@Ability{Mine Detection}} B{+2} C{Fallback action} D{-1} + } +/.2c @LeftDisplay @Tbl + rule {yes} + i {left} + iv {ctr} + aformat{ @Cell A | @Cell B | @Cell C } +{ + @Rowa + paint {@HeaderPaint} + A{unit} B{mine attack} C{defense} + @Rowa ruleabovewidth { 1p } A{@InfArty} B{@Yellow @Green} C{@Green} + @Rowa A{@Vehicle} B{@Green} C{@Blue} + } +/.2c @LeftDisplay @Tbl + rule {yes} + i {ctr} + iv {ctr} + aformat{ @Cell A | @Cell B | @Cell C } +{ + @Rowa + paint {@HeaderPaint} + A{result} B{@InfArty} C{@Vehicle} + @Rowa ruleabovewidth { 1p } A{@Critical @Sym slash @Hit} B{1 Damage} C{1 Damage @Sym ampersand immobilized} + #@Rowa A{@Hit} B{1 Damage} C{Damage @Sym ampersand immobilized} + @Rowa A{@Suppress} B{Suppressed} C{Suppressed} + } + @LP use @Strongest result @Sym slash die @Sym ampersand apply @I Critical rules : @Rule 10.8.1 +@End @SubSection + +@EndSubSections +@End @Section |
