diff options
Diffstat (limited to 'Assault/actions.lou')
| -rw-r--r-- | Assault/actions.lou | 322 |
1 files changed, 322 insertions, 0 deletions
diff --git a/Assault/actions.lou b/Assault/actions.lou new file mode 100644 index 0000000..e8e313e --- /dev/null +++ b/Assault/actions.lou @@ -0,0 +1,322 @@ +@SysInclude { langdefs } +@SysInclude { bsf } +@SysInclude { dsf } +@SysInclude { docf } +@SysInclude { tbl } +@SysInclude { xrgb } +@SysInclude { diag } + +@Use { @BasicSetup + @InitialFont { Times Base 8p } + @DisplayGap { 0.00v @OrIfPlain 1f } + #@ParaGap { 1.50v @OrIfPlain 1f } + @ListOuterGap { 0.6f @OrIfPlain 1f } + @ListGap { 0.8f @OrIfPlain 1f } + @ListIndent { .8v } + @ListLabelWidth { 0.60f @OrIfPlain 5s } +} +@Use { @DocumentSetup + @PageType { A4 } + @PageHeaders { None } + @TopMargin { .8c @OrIfPlain 6f } + @FootMargin { .8c @OrIfPlain 6f } + @OddLeftMargin { .8c @OrIfPlain 10s } + @OddRightMargin { .8c @OrIfPlain 10s } + @EvenLeftMargin { .8c @OrIfPlain 10s } + @EvenRightMargin { .8c @OrIfPlain 10s } +} +@Use { @OrdinarySetup + @SectionGap { 0.8v @OrIfPlain 3f } + @SubSectionGap { 0.5v @OrIfPlain 2f } +} +@SysDatabase @FontDef { fontdefs } +@SysDatabase @RefStyle { refstyle } + +@Include {defs.lou} +def @Rul right x { 7p @Font {@Xrgb darkgoldenrod3} @Colour {x} } + +@Document +// +@Text @Begin +@BeginSections +@Section @Title {Action Tokens} @NewPage {no} @Begin + /.1c @LeftDisplay @Tbl + rule {yes} + i {left} + iv {ctr} + aformat { @Cell A | @Cell B | @Cell C | @Cell D } + { + @Rowa A{ @B Token } B{@B Effects} C{@B Cause} D{@B Restrictions} + + @Rowa A{ @ADelayed @LLP @LLP Delayed } + B{ + auto spotted @Spotting @Rul 10.5 + @LLP on @Suppress result: @AFallback @Rul 13.2 + } + C{ + #move into @Harsh @Rul 9.4.5 + move @Sym slash unload into @Harsh @Rul 9.4.5 - @Rul 9.10.3 - @Rul 10.11.3 # @Sym slash emergency disembark + @LLP @Inf cross steep slopes @Rul 9.5.8.2 + #@LLP unloaded @Inf @Cap slow or in @Harsh @Rul 9.10.3 + @LLP @Vehicle loads @I immobile @Arty @Rul 9.10.4 + @LLP unloaded @I immobile @Arty @Sym slash @Cap Slow @Rul 9.10.3 - @Rul 9.10.5 - @Rul 10.11.3 + #@LLP emergency disembark @Cap slow or in @Harsh @Rul 10.11.3 + #@LLP unload{@Sym slash}disembark @Cap slow or in @Harsh @Rul 9.10.3 @Sym ampersand @Rul 10.11.3 + #@LLP unloaded @Cap slow or in @Harsh @Rul 9.10.3 @Sym ampersand @Rul 10.11.3 + } + D{ + @Arty no last shot on overrun @Rul 9.9.1 + @LLP @Vehicle may not load unit @Rul 9.10.2 + @LLP @I immobile @Arty may not be loaded @Rul 9.10.4 + @LLP @Inf no hidden movement @Rul 9.11 + } + + @Rowa A{ @ANormal @LLP @LLP Normal } + B{} + C{ + normal movement @Rul 9.1 - @Rul 9.8 - @Rul 9.9 + @LLP @Free spotting already marked @AAttack @Rul 7.1 - @Rul 7.2 + #@LLP reinforcing position @Rul 9.7.2 + #@LLP smoke cover @Rul 9.7.3 + @LLP unloading @I immobile @Arty @Rul 9.10.5 + #@LLP movement with covering fire @Rul 9.12 + @LLP @I{Close Combat} where enemy withdraw @Rul 11.5 + @LLP OAS spotting @Rul 12.4.2.1 + } + D{} + + @Rowa A{ @AFast @Rul 9.2 @LLP @LLP Fast } + B{ + +1 @MP + @LLP @InfArty: lose @Weakest @Defense die (min 1) + @LLP @Vehicle @Defense : + @Blue + @LLP auto spotted @Spotting @Rul 10.5 + } + C{ + fast movement @Rul 9.2 - @Rul 9.9 + #@LLP smoke cover @Rul 9.7.3 + @LLP overrun @Arty @Rul 9.9.1 + #@LLP movement with covering fire @Rul 9.12 + @LLP unloaded units @Rul 9.10.3 - @Rul 10.11.3 + @LLP @I{Close combat} where enemy is eliminated @Rul 11.5.4 + } + D{ + not in @Harsh @Rul 9.4.5 + @LLP not in @I Minefields @Rul 9.5.9.2 + @LLP @InfArty not if @Cap Slow or marked @AAttack @Rul 9.2 + @LLP @Arty no last shot on overrun @Rul 9.9.1 + @LLP @Vehicle may not load unit @Rul 9.10.2 + #@LLP no if slow @Rul 9.2 + } + + @Rowa A{ @AAttack @LLP @LLP Attack } + B{ + lose @Weakest @Attack die when firing @Rul 10.9 + @LLP @Sym ampersand in @I{Close Combat} 1{@Sup st} round @Rul 11.4 + @LLP @I{Anti Aircraft}: @SingleSuccess @Rul 12.3.4-5 + } + C{ + @AFast in previous turn @Rul 6.5 + @LLP @Free spotting and not marked @Rul 7.1 - @Rul 7.2 + @LLP smoke cover without moving @Rul 9.7.3 + } + D{ + may not @AFast @Rul 9.2 + @LLP @I{Covering Fire}: add next @Strongest die @Rul 9.12 + @LLP @I{Joint Fire}: add next @Strongest die @Rul 10.9.4 + } + + @Rowa A{ @AFiring @LLP @LLP Firing } + B{ + auto spotted @Spotting @Rul 10.5 + } + C{ + @I{Indirect Fire} - @I{Firing Smoke} @Rul 7.1 - @Rul 7.2 + @LLP @I Fire - @I{Reaction Fire} @Rul 10.0 - @Rul 8.2 + @LLP @I{Covering Fire} - @I{Joint Fire} @Rul 9.12 - @Rul 10.9.4 + @LLP @I{Close Combat} - @I{Anti Aircraft} @Rul 11.3 - @Rul 12.3.4 + #@LLP @I{Close Combat} support @Rul 11.3 + #@LLP @I{Anti Aircraft} defense @Rul 12.3.4 + } + D{ + } + + @Rowa A{ @ATurret @LLP @LLP Turret Fire } + B{ + auto spotted @Spotting @Rul 10.5 + @LLP target @Defense: + @Blue @Rul 10.10.4 + } + C{ + stationary @I Fire outside of arc of fire @Rul 10.6 + } + D{ + @Cap Turret @Vehicle @Sym ampersand stationary @I Fire @Rul 10.6 + } + + @Rowa A{ @AFireMove @AMoveFire @LLP @LLP Fire @Sym ampersand Move} + B{ + move up to 1{@Sym slash}2 @MP (rounded up) @Rul 9.3 + #@LLP spotting roll required @Rul 10.5 + @LLP target @Defense: + @Green @Rul 10.10.4 + } + C{ + @I{Fire @Sym ampersand Move} - @I{Move @Sym ampersand Fire} @Rul 9.3 + @LLP may @I Fire outside of arc of fire @Rul 10.6 + } + D{ + @I{mobile} @Arty may only rotate, not move @Rul 9.3 + } + + @Rowa A{ @AHide @Rul 9.11 @LLP @LLP Hide } + B{ + @Defense: + @Blue + @LLP -1 spotting @Spotting + @LLP @Inf may move 1 hex, not if @Cap Slow + @LLP not on road, @Harsh + } + C{ + #hide action + } + D{ + @Inf not on roads + @LLP @Arty @Sym slash @Vehicle not on roads or clear + #@LLP @Inf may move 1 hex, @LLP not on road, @Harsh or if @Cap slow + } + + @Rowa A{ @AHidden @Rul 9.11.1 @LLP @LLP Hidden } + B{ + @Defense: + @Blue + @LLP -2 spotting @Spotting + @LLP @Attack: as if @AAttack (- @Weakest @Attack die) + } + C{ + @AHide in previous turn @Rul 6.5 + } + D{ + } + + @Rowa A{ @AAmbush @Rul 9.11.2 @LLP @LLP Ambush } + B{ + @Defense: + @Blue + @LLP -2 spotting @Spotting + @LLP @Attack: + @Suppress + @LLP @Defense: - @Weakest @Defense die + } + C{ + @AHidden in previous turn @Rul 6.5 + } + D{ + } + + @Rowa A{ @ADigIn @Rul 9.7.1 @LLP @LLP Dig In} + B{ + lose @Weakest @Defense die (min 1) + } + C{ + #hide action @Rul 9.11 + } + D{ + @Inf only, not in @I fortification + } + + @Rowa A{ @ADugIn @Rul 9.7.1 @LLP @LLP Dug In} + B{ + @Defense: + @Green + } + C{ + @ADigIn in previous turn @Rul 6.5 + } + D{ + until @Eliminated or @I Move (not @I Reinforcing) + } + + @Rowa A{ @AFallback @Rul 13.3 @LLP @LLP Fallback } + B{ + immediately move @MP +1 hex unless @Cap Slow + @LLP @B cannot move be closer to an enemy unit + @LLP triggers @ReactionFire, @B no terrains @Defense + @LLP @Vehicle may move in reverse + @LLP if blocked: suffer 1 @Hit + @LLP @Eliminated if in the same hex as an enemy + @LLP must @AFallback if receives an @Suppress + #@LLP @Eliminated if : attacked in @I{Close Combat} + #@LLP @B or receives a @B second @AFallback result + @LLP cannot hold an objective + } + C{ + @Suppress @Inf while already @ASuppressed @Rul 10.8.3 + @LLP @Critical hits resolution @Rul 10.8.1 + @LLP uncancelled @Suppress in @I{Close Combat} @Rul 13.3 + @LLP @Eliminated if already or @Arty @Sym slash @Vehicle @AImmobile + #@LLP@Arty or @AImmobile that receives @AFallback are @Eliminated + } + D{ + @Arty no last shot on overrun @Rul 9.9.1 + @LLP @Vehicle may not load unit @Rul 9.10.2 + @LLP @I immobile @Arty may not load @Rul 9.10.4 + } + + + + + + +#@ListItem{unit activation ends immediately} +#@ListItem{@ASuppressed when already from a previous roll: must @AFallback} +#@ListItem{@ASuppressed while moving @Sym slash @I Overstacked: +# @BulletList +# @ListItem{immediately retreat in an @B{empty adjacent} hex +# @BulletList +# @ListItem{@B farthest from the source of fire} +# @ListItem{that costs the @B fewest @MP to enter (move must be legal)} + + @Rowa A{ @ASuppressed @Rul 13.3 @LLP @LLP Suppressed } + B{ + @InfArty @Defense: + @Green @Rul 10.10.6 + @LLP cannot attack in @I{Close Combat} 1{@Sup st} round @Rul 11.4.3 + @LLP must @AFallback if receives an @Suppress + @LLP cannot hold an objective + } + C{ + 1+ uncancelled @Suppress after combat @Rul 10.8.3 + @LLP @Critical hits resolution @Rul 10.8.1 + } + D{ + @Arty no last shot on overrun @Rul 9.9.1 + @LLP @Vehicle may not load unit @Rul 9.10.2 + @LLP @I immobile @Arty may not load @Rul 9.10.4 + #@LLP if suppressed again from separate roll @Sym arrowdblright fallback @Rul 13.3 + } + + @Rowa A{ @AImmobile @LLP @LLP Immobile } + B{ + @Eliminated on any uncancelled @Critical result @Rul 10.8.1.2 + @LLP always outflanked in @I{Close Combat} @Rul 11.4.1 + @LLP always use rear @Defense in @I{Close Combat} @Rul 11.5.1 + @LLP @I turreted tank may turret fire @Rul 13.1 + } + C{ + uncancelled critical result: @Critical @Rul 10.8.1.2 + @LLP @Eliminated on @AFallback @Rul 13.3 + } + D{ + @Vehicle may not load unit @Rul 9.10.2 + } + + @Rowa A{Half-Strength} + B{ + @I{Covering Fire}: add next @Strongest die @Rul 9.12 + @LLP failed @Spotting: roll half up dice @Rul 10.5 + @LLP @Attack: @SingleSuccess (@Strongest) @Rul 10.9.1 + @LLP @I{Close Combat}: @SingleSuccess (@Strongest) @Rul 11.4.1 + @LLP @I{Close Combat}: lose @Weakest @Defense die @Rul 11.4.1 + } + C{ + @I{Close Combat} each uncancelled @Critical @Rul 11.5.4 + } + D{ + } + } +@End @Section +@EndSections +@End @Text |
