diff options
Diffstat (limited to 'Assault/cards.lou')
| -rw-r--r-- | Assault/cards.lou | 827 |
1 files changed, 827 insertions, 0 deletions
diff --git a/Assault/cards.lou b/Assault/cards.lou new file mode 100644 index 0000000..9f7120f --- /dev/null +++ b/Assault/cards.lou @@ -0,0 +1,827 @@ +# encoding : iso-8859-1 + +@SysInclude { langdefs } +@SysInclude { bsf } +@SysInclude { dsf } +@SysInclude { docf } +@SysInclude { tbl } +@SysInclude { xrgb } + +@Use { @BasicSetup + @InitialFont { Times Base 10p } + @ListOuterGap { 0.50v @OrIfPlain 1f } + @ListIndent { 0s } + @ListLabelWidth { 0.60f @OrIfPlain 5s } + @DisplayGap { .10v } +} +@Use { @DocumentSetup + @PageOrientation { Landscape } + @TopMargin { 0.5c @OrIfPlain 6f } + @FootMargin { 0.5c @OrIfPlain 6f } + @OddLeftMargin { .1c @OrIfPlain 10s } + @OddRightMargin { .1c @OrIfPlain 10s } + @EvenLeftMargin { .1c @OrIfPlain 10s } + @EvenRightMargin { .1c @OrIfPlain 10s } + @ColumnNumber { 4 } + @ColumnGap { .1c @OrIfPlain 6s } +} +@Use { @OrdinarySetup } +@SysDatabase @FontDef { fontdefs } +@SysDatabase @RefStyle { refstyle } + +@Include {defs.lou} + +def @CCHeader right x { @Display @B 13p @Font x } +# 65mm x 89mm +#def @HCard right x { 90d @Rotate black @Color @CurveBox margin {.2c} 8.7c @Wide 6.3c @High black @Color { x } } +def @VCard right x { black @Color @CurveBox margin {.1c} 6.3c @Wide 8.7c @High black @Color { x } } + + +def @CSpotting { @VCard { + @CCHeader{@Spotting Spotting @Rule 10.5} + @Display 8p @Font { + @BulletList + gap {.6v} + #@ListItem{@I Turret @Vehicle have 60 @Sym degree front arc of @I Fire} + @ListItem{@B Roll if targets is @AHide @Sym slash @AHidden @Sym slash @AAmbush} + @ListItem{target is @B Spotted if is either : + @BulletList + gap {.5v} + @ListItem{adjacent @B or marked with @AFiring @Sym slash @AFast @Sym slash @ADelayed} # /.1v @B not @AMoveFire @Sym slash @AFireMove} + #@ListItem{in @I{Arc of Fire} (@I Turret @Vehicle have 60 @Sym{degree}) + # @BulletList + # @ListItem{clear LOS or no @Defense die hex} + #@RawEndList} + @ListItem{@B or in @I{Arc of Fire} @Sym ampersand clear LOS or no @Defense die hex} + @RawEndList} + @ListItem{else @Sym arrowdblright @B Roll} + @ListItem{1d6 : @B 6 is always a @B success} + @ListItem{-1 for each @Hindered hex along the LOS} + @EndList +@Display @Tbl + rule {yes} + i {ctr} + iv {ctr} + aformat{ @Cell A | @Cell B | @Cell C } + bformat{ @Cell A | @Cell B | @Cell C } + { + @Rowa + paint {@HeaderPaint} + B{in @I{Arc of Fire}} C{@B not in @I{Arc of Fire}} + @Rowb ruleabovewidth { 1p } A{@Inf} B{2+} C{2+} + @Rowb A{@Arty} B{2+} C{3+} + @Rowb A{@Vehicle} B{4+} C{5+} + } + @BulletList + gap {.3v} + @ListItem{on @B failure (@I{fires blindly}) : + @BulletList + gap {.2v} + #@ListItem{only @B{1 symbol} @Sym slash dice counts (@B no @I Critical allowed)} + @ListItem{@SingleSuccess, no @Critical} + @ListItem{@Half unit rolls attack dice @Sym slash 2 @Sym arrowup} + #@ListItem{@Half unit rolls half round up of its attack dice} + @RawEndList} + @EndList +} } } + +def @CEndOfTurn { @VCard { + @CCHeader{End Of Turn} + /.1c @Display 8p @Font { @BulletList + gap {.7v} + @ListItem{markers upkeep : + @BulletList + @ListItem{@B remove @AWhite actions: + @BulletList + @ListItem{@ASuppressed : @Recruit roll @Blue @Sym slash @Regular roll @Green : + @BulletList + @ListItem{remove only on @Hit @Sym slash @Critical} + @RawEndList} + #@ListItem{Suppression : @Recruit @Sym slash @B Regular roll @Blue @Sym slash @Green} + #@ListItem{remove only on @Hit @Sym slash @Critical} + @RawEndList} + @ListItem{@B flip @AYellow actions} + @ListItem{@AHidden @Sym arrowdblright @AAmbush} + @RawEndList} + #@ListItem{reduce @B smoke by 1} + #@ListItem{advance turn} + #@ListItem{update occupied @B objectives (unarmored @Vehicle do not)} + @ListItem{@B @Smoke -1} + @ListItem{@B turn +1} + @ListItem{update occupied @Objective /.2c @B not by @Unarmoured or @ASuppressed @Sym slash @AFallback units} + #@ListItem{update : @B smoke -1, @B turn +1, occupied @B objectives /.2c @B not by unarmored @Vehicle or @ASuppressed @Sym slash @AFallback marked units} + @ListItem{@B victory check} + @ListItem{reveal @B reinforcements @Sym ampersand take @B{command points}} + @EndList } +} } + +def @CMinefields { @VCard { + @CCHeader{Minefields @Rule 9.5.9} + @Display 8p @Font { + @BulletList + gap {.6v} + #@ListItem{take the amount + same amount of dummy} + @ListItem{@B not in fortifications {@Sym slash} obstacles, @B no ATM in buildings} + @ListItem{roll to enter @Sym ampersand to leave} + #@ListItem{@B no effects on friendly units} + #@ListItem{@B no @AFast , @B no close combat, @B no moving through friendly} + @ListItem{@B no : friendly attack, close combat, crossing, @AFast} + ### - no transport vehicles (loaded or not) + #@ListItem{escape on : @Inf 5+ @CDot @Arty{@Sym slash}@Vehicle 6+} + #@ListItem{escape on 1d6:} + @EndList + @Display @Tbl + rule {yes} + i {left} + iv {ctr} + aformat{ @Cell A | @Cell B | @Cell C | @Cell D } + { + #@Row + # format{ @StartHSpan @Cell i {ctr} A | @HSpan | @HSpan | @HSpan } + # A{1d6 escape roll modifiers} + @Rowa + paint {@HeaderPaint} + A{@Inf} B{{@Xrgb blue} @Color 5+} C{@Arty{@Sym slash}@Vehicle} D{{@Xrgb blue} @Color 6+} + @Rowa ruleabovewidth { 1p } + A{@Ability Scout} B{+1} C{Unhidden Minefield} D{+1} + @Rowa + A{@Ability{Mine Detection}} B{+2} C{Fallback action} D{-1} + } + @Display @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} + } + @Display @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 + @AImmobile} + #@Rowa A{@Hit} B{1 Damage} C{Damage @Sym ampersand immobilized} + @Rowa A{@Suppress} B{Suppressed} C{Suppressed} + } + /.3v use strongest result @Sym slash die @Sym ampersand apply @I Critical rules : @Rule 10.8.1 +} } } + +def @CMovements { @VCard { + @CCHeader{Movements @Rule 9.0} + /.1c @Display 8p @Font { || @Tbl + rule {yes} + i {left} + iv {ctr} + aformat { @StartVSpan @Cell i{right} A | @Cell B | @Cell C } + bformat { @VSpan | @Cell B | @Cell C } + cformat { @Cell i{right} A | @Cell B | @Cell C } + { + @Rowa B{ @Sym emptyset } C{ Rivers } + @Rowb B{ 1 @MP } C{ Roads @Sym slash Large Bridge } + @Rowb B{ +1 @MP } C{@Sym slash @Ea climbed } + @Rowa ruleabovewidth { 1p } A{ @InfArty @LP 1 @MP} B{ @ADelayed } C{ Swampy } + @Rowb B{ 2 @MP } C{ Heavy Forest @Sym slash Fields @LLP Shallow Water } + @Rowb B{ 2 @MP } C{ Buildings } + @Rowb C{ +1 @MP Multy-storey ({{@Xrgb red} @Color roof})} + @Rowb C{ +2 @MP Church Tower} + @Rowa ruleabovewidth { 1p } A{ @Vehicle @LP 2 @MP} B{ @Sym emptyset } C{Heavy Forest @Sym slash Buildings @LLP Shallow Water @Sym slash Swampy} + @Rowc ruleabovewidth { 1p } A{ @Tracked } B{ 1 @MP } C{ Clear @Sym slash Brush @Sym slash Fields } + @Rowa ruleabovewidth { 1p } A{ @Wheeled } B{ @Sym emptyset } C{ Groves } + @Rowb B{ 1 @MP } C{ Wheat Field } + @Rowb B{ 3 @MP } C{ Rocky } + } +# @LP Fast Movement +# @BulletList +# @ListItem{@InfArty @B not if @Cap Slow or marked with @AAttack} +# #@ListItem{@InfArty lose @Weakest @Defense dice (keep min 1)} +# @ListItem{@Vehicle + @Blue @Defense} +# @EndList + @LLP /.3v @Bullet @Harsh : 1 Hex @ADelayed, @B no @AFast, @B no @I{CCard} +} } } + +def @CSandbags { @VCard { + @CCHeader{Sandbags @Rule 9.5.7.1} + /.1c @Display || @Tbl + i {ctr} + iv {ctr} + bformat { @Cell i {right} A | @StartHSpan @Cell i{left} B | @HSpan } + cformat { @StartHSpan @Cell A | @HSpan | @HSpan } + { + @Rowb A {@Inf @Arty} B{terrain @Strongest defense die +} + @Rowb A {@Vehicle} B{terrain @Weakest dice +} + @Rowc A { || @Tbl + rule {no} + i {ctr} + iv {ctr} + aformat { @Cell i {right} A | @Cell B | @Cell i {left} C } + { + @Rowa B {8p @Font{no terrain} @LP @Yellow @Green} + @Rowa A {@Green} B {@IncludeGraphic "imgs/sandbags.eps"} C {@Yellow @Green} + @Rowa B {@Yellow @Green} + } + } + @Rowb A {@Tracked} B{+1 @MP} + @Rowb A {@Wheeled} B{+2 @MP} + @Rowc A {@ReactionFire: terrain defense die @B only} + } +} } + +def @CPillbox { @VCard { + @CCHeader{Pillbox @Rule 9.5.7.5} + /.3c @Display || @Tbl + rule {no} + i {ctr} + iv {ctr} + bformat { @Cell i {right} A | @StartHSpan @Cell i{left} B | @HSpan } + cformat { @StartHSpan @Cell A | @HSpan | @HSpan } + { + @Rowb A {@Inf} B{terrain @Strongest defense die +} + @Rowc A { /.1c || @Tbl + rule {no} + i {ctr} + iv {ctr} + aformat { @Cell i {right} A | @Cell B | @Cell i {left} C } + { + @Rowa B {8p @Font{no terrain} @LP @Red @Yellow} + @Rowa A {@Yellow} B {@IncludeGraphic "imgs/pillbox.eps"} C {@Red @Yellow} + @Rowa B {@Red @Yellow} + } /.1c + } + @Rowb A {@Tracked} B{+1 @MP (may @B not cross)} + @Rowb A {@Wheeled} B{+2 @MP (may @B not cross)} + @Rowc A {/.1c @ReactionFire: terrain defense die @B only} + } +} } + +def @CTrenches { @VCard { + @CCHeader{Trenches @Rule 9.5.7.2} + /.2c @Display || @Tbl + rule {no} + i {ctr} + iv {ctr} + bformat { @Cell i {right} A | @StartHSpan @Cell i{left} B | @HSpan } + cformat { @StartHSpan @Cell A | @HSpan | @HSpan } + dformat { @StartHSpan @Cell i{left} A | @HSpan | @HSpan } + { + @Rowb A {@Inf} B {terrain @Strongest defense die +} + @Rowc A { || @Tbl + rule {no} + i {ctr} + iv {ctr} + aformat { @Cell i {right} A | @Cell B | @Cell i {left} C } + { + @Rowa B {8p @Font{no terrain} @LP @Yellow @Yellow} + @Rowa A {@Yellow} B {@IncludeGraphic "imgs/trenches.eps"} C {@Yellow @Yellow} + @Rowa B {@Yellow} + } + } + @Rowb A {@Tracked} B{+1 @MP} + @Rowb A {@Wheeled} B{+2 @MP (may @B not cross)} + @Rowd A {/.05c attack @B{from flank} - @Weakest attack die} + @Rowc A {@ReactionFire: terrain defense die @B only} + } +} } + +def @CGunposition { @VCard { + @CCHeader{Gunposition @Rule 9.5.7.3} + /.3c @Display || @Tbl + rule {no} + i {ctr} + iv {ctr} + bformat { @Cell i {right} A | @StartHSpan @Cell i{left} B | @HSpan } + cformat { @StartHSpan @Cell A | @HSpan | @HSpan } + { + @Rowb A {@Inf @Arty} B {terrain @Strongest defense die +} + @Rowc A { || @Tbl + rule {no} + i {ctr} + iv {ctr} + aformat { @Cell i {right} A | @Cell B | @Cell i {left} C } + { + @Rowa B {/.1c 8p @Font{no terrain} @LP @Red @Green} + @Rowa A {@Green} B {@IncludeGraphic "imgs/gunposition.eps"} C {@Red @Green} + @Rowa B {@Red} + } /.1c + } + @Rowb A {@Tracked} B{+1 @MP (may @B not cross)} + @Rowb A {@Wheeled} B{+2 @MP (may @B not cross)} + @Rowc A {/.1c @ReactionFire: terrain defense die @B only} + } +} } + +def @CBunker { @VCard { + @CCHeader{Bunker @Rule 9.5.7.4} + /.1c @Display 8p @Font { || @Tbl + rule {no} + i {ctr} + iv {ctr} + bformat { @Cell i {right} A | @StartHSpan @Cell i{left} B | @HSpan } + cformat { @StartHSpan @Cell A | @HSpan | @HSpan } + dformat { @StartHSpan @Cell i{left} A | @HSpan | @HSpan } + { + #@Rowc A {@Inf (@Arty on game setup)} + #@Rowc A {terrain @Strongest defense die +} + @Rowc A {@Arty on game @B setup only} + @Rowb A {@Inf @Arty} B {terrain @Strongest defense die +} + #@Rowd A {ignore loss of @Weakest defense die against @B OAS} + @Rowc A { || @Tbl + rule {no} + i {ctr} + iv {ctr} + aformat { @Cell i {right} A | @Cell B | @Cell i {left} C } + bformat { @StartHSpan @Cell A | @HSpan | @HSpan } + { + @Rowa B {8p @Font{no terrain}} + @Rowb A {@B OAS : ignore loss of @Weakest defense die} + @Rowa B {@Red @Red} + @Rowa A {@Red} B {@IncludeGraphic "imgs/bunker.eps"} C {@Red @Red} + @Rowa B {@Red} + } + } + @Rowb A {@Tracked} B{+2 @MP (may @B not cross)} + @Rowb A {@Wheeled} B{+3 @MP (may @B not cross)} + @Rowd A {@Arty have their @I {Arc of Fire} limited to @I Front} + @Rowc A {/.1c @ReactionFire: terrain defense die @B only} + } +} } } + +def @CHide { @VCard { + @CCHeader{Hide, Hidden, Ambush @Rule 9.11} + /.1c @Display { + @BulletList + gap {1.6v} + @ListItem{@B Hide Action @Rule 9.11 + @BulletList + gap {.6v} + #@ListItem{@Inf @B not on roads} + #@ListItem{@Arty{@Sym slash}@Vehicle @B not on roads or clear} + @ListItem{@B not on roads, @Arty{@Sym slash}@Vehicle @B not on clear} + @ListItem{@Defense: + @Blue |.5c @Spotting: -1} + @ListItem{@Inf may move 1 hex, @B not if @Cap Slow, /.2c @B not on road, @B not in @I harsh terrain} + @RawEndList} + @ListItem{@B Hidden Action @Rule 9.11.1 + @BulletList + gap {.6v} + @ListItem{@Defense: + @Blue |.5c @Spotting: -2} + @ListItem{@Attack: -1 @Weakest die @AAttack} + #@ListItem{@Attack: @AAttack (-1 @Weakest @Attack die)} + @RawEndList} + @ListItem{@B Ambush Action @Rule 9.11.2 + @BulletList + gap {.6v} + @ListItem{@Defense: + @Blue |.5c @Spotting: -2} + @ListItem{@Attack: +@Suppress |.2c @Defense: -1 @Weakest die} + @RawEndList} + @EndList +} } } + +def @CInfantry { @VCard { + @CCHeader{Infantry Specific Movements @Rule 9.7} + /.1c @Display 9p @Font { + @BulletList + gap {1.6v} + @ListItem{@B Digging In @Rule 9.7.1 + @BulletList + gap {.6v} + @ListItem{@B not in fortifications, -1 @Weakest @Defense die} + @ListItem{@Defense: + @Green when @ADugIn} + @RawEndList} + @ListItem{@B Reinforcing Position @Rule 9.7.2 + @BulletList + gap {.6v} + @ListItem{mark @ANormal 2 @B adjacent units (2 @CMP)} + @ListItem{swap them, @B no @Harsh, @ADugIn stays} + @ListItem{1 unit is subject to @ReactionFire} + @RawEndList} + @ListItem{@B Smoke Cover @Rule 9.7.3 (max 4 @Sym slash hex) + @BulletList + gap {.6v} + @ListItem{-1 @MP @ANormal @Sym slash @AFast @Sym slash @AHide or @AAttack} + @ListItem{1 @B adjacent @Smoke +1 {@Sym slash} @Hit @Critical on @Green @Green} + @RawEndList} + @EndList +} } } + +def @CTransportingUnits { @VCard { + @CCHeader{Transporting Units @Rule 9.10} + /.5c @Display 9p @Font { + @BulletList + @ListItem{@Armoured may transport @B 4 @Inf riders} + @ListItem{do not count units partial damage} + @ListItem{unloading triggers @ReactionFire} + @ListItem{ @B {Loading Units} @Rule 9.10.2 + @BulletList + gap {.6v} + @ListItem{@B not in a @AFast @Sym slash @ADelayed @Sym slash @AImmobile @Sym slash @ASuppressed @Sym slash @AFallback @Vehicle} + @ListItem{move the unit in transport hex} + @RawEndList} + @ListItem{ @B {Dismounting Units} @Rule 9.10.3 + @BulletList + gap {.6v} + @ListItem{unload into an empty adjacent hex} + @ListItem{marked with @AFast , @ADelayed if @Cap Slow or @I harsh} + @RawEndList} + @EndList +} } } + +def @CTransportingArtillery { @VCard { + @CCHeader{Transporting Artillery @Rule 9.10} + /.3c @Display 9p @Font { + @BulletList + @ListItem{do not count units partial damage} + @ListItem{unloading triggers @ReactionFire} + @ListItem{@B {Loading Immobile Artillery} @Rule 9.10.4 + @BulletList + gap {.6v} + @ListItem{@Arty may @B not be @ADelayed @Sym slash @ASuppressed @Sym slash @AFallback} + @ListItem{the @Vehicle moves into the @Arty hex @Sym ampersand is @ADelayed} + @RawEndList} + @ListItem{@B {Unloading Immobile Artillery} @Rule 9.10.5 + @BulletList + gap {.6v} + @ListItem{@B not if the @Vehicle moved into a @I harsh terrain} + @ListItem{mark the @Vehicle with @ANormal if it did not move} + @ListItem{mark the @Arty with @ADelayed} + @RawEndList} + @EndList +} } } + +def @COverrunningArtillery { @VCard { + @CCHeader{Overrunning Artillery @Rule 9.9.1} + /.1c @Display 10p @Font { + @BulletList + gap {.8v} + @ListItem{armoured @Tracked @Vehicle} + @ListItem{@B not while transporting, @B not in @I harsh terrain} + @ListItem{@B must use a @AFast} + @ListItem{@Arty @B unless marked @ASuppressed @Sym slash @AFallback @Sym slash @AFast @Sym slash @ADelayed : + @BulletList + gap {.6v} + indent {1v} + @ListItem{has 1 vertex facing change} + @ListItem{fire range 0 for @Free} + @ListItem{no dice mod, @Attack vs frontal armour} + @ListItem{apply @I Critical rules @Rule 10.8.1} + @RawEndList} + @ListItem{the @Vehicle is @I Immobilized, @I Suppressed /.5v or @I Destroyed in the last adjacent hex} + @ListItem{otherwise the @Arty is @I Destroyed} + @EndList +} } } + +def @CCoverMovement { @VCard { + @CCHeader{Covering Fire @Rule 9.12} + @Display 8p @Font { + @BulletList + gap {.6v} + @ListItem{activate 2 @B adjacent units (2 @CMP) @LP with @ANormal @Sym slash @AFast @Sym ampersand @AFiring for the @B{F}ire @B{S}upport @B{U}nit} + #@ListItem{the @I{Firing unit} must have LOS to the @I{Reactiong unit}} + #@ListItem{add @I{Firing unit} @Strongest @Attack die to @I{Moving unit} @Defense} + @ListItem{@B{FSU} may @B once react to a @ReactionFire unit in LOS: + @BulletList + gap {.6v} + @ListItem{add @B FSU @Strongest @Attack die to @I{Moving unit} @Defense} + @ListItem{(next @Strongest @Attack if @Half or has @AAttack)} + @RawEndList} + @EndList + /1v + @CCHeader{Joint Fire @Rule 10.9.4} + @BulletList + gap {.6v} + @ListItem{mark 2 @B adjacent @Inf with @AFiring, cost 1 @CMP} + @ListItem{lead unit does the @Spotting and the @Attack roll} + @ListItem{support unit adds: + @BulletList + gap {.6v} + @ListItem{its @Strongest @Attack die} + @ListItem{its @B next @Strongest @Attack die if @AAttack or has @LOSH} + @ListItem{use @B stronger symbol of double if @Half} + @RawEndList} + @EndList +} } } + +def @CInderctFire { @VCard { + @CCHeader{Indirect Fire @Rule 7.1} + @Display 10p @Font { + @BulletList + @ListItem{@Support units with @Ability {Indirect Fire}} + @ListItem{@B not from forest or multy-storey buildings} + @ListItem{@B ignore @Hindered hexes @Defense dice} + @ListItem{adjacent @InfArty @Sym slash @Ability Scout may spot for @Free : + @BulletList + indent {1v} + #@ListItem{spotting is a @Free action} + @ListItem{mark with @AAttack (if already @Sym arrowdblright @ANormal)} + @RawEndList} + @ListItem{against @Vehicle @Rule 7.1.2 : + @BulletList + indent {1v} + @ListItem{@Defense: + @Green} + @ListItem{pre-roll : keep @Hit @Sym ampersand @Critical dice then roll} + @ListItem{use @B flank @Defense, @B above if any @Critical} + #@ListItem{on @B critical result, use @B above @Defense instead of @B flank} + @ListItem{transporting units @Sym arrowdblright @Rule 10.11 FIXME} + @RawEndList} + @EndList +} } } + +def @CDamageCritical { @VCard { + @CCHeader{Range Fire Results @Rule 10.8} + @Display 8p @Font { + @BulletList + gap {.1v} + @ListItem{assign 1 damage point for each @Critical @Hit @Rule 10.8.2} + @ListItem{if any @Suppress remains mark the unit with @ASuppressed: + @BulletList + gap {.1v} + indent {1v} + @ListItem{fallback @AFallback if marked with @ADelayed} + @ListItem{if already @ASuppressed: + @BulletList + gap {.1v} + indent {1v} + @ListItem{@Inf are marked with @AFallback} + @ListItem{@Arty and @AImmobile @Vehicle are @Eliminated} + @RawEndList} + @RawEndList} + @ListItem{for each @Critical: roll @Attack: @Green |.2c @Defense: @Blue} + @ListItem{on any success @AImmobile @Vehicle are @Eliminated} + @RawEndList + #for each @Critical: roll @Attack: @Green |.2c @Defense: @Blue + #@LP on any success @AImmobile @Vehicle are @Eliminated + #@LP @Tbl + || @Tbl + rule {yes} + i {ctr} + iv {ctr} + aformat { @Cell A | @Cell B | @Cell C | @Cell D } + bformat { @Cell | @StartHSpan @Cell i {ctr} A | @HSpan | @HSpan } + { + @Rowa + paint {@HeaderPaint} + B {@Inf} C {@Arty} D {@Vehicle} + @Rowa A {@Suppress} B {@Sym arrowdbldown} C {@Sym arrowdbldown} D {@ASuppressed @Sym arrowdown} + @Rowa A {@Hit} B {@Suppress @Sym arrowdown} C {@Suppress @Sym arrowdown} D {@AFallback @Sym arrowdown @Sym arrowdown} + @Rowa A {@Critical} B {@AFallback @Sym arrowdown} C {@Sym arrowdbldown} D {@AImmobile @Sym arrowdown} + @Rowb A {@Eliminated} + } + #@LP if already marked, follow the @Sym arrowdown +} } } + +def @CRangeFireAttack { @VCard { + @CCHeader{Range Fire Attack @Rule 10.9} + @Display 10p @Font { /.3c | @Tbl + rule {yes} + i {ctr} + iv {ctr} + aformat { @Cell A | @Cell B | @Cell C } + bformat { @StartVSpan @Cell A | @Cell B | @Cell C } + cformat { @VSpan | @StartHSpan @Cell B | @HSpan} + { + @Rowa + paint {@HeaderPaint} + A {@Attack} B {attacker} C {target} + @Rowb A {+ @Blue} B {@Veteran @Elite} + @Rowa A {+ @Suppress} B {@AAmbush} C { @Recruit } + @Rowa A {- @Weakest} B {@AHidden @AAttack} + } /.2v | @BulletList + @ListItem{@Half : @SingleSuccess} + @ListItem{failed @Spotting: + @BulletList + gap {.5v} + @ListItem{@SingleSuccess, no @Critical} + @ListItem{@Half: @Sym numbersign attack dice @Sym slash 2 @Sym arrowup} + @RawEndList} + @ListItem{Joint Fire @B FSU adds its: + @BulletList + gap {.6v} + @ListItem{@Strongest @Attack die} + @ListItem{@AAttack @Sym slash @LOSH: @B next @Strongest} + #@ListItem{@Half : @SingleSuccess} + @RawEndList} + @EndList +} } } + +def @CRangeFireDefense { @VCard { + @CCHeader{Range Fire Defense @Rule 10.10} + @Display 10p @Font { /1v + @Bullet @Defense: terrain + cumulative @LOSH + @LP | @Tbl + rule {yes} + i {ctr} + iv {ctr} + aformat { @Cell A | @Cell B | @Cell C } + bformat { @StartVSpan @Cell A | @Cell B | @Cell C } + cformat { @VSpan | @StartHSpan @Cell B | @HSpan} + { + @Rowa + paint {@HeaderPaint} + A {@Defense} B {attacker} C {target} + @Rowa A {+ @Green} B {@AFireMove @LP @AMoveFire} C {@ASuppressed @InfArty @LP @ADugIn @Inf} + @Rowb A {+ @Blue} B {@ATurret} C {@AFast @Vehicle @LP @AHide @AHidden @AAmbush @LP @Hardened @Veteran @Elite} + @Rowc B {@Sym slash @Smoke} + @Rowa A {- @Weakest} B {@AAmbush} C {@AFast @InfArty @LP @ADigIn @Inf} + } +} } } + +def @CFireAtTransport { @VCard { + @CCHeader{Firing at Transport @Rule 10.11} + @Display 9p @Font { + @BulletList + @ListItem{@B{Firing at Tank Riders} @Rule 10.11.1 + @BulletList + gap {.6v} + @ListItem{the vehicle is @B not affected} + @ListItem{use @B unit inherent defense dice, @B no terrain dice} + @ListItem{on @Suppress @Sym slash @Hit @Sym slash @Critical @Sym arrowdblright @B Emergency} + @RawEndList} + @ListItem{@B{Firing at Transport} @Rule 10.11.2 + @BulletList + gap {.6v} + @ListItem{on @Suppress @Sym slash @Hit @Sym slash @AImmobile @Sym arrowdblright @B Emergency} + @ListItem{on @Critical @Eliminated @Sym arrowdblright @B Emergency + @BulletList + gap {.6v} + @ListItem{@B each transported unit suffers @B{1 damage} point} + #@ListItem{apply @B {Emergency Disembark}} + @RawEndList} + @RawEndList} + @ListItem{@B{Emergency Disembark} @Rule 10.11.3 @Free actions + @BulletList + gap {.6v} + @ListItem{into @Sym emptyset @B adjacent hexes @Sym ampersand trigger @ReactionFire} + @ListItem{if no possible move, the unit is @Eliminated} + @ListItem{marked @AFast , @ADelayed if @Cap Slow or in @Harsh} + @RawEndList} + @EndList +} } } + +def @CCAttack { @VCard { + @CCHeader{Close Combat Attack @Rule 11.4} + /.5c @Display 8p @Font { || @Tbl + rule {yes} + i {ctr} + iv {ctr} + aformat { @VSpan | @StartHSpan @Cell A | @HSpan | @Cell B } + bformat { @VSpan | @VSpan | @Cell A | @Cell B } + cformat { @VSpan | @StartVSpan @Cell X | @Cell A | @Cell B } +{ + @Row format {@StartVSpan @Cell | @StartHSpan @Cell A | @HSpan | @Cell B } + A{@Veteran @Elite} B{+ @Blue} + @Rowa + A{@Half @LLP @Vehicle vs @Inf} B{only @Strongest @LLP result} + @Row format {@StartVSpan @Cell paint {@HeaderPaint} 90d @Rotate X | @StartHSpan @Cell A | @HSpan | @Cell B } + ruleabovewidth { 1p } + X{@B First round only} A{close combat @I Support} B{1 re-roll} + @Rowa + A{@AAttack} B{lose @Weakest die} + @Rowc + ruleabovewidth { 1p } + X{@Attacker} A{crossing obstacle} B{lose @Weakest die} + @Row format {@VSpan | @VSpan | @Cell A | @Cell B } + A{@I Outflanked @LLP or @AImmobile @Vehicle} B{1 re-roll} + @Rowc + ruleabovewidth { 1p } + X{@Defender} A{@ASuppressed} B{@B cannot @LLP attack back} + @Rowb + A{@I Activated} B{@SingleSuccess} + @Rowb + A{@I Activated @LLP @Sym ampersand @Half} B{lose @Weakest die} +} } } } + +def @CCDefense { @VCard { + @CCHeader{Close Combat Defense @Rule 11.5} + /.2c @Display 8p @Font { || @Tbl + rule {yes} + i {ctr} + iv {ctr} + aformat { @VSpan | @StartHSpan @Cell A | @HSpan | @Cell B } + bformat { @VSpan | @VSpan | @Cell A | @Cell B } + cformat { @VSpan | @StartVSpan @Cell X | @Cell A | @Cell B } +{ + @Row format {@StartVSpan @Cell | @StartHSpan @Cell A | @HSpan | @Cell B } + B{ @Strongest terrain @LLP @B or fortification dice} + @Rowa + A{@Hardened @Veteran @Elite} B{+ @Blue} + @Rowa + A{@Arty} B{@Weakest @Defense dice} + @Rowa + A{@Vehicle} B{@B no terrain} + @Rowa + A{@Vehicle vs @Vehicle} B{@B frontal armour} + @Rowa + A{@Inf vs @Vehicle} B{@Weakest armour} + @Rowa + A{@Vehicle @AImmobile} B{@B rear armour @LLP @B First round as well} + @Row format {@StartVSpan @Cell paint {@HeaderPaint} 90d @Rotate X | @StartHSpan @Cell A | @HSpan | @Cell B } + ruleabovewidth { 1p } + X{@B First round only} A{@I Support} B{1 re-roll} + @Rowc + X{@Attacker} B{@Weakest terrain dice} + @Rowb + A{@AFast} B{lose @Weakest dice} + @Rowc + ruleabovewidth { 1p } + X{@Defender} B{@Strongest terrain @LLP @B and fortification dice @LLP @Sym arrowdown @I flank @B{@Sym arrowdown @Sym arrowdown} @I rear} + @Rowb + A{@Vehicle vs @Vehicle} B{@B facing armour} +} } } } + +def @CCResult { @VCard { + @CCHeader{Close Combat Damage @Rule 11.5.4} + @Display 8p @Font { + @BulletList + gap {.3v} + @ListItem{assign 1 damage point for each @Critical @Hit @Rule 10.8.2} + @ListItem{during @B First round, all units ignore 1 @Suppress} + @ListItem{any uncancelled @Suppress : @AFallback, mark the other unit @ANormal} + @ListItem{each uncancelled @Critical : reduce @Half} + @ListItem{if 1 unit is @Eliminated, mark the other unit @AFast} + @ListItem{@ADugIn stays if the unit wins the close combat} + @EndList + /1v + @CCHeader{Voluntary Withdrawal @Rule 11.5.6.1} + @BulletList + gap {.3v} + @ListItem{other player execute a final close combat attack} + @ListItem{the withdrawing unit perfom a @AFast, @B not into an @Objective} + @ListItem{the other unit is marked @ANormal} + @EndList +} } } + +def @CCSpecial { @VCard { + @CCHeader{Close Combat Transport @Rule 11.8} + @Display 8p @Font { +@BulletList + gap {.3v} + @ListItem{may attack each transported units : + @BulletList + @ListItem{range @B 0 @Strongest die @I vs rinted @Defense dice} + @RawEndList} + @ListItem{then execute an @B{Emergency Disembark} @Rule 10.11.3} +@EndList + /1v + @CCHeader{Desperate Attack @Rule 11.9} +@BulletList + gap {.3v} + @ListItem{other player execute a final close combat attack} + @ListItem{the withdrawing unit perfom a @AFast, @B not into an @Objective} + @ListItem{the other unit is marked @ANormal} + @ListItem{each round, @Inf vs @Vehicle may: + @BulletList + gap {.3v} + @ListItem{@Vehicle counter attack is resolved as normal} + @ListItem{@Inf @Green vs @Vehicle @Blue, @Green if @B first @Sym ampersand @Inf @AFast : + @BulletList + gap {.3v} + @ListItem{on @B double success : @AImmobile + 1 @Hit} + @ListItem{on @Critical @Sym slash @Hit : @AImmobile} + @ListItem{on @Suppress: @Suppress @Sym ampersand must @B Withdraw} + @RawEndList} + @RawEndList} +@EndList +} } } + +# FIXME : dice values & units quality + +@Document +@InitialSpace { lout } +// +@Text @Begin + +@LLP @LLP # silence : 8.9c object too high for 0.0c space; will try elsewhere, but why ? +@Display @CEndOfTurn +@Display @CSpotting +@Display @CMinefields +@Display @CMovements +@Display @CHide +@Display @CInfantry +@Display @CTransportingUnits +@Display @CTransportingArtillery +@Display @COverrunningArtillery +@Display @CCoverMovement +@Display @CInderctFire +@Display @CRangeFireAttack +@Display @CRangeFireDefense +@Display @CDamageCritical +@Display @CCAttack +@Display @CCDefense +@Display @CCResult +@Display @CCSpecial +@Display @CFireAtTransport +@Display @CSandbags +@Display @CPillbox +@Display @CTrenches +@Display @CGunposition +@Display @CBunker +# @Inf @Arty @Wheeled @Tracked + +@End @Text |
