diff options
Diffstat (limited to 'LastHundredYards/tables/avfs.lou')
-rw-r--r-- | LastHundredYards/tables/avfs.lou | 57 |
1 files changed, 57 insertions, 0 deletions
diff --git a/LastHundredYards/tables/avfs.lou b/LastHundredYards/tables/avfs.lou new file mode 100644 index 0000000..ff45b59 --- /dev/null +++ b/LastHundredYards/tables/avfs.lou @@ -0,0 +1,57 @@ +black @Colour @CurveBox margin {.1c} black @Colour { +@Tbl + #rule {yes} + margin {.1c} + aformat { @StartHSpan @Cell A | @HSpan } +{ + @Row paint {@AVFs} format { @Cell 16p @Font @B A | @Cell i{right} B } A{AVFs 10p @Font{10.4}} B{1-step @I combat unit} + @Row format { @StartHSpan @Cell width {11c} A | @HSpan } A { // + @RawBulletList + @ListItem{A @B stationary @I vehicle may : + @BulletList + @ListItem{@Underline @I Fire} + @ListItem{@Underline @I Pass : @B unless in range @Sym ampersand @I LOS of an @I unconcealed Anti-Tank unit} + @ListItem{@Underline @I Maneuver : @B must spend 1 MP to go into motion} + @ListItem{@Underline @I {Shoot @Sym ampersand Scoop} : @B only Anti-Tank @I Fire @B if Assaulting @Reff 10.4.2} + @RawEndList} + @ListItem{An @B{in motion} vehicle may : + @BulletList + @ListItem{@Underline @I Reverse : max 3MP (no @I Bypass, @I Overrun or @I Assault)} + @ListItem{@Underline @I Maneuver : may @I Stop and be marked with a @RMotion} + @ListItem{@Underline @I{Halt @Sym ampersand Fire} : @B only Anti-Tank @I Fire @B if Assaulting @Reff 10.4.3} + @ListItem{@B if @I Active : move 1 hex max, remove @GMotion @LLP enter @Underline @I Overwatch : @B may fire but in @I Reaction @B only @Reff 10.4.1.b.iii} + @ListItem{@Underline @I Bypass : @B not in an @I Assault hex, @I non-AFVs @B only as last resort: @Reff 10.4.5.1 + @BulletList + @ListItem{@I Maneuver into the @I Bypass hex and temporarily halt in it} + @ListItem{each @I undisrupted @Sym slash non-@I shocked enemy unit in the hex @B may @LLP @I{Anti-Tank Fire} or @I{Small Arms Fire} (no @I{Split Fire})} + @ListItem{bypassing @I vehicles @B must exit the hex} + @RawEndList} + @ListItem{@Underline @I Overrun : per game turn, 1 overrun per vehicle or target hex + @DashList + @ListItem{Conditions @Reff 10.4.5.2 : + @BulletList + @ListItem{any @I vehicle @B with an @I SAV or @I ATV @B without @I Riders} + @ListItem{@B only an @I AFV may overrun a @I{Towed Gun}, @I FV, or @I HT} + @ListItem{@B not in an @I Assault hex, @B not with a @I{Towed Gun}} + @ListItem{@B not a hex that contains an @I AFV, or @I FP, Buildings, Forest, @LLP Enclosed Road or @BOP} + @ListItem{to overrun a hex the vehicles must @B start from the @B same hex} + @RawEndList} + @ListItem{Procedure @Reff 10.4.5.3 : + @BulletList + @ListItem{spend @B +1 MP to enter the @I Overrun hex, temporarily halt in it} + @ListItem{enemy @I vehicles may @I Maneuver (move only) to avoid it} + @ListItem{an @I AFV with a @I ATV > 0 may place a 2 @I ATDRM} #on a single @I{Towed Gun} or @I vehicle in the Overrun hex} + @ListItem{any vehicle may place a @I SAV - {@I TEM}s @I SADRM in the hex @LLP (@I SAV @Sym equal 2 @B if @I HT with @I SAV @Sym greaterequal 1 @I Infantry Passengers)} + @RawEndList} + @ListItem{Reaction @Reff 10.4.5.4 : + @BulletList + @ListItem{units that did not act, with an @I ATV, may @I Fire (no @I{Split Fire})} + @ListItem{units with an @I ATV @Sym greaterequal 0 @B must fire at any @I AFV} + @ListItem{if none, 1 @I Squad may @I Shock an @I AVF on a 10 (@I Kill GE 9{@Sym slash}43 )} + @ListItem{on @I AVF @I Shocked or @I Passengers unload, hex is under @I Assault} + @RawEndList} + @RawEndList} + @RawEndList} + @EndList + } +}} |