diff options
Diffstat (limited to 'LastHundredYards/tables/concealed.lou')
-rw-r--r-- | LastHundredYards/tables/concealed.lou | 58 |
1 files changed, 58 insertions, 0 deletions
diff --git a/LastHundredYards/tables/concealed.lou b/LastHundredYards/tables/concealed.lou new file mode 100644 index 0000000..b39282a --- /dev/null +++ b/LastHundredYards/tables/concealed.lou @@ -0,0 +1,58 @@ +black @Colour @CurveBox margin {.1c} black @Colour { +@Tbl + #rule {yes} + margin {.1c} + aformat { @Cell A } +{ + @Row paint {@Concealment} format { @Cell 16p @Font @B A } A{Concealed 10p @Font 4.3} + @Rowa rulebelow {yes} A{ // + @RawBulletList + @ListItem{a unit lose its @I{Concealment} if it @Reff 4.3.1 : + @BulletList + @ListItem{retreats from or remains in an @I{Assault Hex}} + @ListItem{is @I Disrupted, @I Shocked, or suffers a @I Casualty} + @ListItem{is a @I{non-vehicular} and the @I FFAR is @Sym greaterequal best @I Cohesion in the hex} + @RawEndList} + @ListItem{@I Concealment is immediately lost @B if in @I LOS of an enemy unit :} + @RawEndList + /.5v @Tbl + indent {ctr} + rule {yes} + { + @Row paint {@Even} ruleabove {no} format { @Cell rule {no} paint {none} | @Cell B | @Cell C | @Cell D } B {@B Action} C{@B Open-Terrain} D{@B Cover-Terrain @Mark} + @Row paint {@Odd} format { @StartVSpan @Cell ruleleft {no} iv{ctr} A | @Cell B | @Cell C | @Cell D } A{non-vehicular /.1v in @I{day light}} B{Fire} C{8} D{2} + @Row paint {@Even} format { @VSpan | @Cell B | @Cell C | @Cell D } B{Maneuver} C{8} D{3 @Sym slash 2 @Japanese @Russian @Sym slash 1 6p @Font @I LATW} + @Row paint {@Odd} ruleabovewidth {.1v} format { @StartVSpan @Cell ruleleft {no} iv {ctr} A | @Cell B | @Cell C | @Cell D } A{vehicle} B{any} C{@Sym infinity} D{8} + @Row paint {@Even} format { @VSpan | @StartHSpan @Cell B | @HSpan | @HSpan } B{is adjacent at the end of a @I Activation @Sym slash @I Reaction} + } + //.3v @Mark @I @BOP, @I IP, @I FP are considered @I{cover-terrain} /.5v + } + @Row paint {@Concealment} format { @Cell 16p @Font @B A } A{Hidden 10p @Font 20.9} + @Rowa A{ // + @RawBulletList + @ListItem{unloaded @I{Towed Guns}, and @I LATW units @B can always set up @I Hidden} + @ListItem{revealed @I Hidden units are placed in their hex @I Concealed @Reff 20.9.2} + @ListItem{a @I Hiden unit is revealed @B when it conducts an @I Action + @BulletList + @ListItem{@B{or at} @I{Fire Resolution} @B if its hex contains an @I SADRM @Sym slash @I MDRM} #@Reff 20.9.2.c} + @ListItem{@B{or after} a @I{Call for Reaction} @B if it is @I LOS of an enemy @Reff 20.9.2.a :} + @RawEndList} + @RawEndList + /.5v @Tbl + indent {ctr} + rule {yes} + aformat { @Cell ruleleft {no} A | @Cell B | @Cell C | @Cell D | @Cell E } + { + @Rowa paint {@Odd} ruleabove {no} A{@I combat unit} B{@I LATW, @I{Towed Gun}, @Japanese, @Russian} C{2} D{others} E{3} + @Rowa paint {@Even} A{any unit} B{ @I vehicle in @I{open-terrain} } C{10} D{at Night} E{1} + } //.5v + @RawBulletList + @ListItem{when enemy @B enters the hex of @I Hidden units @Reff 20.9.2.b : + @BulletList + @ListItem{they step back @B 1 hex, any @I @RNP unload} + @ListItem{mark eligible units with an @I{Assault Arrow}, they @B may @I Feint /.3v @B except @I{non-vehicular} units that used the @I{Road Bonus}} + @ListItem{@I Hidden units @B may fire @B without losing @I Concealment} + @RawEndList} + @EndList + } +}} |