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-rw-r--r--LastHundredYards/tables/fire_resolution.lou101
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diff --git a/LastHundredYards/tables/fire_resolution.lou b/LastHundredYards/tables/fire_resolution.lou
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+black @Colour @CurveBox margin {.1c} black @Colour {
+ @Tbl
+ #rule {yes}
+ margin {.1c}
+ aformat { @StartHSpan @Cell width {10.5c} A | @HSpan | @HSpan }
+{
+ @Row format { @Cell i{ctr} paint {@SADRM} width{3.7c} 16p @Font @B A | @Cell i{ctr} paint {@MDRM} width{3c} 16p @Font B | @Cell i{ctr} paint {@ATDRM} 16p @Font C } A{Small Arms} B{Mortar} C{Anti-Tank}
+ @Rowa rulebelow{yes} A{ //
+ @RawBulletList
+ @ListItem{@I MDRM @Sym arrowdblright hex, @I SADRM @Sym arrowdblright Nationality, @I ATDRM @Sym arrowdblright vehicle}
+ @ListItem{roll once for each @I DRM}
+ @ListItem{apply the @B single @I{most detrimental} result to a unit}
+ @EndList
+ }
+ @Rowa rulebelow{yes} A{ //
+ @RawBulletList
+ @ListItem{consider the @B{single highest} result among @I SADRM @Sym slash @I MDRM}
+ @ListItem{select the @B best @I Cohesion unit with priority, @Reff 13.1.3 /.3v exclude @I @RNP in case of @I MDRM :
+ @BulletList
+ @ListItem{@I unconcealed @I undisrupted @I combat units}
+ @ListItem{@I Concealed @I undisrupted @I combat units}
+ @ListItem{@I Disrupted @I combat units}
+ @ListItem{@I{non-combat} units}
+ @RawEndList}
+ @ListItem{tie : best @I{Assault Value} @Sym arrowdblright best @I SAV @Sym arrowdblright at random}
+ @EndList
+ @BulletList
+ @ListItem{@I{@B{F}inal @B{F}ire @B{A}ttack @B{R}esult} @B -1 @B if stacked with its @I undisrupted /.3v platoon @I leader @B and it has a higher @I Cohesion}
+ @ListItem{@B if @I FFAR @Sym greaterequal @I Cohesion
+ @BulletList
+ @ListItem{@I{non-vehicular} units lose their @I Concealment if any @Reff 4.3.1.1.e}
+ @RawEndList}
+ @ListItem{@B if @I FFAR @Sym greater @I Cohesion @Reff 13.1.5-6
+ @BulletList
+ @ListItem{the selected unit @I Disrupts (remove @I Regrouping)
+ /.3v @B or suffers a @I Casualty @B if it is @I Heroic, @Japanese, @Russian or @I FFAR @Sym greaterequal 10}
+ @ListItem{@B if it is a @I Rider, it and any other @I Riders must unload}
+ @ListItem{@I {non-vehicular} units conduct a @I Cohesion check @B unless @Japanese or @Russian}
+ @RawEndList}
+ @EndList
+ @BulletList
+ @ListItem{@B if roll = 10 @Sym ampersand @I MFA @I MV @Sym greaterequal 2 @Reff 13.1.7 :
+ @BulletList
+ @ListItem{unload @B all @I @RNP in the @B hex}
+ @ListItem{a random @I vehicle is @I Destroyed @Mark (@I Shocked @B if its an @I AFV)}
+ @RawEndList}
+ @EndList
+ }
+ @Rowa rulebelow{yes} A{ //
+ @RawBulletList
+ @ListItem{@B ignore any roll @Sym lessequal @B 2, consider the @B{single highest} result per target :
+ @BulletList
+ @ListItem{@B if @I{Final Fire Attack Result} @Sym greater @I [E]AV
+ @BulletList
+ @ListItem{the vehicle is @I Destroyed (@I{Collateral Damage} if @I ATV @Sym greater 0 @Mark)}
+ @RawEndList}
+# @ListItem{@B if @I{Final Fire Attack Result} @Sym equal @I [E]AV /.3v @B or roll @Sym equal 10 @B and @I{Final Fire Attack Result} @Sym greaterequal @I [E]AV - 2 :
+# @BulletList
+# @ListItem{an @I AFV is @I Shocked}
+# @RawEndList}
+ @ListItem{an @I AFV is @I Shocked @B if :
+ @BulletList
+ @ListItem{@I{Final Fire Attack Result} @Sym equal @I [E]AV}
+ @ListItem{@B or roll @Sym equal 10 @B and @I{Final Fire Attack Result} @Sym greaterequal @I [E]AV - 2} # @B and roll @Sym equal 10}
+ @RawEndList}
+ @RawEndList}
+ @EndList
+ }
+ @Rowa A{ //
+ @RawBulletList
+ @ListItem{@Underline @I Shocked @Reff 13.3.5 :
+ @BulletList
+ @ListItem{may only @I Recover, stay @I Shocked if already @I Shocked}
+ @ListItem{its @I Riders unload @Sym ampersand conduct a @I Cohesion check}
+ @RawEndList}
+ @ListItem{@Underline @I Destroyed @Reff 13.3.6 :
+ @BulletList
+ @ListItem{a destroyed @I FP is replaced with an @I IP}
+ @ListItem{@B if by roll 10 @Sym ampersand @I MFA @Sym greaterequal 2 @B or @I ATV @Sym greater 0 @Mark :
+ @BulletList
+ @ListItem{apply @I{Collateral Damage} once at the end of fire resolution}
+ @RawEndList}
+ @RawEndList}
+ @ListItem{@Underline @I{Collateral Damage} @Reff 13.3.7 :
+ @BulletList
+ @ListItem{unload @B all @I @RNP in the @B hex}
+ @ListItem{for each @I Destroyed @Mark vehicles :
+ @BulletList
+ @ListItem{@I{Towed Gun} is @I Destroyed @B unless @I ATF from an @I MG}
+ @ListItem{its @RNP @I Disrupt (@Japanese, @Russian @I Regrouping) /.3v @B and conduct a @I Cohesion check /.3v applies to units that unloaded a @I ATDRM marked vehicle}
+ @RawEndList}
+ @ListItem{in @I{open-terrain} without @I IP, not during an @I Assault :
+ @BulletList
+ @ListItem{@B 1 on foot @I undisrupted unit is @I Disrupted (@Japanese, @Russian @I Regrouping)}
+ @RawEndList}
+ @RawEndList}
+ @EndList
+# Shocked : it's Riders must unload and conduct a Cohesion Check @Reff 13.3.5
+# Destroyed : replaced with an IP, any units in the hex Collateral @Reff 13.3.6
+ }
+} }