diff options
Diffstat (limited to 'LastHundredYards/tables/fire_resolution.lou')
-rw-r--r-- | LastHundredYards/tables/fire_resolution.lou | 101 |
1 files changed, 101 insertions, 0 deletions
diff --git a/LastHundredYards/tables/fire_resolution.lou b/LastHundredYards/tables/fire_resolution.lou new file mode 100644 index 0000000..fb3ba56 --- /dev/null +++ b/LastHundredYards/tables/fire_resolution.lou @@ -0,0 +1,101 @@ +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 + } +} } |