diff options
Diffstat (limited to 'LastHundredYards/tables/japanese.lou')
-rw-r--r-- | LastHundredYards/tables/japanese.lou | 36 |
1 files changed, 36 insertions, 0 deletions
diff --git a/LastHundredYards/tables/japanese.lou b/LastHundredYards/tables/japanese.lou new file mode 100644 index 0000000..99f7ccf --- /dev/null +++ b/LastHundredYards/tables/japanese.lou @@ -0,0 +1,36 @@ +black @Colour @CurveBox margin {.1c} black @Colour { +@Tbl + #rule {yes} + margin {.1c} +{ + @Row paint {@Japs} format { @Cell 16p @Font @B A } A{@Japanese @B Japanese 10p @Font 15.2.1} + @Row format { @Cell A } + A { // + @RawBulletList + @ListItem{@I{Casualty Points} are always 1 per box @Reff 21.2} + @ListItem{@I Reduced squads are @B 1 step @I combat units} + @ListItem{do @B not @I Disrupt @B but will suffer a @I casualty (@I reduce) instead @Reff 13.3.1 @Reff 13.3.2} + @ListItem{do @B not @I Disrupt in case of @I{Collateral Damage} @B but are marked @I Regrouping @Reff 13.3.7} + @ListItem{do @B not conduct a @I{Cohesion Check} due to @I{Small Arms Fire} and @I{Mortar Fire} @Reff 13.3.1.6} + #@ListItem{A squad suffering a casualty is flipped to its @I reduced side and if already @I reduced is removed from play} + @ListItem{lose @I Concealment @B if they @I Maneuvre in @I{cover-terrain} within @B 2 hexes, not 3 @Reff 4.3.1.1.b} + @ListItem{lose @I Hidden status @B if in @I LOS of an enemy @I combat unit within @B 2 hexes, not 3 @Reff 20.9.2} + #@ListItem{that @I Maneuvre in @I{cover-terrain} lose @I Concealment within @B 2 hexes, not 3 @Reff 4.3.1.1.b} + @ListItem{directed by a @I leader in @I Reaction may maneuver at least @B 2 hexes, not 1 @Reff 10.1.2.a} + @ListItem{may unload adjacent to a know enemy, but are marked @I Regrouping @Reff 10.4.6.2.d} + #@ListItem{that @I Disrupt upon exiting a @I{Secondary Impact Hex}, are @B not required to @I withdraw @Reff 11.4.7.2.c} + @ListItem{must @B not @I withdraw when @I Disrupt upon exiting a @I{Secondary Impact Hex} @Reff 11.4.7.2.c} + @ListItem{have a @B +1 @I{Recovery DRM} when attempting to recover from @I Regrouping status @Reff 12.2} + @ListItem{only the best unit conduct a @I Cohesion check @B when retreating adjacent to enemy units @Reff 14.3.3.5} + @ListItem{suffer @B no @I Maneuvre limitation at @I Night @Reff 17.1.c} + @ListItem{@I knee mortar @I squads, and @I reduced @I squads @B cannot deploy @Reff 10.3.2.a} + @ListItem{2 @I reduced squads, or 1 @I reduced squad and 1 deployed section may re-combine @Reff 10.3.3} + @ListItem{Knee Mortars, fire a @I SADRM @B or @I MDRM @B or @I Smoke @Reff 11.4.10 + @BulletList + @ListItem{in @I Reactions, fires @B only at units it @I observed, at @B any in @I LOS if stacked with its @I leader @Reff 11.4.10.2} + @ListItem{the @I MV for a @I squad is @B 0, @B -1 for a @I reduced @I squad} + @ListItem{their @I{Primary Impact Hex} is considered a @I{Secondary Impact Hex}} + @ListItem{it @B cannot @I extend and @I recovers on a roll @Sym lessequal @B 5 @Reff 11.4.10.4} + @RawEndList} + @EndList +}}} |