black @Colour @CurveBox margin {.1c} black @Colour { @Tbl #rule {yes} margin {.1c} { @Row paint {@SADRM} format { @Cell 16p @Font @B A | @Cell i{right} B} A{Small Arms Fire 10p @Font 11.3} B{@Sym less -4 @B not allowed |.2c [-4 ; +3]} @Row format { @Cell A | @Cell B } A{ /.1v @Tbl indent {ctr} rule {yes} #aformat { @Cell | @StartHSpan @Cell @B B | @HSpan | @HSpan | @HSpan | @HSpan } bformat { @Cell rule {no} paint {none} @B A | @Cell width {1.2c} @B B | @Cell width {1.2c} @B C | @Cell width {1.2c} @B D | @Cell width {1.2c} @B E | @Cell width {1.2c} @B F } cformat { @Cell ruleleft {no} @B A | @Cell B | @Cell C | @Cell D | @Cell E | @Cell F } { #@Rowa B{Range} @Rowb paint {@Odd} ruleabove {no} A{DRM} B{@Sym lessequal 4} C{8} D{10} E{12} F{15} @Rowc paint {@Even} A{-} B{1} C{1-2} D{1-3} E{1-3} F{1-4} @Rowc paint {@Odd} A{red @Colour -1} B{2} C{3} D{4} E{4} F{5-6} @Rowc paint {@Even} A{red @Colour -2} B{3} C{4} D{5} E{5-6} F{7-8} @Rowc paint {@Odd} A{red @Colour -3} B{4} C{5-8} D{6-10} E{7-12} F{9-15} } } B{ 10p @Font { // @RawBulletList @ListItem{@B cannot @I Fire into a hex @BulletList @ListItem{@B without known enemy unit @Reff 11.0.b} @ListItem{@B with friendly @I{non-vehicular} units /.3v (@I exc : with a @I FP in @I Assault hex) @Reff 2.2.4} @RawEndList} @ListItem{@I{non-vehicular} units @B cannot @I Fire if @BulletList @ListItem{loaded @Reff 11.3.b} @ListItem{in a @I{Primary Impact Hex} @Reff 11.4.7.1.a} @RawEndList} @EndList # @RawBulletList # @ListItem{keep best @I SADRM @Sym slash @I MDRM + d10} # @ListItem{identify best unit @I Cohesion within : # @ListItem{best @I Cohesion unit priority : # @BulletList # indent { .2c } # @ListItem{good-order @I combat units} # @ListItem{@I Concealed @I combat units} # @ListItem{@I Disrupted @I combat units} # @ListItem{@I{non-combat} units} # @RawEndList} # @ListItem{tie : best @I AV @Sym arrowright best @I SAV @Sym arrowright random} # @ListItem{-1 if @I leader @I Cohesion is higher} # @ListItem{@I Disrupt if @Sym greater @I Cohesion} # @ListItem{and suffers @I Casualty if @Sym greaterequal 10} # @ListItem{@I Disrupt if @Sym greater best @I Cohesion} # @ListItem{@I Casualty if @Sym greaterequal 10} # @EndList }} @Row format { @StartHSpan @Cell A | @HSpan } A{ /.1v @Tbl indent {left} rule {yes} aformat { @StartHSpan @Cell ruleleft {no} i{left} A | @HSpan | @HSpan } bformat { @Cell ruleleft {no} i{ctr} @B A | @Cell @I B | @Cell C } { @Rowb paint {@Even} ruleabove {no} A{+1} B{Enfilade} C{@B not if @B 2+ @I{non-vehicular} @I Combat units} @Rowb paint {@Odd} A{+1} B{Target Density} C{every 2 steps of @I{non-vehicular} over 4 @Sym arrowup /.3v @B including @I @RNP} @Rowb paint {@Even} A{red @Colour -1} B{Hindrances} C{for each applicable @I Hindrance} @Rowb paint {@Odd} A{red @Colour -1} B{Concealed Target} C{all defending @I combat units are @I Concealed} @Rowb paint {@Even} A{red @Colour -1} B{Go to Ground} C{all defending @I{non-vehicular} units are @I Disrupted} @Rowb paint {@Odd} A{red @Colour -1} B{Regrouping Fire} C{firing unit is @I Regrouping} @Rowb paint {@Even} A{red @Colour -1} B{Night Fire} C{firing at night} @Rowb paint {@Odd} A{red @Colour -1} B{Friendly AFV @Sym slash HT} C{unloaded @I{non-vehicular} in @I{open-terrain}, /.3v @B not @I {Towed Gun}, @B not across a @I Wall or @I {Tree-Line}} @Rowb paint {@Even} A{red @Colour -1} B{Suppressed Fire} C{@Sym numbersign applicable @I DRM @Sym slash 2 @Sym arrowup } # /.3v @I{SA{@Sym slash}MDRM} : @I{non-vehicular} (@B not @I FP), @I FV, @I Carrier /.3v @I ATDRM : @I vehicular, @I{Towed Gun}} @Rowb paint {@Odd} A{red @Colour -x} B{best TEM} C{@B not if the target hex contains @I Riders} @Rowa ruleabovewidth {.1v} A{ @I{Reaction Fire} - @I Infantry, @I MGs, @I FPs } @Rowb paint {@Even} A{+1} B{Proximity Fire} C{within 2 hexes, @B not from @I Assault hex} @Rowb paint {@Odd} A{red @Colour -2} B{Split Fire 8p @Font{(2 targets)}} C{@I SAV @Sym greaterequal 1, @I Fire through at most 2 adjacent hexsides} @Rowa ruleabovewidth {.1v} A{ @I Vehicle Firing } @Rowb paint {@Odd} A{+1} B{HE vs Building @Sym slash IP} C{@I vehicles @Sym ampersand Towed Gun with @I SAV @Sym lessequal 1 and @Underline range} @Rowb paint {@Even} A{red @Colour -1 @Sym slash red @Colour -2} B{Motion Fire} C{0 @Sym slash 1 hex : @I{Shoot @Sym ampersand Scoot} or @I{Halt @Sym ampersand Fire}} } } @Row format { @StartHSpan @Cell A | @HSpan } A{ // @RawBulletList @ListItem{@I Passengers and loaded @I{Towed Guns} are immune to @I{Small Arms Fire} @Reff 11.3.c} @EndList } }}