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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
  }
}}