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black @Colour @CurveBox margin {.1c} black @Colour {
@Tbl
#rule {yes}
margin {.1c}
aformat { @Cell A }
{
@Row paint {@Fate} format { @Cell 16p @Font @B A } A{Random Events 10p @Font 18.0 @Version 1}
@Rowa rulebelow {yes} A{ //
@RawBulletList
@ListItem{on pure 1 : may remove the @I Concealed marker from a hex within 5 hexes and @I LOS}
@ListItem{on pure 10 : roll on the below @I{Fate Table}}
@EndList
}
@Rowa A{ ||
@Tbl
#rule {yes}
margin {.1c}
i{ctr}
iv{ctr}
aformat { @Cell @B A | @Cell i{right} @B B | @Cell }
bformat { @Cell A | @Cell i{right} @B B | @Cell i{left} C}
{
@Rowa paint {@Even} A{die roll @LLP @Sym slash @Japanese @Russian} B{Fate}
@Rowb paint {@Odd} A{1-2} B{Medic} C{randomly return an infantry or @I MG @I Section into play
@LLP closest to its @I Plt, @I Concealed if in cover, not adjacent to an enemy
@LLP if no casualty, all units in 1 hex @I Recover
@LLP if no non-vehicular in play, @I Recover 1 random @I AVF}
@Rowb paint {@Even} A{3-5 @Sym slash red @Colour 3-4} B{Recover} C{@I Recover all @I Disrupted, @I Regrouping and @I Shocked units in 1 hex}
@Rowb paint {@Odd} A{6-7 @Sym slash red @Colour 5-7} B{Sniper} C{1 randomly selected non-hidden platoon @I leader suffers a casualty
@LLP if none in play, 1 randomly selected @I AFV is @I Shocked}
@Rowb paint {@Even} A{8-9} B{Indecision} C{loss of @I Initiative to the opposing player (reroll if both players do)}
@Rowb paint {@Odd} A{10} B{Panic} C{all units (not @I{Towed Guns}) in 1 hex (opposite player choses)
@LLP move 4 hexes toward their FBE (not further) turn is over}
}}
}}
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