summaryrefslogtreecommitdiffstats
path: root/LastHundredYards/tables/fate.lou
blob: 661880c5ba0c2cc13c149a9abfb1c866bac03b54 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
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}
  }}
}}