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black @Colour @CurveBox margin {.1c} black @Colour {
@Tbl
#rule {yes}
margin {.1c}
aformat { @StartHSpan @Cell width {10.5c} A | @HSpan | @HSpan }
{
@Row format { @Cell i{ctr} paint {@SADRM} width{3.7c} 16p @Font @B A | @Cell i{ctr} paint {@MDRM} width{3c} 16p @Font B | @Cell i{ctr} paint {@ATDRM} 16p @Font C } A{Small Arms} B{Mortar} C{Anti-Tank}
@Rowa rulebelow{yes} A{ //
@RawBulletList
@ListItem{@I MDRM @Sym arrowdblright hex, @I SADRM @Sym arrowdblright Nationality, @I ATDRM @Sym arrowdblright vehicle}
@ListItem{roll once for each @I DRM}
@ListItem{apply the @B single @I{most detrimental} result to a unit}
@EndList
}
@Rowa rulebelow{yes} A{ //
@RawBulletList
@ListItem{consider the @B{single highest} result among @I SADRM @Sym slash @I MDRM}
@ListItem{select the @B best @I Cohesion unit with priority, @Reff 13.1.3 /.3v exclude @I @RNP in case of @I MDRM :
@BulletList
@ListItem{@I unconcealed @I undisrupted @I combat units}
@ListItem{@I Concealed @I undisrupted @I combat units}
@ListItem{@I Disrupted @I combat units}
@ListItem{@I{non-combat} units}
@RawEndList}
@ListItem{tie : best @I{Assault Value} @Sym arrowdblright best @I SAV @Sym arrowdblright at random}
@EndList
@BulletList
@ListItem{@I{@B{F}inal @B{F}ire @B{A}ttack @B{R}esult} @B -1 @B if stacked with its @I undisrupted /.3v platoon @I leader @B and it has a higher @I Cohesion}
@ListItem{@B if @I FFAR @Sym greaterequal @I Cohesion
@BulletList
@ListItem{@I{non-vehicular} units lose their @I Concealment if any @Reff 4.3.1.1.e}
@RawEndList}
@ListItem{@B if @I FFAR @Sym greater @I Cohesion @Reff 13.1.5-6
@BulletList
@ListItem{the selected unit @I Disrupts (remove @I Regrouping)
/.3v @B or suffers a @I Casualty @B if it is @I Heroic, @Japanese, @Russian or @I FFAR @Sym greaterequal 10}
@ListItem{@B if it is a @I Rider, it and any other @I Riders must unload}
@ListItem{@I {non-vehicular} units conduct a @I Cohesion check @B unless @Japanese or @Russian}
@RawEndList}
@EndList
@BulletList
@ListItem{@B if roll = 10 @Sym ampersand @I MFA @I MV @Sym greaterequal 2 @Reff 13.1.7 :
@BulletList
@ListItem{unload @B all @I @RNP in the @B hex}
@ListItem{a random @I vehicle is @I Destroyed @Mark (@I Shocked @B if its an @I AFV)}
@RawEndList}
@EndList
}
@Rowa rulebelow{yes} A{ //
@RawBulletList
@ListItem{@B ignore any roll @Sym lessequal @B 2, consider the @B{single highest} result per target :
@BulletList
@ListItem{@B if @I{Final Fire Attack Result} @Sym greater @I [E]AV
@BulletList
@ListItem{the vehicle is @I Destroyed (@I{Collateral Damage} if @I ATV @Sym greater 0 @Mark)}
@RawEndList}
# @ListItem{@B if @I{Final Fire Attack Result} @Sym equal @I [E]AV /.3v @B or roll @Sym equal 10 @B and @I{Final Fire Attack Result} @Sym greaterequal @I [E]AV - 2 :
# @BulletList
# @ListItem{an @I AFV is @I Shocked}
# @RawEndList}
@ListItem{an @I AFV is @I Shocked @B if :
@BulletList
@ListItem{@I{Final Fire Attack Result} @Sym equal @I [E]AV}
@ListItem{@B or roll @Sym equal 10 @B and @I{Final Fire Attack Result} @Sym greaterequal @I [E]AV - 2} # @B and roll @Sym equal 10}
@RawEndList}
@RawEndList}
@EndList
}
@Rowa A{ //
@RawBulletList
@ListItem{@Underline @I Shocked @Reff 13.3.5 :
@BulletList
@ListItem{may only @I Recover, stay @I Shocked if already @I Shocked}
@ListItem{its @I Riders unload @Sym ampersand conduct a @I Cohesion check}
@RawEndList}
@ListItem{@Underline @I Destroyed @Reff 13.3.6 :
@BulletList
@ListItem{a destroyed @I FP is replaced with an @I IP}
@ListItem{@B if by roll 10 @Sym ampersand @I MFA @Sym greaterequal 2 @B or @I ATV @Sym greater 0 @Mark :
@BulletList
@ListItem{apply @I{Collateral Damage} once at the end of fire resolution}
@RawEndList}
@RawEndList}
@ListItem{@Underline @I{Collateral Damage} @Reff 13.3.7 :
@BulletList
@ListItem{unload @B all @I @RNP in the @B hex}
@ListItem{for each @I Destroyed @Mark vehicles :
@BulletList
@ListItem{@I{Towed Gun} is @I Destroyed @B unless @I ATF from an @I MG}
@ListItem{its @RNP @I Disrupt (@Japanese, @Russian @I Regrouping) /.3v @B and conduct a @I Cohesion check /.3v applies to units that unloaded a @I ATDRM marked vehicle}
@RawEndList}
@ListItem{in @I{open-terrain} without @I IP, not during an @I Assault :
@BulletList
@ListItem{@B 1 on foot @I undisrupted unit is @I Disrupted (@Japanese, @Russian @I Regrouping)}
@RawEndList}
@RawEndList}
@EndList
# Shocked : it's Riders must unload and conduct a Cohesion Check @Reff 13.3.5
# Destroyed : replaced with an IP, any units in the hex Collateral @Reff 13.3.6
}
} }
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