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black @Colour @CurveBox margin {.1c} black @Colour {
12.2c @Wide @Tbl
  #rule {yes}
  margin {.1c}
{
  @Row paint {@LATWs} format { @Cell 16p @Font @B A | @Cell i{right} B } A{LATW 10p @Font{2.2.6 11.5.2} @Version 1} B{zero-step non-@I combat unit}
  @Row format { @StartHSpan @Cell A | @HSpan } A{ // 12c @Wide
  @RawDashList
  @ListItem{Hidden @Sym ampersand Concealment
    @BulletList
    @ListItem{may always set up @I Hidden @Reff 20.9.1}
    @ListItem{@I hidden status is lost if in @I LOS and @B 2 hexes away instead of 3 @Reff 20.9.2.a}
    @ListItem{@I concealment loss if maneuver in cover-terrain is @B 1 hex instead of 3 @Reff 4.3.1.1.c}
    @RawEndList}
  @ListItem{Actions
    @BulletList
    @ListItem{may @Underline{move 1 hex and fire} if the hex entered is @Reff 11.5.2 :
      @BulletList
      @ListItem{a @I{cover-terrain} or behind a cover hexside}
      @ListItem{contains an @I IP or friendly @I combat unit}
      @RawEndList}
    @ListItem{may @I Fire, @I Maneuver, or @I{Maneuver @Sym ampersand Fire} as @I{Limited Reaction} @Reff 8.3.f}
    @ListItem{may @I fire in @I Reaction out of a @I minefield hex or @I wire hex @Reff 19.1-2}
    @ListItem{when firing from a urban-road hex, /.3v @I LOS is blocked by building @I feature within the same hex @Reff 4.2.1.f}
    @RawEndList}
  @ListItem{Assault
    @BulletList
    @ListItem{can only @I assault with or @I reinforce friendly @I combat units @Reff 10.5.1.c}
    @ListItem{+1 @I assault against an @I FP, @I{Towed Gun}, @I{Urban Building @Sym slash Road} @Reff 14.2.e}
    @ListItem{triggers vehicle destruction if @I undisrupted @Reff 14.3.2}
    @ListItem{is @I destroyed if with only 1 @I undisrupted, non-@I shocked @I combat unit @Reff 14.1.b}
    @RawEndList}
  @EndList
  }
}}