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black @Colour @CurveBox margin {.1c} black @Colour {
@Tbl
  #rule {yes}
  margin {.1c}
  aformat { @Cell A }
{
  @Row paint {@Transport} format { @Cell 16p @Font @B A } A{Transport 10p @Font 10.4.6}
  @Rowa A{
    || @Tbl
      indent {ctr}
      rule {yes}
    {
      @Row paint{@Even} ruleabove {no} format { | @Cell @B B | @Cell @B C | @Cell @B D} B{non-vehicular} C{leader} D {LATW or FT}
      @Row paint{@Odd}  format {@Cell ruleleft {no} @B A | @Cell B | @Cell C | @Cell D} A{AFVs @Sym ampersand HTs} B{2 steps} C{1} D{1}
      @Row paint{@Even} format {@Cell ruleleft {no} @B A | @Cell B | @Cell C | @Cell D} A{Trucks} B{4 steps} C{1} D{1}
      @Row paint{@Odd}  format {@Cell ruleleft {no} @B A | @Cell B | @StartHSpan @Cell C | @HSpan} A{Jeeps} B{1 steps} C{1}
      @Row paint{@Even} format {@Cell ruleleft {no} @B A | @StartHSpan @Cell B | @HSpan | @HSpan} A{Carriers} B{Passengers or @I{Towed Gun}} C{1}
    }
  }
  @Rowa A{ //
    @RawBulletList
    @ListItem{@I @RNP @Reff 10.4.6.2 :
      @BulletList
      @ListItem{@B cannot load if @I Disrupted}
      @ListItem{@B cannot load or unload adjacent to known enemy unit /.3v @Japanese or @Russian @B may but are marked @I Regrouping}
      @ListItem{load @Sym slash unload as their @B only action of the game turn}
      @ListItem{@B all @I AFV @I Riders @B unload in their hex /.3v @B if any is @I Disrupted or the @I AFV @I Fires or is @I Shocked}
      #@ListItem{load or unload in the @B same hex as the transporter or adjacent if they are in a forest or urban-building hex}
      @RawEndList}
    @ListItem{to @B load, the @I vehicle must be @B stationary @Reff 10.4.6.2.1 :
      @BulletList
      @ListItem{in the @B same hex as its @I @RNP /.3v @B or adjacent if they are in a forest or urban-building hex}
      @ListItem{@B may @I Shoot @Sym ampersand @I Scoot}
      @RawEndList}
    @ListItem{to @B unload the @I vehicle must be @B stationary /.3v @B or marked with a @RMotion @Reff 10.4.6.2.2 :
      @BulletList
      @ListItem{@I @RNP unload in the @B same hex}
      @ListItem{@B may @I Halt @Sym ampersand @I Fire}
      @RawEndList}
    @ListItem{@Underline @I{Towed Gun} have 0 step inherent @I Carrier @Reff 10.4.6.3 :
      @BulletList
      @ListItem{as the @B only game turn @I Action for both /.3v they can load @B or unload @B or @I Maneuver if loaded}
      @ListItem{if in a hex a @I Carrier @B cannot enter it may /.3v load onto or unload from a @I Carrier in an adjacent hex}
      @RawEndList}
#    @ListItem{@Underline @I{Collateral Damage} (@B if @I ATV @Sym greater 0) @Reff 13.3.7 :
#      @BulletList
#      @ListItem{@I @RNP even if already unloaded, @B must : /.3v unload, @I Disrupt (@Japanese or @Russian @I Regrouping), @I Cohesion check}
#      @ListItem{loaded @I{Towed Gun} is @I Destroyed @B unless @I ATF from an @I MG}
#      @ListItem{in @I{open-terrain} without @I IP, not during an @I Assault : /.3v @B 1 @I undisrupted unit is @I Disrupted (@Japanese or @Russian @I Regrouping)}
#      @RawEndList}
    @EndList
  }
}}