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author | Jérémy Zurcher <jeremy@asynk.ch> | 2021-01-10 00:53:22 +0100 |
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committer | Jérémy Zurcher <jeremy@asynk.ch> | 2021-01-10 00:53:22 +0100 |
commit | f49f893ea6f7527a18377a94ddd31492be57b7ad (patch) | |
tree | 7aa6442648a55ff32c39f36cceb3db34bd1d0f67 /FieldOfFire | |
parent | 138f1565a3161a6e8cdd1d76cd6749d11187b2d6 (diff) | |
download | asynk-rules-f49f893ea6f7527a18377a94ddd31492be57b7ad.zip asynk-rules-f49f893ea6f7527a18377a94ddd31492be57b7ad.tar.gz |
FoF : set loads of macros
Diffstat (limited to 'FieldOfFire')
-rw-r--r-- | FieldOfFire/FieldsOfFire.lou | 52 |
1 files changed, 31 insertions, 21 deletions
diff --git a/FieldOfFire/FieldsOfFire.lou b/FieldOfFire/FieldsOfFire.lou index b330e9f..526bab3 100644 --- a/FieldOfFire/FieldsOfFire.lou +++ b/FieldOfFire/FieldsOfFire.lou @@ -23,6 +23,15 @@ def @Over } def @Reff right x { 6p @Font {x} } +def @LOS { @B LOS } +def @PDF { @B PDF } +def @VOF { @B VOF } +def @Cover { @I Cover } +def @UpperStory { @I {Upper Story Cover} } +def @Smoke { @I Smoke } +def @Grenade { @I Grenade } +def @Incoming { @I Incoming! } +def @AirStrike { @I{Air Strike} } @Document // @@ -61,7 +70,7 @@ def @Reff right x { 6p @Font {x} } @Section @Title {Actions @Reff 4.2} @Begin @BulletList -@ListItem{Except for @I{Move to or from Cover}, a unit can perform a named action only once per Impulse. @Reff 4.2} +@ListItem{Except for @I{Move to or from @Cover}, a unit can perform a named action only once per Impulse. @Reff 4.2} @ListItem{Base draw is 2 cards, +1 for veteran level, -1 for green level. @Reff 4.2} @ListItem{Limited Action Team have their own limited set of available actions. @Reff 4.2.5} #@ListItem{Actions like @I Exhort, @I Reconstituting, @I Runners Management always require an HQ or Staff to be the originator, even on General Impulse.} @@ -70,7 +79,7 @@ def @Reff right x { 6p @Font {x} } @Section @Title {Visual-Verbal Communication @Reff 4.3.1} @Begin @BulletList -@ListItem{Unpinned units, on the same card, both under the same cover or neither one under a cover can communicate.} +@ListItem{Unpinned units, on the same card, both under the same @Cover or neither one under a @Cover can communicate.} @ListItem{@I{Cease Fire} and @I{Shift Fire} can be issued to all occupants of a card whatever their situation is.} @EndList @End @Section @@ -101,19 +110,19 @@ def @Reff right x { 6p @Font {x} } @ListItem{A Phone Line supports any number of phones and phones networks.} @ListItem{During the Combat Effects Phase a Phone line has the following chances of being cut: @BulletList -@ListItem{1-in-2 if on the same card as a Incoming! VOF.} +@ListItem{1-in-2 if on the same card as a @Incoming @VOF.} @ListItem{2-in-3 if on the same card as a Good Order Enemy unit but no Good Order Friendly unit.} @RawEndList} -@ListItem{If the last step of a unit with a Field Phone becomes a Casualty, there is a 1-in-2 chance that it will be destroyed.} +@ListItem{If the last Step of a unit with a Field Phone becomes a Casualty, there is a 1-in-2 chance that it will be destroyed.} @EndList @End @Section @Section @Title {Radios @Reff 4.3.5} @Begin @BulletList -@ListItem{SCR536 allows communication within Line of Sight, ignoring visibility, but not from under a Cover marker.} +@ListItem{SCR536 allows communication within Line of Sight, ignoring visibility, but not from under a @Cover marker.} @ListItem{SCR300, PRC25, PRC77, PRC119 and Vehicle Radios can communicate anywhere on the map.} @ListItem{ICOM, PRR, PRC148, PRC152 even allow communication between PLT HQs and Squads on adjacent cards.} -@ListItem{If the last step of a unit with a Radio becomes a Casualty, there is a 1-in-2 chance that it will be destroyed.} +@ListItem{If the last Step of a unit with a Radio becomes a Casualty, there is a 1-in-2 chance that it will be destroyed.} @EndList @End @Section @@ -121,19 +130,19 @@ def @Reff right x { 6p @Font {x} } @BulletList @ListItem{Non-aerial devices can only be placed on the same card as the deploying unit.} @ListItem{Aerial rocket devices (colored flares, illuminations) may also be placed on any adjacent card to the deploying unit.} -@ListItem{Units with LOS to the signal (Aerial devices are always visible) will attempt to perform the associated Action.} +@ListItem{Units with @LOS to the signal (Aerial devices are always visible) will attempt to perform the associated Action.} @ListItem{Smoke and WP can also be used to provide concealment or combat effects: @Reff 4.3.6.C @BulletList -@ListItem{Units must be able to trace a normal LOS to the Smoke in order for it to be used as a signal.} -@ListItem{Smoke blocks LOS at all levels as it does billow up in significant quantity.} -@ListItem{Unit in a card with Smoke cannot fire out of the card, but can fire within the card.} -@ListItem{WP smoke can also be deployed in addition to any Grenade Attack, Fire Mission, Air Strike, Tanks... results.} +@ListItem{Units must be able to trace a normal @LOS to the Smoke in order for it to be used as a signal.} +@ListItem{Smoke blocks @LOS at all levels as it does billow up in significant quantity.} +# @ListItem{Unit in a card with Smoke cannot fire out of the card, but can fire within the card.} @LOS +@ListItem{WP smoke can also be deployed in addition to any @Grenade Attack, Fire Mission, @AirStrike, Tanks... results.} @RawEndList} @ListItem{CS (Tear) gas screening effect is identical to Smoke, its combat effect is as above: @Reff 4.3.6.D @BulletList @ListItem{In the Enemy Activity Segment, all Good Order Enemy units in a card with CS are converted to Fire Teams.} @ListItem{They have a 2-in-3 chance of falling back, if they don't they are Pinned in the same card.} -@ListItem{If they do, move them and mark them as Exposed in a card out of LOS or with the highest Cover value.} +@ListItem{If they do, move them and mark them as Exposed in a card out of @LOS or with the highest @Cover value.} @ListItem{CS gas can be deployed as hand Grenades, with 40mm or Rifle Grenades, or used by G! capable Squads.} @RawEndList} @EndList @@ -143,20 +152,21 @@ def @Reff right x { 6p @Font {x} } @BulletList @ListItem{Pinned and LAT units may have limited Movement Actions. @Reff 4.2.5} # the above is to prevent easy flanking https://boardgamegeek.com/thread/1817784/article/26460081#26460081 -@ListItem{A friendly or ennemy unit cannot move through a PDF when moving diagonaly.} -@ListItem{You may not @I{Attempt to Seek Cover} from under a Cover marker.} -@ListItem{A unit can directly move into another card Cover marker if it's unoccupied or friendly occupied.} +@ListItem{A friendly or ennemy unit cannot move through a @PDF when moving diagonaly.} +@ListItem{You may not @I{Attempt to Seek Cover} from under a @Cover marker.} +@ListItem{A unit can directly move into another card @Cover marker if it's unoccupied or friendly occupied.} +@ListItem{A unit can move directly to and from no @Cover and the @UpperStory marker. @Reff 5.2.2.B} @ListItem{Mark as Exposed any unit that perform a move action unless it successfully infiltrates, or moves into Staging Area.} -@ListItem{A unit can move between Cover markers within the same or adjacent card without being marked as Exposed.} +@ListItem{A unit can move between @Cover markers within the same or adjacent card without being marked as Exposed.} @ListItem{Once marked as Exposed, a unit cannot move to another card.} @ListItem{Once marked as Exposed, a unit can still perform an unlimited amount of move actions within the same card.} -@ListItem{To infiltrate, either the origin or the destination card must have a VOF and the unit must not have a A @Over @Sym arrowright or H VOF.} +@ListItem{To infiltrate, either the origin or the destination card must have a @VOF and the unit must not have a A @Over @Sym arrowright or H @VOF.} @EndList @End @Section @Section @Title {Stacking @Reff 5.1.5} @Begin @BulletList -@ListItem{Stacking limit on a card is 16 steps + 4 vehicles per side, do not count casualties or steps mounted on vehicles.} +@ListItem{Stacking limit on a card is 16 Steps + 4 vehicles per side, do not count casualties or Steps mounted on vehicles.} @EndList @End @Section @@ -168,14 +178,14 @@ def @Reff right x { 6p @Font {x} } @BulletList # https://boardgamegeek.com/thread/919079/article/11157425 # @ListItem{will mark as Exposed the unit and{@Sym slash}or vehicle that performs it.} -@ListItem{will mark as Exposed the unit that performs it.} -@ListItem{cannot be issued to an unoccupied Jeep, a Pinned or Paralized Team and orders: +@ListItem{Will mark as Exposed the unit that performs it.} +@ListItem{Cannot be issued to an unoccupied Jeep, a Pinned or Paralized Team and orders: @BulletList @ListItem{a unit or vehicle's crew to load items onto or unload items from a vehicle.} @ListItem{a unit to pick up items. Dropping items neither requires an order nor does mark the unit as Exposed.} @ListItem{a unit to embark onto a vehicle. Disembarking before or after the vehicle moves does not require an order.} @RawEndList} -@ListItem{in the above, items can be Friendly Casualty, Ammunition, Assets.} +@ListItem{In the above, items can be Friendly Casualty, Ammunition, Assets.} @RawEndList} @EndList @End @Section |