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-rw-r--r--FieldOfFire/FieldsOfFire.lou52
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