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Diffstat (limited to 'FieldOfFire/FieldsOfFire.lou')
-rw-r--r-- | FieldOfFire/FieldsOfFire.lou | 139 |
1 files changed, 139 insertions, 0 deletions
diff --git a/FieldOfFire/FieldsOfFire.lou b/FieldOfFire/FieldsOfFire.lou new file mode 100644 index 0000000..e2dec6e --- /dev/null +++ b/FieldOfFire/FieldsOfFire.lou @@ -0,0 +1,139 @@ +# encoding : iso-8859-1 +# +@Include{ rulesdoc } +#@SysInclude{ diag } +#@SysInclude{ tbl } + +#def @Purple {rgb .3 .07 .81} +#def @Blue {rgb .17 .50 .79} +#def @Green {rgb .11 .5 .29} +#def @Red {rgb .8 .1 0} +#def @Orange {rgb 1 .4 0} +#def @Lightgrey {rgb .95 .95 .95} + +def @Reff right x { 6p @Font {x} } + +@Document +// +@Text @Begin + +@CentredDisplay @Heading { @I{GMT} - Field Of Fire - I Nerd Rules - @Date } + +@BeginSections + +@Section @Title {Chain of Command @Reff 4.0} @Begin +@BulletList +@ListItem{Regimental HQ @Sym ampersand Staff @Sym arrowright Battalion HQ @Sym ampersand Staff @Sym arrowright Co HQ @Sym ampersand Staff @Sym arrowright Plt HQ} +@ListItem{Limited Action Team may receive orders from any HQ or Staff unit.} +@EndList +@End @Section + +@Section @Title {Commands @Reff 4.1} @Begin +@BulletList +@ListItem{When an HQ or Staff draws for Commands it must use, save and{@Sym slash}or lose them before another HQ or staff draws. @Reff 4.1} +@ListItem{The max @Sym numbersign of expendable Commands per HQ or Staff is 6 on daytime, 4 otherwise. @Reff 4.1.3 } +@ListItem{On the map BN HQ gets the max @Sym numbersign of Commands otherwise it actives the CO HQ if in communication. @Reff 4.1.1} +@ListItem{Command draw for Activation and Initiative Segment are subject to modificators, see card @Sym numbersign 55. @Reff 4.1.2} # +1 activity +@ListItem{An HQ activated by a higher HQ gets a minimum of 1 Command regardless of the modifiers @Reff 4.1.2.} +@ListItem{On Initiative Segment, CO Staff impluse comes after the PLT HQs impluse and they get 1 Command. @Reff 3.3.2.C} +@ListItem{Do not modify General Initiative draw, halve it rounding down for Combat Patrol Mission. @Reff 4.1.2} +@EndList +@End @Section + +@Section @Title {HQ and Staff Fire Teams @Reff 4.1.4} @Begin +@BulletList +@ListItem{An HQ or Staff on its Fire Team side can only issue commands to himself and cannot be activated.} +@ListItem{An HQ converted to an Assault, Litter or Paralized Team cannot issue commands until it is reconstituted.} +@ListItem{An HQ Staff can not be reconstituted durig a mission.} +@EndList +@End @Section + +@Section @Title {Actions @Reff 4.2} @Begin +@BulletList +@ListItem{Except for @I{Move to or from Cover}, a unit can perform an action only once per Impluse. @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.} +@EndList +@End @Section + +@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{@I{Cease Fire} and @I{Shift Fire} can be issued to all occupants of a card whatever their situation is.} +@EndList +@End @Section + +@Section @Title {Runners @Reff 4.3.2} @Begin +@BulletList +@ListItem{The CO HQ spends a Command to @I Dispatch a runner, place it next to the HQ or Staff you wish to activate.} +@ListItem{On the next turn, if the Runner has not been hit or pinned, active the HQ or Staff and return the runner to the CO.} +@ListItem{You can have 2 runners in play at any given time, they can be @I Dispatched the same impulse they return.} +@EndList +@End @Section + +@Section @Title {Networks @Reff 4.3.3} @Begin +@BulletList +@ListItem{BN TAC is privately used by BN HQ to order it's Staff and the CO HQs.} +@ListItem{CO TAC establish communication between CO HQ, it's Staff and PLT HQs.} +@ListItem{To be activated, the CO HQ must be connected to the BN HQ through the Staging Area.} +@ListItem{ARTY FD, MTR FD and AIR CTL are used by FOs and FACs only and must be connected to the Staging Area.} +@EndList +@End @Section + +@Section @Title {Filed Telephones @Reff 4.3.4} @Begin +@BulletList +@ListItem{Field Phones on the CO TAC automatically connect to the CO HQ's phone if on the same card or an adjacent one.} +@ListItem{Field Phones on other networks, automatically connect to the Staging Area from an adjacent card.} +@ListItem{Field Phones must connect via an unbroken string of Phone Lines when they are more than 1 card apart.} +@ListItem{A unit carrying Phone Lines may, as it moves and as a free action, lay a Phone Line in the card it leaves.} +@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{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.} +@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{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.} +@EndList +@End @Section + +@Section @Title {Pyrotechnics @Reff 4.3.6} @Begin +@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{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.} +@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.} +@ListItem{Or else they are marked Exposed and move in a card out of LOS of US units 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 +@End @Section + +@Section @Title {A @Reff x} @Begin +@BulletList +@ListItem{i} +@EndList +@End @Section + +@EndSections + +@End @Text |