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+# 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