summaryrefslogtreecommitdiffstats
path: root/FieldOfFire/FieldsOfFire.lou
diff options
context:
space:
mode:
Diffstat (limited to 'FieldOfFire/FieldsOfFire.lou')
-rw-r--r--FieldOfFire/FieldsOfFire.lou22
1 files changed, 11 insertions, 11 deletions
diff --git a/FieldOfFire/FieldsOfFire.lou b/FieldOfFire/FieldsOfFire.lou
index e2dec6e..10d544e 100644
--- a/FieldOfFire/FieldsOfFire.lou
+++ b/FieldOfFire/FieldsOfFire.lou
@@ -32,10 +32,10 @@ def @Reff right x { 6p @Font {x} }
@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{On the map BN HQ gets the max @Sym numbersign of Commands otherwise it activates 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{On Initiative Segment, CO Staff Impulse comes after the PLT HQs Impulse 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
@@ -43,14 +43,14 @@ def @Reff right x { 6p @Font {x} }
@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 converted to an Assault, Litter or Paralyzed 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{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.}
@@ -66,9 +66,9 @@ def @Reff right x { 6p @Font {x} }
@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.}
+@ListItem{The CO HQ spends a Command to @I Dispatch a runner, place it next to the HQ or Staff it wishes to activate.}
+@ListItem{On the next turn, if the Runner is not Hit or Pinned, activate the HQ or Staff and return the runner to the CO HQ.}
+@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
@@ -93,7 +93,7 @@ def @Reff right x { 6p @Font {x} }
@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
@@ -102,7 +102,7 @@ def @Reff right x { 6p @Font {x} }
@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
@@ -121,8 +121,8 @@ def @Reff right x { 6p @Font {x} }
@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{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{CS gas can be deployed as hand Grenades, with 40mm or Rifle Grenades, or used by G! capable Squads.}
@RawEndList}
@EndList