From ccada2b3ba23cd9d50f1f3443d153543740c9d2c Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?J=C3=A9r=C3=A9my=20Zurcher?= Date: Sat, 9 Jan 2021 20:27:14 +0100 Subject: FoF : some cleanup --- FieldOfFire/FieldsOfFire.lou | 22 +++++++++++----------- 1 file 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 -- cgit v1.1-2-g2b99