# 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 @Over left x named gap { 0.60fk } right y { @HContract @VContract { 0.8f @Font y ^/gap x } } 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 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 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 @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 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 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.} @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 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 @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 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 @End @Section @Section @Title {Movements @Reff 5.1.1-4} @Begin @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{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{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.} @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.} @EndList @End @Section @Section @Title {Transportation @Reff{5.1.6, 7.4.1-2, capacity table 5.1.6 A}} @Begin @BulletList @ListItem{When a unit becomes a Casualty it drops any it currently carries.} @ListItem{When a unit is Pinned or Paralyzed it does not drop what it carries but can't move any farther until rallied.} @ListItem{The @I{Pick up, Load, Unload, Embark or Disembark} action : @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: @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.} @RawEndList} @EndList @End @Section @Section @Title {A @Reff x} @Begin @BulletList @ListItem{i} @EndList @End @Section @EndSections @End @Text