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def @Exposed { @I Exposed }
def @XP { @I {Experience Level} }
def @LOS { @B LOS }
def @PDF { @B PDF }
def @VOF { @B VOF }
def @LAT { @B LAT }
def @NCM { @B NCM }
def @PB { @I{Point Blank} }
def @Step { @I Step }
def @Steps { @I Steps }
def @Pinned { @I Pinned }
def @Unpinned { @I Unpinned }
def @Spotted { @I Spotted }
def @Unspotted { @I Unspotted }
def @Enemy { @I Enemy }
def @Friendly { @I Friendly }
def @Hit { @I Hit }
def @Cover { @I Cover }
def @UpperStory { @I {Upper Story Cover} }
def @Smoke { @I Smoke }
def @Grenade { @I Grenade }
def @Incoming { @I Incoming! }
def @Airstrike { @I{Air Strike!} }
def @Rain { @I{Rain}{@Sym slash}@I{Snow}, @I{Fog} }
def @Casualty { @I Casualty }
def @Casualties { @I Casualties }
def @FireTeam { @I {Fire Team} }
def @ParalyzedTeam { @I {Paralyzed Team} }
def @LitterTeam { @I {Litter Team} }
def @AssaultTeam { @I {Assault Team} }
def @Prisoners { @I Prisoners }
def @Tripod { @B A @Over @Sym arrowright }
@Document
//
@Text @Begin
# https://boardgamegeek.com/thread/2017220/unofficial-2nd-edition-errata-and-clarifications
@CentredDisplay @Heading { @I{GMT} - Fields Of Fire Vol II 2019 - I Nerd Rules - @Date }
@BeginSections
@Section @Title {Staging Area @Reff 2.5} @Begin
@BulletList
@ListItem{@I{Staging Area} cards have no stacking limits}
@ListItem{Units in a @I{Staging Area} may not @I Spot, @I{Call for Fire}, @I Fire or be fired upon}
@ListItem{units may move between cards in the @I{Main Staging Area} and are not marked @Exposed}
@ListItem{units enter and exit the map to and from a @I{Main Staging Area} by normal movement}
@ListItem{@I{Assault Staging Areas} are not adjacent to the map (no normal movement, no @LOS)}
@ListItem{@I Communication by @I{Field Phone} or @I Radio is assured between the @I {Main Staging Area} cards}
@ListItem{A @I {Field Phone} or @I{Phone Line} in the 1 @Sup st row provides a connection to @I{Field Phone} anywhere in the Staging area}
@EndList
@End @Section
@Section @Title {Commands @Reff 4.1.1} @Begin
@BulletList
@ListItem{an HQ or Staff draws for Commands then 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 @I Impulse per HQ or Staff is 6 on daytime, 4 otherwise @Reff 4.1.3}
@ListItem{the max @Sym numbersign of Commands saved per @I Impulse per HQ or Staff is 3, 6, 9 on daytime, 2, 4, 6 otherwise (@I Green, @I Line, @I Veteran) @Reff 4.1.3}
@ListItem{BN HQ if on the map gets the max @Sym numbersign of Commands, otherwise it activates the CO HQ if in communication @Reff 4.1.1}
@ListItem{command draw during @I{Activation} and @I{Initiative Segments} are subject to modificators @Reff {4.1.2, card @Sym numbersign 55}}
@ListItem{on @I{Activation Segment}, HQ or Staff draw and get a minimum of 1 Command regardless of the modifiers @Reff 4.1.1}
@ListItem{on @I{Initiative Segment}, HQ draw and may receive 0 Command, Staff get 1 Command @Reff 4.1.1}
@ListItem{@I{General Initiative} draw is not modified, halve it rounding down for Combat Patrol Mission @Reff 4.1.1}
@EndList
@End @Section
@Section @Title {HQ and Staff Fire Teams @Reff 4.1.4} @Begin
@BulletList
@ListItem{an HQ or Staff on its @FireTeam side can only issue commands to himself and may not be activated until it rallies}
@ListItem{an HQ or Staff converted to a @LitterTeam, @ParalyzedTeam or @Casualty loses its saved Commands and abilities}
@ListItem{an HQ can be reconstituted during a mission, CO Staff may not @Reff 6.5.2}
@EndList
@End @Section
@Section @Title {Actions @Reff 4.2} @Begin
@BulletList
@ListItem{a unit can only perform a given action once per @I Impulse, except for @I{Move within a Card} @Reff 4.2}
@ListItem{unless automatic, base draw is 2 cards, +1 for veteran level, -1 for green level (exc. : @I{Seek Cover, Spotting, Call for Fire}) @Reff 4.2}
@ListItem{@B{L}imited @B{A}ction @B{T}eams have their own limited set of available actions @Reff 4.2.5}
@ListItem{units that are not @Pinned and not @B LAT units are considered to be in @I{Good Order} @Reff 4.2.5}
@EndList
@End @Section
@Section @Title {Visual-Verbal Communication @Reff 4.3.1} @Begin
@BulletList
# TODO A pinned HQ can give orders (and receive them) if they and the unit they are ordering have a radio or a phone. They can't use visual/verbal communication.
@ListItem{@Unpinned units, on the same card, both under the same @Cover or neither one under a @Cover can communicate}
@ListItem{@Pinned unit can always receive a @I Rally order including 1 subsequent @I Exhort order}
@ListItem{@I{Cease Fire} and @I{Shift Fire} order is passed down from it's recipient to any unit in the card}
@EndList
@End @Section
@Section @Title {Runners @Reff 4.3.2} @Begin
@BulletList
@ListItem{you can have up to 2 runners in play, they can be @I Dispatched the same @I Impulse they are created}
@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 if possible and return the runner to the CO HQ}
# HQ/Staff might be on it's firetam side, or might have left the card
# if the Runner can't deliver it's message, he will return the first impulse he is in good order
@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} not a rule unless using BN TAC
#@ListItem{ARTY FD, MTR FD and AIR CTL are used by FOs and FACs only and must be connected to the Staging Area} not a rule unless using Arty Net
@EndList
@End @Section
@Section @Title {Field Phones @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 @I{Phone Lines} when they are more than 1 card apart}
@ListItem{a @I{Field Phone} marker acts as a @I {Phone Line}}
@ListItem{a @I{Phone Line} supports any number of phones and phone networks}
@ListItem{a unit carrying @I{Phone Lines} may, as it moves and as a free action, lay a @I{Phone Line} in the card it leaves}
@ListItem{during the Combat Effects Phase a @I{Phone Line} has the following chances of being cut:
@BulletList
@ListItem{1-in-2 if on the same card as a @Incoming or @Airstrike @VOF}
@ListItem{2-in-3 if on the same card as a @I{Good Order} @Enemy unit but no @I{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 is destroyed}
@EndList
@End @Section
@Section @Title {Radios @Reff 4.3.5} @Begin
@BulletList
@ListItem{SCR536 allows communication within @I{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 is 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} # FIXME exception 13.9
@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{@I{Colored Smoke} may not be used for signaling during night missions (@I Moon +2 or higher)}
# https://boardgamegeek.com/thread/1841055/article/26823081
@ListItem{@I HC and @I WP provide concealment, @I WP has a combat effects (@B G! -4): @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 billows up in significant quantity}
# @ListItem{unit in a card with @Smoke may not fire out of the card, but can fire within the card} @LOS
# FIXME 4.3.6.C grenade MISS
@ListItem{WP smoke can also be deployed in addition to any @Grenade Attack, Fire Mission, @Airstrike, Tanks... results}
@RawEndList}
@ListItem{CS (Tear) gas screening effect is identical to @Smoke, its combat effect is as below : @Reff 4.3.6.D
@BulletList
@ListItem{in the @Enemy Activity Segment, all @I{Good Order} @Enemy units in a card with CS are converted to {@FireTeam}s}
@ListItem{all units 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 @B 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}
@ListItem{mark any unit that moves with an @Exposed marker unless it : @LLP successfully @I Infiltrates, moves between @I Trench, @I Bunker, @I Pillbox or moves into Staging Area}
@ListItem{a @I{Good Order} unit without @Tripod or @B H @VOF, may @I Infiltrate if either the origin or destination card has a @VOF @Reff 5.1.4}
@ListItem{moving @B {within a card} (@I {Attempt to Seek Cover}, @I Move{@Sym slash}@I {Attempt to Infiltrate within a card}) :
@BulletList
@ListItem{you may not have a unit under a @Cover marker @I {Attempt to Seek Cover}}
@ListItem{a unit may move within a card an unlimited number of times}
@ListItem{a unit can move directly to and from no @Cover and the @UpperStory marker @Reff 5.2.2.B}
@RawEndList}
@ListItem{moving @B {to another card} (@I {Unit{@Sym slash}Platoon Move{@Sym slash} Infiltrate to an Adjacent Card}) :
@BulletList
@ListItem{once marked as @Exposed, a unit may not move to another card}
@ListItem{a unit can directly move into another card @Cover marker if it's unoccupied or @Friendly occupied}
@ListItem{a @Friendly or @Enemy unit may not move through a @PDF when moving diagonaly}
@RawEndList}
@EndList
@End @Section
@Section @Title {Stacking @Reff 5.1.5} @Begin
@BulletList
@ListItem{Stacking limit on a card is 16 @Steps and 4 vehicles per side, do not count @Casualties or @Steps embarked in{@Sym slash}on vehicles}
@EndList
@End @Section
@Section @Title {Transportation @Reff{5.1.6, 7.4.1-2, 10.2.1-2, 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 @I Paralyzed it does not drop what it carries but can't move with it}
@ListItem{dropping items neither requires an order nor does mark the unit as @Exposed @Reff 5.1.6.B}
@ListItem{the @I{Pick up, Load, Unload, Embark} action @B{may not} be issued to an unoccupied Jeep, a @Pinned or @ParalyzedTeam
@BulletList
@ListItem{will mark @Exposed any involved units and within the same area of the card, orders :
@BulletList
# https://boardgamegeek.com/thread/919079/article/11157425
@ListItem{an infantry unit to pick up any items and @Casualties from the card or from a different unit}
@ListItem{an infantry unit to load{@Sym slash}unload items @B or @Casualties on{@Sym slash}off a vehicle @B or embark a vehicle (ex from a @Cover)}
@ListItem{a vehicle's crew to load{@Sym slash}unload any items @B and to embark any infantries @B and @Casualties}
@RawEndList}
@RawEndList}
@ListItem{vehicles may not take or execute @Prisoners}
@ListItem{@I Disembarking units is a @I Move action, the vehicle must then be @I Activated, and will draw @I{Reaction AT Fire} before @Reff 10.2.2}
@ListItem{units @I Disembark before or after a vehicle @I Move action, they may do so directly into @Cover, mark them as @Exposed @Reff 10.2.2}
@EndList
@End @Section
@Section @Title {Line Of Sight @Reff 5.2.1} @NewPage {yes} @Begin
@BulletList
@ListItem{you may automatically trace an @LOS into all adjacent cards}
@ListItem{to trace an @LOS through a card, both the entry and exit sides of that card must have white borders}
@ListItem{during normal visibility, the maximum @LOS is @I{Very Long Range} @B 3 cards, otherwise it is reduced to @I{Close Range} @B adjacent}
@ListItem{@Smoke, @Incoming or @Airstrike markers block @LOS @B through and @B out of the card, thus units may not fire out of it}
@ListItem{higher elevation allows units to trace an @LOS over blocking terrain at lower level}
@ListItem{the dark @LOS borders on the Hill card supersede any light borders on the non-Hill Terrain card. @Reff 5.2.2.A}
@EndList
@End @Section
# FIXME : 5.3 Smoke and WP smoke provide a defensive benefit to the occupants of the card, except from Incoming!, Air Strike!, Mines! and Grenade attacks.
@Section @Title {Cover @Reff 5.2.3} @Tag {cover} @Begin
@BulletList
#@ListItem{use the card's lower @Cover value for @Grenade, @Incoming, @Airstrike, same card @VOF or @PDF across a light border}
@ListItem{use card's higher @I{Cover @Sym ampersand Concealment} value if any @PDF crosses a dark border (@I {Indirect G!}, @Incoming, @Airstrike do not)}
@ListItem{add the value of the @I Burst icon to any @Incoming @VOF or @I{Mortar Section} indirect lay }
@ListItem{the OP binocular symbol on the @I{Church Tower Cover} means that only 1 @Step can be inside it}
@ListItem{@I Foxhole, @I Trench, @I Bunker, @I Pillbox, @I{Upper Story} and @I Church markers do not count against a card's @I{Cover Potential}}
@ListItem{G!, @Incoming or @Airstrike @VOF receives a -1 modifier for every @Step above 3 under a targeted @Cover marker}
@ListItem{@I Bunker, @I Pillboxe and @I Caves have a (x) limit to the number of @Steps that you can place under them}
@ListItem{units in a @I Bunker, @I Pillbox or @I Cave may not fire at @PB, they keep firing off-card unless ordered to exit the marker} # even if attacked at @PB Range}
@ListItem{Multiple sources of @Smoke @Cover are not cumulative; use only the single best, defensive benefit}
@EndList
@End @Section
@Section @Title {Opening Fire and @PDF @Reff{6.1.1, 6.1.2, 6.3}} @Tag {pdf} @Begin
@BulletList
#@ListItem{Non-engaged units immediately open fire at a card within @LOS, range and occupied by @Spotted opposite units only} ennemy will engaged mixed occupied cards !!
@ListItem{@Friendly Non-engaged units immediately open fire at a card within @LOS, range and occupied by @Spotted @Enemy units only}
@ListItem{a unit ordered to @I Move or @I{Cease Fire} reopens fire once it has finished if the circumstances so permit}
@ListItem{@I{Shift Fire} order moves an existing PDF to a different card, occupied or not but @B not with @Unspotted @Enemy units only}
@ListItem{engaged units will not stop firing merely because there are no more opposing units on the target card}
@ListItem{@Enemy units receive a @I{Cease Fire} order at the beginning of the @I{Enemy Activity Check Segment} and in the @I{Clean Up Phase}}
@ListItem{attempts to @I{Concentrate Fire} and @I {Ranged Grenade} attack may only be attempted along the @PDF}
@ListItem{units moving into a card that already has a @PDF marker immediately open fire along the @PDF}
@ListItem{a firing unit loses its @PDF and moves its @VOF to a @Spotted opposing unit that enters its card}
@ListItem{if any unit moves into a card along a @PDF, move the @VOF to that card (friendly fire!) see Grazing and Overhead Fire}
@ListItem{move the @VOF to a card along the @PDF with @Incoming, @Airstrike or @Smoke marker, whether it is the firing card} # lose the @PDF if it is the firing card}
@ListItem{when a @B{lone unit} with an opposite @VOF moves to another card within @LOS and range : @Reff 6.3.4
@BulletList
@ListItem{if it moves along the @PDF, the opposite @VOF will follow it to the new card}
@ListItem{if it was on the same card as the opposite unit, any @VOF will follow it to the new card and a @PDF is placed}
@RawEndList}
@EndList
@End @Section
@Section @Title {Combat Resolution @Reff 6.4} @Begin
@BulletList
@ListItem{for each unit on a card containing a @VOF marker:
@BulletList
@ListItem{determine the lowest @VOF from All @B{P}inned, @B{S, A, H, G!, S!, Mines!, Incoming! Air Strike!} @Reff{card @Sym numbersign 54}}
@ListItem{apply all other applicable modifiers (@I{Concentrated Fire}, @I{Cross Fire}, @I{Grenade Miss}, @I{Demolition Miss}) @Reff {card @Sym numbersign 53}}
@ListItem{apply the @I{Visibility Modifiers} (@Rain, @Smoke, @I Illumination, @I{Observation Devices}), @Reff{card @Sym numbersign 52}}
@ListItem{apply the modifiers based on the target unit's @I Status and @Cover, @Reff{card @Sym numbersign 53}}
@ListItem{draw a card and find the result depending of the above computed @NCM [-4 ; +6].
@BulletList
@ListItem{MISS : remove the unit's @Pinned marker if there is one}
@ListItem{PIN : place a @Pinned marker on the unit}
@ListItem{HIT : PIN + draw another card and find the HIT EFFECT according to the @XP of the hit unit}
@ListItem{each letter shows the Limited Action Team to which 1 @Step of the unit Converts :
@BulletList
@ListItem{@B{C}@I{asualty}, @B{P}@I{aralyzedTeam}, @B{L}@I{itterTeam}, @B{F}@I{ireTeam}, @B{A}@I{ssaultTeam}}
@ListItem{follow the breakdown chart, use any specified named @FireTeam instead of generic @FireTeam or @AssaultTeam}
@RawEndList}
@RawEndList}
@ListItem{apply all results immediately, do not change any @VOF or @PDF markers yet, as combats happen simultaneously}
@RawEndList}
@EndList
@End @Section
@Section @Title {Reconstitution @Reff 6.5} @Begin
@BulletList
#@ListItem{generic {@LAT}s are never tracked to their original unit thus can't rally back to their original counter, only named @FireTeam do}
@ListItem{named @FireTeam can rally back to their original counter, generic {@LAT}s can't, they don't track back}
@ListItem{@AssaultTeam have Line Level, other @LAT have Green Level, use chart 12.6 to compute the level of the reconstituted Squad}
@ListItem{reconstituted HQs always enter play as Green experience}
@ListItem{a Platoon HQ may be reconstituted from a CO Staff unit, or any @I{Good Order} Step from that Platoon @Reff 6.5.2.A}
@ListItem{the Company HQ reconstitutes from its XO, any Platoon HQ, Arty FO, 1st Sergeant, then CO GySgt, in that order. @Reff 6.5.2.B}
@EndList
@End @Section
@Section @Title {Potential Contact Markers @Char ampersand Packages @Reff 8.2} @Begin
@BulletList
@ListItem{if multiple @I PC markers end up on a card due to an event, only keep the highest letter (A is highest) @Reff 8.2.3}
@ListItem{remove @I PC markers that are fired through by @Enemy units at the same elevation level @Reff 8.4.4}
@ListItem{resolve markers in alphabetical order, those with the same letter in random order @Reff 8.2.4}
@ListItem{units listed with a '+' sign are on the same card, those with a '{@Char slash}' character are on separate cards @Reff 8.3}
@ListItem{if needed, expend the map when a package is placed, not if an @Enemy moves off the map @Reff 8.4.5}
@ListItem{if the generated package can't be placed due to counter limit, draw to regenerate another one @Reff 8.3}
@ListItem{Package Placement : @Reff {8.4.3, 8.4.6}
@BulletList
#@ListItem{a unit which places a @VOF must be placed in a position where it is able to open fire on the unit which triggered the contact}
@ListItem{a unit which places a @VOF must be placed so that it is able to open fire on the unit which triggered the contact}
@ListItem{do not place a package on a card that either :
@BulletList
@ListItem{is along the @PDF of another @Enemy unit @B or has an @Enemy @VOF marker @B or is occupied by an @Enemy}
@ListItem{@B or is occupied by @Friendly units @B unless the package does no place a @PDF or does not fire at @PB}
# @ListItem{has an @Enemy @VOF marker}
# @ListItem{is occupied by an @Enemy}
@RawEndList}
@ListItem{G! rated units will open fire with a @I{Grenade Attack}, @Sup G! rated units will only if placed at @I{Close Range} @Reff 8.4.3}
@ListItem{units capable of @I{Grazing Fire} will not open fire through other @Enemy units between them and their target @Reff 8.4.3}
@ListItem{unlike @Friendly units, @Enemy units will open fire on a jointly-occupied card in order to fire on the unit which triggered it @Reff 8.4.3}
@ListItem{@Cover is : Package description @Sym arrowdblright mission @I{Default Enemy Cover} @Sym arrowdblright out of @Cover @Reff 8.4.6}
@ListItem{if package description is : @I{in{@Char slash}under Cover}, use the card's @I{Basic Cover}, add 1 marker @Sym arrowdblright available marker @Sym arrowdblright out of @Cover @Reff 8.4.6}
@ListItem{unless otherwise stated, units placed in Multi-story building @Cover are placed on the ground floor @Reff 8.4.6}
@RawEndList
}
@EndList
@End @Section
@Section @Title {Spotting The Enemy @Reff 8.5} @Begin
@BulletList
@ListItem{a card can never contain both @Spotted and @Unspotted @Enemy units}
@ListItem{an @Unspotted unit on a card with a @Spotted unit immediately becomes @Spotted as well}
@ListItem{a unit cannot @I Spot enemies from the @I{Staging Area}}
@ListItem{@Unspotted units can only be targeted by @I{Smoke, White Phosphorous or Battalion Fire Missons} or move into an existing @VOF}
@EndList
@End @Section
@Section @Title {Enemy Activity @Reff 8.6} @Begin
@BulletList
@ListItem{@Enemy units that are placed on map or take action as a result of @I{Enemy Higher HQ Events} do not take an @I{Activity check}}
@ListItem{check cards with @Enemy units in random order, then @Enemy units of a card : @Pinned{@Char slash}LAT @Sym arrowdblright @I{Good Order} @Sym arrowdblright @I Leaders @Reff 8.6.1}
@ListItem{do nothing if the activity may not be legally performed and no alternative is listed}
@ListItem{fallback priorities : out of @LOS @Sym arrowdblright best @Cover @Sym arrowdblright @Random, into @Cover which provides the best protection (stacking penalties!) @Reff 8.6.2}
@ListItem{a 1 @Step lone mortar with @Friendly units at @PB will automatically flip to it's @FireTeam side @Reff 8.6.5}
@ListItem{booby traps attack only once and target a random unit @Reff 8.7.2}
@ListItem{@Enemy units @Pinned or reduced to an LAT follow the @I{Enemy LAT Activity Check Hierarchy}}
@ListItem{Enemy Snipers @Reff 8.8
@BulletList
#@ListItem{if @Pinned or reduced to an LAT, @Enemy Snipers will then follow the @I{Enemy LAT Activity Check Hierarchy}}
@ListItem{an @Unspotted @Enemy Sniper with no eligible targets will take no action}
@ListItem{if @Spotted, it will move 1 card away (out of @Friendly @LOS @Sym arrowdblright best terrain @Sym arrowdblright @Random), be marked @Exposed and select a target}
@ListItem{@I Exception: if @Spotted and in @I{Field Fortifications}, @I Caves, @I{Barricaded Buildings} or @I Compounds, it remains in place}
@ListItem{if out of @Friendly @LOS, it regains its @Unspotted status}
@RawEndList}
@ListItem{Enemy Leaders @Reff 8.9
@BulletList
@ListItem{all units in @I{Visual-Verbal} communication draw 1 additional card for any Action Attempts made}
@ListItem{@Pinned{@Char slash}LAT units in the same card draw on the @I Leader column of the @I{Enemy LAT Activity Check Hierarchy}}
@ListItem{if alone on a card, flip it to its @FireTeam side during the next @I{Enemy Activity Check Segment}}
@RawEndList}
@ListItem{Enemy Indirect Fire Spotters @Reff 8.10
@BulletList
#@ListItem{if @Pinned or reduced to an LAT, @Enemy Spotter will then follow the @I{Enemy LAT Activity Check Hierarchy}}
@ListItem{the first target is the card that triggered the package, the initial fire happens automatically and is @I Activated not @I Pending}
@ListItem{if still in @I{Good Order}, the next target priority is :
@BulletList
@ListItem{units in the same card as its Target marker}
@ListItem{a card within its @LOS that has a vehicle @Sym arrowdblright most @Steps @Sym arrowdblright closest (random if multiple cards exist)}
@ListItem{if no target exists, the spotter does nothing}
@RawEndList}
@ListItem{a @I{Fire Mission} is expended only if the @I{Call for Fire} attempt was successful}
@ListItem{remove @I{Good Order} spotters who have expended all their available @I{Fire Missions} in the next @I{Enemy Activity Phase}}
@RawEndList}
@EndList
@End @Section
@Section @Title {Out Of Ammo @Reff {7.18.2 8.11.1}} @Begin
@BulletList
@ListItem{flip 1 @Step weapon on their @FireTeam side if it has a S or A{@Char slash}S @VOF :
@BulletList
@ListItem{in the @I{Clean Up Phase}, remove from play any such @Enemy team if it is @Unspotted}
@ListItem{other @Enemy attempt to leave the map, using safest path, instead of a regular check on the @I{Enemy Activity}}
@RawEndList}
@ListItem{mark the others with an out of ammo marker, they then have a S @VOF and a range of @I Close until they can pick up more ammo}
@EndList
@End @Section
@Section @Title {Fanatism @Reff 8.13} @Begin
@BulletList
@ListItem{treat @LitterTeam and @ParalyzedTeam Hit results as @FireTeam and @Casualty respectively}
@EndList
@End @Section
@Section @Title {Human Wave Assault @Reff 8.14} @Begin
@BulletList
@ListItem{all Hit results are treated as @Casualty, @I{Human Waves} are never @Pinned}
@ListItem{when a @I{Human Wave} Package is drawn, they should be placed at max @LOS of @Friendly units}
@ListItem{when using Overrun Tactics, @I{Human Waves} may exit the bottom of the map, remove them from play if this happens}
@ListItem{@I{Human Waves} remain subject to these rules even when reduced to single-step @FireTeam}
@ListItem{each squad has its own individual activity check, the same as any other @Enemy unit}
@EndList
@End @Section
@Section @Title {Prisoners @Reff 8.15} @Begin
@BulletList
@ListItem{@I Paralyzed or @I{Litter Teams} are captured if they are alone with opposite @I{Good Order} unit or @Unpinned @I Assault or @FireTeam}
@ListItem{a single @Step of any unit with a printed @VOF can guard any number of captured @Steps taken on a given card}
@ListItem{the guard @Step is immediately removed from play along with the prisoners}
@ListItem{vehicles may not take or execute prisoners}
@ListItem{@Enemy guard @Steps are returned to the pool of available @Enemy unit counters}
# FIXME the remaining step of a friendly unit can become a Fire Team or Assault Team as the player desires. Choose randomly for an @Enemy unit
@ListItem{@Enemy casualties are automatically captured if their card is @I Cleared at the end of the @I{Mutual Capture & Retreat Phase}}
# FIXME automatic capture for Defensive Mission
@EndList
@End @Section
@Section @Title {Visibility @Reff 9.0} @Begin
@BulletList
@ListItem{@I{Visibility Modifier} is the combined value of @I{Light level} and @I{Weather Conditions} modifiers}
@ListItem{@I{G!}, @Incoming, @Airstrike, @I Mines! (Claymores, Booby Traps) {@VOF}s are not affected by the @I{Visibility Modifier}}
@ListItem{@I{Limited Visibility} applies when @I{Visibility Modifier} is @Sym greaterequal 2 and it :
@BulletList
@ListItem{limits @LOS to Close Range}
@ListItem{limits the maximum of Commands that can be @I Saved or @I Expended per @I Impulse}
@RawEndList
}
@ListItem{@I Illumination are not cumulative, use the best one and do not help mitigate any @I{Weather Conditions} or @Smoke @Reff 9.2}
@ListItem{apply the modifiers to the card and its adjacent, illuminated cards can be seen into without @LOS restrictions}
@EndList
@End @Section
@Section @Title {Vehicles Commands @Reff 10.0} @Begin
@BulletList
@ListItem{the vehicle PLT HQ is always in communication with all members of its Platoon}
@ListItem{unless explicitly specified, vehicles cannot take orders by @I{Visual-Verbal} communication}
@ListItem{a vehicle that belongs to a @I{Vehicle Platoon} can only be given orders by its @I{Vehicle Platoon} HQ and the CO HQ}
@ListItem{others can be given orders by the CO HQ, CO Staff or the Platoon HQ it could be attached to}
@ListItem{the orders available to vehicles during the @I{Command Phase} are :
@BulletList
@ListItem{@I{Activate for Movement {@Sym ampersand} AT Combat} (available to any vehicle and @Unpinned @I{AT-capable} infantry units)}
@ListItem{@I{Attempt to Remove a Pinned marker}}
@ListItem{@I{Cease Fire @Sym slash Shift Fire}}
@ListItem{@I{Load, Unload, Embark} (do not prevent an @I{Activation for Movement})}
@RawEndList}
#@ListItem{actions available to @I{AT-activated} units during the @I{AT Combat @Sym ampersand Vehicle Movement Phase} :
# @BulletList
# @ListItem{@I{AT Fire} (only action available to non-vehicle @I{AT-capable} units)}
# @ListItem{@I{Concentrate Fire}}
# @ListItem{@I Move (may @I{AT Fire} after if it has a number in the @I{Move @Sym ampersand Fire} column)}
# @ListItem{@I{Attempt to Spot}}
# @RawEndList}
#@ListItem{any @I{AT-capable} units, activated or not, may carry out @I{Reaction AT Fire} in response to @I{AT-actions} taken by vehicles}
@EndList
@End @Section
@Section @Title {Vehicle Activation Sequence @Reff 10.5} @Begin
@BulletList
@ListItem{alternate action resolution of @I{AT-activated} units with the attacking side going first}
@ListItem{non-vehicle @I{AT-capable} units can only @I{AT Fire} during this phase, do @B not resolve @VOF and do @B not trigger @I{Reaction AT Fire}}
@ListItem{when an @I{AT-activated} vehicle takes an action:
@BulletList
@ListItem{resolve @VOF on the vehicle's card @Reff 10.5.3}
@ListItem{carry out 1 single Vehicle action @Reff 10.5.2}
@ListItem{in the case of a @I Move action, resolve any Basic @VOF on the card that the vehicle moves to @Reff 10.5.3}
@ListItem{carry out @I{Reaction AT Fire} from all eligible @I{AT-capable} units @Reff 10.5.4}
# eligible : @I{AT-capable}, not @I{Moved{@Sym slash}Fired} in LOS
@ListItem{in the case of a @I Move or @I{Move @Sym ampersand Fire}, you may restart at the 2@Sup nd point}
@ListItem{finally flip the @I Activated marker to its @I{Moved{@Sym slash}Fired} side}
@RawEndList}
@ListItem{then resolve any @VOF against @I{non-Activated} vehicles and @I Activated vehicles that did not take an action @Reff 10.5.3}
@EndList
@End @Section
@Section @Title {Vehicle AT Actions @Reff 10.5.2} @Begin
@BulletList
@ListItem{actions available to @I{AT-activated} units during the @I{AT Combat @Sym ampersand Vehicle Movement Phase} :
@BulletList
@ListItem{@I{AT Fire} (only action available to non-vehicle @I{AT-capable} units) @Reff 10.6
@BulletList
@ListItem{does not have to be along an existing @PDF}
@ListItem{a firing unit that has a G! or @Sup G! @VOF must first succeed at a @I{Grenade Attack} (expend ammo, no @I{Grenade Miss} marker)}
#@ListItem{a firing unit that has a G! @VOF must first succeed at a @I{Grenade Attack} (expend ammo, no @I{Grenade Miss} marker)}
@ListItem{determine the firing unit's @I{Gunnery Value} and the target's @I{Defensive Value}}
@ListItem{if the firing unit has a @I{Move then Fire} capability and has moved, add the @I{Move @Sym ampersand Fire} modifier}
@ListItem{add any other applicable modifier (@Pinned, moving target, @VOF modifier if resolving Basic @VOF, etc).}
@ListItem{draw an action card and add the @I{AT modifier} to determine the @I{AT Combat} result}
@ListItem{if the firing unit has a @I{Quick Shot} capability and the result is 0 or an even number, you may fire again (not against aircrafts)}
@RawEndList}
@ListItem{@I{Concentrate Fire @Reff 7.11}
@BulletList
@ListItem{a unit that is @B not @Pinned, may @I{Concentrate Fire} on a @Cover or R{@Sym numbersign} infantry in the card under it's @VOF}
@ListItem{@I{Critical Hits} apply as normal. A @I Jam result has no effect}
@ListItem{a vehicle with G! @VOF only, can instead draw for @I Grenade icons to place a @I Grenade @VOF on infantry targets}
@RawEndList}
@ListItem{@I Move (may @I{Move @Sym ampersand Fire} if it has a number specified in the @I{Move @Sym ampersand Fire} column) @Reff 10.5.2.c-d
@BulletList
@ListItem{vehicles must stop when they enter a @I SLOW trafficability card, and cannot enter @I NO trafficability cards}
@ListItem{vehicles may only move into or through the @I{In the Street} area of @I{Urban} cards}
@ListItem{resolve @VOF and @I{Reaction AT Fire} in every card moved into with a +1 modifier}
@ListItem{ignore @I PC markers on the card it crosses, only the @I PC marker on the card it ends up will be revealed}
@ListItem{in case of a @I{Move @Sym ampersand Fire} action, the vehicle must cease moving after it has fired}
@RawEndList}
@ListItem{@I{Spot @Reff 4.2.4.a}
@BulletList
@ListItem{the unit must have @LOS to the enemy @Unspotted unit and may @B not be @Pinned}
@RawEndList}
@RawEndList}
@ListItem{any @I{AT-capable} unit, activated or not, @B not marked as @I{Moved{@Sym slash}Fired}, in @LOS of a vehicle that just conducted 1 @I{AT action} :
@BulletList
@ListItem{may carry out @I{Reaction AT Fire} and then be marked @I{Moved{@Sym slash}Fired} @Reff 10.5.4}
@ListItem{enemy @I{AT-capable} units @B alway @I{Reaction AT Fire}}
@RawEndList}
@EndList
@End @Section
#
#Take a read through 10.5 and let me know if that can be improved.
# Basic VOF resolution is resolved by starting with a base of zero, and applying all the modifiers on the Anti-Tank Combat Resolution & Modifiers chart.
# Tank trigger Minefield :
# For now simply play according to the rules. Reveal the minefield, check any tanks which drive into it later,
# but the VOF won't hit the initial triggering tank due to being removed in Clean Up (but will of course hit anyone else on the card, and any jeep passengers, etc)
# AT Combat : smoke & visibility ignored !
@Section @Title {Vehicles VOF @Reff 10.3} @Begin
@BulletList
@ListItem{vehicles with a Basic @VOF will automatically open fire as do any infantry units (target priority, along or place @PDF)}
@ListItem{@I{AT-capable} with A or H @VOF will use ammo, thus they won't open fire on card without infantry, passengers{@Sym slash}drivers targets}
@EndList
@End @Section
@Section @Title {Wreck Markers @Reff 10.7} @Begin
@BulletList
@ListItem{@I Wreck markers do @B not count against the @I Terrain card limit of 4 vehicles per side @Reff 5.1.5}
@ListItem{@I Wreck markers do @B count towards @I LZ stacking limits @Reff 11.1.3}
@ListItem{@I{Burning Wreck} markers block @LOS and provide a non cumulative cover bonus as @Smoke markers do @Reff 5.3}
@ListItem{@B not @I{Burning Wreck} markers provide @Cover but do @B not count against the max @Sym numbersign of @Cover markers allowed on the card @Reff 5.2.4}
@EndList
@End @Section
@Section @Title {Jeeps @Sym ampersand Trucks @Reff 10.8.1} @Begin
@BulletList
@ListItem{whatever unit embarked in a @I Jeep acts as the driver, use regular activation rules, @I{Visual-Verbal} communiation is possible}
@ListItem{@I Trucks crew have no radio, can be activated by HQ or Staff via @I{Visual-Verbal} communication or act by @I{General Initiative}}
@ListItem{embarked infantry units may fire and be fired at as normal, are marked @Exposed when moved, suffer from @I{AT Combat} result}
@EndList
@End @Section
@Section @Title {Riding on Tanks @Reff 10.8.2} @Begin
@BulletList
@ListItem{a tank carrying any casualties or infantries may not engage in combat until the passengers have disembarked}
@ListItem{if a tank is @I Brewed Up, @I{Knocked Out}, or @Pinned, riding infantries are immediately HIT, disembarked and makerd @Exposed}
@ListItem{riding infantries may be engaged like any other infantry unit in the @I{Combat Effects Segment}, but have no @VOF}
@ListItem{riding infantries are marked @Exposed when the tank moves and derive no cover from the vehicle}
@EndList
@End @Section
@Section @Title {Anti-Tank Ambush @Reff 10.8.3 @Reff{mission instructions}} @Begin
@BulletList
@ListItem{a vehicle without @I{Good Order} infantry, attacked by anti-tank guns or rocket, at @PB or @I Close :
@BulletList
@ListItem{G! @VOF draws 1 more card, a 2{@Sup nd} if target is @Pinned @Reff 10.6.2}
@ListItem{apply a @Sym minus 3 (@Sym minus 4 if @Pinned) modifier to the final @I{AT Combat} Modifier}
@RawEndList}
@EndList
@End @Section
@Section @Title {Attack Helicopters @Reff 10.8.5} @NewPage {yes} @Begin
@BulletList
@ListItem{lay colored @Smoke on closest @Friendly card or WP on target card then execute an @I{Attempt to Call for Fire} order @Reff 7.16.2.G}
@ListItem{on success : place 2 @I{Attack Helicopters} on the target card at any time during the @I{AT Combat @Char ampersand Vehicle Movement Phase}}
@ListItem{resolve @VOF and @I{Reaction AT Fire} on the card they are placed, without the +1 moving target modifier}
@ListItem{if both @I{Attack Helicopters} are @I Undamaged, they may attack the target card and 1 adjacent card, otherwise only the target card}
@ListItem{@I{Attack Helicopters} may stay a second turn, you may target another card by going through the first point procedure}
@ListItem{on @I Short result : an adjacent card is randomly selected as target card and no second turn attack is possible @Reff 7.16.4}
@EndList
@End @Section
@Section @Title {Forward Air Controller Aircraft @Reff 10.8.6} @Begin
@BulletList
#@ListItem{place it on any card during the @I{AT Combat @Char ampersand Vehicle Movement Phase}, resolve @VOF and @I{Reaction AT Fire} without the +1 moving target modifier}
@ListItem{place it on any card at any time during the @I{AT Combat & Vehicle Movement Phase}}
@ListItem{resolve @VOF and @I{Reaction AT Fire} on that card, without the +1 moving target modifier}
@ListItem{it may remain on the map for up to 5 turns, then moves off the map during the @I{Vehicle Movement Phase}} # after resolving the @VOF
@ListItem{each turn it can be ordered by the CO HQ to @I{Call For Fire} or mark target card with @I WP at close range}
@EndList
@End @Section
@Section @Title {Fixed Wing Gunships @Reff 10.8.7} @Begin
@BulletList
@ListItem{place it on any card at any time during the @I{AT Combat & Vehicle Movement Phase}}
@ListItem{it can remain on the map for the entire mission and can be moved to a new card every turn}
@ListItem{each turn it freely places up to 3 @B H @VOF and 3 air-dropped @I Illumination on any 3 cards at max close range}
@ListItem{Gunships fly at high altitudes and are not vulnerable to @I{AT Combat}}
@EndList
@End @Section
@Section @Title {Transportation and Assault Planning @Reff 11.0} @Begin
@BulletList
@ListItem{being @I Activated to @I Move is the only allowed action in any of the 4 @I{Staging Areas} of the @I{Helicopter Control Card}}
@ListItem{@I LZ not part of a pre-planned assault must be marked with @B colored @Smoke for an helicopter to land on it}
@ListItem{@I LZs have a stacking limit of 16 infantry steps and 4 vehicles (ground or air) per card, including @I Wrecks and @I{Burning Wrecks}}
@ListItem{troops who would exceed the card limit can either disembark in the next @I{Vehicle Phase} or be taken back to the @I{Pick-Up Zone}}
@ListItem{resolve any @VOF on the card, then resolve @I{Reaction Fire} from @I {AT-capable} units in LOS before unloading troops @Char slash equipment}
@ListItem{resolve VOF on the card again when transport helicopters depart}
#@ListItem{anything but being @I Activated (fire, @LOS ...) is prohibited in any of the 4 @I{Staging Areas} of the @I{Helicopter Control Card}}
@ListItem{transport in direct support :
@BulletList
@ListItem{all helicopter attachments begin the mission in the @I{Pick Up Zone} (unless otherwise specified)}
@ListItem{no commands are required to move helicopters from the @I{Outbound box} to the @I{Pick-Up Zone}}
@ListItem{1 @I Activate command by CO HQ activates all helicopters in any 1 on-map @I LZ card or 1 area on the @I{Helicopter Control Card}}
#@ListItem{commands must @B first be spent on moving the helicopters}
@RawEndList}
@ListItem{pre-planned assault does not require @I Activation commands from the CO HQ or the marking of @I LZs
@BulletList
@ListItem{place the first wave units on the @I{Inbound Staging Area} if you intend to land on the first turn}
@ListItem{you can add delays into the @I{Landing Plan}, you can also move waves into the @I{Loiter Zone} for 1 turn}
@ListItem{@I Amphibious transports will always drop off all the units they are transporting on the beach}
@RawEndList}
@EndList
@End @Section
@Section @Title {Urban Terrain Cards @Reff 13.0} @Begin
@BulletList
@ListItem{no @Cover markers are used, but each area functions like a Cover marker for @I{Visual-Verbal} communications @Reff 13.2.3}
@ListItem{@I{Urban Terrain} cards are usually split into 4 @I{In the Street} areas and 1 or 2 central @I Building @Sym slash @I Courtyard areas}
@ListItem{for @I{Enemy Action Checks} and @I{Command Draws}, @B only @I Building areas are considered @I{Under Cover}}
#@ListItem{for @I{Enemy Action} checks and @I{Command Draws}, @I{In the Street} areas and @I Courtyard are considered @I{not under cover}}
@ListItem{units from both sides may occupy a given area}
@ListItem{any infantry unit which moves into a @PDF or @PB fire must stop moving immediately @Reff 13.2.5}
@ListItem{when attempting to enter an @I{Urban Terrain} card, units must move to the closest @I{In the Street} area first @Reff 13.2.1}
@ListItem{when exiting a @I Building to the @I{In the Street} area, units can be placed on either side of the street @Reff 13.2.1}
@ListItem{units use @I{Move within a Card} to move from area to area of a single card but may @B not use @I{Infiltrate within a Card} @Reff 13.2.1}
#@ListItem{to enter a @B{non-barricaded} @I Building area from the @I{In the Street} area with a @I{Move within a Card} action}
#@ListItem{from the @I{In the Street} area, a unit can enter a @B{non-barricaded} @I Building area with a @I{Move within a Card} action}
#@ListItem{units may move into a @B {non-barricaded} @I Building or within a @I{Complex}, exclusively occupied by enemy units or PC markers if :
@ListItem{units may move into a @B {non-barricaded} @I Building, exclusively occupied by enemy units or PC markers only if : @Reff 13.2.2
@BulletList
@ListItem{the enemies are @Pinned or under a G! @VOF or the card has a @Smoke, @I{WP Smoke}, or @I{CS Gas} marker anywhere on it}
@RawEndList}
@ListItem{the above condition also applies to moves between different areas of a @I{Complexe Building}}
@ListItem{entering and exiting @I{Detached Building} areas require transiting through an @I{In the Street} area @Reff 13.2.2}
#@ListItem{vehicles may only move into or through the @I{In the Street} area}
@ListItem{units may move from the @I{Upper Story} of an area to the another area, but may only go up or down within the same area @Reff 13.3}
@ListItem{the @I{In The Street} areas perpendicular to the attached sides of an @I{Attached Buildings} are considered as a single area @Reff 13.7}
@ListItem{units enter a @I Compound from one @I{In The Street} area into the @I Courtyard through a @I Breach or climbing the wall if not @Exposed}
@ListItem{a @I Breach provides access to any area of a regular or @I Barricaded @I Building and to the @I Courtyard of a @I Compound @Reff 13.6}
@EndList
@End @Section
@Section @Title {Urban Combat @Reff 13.8} @Begin
@BulletList
@ListItem{units have @LOS and can fire upon units in the adjacent cards, regardless of which building area they are in @Reff 13.1}
@ListItem{units exert their @VOF onto all areas of their card (@PB) in @LOS @Reff 13.8}
@ListItem{@B but units from both sides in the same @I Building area exert their @VOF into that @I Building area only @Reff 13.8}
@ListItem{all areas within a @I Compound, including @I{Attached Buildings} and @I{Upper Stories} have @LOS to one another @Reff 13.4.2}
@ListItem{units firing from the @I{Upper Story} of a @I Compound or @I{Attached Building} into its @I Courtyard have a free @I{Concentrate Fire} @Reff 13.4.2}
#@ListItem{@I{Upper Stories} are vulnerable to Mortar, RCL, and Tank fire. Any H @VOF or Incoming! @VOF has an additional -1 to the @NCM}
@ListItem{in @I{Upper Stories}, any H or Incoming! @VOF has an additional {-}1 to the @NCM @Reff 13.3}
@ListItem{units in building areas suffer a –1 @NCM penalty for every step over 3 per side in one area @Reff 13.8.1}
@ListItem{a @I{Grenade Attack} or @I{Concentrated Fire Attempt} will hit all opposing units in the target area @Reff 13.8.1}
@ListItem{@I{Crossfire} and @I{Grenade Miss} modifiers still apply to all occupants of a card @Reff 13.8.1}
@ListItem{The effects of @Smoke, @I WP and @I CS Gas only affect the area in which they are deployed @Reff 13.9}
#In the Street -> Upper Story / Multi-story Building Rooftop
#Ground Floor -> Adjacent int the Street / Multi-story Building Rooftop
#Upper Story -> Adjacent int the Street
#Multi-story Building Rooftop -> Ground Floor
#Courtyard -> Adjacent int the Street / Upper Story / Multi-story Building Rooftop
#@ListItem{@I{Hand Grenade} attack and @I{Pyrotechnics} are not allowed @B into a :
# @BulletList
# @ListItem{@I{Multi-story Building Rooftop} @B from @I{In The Street}, @I{Courtyard} or @I{Ground Floor}}
# @ListItem{@I{Upper Story} @B from @I{In The Street} or @I{Courtyard}}
# @ListItem{@I{Adjacent Street} @B from @I{Courtyard}, @I{Ground Floor} or @I{Upper Story}}
# @ListItem{@I{Ground Floor} @B from @I{Multi-story Building Rooftop}}
# @RawEndList}
#@EndList
@End @Section
@Section @Title {Urban Hand Grenade @Char ampersand Pyrotechnic Impossible Targets @Reff 13.9} @Begin
/.6v @Tbl
rule {yes}
i {ctr}
bformat { @Cell A | @Cell @B B | @Cell @B C | @Cell @B D | @Cell @B E}
aformat { @Cell @B A | @Cell B | @Cell C | @Cell D | @Cell E}
{
@Rowb rulebelowwidth {1.5p} A{from @Sym arrowdbldown into @Sym arrowdblright} B{Adj Street} C{Ground Floor} D{Upper Story} E{Multi-story Building Rooftop}
@Rowa A{In The Street} B{} C{} D{N} E{N}
@Rowa A{Courtyard} B{N} C{} D{N} E{N}
@Rowa A{Ground Floor} B{N} C{} D{} E{N}
@Rowa A{Upper Story} B{N} C{} D{} E{}
@Rowa A{Multi-story Building Rooftop} B{} C{N} D{} E{}
} @LLP /.2v Any in @LOS area can be targeted from a @I{Single Story Rooftop}. /.6v
@End @Section
#@Section @Title {Urban Hand Grenade or Pyrotechnic Targets} @Begin
#/.6v @Tbl
# rule {yes}
# i {ctr}
# bformat { @Cell | @Cell @B B | @Cell @B C | @Cell @B D | @Cell @B E | @Cell @B F | @Cell @B G | @Cell @B H}
# aformat { @Cell @B A | @Cell B | @Cell C | @Cell D | @Cell E | @Cell F | @Cell G | @Cell H}
#{
# @Rowb rulebelowwidth {1.5p} B{Street} C{Courtyard} D{Adj Street} E{Ground Floor} F{Rooftop} G{Upper Story} H{Mstory Rooftop}
# @Rowa A{In The Street} B{} C{} D{} E{} F{} G{N} H{N}
# @Rowa A{Courtyard} B{} C{} D{N} E{} F{} G{N} H{N}
# @Rowa A{Ground Floor} B{} C{} D{N} E{} F{} G{} H{N}
# @Rowa A{1 Story Rooftop}B{} C{} D{} E{} F{} G{} H{}
# @Rowa A{Upper Story} B{} C{} D{N} E{} F{} G{} H{}
# @Rowa A{Mstory Rooftop} B{} C{} D{} E{N} F{} G{} H{}
#} /.6v
#@End @Section
#@Section @Title {Playing a Campaign @Reff 12.0} @Begin
#TODO
#@End @Section
@Section @Title {AT Combat Results @Reff 10.7} @Begin
/.6v @Tbl
rule {yes}
aformat {@Cell | @Cell | @Cell i {ctr} @B A | @Cell i {ctr} @B B | @Cell i {ctr} @B C}
dformat {@StartVSpan @Cell iv {ctr} 90d @Rotate @B X | @Cell i {ctr} iv {ctr} @B A | @Cell iv {ctr} B | @Cell iv {ctr} C | @Cell iv {ctr} D}
bformat {@VSpan | @Cell i {ctr} iv {ctr} @B A | @Cell iv {ctr} B | @Cell iv {ctr} C | @Cell iv {ctr} D}
cformat {@VSpan | @Cell i {ctr} iv {ctr} @B A | @Cell iv {ctr} B | @StartHSpan @Cell iv {ctr} C | @HSpan }
{
@Rowa A{Vehicle} B{Crew @Sym ampersand Passengers} C {Casualties @Sym ampersand Assets @Sym ampersand Ammo}
@Rowd ruleabovewidth {1.5p} X{Ground Vehicle} A{Brewed up} B{Burning Wreck} C{@Casualties} D {destroyed}
@Rowb A{Knocked out} B{Wreck} C{@FireTeam + HIT + @Exposed under the vehicle} D {on the card, Ammo destroyed}
@Rowb A{Retreating} B{Out of play} C{Out of play} D {Out of play}
@Rowc A{Pinned} B{Pinned} C{{@Char plusminus}1 @I{AT Fire}, may not Concentrate or Spot, @VOF is @I{All Pinned}}
@Rowd ruleabovewidth {1.5p} X{Aircrafts} A{Crashed} B{Burning Wreck} C{@Casualties} D {destroyed}
@Rowb A{Crash Land} B{Wreck} C{@FireTeam + HIT + @Exposed under the vehicle} D {on the card, Ammo destroyed}
@Rowc A{Damaged} B{Out of Play} C{@I{Transport Aircrafts} in @I{Outbound Box} before ending for good in the @I{Pickup Zone}}
@Rowc A{Undamaged} B{temporarily Abort} C{@I{Transport Aircrafts} in @I{Loiter Box} and may reenter a subsequent turn
@LLP other @I{Aircrafts} may freely reenter next turn unless it is their last turn on map}
} /.6v
@End @Section
@Section @Title {Chain of Command @Reff 4.1} @Begin
/.6v @Tbl
rule {yes}
aformat {@Cell i {ctr} @B A | @Cell i {ctr} @B B | @Cell @B C | @Cell @B D}
cformat {@Cell i {ctr} @B A | @Cell i {ctr} iv {ctr} B | @Cell i {ctr} iv {ctr} C | @StartVSpan @Cell D}
bformat {@Cell i {ctr} @B A | @Cell i {ctr} iv {ctr} B | @Cell i {ctr} iv {ctr} C | @VSpan }
dformat {@StartHSpan @Cell A | @HSpan | @HSpan | @HSpan }
{
@Rowa A{HQ{@Sym slash}Staff} B{Can Activate} C{Can give orders to} D {Draw Modifiers}
@Rowc
A{BN HQ} B{CO HQ} C{Any unit @Sym arrowdbldown}
D { 9p @Font {
@Underline{HQ @Sym slash Staff is}
@BulletList
gap {0.3v}
@ListItem{-1 : Pinned}
@ListItem{-1 : Green}
@ListItem{+1 : Veteran}
@ListItem{+1 : Under Cover}
@EndList
/.2v @Underline{HQ @Sym slash Staff under @VOF}
@BulletList
gap {0.3v}
@ListItem{-1 : S}
@ListItem{-2 : A}
#@ListItem{-3 : any stronger @VOF}
@ListItem{-3 : H G! S! Incoming! Air Strike!} # G! could only happent in defensive mission
@EndList
/.2v @Underline {Activity Level}
@BulletList
gap {0.3v}
@ListItem{+1 : No Contact}
@EndList}
}
@Rowb A{CO HQ} B{CO Staff, lower HQs} C{Any unit @Sym arrowdbldown}
@Rowb ruleabovewidth {1.5p}
A{CO XO} B{@Sym emptyset} C{Any unit @Sym arrowdbldown}
@Rowb A{1 @Sup st Sgt} B{@Sym emptyset} C{Any unit @Sym arrowdbldown}
@Rowb A{GySgt} B{@Sym emptyset} C{Any unit @Sym arrowdbldown}
@Rowb ruleabovewidth {1.5p}
A{Plt HQ, @LLP Tank HQ, @LLP Weapon Team HQ}
B{@Sym emptyset} C{Any @B attached unit, @LLP Any @LAT}
@Rowd ruleabovewidth {1.5p} A {
@Bullet max @Sym numbersign Commands expendable @Sym slash HQ or Staff @Sym slash @I Impulse : @B 6, but @B 4 during @I{Limited Visibility}. @Reff 4.1.3 /.4v
@Bullet max @Sym numbersign Commands saved @Sym slash HQ or Staff @Sym slash @I Impulse : @B 3, @B 6, @B 9 (@I Green, @I Line, @I Veteran), but @B 2, @B 4, @B 6 during @I{Limited Visibility} @Reff 4.1.3 /.4v
@Bullet @I {Activation Segment} : HQ and Staff get @B {min 1} Command @Reff 4.1.1 /.4v
@Bullet @I {Initiative Segment} : HQ get @B {min 0} Command, Staff get @B 1 Command. @Reff 4.1.1 /.4v
@Bullet @I {General Initiative} : no modifiers, @Sym slash 2 down for Combat Patrol Mission. @Reff 4.1.1
}
} /.6v
@End @Section
@Section @Title {Activity Level} @Begin
/.6v @Tbl
rule {yes}
aformat { @Cell @B A | @Cell B }
{
@Rowa A{Heavily Engaged} B{2+ occupied cards are under a @VOF and 1+ card has @Enemy @Char ampersand @Friendly units on it}
@Rowa A{Engaged} B{2+ occupied cards are under a @VOF}
@Rowa A{Contact} B{1+ occupied cards are under a @VOF or 1+ @Enemy Spotted}
@Rowa A{No Contact} B{no @VOF no @PDF no @Enemy Spotted}
} /.6v
@End @Section
@Section @Title {Spotting the Enemy @Reff 8.5} @Begin
/.6v @Tbl
rule {yes}
aformat {@StartHSpan @Cell i {ctr} rulerightwidth {1p} @B A | @HSpan | @StartHSpan @Cell i{ctr} rulerightwidth {1p} @B B | @HSpan | @StartHSpan @Cell i{ctr} @B C | @HSpan | @HSpan | @HSpan }
bformat {@Cell A | @Cell i {right} rulerightwidth {1p} B | @Cell C | @Cell i {right} rulerightwidth {1p} D | @Cell E | @Cell i {right} rulerightwidth {1p} F | @Cell G | @Cell i {right} H}
cformat {@StartHSpan @Cell i {right} rulerightwidth {1p} A | @HSpan | @HSpan | @HSpan | @Cell E | @Cell i {right} rulerightwidth {1p} F | @Cell G | @Cell i {right} H}
{
@Rowa A{Spotting recipient is} B{Traget's card has} C{Target is}
@Rowb A{@I Green} B{-1} C{@B 3+ Cover {@Sym ampersand} Concealment @Char asterisk} D{-1} E{under Cover} F{-1} G{on the same card} H{+1}
@Rowb A{@I Veteran} B{+1} C{@B 0 Cover {@Sym ampersand} Concealment @Char asterisk} D{+1} E{a Sniper or FO} F{-1} G{a unit with a A @VOF} H{+1}
@Rowb A{on higher elevation} B{+1} C{} E{@I Veteran} F{-1} G{a unit with a H or G! @VOF} H{+2}
@Rowc A{@Char asterisk 8p @Font{use lower value when spotting across a white border}} E{@I Green} F{+1} G{@Exposed} H{+2}
} /.6v
@End @Section
@Section @Title {Opening Fire Priority @Reff 6.1.1} @Begin
/.6v @Tbl
rule {yes}
aformat {@Cell i {right} @B A | @Cell B | @Cell C }
bformat {@StartHSpan @Cell A | @HSpan | @HSpan }
{
@Rowa A{@Friendly Unit} B{closest card @Sym arrowdblright strongest @VOF @Sym arrowdblright @Random}
@Rowa A{@Enemy Unit} B{card with most @Friendly @Steps @Sym arrowdblright @Random} C{@PB : unit @Sym slash @Cover with most @Steps @Sym arrowdblright @Random}
@Rowa A{Sniper} B{card with HQ @Sym slash Staff @Sym slash Leader @Sym arrowdblright closest @Sym arrowdblright @Random} C{card projecting strongest @VOF @Sym arrowdblright most @Steps @Sym arrowdblright @Random}
@Rowb A{@Bullet when first placed, @Enemy units which place a @PDF{@Sym slash}@VOF open fire on the card which triggered its placement @Reff 8.4.3 /.4v
@Bullet on the card which they engage, Snipers will prioritize @Exposed targets even if a non-exposed HQ unit is present @Reff 6.1.1 /.4v
@Bullet @Friendly units will @B not automatically open fire on a card with @Friendly units, @Enemy will}
} /.6v
@End @Section
@Section @Title {VOF @Sym ampersand PDF @Reff 6.3.5} @Begin
/.6v @Tbl
rule {yes}
i {ctr}
iv {ctr}
cformat {@Cell rule {no} | @Cell rule {no} | @Cell @B A | @Cell @B B | @Cell rule {no} @B C }
fformat {@StartVSpan @Cell X | @Cell A | @Cell B | @Cell C | @Cell rule {no} | @Cell rule {no} }
aformat {@StartVSpan @Cell X | @Cell A | @Cell B | @Cell C | @Cell E | @Cell i{left} D }
bformat {@VSpan | @Cell A | @Cell B | @Cell C | @Cell E | @Cell i{left} D }
#dformat {@StartHSpan @Cell ruleleft {yes} i {left} A | @HSpan | @StartHSpan @Cell i {left} B | @HSpan | @HSpan | @Cell ruleright {yes} i {left} C }
eformat {@StartHSpan @Cell ruleleft {yes} ruleright {yes} i {left} A | @HSpan | @HSpan | @HSpan | @HSpan | @HSpan }
{
@Rowc A{Affected Area} B{PDF}
@Rowf X{Basic @LLP @VOF}
A{S @Sym slash A @Sym slash H} B{card} Z{0} C{automatic}
@Rowb A{All Pinned} Z{+2} B{card} C{automatic} D{@Bullet when all firing units are @Pinned}
@Rowa ruleabovewidth {1.5p} X{Special @LLP @VOF}
A{G!} B{unit @Sym slash @Cover} C{along existing @Sym slash create @LLP Mortar Teams @Reff 7.3.2} D{@Bullet @I{Grenade Attack Attempt}
@LLP @Bullet if the target moves @Sym arrowdblright Grenade Miss @LLP @Bullet superscript : at @I {Close Range} only} E {@Ding a26 @Ding a65 @Ding a30}# @Sym intersection}
# @Rowb A{@Sup G!} B{unit @Sym slash @Cover} C{along existing} D{@HMirror @Sym carriagereturn same as G! at @I{Close Range} only} E{@HMirror @Sym carriagereturn @Sym intersection} #E{@Ding a65 @Ding a26 @Ding a30 @Sym intersection}
@Rowb A{S!} B{unit} C{along existing @Sym slash create} D{+ S @VOF on the card}
@Rowb A{Incoming! @LLP Air Strike!} B{card} C{@Sym emptyset} D{@Bullet @I{Call For Fire Attempt}
@LLP @Bullet @Incoming applies card's @I burst modifier} E {@Ding a65 @Ding a30 @Sym arrowdown}
@Rowb A{Mines!} B{targeted unit(s)} C{@Sym emptyset} D{@Bullet draw 3 cards @Sym slash unit moves in or within
@LLP @Bullet Claymore attacks a R{@Sym numbersign} unit} E {@Ding a65}
@Rowb A{D! @Sym slash F!} B{building @Sym slash @I Cover} C{@Sym emptyset} D{@Bullet has no @VOF}
@Rowa X{Mods}
A{Concentrate Fire} B{@Cover @Sym slash R{@Sym numbersign} unit} C{along existing} D{@Bullet remove if no more @LOS, shift, move ...
@LLP @Bullet expend 1+ ammo per success @Reff 7.11} E {@Ding a26}
@Rowb A{Crossfire} B{card} C{from 2 @Sym notequal directions} D{} E {@Ding a130}
@Rowb A{Grenade Miss} B{card} C{@Sym emptyset} D{@Bullet is a @VOF by itself} E {@Ding a130}
@Rowb A{Demolition Miss} B{card} C{@Sym emptyset} D{@Bullet is a @VOF by itself} E {@Ding a130}
@Rowe ruleabovewidth {1.5p} A{@Ding a26 : cumulative |.7c @Ding a65 : ignore @I{Visibility Modifiers} |.7c @Sym arrowdown : use lower @I{Cover @Sym ampersand Concealment} value
/.4v @Ding a130 : 1 @Sym slash card | | @Ding a30 : -1{@Char slash}@Step above 3 under a @Cover marker}
@Rowe A{
| @Bullet @Underline{@I{Mortar Sections} indirect lay} : @Sym arrowdown @Ding a30 and card's @I burst modifier (same as @Incoming but does not block @LOS) @Reff 7.3.2
/.4v | @Bullet @Underline{free @I{Grenade Attack} back for} : a @I{Good Order} unit target of a @I{Grenade Attack} at @PB by a @Spotted unit @Reff 7.10.5
/.4v | @Bullet @Underline{free @I{Grenade Attack} back for} : an @Unpinned @LAT with a @VOF target of a successful @I{Grenade Attack} by a @Spotted unit @Reff 7.10.5
# /.4v | @Bullet a @I{Good Order} unit target of a @I{Grenade Attack} at @PB by a @Spotted unit gets a free @I {Grenade Attack} back @Reff 7.10.5
# /.4v | @Bullet an @Unpinned @LAT with a @VOF target of a successful @I{Grenade Attack} by a @Spotted unit gets a free @I {Grenade Attack} back @Reff 7.10.5
/.4v | @Bullet @Underline{critical G!} on 2+ grenade icons : ignore @Cover if any, otherwise 2 x G! (@VOF of -8 for US grenades) @Reff 7.10.3
/.4v | @Bullet @Underline{critical @I{Concentrate Fire}} on 2+ @I Crosshairs icons : ignore @Cover if any, otherwise 2 x @I{Concentrate Fire} @Reff 7.11
/.4v | @Bullet if @Underline @I Jam on @I{Ranged Grenade Attack} or @I{Concentrate Fire} with A, G! or H @VOF, replace @Steps with Generic @I {Fire Teams} @Reff 7.12
}
} /.6v
@End @Section
@Section @Title {Weapons and Fire Support @Reff 7.0} @NewPage { no } @Begin
/.6v @Tbl
rule {yes}
i {ctr}
iv {ctr}
aformat {@Cell rule {no} | @Cell @B A | @Cell @B B | @Cell rule {no}}
bformat {@Cell A | @Cell B | @Cell C | @Cell i {left} D}
cformat {@StartHSpan @Cell ruleleft {yes} ruleright {yes} i {left} A | @HSpan | @HSpan | @HSpan }
dformat {@StartHSpan @Cell ruleleft {yes} i {left} A | @HSpan | @StartHSpan @Cell ruleright {yes} i {left} B | @HSpan }
eformat {@StartHSpan @Cell ruleleft {yes} ruleright {yes} i {left} A | @HSpan | @HSpan | @HSpan }
{
@Rowa A{Restrictions} B{Capabilities}
@Rowb A{Tripod-Mounted @LLP Machine Gun @Tripod} B{6@Char at {@Sym Epsilon}xp {@Sym Iota}nf} C{Grz Ovh FPL} D{@Bullet +1 card for any @I {Attempt to Concentrate Fire}}
@Rowb A{Mortar} B{2@Char at {@Sym Epsilon}xp {@Sym Iota}nf @Sym angle} C{Ovh + MInd} D{@Bullet may @B not fire from @I Woods or @I Jungle or at @PB
@LLP @Bullet @B{G!} mortar team direct lay may create @PDF, follows @B{G!} rules @Reff 7.3.2}
@Rowb A{Rocket Launchers @LLP Recoilless Rifles} B{3@Char at @Sym angle (@B H : {@Sym Epsilon}xp)} C{(@B H : Ovh)} D{@Bullet @B H @VOF : {@Sym Epsilon}xp and Ovh}
#@Rowb A{Rocket Launchers @LLP Recoilless Rifles} B{@Sym angle ({{@Sym Epsilon}xp})} C{(Ovh)} D{@Bullet H @VOF @B{may not} fire when @Exposed, may conduct @I{Overhead Fire}}
@Rowb A{Hand Grenades} B{} C{} D{@Bullet @B only at @PB (see @I{Urban Combat} {@Reff 13.9})}
@Rowb A{Rifles Grenade} B{@Char at @Sym angle} C{} D{@Bullet expended as fired, not transferable among units}
@Rowb A{Grenade Launchers} B{} C{} D{@Bullet @B not affected by @I Jam results}
@Rowb A{AFVs} B{@Char at} C{Ovh} D{}
@Rowb A{Demolition Charge} B{@Char at} C{DEMO} D{@Bullet @B must be thrown (Grenade Attack) if on a card with a @VOF @Reff 4.2.4}
@Rowb A{Flamethrower} B{@Char at} C{FLAME} D{@Bullet automatic HIT resolved @B before regular combat resolution}
@Rowb A{Sniper} B{} C{} D{@Bullet randomly select a target by prioritizing those that are exposed}
@Rowb A{Fire Support} B{} C{FIRE} D{@Bullet @I{Call for Fire} action +1 card draw if @I {Registered Target} @Reff 4.2.4.i}
@Rowd rule {no} ruleabove {yes} ruleabovewidth {1.5p}
A{{@Sym Epsilon}xp : @B{may not} fire when @Exposed}
B{x{@Char at} : tracks ammo, each step may carry x ammo}
@Rowd rule {no} rulebelow {yes}
A{{@Sym Iota}nf : @B{may not} @I {Attempt to Infiltrate}}
B{@Sym angle : @B{may not} fire from under @I Building, @I Bunker, @I Cave, @I Pillbox}
@Rowe rule {no} rulebelow {yes} A{@Underline{@B{M}ortar @B{Ind}irect Lay} : requires a @I{Call for Indirect Fire} order from an in communication observer who has @LOS to the target,
@LLP |.5c the order supersedes direct lay, it is not automatically reconducted on next turn, does not place a @PDF @Reff 7.3.2}
@Rowe rule {no} A{@Underline{@B{Gr}a{@B z}ing Fire} : expert a @VOF into every card at the same elevation along its @PDF (not at @PB) @Reff 7.2.2}
@Rowe rule {no} A{@Underline{@B{Ov}er{@B h}ead Fire} : may fire over units at least 1 level lower than the firing unit or the target, and not higher than both @Reff 7.2.3}
@Rowe rule {no} rulebelow {yes} A{@Underline{@B{F}inal @B{P}rotective @B{L}ines} : exerts a @I Grazing @B H @VOF that expends 2 ammo per round and is not affected by @I Visibility @Reff 7.2.4
@LLP |.5c @Bullet while marked with an @I FPL marker, the unit may not move and does not react to @Enemy units in its @LOS
/.4v |.5c @Bullet if given a @I {Shift Fire} order, it loses its @I FPL marker and begin acting like regular HMG units
/.4v |.5c @Bullet if given a @I {Fire FPL} order, it fires along the diagonal until it runs out of ammo or is given a @I Cease or @I{Shift Fire} order}
@Rowe rule {no} rulebelow {yes} A{@Underline{DEMO} @Reff 7.13 : |.3c @Bullet @Cover : occupants @Sym arrowdblright Casualties |.5c @I Bunker{@Char slash}@I Pillbox @Sym arrowdblright @I foxhole |.5c @I Cave @Sym arrowdblright removed
/0.4v | @Bullet @I{Urban Terrain} : occupants of an area @Sym arrowdblright HIT | place a @I Breach marker}
@Rowe rule {no} rulebelow {yes} A{@Underline{FLAME} @Reff 7.14 : |.3c @Bullet @I Bunker{@Char slash}@I Pillbox @Sym arrowright removed |.5c @I Cave @Sym arrowdblright occupants removed |.5c survivors @Sym arrowdblright @Exposed outside @Cover}
@Rowe rule {no} rulebelow {yes} A{@Underline{FIRE} @Reff 7.16 : |.3c @Bullet @Smoke @Sym slash @I{White Phosphorous} @B only can target an empty card or a card with @Unspotted @Enemy (exc vehicle move)
/.4v |1.8c @Bullet the eligible observer must be in communication with both the order originator and the firing agency @Reff 7.16.1
/.4v |1.8c @Bullet @I{Battalion Fire Misson} : if allowed, on 3-Bursts card draw, add 2 @I{Pending Fire} on any 2 adjacent cards @Reff 7.16.2.B
/.4v |1.8c @Bullet @I{Final Protecitve Fire} : targets a @Friendly unoccupied, in observer's @LOS card set before the mission @Reff 7.16.2.D
/.4v |1.8c @Bullet @I{Illuination} misson do not require @LOS from the FO and are placed immediately @Reff 7.16.2.E
/.4v |1.8c @Bullet @I Airstrike : a mark must first be set (colored @Smoke on closest @Friendly card or WP on target card) @Reff 7.16.2.G
/.4v |1.8c @Bullet on @I Short : place the @I{Pending Fire} 1 card closer to the FO (Random if own card, @Airstrike or Helicopters) @Reff 7.16.4
/.4v |1.8c @Bullet you may place a @I {Registered Target} marker on a card after a successful Fire Mission (1 per Firing Agency) @Reff 7.16.5}
} /.6v
@End @Section
# FIXME
# Pinned Status summary, no Visual-Verbal Communication, may not retreat ...
# 4.1.3 orders that need Originator to be HQ/Staff
# 4.2.1 Action Table + incorporate 4.1.3 bottom Note + incorporate Section Actions 4.2
# 5.1.6 Transportation
# @Underline{2 steps machine gun} : can detach their ammo bearers' step as a generic @AssaultTeam or @FireTeam
# split PDF VOF && support weapoons capabilities && general rules
# Litter team withdrawal. Yeah, in general even if you remember it, they don't get to do it much as they have to be both under fire and unpinned. Can be handy though (or occasionally annoying).
@EndSections
@End @Text
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