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# encoding : iso-8859-1
#
@Include{ rulesdoc }
#@SysInclude{ diag }
#@SysInclude{ tbl }
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{
@HContract @VContract
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def @Reff right x { 6p @Font {x} }
def @LOS { @B LOS }
def @PDF { @B PDF }
def @VOF { @B VOF }
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} }
@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.} @LOS
@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 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{A unit can move directly to and from no @Cover and the @UpperStory marker. @Reff 5.2.2.B}
@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 {Line Of Sight @Reff 5.2.1} @Begin
@BulletList
@ListItem{You may automatically trace a @LOS into all adjacent cards.}
@ListItem{A @LOS is blocked past another card if either border being traced through on that card is dark.}
@ListItem{During normal visibility, the maximum @LOS is 3 cards, otherwise it is reduced to adjacent.}
@ListItem{Units in card with @Smoke, @Incoming or @AirStrike cannot see out of it.}
@ListItem{Higher elevation allows units to track a @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.}
@EndList
@End @Section
@Section @Title {Cover @Reff 5.2.3} @Begin
@BulletList
@ListItem{Use the card's lower @Cover value for @Grenade, @Incoming, @AirStrike, same card @VOF or @PDF across a light border.}
@ListItem{Foxhole, Trench, Bunker, Pillbox Upper Story or Church markers do not count against a card's @I{Cover Potential}.}
@ListItem{Bunkers, Pillboxes and Caves have a (x) limit to the @Sym numbersign of Steps that you can place under them.}
@ListItem{@Grenade or @Incoming @VOF receives a -1 modifier for every Step above 3 under a targeted @Cover marker.}
@ListItem{Units under a Bunker, Pillbox or Cave marker may not fire but may be attacked at Point Blank Range.}
# https://boardgamegeek.com/thread/919231/article/11176192#11176192
@ListItem{The OP binocular symbol on the @I{Church Tower Cover} means that only 1 Step can be inside it.}
@EndList
@End @Section
@Section @Title {A @Reff x} @Begin
@BulletList
@ListItem{i}
@EndList
@End @Section
@EndSections
@End @Text
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