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# encoding : iso-8859-1
#
@Include{ rulesdoc }
#@SysInclude{ diag }
#@SysInclude{ tbl }

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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 {A @Reff x} @Begin
@BulletList
@ListItem{i}
@EndList
@End @Section

@EndSections

@End @Text