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-rw-r--r--info/charts.html20
-rw-r--r--info/rules.html11
2 files changed, 16 insertions, 15 deletions
diff --git a/info/charts.html b/info/charts.html
index 1b023d9..91f9568 100644
--- a/info/charts.html
+++ b/info/charts.html
@@ -708,26 +708,26 @@
<td class="nowrap">11-26
<td><b>No event.</b> Lucky you.
<tr>
- <td>31-33
+ <td class="nowrap">31-33
<td><b>FLN Foreign Arms shipment.</b> The FLN player adds 2d6 AP, minus the current number of Naval Points.
<tr>
- <td>34-36
+ <td class="nowrap">34-36
<td><b>Jealousy and Paranoia.</b> FLN units may not Move across <i>wilaya</i> borders this turn only (they
may move across international borders).
<tr>
- <td>41-42
+ <td class="nowrap">41-42
<td><b>Elections in France.</b> Government player rolls on the Coup Table (no DRM) and adds or subtracts the
number of PSP indicated: no units are mobilized or removed.
<tr>
- <td>43-44
+ <td class="nowrap">43-44
<td><b>UN Debates Algerian Independence.</b> Player with higher PSL raises FLN or lowers Government PSL by
1d6.
<tr>
- <td>45-46
+ <td class="nowrap">45-46
<td><b>FLN Fractional Purge.</b> The Government player chooses one <i>wilaya</i> and rolls 1d6, neutralizing
that number of FLN units there (the FLN player's choice which ones).
<tr>
- <td>51-54
+ <td class="nowrap">51-54
<td><b>Morocco and Tunisia Gain Independence.</b> Raise both FLN and Government PSL by 2d6; FLN player may
now Build/Convert units in these two countries as if a Front were there and Government may begin to
mobilize the Border Zone. See 11.22.<br>
@@ -735,22 +735,22 @@
Mission Success Table (no DRM) and gets that number of AP (represents infiltration of small numbers of
weapons and troops through the borders).
<tr>
- <td>55-56
+ <td class="nowrap">55-56
<td><b>NATO pressures France to boost European defense.</b> The Government player rolls 1d6 and must remove
that number of French Army brigades (a division counts as three brigades) from the map. The units may be
re-mobilized at least one turn later.
<tr>
- <td>61-62
+ <td class="nowrap">61-62
<td><b>Suez Crisis.</b> The Government player must remove 1d6 elite units from the map, up to the number
actually available: they will return in the Reinforcement Phase of the next turn automatically - they do
not need to be mobilized again but do need to be activated. Treat as "No Event" if rolled again, or
playing 1958 or 1960 scenarios.
<tr>
- <td>63-64
+ <td class="nowrap">63-64
<td><b>Amnesty.</b> The French government offers "the peace of the brave" to FLN rebels. All Government
Civil Affairs or Suppression missions get a +1 DRM this turn.
<tr>
- <td>65-66
+ <td class="nowrap">65-66
<td><b>Jean-Paul Sartre writes article condemning the war.</b> Reduce Government PSL by 1 PSP.
</table>
diff --git a/info/rules.html b/info/rules.html
index 56e1ef2..32e1922 100644
--- a/info/rules.html
+++ b/info/rules.html
@@ -534,8 +534,9 @@
<li>pays the appropriate cost in AP or PSP (record this by moving the appropriate marker
downwards on the Record Track);
<li>rolls the die and resolves the result against the target units defined by the mission
- selected. Note that in many cases one or both player's PSL may be adjusted, see the PSL Adjustment
- Summary. Certain missions have additional good or bad effects, denoted by @ or + symbols. These
+ selected. Note that in many cases one or both player's PSL may be adjusted, see the
+ <a href="charts.html#psl-adjustment">PSL Adjustment Summary</a>.
+ Certain missions have additional good or bad effects, denoted by @ or + symbols. These
are implemented in addition to whatever effect the actual number result may have had - there may also
be a React to resolve;
<li>after any results and React missions have been implemented, he places the conducting
@@ -573,11 +574,11 @@
<dd>1 mission per area per turn limit; Urban area only; cost 3 AP</dd>
<dt>Procedure:</dt>
<dd>The FLN player designates the Front and any Cadres that may be assisting in the mission, pays
- the ? AP cost, and rolls on the <a href="charts.html#fln-missions">Mission Success Table</a> (any Cadres assisting will yield DRM for this
+ the AP cost, and rolls on the <a href="charts.html#fln-missions">Mission Success Table</a> (any Cadres assisting will yield DRM for this
roll). The FLN player will roll a number of dice equal to the numerical result from the Table,
yielding a total number of PSP. These may be added to the FLN PSL or subtracted from the Government
PSL, in any combination. The FLN units are placed in the OC box after any Government React. The
- Government player must React to a Strike with at least 1 unit. There is a penalty of-1d6 PSP if
+ Government player must React to a Strike with at least 1 unit. There is a penalty of -1d6 PSP if
he cannot or will not React to it.</dd>
<dt>Additional effects:</dt>
<dd>On a "+" result, all FLN units involved in the mission are removed: a Cadre is eliminated; a
@@ -622,7 +623,7 @@
if the Raid was in an Urban area).</dd>
<dt>Additional effects:</dt>
<dd>a '+' or result will also neutralize one Band/Failek or Police unit and Terrorize the area
- (see <a href="#11.6">11.6</a>).</dd>
+ (see <a href="#11.5">11.5</a>).</dd>
</dl>
<i class="note">This mission represents attacks on towns and villages, to obtain food, supplies or conscripts or to