TEXT: Table 1:  Applicability of Cases "J" (Moving/Motion) and "L" (Point Blank) on the To Hit Tables.
  Table 2:  FG Leadership Direction for HT Passengers, Infantry and Vehicle Mounted FP.
  Table 3:  HT/Carrier Inherent Crew/Passenger IFT FP Capabilities after having been fired upon and causing a result on the IFT.
  Table 4:  Vehicular Smoke Dispenser/Grenade Usage Table
  Table 5:  Motion, Bounding and Vehicular FT Firepower Multipliers.
  Table 6a: Defending Infantry unit's options vs. an AFV which enters its hex without declaring an OVR, or which uses VBM in its hex.
  Table 6b:  Defending Infantry unit's options vs. a AFV which enters its Location and declares an OVR.
  Table 7: Infantry Transfer/Recovery of SW/Guns by Phase.
  Table 8:  Application of CA/NCA TEM modifiers (and other effects) upon fire v. occupants of a Pillbox (Bunker).
  Table 9:  TH Outcomes that cause a Critical Hit to occur.
  Table 10:  Vehicle/Wreck In-hex (MP costs to enter -- leave the hex).
  Table 11:  Hindrance Effects on Residual FP and Fire-Lane RFP attacks.
  Table 12a:  Effects on Malfunction, Disablement, ROF, and TH DRMs on SWs, Guns and/or Vehicular MA due to Sustained Fire, Intensive Fire, 
  Inexperienced Use, Non-Qualified Use, and/or as Captured Equipment.
  Table 12b:  Effects on Malfunction, Disablement and Low Ammunition number values on SWs, Guns and/or Vehicular MA due to various factors 
  and combinations of these factors.
  Table 13:  Blind Hexes Created based on distances from the Target/Firer/Obstacle and the relative Levels between them.
  Table 14:  IFT and CC affects on units Guarding Prisoners based on Unit Size.
  Table 15:  Actions that opposing AFV or Known Infantry units may take after being marked with a CC/Melee counter following the first CCPh.
  Table 16:  Resolution of Common Collateral Attack Situations.
  Table 17:  Final Flamethrower and MOL TK numbers v. an AFV for various situations.
  Table 18:  Sample WP Direct and Indirect TH numbers and corresponding WP MC examples for Ordnance and BAZ '45 (WP6).
  Table 19:  Flame/Blaze Spread situations.
  Table 20a:  Common SR situations.
  Table 20b:  Common FFE:2 situations.
  Table 20c:  Common FFE:C situations.
  Table 21:  5/8" Gun Set-up restrictions (in buildings).
  Table 22:  AT/INF Guns as target examples.
  Table 23:  Flame/Rubble/Shellhole Placement Table for various IFT attacks.
  Table 24a:  Boat Rules Summary (Manhandling, Portage, Passengers, Beaching and Loading/UnLoading, and Drift).
  Table 24b:  Boat Rules Summary (Movement in Water, Fire from Boat, Fire vs. Boat/Passengers, and Other).
  Table 25:  Applicability of Cases E, F, G, J, L, M, N, Conditional ROF, Critical Hits, Multiple Hits, Spraying Fire and Sustained Fire on various SW, 
  Guns and Vehicular MA.
  Table 26a:  Effects of No Quarter (Disruption, Encirclement, Surrender & HOB)
  Table 26b:  Effects of No Quarter (Surrendering & Routing)
  Table 27:  Sniper Target Selection Flowchart (outcomes)
  Table 28:  Backblast/Desperation Penalties Applicability and Avoidance
  
  Rules sections C6.1, C6.3
  Situation:  Attacker's Player Turn, as described in each situation.
  Situation 1:
  Situation 2*:
  Situation 3:
  Situation 4:
  Situation 5:
  Defender Stopped,
  Defender Stopped,
  Defender Stopped, Defender in Motion, Defender in Motion,
  Attacker in Motion
  Attacker is Stopped 
  and is expending a 
  Start MP
  Attacker Moved but 
  is now Stopped
  Attacker in Motion
  Attacker Moved but 
  is now Stopped
  NO
  NO
  YES
  NO
  NO
  YES
  NO
  YES
  YES
  YES
  NO
  NO
  YES
  NO
  NO
  NO
  NO
  NO
  YES
  YES
  *:  The Defender has to wait for a MP expenditure to shoot, & has to wait until the Attacker spends a MP to start.  At this point the Attacker's vehicle is no 
  longer Stopped, and is now a Non-Stopped Vehicle but is not yet in Motion until he moves into a new hex per the Romanowski Q&A answers.
  Table 1:  Applicability of Cases "J" (Moving/Motion) and "L" (Point Blank) on the To Hit Tables.
  Modifiers Applicable to an attack by the:
  Defender-Case L (Point Blank)
  Defender-Case J (Moving/Motion)
  Attacker-Case L (Point Blank)
  Attacker-Case J (Moving/Motion)
  
  Rules Sections:  A7.531, D3.4, 6.64-.651
  Leader Type:
  Vehicle MG/ATR FP 
  (IFE, FT and Ordinance 
  FP are NA)
  Passenger FP
  Infantry FP
  CE Armor Leader
  A
  B
  C
  CE Passenger Leader
  D
  A
  E
  Infantry Leader
  F
  F
  A
  A: May direct fire of …
  Leader Type:
  Inherent Vehicle 
  Crew
  Passengers
  Infantry
  CE Armor Leader
  A
  B
  B
  CE Passenger Leader
  C
  A
  D
  Infantry Leader
  E
  F
  A
  A: May affect the Rally/MC/TC DR of …
  F: An Infantry Leader may not Direct the Fire of Passengers nor the Vehicle FP even if the Infantry FP is included in a FG with either.
  Table 2:  Leadership Direction for FG consisting of Vehicular FP, HT/Carrier Passengers, and Infantry
  and leaderhip applicability for Rally/MC/TC.
  E: A CE Passenger Leader may Direct the Fire of the Infantry  only if the Infantry FP is included in the same FG as the Passenger FP.  However, CE Passenger 
  Leader cannot direct the FP of the Infantry if the vehicle was in Motion this player turn.
  Situation:  A Carrier/Armored HT with Inherent Crew and/or Armor Leader, Passenger Squad and a Passenger Leader which are all CE.  The Vehicle is Stopped and 
  has remained in its present Location during this player turn.  The location also contains an Infantry Squad and Infantry Leader (on foot).
  B: A CE Armor Leader may Direct the Fire of the Passengers  only if the Passenger FP is included in the same FG as the Vehicular MG/ATR FP (EXC: IFE, FT and 
  Ordinance FP).
  C: A CE Armor Leader may Direct the Fire of the Infantry  only if the Infantry FP is included in the same FG as the Vehicular MG/ATR FP (EXC: IFE, FT and 
  Ordinance FP).  However, CE Armor Leader cannot direct the FP of the Infantry if the vehicle was in Motion this player turn.
  D: A CE Passenger Leader may Direct the Fire of the Vehicular  MG/ATR FP (EXC: IFE, FT and Ordinance FP) only if the Vehicular FP is included in the same FG as 
  the Passenger FP.
  F: An Infantry Leader may affect the Rally/MC/TC of Passengers of a non-moving vehicle whether CE or BU.
  B: A CE Armor Leader may not affect the Rally/MC/TC of Passengers nor that of Infantry.
  C: A CE Passenger Leader may not affect the Rally/MC/TC of a Vehicular Crew.
  E: An Infantry Leader may not affect the Rally/MC/TC of a Vehicular Crew.
  D: A CE Passenger Leader may affect the Rally/MC/TC of Infantry, unless the vehicle was in Motion this player turn.  In addition, a Passenger Leader may impart the 
  leader MF bonus to Infantry if they all move as a stack throughout the MPh.
  
  Rules Sections: A7.82-.821, D5.33-.34, 6.1, 6.84
  OK=TC/MC passed, Break = Break result, Pin = Pin Result
  Case #
  Passenger
  Inherent 
  Crew/Armor 
  Leader
  Effects
  1
  OK
  OK
  No Effect
  2
  Pin
  OK
  A, B
  3
  Break
  OK
  A, B
  4
  OK
  Pin
  C, D
  5
  Pin
  Pin
  A, C
  6
  Break
  Pin
  A, C
  7
  OK
  Break
  E
  8
  Pin
  Break
  E
  9
  Break
  Break
  E
  10
  OK
  K/ or KIA
  G
  11
  Pin
  K/ or KIA
  G, H
  12
  Break
  K/ or KIA
  G, F
  A:  Passenger must BU and cannot fire.  A Broken Passenger does not have to Rout and may remain in vehicle regardless of enemy presence.
  B:  Inherent Crew/Armor Leader remains CE and may fire/direct fire normally.
  C:  Inherent Crew/Armor Leader remains CE but is Pinned and TH Case D [Pinned firer +2] , 0 ROF, and/or 1/2 FP all apply.
  D:  Passenger remains CE and may fire normally.
  F:  In addition broken Passengers must rout beneath the vehicle (expending all its initial RtPh MF to do so).
  H:  In addition, the Passengers, once unloaded, remained Pinned in the hex unloaded into.
  Notes:
  Table 3:  HT/Carrier Inherent Crew/Passenger IFT FP Capabilities after having been fired upon and 
  causing a result on the IFT.
  Situation: An HT and/or Carrier, carrying a Passenger(s), an Inherent Crew and/or Armor Leader.  All are CE and are fired upon, causing an 
  outcome on the IFT.*1
  E:  The HT/Carrier is Stunned.  The Inherent Crew/Armor Leader and Passengers must BU (EXC: Carrier Crew/A.L.).  The vehicle automatically stops (no stop 
  MP is spent).  A Broken Passenger does not have to Rout and may remain in vehicle regardless of enemy presence.
  G:  The HT/Carrier is Recalled.  The vehicle and Crew/Armor Leader must exit the board along a FBE.  It may Stop and unload passengers ASAP.  If 
  Bogged or Immobilized, the vehicle is to be Abandoned.
  *1:  For effects on a Crew/Passenger whose CE DRM is reduced due to Air Burst, fire from a higher elevation advantage > range, AP mines v. a hull AF of 
  0, or attacked through and unarmored target facing, see D5.31, 5.311.
  
  Rules Sections D13+, F.10
  Situation: Vehicular Smoke usage DR modifiers as stated below.  Situations 1 and 2 are cumulative with situations 3, 4 and 5.
  Situation 1:
  Situation 2:
  Situation 3:
  Situation 4:
  Situation 5:
  Situation 6:
  Dispenser Type
  AFV has 
  Moved and/or 
  is in Motion.
  Beginning of 
  Stopped AFV's 
  MPh, prior to 
  expending a 
  Start MP.
  CT BU AFV
  OT BU AFV
  CT or OT CE 
  AFV
  Armed but 
  Unarmored 
  Vehicle
  If your DR is ≤ #, then Smoke 
  counter placed:
   SD
  0
  0
  +1
   +1
  0
  NA
  +2 [5/8"] White Dispersed Smoke 
  in AFV's hex.
   SN*1
  0
  0
   +1 (EXC. In CCPh)
  NA
  NA
  NA
  +2 [5/8"] White Dispersed Smoke 
  in AFV's hex.
   SM*2
    +2
  0
  +1
   +1
  0
  NA
  +2 [5/8"] White Dispersed Smoke 
  from 1-3 hexes of TCA.
   SP
  0
  0
  NA
  NA
  0
  NA
  +2 [5/8"] White Dispersed Smoke 
  in AFV's hex.
  Smoke Grenade
  0
  0
  NA
   dr ≤1
  dr ≤2
   dr ≤1
  +2 [1/2"] Smoke counter in AFV's 
  hex.
  Notes:
  *1:  An AFV must be BU to use SN in CCPh but may be CE to use SN as Smoke in MPh.
  *2:  An AFV must also add Turret spinning Case A modifiers and LOS hindrance modifiers if applicable to its SM usage DR.
  NA = Not Allowed
  Table 4:  Vehicular Smoke Dispenser/Grenade Usage Table
  
  Rules Sections: A7.24, D2.42, 3.31, 3.32, 3.6
  Situation 1:
  Situation 2:
  Situation 3:
  Situation 4:
  Situation 5:
  FP Description
  Motion Vehicle in 
  DFPh
  Beginning of Stopped 
  Vehicle's MPh prior to 
  expending a Start MP
  Stopped Vehicle 
  during MPh, after 
  entering a new hex 
  and expending a Stop 
  MP
  Stopped Vehicle 
  during the AFPh
  Non-Stopped Vehicle 
  during MPh or Motion 
  Vehicle during the 
  AFPh
  MG, IFE, and/or CE 
  HT Passengers
  1/2
  1/2
  1/2
  1/2
  1/4
  Mounted Fire
  1/4
  1/4
  1/4
  1/4
  1/8
  Vehicular FT
  1/2
  1
  1
  1
  1/2
  Table 5:  Motion, Bounding and Vehicular FT Firepower Multipliers.
  Situation:  This table indicates the combined FP multiplier for a Vehicle's MG, IFE, FT, or Passengers depending on the situation described.  It 
  assumes NO concealment, Long Range Fire, PBF, or TPBF in these examples.  The multipliers shown consider ONLY the combined effects of 
  Bounding Fire and/or Bounding First Fire, Motion/Non Stopped Fire, Mounted Fire, and/or AFPh Fire.
  
  Rules Sections:  A7.211-2.12, 8.311-.312, B23.41, C2.241, 2.5, 5.5, 5.6-.641, D2.32, 3.2, 5.311, 7.2-2.3, 8.2+, O6.62
  Case # Defending Infantry Unit's Situation
  CT BU AFV 
  enters/bypasses hex 
  containing enemy 
  Infantry units
  CT CE AFV 
  enters/bypasses hex 
  containing enemy 
  Infantry units
  OT BU or OT CE AFV 
  enters/bypasses hex 
  containing enemy 
  Infantry units
  1
  Infantry units unmarked at Ground Level
  B, C, D
  A, B, C, D
  A, B, C, D
  2
  Full-Squad marked with Def. First  Fire at Ground Level
  B, C, E
  A, B, C, E
  A, B, C, E
  3
  Half-Squad/Crew marked with Def. First  Fire at Ground Level
  C, E
  A, C, E
  A, C, E
  4
  Infantry units marked with Def. Final  Fire at Ground Level
  C, E
  A, C, E
  A, C, E
  5
  Infantry units unmarked at Level 1 or 2
  B, F
  A, B, C
  AOT, B, C
  6
  Full-Squad marked with Def. First  Fire at Level 1 or 2
  B, C
  A, B, C
  AOT, B, C
  7
  Half-Squad/Crew marked with Def. First  Fire at Level 1 or 2
  C
  A, C
  AOT, C
  8
  Infantry units marked with Def. Final  Fire at Level 1 or 2
  C
  A, C
  AOT, C
  9
  Infantry units unmarked and Concealed  at Ground Level
  B, C, D, G
  A, B, C, D, G
  A, B, C, D, G
  10
  Gun Crew unmarked
  B, C, D, H
  A, B, C, D, H
  A, B, C, D, H
  11
  Gun Crew marked with Def. First  Fire
  C, E, I
  A, C, E, I
  A, C, E, I
  12
  Gun Crew marked with Def. Final  Fire or Intensive  Fire
  C, E
  A, C, E
  A, C, E
  Notes:
  *1:  MOL may NOT be used by infantry marked with a Def. First or Def. Final fire marker.
  *2: D3.2 In-hex Target facing is determined by the colored dr of the TH DR, 1-2 = Rear, 3-4 = Side, 5-6 = Front Target Facing.
  *3: D2.32 Bypass Target facing is typically a side shot if a hull hit and may be either a side, front or rear turret hit depending on the TCA position.
  I:  Crew MAY fire Gun as Intensive Fire (unless Pinned or Gun is No IF type ) vs AFV against target facing determined by D3.2 (if within hex)*2 or by D2.32 (if in 
  bypass)*3 and must include TH Case E.
  Table 6a: Defending Infantry unit's options vs. an AFV which enters its hex without declaring an OVR, or 
  which uses VBM in its hex.
  Situation: Attacking AFV's MPh; Defending Infantry in Good Order (or Berserk) as AFV enters its hex without declaring an OVR, or  which uses VBM in its hex.
  A: Infantry MAY use TPBF (as First, Subsequent First or FPF whichever is applicable)  vs CE crew (or vs. BU crew if OT ).  This TPBF may also be subject to x 1/2 if 
  Pinned, SFF and/or FPF.
  AOT: Same as A above except that D5.311 applies as well (i.e. A BU crew in an OT vehicle becomes Vulnerable, depending on Height Advantage ).
  B: Infantry MAY use LATW,FT,DC,MOL*1 (if otherwise allowed) as DFF or SFF vs. AFV against target facing determined by D3.2 (if within hex)*2 or by D2.32 (if in 
  bypass)*3.
  C: Infantry MAY NOT fire outside of the hex (until the AFV and/or crew are eliminated or until the AFV leaves the hex) .
  D: Unpinned Infantry MAY attempt CCRF as First Fire (which may require a PAATC)  vs AFV (including A11.8 Street Fighting if applicable and allowed) .
  E: Unpinned Infantry MAY attempt CCRF as Subsequent First or FPF as appropriate (which may require a PAATC ) vs. AFV (A11.8 Street Fighting is NOT allowed ).
  F: Infantry MAY hold fire and MAY fire outside of the hex as First  Fire.
  G: Infantry MUST voluntarily lose ? OR take a A12.41 PAATC (EXC.PAATC N/A if SMC,Fanatic,Japanese, unit in woods/road, or when AFV is in Bypass ).
  H: Crew MAY fire Gun as First Fire vs AFV against target facing determined by D3.2 (if within hex)*2 or by D2.32 (if in bypass)*3 and must include TH Case E .
  
  Case #
  Defending Infantry Units Situation
  Before OVR
  After OVR
  Before OVR
  After OVR
  1
  Infantry units unmarked
  B 
  C or G
  A or B
  A or C or G
  2
  Full Squad marked with Def. First  Fire 
  B 
  D or G
  A or B
  A or D or G
  3
  Half-Squad/Crew marked with Def. First  Fire
  -
   D
   A
  A or D
  4
  Infantry units marked with Def. Final  Fire
  -
   F
  -
   F
  5
  Infantry units unmarked and concealed
   E and/or B
   C or G
   E and/or A or B
  A or C or G
  6
  UnPinned/(Pinned) Gun Crew unmarked
   H / (J)
   I / (K)
    H or A / (J) or A
   I or A / (K) or (A)
  7
  UnPinned/(Pinned) Gun Crew marked with Def. First  Fire
   M / (-)
   L / (L)
   M or A / (A)
   L or A / (L) or (A)
  8
  UnPinned/(Pinned) Gun Crew marked with Def. Final/Intensive  Fire
   M / (-)
   L / (L)
   M or A / (A)
   L or A / (L) or (A)
  Notes:
  *1:  MOL may NOT be used by infantry marked with a Def. First or Def. Final fire marker.
  *2: D3.2 In-hex Target facing is determined by the colored dr of the TH DR, 1-2 = Rear, 3-4 = Side, 5-6 = Front Target Facing.
  G: Infantry MAY use Non-CCRF (as First, Subsequent First, or FPF whichever is applicable) vs. rear  target facing of AFV AFTER OVR.
  Table 6b:  Defending Infantry unit's options vs. a AFV which enters its Location and declares an OVR.
  Rules Sections: A7.211-2.12, 8.311-3.12, B23.41, C2.241, 2.5, 5.4, 5.5-51, 5.6-.641, D2.32, 3.2, 7.2-2.3, 8.2+, 06.62
  Situation: During the AFV's MPh; Defending Infantry are in Good Order (or Berserk) as AFV enters their Location and declares an OVR.  If the AFV is Immobilized 
  /destroyed BEFORE the OVR, the OVR is still resolved at 1/2 FP.  In ALL cases, Defending Infantry may NOT fire outside of the hex (until the AFV and/or Crew are 
  eliminated, OR until the AFV leaves the hex).
   CT BU AFV enters Location containing 
  enemy Infantry units and declares an 
  OVR.
   CE or BU OT AFV enters Location 
  containing enemy Infantry units and 
  declares an OVR.
  A: Infantry MAY use TPBF (as First, Subsequent First or FPF whichever is applicable ) vs. CE crew [before OVR] (or vs. BU crew if OT [after OVR]).  This TPBF may 
  also be x 1/2 if Pinned, SFF or FPF.
  B: Infantry MAY use LATW, FT, DC, MOL*1 (if otherwise allowed) as DFF or SFF vs. AFV BEFORE the OVR against target facing determined by D3.2*2.
  C: Unpinned Infantry MAY attempt CCRF as First  Fire (which may require a PAATC)  vs. AFV AFTER the OVR (including A11.8 Street Fighting if applicable and 
  allowed) .
  D: Unpinned Infantry MAY attempt CCRF as Subsequent First  or FPF  as appropriate (which may require a PAATC)  vs. AFV AFTER OVR (A11.8 Street Fighting is 
  N/A as SFF or FPF) .
  E: Infantry MUST voluntarily lose ? OR take A12.41 PAATC BEFORE OVR (PAATC N/A to SMC, Fanatic, Japanese, or unit in woods/road hex) .
  F: Infantry (even if Pinned and even if CCRF PAATC is failed) MUST perform CCRF/non-CCRF, i.e. use either "D" or "G" (or "A" vs. CE or OT AFV).*3
  *3:  Use of options D, G or A under the situation in case F requires that the Defender's attack DR to act as an NMC v. that Infantry Defender.
  *4: The original TH DR also acts as a NMC vs the Gun's Manning Infantry.  If the Manning Infantry is Pinned or Broken as a result of the NMC the TH attempt is voided 
  (except for any malfunction result) and the OVR is then resolved.
  H: Gun crew MUST use DFF as OVR Prevention vs AFV BEFORE OVR vs. target facing is determined by D3.2*2 including TH Case E but NOT TH Case F*4. (The 
  Gun's CA changes to include the hexside of the entering AFV, therefore TH Case A may also apply).
  I:  If able to do so, Gun crew MAY fire as non-CCRF AFTER OVR vs. rear  target facing of AFV (TH Cases E nor A do NOT apply per D7.22).
  J: Same as "H" except TH Case D also applies and ROF is NA*4.
  K: Although Pinned, the Gun crew MAY perform "D" or "I" (including TH Case D) AFTER the OVR.
  L: Gun crew MUST perform "I" unless Pinned, Gun is NO IF type, Gun is unable to change CA per D7.22, or is marked with a No Fire  marker, in which case, MUST 
  perform "D" or alternatively "A" (vs CE or OT AFV) even if Pinned AFTER OVR as FPF as if they were already marked with a Final Fire  marker per D7.23.*4
  M: Same as "H" except that the Gun MUST Intensive Fire  (applying TH Case F in this case)*4.  If Gun is No IF type, or if the AFV entered a hexside to which the Gun 
  cannot change its CA due to already firing from a woods/bldg./rubble, or if marked with a No Fire  counter, this step is NA (Case "A" may be used instead vs CE or OT 
  AFV).
  
  Rules Sections: A4.4-.51, 10.4, G.5
  Phase
  Transfer*3 of SW/Guns
  Recovery*4 of 
  SW/Guns
  Any Rally Phase
  A, T
  B, E
  Any Rout Phase
  N/A
  F
  Friendly MPh
  T, G
  D
  Friendly APh
  C
  N/A
  Enemy Defensive Fire
  N/A
  F
  Notes:
  *1:  See A4.32, 4.431, D6.24, 15.46, 15.53 for the Recovery rules regarding Bypassing units, and/or PRC.
  *2:  Recovery drm include:  CX +1, +1 at night, Jungle/Kunai/Bamboo +2, Leadership drm is N/A.
  *3:  In all Transfer cases, a SW/Gun cannot be Transferred in the same phase as it was Recovered.
  Table 7: Infantry Transfer/Recovery of SW/Guns by Phase.*1
  A: May transfer SW/Guns between different units in the same location as the SOLE action during Rally Phase.
  B: May claim possession of an unpossesed SW/Gun at the start of Rally Phase as sole action of the Rally Phase by making a recovery dr ≤ 5.*2
  C: May Transfer SW/Guns between different units in the same location at START of Advance Phase, and then may Advance after  this.
  D: May Recover an Unpossesed SW/Gun in the same location during the Movement Phase by expending one extra MF, surviving as a Good Order and 
  unpinned, and by making a final recovery dr ≤  5.*2  (Limit of one attempt per unit per SW or Gun per MPh).
  *4:  In all Recovery cases, attempt is allowed only by an unpinned G.O. non-bypassing unit in the same Location as the SW/Gun but that is not in the 
  same Location as a armed KEU [EXC; Wire, Panji, recovery of a SW/Gun IN a Depression by crest status units and vice versa].
  E: A SMC may recover a SW/Gun possessed by a friendly Broken  unit and does so by making a final recovery dr ≤ 5 in its Rally Phase as that SMC's 
  SOLE action of the Rally Phase.
  F: If a unit surrenders, is eliminated, or routs way and cannot carry its SW/Gun, a SMC can immediately Recover that Broken (or eliminated)  unit's 
  SW/Gun as in case "E" regardless of phase.  However, a broken unit must retain possession of any SW ≤ its IPC limits if it possesed such when it 
  broke.
  G: A SMC may Transfer a SW/Gun possessed by a friendly Broken  unit in the same location and does so by making a Final Recovery dr ≤ 5 in its 
  Movement Phase without need of MF expenditure.
  T: Transfer of SW/Guns may freely occur as a result of the creation of a sub-unit (e.g. HS/Hero) from a MMC.
  
  Weapon
  Fire from CA of 
  pillbox 
  Fire from NCA*1 of 
  pillbox
  From within same 
  hex*2 as pillbox
  AP/APCR/APDS*3
  0 TEM
  0 TEM
  0 TEM
  BAZ/PIAT/HEAT*4
  +CA TEM
  +NCA TEM
  +NCA TEM
  Canister
  +CA TEM & (½ FP)
  No Effect
  No Effect
  CC
  N/A
  N/A
  yes*5
  DC (Placed or Thrown)
  +CA TEM
  +NCA TEM
  +CA TEM per B30.31
  FFE
  N/A
  N/A
  +NCA TEM
  FT
  0 TEM
  +NCA TEM
  +NCA TEM
  HE (Direct Fire)
  +CA TEM
  +NCA TEM
  +NCA TEM
  HE (Indirect Fire) or Aerial Fire
  +NCA TEM
  +NCA TEM
  N/A
  Overrun
  N/A
  N/A
  No Effect
  Small Arms/MG/IFE/ATR/PF
  +CA TEM
  No Effect
  No Effect
  WP NMC (Direct Fire) [includes 
  BAZ'45 WP6 ammo]
  WP NMC is N/A unless 
  CH achieved*6
  WP NMC is N/A from 
  NCA
  N/A unless fired by 
  BAZ'45 WP6*6, *10
  WP NMC (Indirect Fire)
  WP NMC is N/A*7
  WP NMC is N/A*7
  N/A
  WP NMC (WP grenade)
  WP NMC is N/A*8
  WP NMC is N/A*8
  yes, NCA TEM*9
  Notes:
  Other pillbox (bunker) notes:
  *9:  NCA TEM is used as a negative modifier on the WP NMC caused by a WP grenade v. the pillbox occupants from within the 
  same hex (EXC:  A WP grenade CH considers the NCA TEM to be zero).  WP NMC v. non-pillbox occupants in the hex is N/A 
  per B30.34.
  Table 8:  Application of CA/NCA TEM modifiers (and other effects) upon fire v. 
  occupants of a Pillbox (Bunker).
  Rules Sections:  B30.1 - B30.8, A24.31 and C3.74, C8.31
  Situation:  Weapons listed attempting to affect the units inside of a pillbox (bunker).
  *1:  This column represents units firing from the NCA, but not from the same hex as the pillbox itself.  CH NCA TEM is 
  considered zero.
  *2:  Units in pillbox hex are considered to be ADJACENT to, but in the NCA of the pillbox Location (B30.1).
  *3:  Zero TH TEM applies provided that the basic TK# of the AP/APCR/APDS is > twice the  CA/NCA TEM respectively that 
  would normally apply.  Otherwise, treat as HE (direct fire).  HE Equivalency (C9.31) is utilized to determine FP.
  *4:  HE Equivalency (C8.31) is utilized to determine FP.  See WP NMC (Direct Fire) line for treatment of BAZ'45 WP6 ammo.
  *5:  HtH CC, Melee and CC v. Vehicle are all N/A v. units in a pillbox.
  *6:  Direct Fire WP NMC is N/A unless  a CH is achieved v. the PB Location from the CA of the PB or from an ADJACENT (to the 
  PB's) Location per *10.  If a CH occurs in this manner, use the CA TEM as a positive  NMC modifier.
  *7:  Indirect Fire WP NMC is N/A, even if  a CH is achieved per B30.113 and B30.34.
  *8:  WP grenades may be placed into the pillbox hex from the adjacent hex, but the NMC is N/A v. pillbox occupants since the 
  WP grenade is NOT considered placed into the pillbox's Location.
  - Stacking:  Only one pillbox per hex and only one Gun per pillbox.
  - Units in a pillbox cannot fire at Aerial targets or fire Mortars.
  - Fire from units inside a pillbox against enemy units in it's own hex is limited to:  WP grenade, thrown DC, CC, or in the enemy 
  MPh with DFF/PBF should they cross one of the two CA hexsides (B30.2).
  *10:  Normally WP Direct Fire is N/A within the same hex unless a BAZ'45 fires WP6.  Therefore, a Direct Fire BAZ'45 WP CH  v. 
  the PB occupants would cause them to take a NMC with a zero NCA TEM modifier.  In this case the firer would not be subject to 
  a WP NMC from this BAZ'45 WP6 attack per B30.34.
  - The 1/2 FP Area fire penalty nor the Case K TH DRM v. Concealed/HIP units in a pillbox does not apply.
  - Attacks v. a pillbox Location cannot affect other units in the pillbox hex (or vice-versa), (EXC: Area Target Type, Spraying Fire, 
  Residual FP, Canister, OBA, Aerial Bomb).
  - Target size modifiers do not apply to Guns inside of pillboxes, nor do other TEM modifiers combine with Pillbox TEM.
  - TPBF and Target Selection Limits (A7.211-.212, A8.312) do NOT apply to units inside of pillboxes.
  - Units in a pillbox cannot form Fire Groups, be Encircled, nor are they forced to Rout.
  
  Situation
  Vehicle Target Type*2
  Infantry Target Type*3
  Area Target Type*4,*5
  DR =2, when an Original DR ≤ 1 
  was required to secure a hit.
  A) subsequent dr; 1 = CH (hull, unless 
  HD, then turret CH), 2 = normal turret 
  hit, 3 = normal hull hit (unless HD), 4-6 
  = miss (3-6 = miss if HD).
  B) subsequent dr; 1 = CH, 2-3 = normal 
  hit, 4-6 = miss.
  C) subsequent dr; 1 = CH (hull, unless 
  HD, then turret CH), 2 = normal turret 
  hit, 3 = normal hull hit (unless HD), 4-6 
  = miss (3-6 = miss if HD).*6
  DR =2, when an Original DR of  2 
  was required to secure a hit.
  D) subsequent dr; 1 = CH (hull, unless 
  HD, then turret CH), 2-6 = normal hull 
  hit (if HD, then normal turret hit).
  E) subsequent dr; 1 = CH, or if dr ≤ half 
  the modified TH # then CH, otherwise, 
  normal hit.
  F) subsequent dr; 1 = CH (hull, unless 
  HD, then turret CH), 2-6 = normal hull 
  hit (if HD, then normal turret hit).*6
  DR =2, when an Original DR ≥ 3 
  was necessary to secure a hit.
  G) Critical Hit [hull, (turret if HD)]
  H) CH is achieved if the Final TH DR < 
  half the modified TH #*7, or via a 
  subsequent dr ≤ half the modified TH #, 
  otherwise a normal hit.
  I) Critical hit [hull, (turret if HD)]*6
  Notes:
  Other CH notes:
  *3:  Infantry Target Type (ITT) cannot be used to target an AFV.
  Table 9:  TH Outcomes that cause a Critical Hit to occur.*1
  Rules Sections:  C.7, 1.53, 1.55, 1.82, 3.3-3.4, 3.6, 3.7-.76, 3.9, 5.72, 11.4, D.8
  Situation:  Original TH DR = 2.  See left column for situation and cross reference target type in the columns shown to determine result.
  *1:  CH are N/A for MG (including 12.7mm [.50-cal] and aircraft MG, but not 15mm) nor during Bombardment nor on Deliberate Immobilization attempts.  
  Multiple Hits are N/A for either an Improbable (C3.6) or a Critical Hit (C3.7).
  *2:  If a CH is obtained v. a target utilizing the Vehicle Target Type, the vehicle always receives the CH and any other units (e.g. CE Crew/Riders) that are 
  affected Collaterally are attacked normally.
  - A non-WP CH v. a Gun automatically destroys that Gun and its manning Infantry.
  - Terrain:  A CH has no special effect v. terrain.  Fire/Rubble/Shellholes are resolved as a non-CH.
  *4:  Use Random Selection if more than one Location is in the hex, (e.g. multi-level building, or pillbox).
  *5:  Area Target Type (ATT) cannot be used for AP/HEAT/HE Equivalency or within the firer's own hex or as Bounding First or Motion Fire.  ATT hits v. 
  Vehicles are resolved per C1.55.  ATT consumes all of a Gun's ROF (EXC: Mortar) for that Fire Phase.
  *6:  Disregard references to 'hull', 'turret' and 'HD' if a non-AFV is the target.
  *7:  A CH may also be achieved in this same manner on the ITT with an Original TH DR ≥ 3, should the Final TH DR be < half the modified TH #.
  - A CH only applies to the target(s) in a Location determined by Random Selection.  Other (non-selected) units are attacked normally (including units attacked 
  Collaterally).
  - Area/HE Indirect/Harassing/Barrage CH:  Resolved with double the full  FP of that caliber size.  See also C.7.
  
  Vehicle Type*1
  Open Ground
  Road [in OG (w/o 
  using Road Rate)]
  Road [in OG (using 
  Road Rate)]
  Other*2 Road using 
  Road Rate
  BU FT or BU HT 
  2[1] -- 1
  2[1] -- 1
  3[2] -- 1
  5[4] -- 1
  CE FT 
  2[1] -- 1
  2[1] -- 1
  2½[2] -- ½
  4½[4] -- ½
  CE HT 
  2[1] -- 1
  2[1] -- 1
  2½[2] -- ½
  4½[4] -- ½
  CE AC
  4[1] -- 3
  4[1] -- 3
  2½[2] -- ½
  4½[4] -- ½
  BU AC
  4[1] -- 3
  4[1] -- 3
  3[2] -- 1
  5[4] -- 1
  Truck
  5[1] -- 4
  5[1] -- 4
  2½[2] -- ½
  4½[4] -- ½
  Notes:
  Notes on additional MP affects caused by Vehicles/Wrecks:
  Example 1:  A CE FT Vehicle entering an Road hex in OG containing two Wrecks and/or Vehicles using the 
  Road Rate will pay 4½ MPs to enter and ½ MP to exit into another Road hex in OG.  
  Example 2:  The same CE FT Vehicle entering a Woods-Road hex containing two Wrecks and/or Vehicles using 
  the Road Rate will pay 8½ MPs to enter and ½ MP to exit into another Woods-Road hex.
  - If a Wreck is also burning, the MP cost of Smoke cost needs to be applied as well.
  - If moving uphill, the additional MP cost of moving to higher elevation also needs to be applied.
  Table 10:  Vehicle/Wreck In-hex (MP costs to enter -- leave the hex).
  Rules Sections: B3.42, 4.42, 5.42, 6.43, 13.41 and D2.14, 10.2
  Situation:  Vehicle types listed moving into the terrain type indicated with ONE other Vehicle/(non-burning) Wreck already in the hex and 
  then moving out of this hex and into same terrain type.  The extra MP cost for the Vehicle/Wreck itself is shown in [brackets], while the cost 
  to exit the hex is shown after the '--'.
  *1:  FT = Fully-Tracked Vehicle, HT = Half-Tracked Vehicle, AC = Armored Car
  *2:  Includes sunken road, elevated road, woods-road and non-one lane bridges in which all MP penalties for entering a hex with a 
  wreck/vehicle are doubled.
  - All MP penalties should be increased per Vehicle/Wreck in the hex.  See examples below:
  
  Effect of "soft" 
  hindrances between 
  firer and target.
  Effect of "hard" 
  hindrances between 
  firer and target.
  Effects within  the target Location.
  Residual FP*1
  All non-hexside TEM/SMOKE/FFE-hindrance DRM of the target Location 
  apply to the RFP attack, as does FFNAM and FFMO (if otherwise 
  applicable), even v. Bypassing units.
  MG Fire-Lane 
  Residual FP*2
  "Soft" hindrances do not add 
  DRM to, or reduce the FP of, 
  Firelane RFP attacks.  They do 
  serve to cancel FFMO 
  however.*4
  "Hard" hindrances apply as 
  DRM to the Firelane RFP attack 
  itself.*5
  Applicable Hexside TEM, in-hex TEM and/or "hard" hindrances in the 
  target location ALL apply to the Firelane RFP attack, even v. Bypassing 
  units.  FFNAM applies (if applicable).  FFMO only applies if no hindrances 
  exist within the hex and/or between the firer and the target Location.
  Notes:
  *4:  "Soft"  hindrances include Brush, Heavy [or denser] dust, FFE, Grain, Hut, Kunai, Marsh, in-season paddy, SMOKE and/or Vineyard.   LV/DLV are not 
  considered "soft" hindrances and do not apply.  Furthermore, a Firelane RFP attack in a hex which may be considered out of LOS to the firer due to "Soft" type 
  hindrances may still occur.  However, a firer making an attack in which he intends to place a Firelane RFP marker must have LOS to an enemy unit that it fires at 
  during the creation  of the Firelane RFP.
  *5:  "Hard" hindrances include hexes containing an:  AFV, Bridge, Crag, Debris, Graveyard, Olive Grove, Orchards, Palm-Tree, Seawall, Wreck, and/or Wooden 
  Pier.  Note that a Burning Wreck is considered a "hard" hindrance for Firelane purposes.
  Table 11:  Hindrance Effects on Residual FP and Fire-Lane RFP attacks.
  Rules Sections: A8.2-.26, 9.22-9.3, B25.2
  Situation:  Hindrance types (what are referred to as "hard" and "soft" hindrance types) have different effects on the RFP left by standard RFP attacks then on MG Fire-
  Lane RFP attacks.  The table below attempts to summarize the major differences and how to apply each in the majority of situations.
  Reduce RFP by one column to the left for each positive DRM 
  caused by conditions outside the target hex, (including Hexside 
  TEM of target Location).*3
  *1:  Residual FP is not gained for an attack made by:  Intensive Fire, Snap Shot, Minefield, PF/PFk, OBA, AP (unless MG), ATR, APCR/APDS, a Dud, a 
  malfunctioning weapon or one which elects to retain its ROF, nor by a unit that makes a Small-Arms attack Original 12 IFT DR while suffering from Ammunition 
  Shortage.  Attacks made by  RFP itself [EXC: MG Firelane] are not subject to malfunction or Ammunition Shortage.
  *3:  Examples include both "hard" and "soft" Hindrances, as well as CX, BU, Stun, positive Leadership modifiers and/or the Hexside TEM of the target location (EXC: 
  Height Advantage, LV).  Note that FFMO, FFNAM, Bore Sighting, and negative Leadership modifiers do not  increase the RFP in a target hex [EXC:  Airburst does 
  so].
  *2:  A MG Firelane must be made by Good Order, unpinned unit that does not Cower, has LOS to the target Location and is in the Normal Range (of the MG) and not 
  using SFF/FPF.  Firelane RFP is placed at the same level (B.5) via a hex-grain or an alternate hex-grain using FP column one to the left of the FP column normally 
  used by that MG [EXC: PBF].  Firelane RFP attacks themselves  are unaffected by CX, Leadership or Heroic DRM, and do not Cower (but may cause a malfunction).
  
  Support Weapons
  B#/X#*5
  TH DRM
  ROF
  Sustained Fire
  -2
  N/A
  N/A
  Captured*6
  -2
  +2
  -1
  Inexperienced*2
  -1
  NE
  NE
  Non-Qualified Use*3 (FT/DC: see below)
  -2
  +2
  -1
  Japanese MMG/HMG/ATR (when used by a 
  non-crew Japanese MMC)*4
  -1
  NE
  -1
  FT/DC (when used by a non-elite Personnel)
  -2
  NE
  NE
  Vehicular MA or Guns*2
  B#/X#*5
  TH DRM
  ROF
  Intensive Fire
  -2
  +2
  N/A
  Non-Qualified Use*3
  -2
  +2
  -1
  Captured*6
  -2
  +2
  -1
  Notes:
  *4: Japanese MMG/HMG/ATR are not considered Crewed weapons for Captured Use purposes per G1.611.
  *5: Any effect that causes the B# to drop, also causes the X# to become equal to the original B# for that shot per A.11; see Table12b.
  *6: Captured weapons must also use the Red TH numbers for any TH attempt.
  Table 12a:  Effects on Malfunction, Disablement, ROF, and TH DRMs on SWs, Guns and/or Vehicular MA due 
  to Sustained Fire, Intensive Fire, Inexperienced Use, Non-Qualified Use, and/or as Captured Equipment.*1
  Rules Sections: A.11, 9.3, 19.131, 19.2-.3, 19.32, 21.11, 21.13,22.3, 23.2, C2.1, C5.62, 5.8, G1.611
  - - - - - - - - - Effects On  - - - - - - - - -
  - - - - - - - - - Effects On  - - - - - - - - -
  *2:  Inexperienced = Green MMCs (unless stacked with an unbroken Leader), Conscript MMCs or Unarmed units.  Note that Inexperienced Use has no adverse 
  effect when firing a Gun; but see D3.45 for Inexperienced Crews.
  *3:  Non-Qualified = Any non-Crew unit that fires an Ordnance weapon that normally requires a Crew to man it.  Two or more SMC may fire a Crew served weapon 
  as an MMC as may a single Heroic SMC.  Note that it is relatively rare to have a SW  which requires a Crew to man it.  Examples include MOL-P (C13.5), ½" RCL 
  (C12.2) and ½" INF SWs.
  *1:  All of these effects are cumulative.  For a more detailed overview on B#/X# exclusively, including the effects of Ammo Shortage on both SW and Guns, see 
  Table 12b.
  
  SW Starts as:  →
  B10
  B11
  B12
  X10
  X11
  Inexp. Only
  B9, X10
  B10, X11
  B11, X12
  X9
  X10
  One of: Sus.Fire or Capt. or Non.Qual.
  B8, X10
  B9, X11
  B10, X12
  X8
  X9
  Inexp. and one of:  [Sus.Fire / Capt. / Non.Qual.]
  B7, X10
  B8, X11
  B9, X12
  X7
  X8
  Any two of:  [Sus.Fire / Capt. / Non.Qual.]
  B6, X10
  B7, X11
  B8, X12
  X6
  X7
  Inexp. and any two of:  [Sus.Fire / Capt. / Non.Qual.]
  B5, X10
  B6, X11
  B7, X12
  X5
  X6
  All three of:  [Sus.Fire / Capt. / Non.Qual.]
  B4, X10
  B5, X11
  B6, X12
  X4
  X5
  All four of:  [Inexp. / Sus.Fire / Capt. / Non.Qual.]
  B3, X10
  B4, X11
  B5, X12
  X3
  X4
  SW Starts as →
  B10
  B11
  B12
  X10
  X11
  A.S. Only
  B9, X10
  B10, X11
  B11, X12
  X9
  X10
  A.S. + Inexp. Only
  B8, X10
  B9, X11
  B10, X12
  X8
  X9
  A.S. + one of:  Sus.Fire or Non.Qual.
  B7, X10
  B8, X11
  B9, X12
  X7
  X8
  A.S. + Inexp. and one of:  [Sus.Fire or Non.Qual.]
  B6, X10
  B7, X11
  B8, X12
  X6
  X7
  A.S. + Any both of:  [Sus.Fire and Non.Qual.]
  B5, X10
  B6, X11
  B7, X12
  X5
  X6
  A.S. + Inexp. and all three of:  [Inexp. / Sus.Fire / Non.Qual.]
  B4, X10
  B5, X11
  B6, X12
  X4
  X5
  Vehicular MA or Gun Starts as:  →
  B10
  B11
  B12
  B⑨
  B⑩
  B⑪
  B⑨
  B⑩
  B⑪
  No other conditions
  B10, Xn/a
  B11, Xn/a
  B12, Xn/a
  LA9,B12,Xn/a
  LA10,B12,Xn/a
  LA11,B12,Xn/a
  B8, X9
  B9, X10
  B10, X11
  Intensive Fire or Captured Use or Non-Qualified Use
  B8, X10
  B9, X11
  B10, X12
  LA9,B10,X12
  LA10,B10,X12
  LA11,B10,X12
  B6, X9
  B7, X10
  B8, X11
  Any two of the three conditions above
  B6, X10
  B7, X11
  B8, X12
  LA9,B8,X12
  LA10,B8,X12
  LA11,B8,X12
  B4, X9
  B5, X10
  B6, X11
  All three of the above conditions
  B4, X10
  B5, X11
  B6, X12
  LA9,B6,X12
  LA10,B6,X12
  LA11,B6,X12
  B2, X9
  B3, X10
  B4, X11
  Vehicular MA or Gun Starts as →
  B10
  B11
  B12
  B⑨
  B⑩
  B⑪
  No other conditions
  LA9,B10,Xn/a
  LA10,B11,Xn/a
  LA11,B12,Xn/a
  Intensive Fire or Non-Qualified Use
  LA9,B8,X10
  LA10,B9,X11
  LA11,B10,X12
  Both Intensive Fire and Non-Qualified Use
  LA9,B6,X10
  LA10,B7,X11
  LA11,B8,X12
  *4:  Inexperienced Use has no additional adverse effect when Firing a Gun; but see D3.45 for Inexperienced Crews.
  No LA Counter Placed*2
  LA Counter Placed
  Vehicular MA or Gun, Ammunition Shortage in Effect*3, *4
  LA Counter Placed
  *1:  Vehicular MG/FT are exempt from the effects listed here.   Effects of Extreme Winter (E3.741) are to be applied in addition to the information shown in these tables.  
  Ammo Shortage precludes MG Fire Lanes and causes MMC unit Replacement on an IFT DR = 12 and causes Ammo Depletion #s to be one less.
  *2:  Areas shown in yellow are situations when the B#  is ≤ LA# in which case a TH DR ≥ to the LA# will cause the placement of a LA Counter and a Malfunction to occur.  When firing 
  Special Ammo with a Depletion # (e.g. S9), a TH DR ≥ Depletion # and ≥ LA# causes placement of a LA counter and depletion of that ammo type.
  *3:  Ammo Shortage does not apply to Captured SW/Guns.
  Vehicular MA or Gun, No Ammunition Shortage*4
  Utilize 
  B⑨ 
  column 
  above.
  Utilize 
  B⑩ 
  column 
  above.
  Utilize 
  B⑪ 
  column 
  above.
  Table 12b:  Effects on Malfunction, Disablement and Low Ammunition number values on SWs, Guns and/or Vehicular MA due to 
  various factors and combinations of these factors.*1
  Rules Sections: A.11, 9.3, 19.131, 19.2-.3, 19.32, 21.11, 21.13, C5.62, 5.8, 8.9, D3.7-.71 & "When Bad Things Happen to Good Weapons" by Perry Cocke from the 
  General Magazine, Volume 30 - Number 5.
  Support Weapons Only, No Ammunition Shortage
  Abbreviations:
  Inexperienced = Inexp.
  Non-Qualified Use= Non.Qual.
  Captured Use = Capt.
  Sustained Fire = Sus.Fire
  Ammunition Shortage = A.S.
  Support Weapons Only, Ammunition Shortage in Effect*3
  
  1-4
  5-9
  10-14
  15-19
  20-24
  25-29
  30-34
  35-39
  40-44
  Firer @ L2, Target @ L03
  1 [0]
  2 [1]
  3 [2]
  4 [3]
  5 [4]
  6 [5]
  7 [6]
  8 [7]
  9 [8]
  Firer @ L3, Target @ L04
  1 [0]
  1 [0]
  2 [1]
  3 [2]
  4 [3]
  5 [4]
  6 [5]
  7 [6]
  8 [7]
  Firer @ L4, Target @ L0
  1 [0]
  1 [0]
  1 [0]
  2 [1]
  3 [2]
  4 [3]
  5 [4]
  6 [5]
  7 [6]
  1-4
  5-9
  10-14
  15-19
  20-24
  25-29
  30-34
  35-39
  40-44
  Firer @ L3, Target @ L05
  2 [1]
  3 [2]
  4 [3]
  5 [4]
  6 [5]
  7 [6]
  8 [7]
  9 [8]
  10 [9]
  Firer @ L4, Target @ L0
  1 [0]
  2 [1]
  3 [2]
  4 [3]
  5 [4]
  6 [5]
  7 [6]
  8 [7]
  9 [8]
  Notes:
  *5:  {Firer @ L3, Target @ L0, w/ L2 Obstacle} is equivalent to {Firer @ L4, Target @ L1, w/ L3 Obstacle}
  Table 13:  Blind Hexes Created based on distances from the Target/Firer/Obstacle and the relative 
  Levels between them. *1, *2
  Rules Sections: A6.4-.5, B10.23
  Situation 1:  The Firer is at the Level indicated, the Target is at Ground Level (i.e. Level 0), while the Obstacle is a Full Level 1 Obstacle (i.e. Woods or a 
  multi-hex building w/o a stairwell marker).  If the Level 1 Obstacle is a Crest Line, then the number of Blind Hexes produced is one less which is shown in 
  [brackets].
  Range in hexes from Firer to (Full Level One) Obstacle
  Situation 2:  The Firer is at the Level indicated, the Target is at Ground Level (i.e. Level 0), while the Obstacle is a Full Level 2 Obstacle (i.e. a multi-hex 
  building with a stairwell marker).  If the Level 2 Obstacle is a Crest Line, then the number of Blind Hexes produced is one less which is shown in [brackets].
  Range in hexes from Firer to (Full Level Two) Obstacle
  *1:  The assumption made in all these examples is that the Firer is at the higher level while the Target is at the lower level.  Of course since LOS is 
  reciprocal these situations could be reversed.  This table does not take into account the special cases of Continuous Slopes (B.5) nor of the adjacency 
  requirement of out-of-season orchards (B14.2) for hindrace purposes.
  *2:  These examples are not all inclusive, but could be used for other situations as described in the footnotes below:
  *3:  {Firer @ L2, Target @ L0, w/ L1 Obstacle} is equivalent to {Firer @ L3, Target @ L1, w/ L2 Obstacle} or to {Firer @ L4, Target @ L2, w/ L3 Obstacle}
  *4:  {Firer @ L3, Target @ L0, w/ L1 Obstacle} is equivalent to {Firer @ L4, Target @ L1, w/ L2 Obstacle}
  
  IFT FP (outside of hex)
  CC FP while Guarding*
  US of Guard ≥ US of 
  Prisoners
  Normal, may fire at other units 
  outside of hex.
  US of Guard < US of 
  Prisoners*2
  May not attack any other unit 
  other than the Prisoners in CC.
  Notes:
  *1:  CC attacks involving Prisoners are sequential (Prisoners first).
  *2:   The US of Prisoners cannot exceed 5X the US of it's Guard.
  Table 14:  IFT and CC affects on units Guarding Prisoners based on Unit 
  Size.
  Rules Sections:  A20.5-.52
  Situation:  Good Order Infantry unit Guarding Prisoners.  Affects on IFT FP and CC FP based on the US of 
  Prisoners compared to Guard.*1
  X 1/2 FP for CC attack v. non-
  prisoners, normal FP for CC 
  defense
  
  Rules sections:  A11.15, 11.2, 11.62, 11.7, C5.3, 5.35, 5.5, D2.4, 2.42, 3.31, 3.32, 8.5
  Situation 1:
  Situation 2:
  Situation 3:
  Personnel v. Mobile  but Stopped AFV
  Personnel v. Mobile  AFV in Motion
  Personnel v. Immobile , Stopped AFV
  Infantry may do nothing in PFPh (held in Melee). Infantry may fire in PFPh v. AFV within 
  Location.*2
  Infantry may do nothing in PFPh (held in Melee).
  AFV may Fire TPBF MG and/or MA (Case E) 
  within Location in PFPh.
  AFV may not Prep Fire, but may Bounding Fire 
  in MPh (see below).
  AFV may Fire TPBF MG (Bow MG NA) and/or MA 
  (Case E) within Location in PFPh.
  Infantry may do nothing in MPh, (held in Melee).
  Infantry may leave Location in MPh, (not held in 
  Melee).
  Infantry may do nothing in MPh, (held in Melee).
  AFV may Fire TPBF MG and/or MA (Case E) 
  within Location with MP expenditure during MPh 
  and then may leave Location.*4
  AFV may Fire TPBF MG and/or MA (Case E) 
  within Location with MP expenditure during MPh 
  and then may leave Location.*5
  AFV may Fire TPBF MG (Bow MG NA) and/or MA 
  (Case E) within Location during MPh with MP 
  expenditure even though Immobile.*4  (Note that the 
  Immobile AFV would be better served by Prep firing as above).
  Infantry may do nothing in DFPh (held in Melee, 
  unless Start MP expended).*7
  Infantry may fire in DFPh v. AFV within 
  Location.*2
  Infantry may do nothing in DFPh (held in Melee).
  AFV may Fire TPBF MG and/or MA (Case E) 
  within Location in DFPh.
  AFV may Fire TPBF MG and/or MA (Case E) 
  within Location in DFPh.*5
  AFV may Fire TPBF MG (Bow MG NA) and/or MA 
  (Case E) within Location in DFPh.
  Infantry may make a Sequential CC attack.*3
  Infantry may make a Sequential CC attack.*3
  Infantry may make a Sequential CC attack.*3
  AFV may attack Infantry on CCT.*6
  AFV may attack Infantry on CCT.*6
  AFV may attack Infantry on CCT.*6
  Notes:
  *4:  AFV must also apply BFF modifiers (i.e. Case C for MA, X ½ FP for MG) for TH and FP purposes.
  *7:  If AFV expends a Start MP during its MPh, the Infantry is released from Melee and may perform Defensive First Fire actions as listed on rules tables 6A/B as 
  appropriate.
  Table 15:  Actions that opposing AFV or Known Infantry units may take after being marked with a CC/Melee 
  counter following the first CCPh.*1
  Situation:  An AFV and opposing Known Infantry units remain in the same Location after the first CC Phase.  What actions can each perform in the subsequent 
  Friendly Phases indicated?
  Friendly 
  Prep Fire 
  Phase
  Friendly 
  Movement 
  Phase
  Friendly 
  Defensive 
  Fire Phase
  Close 
  Combat 
  Phase
  *1:  Concealed (Unknown) Infantry units may leave the CC/Melee Location or choose to fire into the CC/Melee Location.
  *2: If applicable, may use TPBF v. an OT AFV or CE AFV, or may use an LATW v. the AFV.  If the AFV expends a MP within the current Location, Infantry may also 
  utilize CCRF if otherwise allowed during Defensive First Fire (otherwise, cannot affect the AFV in the FR PFPh or FR DFPh).
  *3: Infantry CC Attack v. AFV may include a +2 CC DRM v. a Moving AFV or a -1 CC DRM v. an Immobile AFV or a -2 DRM v. an OT AFV.  Further, the presence of a 
  BMG on an AFV will suffice to negate the -1 CC DRM for an AFV w/o a manned MG for an Infantry CC attack v. that AFV (unless that AFV is Immobile).   Alternatively, 
  the Infantry may attempt to Withdraw from Melee.
  *5:  AFV must also apply BFF modifiers as in note *4 above and additionally, must apply Motion/Non-Stopped modifiers (e.g. Case C4 for TH and another X ½ FP for 
  MG) for TH and FP purposes.
  *6:  AFV may use CMG (unless CMG: VCA only), AAMG (if CE or with Heroic Rider), IFE (if turreted and ≤ 15mm), RMG, Riders, CE Passengers in a HT, or Close 
  Defense Weapon.  All FP (other than Close Defense Weapon) is X 1/2 FP if the AFV is in Motion.  This AFV FP is used as an odds ratio on the CCT [EXC: Close 
  Defense Weapon].
  
  Rules Sections: C3.32, 7.7, 8.31, D.8, 5.31, 5.311, 5.5, 5.6, 6.62, 6.84, 6.9
  Situation
  Vehicle Target Type - 
  with AP*1
  Vehicle Target Type - 
  with MG*2
  Vehicle Target Type - 
  with HE
  Area Target Type - with 
  HE*3
  Infantry Target Type - 
  with HE*4
  If AFV is 
  Destroyed
  PRC roll for CS (EXC:  
  Burning Wreck)
  PRC roll for CS (EXC:  
  Burning Wreck)
  PRC roll for CS (EXC:  
  Burning Wreck)
  PRC roll for CS (EXC:  
  Burning Wreck)
  If AFV 
  becomes 
  Immobilized
  PRC attacked with HE 
  Equivalency of AP ammo 
  (Crew/A.L. and/or HT 
  Passengers with CE DRM). *5
  N/A
  PRC attacked with full HE 
  ammo IFT FP (Crew/A.L. 
  and/or HT Passengers with CE 
  DRM). *5
  PRC attacked with HE 
  ammo IFT FP X ½ 
  (Crew/A.L. and/or HT 
  Passengers with CE DRM). *5
  If AFV Crew 
  becomes 
  Shocked
  CE Crew/A.L. must BU*6, 
  Passengers must BU, 
  Riders attacked with HE 
  Equivalency of AP ammo.
  N/A
  CE Crew/A.L. must BU*6, 
  Passengers must BU, 
  Riders attacked with full 
  HE ammo IFT FP.
  CE Crew/A.L. must BU*6, 
  Passengers must BU, 
  Riders attacked with HE 
  ammo IFT FP X ½.
  If AFV Crew 
  becomes 
  Stunned
  N/A
  CE Crew/A.L. must BU*6, 
  Passengers must BU, 
  Riders attacked with full 
  MG IFT FP.
  N/A
  N/A
  If AFV is 
  unharmed
  PRC attacked with HE 
  Equivalency of AP ammo 
  (Crew/A.L. and/or HT 
  Passengers with CE DRM).
  PRC attacked with full MG 
  IFT FP (Crew/A.L. and/or HT 
  Passengers with CE DRM).
  PRC attacked with full HE 
  ammo IFT FP (Crew/A.L. 
  and/or HT Passengers with CE 
  DRM).
  PRC attacked with HE 
  ammo IFT FP X ½ 
  (Crew/A.L. and/or HT 
  Passengers with CE DRM).
  Notes:
  *1: Includes AP, APCR, APDS and HEAT ammo (not MG).
  *2: Includes Aerial MG fire.
  *3: Includes OBA.  AP/APCR/APDS/HEAT are N/A as Area Fire.
  *4: ITT can only be selected when firing HE (EXC:  AP or HEAT v. an unarmored target)  and only against an unarmored target.
  *5: If CE Crew/A.L. is not affected by, or passes any MC/TC result caused by the C.A., it must then undergo an Immobilization TC.
  *6: Carrier crews cannot BU.
  *7: This table is not meant to cover all C.A. situations, just the most common ones.  See D.8 for C.A. situations not addressed here.
  Table 16:  Resolution of Common Collateral Attack (C.A.) Situations.*7
  Situation:  This table indicates the Collateral Attack effects on the PRC of a CE AFV caused by fire from various ammo types resulting in various outcomes v. the 
  AFV itself.  In all cases, a successful TH DR is assumed.
  Infantry Target Type (ITT) 
  cannot be used to target 
  an AFV or PRC directly.  
  However, if an unarmored 
  target (e.g. a MMC on foot 
  beneath the AFV in the same 
  Location) is hit using the 
  ITT, then the PRC would 
  also be hit with a General 
  Collateral Attack with the 
  full HE ammo IFT FP 
  (Crew/A.L. and/or HT 
  Passengers with CE DRM) 
  while the AFV itself would 
  be unaffected.
  
  Rules Sections: A22.2, 22.34, 22.612, C.8, 7.21, 7.22, 13.5- .55, D2.12, 3.2
  Situation 1:
  Situation 2:
  Situation 3:
  Situation 4:
  Situation 5:
  Situation 6:
  Situation 7:
  Situation 8:
  CT BU AFV
  CT CE AFV
  OT BU AFV
  OT CE AFV
  CT BU AFV
  CT CE AFV
  OT BU AFV
  OT CE AFV
  MOL - Same hex, No 
  Elevation Advantage
  5
  6
  7
  7
  7
  8
  9
  9
  MOL - Same hex, ≥ 1 
  Level Elevation 
  Advantage
  6
  7
  9
  9
  8
  9
  11
  11
  MOL - Adjacent hex, 
  No Elevation 
  Advantage
  4
  5
  6
  6
  6
  7
  8
  8
  MOL - Adjacent hex, ≥ 
  1 Level Elevation 
  Advantage
  5
  6
  7
  7
  7
  8
  9
  9
  MOL-Projector*2
  6
  6
  7
  7
  6
  6
  7
  7
  FT - Normal Range (in 
  same hex)*3
  9
  10
  11
  12
  9
  10
  11
  12
  FT - Normal Range 
  (not in same hex)*4
  8
  9
  10
  11
  8
  9
  10
  11
  FT - Long Range*4
  4
  5
  6
  7
  4
  5
  6
  7
  Notes:
  *3:  The FT TK#'s shown in this row have already been increased by 1 because a FT attack v. an AFV within its own hex is considered a rear hit (even v. 
  bypassing vehicles).
  *4:  The TK# in these rows should also be increased by 1 v. an AFV that is fired on by the FT in its rear target facing.
  Table 17:  Final Flamethrower and MOL TK numbers v. an AFV for various situations.
  Situation:  This table indicates the combined effects of Non-Stopped, Moving, Rear Armor, Elevation Advantage, OT and/or CE status on the TK number of a 
  MOL or FT for various situations as shown.*1
  During the PFPh, Defensive Final Fire Phase, or AFPh v. an AFV in 
  Motion. Or, as Defensive First (or Final) Fire v. an AFV which has 
  been in Motion during the MPh (even if now Stopped).
  During the PFPh or AFPh v. an AFV which is Stopped. Or, as 
  Defensive First (or Final) Fire v. an AFV which has not been in 
  Motion during its MPh (even if it has just expended a Start MP).
  *1:  The effects of Concealment/CX/SMOKE/Hindrance/TEM/AFPh/Armor Factor do not modify the Basic TK# of a MOL or FT attack v. an AFV, nor are they 
  applied as DRM v. an AFV.
  *2:  The effects of Moving/Motion are applied to the TH DR for a MOL-P which uses its own TH table as an LATW.  Therefore, the TK #'s shown in situations 1-4 
  are identical to those in situations 5-8 (respectively) the TK#'s themselves are unaffected by Moving/Motion or Elevation Advantage status with a MOL-P.  
  However, the MOL-P TK#'s shown in this row should be increased by 1 v. an AFV hit by the MOL-P in its rear target facing.
  
  WP TH  DR 
  Modifier
  WP MC  DR 
  Modifier
  WP TH  DR 
  Modifier
  WP MC  DR 
  Modifier
  Personnel
  N
  N/A
  none
  0
  0
  0
  0
  Personnel
  N
  N/A
  Hedge/Wall
  0
  -1/-2
  0
  0/-1
  Personnel
  N
  N/A
  Wood/Stone Bldg.
  0
  -2/-3
  0
  -2/-3
  Personnel
  N
  N/A
  Woods
  0
  -1
  0
  +1
  Personnel
  N
  N/A
  Height Advantage
  0
  -1
  0
  0
  Personnel
  Y
  N/A
  none
  +2
  0
  +2
  0
  Personnel
  Y
  N/A
  Hedge/Wall
  +2
  -1/-2
  +2
  0/-1
  Personnel
  Y
  N/A
  Wood/Stone Bldg.
  +2
  -2/-3
  +2
  -2/-3
  Personnel
  Y
  N/A
  Woods
  +2
  -1
  +2
  +1
  Personnel
  Y
  N/A
  Height Advantage
  +2
  -1
  +2
  0
  Personnel
  Y
  N/A
  Pillbox (from CA)
  0
  N/A*1
  0
  N/A*1
  Personnel
  Y
  N/A
  Pillbox (from NCA)
  0
  N/A*2
  0
  N/A*2
  Emplaced Gun
  N
  Small
  none
  +1
  -2
  +1
  -2
  Emplaced Gun
  N
  Small
  Hedge/Wall
  +1
  -2
  +1
  -2
  Emplaced Gun
  N
  Small
  Wood/Stone Bldg.
  +1
  -2/-3
  +1
  -2/-3
  Emplaced Gun
  N
  Small
  Woods
  +1
  -2
  +1
  -1
  Emplaced Gun
  N
  Small
  Height Advantage
  +1
  -2
  +1
  -2
  Emplaced Gun
  Y
  Small
  none
  +3
  -2
  +3
  -2
  Emplaced Gun
  Y
  Small
  Hedge/Wall
  +3
  -2
  +3
  -2
  Emplaced Gun
  Y
  Small
  Wood/Stone Bldg.
  +3
  -2/-3
  +3
  -2/-3
  Emplaced Gun
  Y
  Small
  Woods
  +3
  -2
  +3
  -1
  Emplaced Gun
  Y
  Small
  Height Advantage
  +3
  -2
  +3
  -2
  Emplaced Gun
  Y
  Small
  Pillbox (from CA)
  0
  N/A*1
  0
  N/A*1
  Emplaced Gun
  Y
  Small
  Pillbox (from NCA)
  0
  N/A*2
  0
  N/A*2
  BU CT AFV
  N
  Small
  any TEM
  +1
  N/A
  +1
  N/A
  CE CT or OT AFV*3
  N
  Small
  none
  +1
  -2
  +1
  -2
  CE CT or OT AFV*3
  N
  Small
  Hedge/Wall
  +1
  -2
  +1
  -2
  CE CT or OT AFV*3
  N
  Small
  Wood/Stone Bldg.*4
  +1
  -2/-3
  +1
  -2/-3
  CE CT or OT AFV*3
  N
  Small
  Woods
  +1
  -2
  +1
  -1*5
  CE CT or OT AFV*3
  N
  Small
  Height Advantage
  +1
  -2
  +1
  -2
  Notes:
  *2:  WP MC N/A from PB NCA (unless from Baz'45 from within Pillbox hex).  See Rules Table 8 for more details on Pillboxes.
  *4:  An OT AFV cannot enter a building Location per B23.41.
  *5:  In this case an OT AFV is subject to Air Burst, and consequently (per D5.311), it is not subject to Stun/Recall but to 
  PTC/MC/K/KIA results instead.
  *3:  PRC of an OT AFV is vulnerable to a WP NMC even if BU. +2 CE DRM included as reverse MC modifier (although 
  not a TEM).
  Table 18:  Sample WP Direct and Indirect TH numbers and corresponding WP 
  MC examples for Ordnance and BAZ '45 (WP6).
  Rules Sections:  A24.31, B9.34, 10.31, 13.3, 30.32, 30.34, 30.7, C.1, .4, 1.71, 2.271, 3.33-.332, 
  3.76, 4.44, 6.2, 6.7-.8, 11.2, 13.46, D5.31-.5311, [ATT = Area Target Type].
  Situation:  This table indicates the combined TH modifiers for common WP Direct and Indirect Fire TH attempt situations 
  and their corresponding WP NMC modifiers assuming a (non-critical) hit is attained.  These examples are not all 
  inclusive.  There are many other common TH modifiers such as BU, Hindrances, TH Case A, Pinned Firer, CX, etc., but 
  those included here are meant to be illustrative.
  Target
  Concealed
  ?
  TEM
  Target 
  Size
  Direct Fire  - ATT,  or
  Baz '45 Direct Fire
  Indirect Fire - ATT
  *1:  WP MC from PB CA using Direct  Fire is NA unless CH achieved.  If using Indirect Fire , WP MC is N/A even with a 
  CH.  See Rules Table 8 for more details on Pillboxes.
  
  No Wind
  Mild Breeze
  Heavy Wind
  Gusts (RPh)*4
  Terrain Blaze
  May spread to Burnable Terrain in 
  adjacent hexes via Spreading Fire 
  DR (Wind Direction DRM does not 
  apply).
  May spread to Burnable Terrain in 
  adjacent hexes via Spreading Fire 
  DR (Wind Direction DRM applies).
  Spreads automatically to Burnable 
  Terrain in all 3 adjacent downwind 
  hexes (none to upwind  hexes).
  All terrain Blazes spread to 
  Burnable Terrain in 
  adjacent hex in direction of 
  the wind.*2
  Wreck Blaze (in 
  Burnable Terrain)
  Spreads automatically to Burnable 
  Terrain in its' Location.
  Wreck Blaze [in 
  Bypass of Burnable 
  Terrain hex(es)]
  May spread to Burnable Terrain in 
  either of the two hexes it straddles 
  via Spreading Fire DR (Wind 
  Direction DRM does not apply).
  May spread to Burnable Terrain in 
  either of the two hexes it straddles 
  via Spreading Fire DR (Wind 
  Direction DRM applies).
  Spreads automatically to the 
  burnable terrain in the hex that the 
  burning wreck is bypassing 
  regardless of wind direction.
  Wreck Blaze (in non-
  Burnable Terrain)
  Eligible to be selected as 
  the Wreck Blaze that 
  spreads one hex in the 
  direction of the wind per 
  footnote *3.
  Notes:
  *4: A building location(s) [as determined by Random Selection] in which a Blaze exists will collapse into burning rubble on an Original Wind Change DR of 12.
  Situation:  This table illustrates the Spreading Fire rules for Terrain Blazes and Wreck Blazes (in various Locations) during the AFPh based on the Wind conditions.  It 
  also shows how fire spreads during the RPh when Gusts occur.
  Table 19:  Flame/Blaze Spread situations.*1
  Rules Sections:  B25.14, 25.15-.151, 25.6, 25.62-.63, 25.651-.66.
  May spread to Burnable Terrain in Location via Spreading Fire DR (Wind 
  Direction DRM does not apply).
  - - - - - - - - - - - - - - - - - - - - - - - Will not spread - - - - - - - - - - - - - - - - - - - - - - -
  *1:  If a Burnable Terrain Location is adjacent to > 1 Blaze/Burning Wreck, it is subject to only the one Spreading Fire DR that affords the greatest chance of Spreading.
  *2:  In addition, at least one terrain Blaze currently in effect will spread 2 hexes away in the direction of the wind (as determined by RS).  Determine the Blaze(s) that will 
  spread to a second hex from among those with non-burning  Burnable Terrain 2-hexes distant from the Blaze(s) in the direction of the wind.
  *3:  At least one Wreck Blaze currently in effect will spread 1 hex away in the direction of the wind (as determined by RS).  Determine the Wreck Blaze(s) that will 
  spread to an adjacent hex from among those with non-burning  Burnable Terrain 1 hex distant from the Wreck Blaze(s) in the direction of the wind.
  Spreads automatically to 
  Burnable Terrain in its' 
  Location.*3
  
  SR
  Correct SR (have 
  Radio Contact)
  Convert SR to 
  FFE:1 (have Radio 
  Contact)
  Voluntary*1 loss of 
  Contact
  Involuntary*2 loss 
  of Contact
  Base Level of 
  SR is in LOS
  Only Blast 
  Height of SR is 
  in LOS
  SR is out of 
  LOS (but on 
  board)
  SR is off-board*6
  Notes:
  *9:  Battery Access is lost and SR is removed if Observer deliberately does not roll for Contact/Maintenance while the SR/FFE's 
  Blast Height is out of Observer's LOS.
  *5:  If correction is Mandatory, accuracy is not possible and the maximum extent of error is not limited to the distance of 
  correction divided by 3 (FRU).
  *6:  If SR lands offboard, use an extra board butted up against the playing area to mark that SR's position (to indicate its 
  distance to/from the AR counter).  It is considered out of LOS when offboard.
  *7:  After Accuracy adjustments (if any), the SR converts to an FFE:1 if either of two conditions are met;
  a) Observer has LOS to the base level of the SR hex (see footnote 8 as well), or,
  b) Observer has LOS to the SR blast height and to a Known (to Observer) [per C1.6] enemy unit in/adjacent to SR's hex.
  Otherwise, SR remains unconverted.
  *8:  If Observer has LOS to the base level of the SR hex, and there are enemy units in/adjacent to the SR hex, and none of the 
  enemy units are Known [per C1.6] to the Observer, then an extra black chit draw is required to place the FFE:1 [per C1.21].
  *1:  Voluntary  loss of Radio Contact is only applicable when the Observer voluntarily routs(A10.711) or when the 
  Contact/Maintenance DR is not made while the SR/FFE's Blast Height is out of Observer's LOS.
  *2:  Involuntary  loss of Radio Contact is due to an unsuccessful Maintenance DR, or, when Observer becomes non-Good 
  Order (other than through voluntary rout), or, when the Contact/Maintenance DR is not made while the SR/FFE's Blast Height is in the 
  Observer's LOS.
  *3:  AR must be placed in a hex that has a Location within Observer's LOS or AR is removed.  If there are enemy units 
  in/adjacent to the AR hex, and all are Unknown [per C1.6] to the Observer, an extra black chit draw is required to place AR [per 
  C1.21].
  *4:  If not accurate, maximum extent of error equals distance of correction divided by 3 (FRU).  If SR is being converted to an 
  FFE:1, the accuracy dr must apply a +1 drm if moved 7-12 hexes and a +2 drm if moved 13-18 hexes in addition to other 
  Hindrances.
  Table 20a:  Common SR situations.
  Rules Sections:  C1.2-.22, 1.3-.321, 1.33+, 1.4, 1.6-.61.
  Situation:  This table indicates the options available to an Observer based on LOS to SR and/or enemy units in/adjacent to the 
  SR and/or depending on Radio Contact/Maintenance.
  May leave in place or 
  Correct up to 18 
  hexes.*3, *4
  May cancel the SR 
  and place new AR, or, 
  use Mandatory 
  Correction.*5
  May Convert to FFE:1 
  in place*7, *8 or, May 
  Correct and Convert 
  to FFE:1 up to 18 
  hexes.*3, *4, *7, *8
  Conversion to FFE:1 
  N/A.
  SR remains in place.
  Battery Access is lost.  
  SR is removed.*9
  
  FFE:2
  Leave FFE:2 in 
  place (have Radio 
  Contact)
  Correct FFE:2 
  (have Radio 
  Contact)
  Voluntary*1 loss 
  of Contact
  Involuntary*2 loss 
  of Contact
  Base Level of 
  FFE:2 is in LOS
  May resolve FFE:2 in 
  place and flip to 
  FFE:C.
  Only Blast 
  Height of FFE:2 
  is in LOS
  May resolve FFE:2 in 
  place per footnote *3 
  and flip to FFE:C.
  FFE:2 is out of 
  LOS (disregarding 
  SMOKE)
  Notes:
  Table 20b:  Common FFE:2 situations.
  Rules Sections:  C1.2-.22, 1.3-.321, 1.33+, 1.4, 1.6-.61.
  Situation:  This table indicates the options available to an Observer based on LOS to FFE:2 and/or enemy units in/adjacent 
  to the FFE:2 and/or depending on Radio Contact/Maintenance.  If Radio Contact is Maintained, an FFE:2 may be Canceled 
  regardless of Observer's LOS to FFE:2 hex.
  *7:  If not Accurate, maximum extent of error is one hex.
  Must Correct the FFE:2 up to 3 hexes or 
  Cancel the Fire Mission.*4, *5, *6
  May Correct FFE:2 
  up to 3 hexes.*5, *6, *7
  FFE:2 is removed, 
  Access lost.
  Resolve FFE:2 in 
  place, flip to FFE:C, 
  remove at the end of 
  next RPh.
  *1:  Voluntary  loss of Radio Contact is only applicable when the Observer voluntarily routs(A10.711) or when the 
  Contact/Maintenance DR is not made while the SR/FFE's Blast Height is out of Observer's LOS.
  *2:  Involuntary  loss of Radio Contact is due to an unsuccessful Maintenance DR, or, when Observer becomes non-Good 
  Order (other than through voluntary rout), or, when the Contact/Maintenance DR is not made while the SR/FFE's Blast Height is in 
  the Observer's LOS.
  *3:  Observer must have LOS (disregarding SMOKE) to the blast height of the FFE:2 hex and to a Location in/adjacent to the 
  FFE:2 hex that does (or did) contain a Known (to Observer) [per C1.6] enemy unit during this FFE's Fire Mission in order to 
  resolve the FFE:2 in place.
  *4:  If correction is Mandatory, accuracy is not possible and the maximum extent of error is not limited to the distance of 
  correction divided by 3 (FRU).
  *5:  AR counter for Correction must be placed in a hex that has a Location within Observer's LOS, otherwise, either of two 
  actions will occur at the opponent's  option;
  a) the FFE:2 is removed and the Fire Mission is Canceled, or,
  b) the FFE:2 is resolved in place and flipped to an FFE:C.
  *6:  If Observer has LOS to a Location in the AR hex, and there are enemy units in/adjacent to the AR hex, and none of the 
  enemy units are Known [per C1.6] to the Observer, then an extra black chit draw is required to place the FFE:2 in the AR hex 
  [per C1.21] (which, if successful and applicable, is followed by an Accuracy dr).
  
  FFE:C
  Convert to FFE:1 
  in place (have Radio 
  Contact and have 
  gained Battery 
  Access)
  Convert to SR in 
  place (have Radio 
  Contact and have 
  gained Battery 
  Access)
  Convert FFE:C to 
  SR and Correct 
  SR (have Radio 
  Contact and have 
  gained Battery 
  Access)
  Voluntary*1 
  loss of 
  Contact
  Involuntary*2 
  loss of 
  Contact
  Base Level of 
  FFE:C is in LOS
  May replace FFE:C 
  with FFE:1 and 
  resolve in place.*3
  Only Blast 
  Height of FFE:C 
  is in LOS
  May replace FFE:C 
  with FFE:1 and 
  resolve in place per 
  footnote *4.
  FFE:C is out of 
  LOS (disregarding 
  SMOKE)
  May not convert 
  FFE:C to FFE:1.  May 
  only place new AR 
  request [per C1.31].
  Notes:
  Table 20c:  Common FFE:C situations.
  Rules Sections:  C1.2-.22, 1.3-.321, 1.33+, 1.4, 1.6-.61.
  Situation:  This table indicates the options available to an Observer based on LOS to FFE:C and/or enemy units in/adjacent to 
  the FFE:C and/or depending on Radio Contact/Maintenance.  If Radio Contact is Maintained and a new Battery Access is 
  gained, an AR request may also be placed [per C1.3] in addition to the FFE:C options listed here.
  FFE:C counter is removed.  OBA 
  actions for this module and for this 
  turn are completed.
  May replace FFE:C 
  with SR in place.
  May place SR in 
  FFE:C hex and 
  Correct up to 18 
  hexes.*5, *6
  May not convert FFE:C to SR.  May only 
  place new AR request [per C1.31].
  *1:  Voluntary  loss of Radio Contact is only applicable when the Observer voluntarily routs(A10.711) or when the 
  Contact/Maintenance DR is not made while the SR/FFE's Blast Height is out of Observer's LOS.
  *2:  Involuntary  loss of Radio Contact is due to an unsuccessful Maintenance DR, or, when Observer becomes non-Good 
  Order (other than through voluntary rout), or, when the Contact/Maintenance DR is not made while the SR/FFE's Blast Height is in 
  the Observer's LOS.
  *3:  If there are enemy units in/adjacent to the FFE:C hex, and none of the enemy units are Known [per C1.6] to the Observer, 
  then an extra black chit draw is required to convert the FFE:C to an FFE:1 [per C1.21].
  *4:  Observer must also have LOS to a Location in/adjacent to the FFE:2 hex that contains a Known (to Observer) [per C1.6] 
  enemy unit in order to convert the FFE:C to an FFE:1.  If not, he may convert to an SR in place, or, he may convert to an SR 
  and then correct that SR, or may place an new AR [per C1.3].
  *5:  AR must be placed in a hex that has a Location within Observer's LOS or AR is removed.  If there are enemy units 
  in/adjacent to the AR hex, and all are Unknown [per C1.6] to the Observer, an extra black chit draw is required to place AR [per 
  C1.21].
  *6:  If not accurate, maximum extent of error equals distance of correction divided by 3 (FRU).
  
  AA
  ART
  AT
  INF
  RCL*1
  MTR*2
  Ground Level Building 
  (non-Fortified)
  Ground Level Building 
  (Fortified)*3
  Upper Level Building 
  (Fortified)
  N/A
  N/A
  N/A
  Cellars*4
  Rooftop
  N/A
  N/A
  N/A
  N/A
  N/A
  yes, if ≤ 
  82mm*5
  RB Factory
  Notes:
  *5:  dm MTRs  ≤82mm may be portaged to/from Rooftop locations, but may not be Emplaced on Rooftop.
  yes, if ≤ 76mm, and building must be Stone
  *3:  May not fire at Aerial targets or move out of Fortified Location.
  *4:  Cellar Locations, although Fortified, may only contain Infantry/SW and not Guns.
  Table 21:  5/8" Gun Set-up restrictions (in buildings).
  Rules Sections:  B23.41, 23.742,  23.85, 23.93,  C2.7, 11.2, 12.23, O5.6, 6.2.
  Situation:  Can I set-up my 5/8" Gun in that Building Location?
  *1:  Can set-up in, but can't fire from, EXC: US 57mm RCL (C12.23).
  *2:  MTR may not fire from ground level building location unless roofless.
  yes, if Small  Target Size
  yes, if not Large  Target Size
  yes, if Small  Target Size
  N/A
  yes, any Target Size
  yes, any Target Size
  
  Type of Hit Achieved v. Gun/Crew
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  24FP - HE ITT (Direct Fire)*2
  Direct Hit
  Elim.
  Direct Hit
  Elim.
  Direct Hit
  Elim.
  Direct Hit
  Malf-CR
  Near Miss
  2MC (1MC)
  Near Miss
  2MC (NMC)
  Near Miss
  1MC (PTC)
  Near Miss
  1MC (NE)
  Near Miss
  NMC (NE)
  Near Miss
  PTC (NE)
  NE
  8FP - HEAT ITT (Direct Fire)*2
  Direct Hit
  Elim.
  Direct Hit
  Malf-CR
  Near Miss
  1MC (NMC)
  Near Miss
  1MC (PTC)
  Near Miss
  NMC (NE)
  Near Miss
  PTC (NE)
  NE
  NE
  NE
  NE
  NE
  2FP - AP ITT (Direct Fire)*3
  Direct Hit
  Elim.
  Near Miss
  NMC (PTC)
  Near Miss
  PTC (NE)
  NE
  NE
  NE
  NE
  NE
  NE
  NE
  NE
  8FP - HE ATT (Direct Fire)*4
  Near Miss
  1MC (1MC)
  Near Miss
  1MC (NMC)
  Near Miss
  NMC (PTC)
  Near Miss
  PTC (NE)
  NE
  NE
  NE
  NE
  NE
  NE
  NE
  8FP - HE ATT (Indirect Fire)*5
  Near Miss
  2MC (1MC)
  Near Miss
  1MC (1MC)
  Near Miss
  1MC (NMC)
  Near Miss
  NMC (PTC)
  Near Miss
  PTC (NE)
  NE
  NE
  NE
  NE
  NE
  NE
  Type of Attack v. Gun/Crew
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  24FP - OBA HE (Indirect Fire)*6
  Direct Hit
  Elim.
  Direct Hit
  Malf-CR
  Near Miss
  3MC (1MC)
  Near Miss
  2MC (1MC)
  Near Miss
  2MC (NMC)
  Near Miss
  1MC (PTC)
  Near Miss
  1MC (NE)
  Near Miss
  NMC (NE)
  Near Miss
  PTC (NE)
  NE
  NE
  30FP - Placed DC*7
  Direct Hit
  Elim.
  Direct Hit
  Elim.
  Direct Hit
  Malf-CR
  Near Miss
  2MC (NMC)
  Near Miss
  2MC (PTC)
  Near Miss
  1MC (NE)
  Near Miss
  1MC (NE)
  Near Miss
  NMC (NE)
  Near Miss
  PTC (NE)
  NE
  NE
  24FP - MG/IFE/Small Arms/OVR*8
  1KIA, Elim 
  per A9.74
  K/4
  4MC
  3MC
  2MC
  2MC
  1MC
  1MC
  NMC
  PTC
  NE
  12FP - FT*9
  1KIA, Elim 
  per A9.74
  K/3
  3MC
  2MC
  2MC
  1MC
  1MC
  NMC
  PTC
  NE
  NE
  8FP FG - including a MOL*10
  2MC
  2MC
  1MC
  1MC
  NMC
  PTC
  NE
  NE
  NE
  NE
  NE
  8FP FG - including a MOL*10
  (v. non-emplaced Gun)
  1KIA, Elim 
  per A9.74
  K/2
  2MC
  2MC
  1MC
  1MC
  NMC
  PTC
  NE
  NE
  NE
  Notes:
  *8:  If KIA was due to a Fully Tracked AFV OVR attack, a -1 drm applies to the SW/Gun destruction dr.  See A9.74 if OVRing FT AFV ends its MPh in the same Location.
  *9:  Neither Emplacement nor gunshield DRMs apply v. FT attack.
  *10:  Emplacement DRM affects a FG attack which includes a MOL, but the gunshield DRM does not.
  *6:  As in footnote 4, the +2 TEM DRM for Emplacement applies on the original FFE effects DR to determine whether or not a Direct Hit was achieved.  If a Direct Hit was 
  not achieved, then the +1 gunshield DRM (for Indirect Fire) is applied to the Near Miss result.
  *5:  8FP as from 80-99mm HE indirect fire ordnance on the ATT.  Otherwise, similar to *4, but the gunshield DRM is only +1 v. Indirect Fire.
  Table 22:  AT/INF Guns as target examples.
  Situation A:  Assume an Emplaced AT or INF Gun in OG manned by it's crew.  It is hit by fire emanating from the Gun's CA (i.e. the gunshield DRM may affect the result).*1
  - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Original Effects DR - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  *7:  As in footnote 4, the +2 TEM DRM for Emplacement applies on the original effects DR once a DC is placed to determine whether or not a Direct Hit was achieved.  If a 
  Direct Hit was not achieved, then the +2 gunshield DRM is applied to the Near Miss result (assuming the DC was placed from the CA of the AT/INF Gun).
  *3:  As in footnote 2, except a K/ result yields an Elimination result v. the Gun/Crew when a hit is achieved by AP/APCR/APDS/ATR ammo.
  *4:  8FP as from 80-99mm HE direct fire ordnance on the ATT.  The +2 TEM DRM for Emplacement applies on the original effects DR after a hit is achieved to determine 
  whether or not a Direct Hit was achieved.  If a Direct Hit was not achieved, then the +2 gunshield DRM is applied to the Near Miss result.
  - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - Original Effects DR - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
  *1:  A (non-WP) CH v. a Gun always destroys it and it's manning Infantry per C11.4 and/or C11.52.
  *2:  The Original Effects DR is not affected by the +2 gunshield DRM unless a Near Miss result is obtained.
  Situation B:  Same as above, but no TH DR is required for these non-ordnance attacks.
  Rules Sections:  A9.74, 22.2, 22.611, C11.1-.6, F7.4  [ITT = Infantry Target Type, ATT = Area Target Type, NE = No Effect].
  The second outcome listed in parenthesis [example; 1MC (PTC)] is the result when the FP is x½ for Sand applied for a Near Miss per F7.4.
  
  Weapon Type
  WP
  (5/8" SMOKE or 1/2" Grenade)
  Flamethrower
  HE or HEAT*5
  (any Caliber)
  Terrain Type
  IFT Result 
  Required
  none
  Original K/ or KIA result on IFT
  Original KIA result on IFT
  Special 
  Conditions?
  EC must be Dry or Very Dry
  FT attack must be v. Unarmored 
  target
  none
  Subsequent 
  DR?
  If(DR + DR mod*3)  ≥ Kindling # of 
  terrain type, then place flame*4
  If (DR + applicable EC) ≥ Kindling # 
  of terrain type, then place flame
  If (DR + applicable EC) ≥ Kindling # 
  of terrain type, then place flame
  - - - - - Shellholes - - - - -
  Weapon Type
  FFE/Aerial Bomb/Rocket ≥ 
  150mm
  FFE/HE ( ≥ 70mm), DC or 
  HEAT
  CT BU FT AFV enters 
  Building Location
  Terrain Type
  OG, Orchard, Palm Tree, Brush, 
  Grain or Kunai.
  v. Building Location*7
  v. Ground Level Building Location
  IFT Result 
  Required
  Special 
  Conditions?
  none
  Rubble creation takes precedence 
  over flame creation above (B24.6)
  Subsequent 
  dr?
  Place Shellhole, no subsequent 
  DR/dr required*6
  if (dr [+1 drm if stone bldg.]) ≤ KIA #, 
  then place Rubble*8, *11
  if (cdr [+ dr mods*9]) ≤ 0, (of the Bog 
  Check DR), then Building is 
  Rubbled*10, *11
  Notes:
  *9:  dr modifiers are -1 if wooden and/or -1 if single story house.  If cdr (of Bog Check DR) = 6, AFV falls into Cellar (B23.41) (if 
  non-factory building location).
  *10:  Unarmored occupants of building Rubbled in this manner are unaffected (unless at upper level).
  *11:  Whenever an upper Building Location is Rubbled, Rubble may  fall into an adjacent hex.  Make a Subsequent DR:  if (cdr 
  [+1 for each non-rooftop level above Ground Level which was rubbled]) ≥ 7, then Falling Rubble occurs (where the wdr = direction 
  of the Falling Rubble (if applicable).  Falling Rubble always falls to Ground Level and transforms non-Water Obstacle terrain into 
  Rubble (which may cause more Falling Rubble).  Falling Rubble eliminates any non-armored units, OT AFVs, Fortifications/TB 
  and Stuns any CE CT AFV in that hex.  Any surviving AFV must immediately check for Bog.
  *2:  This chart does not incorporate the rules for Bombardment (C1.823), HE effects on Minefields (B28.62), Set DC v. Bridge 
  (A23.71), DC/FFE or fully-tracked vehicle effects on Wire (B26.51-.53), Flames caused by MOL (A22.61111) or MOL-Proj 
  (C13.57-.59), various types of Breach (B9.541, B23.711, B23.9221, O5.33), or the unique flame and collapse rules for Huts 
  (G5.5, 5.6-5.7).  See B25.66 when a burning building Location collapses into burning rubble on a wind change DR of 12.  See 
  B24.6 when combinations of various flame/Blaze/Rubble situations occur.
  *3:  Normal EC modifiers do not apply, but use -1 DRM if EC are Dry or -2 DRM if placed in a building.
  *4:  The flame placement DR for WP takes place in the MPh  of the placing player (even if placed during that MPh).
  *5:  N/A if Collateral Attack, Vehicle Target Type or for an attack which first caused Rubble as described above.
  *6:  Also removes entrenchment counters (but not necessarily their contents which might survive due to TEM).
  *7:  The level affected for Rubble placement caused by an OBA/Area Target Type attack v. a multi-level building is determined by 
  RS.  All unarmored units (including SW) in a rubbled Building Location in this manner are eliminated.
  *1:  A Critical Hit has no special effect v. Terrain.  Flame, Rubble and Shellhole creation are handled as a non-CH.
  Burnable Terrain
  Original KIA result on IFT (Building TEM does not apply for Rubble creation 
  purposes).
  N/A
  *8:  If Rubble is placed above ground level, the entire building hex may  collapse if (subsequent dr [+1 for each non-rooftop level 
  above the one which was rubbled]) ≥ 6.
  Table 23:  Flame/Rubble/Shellhole Placement Table for various IFT attacks.*1
  Rules Sections:  A22.35, 22.6111, 23.41, 24.32, B2.1, 23.41, 24.11-.13, 24.6, 25.12, 25.5, C3.73.
  Situation:  This table describes the most common situations which may cause Flame, Rubble or Shellhole counter placement.*2
   - - - - - - - - - - - Rubble Placement - - - - - - - - - - -
  - - - - - - - - - - - - - - - - - - - - Flame Placement - - - - - - - - - - - - - - - - - - - -
  
  Table 24a:  Boat Rules Summary (Manhandling, Portage, Passengers, Beaching and Loading/Unloading, and Drift).
  Rules Sections: B21.121, D6.1, E5.1 - 5.6
  Boat Type
  MP*1
  PP*2 Carrying Capacity
  PP*1, *2 Paddling Minimum
  PP Manhandling Minimum
  M#
  Other
  Assault Boats
  2/4*3
  14
  5/0*3
  5
  10
  May be Towed*4
  Large Raft
  2
  24
  8
  8
  9
  May carry 5/8" Ordnance*5
  Small Raft (3B)
  14
  5
  5
  Small Raft (2B)
  7
  3
  3
  Small Raft (1B)
  3
  1
  1
  *4: Up to 4 Assault Boats may be Towed per E5.2/C10 as if M# =10.
  *5:  A Large Raft may transport one piece of 5/8" Ordnance with M# ≥10 at a Passenger PP cost of 10PP.  See E5.122 for Gun Loading/Unloading procedure.
  *6:  A Small Raft three-boat counter may separate into a two-boat & a one-boat counter, or may recombine in reverse.  See E5.121 for more details.
  Infantry Manhandling Boats . . . .
  - are handled in a similar fashion during the MPh as described in the Gun Manhandling process in C10.3
  - must amount to ≥1/3 of the Boat's PP to attempt Manhandling.  Excess Personnel above the minimum may be used for the additional Personnel modifiers.
  - do not become TI and may carry up to their normal IPC in SW while Manhandling.
  - may not move the Boat  during the APh.  However, if already Beached, the Boat may be Loaded onto [EXC: Guns] and placed in the water hex during the APh.
  - A Large Raft may not be Manhandled via Infantry Bypass Movement nor be Manhandled into/out of a building [EXC: Vehicular sized entrance].
  Beaching
  - A Beached Boat is symbolized by straddling the Boat counter across the  water-land hexside on which it is Beached.
  - A Beached Boat can be freely Unbeached at anytime during the MPh or APh by moving it from it's straddled position to the water hex itself.
  - A Beached Boat is still considered a Vehicle but is not considered in Motion.
  - A Beached Boat (and it's Passengers) is/are at the elevation of the water, but are not considered in  the water but, is/are in the water hex for LOS purposes [EXC: OVR].
  Loading/Unloading
  - A Boat must be Beached to Load or Unload Passengers.  Passengers can Load/Unload to/from a Boat during the MPh or APh across the Beached hexside.
  - Loading onto a Beached Boat cost Infantry 1MF plus any additional cost of crossing the Beached hexside (if any).  Once Loaded, entry of the water hex is free.
  - Unloading from a Beached Boat costs Passengers 0MF plus the cost of the hex entered and any additional cost of crossing the Beached hexside (if any).
  Drift
  - A Boat Drifts in Moderate or Heavy current in the APh per B21.121,  but Drift is N/A during the player turn in which a Boat was unbeached.
  - A Beached Boat does not Drift, nor does a Boat drift into or out of a Marsh hex.
  - See E5.23 for Drifting/Beaching rules for an Abandoned Boat.
  *3:  A German  Assault Boat has an inherent driver and does not require Passengers to move in the water.  Otherwise,  5PP worth of MMC Personnel are required to paddle it per 
  footnote *1.
  - All Boat Passengers have four MF during any MPh that they load, ride, or unload from a Boat.  Each remaining MF can be used to power 1/4 of the Boat's MP allotment (FRD).  
  Conversely, each MP used by the Boat lowers the remaining amount of MF (from 4) available for the Infantry Passengers proportionately (FRD).
  Pneumatic 
  Boats:
  2
  12
  under certain circumstances, 
  may separate or combine*6
  *1:  Must be paddled by Personnel ≥1/3 of PP carrying capability.  SMCs may be counted towards this PP paddling minimum amount for Pneumatic Boats only.  See E5.34 for the 
  effects of Untrained Passengers.
  *2:  SMC ≤ 4 is 0 PP for Passenger capacity  purposes, but see footnote *1 for minimum PP requirements for Paddling .  SW must be dm if possible while being transported on a 
  Boat.
  - Occurs freely during the Boat's MPh or APh if it is declared as the Boat enters a land/water hex containing a non-cliff shore hexside/pontoon bridge (B6.41-.45).  Otherwise, must 
  spend 1MF/1MP (if from land/water).
  
  Table 24b:  Boat Rules Summary (Movement in Water, Fire from Boat, Fire vs. Boat/Passengers, and Other).
  Rules Sections: B21.121, D6.1, E5.1 - 5.6
  Boat Movement in water
  - MPh:  A Boat, if sufficiently manned (or containing an inherent driver) may move the number of water hexes up to their MP allotment.  May also freely Beach/Unbeach.
  - APh:  may Drift in Heavy or Moderate Current per B21.121 (but Drift is N/A during the player turn in which a Boat was unbeached).  May also freely Beach/Unbeach.
  - A Boat in the water is considered a Vehicle and is also considered in Motion.
  - Boats may not be Towed by other Boats or Amphibious vehicles, nor may they be moved by Fording/Swimming Infantry.
  Fire from a Boat
  - Only Small Arms and LMG Fire is allowed from a Boat and is halved as Mounted Fire if Beached, or quartered (Mounted and Bounding Fire) if Unbeached.
  - Fire in the AFPh is also subject to another 1/2 multiplier to the above.
  - Unbeached Passengers may not Prep or Opportunity Fire.
  - Boat Passengers may not form a FG with any unit not in their own Boat counter, even if in the same hex.
  Fire vs. a Boat/Passengers
  Small Arms/
  MG/OBA
  ATT
  If Final IFT DR <'star' 
  vehicle kill #
  If Final IFT DR ='star'
  vehicle kill #
  Ordnance*11
  Assault Boats
  Large Raft
  two/one-boat Small Raft
  three-boat Small Raft
  three-boat counter is Reduced and 
  MMC(s) Passenger automatically 
  suffers CR*7
  Same TH mods as above but if hit, a three-boat 
  counter is Reduced and MMC(s) Passenger 
  automatically suffers CR*7
  Assault Boats
  Large Raft
  two/one-boat Small Raft
  three-boat Small Raft
  three-boat counter is Reduced and 
  MMC(s) Passenger automatically 
  suffers CR*7
  Same TH mods as above but if hit, a three-boat 
  counter is Reduced and MMC(s) Passenger 
  automatically suffers CR*7
  *7:  Three-Boat Small Raft is Reduced to a Two-Boat Small Raft.  Additionally, each SMC/SW makes a survival dr per E5.121.  LLMC/MC are N/A.
  *8:  Defensive First Fire can only affect the Boat that is moving at the time.
  *11:  Affects only one Boat (EXC: ATT).  Vehicle Overstacking (A5.132) applies.  HEAT and ATR fired as Ordnance cannot be used v. a Boat that is Beached or in water.
  *12:  HD status N/A if attacker is an aircraft of if the firer's elevation advantage is > than the range (D16.3).
  Other
  - All Boat Passengers may use Cloaking until landed but are not considered ?'ed for any purpose.  CR/Wounds are applied in the Cloaking box.
  - FFMO/FFNAM DRMs do not apply vs. Boats/Passengers.  Boat Passengers  never take a MC or TC for any reason.
  - Sniper attacks that would normally cause a break result will cause CR instead vs. Boat Passengers and Pin results are ignored.
  One (unless R.S. results in a tie)  Boat 
  counter suffers CR among it's 
  Passengers *8
  HD, Motion and Size TH modifiers are all 
  N/A.  If Hit on VTT or ITT it sinks. *8, *9, *10
  *9:  If a Boat is sunk (not just Reduced) while Beached (and/or in Shallow water defined as Fordable), the Passengers are not necessarily eliminated and will instead undergo an IFT attack using same 
  DR that sank the Boat modified by -2 for Hazardous Movement.  Additionally, if the Boat was sunk in Shallow water, the former Passengers become Fording Infantry.  Otherwise, all Passengers of a 
  sunk Boat are eliminated.  In any case, all SW/Guns are lost when a Boat sinks.
  *10:  Surviving former Passengers of a sunk Boat that was Beached (and/or sunk in shallow water defined as Fordable) may remain in that water hex as if in OG but are subject to 
  Hazardous Movement per E5.531.
  - MP costs for Starting, Stopping, VCA change, Overstacking and Reverse Movement are all N/A.  Moving beneath pontoon bridges and A8.312 are both N/A.  Boats may also 
  move through enemy units in a water obstacle hex.
  In Water
  1/2FP, using 
  'star' vehicle 
  line
  1/4FP, using 
  'star' vehicle 
  line
  A number of Boat 
  counters sink equal to 
  highest KIA# in that IFT 
  column*8, *9, *10
  One (unless R.S. results in a tie)  Boat 
  counter suffers CR among it's 
  Passengers *8
  Apply HD status*12,  +2 Motion, and +2 
  size modifier.  If Hit on VTT or ITT it 
  sinks. *8, *9, *10
  Beached
  Full FP, using 
  'star' vehicle 
  line.
  1/2FP, using 
  'star' vehicle 
  line.
  
  From the C5/C6 TH Tables:
  Weapon Type
  Case E, 
  within hex 
  (C5.5)
  Case F, 
  Intensive 
  Fire (C5.6)
  Case G, 
  Deliberate 
  Immobilization 
  (C5.7)
  Case J, 
  Moving/Motion 
  (C6.1)*4
  Case L, Point 
  Blank (C6.3)*4
  Case M, Bore 
  Sighting (C6.4)
  Case N, 
  Acquisition 
  (C6.5)
  MG (as SW)
  N/A
  N/A
  No
  Yes*6
  Yes
  Yes*7
  MG (Vehicular, not MA)
  N/A
  N/A
  N/A
  N/A
  N/A
  N/A
  MG (as Vehicular MA)
  Yes*2
  Yes*3
  No
  Yes*6
  Yes
  Yes*8
  LATW (as SW)
  N/A
  N/A
  Yes*5
  Yes*6
  No [EXC: ATR]
  No*7
  LATW (as Vehicular MA)
  Yes*2
  Yes*3
  Yes*5
  Yes*6
  No [EXC: ATR]
  No*8
  IFE (as non-Vehicular Gun)
  N/A
  No*3
  N/A
  N/A
  N/A
  Yes*8
  IFE (as Vehicular MA)
  N/A
  No*3
  N/A
  N/A
  N/A
  Yes*8
  Applicability of other conditions:
  Weapon Type
  Conditional 
  ROF (C2.5)
  Critical Hits 
  (C3.7)
  Multiple Hits 
  (C3.8)
  Spraying Fire 
  (A9.5)
  Sustained Fire 
  (A9.3)
  MG (as SW)
  N/A
  No*11
  Yes
  Yes
  MG (Vehicular, not MA)
  N/A
  No*11
  N/A
  N/A
  MG (as Vehicular MA)
  No
  No*11
  Yes
  Yes*13
  LATW (as SW)
  N/A
  Yes
  N/A
  N/A
  LATW (as Vehicular MA)
  N/A
  Yes
  N/A
  N/A
  IFE (as non-Vehicular Gun)
  Yes*10
  N/A
  Yes
  Yes
  IFE (as Vehicular MA)
  N/A
  N/A
  Yes
  Yes*13
  *13:  May Final fire using Sustained Fire at adjacent (or same) hex targets as Area Fire if the MG and/or IFE is the Vehicle's MA.
  *2:  Applies to Guns for TH purposes.  TH DRM doubled if in Woods/Building/Rubble.
  *3:  Intensive Fire applicable to Guns for TH purposes.  Intensive Fire cannot be used in the AFPh [EXC: by a Gun Crew marked with Opportunity Fire] nor by Gun Crews which are 
  Pinned/Shocked/Stunned nor by "No IF" Guns.  IFE uses Sustained Fire instead.
  *4:  The Point Blank TH modifier is N/A to non-ATR LATW if firing as Ordanance with its' own TH table.  See Rules Table 1 for more details concerning the applicability of Cases J/L in 
  combination.
  *5:  Available to Ordnance whose Basic TK# is > then the target's lowest hull  AF and is ≤ 6 hexes away.  D.I. is N/A for MG and IFE.  CHs are N/A.  Acquisition can be gained/retained 
  but not used  on D.I. attempts.
  *6:  Applicable if firing as Ordnance at Dashing target or Vehicle that has entered a new hex and/or used VBM.
  *7:  MMG/HMG and 1/2" MTRs are the only SWs eligible for Bore Sighting.
  *8:  All Guns and Vehicular MA and SA are eligible for Boresighting [EXC: FT or LATW].
  *9:  Acquisition available to Guns and Vehicular MA and SA of ≥20mm [EXC: not FT or LATW].  Acquisition can be gained/retained  but cannot be used  on D.I. attempts.
  *10:  Conditional ROF only applicable to to non-Vehicular NT Guns [EXC: 76-82mm MTR].
  *11:  MG, including all 12.7mm [.50-cal] and aircraft MG (but not 15mm) TH attacks have no CH possibility.
  *12:  15mm≤ Guns ≤40mm are eligible for Multiple Hits [EXC: those already entitiled to ≥2 TK DRs per the vehicular/ordnance notes].  IFE, LATW, MG, (including all 12.7mm [.50-cal] 
  and aircraft MG) are ineligible for Multiple Hits.  Multiple Hits are N/A for either an Improbable (C3.6) or a Critical Hit (C3.7).
  *1:  In all cases it is assumed the condition is not prevented from occuring due to other reasons (e.g. If the P.B. TH modifier does not apply because the vehicular target is Moving, then 
  this table indicating 'yes' does not override that rule, it simply means that the P.B. TH modifier applies if otherwise allowed).
  Table 25:  Applicability of Cases E, F, G, J, L, M, N, Conditional ROF, Critical Hits, Multiple Hits, Spraying Fire and Sustained Fire 
  on various SW, Guns and Vehicular MA.*1
  Rules Sections: A8.4, 9.3, 9.5, C2.29, 2.5, 3.7, 3.8, 5.5, 5.6, 5.7, 6.1, 6.3, 6.4, 6.44,  6.5, 13
  No*9
  Definitions:
  Guns:  For firing purposes, any weapon 
  on a 5/8" Counter firing as Ordnance.
  SW:  any weapon on a 1/2" Counter.
  Ordnance:  Any weapon that needs to 
  score a hit on a TH table.
  LATW:  ATMM, ATR, BAZ, MOL-P, 
  PIAT, PF/PFk, PSK (not a MG ).
  No*12
  
  Can't be 
  Disrupted*2
  Can't be 
  Encircled*3
  Don't Surrender in RtPh nor due to 
  A15.5 HOB Surrender*6 result
  Berserk
  N/A
  
  N/A
  Commisars
  
  
  Fanatic Units
  
  
  Gurkhas
  
  
  Heroic
  N/A
  
  N/A
  Japanese
  
  
  Partisans
  
  
  PRC*4
  
  
  N/A
  SS (when opposed by Russians)
  
  
  Units subject to No Quarter
  
  US Marines
  
  Non 6+1 leader*5
  
  *5:  The only time a non 6+1 leader can be Disrupted is due to an HOB Surrender result.
  *6:  Personnel immune to Surrender/Disruptions results due to HOB DR, become Berserk (or Battle Harden instead based on LOS to 
  enemy unit) rather than Surrender/Disrupt.
  Table 26a:  Effects of No Quarter (Disruption, Encirclement, Surrender & HOB)*1
  Rules Sections: A7.7, 10.52-.53, 10.8, 12.153, 15.5, 19.12, 20.21, 20.3,  & "The Case for Prisoners" by Scott Drane from 
  the WCW ASL Junk:19 Newsletter.
  *1:  Mopping up (A12.153) is not allowed by the side that has invoked No Quarter.
  *2:  Disrupted units:  No Self Rally, may not Low Crawl, do not prevent movement through (but do prevent Rout toward).  May not 
  withdraw from Melee and (unless captured) are eliminated at the end of a CCPh if in Melee.
  *3:  Encircled units:  Must pay double MF cost to leave Encircled Location.  Morale level drops by 1 [EXC:  Japanese, Berserk, Heroic].  
  +1 IFT or TH to fire.
  *4:  PRC can never be Disrupted, but can be Encircled if Vulnerable and if residing on an Immobile AFV.
  
  During the Rout Phase;  Broken Infantry unit(s) 
  is(are) ADJACENT to a Known armed enemy unit 
  which is either in Melee/Berserk/Vehicular.*4, *5
  No Quarter 
  not 
  Invoked
  No Quarter in Effect*3
  No Quarter in effect or not (either way).
  1
  
  
  
  Must Rout via Low Crawl or by taking Interdiction          
  2
  
  
  
  Must Rout by taking Interdiction
  Must Rout by taking Interdiction
  3
  
  Must Rout via Low Crawl or by taking Interdiction
  Must Rout via Low Crawl or by taking Interdiction          
  4
  
  
  Must Rout by taking Interdiction
  Must Rout by taking Interdiction
  5
  
  
  6
  
  
  Must Rout via Low Crawl or by taking Interdiction
  7
  
  Must Rout normally or by taking Interdiction
  Must Rout normally or by taking Interdiction
  8
  
  Must Rout normally or via Low Crawl or by taking Interdiction
  9
  
  10
  
  
  11
  
  
  Surrenders*2
  Must Rout normally or by taking Interdiction
  Must Rout normally or by taking Interdiction
  12
  Must Rout normally or via Low Crawl or by taking Interdiction
  Table 26b:  Effects of No Quarter (Surrendering & Routing)
  Rules Sections: A7.7, 10.52-.53, 10.8, 12.153, 15.5, 19.12, 20.21, 20.3,  & "The Case for Prisoners" by Scott Drane from the WCW ASL Junk publication 
  #19.
  Situation # *1
  Is unable to Rout away 
  without being subject to 
  Interdiction or using Low 
  Crawl?
  Is Disrupted?
  Is Encircled ?
  Is Japanese, Partisan, 
  Gurkha, a Commisar, 
  Fanatic, or SS opposed by 
  Russians?
  During the Rout Phase; Broken Infantry unit(s) is(are) ADJACENT 
  to a Known Good Order armed enemy Infantry/Calvary unit.
  Must Rout via Low Crawl or by taking Interdiction          
  Surrenders*2
  Must Rout via Low Crawl or by taking Interdiction          
  Must Rout via Low Crawl or by taking Interdiction          
  Surrenders*2
  Must Rout normally or via Low Crawl or by taking Interdiction
  Must Rout normally or via Low Crawl or by taking Interdiction
  Routing via Low Crawl:  The Rout must be toward the nearest Woods/Building Location that is within 6MF.  Cannot be used to enter a Marsh or Water Obstacle or Stream 
  (unless Dry) or to exit the Location of an enemy occupied Location [EXC: at Night (E1.54)].
  Routing via Interdiction:  The Rout must be toward the nearest Woods/Building Location that is within 6MF.  May only be Intedicted once per hex.  Routing unit is subject to 
  Pinning via the Interdiction MC and if Pinned while still ADJACENT to a Known, Unbroken and armed enemy unit it is eliminated.
  Must Rout normally or via Low Crawl or by taking Interdiction
  *1:  Situation combinations which are not possible (e.g. a Japanese, Partisan, Gurkha, Commisar, Fanatic, or SS opposed by Russians unit which is also Disrupted) are not 
  shown.
  *2:  Stacks of Surrendering Broken units must be accepted or rejected as one.  An Unbroken Guard squad can Deploy into HS automatically regardless of nationality or 
  leader presence.  See Rules Table 14 for IFT and CC affects on units Guarding Prisoners based on Unit Size.
  *3:  No Quarter N/A in North African Scenarios per F.5.
  *4:  No Quarter is not invoked if eliminated for failure to Rout in any of these situations.
  *5:  A Broken unit may end it's RtPh ADJACENT to an enemy unit which is also Broken or unarmed, but may not Rout toward/ADJACENT to a Known armed Broken 
  enemy unit.
  
  *2:  If R.S. results in multiple targets, only one (Sniper player's choice) is attacked by the initial Sniper attack dr, the others so chosen are 
  subject to a new Sniper attack dr.
  Table 27:  Sniper Target Selection Flowchart (outcomes)
  Rules Sections: A12.14, 14.2-.33
  *E:  All targets are Eligible Sniper Targets except:  an AFV with no Vulnerable*V PRC, units in Interior Building Locations or Subterranean Units 
  [EXC: Caves], Prisoners, Hidden, Friendly or Aerial units.  A Concealed  stack (including dummies) is considered a single  eligible unit [EXC: 
  unless the concealed unit(s) are in of the ineligible categories named above].  If the concealed stack is chosen as the target and there are ≥2 
  eligible units in the concealed stack, use Random Selection to determine the unit to be attacked amongst the concealed units.
  *V:  PRC are Vulnerable if they:  are CE and/or they occupy a Partially Armored (non-OT) AFV or an Unarmored Vehicle.  However, an 
  Unarmored Vehicle with no PRC can be considered an ineligible target at the Sniper player's option.
  *1:  in-hex TEM and SMOKE are applicable.  CE, Crest status, Height Advantage and Factory +1 and Hexside TEM do not count for this 
  purpose.  Hidden unit(s) may only  be revealed prior to the Target Hex DR (A14.2) in order to be considered eligible Sniper Targets.  Hidden 
  Fortifications may be revealed after  the Target Hex DR by non-Sniper player (if desired) to affect this outcome.  
  Does the target hex contain any 
  eligible*E enemy unit(s)? 
  Move the Sniper counter to the closest hex which contains an eligible target 
  or the enemy Sniper counter.  Are ≥2 such hexes are equidistant?  
  Does the target hex contain >1 Location 
  occupied by eligible enemy unit(s)? 
  Y
  e
  s 
  Sniper player may choose which Location 
  in the target hex is to be the target (does 
  not necesarily have to be the Location with the 
  lowest TEM). 
  N
  o 
  Does the Location to be attacked contain 
  >1 eligible target? 
  Y
  e
  s 
  Are any of the eligible targets in the Location:  1) the enemy Sniper Counter, 2) a 
  Vulnerable Inherent Crew, or 3) an Unarmored vehicle? 
  Sniper player may choose one of these 
  targets if desired.  Is this choice made? 
  Y
  e
  s 
  Y
  e
  s 
  Use Random Selection amongst  all eligible targets in 
  the target Location.   The Random Selection group 
  must include any/all of the three types of eligible 
  targets above which were not been selected in the 
  previous step by the Sniper Player.*2 
  N
  o 
  Sniper target is determined. 
  Sniper target is 
  determined. 
  N
  o 
  The hex Location that contains an eligible 
  unit with the lowest TEM*1 becomes the 
  target.  If the TEM modifier is a tie,  the 
  Sniper player chooses the target Location 
  (from among those with the lowest TEM). 
  Y
  e
  s 
  Move Sniper counter  
  to nearest  target hex. 
  
  Rules Sections: B18.43, 23.211, C.4, C5.34, 5.4, 6.2, 12.3-.4, 13.4, 13.8-.81, G5.1, 5.51, 6.62
  Firing from this 
  Terrain
  Is the 
  Desperation 
  1FP penalty 
  applicable?
  Is the Desperation 
  1FP penalty 
  avoidable by using 
  the Case C3 +2 TH 
  option?
  Are both avoidable if 
  declaring 
  Opportunity Fire in 
  the PFPh*3?
  Inside Vehicle*R
  yes
  no
  no
  Pillbox
  yes
  no
  no
  Cave
  yes
  no
  no
  Sewer
  yes
  no
  no
  Building (ground level)
  yes
  yes
  yes
  Building (higher level)
  yes
  no
  no
  Building (Rooftop)
  no
  n/a
  n/a
  Lumberyard
  yes
  yes
  yes
  Factory
  no
  n/a
  n/a
  Rubble
  yes
  yes
  yes
  Hut
  no*4
  n/a
  n/a
  Collapsed Hut
  no
  n/a
  n/a
  Graveyard
  no
  n/a
  n/a
  Other*5
  no
  n/a
  n/a
  Notes:
  *5:  'Other' terrain includes open ground, orchard/palm trees, woods/jungle, grain/kunai, brush/bamboo, shellhole, 
  crag, entrenched, wreck, gully, bridge and/or in Crest status.  All of these terrain types allow the firing of these 
  weapons without applying either the Desperation or the C3 +2 TH penalties.
  *R: Riders cannot fire SW, but Passengers my fire SCW/RCL with Desperation penalty.
  *k: Units in these terrain types; Marsh/Swamp, Shallow Stream, Deep Stream and units above a Bank counter may 
  fire these weapons without applying either the Desperation or the C3 +2 TH penalties but must use Case K +2 (Area 
  Fire) to do so.
  Table 28:  Backblast/Desperation Penalties Applicability and 
  Avoidance*k
  Situation: Infantry firing a weapon*1 potentially affected by Backblast/Desperation penalties such that either the Case 
  C3 +2 TH modifier or the Desperation 1FP*2 IFT attack may apply from various terrain types.
  *1:  PF/PFk, BAZ, PSK, and RCL are all affected by Backblast/Desperation penalties (PIATs and Mol-P are not).  
  These weapons may not fire at a target ≥2 levels higher in an adjacent hex nor directly above them in the same hex.  
  For the special Backblast effects caused by a RCL, see C12.3-.4.
  *2:  The Desperation penalty is an attack on the 1FP column of the IFT using the cdr of the TH DR.  No drm apply.  
  This affects all occupants of the Location from which the fire originated.
  *3:  May declare Opportunity Fire in PFPh and remain UnPinned to fire w/o these penalties in the AFPh.
  *4:  Must place a Flame in the Hut Location.
  
SOURCE: textdata/thevault/Advanced Squad Leader/ASL - Rules Tables by Spilky 09-04-16.pdf