Date: Thu, 30 Jan 1992 01:27:00 EST From: Captain CAAAAAAVEMAN!!!!! Subject: Firepower Index Well, I only recieved I think one negative response, so the FP Index will be posted to the list. Here it is: Firepower Index, by Alex Rhodes (Copyright 1992) Format for index: Entry: [rule reference(page)] [subentries: rule reference(page)] Each subentry sorted in alphabetical order (Exception: the listings for the Basic Game, the Advanced Game and the Optional Rules are sorted in rule order) and is separated by semicolons (";"); nested subentries are first delineated by brackets ("[","]") and then curly braces ("{","}"). For example, in this entry for Fires: Fires: 21(A36); Effects: 21.3(A36); Engine: 10.1.15(A32); Firing Weapons: see Firing; Terrain: 21.1(A36) [Marking: 21.1.2(A36)] [Spreading: 21.1.3(A36) {Heights: 21.1.4(A36)}] [Starting: 21.1.1(A36)]; Vehicle: 21.2(36) [Marking: 21.2.2(A36)] [Spreading: 21.2.3(A36)] [Starting: 21.2.1(A36)] Starting Terrain Fires is a subentry of Terrain Fires, and likewise, Spreading Terrain Fire Heights is a subentry of Spreading Terrain Fires. For entries and subentries, additional information may be included in parenthesis. Each page number consists of an alphanumeric code. The letter notes the source. B mean the Basic Game Rules Folder, A means the Battle Manual (Advanced Game, et al), and G means and issue of the General. For the General references, the page format is volume/issue/page. -A- A: see Armor Piercing Weapons Abatis: see Unit; Destroyed: 12.3.4.2.1(A12) Acquiring: 11.1.6(A8); Crew: 11.1.6.2(A8); Showing: 11.1.6.5(A8); Weapons and Equipment: 11.1.6.1(A8); Wounded: 11.1.6.3(A8) Actions: 6.2(B2); Advanced Game: 11.1(A8); Notes (Vehicle): 19.2.7(A33); Optional: 11.1.14(A9) Advanced Game: Actions and Movement Factor Expenditures: 11.1(A8); Fire Combat: 12(A10); Firing Modifiers: 12.2(A10); General Procedures and Rules: 10(A5); Impulse Phases: 11(A8); Line of Sight: 12.1(A10); Melee Combat: 13(A15); Postures and Posture Heights: 10.5(A6); Sequence of Play 9(A4); Setup: 8(A3); Special Rules for Weapons and Equipment: 12.4(A13); Weapons-Effects of Hits: 12.3(A11) Airstrike (Campaign): Phase: 28.5.1.4(G21/6/10) & 28.5.5(G21/6/10); Table: G21/6/12 Ammunition: Extra (Campaign): 28.2.3.1(G21/6/9); Hit (Wounds): 23.1.4.2.2(A38); Purchasing: 26.1(A40) Arc of Fire: see Firing Arm Demolition Charge: 11.1.13(A9) Armor Basis: Vehicle: 19.1.7(A29) Armor Piercing (A) Weapons: 12.3.1(A11); Determining Hit Number: 12.3.1.1(A11); Hit Effects: 12.3.1.2(A11) Armor Piercing (H) Weapons: 12.3.5(A12); Armor Piercing: 12.3.5.1(A12); General Purpose 12.3.5.2(A12); see Armor Piercing (A) Weapons; see General Purpose Weapons Automatic Fire: At Multiple Hexes: 12.6(A14); Rate of Fire: see Firing; Suppression: see Suppression; Suppressive Fire Only: 12.6.3(A14) Awards and Citations: 22.3(A38) -B- Back: Color (Campaign): 28.2.4.7(G21/6/9); Moving: see Backing Backing Up: see Backing Backing: 11.2.1.2(A9) [Vehicle: 19.2.7.1(A33)] Bamboo: Destroyed: 12.3.4.2.3(A12) Base (Campaign): Boxes: see Terrain; Unit: see Unit Basic Game: Equipment: 1(B1); Fire Combat 6.3(B3); General Rules 4(B2); Impulse Phases 6(B2); Line of Sight 6.3.4(B3); Melee Combat: 6.4(B4); Movement Factors: 6.2(B2); Sequence of Play 3(B2); Setup: 2(B1); Victory Conditions: 7(B4) Battles (Campaign): Mapboard: 28.5.8.2(G21/6/11); Non- Situations: 28.5.8.1(G21/6/11); Orders: see Orders; Retreat From: 28.5.8.3(G21/6/11) [Early: 29.5.8.4(G21/6/11)]; Types of: 28.5.8.2.1(G21/6/11); Weather, Visibility and Fires: 28.5.8.2.2(G21/6/11) Binoculars: Using (Sighting Modifier): 18.2.6.1(A28) Bipod: Weapons (Firing at Multiple Hexes): 12.6.2(A14) Blast: see Grenades; Confined Space Explosions (Firing Modifier): 12.2.3(A26); In Vehicle Hex: 19.3.4(A34); Inside Vehicle: 19.3.2(A34); On Vehicle: 19.3.3(A34); Per Height Difference From Impact Location (Firing Modifier): 12.2.8(A11) Blind Firing: 18.2.5(A28) Blocks: see Unit Body Armor: Special Rules: 12.4.8(A14) Break Open Closed Door, Hatch or Window: 11.1.10(A8) [Hatch (Vehicle): 19.4.3(A35)] Bridges: see Unit; Capacity and Destruction (Vehicle): 19.2.1.2.2(A33); Crossing (Vehicle): 19.2.1.2(A32) Brush: Destroyed: 12.3.4.2.3(A12) Buildings: Destroyed: 12.3.4.2.7(A12); Height: 8.2.1(A3); Inside (Line of Sight): 12.1.6(A10); Multi-Level: 8.2.1(A3) Bunkers: see Unit -C- C: see Canister Weapons Campaign: System: 28(G21/6/9) [Variant: G26/5/48]; Game: [Starting: 28.4(G21/6/10)] [Continuing: 38.6(G21/6/12)] [Winning: 28.7(G21/6/12)] [Options: 28.8(G21/6/12)]; Playing a Turn: 28.5(G21/6/10) [Sequence: 28.5.1(G21/6/10)]; Canister (C) Weapons: 12.3.2(A12); Determining Hit Number: 12.3.2.1(A12); Hit Effects: 12.3.2.2(A12) Caves: see Unit; Destroyed: 12.3.4.2.2(A12); Hit Through: 12.7.3(A14); Not Crossing (Vehicles): 19.2.7.8(A33) Climbing: Completing: 11.1.11.2(A9); One Height: 11.1.11(A9); Over 10 Heights: 11.2.4(A9); Tree Maximums: 11.1.11.1(A9); Vehicle: 19.1.4.3(A29) Closing Door or Window: 11.1.9(A8) Combat: Fire: see Firing; Initital Action Before: 11.3.2(A9); Melee: see Melee Combat; Written Orders: 16.5(A26) [Vehicles: 19.2.6(A33)] Combined Instruments: 16.7.2.3(A27) Communication: 20(A35); Phone: 20.3(A35); Player Voice (Multi-Player): 17.2(A27); Radio: 20.2(A35) Concealment: Firing Modifer: [Basic Game: 6.3.6.2.3(B4)] [Advanced Game: 12.2.4(A11)]; Tree: 10.4.5(A6); Tree, Stump and Well: 10.4.6(A6); Confined Space Explosion: 16.2.3(A26) Constitution: 22.1.4(A36) Cover: Changing Sides: 10.4.3(A6); Defilade: 23.4(A39); Effects (Wounds): 23.2(A38); Firing Modifier: [Basic Game: 6.3.6.2.2(B4)] [Advanced Game: 12.2.3(A11)]; Optional Rules: 23(A38); Passenger (Vehicle): 19.1.9.2(A30); Rear: 10.4.2(A6); Sides: 10.4.1(A6); Stacking Limits: 10.4.4(A6); Tree, Well and Stump: 10.4(A6); Vehicle: 23.5(A39) Craters: see Unit; Purchasing: 26.1(A40) Crew Loss: Effects: 10.1.2(A5) Crew: Aquiring or Discarding: 11.1.6.2(A8); Effects of Vehicle Hits: 19.3.8(A34); Positions and Functions (Vehicle): 19.1.10(A30); Postures (Vehicle): 19.4.2(A35); Shifting Positions (Vehicle): 10.4.1(A35); Weapons Charts: 10.7.11(A6) Crewed Weapons: 10.1(A5); Adjusted Fire (Firing Modifer) 16.2.1(A26) Crossing: Fence, Hedge, Door or Window: 11.1.3(A8); Height Hexsides: 11.1.4(A8) [Vehicles: 19.2.2(A33)]; Not Cave Hexsides (Vehicles): 19.2.7.8(A33) Crouching: see Posture; Melee Combat: 13.2(A15); Target (Firing Modifier): 12.2.5(A11) -D- Demolition Charge: Arming: 11.1.13(A9); Special Rules: 12.4.9(A14) Depression: see Main Gun Destruction: Bamboo or Brush: 12.3.4.2.3(A12); Buildings: 12.3.4.2.7(A12); Cave: 12.3.4.2.2(A12); Other: 12.3.4.2.5(A12); Terrain (Vehicle): [Bridge: 19.2.1.2.2(A33)] [Bridge Crossing: 19.2.1.2(A32)] [Procedure: 19.2.1.2.1(A32)] [Soldiers in Destroyed or Collapsed Hexes: 19.2.1.2.4(A33)]; Tree; 12.3.4.2.4(A12); Wire, Abatis, Hedge or Stump: 12.3.4.2.1(A12) Determining Hit Number: see type of weapon (E.G., Armor Piercing) Detonate Mine: 11.1.13(A9) Die Rolls: Modifiers: [Reading: 4.2(B2)]; Umpired Game: 18.3.2(A29) Direction: see Unit Directional Hex: 1.1(B1) Discarding: see Acquiring; Marking Casualty Locations: 11.1.6.4(A8) Ditches: see Unit; Hits Into: 12.7.2(A14) Doors (and Windows): 8.2.5(A3); Break Open Closed: 11.1.10(A8); Crossing: 11.1.3(A8); Hits Through: 12.7.3(A14); Opening and Closing: 11.1.9 Double Wire: see Unit Driving: 22.1.7(A37) -E- Elevation: see Main Gun Engine (Vehicle): 19.1.15(A32); Effects of Vehicle Hit: 19.3.8(A35); Firing At: 10.3.5.3(A34) Entering: Map Board: 10.2(A5); New Hexes (Vehicles): 19.2.1(A32); Smoke Hexes (Vehicles): 19.2.1.1(A32); Vehicles: 19.1.16(A32) Equipment: see Unit; Combined Instruments: 16.7.2.3(A27); Extra (Campaign): 28.2.3.1(G21/6/9); Hit (Wounds): 23.1.4.2.2(A38); National: 14(A15) [Lists: 14.2(A20)] [Personal Characterisitc: 22.1.11.1.1(A37)]; Optional Rules: 16.7(A27); Personal Characteristic Lists: 22.1.11.1(A37) [Vehicle: 22.1.11.1.2(A37); Purchasing Extra: 26.1(A40); Purchasing Personal: 26.2(A40); Recovery (Campaign): 28.8.1(G21/6/12) [Communist: 28.8.2(G21/6/12)]; Special Vehicle: 19.1.8(A30) Exiting: Map Board: 10.2(A5); Vehicles: 19.1.16(A32) Experience: 22.1.9(A37); Gaining: 22.2.1(A38) Eyesight: 22.1.5(A37) -F- F: see Flame Weapons Fence: see Unit; Crossing: 11.1.3(A8); Height (Firing Modifier): 12.2.10(A11) Fires: 21(A36); Effects: 21.3(A36); Engine: 10.1.15(A32); Firing Weapons: see Firing; Terrain: 21.1(A36) [Marking: 21.1.2(A36)] [Spreading: 21.1.3(A36) {Heights: 21.1.4(A36)}] [Starting: 21.1.1(A36)]; Vehicle: 21.2(36) [Marking: 21.2.2(A36)] [Spreading: 21.2.3(A36)] [Starting: 21.2.1(A36)] Firing Arc: see Firing Firing: Arc 6.3.3(B3); At and From Vehicles: 19.3(A33); At Engine (Vehicle): 19.3.5.3(A34); At Soldiers (Vehicle): 19.3.5.1(A34); At Specific Locations (Vehicle): 19.3.5(A34); At Tracks (Vehicle): 19.3.5.2(A34); Blind (Umpired Game): 18.2.5(A28); General Rules: 6.3.1(B3); Guided Missiles [Movement Factor Cost: 11.1.7(A8)] [Vehicle: 19.2.3.2(A33)]; Guns and Using Smoke (Vehicles): 19.2.3.1(A33); How To: 6.3(B3) [Movement Factor Cost: {Basic Game: 6.2.5.1(B3)} {Advanced Game: 11.1.7(A8)}]; Increased Fire: 16.3.2(A26); Indirect Capability: 20.1(A35); Modifiers: [Basic Game; 6.3.6.2(B4)] [Advanced Game (Interpreting The Firing, Blast and Sighting Modifiers Chart): 12.2(A10)] [Optional: 16.2(A26)]; Opportunity Fire: 16.5.1(A26); Posture: 12.2.1(A11); Procedures: 6.3.6(B3); Ranges: 6.3.2(B3) [Grenades 6.3.2.1(B3)] [Same Hex: 12(A10)] [Weapon Charts: 10.7.6(A6)]; Rates: 6.3.5(B3) & 10.7.5(A7); Resolving: 6.3.6.3(B4); Spotting Modifier (Umpired Game): 18.2.6.2(A28); Suppresed/Pinned: 12.2.2(A12); Sweeping Fire: 16.5.3(A26); Tracking Fire: 16.5.2(A27); Weapons or Smoke Devices (Vehicles): 19.2.3(A33) Flame (F) Weapons: 12.3.3(A12); Hits Through Door, Window, Cave or Loophole: 12.7.3(A14); Optional Flamethrower Rules: 16.7.1(A27) Flamethrower: see Flame Weapons Fording: 11.2.1.1(A9) Fording: Vehicle: 19.1.4.3(A29) Foxholes: see Unit; Hits Into: 12.7.2(A14) Free 60 Degree Turns: 11.3.1(A9) -G- G: see General Purpose Weapons General Purpose (G) Weapons: 12.3.4(A12); Determining Hit Numbers: 12.3.4.1(A12); Hit Effects: 12.3.4.2(A12); Hits Within a Hex: 12.7(A14) Grenades: Blast: 6.3.6.3.2.2(B4); Hand/Rifle: 12.4.1.2(A13); Hand: [Offensive/Defensive: 12.4.1.3(A13)] [Resolving: 6.3.6.3.2(B4)] [Spread: 6.3.6.3.2.1(B4)]; Return Throw: 16.1(A26); Rifle: 12.4.1.1(A13); Special Rules: 12.4.1(A13); Stun: see Stun; Suppression: see Suppression Gun Stabilizer (Vehicle): 19.1.8.S(A30); Effects of Vehicle Hit: 19.3.8(A34) Gunsight: Effects of Vehicle Hit: 19.38(A34) -H- H: see Armor Piercing Weapons Hatch: Breaking Open Closed: 11.1.10(A8); Open: 19.3.1.2(A34) Hedge: see Unit; Crossing: 11.1.3(A8); Destroyed: 12.3.4.2.1(A12); In Line of Sight (Firing Modifier): 12.2.6(A11) Heights: Building and Roof: 8.2.3(A3); Climbing: 11.1.11(A9); Cross Hexsides: 11.1.4(A8) [Vehicles: 19.2.2(A33)]; Difference From Impact Location (Firing Modifier): 12.2.8(A11); Main Gun: 19.1.14(A32); Spreading Fire: 21.1.4(A36); Standing Behind "2" Height Cover (Firing Modifier): 16.9(A27); Terrain: 8.2.2(A3); Vehicle: 19.1.6(A29); Wall, Fence or Roadblock (Firing Modifier): 12.2.10(A11) Hit Effects: see type of weapon (E.G., Armor Piercing); Vehicle: 19.3.8(A34) Hit the Dirt!: 11.3.3(A9) Hits Within a Hex: 12.7 [Vehicle: 19.3.1(A33)]; Combinations: 12.7.4(A15); Range: 12(A10) Holding Box Cards: 8.4(A3); In or Out of Defensive Positions: 8.8.1(A4) -I- Illumination (U) Weapons: 12.3.8 Illumination: Removal: 9.3(A4) Impact: Weapon Charts: 10.7.12(A7) Impulses: General Rules: 6.1(B2); Varying Sequence Units: 9.1(A4) Inactive: Melee Combat: 13.4(A15); Prisoners: 25.1(A39); Status: 16.6(A27) Increased Fire: 16.3.2(26) Indirect Fire: see Firing Individual Personal Characteristics: 22(A36); Rules for Use: 22.1(A36) Infrared: Vehicle: 19.1.8.I(A30) Initial Action Before Combat: 11.3.2(A9) Interpreting: Firing, Blast and Sighting Modifiers Charts: 12.2(A10); Hit Location Tables: 12.7(A14); Leg Movement Factor Expenditure Chart: 11.1(A8); Vehicle and Vehicle Weapon Charts: 19.1(A29); Vehicle Movement Factor Expenditure: 19.2(A32); Weapon Charts: 10.7(A6) Introduction: Basic Game: page B1; Advanced Game: page A1; Optional Rules: page A26 -J,K- Jumping: 15.1(A26); Impact Injuries: 15.1.2(A26); Injuries: 15.1.1(A26); Melee: 15.1.3(A26) -L- L: see Light Weapons Laser Sight: 19.1.8.L(A30); Firing Modifier: 12.2.9(A11) Launcher: Special Rules: 12.4.3(A13) Leaders: Activation of Soldiers: 11.4(A9); Movment Factors: 11.1(A8); Personal Characterisitcs: 22.1.13(A37) Light (L) Weapons: 12.3.6(A12) Line of Sight: Basic Game: 6.3.4(B3); Advanced Game: 12.1(A10); Inside Buildings: 12.1.6(A10) Loading Weapons: Plotting: 11.1.12(A9) [Vehicles: 19.2.6(A33)] Loopholes: 8.2.4(A3); Firing Modifier: 12.2.3(A11); Hits Through: 12.7.3(A14) -M- M: See Smoke Weapons Main Gun: Adjusted Fire (Firing Modifier): 16.2.1(A26); Elevation/Depression: 19.1.13(A32); Height/Length: 19.1.14(A32) Mapboard: Entering and Exiting: 10.2(A5); Partial Hexes: see Partial Hexes; Terrain (Scenarios): A(A41) Melee Combat: How To: [Basic Game:6.5(B4)] [Advanced Game: 13(A15)] [Movement Factor Cost: {Basic Game: 6.2.5.2(B3)} {Advanced Game: 11.1.7(A8)}]; Jumping: 15.1.3(A26); Modifiers: [Basic Game: 6.5.2(B4)] [Advanced Game: 13.1-13.6(A15)] Mines: 8.8.9(A5); Anti-Personnel: 12.4.4.1(A13); Anti-Tank: 12.4.4.2(A13); Detonating: 11.1.13(A9); Hit on Hexes: 12.4.4.3(A13); Special Rules: 12.4.4(A13) Missile: Special Rules: 12.4.6(A13) Modifiers: Die Roll: see Die Roll Modifiers; Firing: see Firing; Hit Locations Within A Vehicle Hex: 19.3.1.3(A34); Melee: see Melee Combat; Positive (Hits within a Hex): 12.7.5(A15); Sighting: see Sighting Morale: 24(A39) Mortar: Adjusted Fire (Firing Modifier): 16.2.1(A26); Special Rules: 12.4.2(A13) Motivation: 22.1.10(A37); to Recover (Wounds): 23.1.5(A38) Movement Factors: Basic Game: 6.2(B2); Advanced Game (Interpreting the Leg Movement Factor Expenditure Chart): 11.1(A8); Equipment Point Movement Reductions: 15.2(A26); Firing Modifier: [Basic Game: 6.3.6.2.7(B4)] [Advanced Game: 12.2.12(A11)]; Leader Activation of Soldiers: 11.4(A9); Movement Options: 15(A26); Sighting Modifier (Umpired Game): 18.2.6.4(A29); Special Actions: 11.3(A8); Vehicle: 19.1.4.2(A29) [Interpreting the Vehicle Movement Factor Expenditure Chart: 19.2(A32)]; Weapon Charts: 10.7.9(A6) Movement: see Movement Factors; Panic: 24.2.3(A39); Special Restrictions (Campaign): 28.5.10(G21/6/11); Tunnel: 11.5(A10); Vehicle: 19.1.4(A29) Moving Backwards: see Backing Moving: see Movement Factors Mud: Vehicle: 10.2.7.2(A33) Multi-Player Rules: 17(A27); Assigning Units: 17.1(A27); Player Voice Communications: 17.2(A27); Sequenceing Players: 17.3(A28) Multiple Squads: 9.2(A4) -N- Name: 22.1.1(A36) Nightsight: Optional Rules: 16.7.2(A27); Passive (Vehicle): 19.1.8.P(A30); Special Rules: 12.4.7(A14) Notes: Action (Vehicle): 19.2.7(A33); Effects of Vehicle Hit: page A35; Fires: page A36; On Guerillas: page A25; Opening and Closing Hatches: page A35; Shields and Cupolas: page A31; Vehicle Charts: 19.1.19(A32); Weapon Charts: 10.7.15(A7) Nuclear, Biological, and Chemical (NBC) Protection: 27(A40) [Effects of: 27.1(A40) {Losing: 27.3(A40)}] [Vehicle: 19.1.8.N(A30) {Effects of: 27.2(A40)}]; Effect of Vehicle Hit: 19.3.8(A34) -O- Observation: Conditions: [Firing Modifier: 12.2.11(A11)]; Degrees of (Umpired Game): 18.2.3(A28); Observers: 20.1.1(A35); Remote: 20(A35) [Indirect Fire Capability: 20.1(A35)] [Orders: 20.1.2(A35)] [Vehicles: 19.2.6(A33)] Observers: 21.1.1(A35) Open: Hatch or Top: 19.3.1.2(A34) Opening Door or Window: 11.1.9(A8) Opportunity Fire: 16.5.1(A26) Optional Rules: Actions: 11.1.14(A9); Movement: 15(A26); Combat: 16(A26); Firing Modifiers: 16.2(A26); Weapon and Equipment Rules: 16.7(A26); Multiplayer Rules: 17(A27); Umpired Game (Sighting Rules): 18(A28); Vehicles: 19(A29); Remote Observation and Communications: 20(A35); Fires: 21(A36); Individual Personal Characteristics: 22(A36); Wounds and Cover: 23(A38); Morale: 24(A39); Prisoners: 24(A39); Point Selection of Forces: 26(A40); Nuclear, Biological, and Chemical Protection: 27(A40); Campaign System: 28(G26/1/9) [Variant: G26/5/48)] Order of Actions: 6.6(B4) Orders (Campaign): Phase: 28.5.1.5(G21/6/10) & 28.5.6(G21/6/11) [Resolve: {Withdraw: 28.5.1.6(G21/6/10) & 28.5.7(G21/6/11)} {Battle: 28.5.1.7(G21/6/10) & 28.5.8(G21/6/11)}]; Unit: see Unit Organization: Lists (Campaign): 28.2.3(G21/6/9); see also Squad Groups; Opposing Forces (Campaign): 28.2.1(G21/6/9) -P,Q- Panic: 24.2(A39); Automatic: 24.2.1(A39); Checks: 24.2.2(A39); Movement: 24.2.3(A39); Vehicle (Bail Outs): 24.2.4(A39) Partial Hexes: 4.9(B2) Passengers (Vehicle): 19.1.9(A30); Capacity: 19.1.9.1(A30); Cover: 19.1.9.2(A30); Operating Vehicle Weapons: 19.1.9.3(A30) Penetration: 10.7.8(A7) Permanent Losses: 22.2.2(A38) Phone: Communications: 20.3(A36) Pillboxes: see Unit Pinned: Firing Modifier: 12.2.2(A11); Status: 16.6(A27) Plotting: Weapon Loading and Unloading: 11.1.12(A9) [Vehicles: 19.2.6(A33)] Points: Base: 26.2(A40); Extra: 26.1(A40); Selection of Forces: 26(A40); Total: 26.3(A40); Vehicle Charts: 19.1.18(A32); Weapon Charts: 10.7.14(A7) Posture: see Unit; Changing: [Basic Game: 6.2.4(B3)] [Advanced Game: 11.1.5(A8)] [Hit the Dirt!: 11.3.3(A9)]; Firing Modifier: [Basic Game: 6.3.6.2.4(B4)] [Advanced Game: 12.2.1(A11)]; Height by: 10.5.2(A6); Speed Combinations: 10.5.3(A6); Stun Effects: see Stun; Up: 10.5.1(A6); Weapon Charts (Rests): 10.7.10(A7) Prisoners: 25(A39); Casualties: 25.5(A40); Liberating: 25.4(A40); Moving: 25.3(A40); Stunned/Inactive/Unarmed: 25.1(A39); Surrendered Becoming: 25.2.1(A39); Victory Points: 25.6(A40) Prohibited: Vehicle: 10.2.7.4(A33) Promotion: 22.2.2(A38); Campaign Game: 28.5.2.2(G21/6/10) Prone: see Posture; Firing at From Above (Firing Modifier): 16.2.2(A26); Melee Combat: 13.2(A15); Target (Firing Modifier): 12.2.5(A11) Purchasing: All Forces ("Total Points"): 26.3(A40); Craters, Extra Equipment, Ammunition and Defensive Units ("Extra Points"): 26.1(A40); Soldiers, Vehicles, Weapon Units and Personal Equipment ("Base Points"): 26.2(A40) -R- Radio: Communication: 20.2(A35); Effects of Vehicle Hit: 19.3.8(A34) Ranges: see Firing Rates of Fire: see Firing Recoilles Rifles (Campaign): 28.8.3(G21/6/12) Reconnaissance (Campaign): Chance Units: 28.5.4.1(G21/6/10); Normal: 28.5.4.2(G21/6/10); Phase: 28.5.1.3(G21/6/10) & 28.5.4(G21/6/10) Reflexes: 22.1.6(A37) Reliability: Weapon Charts: 10.7.13(A7) Replacements: 22.2.2(A38); Campaign Game: 28.5.2.1(G21/6/10) [Accumulating: 28.5.2.1.4(G21/6/10)] [Quantities: 28.5.2.1.1(G21/6/10)] [Restrictions: 28.5.2.1.2(G21/6/10)] [Where to Add: 28.5.2.1.3(G21/6/10)] Rests: Weapon: see Posture Roadblocks: see Unit; Height (Firing Modifier): 12.2.10(A11) Running: see Speed -S- Sand: Vehicle: 10.2.7.2(A33) Scenarios: page A41; Format: page A41; Selection: 8.1(A3) Scope: Firing Modifier: 12.2.9(A11); Special Rules: 12.4.7(A14) Sequence of Play: Basig Game: 3(B2); Advanced Game: 9(A4); Multi-Player: 17.3(A28); Campaign Game: 28.5.1(G21/6/10) Setup: Basic Game: 2(B1); Advanced Game: 8(A3); Umpired Game: 18.1(A28); Miscellaneous Units (Campaign): 28.4.2(G21/6/10) Shotgun: Special Rules: 12.4.5(A13) Side: Hit Location: 12.7.1(A14) Sighting: Attempts (Umpired Game): 18.2.1(A28) [Vehicles: 19.2.6(A33)]; Modifiers [Advanced Game: 12.2(A10)] [Umpired Game: 18.2.5(A28)]; Procedure (Umpired Game): 18.2.2(A28); Sharing and Duration of (Umpired Game): 18.2.4(A28); Suppressed/Pinned: 12.2.2(A11); Umpired Game: 18.2(A28) Skill: 22.1.11(A37); Finding Numbers: 22.1.11.2(A37); Technical: 22.11.1.3(A37) Smoke (M) Weapons: 12.3.7(A13) Smoke: Generator (Vehicle): 19.1.8.E(A30); In Line of Sight (Firing Modifier): 12.2.7(A11); Projectors (Vehicle): 19.1.8.D(A30) [Effects of Vehicle Hit: 19.3.8(A34)]; Removal: 9.3(A4) Snow or Mud: 11.2.2(A9) Snow: Vehicle: 10.2.7.2(A33) Soldiers: Fire At (Vehicle): 19.3.5.1(A34); Firing Out of Vehicles: 19.3.9(A33); In Destroyed or Collapsed Hexes: 10.2.1.2.4(A33); Normal (Strength): 22.1.3.2(A36); Purchasing: 26.2(A40); Strong (Strength): 22.1.3.3(A36); Surrendered (Prisoners): 25.2(A39) [Regaining Control of: 25.2.2(A40)]; Vehicle Run Down: 19.5(A35); Very Strong (Strength): 22.1.3.4(A36); Weak (Strength): 22.1.3.1(A36) Speed: see Unit; Firing Modifier: [Running: 6.3.6.2.6(B4)]; Personal Characteristic: 22.1.2(A36); Posture Combinations: 10.5.3(A6); Removal: 6.1.1(B2); Status Effect: see Status Squad Groups: 14(A15); 14.1(A15); List: 14.1.4(A15) Stacking: 4.8(B2); Advanced: 10.8(A8) Stairs: Moving Up or Down: 11.1.8(A8) Standing: see Posture Status: see Unit; Action May Not With: 11.2.5(A9); Effect on Speed: 6.4.3(B4); Removal [Inactive: 16.6(A27)] [Pinned: 16.6(A27)] [Stunned 6.1.3(B2)] [Suppressed 6.1.2(B2)] Strategic Matrix: 28.3(G21/6/9) Strength: 22.1.3(A36) Stump: see Unit, see Concealment; see Cover; Destroyed: 12.3.4.2.1(A12) Stun: Effects on Posture: 6.4.4(B4); Grenade: 6.4.2(B4); Melee Combat: 13.4(A15); Removal: see Status; Stunned Prisoners: 25.1(A39); Weapon Charts: 10.7.12(A7) Suppression: Automatic Fire: 6.4.1(B4); By Non-Automatic Weapons: 16.4(A26); Firing Modifier: [Basic Game: 6.3.6.2.1(B4)] [Advanced Game: 12.2.2(A11)]; Grenade: 6.4.2(B4); Removal: see Status; Suppressive Fire Only (Automatic Fire): 12.6.3(A14) Surrender Call (Vehicles): 19.2.6(A33) Surrendered: Become Prisoners: 25.2.1(A39); Regaining Control of: 25.2.2(A40); Soldiers: 25.2(A39) Sweeping Fire: 16.5.3(A27) Swimming: 11.2.3(A9); Personal Characteristic: 22.1.8(A37) -T- Terrain: Base Boxes (Campaign): 28.3.2(G21/6/9) [Allied: 28.4.1.1(G21/6/10)] [Communist: 28.4.1.2(G21/6/10)] [Establishing: 28.4.1(G21/6/10)]; Battlefield (Campaign): 28.3.1(G21/6/9); City Boxes (Campaign): 28.3.1.4(G21/6/9); Definition: 8.2(A3); Destruction: see Destruction; Heights and Depths: 8.2.2(A3); Highland Boxes (Campaign): 28.3.1.1(G21/6/9); Jungle Boxes (Campaign): 28.3.1.2(G21/6/9); Lowland Boxes (Campaign): 28.3.1.3(G21/6/9); Mapboard (Scenarios): A(A41); Special Boxes (Campaign): 28.3.3(G21/6/9); Values: 12.5(A14) [Vehicle Expenditure or 8 Terrain Values: 10.2.7.5(A33)] The Hit Humber: 6.3.6.1(B4) Top: Open: 19.3.1.2(A34) Tour of Duty: 22.2(A38); Permanent Losses, Replacements and Promotion: 22.2.2(A38) Towers: see Unit Tracking Fire: 16.5.2(A27) Tracks: Effects of Vehiclt Hit: 19.3.8(A34); Firing At (Vehicle): 19.3.5.2(A34) Trees: see Unit; see Climbing; see Concealment; see Cover; Destroyed: 12.3.4.2.4(A10); In Line of Sight (Firing Modifier): 12.2.6(A11) Trenches: see Unit; Hits Into: 12.7.2(A14) Tripod: Weapons (Firing at Multiple Hexes): 12.6.1(A14) Tunnels: 8.8.8(A5); Movement: 11.5(A10) Turning: Large Vehicles (LGV): 19.2.7.6(A33); Turrets: 19.1.4.4(A29) [Movement Factor: 19.2.5(A33)]; Vehicle 1 Hexside in a Hex: 19.2.4(A33) Turrets: Turning: 19.1.4.4(A29) [Movement Factor: 19.2.5(A33)] -U- U: See Illumination Weapons Umpired Game: Setup: 18.2(A28); Sighting: 18.2(A28); Suggestions: 18.3(A29) Unit Facing: 4.3(B2) Unit: Abatis: 8.8.5.1; Advanded Speed: 10.6(A6); Assigning Multi-Player: 17.1(A27); Base (Campaign): 28.2.4.3(G21/6/9); Block: 8.8.5.2(A4); Bridge: 8.9(A5); Bunker: 8.8.4.1(A4); Campaign Game: 28.2.4(G21/6/9); Cave: 8.8.7(A4); Chance (Campaign): 28.2.4.6(G21/6/9) [Phase: 28.5.1.2(G21/6/10) & 28.5.3(G21/6/10)] [Reconnaissance: 28.5.4.1(G21/6/10)] [Setup: 28.4.2.3(G21/6/10)]; Combat (Campaign): 28.2.4.1(G21/6/9) [Placing(Setup): 28.4.3(G21/6/10)]; Crater: 8.7(A4); Defensive: 8.8(A4) [Campaign System: 28.2.3.2(G21/6/9)] [Puchasing: 26.1(A40)]; Direction [Building Wall or Vehicle: 10.3(A6)] [Fence and Hedge: 4.7(B2)] [Tree, Well and Stump Cover: 10.4(A6)]; Ditch: 8.8.5.3(A4); Foxhole: 8.8.2.1(A4); Miscellaneous Setup (Campaign): 28.4.2(G21/6/10) [Restrictions on Placement: 28.4.3.1(G21/6/10)]; Order (Campaign): 28.2.4.4(G21/6/9) [Setup: 28.4.2.2(G21/6/10)]; Phony (Campaign): 28.2.4.2(G21/6/9) [Placing(Setup): 28.4.3(G21/6/10)]; Pillbox: 8.8.4.2(A4); Point (Campaign): 28.2.4.5(G21/6/9) [Setup: 28.4.2.1(G21/6/10)]; Posture: 4.4(B2); Purchasing Weapon: 26.2(A40); Reductions od Sequence: 24.1(A39); Roadblock: 8.8.5.4(A4); Speed: 4.5(B2); Status: 4.6(B2) [Vehicle: 19.2.7.7(A33)]; Tower: 8.8.6(A4); Trench: 8.8.2.2(A4); Type (or Equipment): 10.7.2(A6) & 19.1.1(A29); Varying Sequence and Impulses: 9.1(A4); Weapon Hit (Wounds): 23.1.4.1(A38); Wire and Double Wire: 8.8.3(A4) [Vehicle (Double Wire): 19.2.7.3(A33)] Unloading Weapons: see Loading Weapons -V- Vehicles: 19(A29); Actions (Interpreting the Vehicle Movement Factor Expenditure Chart): 19.2(A32); Alternates: 19.1.19.1(A32); Blasts in Hex: 19.3.4(A34); Blasts Inside: 19.3.2(A34); Blasts On: 19.3.3(A34); Effects of Hits: 19.3.8(A34); Exiting and Entering: 19.1.16(A32); Firing At or From: 19.3(A33); General Purpose (Hit Effects): 12.3.4.2.6(A12); Hit Locations Within Hex: 19.3.1(A33); Immobile (Campaign): 28.8.3(G21/6/12);Panic (Bail Outs): 24.2.4(A39); Purchasing: 26.2(A40); Recording Hits: 19.3.7(A34); Run Down Soldier: 19.5(A35); Side Shot at Moving: 19.3.6(A34); Soldiers Firing Out of: 19.3.9(A35); Target (Sighting Modifier): 18.2.6.3(A28); Turning 1 Hexside in a Hex: 19.2.4(A33); Weapons and Equipment (Personal Characterisics): 22.1.11.1.2(A37) Victory Conditions: D(A42); Basic Game: 7(B4) Victory Points: Basic Game: 7(B4); Gaining (Campaign): 28.7.2(G21/6/12); Phase (Campaign): 28.5.2(G21/6/10); Prisoners: 25.6(A40); Wounded as Casualties: 23.6(A39) Voice Communications: 17.2(A27); in Umpired Game: 18.3.1(A29) -W,X,Y,Z- W: see White Phosphorus Weapons Wall: see Unit; Height (Firing Modifier): 12.2.10(A11) Weapon: Abbreviations: 1.2.1(B1); and Number (Personal Characteristics): 22.1.12(A37); Charts: [Interpreting: 10.7(A6)]; Effects of Vehicle Hit: 19.3.8(A34); Extra Major Personal: 16.8(A27); Hit Major Personal (Wounds): 23.1.4.2.1(A38); Hits (Wounds): 23.1.4(A38); Optional Rules: 16.7(A27); or Minor Wounds (Wounds): 23.1.4.2(A38); Personal Characteristic Lists: 22.1.11.1(A37) [National: 22.1.11.1.1(A37)]; Purchasing: 26.2(A40); Reliability (Increased Fire): 16.3(A26); Unit Hit (Wounds): 23.1.4.1(A38); Vehicle: 19.1.11(A31) [Coaxial May Engage Seperate Hex: 19.1.19.2(A32)] [Personal Characterisitc: 22.1.11.1.2(A37)] [Positions and Rules: 19.1.12(A31)] Well: see Unit; see Concealment; see Cover White Phosphorus (W) Weapons: 12.3.9(A13); Hits Through Door, Window, Cave or Loophole: 12.7.3(A14) Windows: see Doors Wire: see Unit; Destroyed: 12.3.4.2.1(A12) Wounded: as Casualties (Scenario Victory Points): 23.6(A39); Carrying: 23.3(A38) Wounds: 23.1(A38); Carrying Wounded: 23.3(A38); Cover Effects: 23.2(A38); Effects: 23.1.1(A38); Falling: 23.1.3: 23.1.3(A38); Impact: 23.1.2(A38); Motivation to Recover: 23.1.5(A38) Written Combat Orders: 16.5(A26) [Vehicles: 19.2.6(A33)] *Whew!* That's it. Any comments, corrections, etc. are welcome. Alex Rhodes