C3 TO HIT TABLE

TARGET TYPE/RANGE 0-6 7-12 13-18 19-24 25-30 31-36 37-42 43-48 49-54 >54
Vehicle * 10 10 9 8 8 7 7 6 6 5 6 4 5 3 4 2 3 1 2 0
Infantry (Other) 8 8 7 6 6 5 5 4 4 3 3 2 2 1 1 0 0 -1 -1 -2
Area (Mortar, SMOKE)   7   7   8   8   7   7   6   6   5   5
C4 GUN & AMMO TO HIT NUMBER MODIFICATIONS:
* Gun 0 0 -1 -1 -1 -1 -1 -1 -1 -1
L Gun 0 0 +1 +1 +1 +1 +1 +1 +1 +1
LL Gun 0 0 +1 +1 +2 +2 +2 +2 +2 +2
APDS/APCR 0 0 -1 -1 -2 -2 -3 -3 -4 -4
SMOKE +2 +2 0 0 0 0 0 0 0 0
≤ 57mm 0 0 -1 -1 -2 -2 -3 -3 -4 -4
≤ 40mm 0 0 -1 -1 -1 -1 -1 -1 -1 -1
C5 FIRER-BASED HIT DETERMINATION DRM:
  A. Firer outside CA per hexspine changed: [T: +1/+1/+1] [ST: +2/+1/+1] [NT:+3/+1/+1]
  NA to Bounding First Fire (x2 if firer is in woods/building/rubble)
  B. Fire in AFPh without entering a new hex in that Player Turn (C5.2): +2
  C. Bounding firer (C5.3): Case B plus [Stabilized Gun: +1] [T/ST:+2] [NT: +3]
d C1. Bounding First Firer, Restricted Aim (2.5-3MP in LOS of target) Case C +1
d C2. Bounding First Firer, Limited Aim (≤ 2MP in LOS of target) Case C +2
dL C3. Firing LATW in AFPh/Backblast weapon from rubble/ground level building (each) +2
d C4. Motion/Non-Stopped Firer [Stabilized Gun: C/C 1/C 2+1]
[Other: C/C 1/C 2& lower dr x2]
L D. Pinned Firer/Spotter (Multiple ROF/Case F are NA) (C5.4) +2
d E. Fire within hex (x2 if in woods/building/rubble;Cases J 3, J 4,L & M are NA) +2
  F. Intensive Fire (B# -2; Case B, D, AFPh, stunned, pinned firer are NA) (C5.6) +2
dL G. Deliberate Immobilization (Range: ≤ 6 hexes;Case N is NA) (C5.7) +5HH
L H. Captured/Non-qualified Infantry (B# -2; red TH#) (C5.8) (+4 if both apply) +2
  I. Buttoned Up AFV (MA only; RST/1MT must be BU to fire MA) (C5.9) +1
Other:  
  L Overstacked: +1 per vehicle/squad overstack (A5.12)
  L Encircled: +1 (A7.7)
  L CX: +1 (A4.51)
    Stun: +1 (D5.34)
    Spotted Fire: +2 (C9.31)
    Bypass TCA Change to/through side Target Facing: +1 (D2.321)
    Bypass TCA equals side Target Facing: +TH Case A, unless Case N applies (D2.321)
C6 TARGET-BASED HIT DETERMINATION DRM: Δ
@L J. Moving/Motion Vehicle or Dashing Infantry (C6.1) +2
L J 1. Defensive First Fire vs Moving Vehicle (≤3 MP in Firer's LOS) Case J +1
L J 2. Defensive First Fire vs Moving Vehicle (≤1 MP in Firer's LOS) [J 1NA] Case J +2
@L J 3. FFNAM (Case J is NA) (C6.13) -1
@L J 4. FFMO (Case J is NA) (C6.14) -1
@L K. vs Concealed Target (or Area Fire; C.4)(C6.2) +2
d L. Point Blank Range (Non-Stopped/Motion Target NA) (C6.3) [2 Hex Range: -1] -2
  M. Bore Sighted Location (Case N, E is NA) (C6.4) -2
  N. Acquired Target (NA to Case G) (C6.5) as per Acquisition Counter
@L O. Target using Hazardous Movement (all Case J are NA) (C6.6) -2
@L P. Target Size Modifier (-2 to +2) (C6.7) per Vehicle/Gun Target Counter
d@L Q. TEM (C6.8) Per TEM
@L R. LOS Hindrance (C6.9) Per LOS Hindrance
Other:  
  @L vs Overstacked Personnel: -1 per overstacked squad (A5.131)
  @L vs Motorcyclist -1 (D15.5)
  @L vs Cavalry -2 (A13.5)
d NA when using Area Target Type @ Applicable to Aerial Attack
L Applicable to LATW even if using own To Hit Table * ATR/MG counters use Black TH# unless Captured
HH Hull Hit required