C# (Canister Depletion Number) See Canister: C8.4
CA (Covered Arc, if used in reference to a vehicle, it refers to VCA/TCA): C3.2
Cactus Hedge: F13.3
Cactus Patch: F13.4
CAFP (Covered Arc Focal Point; the vertex of a hexside in front of a straddling VBM vehicle): D2.32
Caliber Size: see Gun Caliber Size: C2.21
Camouflage:
Campaign Game: see CG: O11.2, P8.2
Campaign Purchase Points: see CPP: O11.2, P8.2
Campaign Roster Sheet: S17.15
Canal: B21.11
Canister: C8.4
Capture
- [Japanese may attempt Hara-Kiri: G1.641]
Captured AFV
Captured Equipment: A21
Carriers: D6.8-D6.84
Casualty MC: A10.31
Casualty Reduction (A combat result which eliminates a HS or crew, and wounds any SMC it afflicts. A squad is Reduced to a HS.): A7.302, K11.13, K20.2, K22.11
Casualty Victory Points (CVP): See VP: A26.2
Cavalry (Personnel on horseback-not those on Wagons): A13
Cave: G11
Cave Complex(es): G11.2
Cave Complex Setup Sheet (CCSS): G11.32
Cave Elimination: G11.88
Cave Entry: G11.7
CC (Close Combat): A11, K16.38, K17.5
CC Reaction Fire: D7.2
CCPh (Close Combat Phase): A3.8
CCSS (Cave Complex Setup Sheet): G11.32
CCT (Close Combat Table): A11.11
CCV (Close Combat Value; CC Kill Number vs vehicles: squad 5, crew: 4, HS: 3, SMC: 2, ): A11.5
CE (Crew Exposed): D5.3-D5.342
CE TEM: D5.31 & DD9.1
Cellars: B23.41, O6
- [Factory NA: B23.742]
- [in KGP only multi-hex buildings have Cellars: KGP SSR 8]
- [NA in Rice Paddy hex: G8.73]
- [Rubble NA: B24.4]
- [printed Rubble Locations never have a RB Cellar Location beneath them: O3.3]
CG (Campaign Game): O11.2, P8.2, S17
CG Date: P8.2
CG Day (One day of CG): O11.2
CG End: P8.2
CG Roster: O11.2, P8.2
CG-LVP Total: P8.2
CG-Scenario End: P8.2
CH (Critical Hit): C3.7
Charge (Special Cavalry Attack): A13.6
Chinese: G18
Civilian Interrogation:E2.4
Class, Personnel Types (E: Elite; 1: 1st Line; 2: 2nd Line; G/C: Green/Conscript): A1.25
Clear: E3.2
Clearance (of rubble, mines, Wire, roadblock, Set DC, Flame): B24.7
Cliffs: B11, K4.18
Climbing (the act of ascending or descending a Cliff hexside): B11.4
Cloaking: E1.4
Close Combat: see CC: A11
Close Defense Weapon System (Nahverteidigungswaffe): A11.622
Cloud Cover (DYO): E1.11
CMD DR (A FRIENDLY unit must pass a Command DR (CMD DR) or be within the Command Influence range of a FRIENDLY leader that has passed his CMD DR in order to be in Command Control): S16.3-S16.4
CMD# (The number a FRIENDLY unit must roll ≤ in order to be in Command Control): S16.2
CMG (Coaxial MG): D1.82
Coin (as overlay):
Collapse: B25.66
Collateral Attack: A.14
- [CH: C3.74]
- [vs LC: G12.67]
- [Near Miss also affects Specific Collateral Attack vs Vulnerable PRC: E7.421]
- [Residual FP NA: A8.22]
Column:
- [Animal Pack: G10.5]
- [CMD DR for entire formation: S16.32]
- [FRIENDLY: S15.4]
- [Minimum/Assault/Bypass move, Dash and Human Wave NA: E11.52]
- [Panji: G9.44]
- [Sniper Attack causes unit to Disband: E11.53]
Command Control: S16.1
Command Influence (Each FRIENDLY leader that has passed his CMD DR (or is within the Command Influence range of a better-rated FRIENDLY leader) has a Command Influence range of two hexes): S16.4
Commando: H1.24
Commissar: A25.22
Company Improvement
Concealment: A12, K14.9, K23.9
Concealment Loss: A12.14, K24.9-K24.10
- [Freedom of Movement dr NA: E1.21]
Concealment Terrain, Initial (bamboo, broken ground, brush, building, cactus patch, cave, cave complex, dense jungle, grain, hut, kunai, light jungle, marsh, olive grove, orchard, paddy (in-season), palm trees, rubble, scrub, swamp, vineyard, woods): A12.12, K23.13
- [non-Concealment Terrain is considered Concealment Terrain at Night for HIP-loss purposes: E1.2, E1.31]
- [Scrub: F2.3]
Concentration FFE (an OBA Fire Mission with a seven hex Blast Area): C1.5
Conditional ROF: C2.5
Conscripts: A19.2-A19.3
Contact:
- [PTO, DR gets +1 DRM: G.7]
Continuous Slope: B.5
Control: A26.1, K2.10
- [Cave: G11.94]
- [In RB, Control of a Rooftop/Sewer Location never counts as Controlling a building Location: RB SSR 3]
Control Markers:
Convoys: E11
- [Armor Leader's Command Influence Range: S16.4]
- [Bog may cause Gap: E11.21]
- [CMD DR for entire formation: S16.32]
- [FRIENDLY: S15.4]
- [Vehicle Dust: F11.741]
Coral Soil: G13.82
Correcting Fire: C1.4
COT (Cost of Terrain): B.2
Counter (any of the die-cut square pieces of the game)
Countermix (Counter Limits): H1.11
Covered Arc: see CA: C3.2
Cowering: A7.9, K14.10
Coy (Company): O11.2
CPP (Campaign Purchase Points): O11.2, P8.2
CPP Replenishment:
Crag: B17, K10.8
Crash dr: E8.23
Creeping Barrage: E12.7
- [DYO purchase for Japanese: G1.662]
Crest Line: B10.11
Crest Status: B20.9, K4.21, K13.9
- [ENEMY Movement in Depression : S9.28]
- [FFE vs: C1.52]
- [Leadership: A2.8]
- [Culvert Location NA: O7.4, P4.22]
- [FFE vs: C1.52]
- [OVR: D7.15]
- [S? Setup: S4.14]
- [Setup: A2.9]
- [Stream Hex Terrain: P4.12]
- [Wadi, may be used by all types of Infantry, SW, vehicles, and Guns: F5.4]
Crew: A1.123 & C2.1
Crew Small Arms: A11.621
Critical Hit: see CH: C3.7
CS# (Crew Survival Number for all PRC): D5.6 & D6.9
cs# (Survival Number for Passengers/Riders only): D5.6 & D6.9
CT (Closed Topped; a fully-armored AFV which is not OT): D1.24
Culin Hedgerow Device: B9.541
- [Underbelly Hit NA: D4.34]
Culvert: O7
- [In RB, a Roadblock may be set up IN a gully or Culvert hexside: RB SSR 5]
- [Stream Culvert: P4.2]
Cumulative Terrain Effects: A2.4
Cupola: see Armored Cupola: D9.5
Current: B21.121
Current-LVP Total: P8.2
CVP (Casualty Victory Points): See VP: A26.2
CX (Counter Exhaustion): A4.51, K5.12-K5.13, K14.4
Cycle (a motorcycle without a sidecar): D15.1