M# (Manhandling Number): C2.27
MA (Main Armament; the most important weapon on a vehicle and the only vehicular weapon which can possibly have a Multiple ROF. The Vehicle Listings cite each vehicle's specific MA as does the counter display): D1.3
Machine Gun: see MG: A9
Maintenance:
- [PTO, DR gets +1 DRM: G.7]
Majority Squad Type: E.4
Malfunction; SW: A9.7
- [Bail Out: D6.24]
- [Fire Lane Cancellation: A9.223]
- [dm German MMG/HMG: A9.8]
- [Gun: C2.28]
- [Low Ammo B(#): D3.71]
- [Mortar while placing a Starshell creates a Gunflash: E1.932]
- [OVR: D7.17]
- [Residual FP: A8.221]
- [Vehicular Weapons: D3.7]
Mandatory FG: A7.55
Mandatory Fire Direction: A9.4
Mandatory Leadership: A10.72
Manhandling Number: see M#: C2.27
Manhole: B8.1
- [Debris: O1.6]
- [RB Cellars: O6.21]
- [In RB, a unit entrenched in a manhole location may not enter that hex's Sewer Location: RB SSR 2]
- [Rubble NA: B24.4]
Map-Edge Markers:
Map Group: P8.2
Map Section: P8.2
Mapboard: A2
Marker (another term for a counter that indicates status, mode, condition, etc.)
Marketplace: B23.73
Marsh: B16
Massacre: A20.4
MC (Morale Check): A10.1
Mechanical Reliability: D2.51
Melee (a condition existing between opposing Known enemy units occupying the same Location after being attacked in CC): A11.15, K17.8
MF (Movement Factor; a measure of movement capability for Infantry, Cavalry, and Horse-Drawn vehicles): A4.11, K2.3
- [Cloaking: E1.42]
- [Deep Snow: E3.733]
- [Drift: E3.752]
- [Ground Snow, all Infantry/Cavalry expend +1 MF per elevation change: E3.723]
- [S? has 6 MF, or 8 MF if in Human Wave, +1 Road Bonus applies: S3.321]
- [wearing Skis: E4.3]
MG (Machine Gun): A9
Mine Clearance Vehicle: see American Vehicle Listing Note 19, Chapter H
Minefield: B28
Minimum Move, Infantry: A4.134, K3.6, K5.12
Minimum Move, Vehicular: D2.15
Mired: D8.31
Mission (A SASL "scenario"): S12
Mission Selection:
Mist: E3.32
Mist Density Change:
Mistaken Attack: E7.32
- [Aerial Observation: E7.62]
Mistaken Fire: E1.76
ML (Counter Abbreviation for Morale Level): A10
MMC (Multi-Man Counter): A1.12, K1.8
MMG (Medium Machine Gun):
Mnvr (counter abbreviation for Maneuver)
Mobile (any vehicle which is not Abandoned, Bogged, Immobilized, Shocked, or Stunned): D.7
Moderate Dust: F11.72
Moderately Sloped Beach: G13.22
Modified TH#: C4.5
MOL (Molotov Cocktail): A22.6
- [vs AFV: C7.344 & C7.22]
- [DYO: H1.25, or mix oil, gasoline in glass jar, ignite with oil-soaked rag placed IN/INTO mixture]
- [Gunflashes: E1.84]
- [NA against LC: G12.611]
- [TK Case B: C7.22]
- [vs Guns: C11.51]
- [Partisans have MOL capability in SASL: S12.211]
MOL-Projector: C13.5
Moon Phase:
Mopping Up (NA when No Quarter is in effect) : A12.153, K22.1
- [Activation of ENEMY HIP units: S15.9]
- [Chinese vs Japanese NA: G18.7]
- [Gunflashes: E1.86]
- [NA in PTO in/after 6.42: G1.621]
- [Rooftop: B23.82]
Morale: A10, K11.11, K19
- [Gain: Commissar, Fanaticism, Battle Hardening, Berserk, Human Wave, Hero]
- [Japanese are exempt from PAATC, exempt from NTC from OVR, do not Disrupt, do not Surrender in the RtPh; Unbroken Japanese treat LLMC as LLTC; Japanese do not lower their morale by 1 if Encircled: G1.62]
- [LC is Morale Level 8: G12.122]
- [Loss: Encirclement, Wound, Replacement, Friendly FFE (C1.5)]
- [Rating: A1.23]
- [Morale Level Ceiling: A.18]
Morale Check: see MC: A10.1
Mortars: C9
- [≤ 60mm must attack Infantry during ENEMY Fire Action: S8.2]
- [AFPh: A4.41]
- [Animal Pack: G10.2, G10.61]
- [Bamboo treated as Dense Jungle: G3.1]
- [Buildings NA unless on Rooftop Location: B23.423]
- [Cave NA {EXC. Japanese light mortar can fire from a Cave}: G11.83]
- [Crag: B17.4]
- [may not fire from Dense Jungle or Dense Jungle Road: G2.24]
- [Direct Fire vs Indirect Fire: C.1 & C9.1]
- [DYO OBA: H1.51]
- [Foxhole: B27.1]
- [Graveyard: B18.43]
- [IR: E1.931, onboard MTR that fails IR dr is treated as not having yet fired: E1.931]
- [Jungle: G2.24]
- [in KGP U.S. 60mm Mortars fire WP as if it were 1945: KGP SSR 16]
- [OVR FP NA: D7.11]
- [Radio Contact: C1.22]
- [RB Indirect Fire from Roofless Factories: O5.45]
- [Removal from AFV: A9.8]
- [Rooftop: B23.85]
- [Scrounging: D10.5-D10.52]
- [dm 76-82mm PP Reduction: C10.13 & D6.2]
- [S? Activation in building/bunker: S5.753]
- [SMC Usage: A21.13 & C9.2]
- [malfunctions while placing a Starshell creates a Gunflash: E1.932]
- [SW Team fire without non-qualified use penalty: S17.141]
- [TK Tables NA: C7.345]
- [Towing 76-107mm: C10.1]
- [Trench: B27.51]
- [Wall/Hedge: B9.34]
Motion Fire (the FP of all vehicles is halved while in Motion): D2.42
- [Automatic Action: S6.309]
- [Motion AFV Fire: C5.35]
- [Panic Action: S6.211]
- [Personnel Leader Vehicle Command Influence: S16.43]
Motion Status: D2.4
Motorcycles: D15
Motorized Vehicles:
- [Night, considered Lax: E1.62]
Mounted Firer (halving of FP of Riders [D6.22}, truck/unarmored halftrack Passengers [D6.72], Cavalry [A13.4] in attacks [EXC: Cavalry Charge] on the IFT)
Move Action: S6.22
Move/Advance: A.3
- [Armored Assault: D9.31]
- [Mandatory Advance after PAATC: A11.6]
- [Stacked: A4.2]
Move Command (A Priority List that determines the Move Action of an ENEMY unit): S9.2
Movement, Guns & Ammo: C10
Movement, Infantry: A4, K2
- [+1 MF per elevation level change in Rain: E3.54]
- [Mud, all ground units expend ½MF extra: E3.64]
- [Night: E1.5]
- [unpaved Roads exist for Movement/Straying DR: E3.6]
Movement Order: S9
Movement, Vehicle: D2
- [+1 MP per elevation level change in Rain: E3.54]
- [Convoys: E11.2]
- [Expending more MP than required: F11.74]
- [Mud, all ground units expend 1 MP extra: E3.64]
- [Night: E1.5]
- [LC: G12.2]
- [unpaved Roads exist for Movement/Straying DR: E3.6]
Movement Factor: see MF: A4.11
Movement NA:
- [AFV stop or end MPh with LOS to enemy AFV in same hex: D2.6]
- [Cave entry (EXC. Japanese Infantry): G11.7]
- [Infantry into location of known enemy unit during MPh: A4.14]
- [Infantry into fortified building location occupied by unpinned, Good Order enemy squad equivalent: B23.922]
Moving Vehicular Target: C.8
MP (Movement Point; a measure of movement capability for vehicles):
MPh (Movement Phase): A3.3
- [Boats on land: E5.21]
- [Water Movement: E5.3]
MPV (Modified Point Value): H1.211
MSR (Mission Special Rule
- [s]: The set of special rules, given at the end of each Mission, pertaining only to the play of that Mission): S12.1
MTR (mortar): C2.2
Mud: D8.23, E3.6
- [Arid Climate: F11.8]
- [Bog: D8.23]
- [Height Advantage/Entrenchments do not alter Mud effects: E3.65]
- [Rice Paddy: G8.5]
- [TEM is always cumulative with other TEM/Hindrance DRM: E3.62]
Mudflat: B16.6-B16.72
Mule: G10.1
Multi-Story Building: B23.23
Multiple Hits: C3.8
Multiple Immobilization: D8.11
Multiple ROF (any weapon which can attack more than once in the same phase either due to an encased ROF number or Intensive Fire): A9.2 & C2.24
Multiple Targets:
- [may use Infantry or Area target type: C3.41]
LVP (Location Victory Points): P8.2