• QRDC (Quick Reference Data Card)
  • QSU (Quick Set-Up): C10.23
  • (R) (see Radioless AFV): D14
  • R# (Repair Number): A9.72
  • Radio: C1
  • Radio Contact: C1.2
  • Radioless AFV: D14
  • Rafting: E6.41
  • Railway Embankment: O2
  • Rain: E3.51
  • Rally: A10.6, K22.11
  • Ramp: G12.41, G12.674
  • Random Direction: B.8
  • Random dr (Selects a single option/unit; there can be no "ties" [i.e. unlike a Random Selection dr]).
  • Random Event (an event caused by a DR resolving some other function such as SW malfunction, Ammunition Shortage, Sniper Attack, Field Phone loss, etc.)
  • Random Location DR: E.3
  • Random Selection: A.9
  • Random SW Destruction: A9.74
  • Range: A1.22
  • Ranger:
  • Rarity Factor: see RF: H1.3
  • RAS (Roll At Start): S9.23
  • Rate of Fire: see Multiple ROF: A9.2 & C2.24
  • RB (Red Barricades): O11.2
  • RB Campaign Game: O11
  • RCL (Recoilless Rifle): C12
  • RE (Random Event: An occurrence for the current ATTACKER that randomly alters the present game conditions, possibly by the addition of reinforcements): S2
  • RE #'s: (A pair of consecutive numbers from 2 to 7 [e.g. 4/5] that, if either is rolled as the Wind Change DR, determine whether the ATTACKER will have a RE occur during that Player Turn) S2.1
  • Reaction Fire: D7.2
  • Rear MG: see RMG:
  • Rearming: A20.551
  • Recall: D5.341
  • Reciprocity (LOS): A6.5
  • Recombining HS: A1.32
  • Recon:
  • Recovery, SW: A4.44
  • Reduction (the changing of a squad to a HS due to casualties incurred): see Casualty Reduction: A7.302
  • Reef: G13.43
  • REH (Roll Each Hex): S9.24
  • Reinforcements, DYO: H1.7 & H1.84
  • Reinforcement Group: see RG: O11.2
  • Removal:
  • Removal, SW (a crew taking with it a vehicle's MG/MTR armament as it voluntarily abandons that vehicle): D6.631
  • Removal, Wreck: D10.4-D10.42
  • Repair:
  • RePh (Refit Phase): O11.2, P8.2, P8.6
  • Replacement (the changing of a Personnel unit to another Personnel unit with at least one lesser number in its Strength Factor and no greater number in its Strength Factor): A19.13 & A1.3
  • Replacements: S17.8
  • Replenishment: E10.3
  • Reserve: P8.2
  • Residual FP: A8.2
  • Rest and Refit: S17.9
  • Restricted Terrain (a Location from which a HW cannot fire): S6.3131
  • Retained: O11.2, P8.2, S17.31
  • REV (counter abbreviation for Reverse): D2.2
  • Reverse Motion: F.11
  • Reverse Movement: D2.2
  • RF (Rarity Factor): H1.3
  • RFNM (Restricted Fire, No Movement): C10.25
  • RG (Reinforcement Group): O11.2, P8.2
  • RG Purchase Record: O11.2, P8.2
  • RG Strength, Quality, Weapons, and Leaders:
  • RG Strength, Weapons & Leaders:
  • Rice Paddies: G8
  • Rider (Personnel transported on the outside of an AFV, Cavalry, or a motorcyclist): D6.2-D6.25
  • Right of Inspection: K24.6
  • River: B21.12, G13.12
  • RMG (Rear MG): hull: D1.81; turret: D1.82
  • Rmvl (counter abbreviation for Removal): D6.631
  • Road: B3
  • Road Intersections: S9.35
  • Road Network (A MSR-required continuous path of road hexes from one board edge to another): S13.231
  • Roadblock: B29
  • Rocket OBA: C1.9
  • ROF (Rate of Fire; see Multiple ROF): A9.2 & C2.24
  • Roofless Factory Hex: O5.4
  • Rooftop: B23.8
  • Routing: A10.5, K20.5, K20.12-21.6
  • Rowhouse: B23.71
  • RPh (Rally Phase): A3.1
  • RST (Restricted Slow Traverse): D1.321
  • RtPh (Rout Phase): A3.6, F.1C, S7
  • Rubble: B24
  • Runway: B7
  • Russian: A25.2