• s: see SMOKE: A24 & C8.5
  • S? (Suspect: A non-Activated ENEMY unit, the actual identity of which is not known until an AC is made for the S?. A S? is not considered a Known unit): S3.1
  • Same-Hex Fire: see Firing Within Hex: A7.212 & A7.21 & C5.5
  • SAN (Sniper Activation Number): A14.1
  • SAN Adjustment
  • Sand: F7
  • Sand Dunes: F7.5
  • Sandbars: G13.31
  • Sangar: F8
  • Sappers: B28.8
  • SASL: Solitaire ASL system
  • Scaling: B23.424
  • Scarce Ammunition, OBA: C1.211
  • Scenario Attacker/Defender: The Scenario Defender is the side that sets up wholly or partly on-board and does not have to capture terrain (on other than its setup board(s)) in order to fulfill its Victory Conditions, while facing an opposing side that enters wholly from offboard. This latter side is termed the Scenario Attacker. The Scenario Defender and Attacker both exist or neither does; a scenario cannot have one without having the other. In scenarios where nether exists, the use of rules pertaining specifically to their respective roles is not allowed. 
  • Schuerzen (Sz): D11.2
  • Scrounging:
  • Scrub: F2
  • SCW (Shaped-Charge Weapons; PF/PFk, PSK, PIAT, BAZ): C13.9
  • sD (Vehicular Smoke Discharger): D13.1 & D13.31
  • Seaborne Assaults: G14
  • Seaborne Evacuation: G14.4
  • Searching: A12.152
  • Season (monthly variations):
  • Seasoning
  • Seawalls: G13.6
  • Secret DR/dr: D.5
  • Sect (Section): P8.2
  • Security Area: C1.23
  • Self-Destruction:
  • Self Preservation: S6.311
  • Self-Rally (the capability of a broken unit to rally itself): A10.63, K22.11, K22.13, S6.317
  • Sequence of Play, Basic: A3, Advanced: Armory Chapter N divider
  • Set DC: A23.7
  • Setup Area: P8.2
  • Setup Limitations: A2.9
  • Sewers: B8
  • SF (counter abbreviation for side-mounted FT): D3.6
  • SFCP (Shore Fire-Control Party): G14.61
  • Shadows: E1.941
  • Shallow Water: E5.532, G13.4
  • Shellholes: B2, K14.1
  • Shift: P8.2
  • Shipboard Observer: G14.68
  • Shock (the condition of any AFV crew/Passenger currently beneath a Shock or Unconfirmed Kill counter): C7.4-C7.42
  • Shore Fire-Control Party (see SFCP): G14.61
  • Shore Hex: O11.2
  • Shoreline (Non-Beach): G13.41
  • Sidecar (a motorcycle with a Passenger pod): D15.1
  • Sighting TC: E7.3
  • Single Hex Two-Story Building: O4, P5.3
  • Single Lane Roads:
  • Single Story House: B23.21
  • Sinking: E5.53
  • Sissi: A25.73
  • Size: see Target Size: C6.7
  • Ski Mode: E4.2
  • Ski Movement: E4.3
  • Ski Troops: E4
  • Skis: E4.21
  • Sledge: D12.5
  • Slightly Sloped Beach: G13.21
  • Slope (Continuous Slope): B.5
  • Slope Hexsides: P2
  • Slow Turret Traverse: see ST: D1.32
  • sM (Smoke Mortar): D13.1 & D13.32
  • Small Arms Fire (the inherent FP of any personnel counter)
  • Small Rafts: E5.121
  • SMC (Single Man Counter): A1.11, K1.8
  • SMG (Submachine Gun): An Infantry weapon inherently represented by a squad's Assault Fire and Spraying Fire capabilities.
  • SMOKE (s) (Collective term for Smoke & WP): A24 & C8.5
  • Smoke Dischargers: see sD: D13.1 & D13.31
  • Smoke Dispensers (sD, sM, sP, sN): D13, F.10
  • Smoke Grenades: A24.1
  • Smoke Mortar: see sM: D13.1 & D13.32
  • Smoke Placement Exponent (the FP exponent of a squad which determines placement of smoke grenades): A1.21 & A24.1
  • Smoke Pot: see sP: D13.1 & D13.33
  • sN (Nahverteidigungswaffe; German AFV Close Defense Weapon System): A11.622 & D13.34
  • Snap Shot: A8.15, K15.3
  • Sniper: A14
  • Sniper Check: A14.4
  • Snow: E3.7
  • Soft Ground:
  • Solitaire Campaign: S17
  • Solitaire Tables: S.1
  • sP (Smoke Pots): D13.1 & D13.33
  • Special Ammunition: C8
  • Special Forces Integrity: S12.22
  • Split Level Building: B23.72, K5.6
  • Splitting Cycles: D15.44
  • Spotted Fire: C9.31
  • Spotters: C9.3
  • Spraying Fire: A9.5-A9.52
  • Squad: A1.121
  • Squad Equivalent (two non-Inherent-crews/HS or one non-Inherent-crew/HS and five SMC): A5.5
  • Squad Seasoning
  • SR (Spotting Round): C1.31
  • SS: A25.11
  • SSR (Scenario Special Rule): Always takes precedence over Game System rules.
  • ST (Slow Turret Traverse): D1.32
  • Stabilized CMG: D11.13
  • Stabilized Gun (any AFV equipped with a Gyrostabilizer): D11.1-D11.12
  • Stacking Limits: A5
  • Stairwell: B23.2, K2.10
  • Stall: Rules are given in a chapter H Vehicle Note if a nationality's AFV are subject to Stall; for example, German Vehicle Note H
  • Starshells: E1.92
  • Starshell Usage DR: E1.921
  • Starting: D2.12
  • Stationary Bypass: D2.34
  • Stealth (ANZAC, Commandos, Gurkhas, Finns, Heroes, and Partisans are Stealthy unless Green) A11.17, K18.11:
  • Steeply Sloped Beach: G13.23
  • Steeple: P5.2
  • Step Reduction: G1.11
  • Steppe Terrain: F13.2
  • Sticks: E9.11
  • Stone Location: O11.2
  • Stopping: D2.13
  • Storage Tanks: O9
  • Strafing: E7.401
  • Strategic Location: O11.2, P8.2
  • Straying: E1.53
  • Stream: B20
  • Street Fighting: A11.8
  • Strength: O11.2, P8.2
  • Strength Factor: A1.2
  • Stuka: E7.403
  • Stun: D5.34
  • Submerged Reef: G13.431
  • Subsequent First Fire: A8.3, K13.16
  • Sun Blindness: F11.61
  • Sunken Lane: B4.43
  • Sunken Road: B4
  • Superior Turret (AF in square): D1.63
  • Surr (counter abbreviation for Surrender) see Surrender: A15.5
  • Surrender: A15.5
  • Survival: D6.9, D5.6
  • Sustained Fire: A9.3
  • SW (Support Weapon; any weapon depicted on a half inch counter):
  • SW, Dropping: A4.43
  • SW/Gun dm/Elimination:
  • SW Malfunction: A9.7
  • SW Possession: see Possession, SW: A4.43
  • SW Recovery: see Recovery, SW: A4.44
  • SW Removal: see Removal, SW: D6.631
  • SW Self-Destruction: A9.73
  • SW Team: S17.14
  • SW Usage: A7.35
  • Swamp: G7
  • Swamping DR: G13.4222
  • Swimming: E6
  • Sz (Schuerzen): D11.2