Any errors found here will be rewarded by an eBeer. A real one if I can hand it to you personally.
MIXED
AFV in Motion doesn't lock Enemy units in Melee (A11.7).
Aquisition cannot be gained / retained by non-Stabilised Motion / BFF (C5.3).
Baz can be used to destroy a Roadblock (B29.5).
BFF that did not exhaust Multiple ROF during its MPh, and did not fire any other weapon(s) including PRC during its
MPh, may fire that Multiple ROF weapon (only) again once (C5.3) during its AFPh (D3.32).
BFF use of ATT / Smoke is NA (Cx.xx).
Berserk Status cannot happen units normally immune to HoB (Crews / Heroes etc) (A15.2, An96).
Broken Units in OG and in LOS & Normal Range of Known Enemy Units at start of RtPh become DM (A10.62, An96).
Casualty MC eliminates Berserk or Unarmed Units (A10.31, An96).
DC placement is "?" loss activity even if using AM ().
Double Time is allowed for Bicycle Riders and Skiers (A4.5, An96).
Double Time is NA when AM, moving under a Wire or (un-)loading (A4.5, An96).
Encirclement due to no Path to ground Level is immediately lifted when NA (A7.7, An96).
Encirclement morale penalty does not apply to PAATC, Rally etc. (A7.7, An96).
Firelane is NA if not SW MG, or MG is under Ammo Shortage (not GO!) (A9.22, An96).
Infantry Bypass is NA if hex contains non-Disrupted Known Enemy Unit, the hexside is covered by a Water Obstacle or
is part of Wire Hex (A4.3).
K/# that Wounds a leader doesn't force him to take the #MC (A7.302, An96).
MG fire at a target >16 hexes away is treated as Area Fire (Ax.xx).
NOBA Battery Access is always 5B/2R (G14.63).
PBF / TPBF applies to MG and ATR (A7.21, An96).
Recombination of HS is that Leaders only allowed activity for that RPh (A1.32, An96).
Residual FP is shifted for CX, 6+1 leader Direction (A8.26, An96).
Routing Unit that cannot reach Woods/Bld in that RtPh are free to rout in any direction if otherwise following A10.51
(A10.51, An96).
ROF is NA in AFPh ().
SAN does not apply to Prisoner MC/TC DR's (A14.1, An96) or TK DRs ().
SFCP that may setup onboard may use HIP (G14.61).
SFF is allowed for HS/Crew that fired SW (A7.353).
SMOKE (5/8") fired in any other phase than PFPh is Dispersed (Ax.xx).
SW transfer is the only activity for those units in the RPh (A4.431, An96).
Target Size applies to ATT attacks ().
Vehicle +1 TEM applies for a Moving Vehicle again in APh ().
Caves
Elimination of a Cave follows by a DC KIA or HE >= 100mm CH. For Set DC the final DR applies if no concealed units
in the Cave (G11.88).
HIP / Concealed status in a cave neither halves FP nor adds TH DRMs (G11.821).
No two Caves in the same hex may have the same CA-Hexside (G11.1).
Normal stacking for a Cave is 1 Squad (G11.4).
Overstacked Unit / Weapon that fire out of an Overstacked Cave is subject to Area Fire penalties in addition normal
overstacking penalties (G11.8).
Smoke placed by Hand Grenades in a Cave stays in effect till end of that Player Turn (G11.85).
Smoke DRM of an outgoing LOS from a Smoked Cave is doubled instead of the usual +1 (G11.85).
Smoke fired by Direct Firing Ordnance at a Cave must use the ITT and may retain ROF and gain Aquisition. The +2
modifier for firing Smoke at >= 12 hexes is NA. The Cave TEM applies. May create Smoke in the Base Level of the Hex if it
fails TH, but creates Smoke (not depleted) (G11.85).
Upper Cliff Caves can only be setup in non-Depression hex and its CA-Hexside is a Cliff hexside >= levels high
(G11.113).
Last Edited: 2005.01.22 (eBeer to Martin Svärd!)