C3 TO HIT TABLE
TARGET TYPE/RANGE     0-6         7-12         13-18         19-24         25-30         31-36         37-42         43-48         49-54         > 54    
Vehicle 10     10 9     8 8     7 7     6 6     5 6     4 5     3 4     2 3     1 2     0
Infantry (Other) 8     8 7     6 6     5 5     4 4     3 3     2 2     1 1     0 0     -1 -1     -2
Area (Mortar, SMOKE)   7   7   8   8   7   7   6   6   5   5
C4 GUN & AMMO BASIC TO HI NUMBER MODIFICATIONS:
* Weapon 0 0 -1 -1 -1 -1 -1 -1 -1 -1
L Weapon 0 0 +1 +1 +1 +1 +1 +1 +1 +1
LL Weapon 0 0 +1 +1 +2 +2 +2 +2 +2 +2
APDS/APCR 0 0 -1 -1 -2 -2 -3 -3 -4 -4
SMOKE +2 +2 0 0 0 0 0 0 0 0
≤ 57mm 0 0 -1 -1 -2 -2 -3 -3 -4 -4
≤ 40mm 0 0 -1 -1 -1 -1 -1 -1 -1 -1
C5 FIRER-BASED HIT DETERMINATION DRM:
S A. Firer outside CA per hexspine changed [T: +1/+1/+1]   [ST: 2/+1/+1]   [NT: +3/+1/+1]
      NA to Bounding First Fire (×2 if firer is in woods/building/rubble)
B. Fire in AFPh without entering a hex in that Player Turn (MG NA) (C5.2) (+3 if in woods/building/rubble)     +2
L C. Bounding Firer (C5.3) Case B plus [Stabilized Gun: +1]   [T/ST: +2]   [NT: +3]
L C1 Bounding First Firer, Restricted Aim (2.5-3 MP in LOS of target) Case C +1
L C2 Bounding First Firer, Limited Aim (≤ 2 MP in LOS of target) Case C +2
L C3 Firing LATW in AFPh/Backblast weapon from rubble/ground level building (each) +2
L C4 Motion/Non-Stopped Firer [Stabilized Gun: C/C1/C2 +1]   [Other: C/C1/C2 & lower dr ×2]
L D. Pinned Firer/Spotter (Multiple ROF/Case F are NA) (C5.4) +2
S E. Fire within hex (×2 if in woods/building/rubble; Cases J3, J4, L, & M are NA) +2
S F. Intensive Fire (B# -2; Case B, D, AFPh, stunned, pinned firer are NA) (C5.6) +2
L G. Deliberate Immobilization (Range: ≤ 6 hexes; Case N is NA) (C5.7)
+5 HH
L H. Capture/Non-qualified infantry (B# -2; red TH#) (C5.8) (+4 if both apply)     +2
I. Buttoned Up AFV (MA/SA only; RST/1MT must be BU to fire MA; MG NA) (C5.9) +1
Other:
L Overstacked: +1 per vehicle/squad overstock (A5.12)
L Encircled: +1 (A7.7)
L CX: +1 (A4.51)
Spotted Fire: +2 (C9.31)
Bypass TCA Change to/through side Target Facing: +1 (D2.321)
Bypass TCA equals side Target Facing: +TH Case A, unless Case N applies (D2.321)
Stun +1 (D5.34) [per each Stun result (G12.111, G14.33, KGP SSR12)]
L Firer in Ocean during Heavy Surf if the attack is resolved on the IFT (G13.445): +1
L Leadership: +x (A7.531)
    † NA when using Area Target Type         @ Applicable to Aerial Attack         L Applicable to LATW even if using own To Hit Table    
    • ATR/MG counters use Black TH# unless captured         HH Hull Hit Required         G NA to non-mortar SW         S NA to SW    
C6 TARGET-BASED HIT DETERMINATION DRM: Δ
@ L J. Moved/Moving/Motion (C.8) Vehicle or Dashing Infantry (C6.1) +2
L J1 Defensive First Fire vs Moving (C.8) Vehicle (≤ 3 MP in Firer's LOS) Case J +1
L J2 Defensive First Fire vs Moving (C.8) Vehicle (≤ 1 MP in Firer's LOS) [J1 NA] Case J +2
@ L J3 FFNAM (Case J is NA) (C6.13) -1
@ L J4 FFMO (Case J is NA) (C6.14) -1
@ L K. vs Concealed Target (or Area Fire; C.4) (C6.2) +2
L. Point Blank Range (Non-Stopped/Motion target/firer NA) (C6.3) [2 Hex Range: -1]     -2
M. Bore Sighted Location (Case N, E is NA) (C6.4) -2
G N. Acquired Target (NA to Case G) (C6.5) as per Acquisition Counter
@ L O. Target using Hazardous Movement (all Case J are NA) (C6.6) -2
@ L P. Target Size Modifier (-2 to +2) (C6.7) per Vehicle/Gun Target Counter
@ L Q. TEM (C6.8) per TEM
@ L R. LOS/LV Hindrance (C6.9; E3.1) per LOS/LV Hindrance
Other:
@ L vs Overstacked Personnel: -1 per overstacked squad (A5.131)
@ L vs Motorcyclist: -1 (D15.5)
@ L vs Cavalry: -2 (A13.5)
@ Aerial attack vs Upper-Cliff-cave/its contents: height above Base/Crest Level (G11.86)
L Target in Ocean during Heavy Surf if the attack is resolved on the IFT (G13.445): +1