- [22.0]? LEADERS
- Both sides possess leader counters. These represent exceptional personages and their effects on the battle. Only "activated" leaders may affect their subordinated units. Leaders provide no benefits while inactive.
- [22.1.0]? Activating Leaders
During the Leader Activation Phase the active player makes an Initiative Check (see 4.4.0) for each leader on the map. Roll d10, if the result is equal to or less than the leader's initiative rating, the leader counter is flipped to its activated side. A leader remains activated for the entire day (AM, PM, Night and Extended Night Activity).
The benefits of activated leaders are found in rules 22.1.1 thru 22.1.4 below.
- [22.1.1]? Movement Bonus
- At the beginning of a friendly movement phase (or exploitation phase if the leader is in Exploit Mode), an activated leader may attempt to increase the MA of ALL subordinated units (including his own MA). Roll d10, if the result is 0-1 no effect; 2-6 add one MP is added to their MA; 7-9 add two MPs?.
- [22.1.2]? Extended Night Activation
- Units attempting to activate for Extended Night Activity (see 4.3.0) may use an activated leader's initiative rating instead of their own proficiency ratings. A leader may attempt to activate all subordinated units at once. Roll d10, if the result is equal to or less than the leader's initiative rating the units are activated for extended night activity.
- [22.1.3]? Combat
- Only Divisional, Brigade and Kampfgruppe-level leaders may benefit units in combat (there are no CC leaders). Any such leader within one hex of a Ground Assault involving subordinate units gives his units a one column shift on the GAT (only one such bonus may be awarded per Ground Assault Segment).
- [22.1.4]? Surrender
- Any units subordinated to an activated leader within two hexes of that leader may not need to check for surrender (14.8.0). Roll d10, if the result is equal to or less than the leader's initiative rating the effected units need not check for surrender. Note that if a leader does not pass his check, units still check for surrender on an individual basis.
- [22.1.5]? Leaders and Random Events
- Activated leaders can attempt to cancel the effects of adverse random events. If a leader is within one hex of a random event marker, Roll d10, if the result is equal to or less than the leader's initiative rating, any units subordinated to that leader may ignore the event.
- [22.2.0]? LEADER CASUALTIES
- If a leader is stacked with a unit(s) that participates in ground combat, or is barraged, and that unit(s) suffers a step loss, that leader may become a casualty. Roll 2d10 (one die representing the tens value), if the result is 05 or less the leader is eliminated.
