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    Squad Leader Classic  K-1 4/3/2004   11. VEHICLES 11.1 General 11.1.1 64 For game purposes, a tank shall be any tracked AFV equipped with a rotating turret. Turrets will be identifiable by the white circle around the vehicle's turret. 11.1.2 64 A SP Gun shall be any tracked AFV without a rotating turret, and which is not a halftrack or carrier. SP Guns will be identifiable by the absence of any white markings around the vehicle. 11.1.3 64 A halftrack is any AFV chassis utilizing both wheeled axles and tracks. Halftracks are identifiable by the white square surrounding their movement factor. 11.1.4 64 An armoured car is an AFV chassis utilizing solely wheeled axles. Armoured cars are identifiable by the white circle surrounding their movement factor. 11.1.5 64 Within these classifications, there is a sub-category formed by those vehicles not completely enclosed in protective armour. These AFVs are termed simply Open-Topped tanks or Open-Topped SP Guns, etc., and are distinguished by the absence of colour on the open-topped area of the AFV outline. Most halftracks are open-topped vehicles. An open-topped AFV is still governed by the rules pertaining to its general class. A tank with an open turret (such as a Wirbelwind) still has all the powers of a tank except that it is more vulnerable to fire from above. 11.1.6 64 Some AFVs lack protective armour to the rear as symbolized by the absence of colour on the rear of the AFV outline. 11.1.7 64 Due to the complexity of AFV data and the minor variants in each model type, AFV data has been compiled into a master listing to supplement the data contained on the armour counters. Players should consult the master armour listings before each scenario to fully familiarize themselves with the capabilities of any AFVs that appear in that particular scenario. The armour listings do not show every model and variant, but rather the main models in their earliest form. Only if major changes were made, in game terms, will a revised listing appear. For example, a T-34/ 76D,E and F model existed, but in game terms these are all equivalent to the earlier T-34/76. Thus only one listing is provided, for the T34/ 76.   11.1.8 If you are recreating a historical battle, and the particular tank model doesn't appear in the armour listings, simply backtrack until you find a listed model type. 11.1.9 64 The armour listings contain in written form all the information contained on the counters in symbolic form plus special notes pertaining to especially unusual traits of the vehicle. Of particular interest are the DATES IN USE  and POINT VALUE  information. The range of years shown on the armour listings applies to both the model listed and later equivalent models. The range describes the years of common use. In some cases models survived into later times, but in point choice scenarios, the net point value of such vehicles should be increased 50% (multiply by 1.5) to reflect spare parts difficulties, rarity, etc. Point values are provided for player's use in selecting forces for Design  Your Own scenarios only. Point values    Squad Leader Classic  K-2 4/3/2004   play no role in the victory conditions of any official scenario provided herein. 11.1.10 64 The identification letter is used solely to identify different vehicles of the same type to aid in keeping written records of such things as smoke discharger use, and HEAT availability . 11.2 Turret Covered Arc 11.2.1 64.1 All vehicles possessing turret-mounted armament have two possible Covered Arcs-one for the vehicle itself and the other for the turret. 11.2.2 64.11 The vehicular Covered Arc is defined based on the facing of the counter, and is utilized for all bow mounted MGs and bow mounted main armament (SP Guns) as well as deducing target facing for all incoming fire. (Exception - hull down targets use their turret Covered Arc to determine target facing.) 11.2.3 64.12 The turret Covered Arc differs from the vehicular Covered Arc if a turret counter is placed on top of the AFV with the gun pointing towards a different hex spine than that of the vehicle counter. Turret counters are not left on the vehicle when the turret and vehicular Covered Arc coincide. The turret Covered Arc is utilized to determine the field of fire of all turret-mounted weapons. 11.2.4 64.121 When a tank or other turreted vehicle fires outside its Covered Arc, the facing of the vehicle counter is not changed. Instead, the turret counter is changed so that the target is now within the turret Covered Arc. Should a tank change its vehicular Covered Arc during a Defensive Fire Phase it would be treated as a SP Gun during that Fire Phase. 11.2.5 64.122 The turret Covered Arc may change as a result of firing a turret-mounted weapon or anytime during the Movement Phase. The turret Covered Arc may not change during the Movement Phase if the vehicle has fired during the Prep Fire Phase. 11.2.6 64.123 All turret weapons' TO HIT DRMs based on Covered Arc are based on the turret Covered Arc. However, a change in the vehicular Covered Arc activates the Case C DRM whether the turret Covered Arc is changed or not. Would a tank which ends its Movement Phase in a different hex with its turret covered arc changed have to use both case A and C?  A. No - only Case C. A tank can freely change its turret-covered arc as it moves without further  penalizing its Advance Fire. However, if the tank actually fires outside its Turret Covered Arc during the Advancing Fire Phase, then both Case A + C would apply. {17.3-46}   11.3 One Man Turret 11.3.1 AFVs with a One man Turret have greater than normal penalties when traversing the TCA - these are covered above. 11.3.2 129.41 Any vehicle with one-man turret restrictions cannot fire its turret main armament if it has already fired a coaxial MG at its normal strength. If the turret main armament is used in any fire phase, the coaxial MG factor is halved prior to the application of any other firepower modifiers. During an Overrun any turret mounted ordnance firepower is quartered    Squad Leader Classic  K-3 4/3/2004   rather than halved if a coaxial or AA MG is to be used. 11.3.3 129.42 Any vehicle with one-man turret restrictions cannot fire its turret armament while in CE status. Therefore tanks with one-man turrets always fire turret main armament with a +1 To Hit DRM. 11.3.4 129.43 Any vehicle with one-man turret restrictions which attempts to repair a malfunctioned weapon may not fire any turret or AA armament for the duration of that player turn regardless of the success or failure of the repair die roll, and may use no more than half of its normal MP allotment. 11.3.5 129.44 Any vehicle with one-man turret restrictions that suffers a STUN result may fire only bow mounted armament and must leave the playing area as if it suffered a KIA during its CE Morale Check. The AFV may still fire during its Defensive Fire Phase with the normal penalties as it leaves the board. 129.41 & 129.42 Can an AFV with a one-man turret overrun while in CE status? If so, are only the bow and  AAMG factors used?  A. Yes. No - just quartered. {OAF}   11.4 Infantry Firepower Equivalent 11.4.1 144.46 Any ordnance which is using a parenthesized IFE does not have to secure a hit but the TO HIT DRM's normally associated with a change of CA (Cases A & B) for that ordnance are instead applied as IFT DRM's. A vehicle must combine its IFE with any MG fire it may also bring against the target in the same fire phase. If during a combined IFE/MG attack, the various weapons' IFT DRM's differ, the DRM least advantageous to the attacker must be used. 11.5 Armour Modifiers 11.5.1 64.3 Some AFVs are more or less heavily armoured than the average. This information is printed directly on the counters, and is divided into two categories in accordance with armour proportions presented by different target facings of the vehicle. 11.5.2 64.31 The first (top) armour modifier applies to all TO KILL dice rolls made as a result of a hit on the front target facing of the vehicle. 11.5.3 64.32 The second (bottom) armour modifier applies to all TO KILL dice rolls made as a result of a hit on the side or rear target facing of the vehicle. 11.5.4 64.33 If only one number is present, that armour modifier applies to all target facings. 11.5.5 64.34 If no number is present, a star will appear in place of the armour modifier signifying a soft or non-armoured vehicle. In some cases, both armour modifiers and a star appear, usually indicating a vehicle whose rear target facing is unarmoured. The armour listings should be consulted for specific cases. 11.5.6 64.35 Some vehicles have turret or upper body armour that is proportionately far greater than the hull armour on which the armour modifiers are based. These vehicles are identifiable by the thin black square around one or both of their armour modifiers. Such vehicles receive an additional +1 DRM to the TO KILL dice roll of any hit against the turret or upper body. 11.6 Target Sizes 11.6.1 64.6 Some AFVs, due to their huge bulk or unusually high silhouettes, were much easier to hit than other designs. This inherent weakness is represented on the AFV counters in question by the colour of the armour modifiers. AFV targets with black armour modifier numbers use conventional TO HIT procedures. AFV targets with a front armour modifier printed in red deduct 1 from all TO HIT dice rolls made against them. AFV targets with both front and side armour modifiers printed in    Squad Leader Classic  K-4 4/3/2004   red deduct 2 from all TO HIT dice rolls made against them. 11.6.2 64.6 Conversely, some vehicle targets offered such small silhouettes that they were harder to hit than the average target. These vehicles are identified by armour modifiers printed on a white round background. Vehicular targets with a front armour modifier printed on a white field add +1 to all TO HIT dice rolls made against them. Vehicular targets with both front and side armour modifiers printed on a white field add +2 to all TO HIT dice rolls made against them. Soft vehicles without armour modifiers are properly identified by black, white or red stars where the armour modifiers would otherwise be were they armoured vehicles. 11.7 MG Armament 11.7.1 64.4 Some AFVs have machine guns in addition to, or at the exclusion of, their main armament. All AFV MG's have a penetration equal to their firepower. The MG armament can be divided into as many as three types that are explained below. Note that any AFV whose sole armament is MG(s) may use them in attempting to destroy an enemy AFV despite rules to the contrary. MG armament is expressed within the format, b/c/a, where b bow machine gun factor, C co-axial MG factor, and a AA MG factor. When the a factor is not present, the MG armament will be expressed by the shortened format b/c. 11.7.2 64.41  BOW MG - The bow MG (left-hand number) firepower factor of an AFV may fire only through the vehicle's Covered Arc. The bow MG firepower factor is halved as Moving Fire if the AFV has either moved into a new hex or pivoted (changed its vehicular Covered Arc) within a hex during that player turn. A Bow MG may not fire if the AFV is hull down and the potential target LOS crosses the hex side obstacle causing the hull down status. The range of all bow MGs is 8 hexes. 11.7.3 64.42  COAXIAL MG - Coaxial MGs are mounted in the turret alongside the vehicle's main armament (if any). The coaxial MG factor of an AFV may only fire through the turret's Covered Are, The coaxial MG factor is halved as Moving Fire if the AFV has moved into a new hex or changed its vehicular Covered Arc. It is not halved by the changing of the turret Covered Arc but other DRM's may apply. The range of all coaxial MG factors is 12 hexes. 11.7.4 64.43   AA MG - The AA MG firepower factor of an AFV may fire in any direction but its use usually involves a certain degree of risk in terms of crew exposure. All AA MG factors (EXCEPTION: Hetzer) must be manned by exposed crew members to be utilized. The AA MG factor is halved as Moving Fire only if the vehicle has moved into a new hex during that player turn. The range of all AA MG factors is 8 hexes. 11.7.5 64.45  SPECIAL PROPERTIES  - The parenthesized main armament fire value for those AFVs so equipped is treated as a coaxial MG aside from its special Spraying Fire, range, and lack of penetration qualities. The fire of the main armament equivalent and any additional MG factors (including co-axial) must still be resolved separately. 11.7.6 64.45  REAR TURRET MGs  are identified on the counter by the designation x2 in smaller type following or beneath the co-axial MG factor. Rear turret MG factors have a range of 8 hexes but may not be used in an Overrun situation or in any Fire Phase in which the AFVs main armament fires. 11.7.7 64.46  USAGE RESTRICTIONS  - The different MG factors of an AFV may be used to attack the same or a different target hex, but if they do attack the same target hex, they must be combined and resolved with

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