2.1 GUNS/
2.2 COUNTERS: Illustrated above are sample counters for the six non-vehicular Gun categories in ASL. The reverse of each counter illustrates either its malfunctioned side with applicable repair (R) and removal (X) numbers, or its Limbered status if applicable.
2.21 GUN CALIBER SIZE: This number is the weapon caliber (in mm) of the Gun - and of certain other ordnance types such as light mortars and some ATR. An overscored Caliber Size indicates that the weapon cannot fire AP ammunition. An underscored Caliber Size means it cannot fire HE ammunition. A Caliber Size that is neither underscored nor overscored means it can fire both AP and HE. In the absence of a declaration to the contrary, it is otherwise always assumed to be firing HE vs unarmored targets or AP vs armored targets, provided that ammunition type is available, is not Special Ammunition (i.e., has no Depletion #; 8.8), and is allowed on the applicable Target Type of the To Hit Table. An "*", "L", or "LL" suffix means that certain To Hit modifiers are used at various ranges, due to varying muzzle velocities or inherent accuracy, and also serve to change the To Kill capabilities of these Guns/
EX: A limbered FlaK 30 must secure a hit without benefit of the "L" modifier, but, if it hits, uses the 20L column to resolve the effect of an AP hit.
2.22 GUN TYPE: This abbreviation indicates the general type of Gun: MTR = Mortar, AT = Anti-Tank Gun, INF = Infantry Howitzer, ART = Artillery, RCL = Recoilless Rifle, AA = Anti-Aircraft. This type of description is based on the actual terminology of such weapons. However, troops in the field very often used their weapons in ad hoc roles, so these names should not be taken literally. A player is free to use any Gun as an anti-tank weapon or an AT Gun vs Infantry targets, etc.
2.23 FACING: The depicted gun barrel of a Gun must be pointing toward a hexspine to define its current CA; see 3.2.
2.24 RATE OF FIRE (ROF): A Gun normally fires once per Player Turn (aside from its possible use of Sustained or Intensive Fire; 2.29, 5.6-.64). However, a number encased in a square on the counter indicates a Multiple ROF equal to that number, thus conceivably allowing it (and certain ordnance SW such as light mortar sand some ATR, as well as MG making TH DR) to fire many times during a Player Turn.6 If the Original colored dr of its TH (or IFE IFT) DR is ≤ its ROF, that weapon may fire again during that Player Turn unless otherwise prohibited. However, during Defensive First Fire the number and rapidity of its shots are MF/
2.2401 GUN DUELS: Vs a non-concealed, non-Aerial DEFENDER's declared Defensive First Fire attack on it, a vehicle may attempt to Bounding First Fire (D3.3) its MA (/other-FP, including Passenger FP/
EX: A CE PSW 234/
2.241 FIRST/
2.25 RANGE LIMIT: Most Gun counters do not list a range limit because their range is far greater than that encountered in a normal scenario. For use in large DYO scenarios, however, maximum ranges are given in each nationality's Ordnance Listing. A number in brackets ("[#]") on a Gun (or light mortar, etc.) counter is that weapon's maximum range in hexes. If two numbers ("[#-#]") appear, the first is its minimum range, the second its maximum. See also 3.52.
2.26 SPECIAL AMMO: Some Guns and certain ordnance SW can fire other ammunition types besides AP/
2.27 MANHANDLING NUMBER (M#): Each non-vehicular Gun has a Manhandling Number on its counter in the form "M#", which is used to determine its Towing (10.1) and Pushing (10.3) capabilities.
2.271 GUN TARGET SIZE: The color of the M# indicates the Gun's Target Size (6.7). If the M# is printed on a white circular background, the Gun is a Small Target and a +1 To Hit DRM applies when firing at that Gun. If the M# is printed in red, the Gun is a Large Target and a -1 To Hit DRM applies when firing at that Gun.
2.28 BREAKDOWN: All Guns have an inherent B# of 12 if not listed on the counter. In cases where malfunction was more frequent, a lower B# is printed on the counter. All normal malfunction and repair provisions apply (A9.7). If a non-vehicular Gun permanently malfunctions it is immediately removed from play.
2.29 INFANTRY FIREPOWER EQUIVALENT (IFE): This is a special option afforded certain Guns with a high ROF. Any number appearing in parentheses is that Gun's IFE, which is used directly on the IFT in lieu of using the normal TH procedure. A Gun using IFE has its Multiple ROF reduced by one for that shot (cumulative with all other ROF reductions). IFE may neither establish a Fire Lane nor attack an AFV on the AP TK Table, must pay TH Case A DRM as IFT DRM when changing CA to fire (D3.52), may not make a Snap Shot (A8.15), is not subject to Cowering (A7.9), may not form/
2.3 360° MOUNT: A 360° Mount is the non-vehicular equivalent of a turreted vehicle, and is indicated on the counter by a large white circle around the Gun depiction. When assessing TH DRM for changing a Gun's CA (5.11), a 360° Mount Gun is treated as a T weapon type; all other Guns not listed otherwise are treated as NT types. Some T types are further classified into various sub-groups (D1.3).
2.4 MOVEMENT/
2.5 CONDITIONAL ROF: The multiple ROF of a non-vehicular NT Gun [EXC: 76-82mm mortar] is lowered by one for its next shot in the current phase if it changes its CA for that shot. If that Gun has no Multiple ROF to lower, it is instead covered with an Intensive Fire counter (5.6) after that shot (even if it did not use Intensive Fire), thus indicating that it cannot use Intensive Fire for the duration of the current Player Turn [EXC: OVR Prevention; 5.64].
EX: A 50L AT Gun with a 3 ROF changes its CA in order to fire, reducing its ROF to 2. If it rolls a 1 or 2 on the colored dr of its To Hit DR it may attack again in this fire phase, and for this next attack its ROF will be 3 again unless it once again changes its CA.
2.6 GUN DEPRESSION/
2.7 PROHIBITED HEXES: A Gun cannot occupy an upper building level [EXC: Fortified Buildings and mortars on Rooftops], nor can it occupy a Water Obstacle, crag [EXC: mortars; B17.4], or marsh unless dm and possessed or in/
2.8 FIRE & MOVEMENT: A Gun can fire during the same Player Turn after it has entered a new Location only if it is vehicular-mounted. See A4.41 for stationary Guns and moving crews.
2.9 If an item on the front of a Gun or vehicle counter has a small "★" next to it, the player should check the back of that counter where he will find (usually in abbreviated form) some special characteristic of that item. Similarly, a small "*" on the counter also indicates some characteristic of the item next to it, but in this case the appropriate Vehicle or Gun Listing Note in Chapter H must be consulted (such an * on a counter corresponds to a "†" (dagger) in the Listing Notes). Do not confuse these "Notice" stars/