10. AMMO VEHICLES

10.1 AMMO VEHlCLES: If a vehicle has a B (D3.71), a SSR may specify that it receives an Ammo Vehicle, in which case the following rules apply. See Clarification.

10.11 SELECTION: If the SSR does not specify a particular (type of) vehicle to be used as the Ammo Vehicle, any having ≥ 15 PP Passenger capacity (or ≥ 20 PP if the armament with the B is ≥ 100 mm) is used. See Clarification. The DYO cost of an Ammo Vehicle is double that vehicle's normal BPV.

10.12 AMMO PORTAGE: An Ammo Vehicle is signified by the placement of an Ammo Supply counter on it. The Ammo Supply counter reduces the usable Passenger capacity of its vehicle to zero PP, and may not be removed from it unless Immobile (10.4) or Depleted (10.3).

10.2 BENEFIT: If the correct Ammo vehicle is in an Accessible Location to (or in the same Location as) the proper CE armed vehicle when it fires, its B is treated as a normal B12. One Ammo Vehicle can be used to supply no more than two identically (in terms of Gun Caliber Size and Barrel Length) armed vehicles at any one time - assuming that the Ammo Vehicle has an Accessible/same-Location status to both. See Clarification.

10.21 RESTRICTIONS: Once an Ammo Vehicle's B# benefit is used for Prep Fire, it may not expend MP in the subsequent MPh. (Mark it with a Prep Fire counter to indicate such.) An Ammo Vehicle's B# benefit cannot be used in Bounding (First) Fire, but it can otherwise be used in the AFPh provided 10.2 is adhered to.

10.3 REPLENISHMENT: When a vehicle with a B suffers Low Ammo Depletion (D3.71), its ammo supply can be Replenished after it and its Ammo Vehicle have been TI in the same or Accessible Location(s) for a number of complete Game Turns (i.e., two Player Turns, RPh to CCPh inclusive) as per the Ammo Replenishment Table, which is reproduced on the back of each Ammo counter:

B# of Complete Game Turns to Replenish
≤ 91
102
113

The armed vehicle must remain CE during Replenishment. The TI counter is removed (and the armed vehicle may function normally) when the Replenishment period has been successfully completed, or if for any reason the vehicle crew loses CE status, or either/both vehicles expend MP, fire any weapon(s), or are attacked in CC. [EXC: If the Tl counter is removed prior to the completion of Replenishment, that Game Turn does not count toward Replenishment and the armed vehicle must use its B if it fires that weapon.] One Ammo Vehicle can Replenish up to two identically armed (10.2) vehicles simultaneously. Upon the successful completion of each vehicle's Replenishment period, the Ammo Vehicle must make an Ammunition DR. If it rolls an Original 12, the Ammo Vehicle has run out of ammunition, the Ammo Supply counter is removed, and the vehicle assumes its normal portage capabilities.

10.31 SPECIAL AMMO: All Ammo Types depleted due to normal Depletion (C8.9) are Replenished by an Ammo Vehicle but only B vehicles with Low Ammo status can be Replenished.

10.4 IMMOBILIZATION/LOSS: An unarmored Ammo Vehicle that becomes Immobilized is not flipped over to its Wreck side; it is instead marked with an Immobilized counter so it can continue to function in its Ammo Supply role. An Ammo Vehicle can offload to form an Ammo Dump in the same Location, or an Immobile Ammo Vehicle can transfer its ammo to another Accessible/same-Location vehicle (that qualifies as per 10.11) by using the Replenishment procedure for four Game Turns (10.3). When the Tl counter is removed at the end of the CCPh, the Ammo Supply counter is placed in the other vehicle or Location (which then becomes the new Ammo Vehicle - or Ammo Dump; 10.6), and the original vehicle is flipped to its Wreck side if Immobilized. A vehicle cannot expend MP during the turn in which it becomes (or ceases to be) an Ammo Vehicle.

10.5 BURNING WRECK: If an Ammo Vehicle becomes a Burning Wreck (or would become one if it had a Wreck mode) it immediately explodes (removing its own wreck) as if it were a detonated Goliath [EXC: it has no designated target and no X#]; see German Vehicle Note 93.

10.6 AMMO DUMP: A SSR or DYO purchase of 25 points (purchased and recorded with "Fortifications" can create an immobile Ammo Dump in the form of an Ammo Supply counter. All rules pertaining to Ammo vehicles apply to the Ammo counter as a stationary Location.