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Hooking Up Guns: C10.11 [CMD DR: S16.35] [Towing on Narrow Street: B31.124]
C10.11 HOOKING UP: A Stopped vehicle not in Bypass may hook up a Gun (if the vehicle's T# ≤ the Gun's M#) by spending half (FRU) of its MP/MF allotment [EXC: if the Gun's M# is circled (e.g. M(6), the vehicle must expend two-thirds (FRU) of its MP/MF allotment] in that Gun's hex (in addition to any required MP/MF cost to enter the hex), provided a crew (as per 10.111) is on foot in that hex. This expenditure does not itself qualify that vehicle as a moving target, but does allow Defensive First Fire opportunities against it (that Gun shares its target status and is destroyed or missed depending on the fate of the vehicle). That Gun is then placed on top of that vehicle to indicate that it is in tow. Neither that Gun, its crew, nor that vehicle/its PRC can fire during that PFPh/MPh and all are TI for the rest of that Player Turn. That crew may also load into that towing vehicle at no extra MP/MF cost as it hooks up that Gun, but if it expends > half its MF allotment in pushing/entering that Gun's hex, that Gun cannot then be hooked up by that unit in that MPh. A non-QSU Gun (10.23) must first be limbered (10.21) before it can be hooked up. See 10.31 for pushing and hooking up a Gun in the same MPh.