37. DEBRIS22

37.1 Debris is represented by a ⅝" counter. Debris is Inherent Terrain (B.6) and Concealment Terrain (A12.12).

37.2 TEM: Debris has a +1 TEM [EXC: 37.63] and is a Half-Level LOS Hindrance through the entire hex (inclusive of non-wall/hedge hexsides).

37.3 MF/MP: Infantry expend 2 MF to enter a debris Location. The only vehicle type that may enter debris is a fully-tracked AFV, which does so by expending ¼ (FRU) of its MP allotment and taking a Bog Check with a +1 DRM. See also 3.43.

EX: An SSR has invoked 37.5. Hexes 20U8 and V9 have both been rubbled, and debris has fallen into all adjacent hexes, including T8 and U9 - both on the bridge and beneath the bridge in the gully Location. An Infantry unit enters V8 at a cost of 2 MF, and a fully-tracked vehicle at a cost of ¼ (FRU) of its MP allotment. The cost for an Infantry unit to move INTO the gully is 4 MF (2 + 2 [COT for debris]). The cost for a fully-tracked vehicle is 2 MP + ¼ (FRU) of MP allotment (COT of debris). Had there been a stream in T8 instead of a gully, the cost for an Infantry unit to move INTO the stream would be 4, 5, or 6 MF depending on the depth of the stream.

37.4 FORTIFICATIONS: A Fortification may exist in a debris Location unless other terrain/Fortification(s) therein prohibit it.

37.5 CREATION: Debris exists only by SSR. The SSR will specify initial placement and/or the ability to be created during play as a by-product of Falling Rubble (24.12). Whenever an upper-level building Location is rubbled by any means, there is a chance that Falling Debris will be generated as a part of the Falling Rubble (24.12) creation DR. A Final colored dr equal to 5 or 6 indicates that Debris will fall into all adjacent lower level Open Ground (1.), Shellholes (2.), Road (3.; 37.61), Sunken Road (4.), Elevated Road (5.), Bridge (6.; 37.63), Runway/WCB (7.; 37.62), Brush (12.), Orchard (14.), Grain (15.), Gully (19.), Stream (20.), RR (32.) [EXC: if they contain Rail Cars; 32.5], and existing Debris (37.641) hexes. The colored dr is modified by +1 for each non-rooftop level of the building hex above the ground level that was rubbled.

EX: See the 37.3 illustration. The highest level that was rubbled in hexes U8 and V9 was Level 1. Hence, debris could for example fall into V8 and T8 since the terrain in those hexes is lower than Level 1. Had the roads in the illustration been Elevated Roads, no debris would fall into the road hexes or onto the bridges but would still fall into the gully Locations. If both rubbled buildings were multi-story (23.23), then debris would fall into the Elevated Road and bridge Locations, since the highest level rubbled would be Level 2.

37.6 TERRAIN: Falling Debris transforms any terrain it falls on into a Debris counter or Debris-WCB (37.62) counter that supersedes the existing terrain unless noted otherwise.

37.61 DEBRIS-ROAD HEXES: A road covered by debris is treated as nonexistent (3.43) [EXC: for Street Fighting (A11.8) purposes; inherent Manhole Locations (8.1) still exist; if Cleared (24.71; 37.7); Roadblock placement (29.1)]. Therefore, Dash (A4.63), road bonus (B3.4) and the ½-MP road rate are NA in a road hex covered by debris except via TB. A Gun may be Emplaced (C11.2) and minefields may be set up using HIP in such a hex.

37.62 DEBRIS-WIDE CITY BOULEVARD HEXES: A Runway/Wide-City-Boulevard-(7.) covered by debris is marked by a ⅝" Debris-Wide City Boulevard counter and is treated as non-existent (3.43) [EXC: if Cleared (24.71; 37.7)]. Therefore, road bonus (B3.4) and the ½-MP road rate are NA in a Runway/Wide-City-Boulevard hex covered by debris except via TB. Dash (A4.63) and Street Fighting (A11.8) are still NA. A Gun may be Emplaced (C11.2) and minefields may be set up using HIP in such a hex.

37.621 TEM: An unarmored unit does not receive the -1 TEM (7.3) in a Debris-Wide City Boulevard hex, unless the unit is using a TB to move.

37.63 DEBRIS-BRIDGE HEXES: Falling Debris covers a Bridge-(6.)/RR Bridge-(32.14) crossing an otherwise eligible hex (37.5), as well as the terrain beneath the bridge. In all cases, the bridge remains intact but with a Debris counter on top, affecting LOS only within the bridge depiction outline or the entire hex of a bridge counter. The +1 Debris TEM/Hindrance is not cumulative with the +1 TEM/Hindrance of the bridge.

37.64 FALLING DEBRIS RESOLUTION: In a hex where Falling Debris is created, the following applies:

Fortifications are unaffected by Falling Debris. The order in which Falling Debris creation is determined as a result of a multi-hex attack (e.g., OBA result) is decided by the attacker.

37.641 MULTIPLE FALLING DEBRIS OCCURRENCES: A unit/SW/Gun occupying a hex that contains existing debris is still subject to the conditions of 37.64 any time further Falling Debris is generated in the hex. There are no other cumulative affects to a hex that is subjected to multiple occurrences of Falling Debris.

37.7 CLEARANCE: Debris may be Cleared as if Fallen Rubble (24.71) by making a successful Clearance (24.7) attempt. A cleared debris Location is marked with a TB counter across any two hexsides of the debris Location of the clearing player's choice. A TB counter reduces movement costs into that Location through the TB hexside to its pre-debris status cost. The TB has no effect on LOS or TEM [EXC: 37.621] of that Location. If every hexside of the debris Location is crossed by a TB, the Debris and the TB counters are removed, and any pre-existing terrain is re-established.

37.8 FLAME/BLAZE: Debris is never considered Burnable Terrain (25.1). Neither a Flame (25.15) nor a Blaze (25.151) may ever spread (25.6) to a debris Location. Debris extinguishes any Blaze/Flame into which it falls.