4. SUNKEN ROAD Q&A
4.1 Sunken Roads are relatively narrow slits carved out of natural depressions in the ground, and have steeper sides than a gully. A hex such as 14T3 containing a road symbol bordered on two sides by two-tone brown contour lines (with the darker contours on the outside) is a Sunken Road hex.
4.2 A Sunken Road is a -1 level Depression hex; i.e., a unit in it is one level lower than it would be if the Sunken Road were not present. A unit IN a Sunken Road cannot see any other Depression hex unless it can trace a LOS through other Sunken Road hexes clear of the dark brown contour lines of those hexes.
EX: The 4-6-7 IN 14T3 can see only the six adjacent hexes in addition to V4, W5, and R4. R4 can be seen because it is the first ground-level hex in its LOS which is not blocked by a previous ground level depiction.
4.3 Provided a LOS into it exists, a Sunken Road is considered Open Ground for TEM and Interdiction purposes.
4.4 Movement costs across a Sunken Road hexside are identical to those for other roads. Only the entrance costs of a Sunken Road hex through a non-road hexside differ.
4.41 Infantry/
4.42 Vehicles may not enter or leave a Sunken Road hex except across a road hexside. All MP penalties for entering a hex containing a wreck/
EX: It costs a CE tank 4½ MP to enter a wreck hex while on a Sunken Road (1 x 2 [3.42]) x 2 [4.42] + ½ = 4½
4.43 SUNKEN LANE: A Sunken Road can be treated as a Sunken Lane if so designated by SSR. All Sunken Road rules also apply to a Sunken Lane unless specified otherwise. The rules for a Sunken Lane are the same as those for One-Lane Bridges (6.43-.431) except that Wreck Removal (D10.42) does not apply in a Sunken Lane.
4.5 Entrenchments cannot be placed in a Sunken Road hex.