5.1 Each building on the RB map that has ≥ one road entering it is a Factory. No others are Factories. Normal Factory rules apply to all RB Factories except as amended below.
EX: Building O40 is a Factory due to having a road enter it in hex O41. Building L27 is a Factory due to having roads enter it in hexes M27 and M29.
5.2 VEHICULAR-SIZED ENTRANCE: A non-rubbled RB Factory Location that has a road entering it (EX: hex M29) is considered a Vehicular-Sized Entrance (B23.742; see also 0.4-.4C).
5.3 FACTORY INTERIOR WALLS: A thick black bar covering a hexside (EX: K12-L13) or partial hexside (EX: J13-K13) in the interior of some RB Factories represents a massive interior wall similar to the black-bar hexside of a Rowhouse (B23.71). It is considered to extend from the Base Level of the Location to the underside of the roof (even if the roof itself does not exist).
EX: The Factory Interior Walls of a 1½-level Factory are 1½-level high, even where no roof exists.
5.31 LOS: The black-bar depiction, as well as the hexside itself (inclusive of vertices) lying within the building depiction, represents the Factory Interior Wall and blocks all LOS along/
EX: See the illustration for the second 5.43 example. At Ground level, LOS from K15 to L16 and from L15 to K17 is blocked by the black bar along the L15-K16 hexside. However, ground-level LOS from J18 to K20 does exist since the black bar does not cover the J18-JI9-K19 vertex. See entries for "Squad A", "Squad C" and "Squad F" in the this EX.
5.311 FACTORY NVR: In a Night scenario, a (non-Sewer/
5.32 MOVEMENT: A ground-level unit may move/
EX: See the illustration for the second 5.43 example. Squad J in hex K19 may directly enter J18 only by using bypass along the J18-JI9-K19 vertex or via a Breach in hexside J18-KI9.
5.33 BREACH: A Factory Interior Wall, even if part of a Fortified Building Location, may be Breached by a DC as per B23.711, or by any AFV using the mechanics of B9.541. Q&A
5.331 EFFECTS: Once a Factory Interior Wall hexside has been Breached, that hexside's effects remain unchanged except as follows: Q&A
EX: See the illustration for the second 5.43 example. Assume hexside L15-K16 has been Breached. Squad C has LOS through the Breach to hexes K16 only (its LOS to J16 is blocked since it goes outside the Factory building depiction in hen K16). If hexside K17-J17 were also Breached squad C could fire at a unit at ground level (only) in J17 with 8 FP (4 x ½ [unit with a us# ≥ 3 firing Inherent FP through a Breach] + 6 [SW FP through a Breach is not penalized by Area Fire] =8) with a +1 (Factory) TEM and a +3 Factory debris Hindrance.
5.34 RUBBLE: Rubble has no effect on a Factory Interior Wall black bar unless both hexes sharing the hexside are rubbled, in which case the Factory Interior Wall ceases to exist along that hexside.
5.4 ROOFLESS FACTORY HEX: A Roofless Factory Hex (EX: hex S13) represents a portion of the Factory in which the roof has collapsed. It is depicted on the RB map by the presence of a dark gray "floor" covered by debris and, aside from not having a roof, is considered a building in all respects. A unit may never gain Rooftop status in a Roofless Factory Hex. Q&A
5.41 FACTORY DEBRIS: All non-rubbled Roofless Factory Hexes contain debris (1.). Factory debris is not Inherent Terrain (i.e., it exists only within the building depiction), and may not be Cleared. Only building (not Factory debris) TEM applies to a Direct Fire attack whose LOS is not traced entirely within the Factory (see the entry for "Squad J" in the illustration for the second 5.43 example) [EXC: if the firer's LOS enters the target's Roofless Factory Hex within the building depiction (see the first 5.43 example)]. Indirect Fire, and Direct Fire whose LOS is traced entirely within the Factory to a Roofless Factory Hex is subject to both Factory TEM (+1) and Factory debris TEM (+1). Moreover, LOS (and Indirect Fire) that incurs the +1 Factory Hindrance of a Roofless Factory Hex also incurs that hex's +1 debris Hindrance, for a total of +2 per-hex LOS Hindrance (an EXC to the last sentence of A6.7). See the entry for "Squad E" in the illustration for the second 5.43 example.
EX: See the illustration for the second 5.43 example. Squad M has a LOS to the ground level of K20 with no Factory debris Hindrance (since the Factory debris in L19 does not exist outside the building). Squad J if fired on by squad L would receive the +3 Building TEM (i.e. no TEM for Factory debris). Squad H, if fired on by squad C, would receive a +6 DRM (+2 for the Factory and debris Hindrances in L16, +2 for the Factory and debris Hindrances in K17, and +2 for the Factory and debris TEM of K18). If squad H fires its Small Arms at squad C the latter receives a +5 DRM (+2 for the Factory and debris Hindrances in K17 +2 for the Factory and debris Hindrances in L16, and +1 for the Factory TEM of L15). Squad H if fired on by squad D would receive only a +2 DRM (for the Factory and debris TEM of K18).
5.42 MF/
5.43 ROOFTOP LOS: Since it lacks a roof, a unit in a Roofless Factory is more vulnerable to fire from above (and vice-versa). For game purposes, the dark jagged artwork delineating the interior edge of the roof acts like a hill Crest Line (B10.2); however, LOS may be traced directly along such a hexside (even if also an Interior Factory Wall hexside) just as if tracing it along a cliff hexside (B11.2).5 The Rooftop artwork extending into a Roofless Factory Hex never itself blocks LOS. Barring other LOS Obstacles, a unit on or higher than a Factory roof has no LOS into roofed ground-level Factory Locations past the first such Location its LOS enters. See the entries for "Squad D" and "Squad F" the illustration for the second 5.43 example.
EX: A unit on the second level of hex O18 has a LOS to the ground level of Factory hexes O15, O16 and O17 (since all are hexes of a 1 ½-level Factory). If firing at the ground level of O15 it incurs the +1 Factory TEM of that target hex; if firing at O16 it incurs a +2 Factory debris TEM; if firing at O17 it incurs the +3 stone-building TEM. The unit has no LOS to the ground level of O14 since a higher-level unit has a LOS only into the first roofed ground-level Factory Location its LOS enters.
EX: The following serve to further illustrate various LOS possibilities in a partially Roofless Factory.
Squad A has a LOS only to squad C. It has no LOS to squads E and H due to Interior Factory Wall vertex L15-M15-M16. Squad B has a LOS to all other rooftop squads only. It has no LOS to squad O since that unit is ½ level lower than squad B nor to any units in the depicted Roofless Factory Hexes since the interior roof edge acts like a hill Crest Line for LOS purposes. Squad C has a LOS only to squads A, E, G and H. It has no LOS to squad N due to Interior Factory Wall hexside K18-K19. Squad D has a LOS to all other rooftop squads as well as to squads E and H. It can see squad H since the rooftop depiction overlapping into Roofless Factory Hex L16 does not block LOS (5.43). Squad E has a LOS to squads C, D, F, G, H, I and N. It has no LOS to Squad K due to intervening Factory debris Hindrance (5.41). Squad F has a LOS to all other rooftop squads as well as to squads E, G, H and M. Squads G and M are in its LOS since squad F has a LOS into the first roofed ground-level Location of another hex its LOS enters in that Factory. Its LOS to squad H is clear since the viewing unit is at a level ≥ the top of the Interior Factory Wall hexside it is viewing along (5.31). Squad G has a LOS to squads C, E, F, H, I, J, M and N. |
Squad H has a LOS to squads C, D, E, F, G, I and M. Squad I could Spot for squad H's mortar (5.45). Squad I has a LOS to all squads except squads A and C. It has no LOS to squad A as a higher level unit can only see into the first roofed ground-level Location of that Factory its LOS enters. Squad J has a LOS to squads G, I, K, L, M, N and O. Squad J, if fired on by squad L, would receive a +3 building TEM (no debris TEM applies; 5.41) or a +4 applies if squad J's Location were Fortified (B23.9). Squad K has a LOS to squads I, J, L, M, N and O. It has a LOS to squad N since the ground and rooftop levels of a Factory Rooftop Access Point are ADJACENT (O.4B); squad N, if fired on by squad K at PBF would receive the HA +1 TEM (O.4C). Squad L has a LOS only to squads I, J, K, N and O. Squad M has a LOS to squads F, G, H, I, J, K, N and O. If fired on by squad N, squad M's TEM would be +3 since the LOS is not traced entirety within the Factory building depiction (B23.741). Squad N has a LOS to all other rooftop squads as well as to squads E, G, J, K, L, M and O. Squad O has a LOS to squads I, J, K, L, M and N. It has no LOS to rooftop squads H, D, and F as they are ½ level higher than squad O. If Factory L17 were only a 1½-level Factory (i.e., it had no printed stairwell) squad O would then have a LOS to all rooftop squads of the L18 Factory as well as to squads C, E and G. |
5.44 EC & WEATHER: All effects of EC and Weather apply in a Roofless Factory Hex despite the latter's being a building. However, of these effects, only Fog/
5.441 WIND & SMOKE: "No Wind" is always in effect in a Roofless Factory Hex from ground level to that Factory's highest full-level elevation. An Original SMOKE source in a Roofless Factory Hex does Drift if there is a Mild Breeze, but only a ≥ that Factory's full-level height equivalent. Such Drifting SMOKE is placed on a Level counter corresponding to the height of the Factory (e.g., on a Level One counter if Drifting in/
EX: The wind is blowing to the northeast. The Original (level two) smoke source in R12 (in a 1½-level Factory) Drifts into S12 (at rooftop level). Since all Drifting SMOKE from an Original SMOKE source in a Roofless Factory Hex is at > ground level, the squads at ground level in the illustration have unhindered LOS to each other. If squad R were to fire at a rooftop-level unit in S12 the smoke Hindrance would be +4 (+2 for the first-level smoke in T11 and +2 for the rooftop-level smoke in the target hex; A24.8 would not apply since the in-hex smoke is not in the firer's Location). Were the R12 Factory 2½ levels high, level-two smoke in the Factory would not Drift because the 2½-level S12 Factory is higher than the level-two smoke, thereby preventing its Drift. However, if the smoke in R12 was a level-four terrain Blaze (emanating from burning rubble or a Burning Wreck) then the Drifting smoke in S12 would be placed on a Level Two counter.
5.45 INDIRECT FIRE: Indirect Fire is allowed from a Roofless Factory Hex, but AA fire vs Aerial units is not. A rooftop unit with LOS to an adjacent ground-level unit in a Roofless Factory Hex may Spot for that unit (see the entry for "Squad H" in the illustration for the second 5.43 example). Indirect Fire vs a unit in a Roofless Factory Hex - even one that is Fortified - receives a +2 TEM (+1 for Factory and +1 for debris).
5.46 RUBBLE: A Roofless Factory Hex can still be rubbled (see also 5.34).
5.47 AERIAL: The Sighting TC (E7.3) DRM vs a unit in a Roofless Factory Hex is always +2 - not +3. Aerial fire vs a unit in a Roofless Factory Hex - even one that is Fortified - receives a +2 TEM (+1 for Factory and +1 for debris).
5.48 NVR/
5.5 GUTTED FACTORY: A Gutted Factory represents a building that has been burnt-out from previous fighting. Hence such a building is never created during a scenario; it only appears as per SSR or during the RePh of a RB Campaign Game and should be marked by placing a Gutted counter in any hex of that Factory. All exterior and Interior Factory walls still exist normally unless rubbled (5.34).
5.51 KINDLING: A Gutted Factory Location may never catch Fire in any way (i.e., it is not Burnable Terrain) [EXC: if rubbled].
5.52 ROOFLESS: Each hex of a Gutted Factory is a Roofless Factory Hex, but its Obstacle (and Hindrance; O.4A and 1.1) height remains the same [EXC: if rubbled].
5.6 GUNS: All categories (C2.2) of Guns may set up in a RB Factory. A Gun may enter/