7.1 Towers represent tall, narrow building-like structures that contain an upper level Location with no ground level Tower Location (although the hex contains a Location at ground level), and are represented on the BRT map by an obviously square, single-hex brown structure containing a large white center dot (EX: F7, P9 and L49).3 A Tower (but not the ground level Location of its hex) is treated as a wooden building unless otherwise stated.
7.2 A BRT Tower is a 2½ Level LOS hindrance. Each Tower contains only a single Tower location at level 2. All Towers are subject to a -2 drm on any Rubble Creation dr (B24.11), and any result that would cause placement of rubble instead causes it to Collapse, eliminating all units in the Tower Location (see 7.41) Place a Collapsed counter (G5.5) on such a tower, after which G5.51 applies. Every unit occupying the ground level Location of a Tower when it Collapses is subject to the appropriate G5.5 PTC.
7.21 STACKING: The stacking capacity of a Tower hex's ground level Location is unaffected by the presence of the Tower. A Tower Location has a normal stacking limit (A5.1) of one HS-equivalent and 5PP. Towers have no Rooftop Locations and may never be Fortified.
7.3 TEM: A unit at the ground-level Location of a Tower hex is considered to be occupying the other terrain in that hex and so uses the TEM of that other terrain. A Tower Location has a TEM of 0, although units therein are eligible for the +1 Height Advantage TEM. Units entering a Tower hex location are not subject to FFMO, even if fired on from the same or higher elevation.
7.4 MOVEMENT & TEM: The ground-level Location of a BRT Tower is Soft Sand (3.). A Gun may neither set up in nor enter, nor may a dm Gun be assembled in, a Tower hex/
7.41 Vehicles must use VBM to enter a Tower hex. Fully-Tracked, BU, CT, AFV may also enter the Tower obstacle as per B23.41 [EXC: a Tower has no cellar and adds an extra -1 drm to the colored dr of the AFV's Bog Check as though the tower was a single-story building, but see 7.2 if the AFV rolls a final colored dr ≤ 0.]
7.42 Infantry may move to/
7.43 Infantry moving to/
7.5 CONCEALMENT: The other terrain in a Tower hex determines whether or not the ground-level Location of the hex is Concealment Terrain. A Tower Location is treated like a building Rooftop (O.5; B23.82) for HIP/
7.6 ROUT: A Tower hex/
7.7 The ground-level Location of a Tower hex is not considered a building Location for Victory purposes, but the Tower Location is.
7.8 Towers have a Morale Level of 7 for Bombardment (C1.8) purposes. A Japanese unit in a Tower may act as a Spotter (C9.3) for any mortar, 120L AA, 140L ART, or 8-in. Gun that is within three hexes of it as if such weapon was an adjacent mortar [EXC: the minimum range for any non-mortar, non-Type 92 Inf Gun (including the 8-in. Guns) is 7 hexes for Spotted Fire]. Otherwise, normal minimum ranges apply. Spotted fire is treated as Indirect Fire.