4. RAIL CARS6

4.1 TERRAIN: Any hex containing ≥ 1 Rail Car depiction (EX: hex E14, D15) is a Rail Car hex. Each Rail Car depiction is a 1 Level LOS Obstacle [EXC: if Wrecked (4.7) or Gutted (4.8)]. A Rail Car hex has a +2 TEM and is Concealment Terrain (A12.12). Rail Car hexes may be Kindled [EXC: if Gutted] and have Kindling/Spread numbers of 8/9 respectively. Rail Car hexes are considered directly attached (B25.62) if one or more Rail Car depictions straddles the adjoining hexside (for an example see the 4.2 illustration).

4.2 MOVEMENT: Infantry may enter a Rail Car hex at a cost of 2 MF [EXC: if Wrecked]. Infantry may also use Bypass Movement (A4.3) to enter a Rail Car hex as if it were a building [EXC: if Wrecked or Gutted]. Vehicles may only enter a Rail Car hex using Vehicular Bypass Movement (D2.3) as if entering a building hex [EXC: if Wrecked or Gutted] (see the 4.2 illustration).

EX: Note that hexes D29-D30 and D30-D31 are directly attached for purposes of Spreading Fire (B25.6-25.62) as the hexside common to each has one or more Rail Car depiction(s) straddling it. Bypass movement would not be allowed along hexsides D29-D30 and D30-D31 due to the Rail Car depiction(s) straddling the hexside. Bypass Movement would be possible in hex D29 along the D29-D28 hexside and also in hex D31 along the D31-D32 hexside. Bypass movement would be allowed in hex D30 along the C30 and C31 hexsides, but not along the E30 or E31 hexsides.

4.3 GUNS/FORTIFICATIONS: The only Guns allowed in a Rail Car hex are Small Target Size Guns, AT/INF Guns that are not Large Targets, and Mortars [EXC: if Wrecked or Gutted]. Guns may setup Emplaced in a Rail Car hex. The types of Fortifications allowed in a Rail Car hex are the same as those allowed in a GLRR hex (B32.11) [EXC: if Wrecked or Gutted].

4.4 RUBBLE: Stone Rubble falling (B24.12) into any Rail Car hex turns it into a Stone Rubble (not Rail Car) hex.

4.5 AMBUSH: Rail Car hexes are treated as buildings for Ambush/Street Fighting purposes.

4.6 AERIAL: There is a +2 DRM to a Sighting TC vs a unit in [EXC: DRM does not apply if in Bypass] a Rail Car hex [EXC: if Wrecked or Gutted].

4.7 WRECKED RAIL CAR: Any HE attack of ≥ 70mm against a Rail Car hex in which the original IFT DR results in a KIA can possibly cause the Rail Car hex to become Wrecked. Before resolving the HE attack against any affected occupants make a subsequent dr; if the result is ≤ the KIA# of the original DR, the Rail Car hex is Wrecked, and all occupying Infantry/Guns/SW/Unarmored Vehicles are eliminated; any occupying AFV that is currently Moving/Motion must undergo an immediate Bog Check (D8.2). A Rail Car hex may also become Wrecked by failing a Bombardment Morale Check (C1.822); a Rail Car hex has a Morale of 9 for Bombardment purposes.

4.71 TERRAIN: A Wrecked Rail Car hex is identified by either printed artwork (i.e.- any hex containing a combination of Rail Car depictions, wooden rubble and shellholes; (EX: hexes D13, D14) or by placement of a Wooden Rubble counter. All rules pertaining to Wooden Rubble (B24) apply to a Wrecked Rail Car hex [EXC: During the Refit Phase a Wrecked Rail Car marked with a Blaze does not become shellholes as per 12.6102, rather it becomes Gutted per 12.6106].

4.8 GUTTED RAIL CAR: A Rail Car or Wrecked Rail Car hex may become Gutted during the Refit Phase of a CG (12.610-.6106) or is designated as such by SSR; a Rail Car hex may not become Gutted during play.

4.81 TERRAIN: All rules pertaining to Debris (1.) apply to a Gutted Rail Car hex. A Gutted Rail Car hex is identified by placement of a Gutted counter.