7.1 DESCRIPTION: Any non-factory building containing Roofless Building artwork (EX: buildings P33, Q33, Q34, R33, R34 and S34) is a Gutted Building, representing a building that was burnt-out in previous fighting. Gutted Buildings are created during the Refit Phase of a CG or by SSR; they are never created during play. Rules for Gutted Factories are handled as per O5.5.
7.2 ROOFLESS: Gutted Buildings are Roofless buildings but retain their original obstacle height (i.e., 1, 1.5 or 2.5 level [EXC: if rubbled]). All Roofless Factory hex rules (O5.4) apply in the uppermost existing location [EXC: unless Rubbled] of each hex of the building except as amended below. All non-rooftop Locations of a Gutted Building still exist normally.
7.3 TEM/
7.4 ENTRY: The cost for Infantry to enter a non-factory building Location is increased by 1 MF if it is gutted. AFV entry of a Gutted Building is handled per normal building entry rules (B23.4-23.41).
7.5 KINDLING: A Gutted Building Location may never catch fire in any way (i.e. it is not Burnable Terrain) [EXC: if rubbled].
7.6 AERIAL: The Sighting TC DRM vs a unit in a Roofless Location of a Gutted Building is a +2; vs a unit in a non-Roofless Location of the building the DRM is a +3. Aerial fire vs a unit in a Roofless Location of a Gutted Building receives a +2 TEM, even if fortified; the TEM is +3 (+4 if fortified) vs a non-Roofless Location.
7.7 INDIRECT FIRE: Indirect Fire vs a Roofless Location of a Gutted Building receives a +2 TEM (even if fortified). Indirect Fire (including non-SW mortars in upper-level Locations) is allowed from a Roofless location of a Gutted Building (but AA fire vs Aerial units is not). Indirect Fire vs a unit in a non-Roofless Location of a Gutted Building receives a +1 DRM for each non-rooftop level of the building above it.