I just re-read the 'Structure' section (beginning at the top of the second column on page 28 and running through page 30) carefully. Doing so reveals:
Q1: All Buildings are Structures, but not all Structures are Buildings**. This is like how all Squares are Rectangles but not all Rectangles are Squares.
Trenches and Infantry Bunkers are not, technically, Buildings*. They are still Structures, just not Buildings. Thus they do partially benefit from the 'Protection' characteristic in that they provide a to-hit modifier to things inside. However, as they are not Buildings, they do not give a CAF bonus and are not automatically hit by template weapons. Also, it does not cost 5cm of movement to enter or leave a Trench or Infantry Bunker. The chart in the lower left of page 30 clears up a lot of movement questions.
*This is because Trenches, Infantry Bunkers, and Buildings are each separate sub-types of Structures. Buildings have three sub-types in Light, Standard, and Fortifications. It could be argued that perhaps an Infantry Bunker should be a sub-type of Building, but at the present time it is not.**
**Then again, perhaps they are. The chart at the top of the right column on page 30 has all Structures listed with a 'Construction' factor that are based on the sub-types of buildings. Thus one could argue that by that chart, all Structures are sub-types of Building, even though Building is a sub-type of Structure. Yay for recursive loops. In other words, everything I said in the two paragraphs above could be wrong. Or not. My brain hurts now.
Q2. Well, no. I consider a 'Wire Barricade' to be a series of chain-link fence, tightly woven together with a few gaps that the stands within may fire from. Somewhat like the chain-link fences in common use in the modern day, but thicker and tougher. 'Ravorwire' would be coils of 'barbed wire' loosely hung on posts, staked down, or just sitting there. Each type also describes a few other possibilities that you can use if you don't like this distinction.
Q3. There are two basic times that a Structure may collapse, and one 'advanced' one. _ 1: When it fails an Armor Save AND _ _ A: has accumulated a number of SI equal to it's maximum by category. _ _ B: was hit by a weapon with the "Destroys Buildings" ability. _ 2: During the End Phase, all Structures with at least 1 SI point against them that have not yet collapsed roll 1d6 and will collapse at that point if the roll is equal to or less than the number of SI points on it. _ 3: When hit by a template weapon, make a roll as done during the End Phase. Note that this is NOT an Armor Save. It is a 1d6 roll against the number of SI currently against that specific Structure at that moment. [Note that this is my specific interpretation based on the wording found for templates under 'Protection' and 'Structural Integrity' categories, specifically the use of "falls down" rather than Armor Save. I could be wrong.]
Q4. It is the maximum number of SI that can be accumulated by that type of Structure/Building before it falls down on it's own. At least, that's how I interpret it.
Q5. Weapons with the 'Destroys Buildings' ability do not add a SI point if the Structure/Building fails it's Armor Save, but instead make it fall down immediately. Note that the Structure/Building does still get it's Armor Save.
_________________ Net Epic Coordinator
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