BRT SSR: SPECIAL RULES FOR ALL BRT Scenarios and CG Scenarios

BRT1. TERRAIN: All Hinterland hexes on the Blood Reef: Tarawa Map exist at level 0. The Beach slope is slight (G13.21). All bridges are One-lane and wooden, with a current weight limit (B6.42) of 8 tons. Kindling attempts (B25.11) are NA. No fortification may be set up HIP [EXC: Fortified building locations, A-T mines, and Passages (6.4)]. Cellars (B23.41) are NA.

BRT2. EC, WIND, & WEATHER: EC are Moist, with no Wind at start. Weather is Clear.

BRT3. CLOSE COMBAT: Hand-to-Hand CC (J2.31) may be initiated by the Marines. There is a +1 DRM for any attack vs. a Japanese Crew in a pillbox.

BRT4. SEABORNE ASSAULT: Marine forces are conducting a Seaborne Assault (G14.3) during the entire length of any CG and on any Scenario dated 20 November 1943. The effects of G14.32 also apply to Marine units on a pier or exposed reef.

BRT5. HEROES: A Final Heat of Battle DR ≤ 7 results in Hero Generation for Marine units. The Japanese T-H Hero allotment (G1.421) is always 20% and is calculated based only on units on board at the start of a (CG) scenario.

BRT6. GUNS: Bore Sighting is NA for all weapons. No Gun/Vehicle may set up HIP [EXC: Relocated Guns; CG13]. No Japanese ART Gun ≥ 75mm [EXC: Year-38 75* ART] or AA Gun may set up in a building/pillbox.

BRT7. BOOBY TRAPS: Japanese forces always have Level C Booby Trap capability over the entire BRT map (even against wading units).

BRT8. JAPANESE UNITS: Elite and 1st-line Japanese MMC may fire Japanese MMG without the penalties of G1.611.18 The pre-1944 +1 ATMM drm for Japanese T-H Heroes is NA (G1.4231).

BRT9. MARINE UNITS: Marine 7-6-8 squads and their 3-4-8 HS are considered to be Assault Engineers (H1.22), even if designated Scout Snipers by title. Keep a side record of Engineer HS ID to differentiate them from normal 3-4-8 HS. Marine 2-4-8 HS may not recombine. M2 60mm Mortars may not be exchanged for OBA.

BRT10. SHERMANS: Before assigning armor leaders, the Marine player may make a Secret dr, using the H1.42 table (+1 drm) for each M4A2 to determine if it has a functioning Gyrostabilizer. (D11.1). An M4A2 may not enter a Beach hex that contains ≥ 1 broken Marine MMC.

BRT11. LVT: An Eliminated LVT is always worth 1 Casualty VP, and Crew Survival (D6.5) is NA, although Passenger Survival occurs normally. A crew that Abandons its LVT is Eliminated but does not count for CVP. No LVT/LVT-wreck may be scrounged (D10.5). Each LVT's unbroken Passengers may only unload in the same hex in the same MPh. Prior to unloading in an Ocean hex, unbroken Passengers of a mobile LVT must take a G14.232 Passenger TC. The only penalty for failing this NTC is the inability of any Passengers to unload in that MPh. A LVT in a non-Ocean hex is not automatically Recalled upon unloading all Passengers.19 Each LVT that starts its MPh in a non-Ocean hex must take a Passenger TC (using the Inherent Crew's 8 morale if there are no unbroken Passengers) as per G14.232 (Boobytraps are NA for this TC). If that NTC is failed, all unbroken Passengers immediately unload in the current hex and the LVT is immediately Recalled. An unloaded LVT may exit the mapboard by any Ocean hex on the north, west, or east map-edge; during a CG scenario any such exited LVT is Retained off-map for use during the next CG Date.

BRT12. STUN/RECALL: A non-LVT vehicle will not suffer "Recall" for any reason. If a vehicle suffers a result that causes it to be marked with a "+1 Recall" counter or it would be subject to the recall provisions of D3.7, it is not recalled but is instead subject to the following penalties. Such a vehicle must always take a NTC in order to move as if it were Radioless and attempting to move without its platoon. Additionally, the crew must take an Immobilization TC whenever hit by enemy fire as per the first sentence of D5.5. The "+1 Recall" counter will remain on the vehicle (if MA disabled) or on the crew (if it suffered a STUN result) for the remainder of the CG. See RePh 15.6131(d).

BRT13. DISMANTLED SW ELIMINATION: An unpossessed, dismantled SW in a Beach hex is immediately Eliminated.20

BRT14. TUNNELS: No fortified building location may be exchanged for a Tunnel.

BRT15. BURNT OUT WRECKS: A Burnt-Out Wreck cannot be Scrounged, set Ablaze, or removed from play as per D10.4. A Burnt-Out Wreck is a LOS Hindrance exactly like a normal wreck.