4. BRT PALM TREES

4.1 Palm trees are represented on the BRT map by 2-4 leafy symbols in a hex (EX: hex R10). The rules for palm trees (G4.1) are modified as follows. A palm tree hex is treated as out of season (B14.2) vs aerial LOS/LOF/Sighting-TC. During a Tarawa Naval Bombardment, an affected palm tree hex, including palm-debris-palm (4.23), must take a NMC with a Morale Level of 8 [EXC: Building-Palm, which takes a normal building NMC (4.3)]. Failure of the Naval Bombardment MC (as well as any event during play that would ordinarily result in placement of a Shellhole counter; B2.1 & C1.823) causes debris; place a Palm Debris counter in the hex. Palm tees (including palm-debris) are not burnable terrain.

4.2 PALM DEBRIS: Palm debris (EX: S35) is inherent Terrain (B.6) and Concealment Terrain (A12.12). It has a +1 TEM and is a half-level LOS Hindrance. Palm-Debris provides a +1 DRM vs a Sighting TC (E7.32).

4.21 MF/MP: Infantry must expend one MF +COT (including Sand) to enter a palm debris Location. Only a fully-tracked AFV may enter palm debris and does so by expending ¼ (FRU) of its MP allotment and taking a Bog Check with an additional +1 DRM. Dash (A4.63), road bonus (B3.4), and the ½-MP road rate are NA in a road hex covered by palm debris, except via a TB.

4.22 FORTIFICATIONS: Placement of a Palm Debris counter removes all Entrenchment counters in that hex (although not necessarily their contents) after resolving all attacks against their occupants; otherwise, a Fortification may exist in a palm debris Location unless other terrain/Fortification(s) therein prohibit it Palm debris may be Cleared as if the Location were Fallen rubble (B24.71).

4.23 PALM-DEBRIS-PALM: Some hexes contain palm debris with both the palm and debris depictions (EX: hex J12). A palm-debris-palm hex is a full-level LOS Hindrance. Placement of a Palm Debris counter in such a hex changes it to a normal palm debris hex.

4.3 BUILDING-PALM: A hex containing both building and palm tree depictions is a Building-Palm hex (EX: hex Q1O).

4.31 In Building-Palm hexes, the terrain effects of both terrain types are cumulative as per B.1. That is, the entry COT (prior to any further modification) for Infantry is 3 MF and that for vehicles is 1 MP plus normal building COT.

4.32 Units may bypass the building obstacle (unless otherwise prohibited; A4.3, D2.3-.31) by moving through the palm tree portion of the Building-Palm hex and in such case would be treated as if moving through a Palm location (4.1).

4.33 A LOS through a Building-Palm hex (i.e., a LOS dig is not blocked by the building) is subject to the normal palm tree LOS rules.

4.34 The TEM of a Building-Palm hex is +2 or +3 according to the type of building (wooden - stone).

4.35 The Kindling Number of a Building-Palm hex is that of the building.