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/
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/
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/
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.