6 BUNKERS & PILLBOXES1

6.1 COMMAND BUNKER: A Command Bunker is a special type of Single-Story Stone Building and is represented on the BRT map as a stone building enclosed by two-toned brown contour lines (with the darker contour lines on the inside) (EX: hex Q38). A Command Bunker is treated as a Fortified Building and the contour lines are part of the building for LOS purposes. All Japanese Personnel units in a Command Bunker hex are considered Fanatic (A10.8) [EXC: such Fanatic status expires immediately at the end of a CG scenario]. A unit entering from outside the Command Bunker hex becomes Fanatic immediately prior to all Defensive First Fire against it. A Japanese unit already Fanatic receives no further benefit. All fire from a Command Bunker is resolved as Area Fire [EXC: from the Rooftop Location (see 6.12) or by a non-Captured Japanese MG]. No Gun or vehicle may enter/set-up-in any Location of a Command Bunker. A Command Bunker is not burnable terrain and has a Morale Level of "12" for Bombardment purposes (C1.8).

6.12 COMMAND BUNKER ROOFTOP: A Command Bunker contains a Rooftop Location (B23.8) at Level 1 with a +2 TEM vs. Direct Fire. A Command Bunker Rooftop Location is Concealment Terrain for setup purposes only. Once the first RPh has been completed, B23.82 comes into effect. A Command Bunker Rooftop Location is not considered a building Location for rout or Victory Condition purposes. Infantry units may directly enter a Rooftop location from an adjacent hex [EXC: across hexside L44-M45 as indicated by the lack of dark contour facing that hexside] at a cost of 4 MF for Marines and 3 MF for Japanese.

6.2 ISLAND COMMAND BUNKER: Hex M45 contains the Island Command Bunker (ICB) which is a Command Bunker with a +5 TEM. FT attacks against this building must add the TEM to the attack unless the FT fires from within the same hex. The ICB may not be destroyed/rubbled in any way (including Bombardment).

6.21 UNDERGROUND: An underground location exists beneath the ICB as if it were a lower level of a building [EXC: this location is NA for building control purposes]. The normal stacking capacity of an ICB underground location is two squad-equivalents. The ICB underground location is accessible (via an inherent stairwell) only from the ground level of the ICB and LOS to/from the ICB underground location is limited to the ground level of the ICB. The ICB underground location has a +4 TEM. Only Infantry/SW may set-up-in/enter the ICB underground location, and their presence therein is indicated by placing them beneath the ICB underground counter. As per 6.32, any trench adjacent to an ICB is considered to connect to the ground level only (i.e. not the ICB underground location); however, a Passage (6.4) can connect to the ICB underground location.

6.3 BRT PILLBOXES: Both HIP and "free" tunnels (G1.632) are NA for pillboxes on Betio.

6.31 1-4-6 PILLBOX: Use cave counters to represent 1-4-6 pillboxes; treat these as pillboxes in all respects.

6.32 BUNKERS: The Japanese player automatically receives one Trench counter or Passage (6.4) for every two OB-given/purchased pillboxes (FRU). These trench counters must be used to create Bunkers (B30.8) and are restricted to setting up in the same setup area as that of the pillbox(es) they come with.

6.33 All trenches are considered to "connect" (as per B30.8) to (but not through) all ADJACENT building Locations. Infantry entering such a building Location need not pay an extra MF to leave the trench in that Location, but must still pay applicable building COT Infantry leaving such a building Location need not pay an extra MF to enter a "connecting" trench. Infantry may not enter such a trench while using Bypass Movement; nor may they use Bypass Movement while in such a trench; nor may they exit such a trench to directly use Bypass Movement. A unit entering/leaving a building Location via a "connecting" trench is not subject to Snap Shots as it does so. A vehicle must pay the appropriate MP-costs/penalty to cross such a trench while using VBM; hence those vehicle types not allowed to cross a trench may not do so while using VBM. Infantry may enter a Fortified Building Location as if that Location were not fortified provided they enter it from a trench that is "connected" to that building Location.

6.4 PASSAGE: A Passage is a Fortification treated as a one-hex Tunnel (B8.6) and is obtained in lieu of a Trench counter. Its entrance/exit must be in a building, Pillbox, Bombproof, or Command Bunker Location. A Passage counter is eliminated when either of its entrance/exit Locations is eliminated or rubbled, or per B8.61.

6.5 BOMBPROOF:2 A bombproof is a Fortification counter that cannot set up in/adjacent to a Beach hex. Except as otherwise stated, a bombproof is treated as a pillbox with normal (A5.) Location stacking limits that does not have a CA.

6.51 TEM/ATTACKS: A bombproof has a +4 TEM and a Morale level of 10 vs. Bombardment (C1.822). All fire from a bombproof is halved as Area Fire [EXC: non-Captured Japanese MG].