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/
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/
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/
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/
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/
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/
6.5 BOMBPROOF:2 A bombproof is a Fortification counter that cannot set up in/
6.51 TEM/