A squad in the same hex as an entrenchment may spend 1 movement point to enter the entrenchment. Likewise, a squad already in an entrenchment must spend 1 movement point to leave the entrenchment. When a squad enters an entrenchment, simply place the squad on top of the entrenchment marker. An entrenchment can only hold one squad. Vehicles may not enter an entrenchment.
A squad in an entrenchment gains +2 cover in addition to any cover provided by the terrain of the hex.
There may be a maximum of three entrenchment/pillbox markers in one hex.
Exiting an entrenchment may trigger enemy Op Fire.
Entrenchments may not be built in hexes containing stream, pond, or building terrain.