| | Indirect Fire TEM is listed following "/" only if different
from Direct Fire TEM |
| # | Whole hex affects LOS {Inherent Terrain. B.6} |
| $ | Stacking limit two if no road; G2.2 & G3.1 |
| ## | Except as specified otherwise in rules, treat as the terrain type indicated
by the symbol. |
| @ | APh entry NA |
| a | Tankette/Carrier entry NA; G2.21 & G3.1 |
| B | Requires Bog DR to enter/change-VCA-within unless on road or track. |
| BB | Requires BOG DR to exit via non-depression hexside |
| b | Requires Sand Bog DR to enter/change-VCA within (even if Scrub is present)
unless on Road or Track. |
| bb | May require Sand Bog DR if Accessible to Sand; F7.31 |
| C | Cavalry may not Charge/Gallop in Jungle/Bamboo (even along path; G.4)
[EXC: Gallop allowed along road], IN Irrigated Paddy (G8.12), along Paddy
Bank (G8.2112), or onto/off-of non-hidden Panjis (G9.422) |
| c | COT IN Paddy (plus cost to cross Bank if applicable) |
| © | Not cumulative with +/- TEM in same hex |
| COT | Cost of Terrain; B.2 |
| D | All MP penalties for entering hex that contains wreck/vehicle, or for
changing VCA, are doubled. |
| d | Special rules for Detection apply; see G.4. +2 Recovery drm can apply;
see G.5. Ambush terrain (+1 ATTACKER drm); see G.6. |
| DOT | Dependent on other terrain in hex. |
| E | Concealment Terrain only for Infantry/Fortifications/Emplaced-Guns; G8.13;
F2.3 |
| e | Eliminated (and Rider must Bail out) if entering onto Panji counter across
its covered hexside [EXC: Cavalry expending 11 MF and not Galloping/Charging];
G9.422 |
| F | -1 FFMO can apply if no HA |
| f | +2 DRM for Entrenching Attempt on Desert Board (F.1) unless Sand is present;
F.1B |
| G | Chap. B costs if on a Board 25 hill hex; F.2A |
| g | Set up and revealed as if at night; see G.2 |
| gg | Pillbox/trench/sangar NA; foxhole TEM halved if sand is Soft |
| H | Add 4 MP for each full level higher elevation entered [EXC: via road add
2 MP] |
| h | MF cost of each full level higher elevation is doubled [EXC: changing
levels within a building costs 1 MF] |
| hh | 1MP +COT if leaving deir hex via Lip hexside; otherwise, cost is COT (usually
OG) |
| I | Hammada Immobilization DR required unless on road or track; F3.31 |
| i | May require Hammada Immobilization DR if Accessible to Hammada; F3.31 |
| ii | Immobilized if entering onto Panji counter across its covered hexside,
unless it is a full-tracked AFV/dozer (G9.42); VCA NA on Panji counter (G9.52) |
| J | Sidecar NA |
| j | Manhandling NA (G3.2 [EXC: via path]; G8.12 [EXC: boat]; G8.21 [EXC: cycle];
G9.5) |
| K | Commandos only; others NA (G13.61) |
| k | Concealment Terrain only for Infantry/Emplaced-Guns; G5.51 |
| L | 1 MP/MF+COT if entering a higher elevation; otherwise, cost is COT (usually
OG) |
| M | Requires Minimum Move, Low Crawl or Advance vs. Difficult Terrain; G3.2 |
| m | Mortar fire NA from, and Bypass NA in. this terrain; G2.212, G2.24, G3.1 |
| n | FG restrictions apply; see G.3 |
| P | May be Pushed |
| Pv | If Paved |
| p | Or per path cost if crossing path hexside (for Bamboo, see also G3.2) |
| q | Vs target IN Paddy. Reduce TEM by 1 vs. LOF from higher elevation/across
non-bank hexside of target Location; G8.3 |
| R | Or per road cost if crossing road/runway hexside |
| r | Road cost instead if through Road/Runway, or Track cost if through Track,
hexside |
| S | Most ordnance/OBA FP halved on IFT if Sand is present; F7.4 |
| s | Straying may be possible even in daytime; G2.22 & G3.21 |
| T | If crossing Track hexside, reduce total MF/MP cost by 1 (to minimum of
1) before adding any Weather/Towing/Convoy/SMOKE Dust cost; F9.1 |
| t | Or per Train Break cost if crossing TB hexside (for Bamboo, see also G3.2) |
| U | Swamping possible if in Heavy Surf; G13.441 |
| u | COT=one land MP if Waterproofed or two if not (G13.422); Swamping possible
if non-Waterproofed (G13.4222) or in Heavy Surf (G13.441) |
| v | 0+COT for Inf/Cav entering Beach hex, or for any unit crossing Breached
low seawall; G13.621 |
| W | As per Chapter B Terrain Chart for wall/hedge |
| w | HA can apply to unit on pier only vs. adjacent, in-LOS unit in water/Beach
Location; G13.72. |
| X | Requires Wreck Check dr |
| x | Entry NA from beneath same (or to beneath stone) Pier counter; Manhandling
(and Horse) entry onto Pier counter NA from water/Beach Location (G13.73) |
| Y | Crossable only via Minimum Move, Low Crawl, or Advance vs. Difficult Terrain |
| Z | Or may use half of MP allotment at greater Bog risk. |