Terrain Effects Table

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Terrain TypeDamages To:InfantryMarine
Infantry
Ground-effect
units
Light tracked
units
Heavy
tanks
Superheavy
Tanks
OgresWheeled
units
CM
Detonation
ClearD/X: Road/RR CutNE/0
Crater NE/0
TownD: Damaged Town
X: Rubble
1-3(X),4(4-1),
5(2-1),6(1-1)/+2
ForestD: Damaged Forest
X: Rubble
1-3(X),4(4-1),
5(2-1),6(1-1)/+1
SwampD/X: Road/RR CutNE/+1
Water  NE/(+2)
Damaged TownD/X: Rubble1-3(X),4(4-1),
5(2-1),6(1-1)/+2
Damaged ForestD/X: Rubble1-3(X),4(4-1),
5(2-1),6(1-1)/+1
Rubble NE/(+1)
BeachD/X: Road/RR CutNE/0
Ridge hexside     NE/NE
Stream hexside      NE/NE
Road or Bridge 1(2-1),2(1-2)/0
Railroad      1(2-1),2(1-2)/0

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Key
Terrain types
Hexside terrain (no icons means that this hexside doesn't impact the unit type)
Roads and railroads (no icons means that this hexside doesn't impact the unit type)
Costs 1 MP to enter
Costs 2 MP to enter
Costs 4 MP to enter
Costs 1 additional MP to cross
Qualifies for road bonus
Chance of being disabled on entry
Chance of being stuck on entry
End move for the turn upon entering
Must wait for the next movement phase before entering/exiting (water) or crossing (streams)
GEVs do not have to wait to transition to/from water using this terrain
Cannot enter/cross
Double defense
Triple defense
Underwater units can only be attacked by HWZ, MHWZ and Ogre Missiles, all at half strength
Cannot attack when in this terrain
CM EffectsEffect on terrain/Effect of terrain on units. Effect on terrain is Range(Attack), where Range is the number of hexes from detonation and Attack is the odds to roll (or X). Effect of terrain on units is the modifier applied to the unit's range (parentheses indicate special cases: water is for underwater units only, and rubble is for INF only). NE indicates no effect.