7. Swamp

7.1 Whenever PTO Terrain (G.1) is in effect, each marsh hex that is adjacent to ≥ one jungle hex becomes a swamp hex. Swamp is treated as "non-flooded" (B16.6) marsh except as stated otherwise. The effects of a swamp Location are not altered by the water depth of a stream/river. Swamp is never considered to be a Hindrance or Open Ground, or river or mudflat terrain.

7.2 LOS/TEM: Swamp is always a two-level obstacle with a +1 TEM [EXC: vs Air Bursts (and Bombardment) its TEM is -1]. In addition, a DC or ordnance-HE attack [EXC: mortar; HE Equivalency; an attack that used the Vehicle Target Type] vs an unarmored target in a swamp Location is halved on the IFT.

7.21 SIGHTING TC: Like woods, swamp provides a +3 DRM vs a Sighting TC (E7.3).

7.3 ENTRY: Swamp may be entered by amphibious vehicles as per B16.42, and by boats as if the swamp were a Water Obstacle (E5.3). When a boat is sunk in a swamp, E5.53 comes into effect as if the swamp were shallow; the surviving Passengers (if any) become Infantry (but not Fording Infantry; E5.32).

7.31 BOG: Each non-swamp/marsh/Water-Obstacle hex that is Accessible to a swamp hex, and whose Base Level is ≤ that swamp hex's Base Level, is a Bog hex vs a vehicle that is not on a road. A thusly Accessible stream hex would be a Bog hex due to swamp only if the stream is dry; if not dry, B20.46 would apply for Bog purposes.

7.32 AERIAL: All parachutes landing in swamp are treated as per 2.213 as if landing in dense jungle. A glider landing in swamp receives a +4 Crash drm (i.e., +1 for landing in "marsh" and +3 for landing in "woods"; E8.23).

7.4 MISCELLANEOUS: Special rules for FG apply in swamp; see G.3.