G. PTO TERRAIN CHART (rev.)
Terrain Example
(Hex Terrain Type)
LOS Obstacle/Hindrance TEM/Indirect† MF ENTRANCE COST MP ENTRANCE COST Kindle #/
Spread #
Fortifiable Notes
Infantry Cavalry Horse Drawn Motorcycle Armored Car Fully Tracked Halftrack Truck     
2. Light Jungle d 35B4 (Woods) Two-Level +1/-1 2 pRt 4 CpR ALL B*DR NA PR ALL B*DR ALL/Z B*DRt ALL B*DR ALL B*DR 12/12 Yes g §Woods
*If not using road or VBM (or TB if fully tracked)
2.2 Dense Jungle dmn 35B4 (Woods) ■ Two-Level +2/-1 2 pRst$ NA CpR$ NA DR NA PR NA DR ALL/Z a B*DRt NA DR NA DR 12/12 Yes g* §Woods
If not using road/TB; +2 DRM unless dozing
3. Bamboo dmn 35P8 (Brush) ■ One-Level +1*/-1 M jpst$ NA Cp$ NA NA NA ALL/Z a B***DRt NA NA 10/10** No Wire/
Entrench g
§ Dense Jungle *-1 vs DC/HE; see G3.3 **EC DRM x2 ***If not using road/TB; +2 DRM unless dozing
4. Palm Trees 35O6 (Orchard) ■One-Level*
or Hindrance**
0 1 1 1 3 R 3 R 1 R 1 R 4 R 11/11 Yes §In-Season Orchard *To higher LOS
** To same-level LOS at Palm Trees' Base Level
5. Hut [Collapsed k] 35P6 (> 1 Single-
Story Wood Bldg.)
One- [Normal-]
Level Hindrance
+1 [0] 2
[2]
NA
[2]
NA
[NA]
NA
[NA P]
4
[4 B]
2
[2]
2
[2]
NA
[5 B]
6/7 Mines Only* §Wooden Single Story Bldg [§Hut but not Bldg]
*[Mines/Wire or Panji
6. Kunai dn 35O8 (Grain) Hindrance 0 2 2 2 4 4 2 2 NA 9/8 Yes g §Brush
7. Swamp n 35O10 (Marsh adjacent
to Jungle)
Two-Level (but
noHindrance)
+1*/-1 ALL @ ALL NA NA NA NA** NA NA**r - No §Marsh *DC/ordnance-HE FP halved; see G7.2
**Unless amphibious; see G7.3
8.11 Drained Paddy Overlay "RP" - +1q/0 1 c 1 c NA* 3 cJ NA* 1 c NA* NA* - Yes *OG COT if entering via Breach; G8.8
8.12 Irrigated Paddy Overlay "RP" - {+1q[+2q]/+1} 3 cJ 3 Cc NA NA NA 4 B*c NA NA - Mines/Wire
orPanji
{DC/HE FP halved; see G8.12} [vs HE; G8.5]
*Mud & +2 Bog DRM
8.13 In-Season Paddy E Overlay "RP" ■ Hindrance* +1q/0 1½ c 1½ c NA** 4 cJ NA** 1 c NA** NA** 10/6 Yes *§Grain (halved; FRD)
**Grain COT if entering via breach; G8.8]
8.21 Paddy Bank Counter
Overlay "RP"
- 0 [1 C]
{1+COT}
[1*j]
{1+COT}
[NA]
{NA}
[3 J]
{3+COT J}
[NA]
{NA}
[NA]
{1+COT}
[NA]
{NA}
[NA]
{NA}
- No [Onto Bank Counter] *Haz. Movement applies
{Across Bank hexside notonto Bank counter}
9 Panjis Counter - DOT COT*
[1***j]
COT Ce
[l]
COT ii
[NA]
COT e
[NA]
COT ii
[NA]
COT ii
[1**]
COT ii
[NA]
COT ii
[NA]
- "Beneath" only *Panji MC Possible **NA unless AFV/Dozer
Above to beneath or vice-versa] ***Advance offNA
11.1 Cave Counter - +4 or +6* © 2** NA NA NA NA NA NA NA - No *+6 vs OBA/AREA-Target Type; G11.8
**0 if unit remains hidden; see also G11.7-.77
11.2 Cave Complex Multi-hex
Subterranean
Location
- - NA NA NA NA NA NA NA NA - No see G11.73-.77
13.21 Beach,Slight Overlay "Be" Level -1
[Level 0]
0 FS 1*+COT r 2*+COT br 2*+COT br 4*+COT r 4*+COT br 2*+COT br 3*+COT br 6*+COT br - Yes gg §Sand (F7. G13.3) *Reduce by 1 if Hard
[vs LOS along/across Beach-Hinterland hexside]
13.22 Beach,Moderate Overlay "Be" Level -1
[Level 0]
0 FS
[+1/0]
1*+COT r 2*+COT br 2*+COT br 4*+COT r 4*+COT br 2*+COT br 3*+COT br 6*+COT br - Yes gg §Sand (F7. G13.3) *Reduce by 1 if Hard
[Deir vs LOS along/across Beach-Hinterland hexside (vehicle is HD)]
13.23 Beach,Steep Overlay "Be" Level -1
[Level 0]
0 FS
[+2/0]
1*+COT r 2*+COT br 2*+COT br 4*+COT r 4*+COT br 2*+COT br 3*+COT br 6*+COT br - Yes gg §Sand (F7. G13.3) *Reduce by 1 if Hard
[Crest status possible along Beach-Hinterland hexside]
13.4 OCEAN Overlay "OC" Level -1 0 F NA
[3*]
NA
[3*]
NA
[ALL]
NA
[NA P]
NA
[4+COT u]
NA**U
[2+COT u]
NA
[3+COT u]
NA**U
[6+COT u]
-
-
Tetra/Wire
A-T/A-B
**Unless amphibious
[shallow] *& CX if in Heavy Surf; G13.447
13.43 Reef SSR-designated
Ocean hex
■ Level -1 0 [-1*] F **
[1]
**
[3]
**
[3]
**
[4 l]
**
[4 l]
**
[2]
**
[3 l]
**
[6 l]
- Tetra/Wire
A-T/A-B
*DC, or ordnance/OBA HE, vs unarmored otherwise 0
[Exposed] **Same as shallow Ocean
13.6 Seawall SSR-designated
Beach-Hinterland
hexside
½-Level or Hindrance
[One-Level]
+2*/+1* ©
[-2/NA**]
1+COT v
[Climb K]
1+COT v
[NA]
NA v
[NA]
NA P v
[NA]
NA v
[NA]
NA v
[NA]
NA v
[NA]
NA v
[NA]
- - *NA to Hinterland unit
[High] **See B11.42.
13.70 Pier Counter ■ One-Level*
■ Hindrance*
0** ©Fw
[0 ©Fw]
2 Rx NA R NA R NA R NA RD NA RD NA RD NA RD -
[8/9]
- §Bridge *EXC: see also G13.71-.711
[wooden] **See also G13.711
14.51 Tetrahedron Counter - (non-OG) DOT COT COT COT COT 1+COT 1+COT 1+COT 1+COT - - Attacks LC on Final dr ≤ 2

Terrain listed in red is Concealment Terrain.
Terrain shown underscored confers -1 Rally DRM.
†: Indirect Fire TEM is listed following a "/" only if different from Direct Fire TEM.
*,**,***: See Notes Column.
■: Whole hex affects LOS (Inherent Terrain; B.6).
$: Stacking limit two if no road; G2.2& G3.1.
§: Except as specified otherwise in the rules, treat as terrain type indicated by the symbol.
@: APh entry NA.
B: Requires Bog DR to enter/change VCA within unless on road or track.
b: Requires Sand Bog DR to enter/change VCA (even if Scrub is present) within unless on Road or Track.
C: Cavalry may not Charge/Gallop in Jungle/Bamboo (even along path;G2.4) [EXC: Gallop allowed along road], INIrrigated Paddy (G8.12), along Paddy Bank (G8.2112), or on/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: Dependant on Other Terrain in hex.
E: Concealment Terrain only for Infantry/Fortifications/Emplaced-Guns; G8.13.
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 DRM can apply if no HA.
g: Set up and revealed as if at night; see G.2.
gg: Pillbox/trench/sangar NA; foxhole TEM halved if sand is Soft.
I: Hammada Immobilization DR required; F3.31.
ii: Immobilized if entering onto Panji counter across its covered hexside, unless it is a full-tracked AFV/dozer (G9.42);VCA change 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]; G9.42.
K: Commandos only; others NA (G13.61.
k: Concealment Terrain only for Infantry/Emplaced-Guns; G5.51.
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.
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 or target Location; G8.3.
R: Or per road cost if crossing road hexside.
r: Road cost instead if through Road/Runway, or Track cost if through track, hexside.
S: Most Ordnance/OBA halved on IFT; F7.4.
s: Straying may be possible even in daytime; G2.22 & G3.21/
t: Or per Trail Break cost if crossing TB hexside (for Bamboo, see also G3.2.
U: Swamping possible if in Heavy Surf; G13.422.
u: COT = one land MP if Waterproofed or two if not (G13.441); 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: HA can apply to unit on pier only vs adjacent, in-LOS unit in water/Beach Location; G13.72.
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).
Z: Or may use half of MP allotment at greater Bog risk.