Terrain Effects Chart
Terrain Movement Cost Combat Effects
Clear   1MP Nil
Level 1 Mountain   2MP Defender doubles if at least 1 attacker from a lower level.
Note: Mechanized and cavalry units prohibited except:
a. on road / railroad, or
b. on level 1 mountain north of Lung-Hai Railroad and west of Ping-Han Railroad
(first hex to enter must still be through road / railroad)
Level 2 Mountain   2MP Defender doubles if at least 1 attacker from a lower level
Note: Calvary & Mechanized units prohibited unless on road / railroad
Mountain Top   3MP Defender doubles if at least 1 attacker from a lower level
Note: No road can be built in mountain top hex.
Swamp   Prohibited Prohibited
Note: No road can be built in swamp hex.
Desert   Prohibited Prohibited
Note: Cavalry and Mechanized units may enter as if there is no desert
Crossing Small River   +1 MP unless with road / railroad Defender doubled if all attacks are from across river
Crossing Big River   +2 MP unless with road / railroad Defender doubled if all attacks are from across river
Crossing Coastal Island   +3 MP unless with road / railroad Defender doubled
All Lake Hex   Prohibited Prohibited
All Sea Hex   Prohibited Prohibited
Big City   1 MP Defender doubled
Small City   1 MP Defender doubled
Town   1 MP Nil
Road   1/3 MP regardless of terrain Nil
Railroad   Same as road, or expend 2 MP to initiate rail transport Nil
Great Wall and Pass   Half of original MP if moving along either side of the wall Defender doubled if all enemy units attack across a pass
Stronghold   +1 MP to enter from the same hex Doubles defense strength of KMT Central Army unit if Chinag is in command
Flooded Hex   Light Flood +1 MP to enter
Medium Flood +2 MP to enter
Serious Flood +3 MP to enter
No attack is allowed in and out of flooded hexes
National Border   Nil Nil
Provincial Border   Nil Nil
Shen-Kan-Ning Border Area (controlled by CCP)   Nil Nil
Scenario / Game Start Line   Nil Nil
Sea-Zone Dividing Line   Nil Nil
Oilfield   Nil Nil
Transport and Movement
River Transport: +2 MP to initiate Nil
Sea Transfer from port to:
  Controlled Port +2 MP to initiate Nil
  Coastal Clear Hex +3 MP to initiate Nil
  Amphibious Attack (landing on a hex occupied by an enemy unit) All of unit's MP Defender doubled if all attacker are from sea hexes
Air Transfer:
  Airlift Half of unit's MP Prohibited
  Parachute All of unit's MP Nil
Notes
a. If more than 1 type of terrain occupied the same hex, both movement costs are applied.
b. If more than 1 type of terrain occupied the same hex, the one combat effect most beneficial to the defender applies
c. A unit must stop all its movement in the movement phase after it has completed railroad, river, sea, or air transport, even if it has MP left.