B. TERRAIN
B.1 Symbology B.2 COT B.3 MP Costs B.4 Hindrance Level B.5 Continuous Slope B.6 Inherent Terrain B.7 LOS & Terrain Checks B.8 Random Direction B.9 Artificial Terrain B.10 LOS Hindrance Blockage B1. OPEN GROUND B1.1 B1.11 Roads B1.12 Runway B1.13 Shellholes B1.14 Hills B1.15 Bridges B1.16 Hexsides B1.17 Artificial Terrain B1.2 B1.3 B2. SHELLHOLES B2.1 B2.2 B2.3 B2.4 B3. ROADS B.1 B3.2 B3.3 B3.4 B3.41 B3.42 B3.43 Road-Negating Terrain B3.5 B4. SUNKEN ROAD B4.1 B4.2 B4.3 B4.4 B4.41 B4.42 B4.43 Sunken Lane B4.5 B5. ELEVATED ROAD B5.1 B5.2 B5.21 B5.22 B5.3 B5.4 B5.41 B5.42 B5.5 A6. BRIDGES B6.1 B6.2 B6.3 B6.31 B6.32 B6.33 B6.331 B6.332 B6.4 B6.41 Pontoon B6.42 Collapse B6.43 Width B6.431 One-Lane B6.44 Foot Bridges B6.45 Underwater B6.5 Burning B6.6 B7. RUNWAYS A7.1 B7.2 B7.3 B7.4 B7.5 B8. SEWERS & TUNNELS B8.1 Sewers B8.2 Sewer Location B8.3 Attacks B8.4 Sewer Movement B8.41 B8.42 B8.43 B8.44 APh/CCPh B8.45 Broken & Berserk B8.5 B8.6 Tunnels B8.61 Movement B8.62 RtPh B8.63 Destruction B9. WALLS & HEDGES B9.1 B9.2 LOS B9.21 Entrenchments B9.3 TEM B9.31 B9.32 Wall Advantage (WA) B9.321 B9.322 B9.323 Mandatory WA B9.324 Concealment B9.33 Elevation Effects B9.34 Indirect Fire B9.35 B9.36 Hulldown B9.4 Movement B9.41 B9.42 Vertex LOS B9.5 Bocage B9.51 B9.52 LOS B9.521 Hexside LOS B9.53 B9.531 B9.54 Movement B9.541 Breach B9.55 Concealment B9.6 Hillside Wall/Hedge B9.61 LOS B9.62 Elevation, TEM & Wall Advantage B9.7 Cactus Hedge B10. HILLS B10.1 B10.11 Crest Line B10.2 Different Level LOS B10.21 Same Level LOS B10.211 Alpine Hill Option B10.22 B10.23 Blind Hexes B10.3 B10.31 Height Advantage B10.4 B10.5 Abrupt Elevation Change B10.51 B10.52 Double-Crests B11. CLIFFS B11.1 B11.2 B11.21 B11.3 B11.31 B11.32 B11.4 Climbing B11.41 Falling DR B11.42 B11.43 B11.431 B11.432 APh B11.433 Commando B11.434 CX B12. BRUSH B12.1 B12.2 B12.3 B12.4 B12.5 B12.6 B12.7 Vineyard B13. WOODS B13.1 B13.2 B13.3 Air Bursts B13.31 B13.32 B13.4 B13.41 Vehicles B13.42 Fully-Tracked B13.421 Trail Break (TB) B13.4211 B13.4212 B13.43 B13.5 B13.6 Paths B13.7 Forest B13.8 Pine Woods B13.81 Obstacle Height B13.82 MF Cost B14. ORCHARD B14.1 B14.2 Seasons B14.21 Same Level Hindrance B14.3 B14.4 B14.5 B14.6 Orchard Road B14.7 Cactus Patch B14.8 Olive Grove B15. GRAIN B15.1 B15.2 B15.3 B15.4 B15.5 B15.6 Seasons B16. MARSH B16.1 B16.2 B16.3 B16.31 B16.32 B16.4 B16.41 B16.42 Amphibians B16.43 Bog B16.5 B16.6 Water Depth B16.7 Mudflats B16.71 B16.72 B16.8 Weather B17. CRAG B17.1 B17.2 B17.3 B17.4 B17.5 B18. GRAVEYARD B18.1 B18.2 B18.3 B18.4 B18.41 B18.42 B18.43 B19. GULLIES B19.1 B19.2 B19.21 B19.3 B19.4 B19.5 Hill Depressions B19.51 B19.52
B20. STREAMS & CREST STATUS B20.1 B20.2 B20.3 B20.4 Depth B20.41 Dry B20.42 Shallow B20.43 Deep B20.44 Flooded B20.45 Exit B20.46 Vehicles B20.5 B20.6 Fire B20.7 Frigid/Frozen B20.8 Fords B20.81 B20.82 B20.9 Crest Status B20.91 B20.92 TEM B20.93 MPh/APh B20.94 Fire/CC B20.95 SW B20.96 Broken Units B20.97 Fortifications B20.98 Stacking B21.WATER OBSTACLES B21.1 B21.11 Canal B21.12 River B21.121 Current B21.122 Depth B21.13 Pond B21.14 Lake/Ocean B21.2 B21.21 B21.3 B21.4 B21.41 Fording B21.42 B21.43 B21.5 B21.6 Ice B22. VALLEY B22.1 B22.2 B22.3 B22.4 B23. BUILDINGS B23.1 B23.2 B23.21 Single Story House B23.211 Lumberyard B23.22 Two Story House B23.23 Multi-Story Building B23.24 Third Level Structures B23.25 Adjacent Building Hexes B23.26 Stairwell B23.3 B23.31 B23.32 Indirect Fire B23.4 B23.41 Cellars B23.42 B23.421 Upper Levels B23.422 B23.423 Guns B23.424 Scaling B23.5 B23.6 B23.7 Special Building Types B23.71 Rowhouse B23.711 Breach B23.72 Split Level Buildings B23.721 B23.722 B23.73 Marketplace B23.731 B23.732 B23.733 B23.74 Factory B23.741 LOS/TEM B23.742 MF/MP B23.743 Factory Rubble B23.8 Rooftops B23.81 TEM B23.82 Concealment B23.83 Rally B23.84 Obstruction B23.85 Guns B23.86 Rubble B23.87 Factory Rooftop Access Points B23.88 Attack Effects B23.9 Fortified Buildings B23.91 B23.911 B23.912 B23.92 B23.921 TEM B23.922 Entry B23.9221 Breach B23.93 Guns B23.94
B24. RUBBLE B24.1 B24.11 Creation B24.12 Falling Rubble B24.121 B24.2 B24.3 B24.4 B24.5 B24.6 Fire B24.7 Clearance B24.71 Rubble B24.72 Fire B24.721 Hamper B24.73 Wire B24.74 Minefield B24.75 Set DC B24.76 Roadblock B24.8 Labor Status B25. FIRE B25.1 B25.11 Kindling B25.12 FT B25.13 HE B25.14 Wreck Blaze B25.141 Movement B25.15 Flame B25.151 Blaze Creation/Flame Extinguishing B25.2 Smoke B25.3 B25.4 Entrance/Exit B25.5 Environmental Conditions (EC) B25.6 Spreading Fire B25.61 B25.62 B25.63 Wind Force B25.64 Wind Direction B25.65 Wind Changes B25.651 Gusts B25.66 Collapse B25.7 Extinguishing Attempts B26. WIRE B26.1 B26.2 B26.3 B26.31 B26.32 Location B26.4 B26.41 Rout B26.42 B26.43 Vehicles B26.44 Bypass B26.45 DC B26.46 Double Time (CX) B26.5 Clearance B26.51 DC B26.52 FFE B26.53 Fully-Tracked Vehicles B27. ENTRENCHMENTS B27.1 Foxhole B27.11 Entrenching B27.12 Capacity B27.13 Location B27.2 B27.3 B27.4 B27.41 RtPh B27.42 MPh B27.43 B27.44 B27.5 Trenches B27.51 B27.52 B27.53 B27.54 B27.55 B27.56 Anti-Tank (A-T) Ditch B27.6 Lower-Level Locations B28. MINEFIELDS B28.1 B28.2 B28.3 B28.4 B28.41 B28.411 B28.412 B28.413 Rout B28.42 Vehicles B28.43 PRC B28.44 Minefields In Building/Trench Hexes B28.45 Known Minefields B28.46 B28.47 Dummy Minefields B28.48 Hidden Mines B28.5 Anti-Tank (A-T) Mines B28.51 Attack B28.52 B28.53 Placement B28.531 Daisy Chain B28.6 Clearance B28.61 Trail Break B28.62 FFE B28.7 Flail Tanks B28.71 B28.72 Flail Breakdown B28.8 Sappers B28.9 Booby Traps B29. ROADBLOCKS B29.1 B29.2 B29.3 B29.4 B29.5 Removal B30. PILLBOXES B30.1 B30.11 B30.111 Stacking Capacity B30.112 CA Defense Modification B30.113 NCA Defense Modification B30.12 B30.2 B30.3 B30.31 DC B30.32 B30.33 B30.34 B30.35 AP B30.4 B30.41 RtPh B30.42 B30.43 B30.44 B30.45 Guns B30.5 Rout & Rally B30.6 Same Hex B30.7 Concealment B30.8 Bunkers B30.9 B30.91 Control B30.92 Elimination B31. VILLAGE TERRAIN B31.1 Narrow Street B31.11 Movement B31.12 Movement Restrictions B31.121 TCA B31.122 TCA Change B31.123 VCA Change B31.124 Towing B31.125 (Un)Loading B31.126 Rubble/Blaze/Wreck B31.13 Attack Effects B31.131 SMOKE/Residual-FP B31.132 CC B31.14 Fortifications B31.141 Roadblock B31.1411 Removal B31.142 Mines B31.15 Rubble B31.2 Steeple B31.21 Stacking B31.3 Single-Hex Two-Story House B32. RAILROADS B32.1 Railroad Types B32.11 B32.12 B32.13 B32.14 RR Bridges B32.2 Other Terrain B32.21 B32.211 B32.3 Movement B32.31 Bypass B32.32 Elevation Changes B32.33 Bog B32.4 RR Crossings B32.41 Ground Level RR Crossing B32.42 Embankment RR Crossing B32.43 Elevated RR Crossing B32.44 Sunken RR Crossing B33. STREAM-HEX TERRAIN B33.1 Stream-Woods/Brush/Orchard B33.11 Entry B33.12 Crest B33.13 TEM B34. TOWERS B34.1 B34.2 B34.21 Stacking B34.3 TEM B34.31 Air Bursts B34.4 Movement B34.41 B34.42 B34.43 B34.5 Concealment B34.6 Rout B34.7