|Default:||for InfantryTypes, for VehicleTypes, for AircraftTypes and for BuildingTypes|
|Applicable to:||InfantryTypes, VehicleTypes, AircraftTypes, BuildingTypes (to the same extent as Locomotors do)|
defines the way units move over certain terrain types. Each terrain type (Clear, Rough, Road, Tiberium, Water, etc.) has it's own section, setting up its defining characteristics:
[Clear] Foot=100% Track=100%  Wheel=100% Float=0%  Hover=50% Amphibious=80% FloatBeach=0% Buildable=yes Creep=100% 
The numbers indicate at what percent of it's Speed= can the unit with a certain terrain. You can use percent over 100, it'll just revert to 100.move over this terrain. You see that units with , for instance, can move only up to half their normal over this
Note that the AircraftType's default
can not be modified in the terrain type's section (i.e. Winged=80% would not work).
|Clear||Clear ground, no obstacles.|
|Road||Dirt or paved roads.|
|Rough||Rougher terrain such as rocky areas or thick grass. In RA2, this defaults to the same settings as Clear.|
|Rock||rocks, trees, cliffs, anything impassable.|
|Tiberium||areas covered in Ore/Gems/Tiberium.|
|Water||Water as in rivers or ocean areas.|
|Railroad||Train tracks (Works in TS, in RA2 requires Terrain Expansion (aka TX)).|
|Tunnel||Tunnel Entrance/Exit (Works in TS, in RA2 requires Terrain Expansion (aka TX)).|
|Beach||The line where water and ground join.|
|Weeds||Tiberium Veins (Works in TS, in RA2 it is not assigned to anything and can be used for new movement rules).|
|Ice||Water gone cold (Works in TS, in RA2 it is not assigned to anything and can be used for new movement rules).|
- VehicleTypes. Which one is used depends on the value of . If it's not set or set to 'no', is used. Otherwise is used. & are the defaults for
- If value of is above 0%, the terrain type is also affected by .
- A new SpeedType is introduced in Firestorm, called . It is originally used only by the Cyborg Reaper.
- You can make overlays which, when placed, transform the ground (technically) to any type mentioned above. To do that, use the tag on the overlay rules coding.