If a figure enters a hex with hazardous terrain via normal or forced movement, each hex will inflict half the damage of a trap (rounded down).
Damage = (L + 2) / 2
Example: If the scenario is level 1, hazardous terrain damage would be 1.
Flying and Jump movements are unaffected by hazardous terrain.
Unlike traps, hazardous terrain does not get removed after its effect is applied, but instead remains on the board indefinitely. Starting a turn on or exiting these hexes does not cause additional damage.