Reading through these rules I am little confused.
On Page 48, the rules state:
Mud
A quick and easy way to apply mud to a playing area is to make any Depth 0 water hex mud. As always, though, players can choose to add mud however they wish.
Apply a +1 MP cost to enter a mud hex, as well as a +1 modifier to all Driving Skill Rolls made while in that hex.
Units entering a hex containing the Mud terrain modification may also get stuck (see Bog Down Rules, p. 60)
’Mechs, Hover Vehicles and Mobile Structures: Hover Vehicles and Mobile Structures ignore mud. ’Mechs apply the standard penalties from mud, but cannot get bogged down in it.
Ok, so the rules for MUD states a 'Mech cannot get bogged down in the mud.
But then under BOG DOWN rules on page 60, it states:
BOG DOWN RULES
Some planetary conditions may actually stick a unit in place, as noted in the description of such conditions.
Any time a unit enters a hex that may cause it to get stuck, the controlling player must make a Piloting/Driving Skill Roll. If the roll fails, the unit gets stuck in the hex and may not move for the rest of the turn; a ’Mech that fails this roll does not fall. The unit may torso twist or rotate its turret normally, but it may not change its facing. For any weapon or physical attacks made against a unit stuck in a hex, modify the to-hit number by –2.
And additonally:
Additional Modifiers: For tundra, deep snow and mud hexes, apply a –1 modifier to the Piloting Skill Roll to determine whether a unit entering such terrain gets stuck. Apply the same modifier to Piloting Skill Rolls made to free a stuck unit.
and then on Page 61:
Jumping: A jumping ’Mech that lands in such a hex automatically gets stuck; jumping infantry are not automatically stuck, however.
These two rules under
BOG DOWN directly contradicts what the rules say under
MUDSo, which one is correct? Do 'Mechs not get bogged down as per MUD or do they get bogged down as per BOG DOWN rules?
*edit* corrected spelling boo-boo in title.