&& (this.getMovementMode() != IEntityMovementMode.VTOL)) {
&& (this.getMovementMode() != IEntityMovementMode.VTOL) && !isPavementStep) {
    public PilotingRollData checkSwampMove(MoveStep step, IHex curHex,            Coords lastPos, Coords curPos) {        PilotingRollData roll = getBasePilotingRoll();        //DO NOT add terrain modifier, or the example in maxtech would have the wrong target number        if (!lastPos.equals(curPos)            && step.getMovementType() != IEntityMovementType.MOVE_JUMP            && (this.getMovementMode() != IEntityMovementMode.HOVER)             && (this.getMovementMode() != IEntityMovementMode.VTOL)) {            // non-hovers need a simple PSR            if (curHex.containsTerrain(Terrains.SWAMP)) {                // append the reason modifier                roll.append(new PilotingRollData(getId(), 0, "entering Swamp"));            } else if (curHex.terrainLevel(Terrains.MAGMA) == 2) {                roll.append(new PilotingRollData(getId(), 0, "entering Liquid Magma"));            } else if (curHex.containsTerrain(Terrains.MAGMA) ||                    curHex.containsTerrain(Terrains.MUD) ||                    curHex.containsTerrain(Terrains.SNOW) ||                    curHex.containsTerrain(Terrains.TUNDRA)) {                roll.append(new PilotingRollData(getId(), -1, "avoid bogging down"));            } else {                roll.addModifier(TargetRoll.CHECK_FALSE,"Check false: no swamp-like terrain present");                            }        } else {            roll.addModifier(TargetRoll.CHECK_FALSE,"Check false: Not entering swamp, or jumping/hovering over the swamp");        }        return roll;    }