| Terrain & Movement | |
|---|---|
| Category | Combat Rules |
| Town cell | 40 ft |
| Wall cube | 5 ft |
| Large footprint | 2 × 2 or larger |
| Oversized rough ground | Half speed |
Terrain & Movement
Movement depends on both the terrain and the unit's footprint. A larger body can cross some ground that stops a single-square unit, but size does not remove solid barriers.
Blocked ground
| Terrain | Ground movement |
|---|---|
| Trees and walls | Block every size. |
| Buildings | Block movement. |
| Fences | Block movement; a unit beside a fence can use the move option to hop it. |
| Rock and other oversized-crossable ground | Block 1 × 1 units. Large 2 × 2 and bigger units cross at half speed, treating it as rough ground. |
The oversized rule also applies to siege engines and grounded dragon riders. It does not let them walk through trees, walls or buildings.
Water and flight
Units that must reach a target across water swim when needed; pathfinding prefers a dry route first. Siege engines do not swim.
A flyer can clear the ground obstacles its flight allows. A creature without a fly speed remains stopped by trees and walls, whatever its size.
Reading distances
One town cell measures 40 ft. Wall construction uses 5 ft cubes; the larger town cell is not a single wall block.

