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Terrain
Terrain
Movement
Movement
Terrain & Movement
CategoryCombat Rules
Town cell40 ft
Wall cube5 ft
Large footprint2 × 2 or larger
Oversized rough groundHalf 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

TerrainGround movement
Trees and wallsBlock every size.
BuildingsBlock movement.
FencesBlock movement; a unit beside a fence can use the move option to hop it.
Rock and other oversized-crossable groundBlock 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.

Related scrolls

Mounted Combat · Siege Combat · Wall Construction

See also

All Combat Rules scrolls

Scrolls of Ledgers of a Settlement · Spellhex Studios LLC