Combat movements

Diagonals

On the combat grid, the first diagonal movement counts as 5’, but the second diagonal counts as 10’, the 3rd will be 5’, the fourth will be 10’, and so on.
Note that move can’t be taken diagonally around the corner of an impassable square.

Difficult terrain

Difficult terrain costs 1 more feet for each feet of terrain (i.e. double the cost)
Very difficult terrain costs 2 more feet for each feet of terrain (i.e. triple cost)

To be hindered by difficult terrain, a large or larger creature needs to have more than half the number of spaces it is moving through be difficult terrain (so at least 3 difficult terrain space for a large creature who uses 4 spaces, and so on)

Dive Maneuver – Wings

All winged flying creature can dive once per turn, by folding their wings during a move or a dash action and letting themselves drop straight down to a maximum distance of up to half their flying speed to keep control of their dive.

This dive must be done as part of a regular move or dash during a round, and no gain of altitude has been done this round or can be done later that round.

Diving further than half the flying speed results in losing control, and falling 500’ without control.
(Also see Wings and flight speed below)

Movement in coupled teams

For any movement for a coupled team (wagon, cart,…), the following rules are used:
– The first round of movement from standstill, the team can only use one move action, and will only move with a successful very easy check (according to the type of vehicle).
- After the first round, a dash and a move can be done each round with an easy check to get to that speed (complication indicates lack of control, failure simply indicates no acceleration that round).
- For every change of direction (N to NW or S to SE for example), an extra 5’ of movement is required for every part of the team above 1. So a team with 4 horses and a wagon requires an extra 20’ of move for a 5’ change of direction, and a team with only one horse and a cart would require a 5’ extra move.
- Doing two direction change with half distance required (rounded to the closest 5’ down) requires a moderately difficult check.
- Doing two direction changes at once without any distance between them requires a difficult check (tight corner turn).
- Navigating rough/difficult terrain (or water) requires an easy check.

Wings and fly speed

Winged creatures without the Hovering ability must use all their flying speed movement if they remain airborne at all time between the start and the end of their move or dash action. They can’t remain in the same space and elevation during their move or their dash.

A winged creature of size tiny or larger without hovering can’t remain in the same space during their move action, must take a move action each turn, and can only change direction after a move as indicated below (a square has 8 directions).
Tiny [No change of direction limitations]
Small 2 change of direction after 5’
Medium 1 change of direction after 5’
Large 10’ straight
Huge 15’ straight
Gargantuan 20’ straight

Any creature with wings and a fly speed of 30’ and under always pay difficult terrain costs to go up (so up 5’ costs 10’ of flying speed).

Winged creatures with flying speed of 35’ or more pay the same cost as diagonals when going up.

(Also see the Dive maneuver)

Combat movements

5th Age Campaigns' home rules Grisix