Fire Emblem Tabletop RPG/Rules/Terrain

Many different types of terrains may come up within the battlefield. Some are hazardous, and others merely prove difficult to walk through. Some even provide advantages to those within it.

Flying unit types are immune to movement-based terrain effects. Movement-reducing effects only apply when moving into or through the squares that are counted as that kind of terrain.

Flat Ground
This is the most common type of terrain. This includes grasslands, snow-laden earth, interior floors of buildings, and so on.

Desert
Deserts are much more difficult for some unit types to move through. Foot units Move is reduced by 1, and Mounted units Move is reduced by 3. Magic units are immune to this effect.

Mountains
Mountains are particularly treacherous terrains that provide defensive capabilities. Units standing on a mountain terrain gain a +20% to Avoid and a +4 to Defense. Movement in a mountain (without Mountain Stride) cost 3 movement to move through. Mounted units can’t move in mountains. Mountains typically only occupy one square at a time.

Peak
Peaks are groups of mountains which occupy many squares at a time. Units without mountain stride or flying cannot enter a Peak. Units standing on a peak terrain gain a +40% to Avoid and a +8 to Defense.

River
Rivers are water spaces that consist of a combination of water and land. Only non-mounted units can pass a river, though rivers cost 2 movement to move through without Water Stride.

Sea
Sea terrain includes any body of water such as a lake, ocean, or even swamps. Only flying units and Water Stride units can move on sea.

Forest
A dense patch of trees positioned together. Forests grant a +15% to Avoid, however cost 2 movement to move through without Forest Stride.

Woods
Densely packed together forests, Woods are to Forests what Peaks are to Mountains. Woods grant a +40% to Avoid, however those without Forest Stride can’t move through it.

Fort
Single square forts are usually peppered among areas where a castle or strategic location is nearby. Forts offer a +45% to Avoid and heal the person standing on it for 5 HP each round. This healing occurs at the beginning of the Player Phase.

Throne / Gate
These single square locations serve as a location which must be conquered. Sometimes, multiple Thrones/Gates must be conquered within the same map. They do not offer defensive bonuses however heal the character similar to a Fort above.

A character can take the “Seize” action while adjacent or standing on a throne or gate. Seize actions are simple actions. Doing so causes all grunt-type enemies within the area to surrender. If there are enemies which would suffice as bosses, they do not surrender (however their lack of allies will make their defeat swifter).

Lava
Bubbling and dangerous, lava is a harmful terrain which characters typically do not wish to move through. Non-flying units who move through or end their turn on a lava square take 10 damage at the end of their turn. Flying units are immune to this. This is fire damage.

Acid
Pools of necrotic acid, this functions similar to lava except the characters take acid damage.

Poisonous Gas
This is applied on top of an existing terrain. Any characters who move through or end their turn in a square affected by poison gas take 5 poison damage on the end of their turn. Flying is not immune to this.

Anti-Magic
This is applied on top of an existing terrain. Any characters who end their turn in a square affected by anti-magic cannot use Tomes or use abilities which require MP to be spent. Flying is not immune to this.