While Mounted:
You move at the same
speed as your mount.
You have two moves
and one action. You can take these in whatever order you want.
To get your mount
into dangerous terrain or to perform a maneuver like jumping a hedge,
test CHA.
If this fail, the
mount refuses to go, and costs a move (you can keep attempting this
check).
To get your mount
into combat, test CHA. (Ignore this if the mount is War-Trained)
Mounting and
Dismounting takes a move action.
Mounted Combat:
Unless hit, you move
freely through foes in melee.
While mounted and
moving, Enemies have Disadvantage to hit you with melee.
While mounted and
moving, you have Advantage to hit enemies in melee.
You do not get these
bonuses if the enemy is mounted or Very Big (like a giant or dragon)
Unless you have
Stirrups/Chariot/Howdah, suffer Disadvantage when attacking with
ranged.
Moving and attacking
an enemy in the same round triggers a Morale Test for the enemy.
Getting
Dismounted:
If while mounted you
are hit by a Critical hit, test STR (or save v. breath) to stay on
the mount.
Likewise if are hit
by an attack when under half HP (or would bring you under half HP).
If dismounted, take
d6 dmg and be stunned for a round.
Ignore the damage if
you are wearing a hard helmet.
Lances:
You can use a Lance
only while mounted.
Lances deal 2d6
damage.
If attacking massed
enemies, you can keep attacking with a Lance until you miss, as one
attack.
When you miss with
your Lance it is broken or dropped.
You do need
weapon proficiency to use a lance.
Polearms:
Polearms may be
‘set’ to take a charge from mounted enemies.
Set polearms ignore
the ‘Disadvantage to hit mounted enemies’ rule (attack as
regular).
Polearm users may
also declare before attacking that they are attempting to dismount a
rider.
If they hit, the
rider has to test STR (or save v. breath) to stay on the mount.
Non-polearms can
also attempt to dismount a rider, but attack at Disadvantage, and
rider saves at Advantage.
You do need
weapon proficiency to use a polearm (non-proficient users can use a
polearm as a spear.)
Mounts Attack:
Some Mounts provide
a bonus to the PCs attack on certain rolls.
There are two kinds
of these attacks “Charge Attack” and “Static Attack”
Charge Attacks are
used when the mount has moved already this turn.
Static Attacks are
used when the mount has not moved already this turn.
These are triggered
by the PC rolling above a natural number on the d20 attack (i.e.
16+/18+/20+) on their melee attack.
Think of these as
bonus damage for the PCs attack.
Mounts without
Riders:
When in combat and a
rider is Dismounted, roll on the Mount Morale Table below.
Mount Morale Table
Roll | Result |
2 | Killed |
3 | Killed |
4 | Killed |
5 | Flees, Injured |
6 | Flees, Injured |
7 | Flees, Injured |
8 | Flees, Uninjured |
9 | Flees, Uninjured |
10 | Flees, Uninjured |
11 | Flees, Uninjured |
12+ | Stays and Fights |
Roll on the Mount
Morale Table every round the mount stays in a fight, subtracting the
number of turns it has not had a rider.
Also subtract if
there is any loud or strange noises or sights (i.e. magic) at the
Judge’s Discretion
A mount will flee at
full speed until it gets somewhere it thinks is ‘safe’.
If for some reason
you took your mount into a dungeon, this means very far away from the
dungeon.
Mounts that are
‘Injured’ are unable to be ridden or able to fight until healed.
How badly the mount
is hurt and how much they need to heal is up to the Judge’s
Discretion
Mounts that have not
fled or have been killed mat be remounted.
They also still give
their Mount Attack if the rider is near.
Mounts automatically
flee if their rider is killed.
Barding:
There are only two
kinds of barding Light and Heavy.
Rather than granting
an AC bonus, they grant a +1 or +2 to the Mount Morale Table.
You can get
“Imposing” barding which grants a penalty morale tests trigged by
the mount
(If
Law, this is imposing holy symbols)
(If
Neutral, this is ornately detailed armor)
(If Chaos, this is
spikey and rune scribed)
(Everyone
gets bitchen’ caparisons, that’s some universal badassery right
there)
Breaking a Mount:
To break a mount you
must pass a test for every stat, in sequence. (STR DEX CON WIS INT
CHA)
Add the mounts base
mount morale as a penalty to each test.
If you fail, get
dismounted - take d6 dmg and be stunned for a round.
You can attempt to
redo a break.
Start at the stat
before the one where you failed previously.
Breaking a mount is
not a common skill that any adventure would have.
Just because you can
break a mount doesn’t not mean you can break every mount (horse vs
tiger)
Unskilled
individuals may attempt to break a mount, but roll at Disadvantage.
Pony/Mule
Speed | Morale | Charge | Static |
60 | -1 | 20+/1d4 | 20+/1d2 |
Special:
Not War-Trained
Rouncey (‘Horse’
or Camel)
Speed | Morale | Charge | Static |
60 | +0 | 18+/1d6 | 18+/1d4 |
Special:
n/a
Courser (Warhorse)
Speed | Morale | Charge | Static |
60 | +1 | 16+/1d8 | 18+/1d6 |
Special:
n/a
Destier, (Heavy
Warhorse)
Speed | Morale | Charge | Static |
50 | +2 | 16+/1d8 | 16+/1d8 |
Special:
Lances deal double
damage while on a Desiter
Tiger/Wolf
Speed | Morale | Charge | Static |
50 | +0 | 18+/1d6 | 16+/1d6 |
Special:
6s explode from
mauling
Bear
Speed | Morale | Charge | Static |
40 | +2 | 16+/2d6 | 18+/2d6 |
Special:
n/a
Horned Animal (Deer,
Elk)
Speed | Morale | Charge | Static |
40 | +1 | 18+/1d6 | 18+/1d6 |
Special:
Unicorn/Nightmare
Speed | Morale | Charge | Static |
60 | +3 | 16+/1d8 | 18+/1d6 |
Special:
Both: Triggers a
morale test in Chaos/Law aligned individuals respectively on sight
Unicorn: Can Heal
for 1d8hp or Cure disease or poison 1/day
Nightmare: Flaming
Hoofs deal +1 Fire damage on Mount Attacks
Chariot/War
Elephants/Wagons
Chariots, War
Elephants, and Wagons function similar to other mounts, providing the
same bonuses.
Riders can still get
Dismounted.
They also provide an
AC bonus to their riders via the basket, wagon, or howdah
They are assumed to
have Barding included in their stat block.
Unlike Mounts they
require a Driver to function.
Mounts are ‘tied’
to their Driver.
Their morale tests
are triggered when the Driver is Dismounted, not other riders.
Their attacks are
ONLY associated with the Driver, not other riders.
The Driver cannot do
any other actions but drive the chariot/war elephant.
While Driving a
chariot/war elephant, a Driver can do no other action besides move
and melee.
If a Driver is ‘out
of action’ another rider may attempt to become the Driver.
Being a Driver is a
skill and not something known to most adventures.
Warriors with a
military background might know how to Drive.
Chariot
Speed | Morale | Charge | Static |
40 | +2 | +18/2d6 | +18/1d6 |
Special:
Seats 2 to 3,
including driver.
Grants a +1 Bonus to
AC
Can be equipped with
War Scythes – giving the Charge Attack +d6 dmg
War Elephant
Speed | Morale | Charge | Static |
30 | +6 | +16/2d6 | +16/2d6 |
Special:
Seats 3 to 7,
including driver, depending on the size of the howdah.
Very large howdahs
might even be able to equip siege weapons
Grants a +2 Bonus to
AC
Can be equipped with
Tusk Swords – giving and extra 2d6 to both attacks.
Will always provoke
a morale test on sight
Wagons/War Carts
Speed | Morale | Charge | Static |
40 | +2 | +18/2d6 | +18/1d6 |
Special:
Seats 5 to 7,
including driver.
Grants a +3 Bonus to
AC
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