Mounted Combat House Rules:
Borrowed due to making sense from http://www.giantitp.com/forums...-Bloody-Crown-OOC-IV - kind regards to LPC.
A rider and mount move as one unit. The rider essentially substitutes the mount's Movement score for his own; the mount acts as an extension to the rider at the rider's Initiative.
Mounts are split into two categories: trained for combat, and not trained for combat.
Failure Modes: Ways To Fall Off Your Horse
In combat, when riding a mount not trained for combat, making any of the following actions requires a Ride Check:
- Charge Attack
- Disengage
- Jump/Leap
If the check is failed, the desired action may not be taken, and a half action is lost. If the check is failed by three degrees or more, the mount throws its rider and bolts: he will require a Stand action to get back to his feet, and may suffer falling damage if the mount is tall enough.
A rider who does not have Ride trained must test Ride (Ride being a Basic Skill) to perform the following actions, regardless of whether his mount is combat-trained:
- Run (test at +30)
- Jump/Leap
If the check is failed, he falls from the saddle, as described above. If the check is failed by 3 degrees or more, the mount also bolts.
In a situation where an untrained rider is riding an untrained mount, the second list takes priority over the first (i.e. should the rider fail a Ride check to induce his mount to Jump/Leap, he will fall from the saddle regardless of his degrees of failure).
Should a mount be killed while still being ridden, the rider must make an Ag test. A pass means he falls freely to the ground, exactly as if he had been thrown; a failure means he falls under the mount's body. Freeing himself is a full action, requiring a successful Strength test – he cannot stand or move from the spot where he has fallen until he is free.
Fighting From Horseback
A mount counts as another friendly character for the purposes of Outnumbering.
Opponents in combat with a mounted combatant may choose freely to target either the rider or the mount.
One may not use the Dodge Blow skill while mounted.
When making a Charge Attack, a mounted character may make the attack at any point in his movement. The two squares before the attack is made must still be in a straight line, and there must still be at least two squares between the start of the move and the target for the move to qualify as a charge. Using the remaining movement to move on and out of contact does not trigger a free attack from the target.
If the rider made a Charge Attack, a combat-trained mount may make a Charge Attack alongside him. Otherwise, if the mount and rider have moved no further than would be allowed by a Half Move, it may make a Standard Attack; if it has not moved at all, it may make a Swift Attack.
Untrained mounts will not attack alongside the rider.
While mounted, the following actions may be combined with a Half or Full Move:
- Aim (missile weapons only)
- Standard Attack (missile weapons only)
- Cast
- Ready
- Reload
- Use a Skill
Should any of the above be taken as extended actions (e.g. a casting or reload time of more than one Full Action), they require a successful Ride check to avoid automatic failure.
This following skill will be taking into account:
Ride P.95: However, tests may be called for when galloping, racing, guiding a steed through treacherous terrain, leaping onto a moving mount, and the like.
Terrain features can and will be imposed going forward, for rough terrain(-10%), obstacles etc. which may effect the ability to effectively charge.