Mounted Combat

Miscellaneous Riding Rules

Mounting
Requires a Move maneuver, and then Ready

Non War-Trained Mounts
Non-war-trained mounts are at -3 Riding rolls in combat.
In order to charge into, over an obstacle, bad footing, or dangerous jumps or turns the rider must make a Riding+2 roll.

Lances
(Mount's STR) x (distance moved last turn) / 100 = dice of damage (rounded down) + Lance thrust/Impaling damage bonus.
Eg. Warhorse of 25 STR charging at Move 8 deals 2d+3 impaling damage.

Mounted Defense
A rider can Dodge, Block or Parry normally if their Riding Skill is at 12+, for a less skilled rider, reduce active defenses by the difference between 12 and the riders Riding Skill. Eg. Someone at Riding skill 9 would have -3 to all active defenses.

Mounted Combat Results
A rider on horseback counts as 3 feet above a standing foe granting the lower person -1 to defend, and the upper +1 to defend.
A rider who is stunned must make a Riding roll at -4 or fall off. A rider who suffers any knockback is automatically knocked off unless he has a saddle and stirrups, in which case he gets a Riding roll at -4 per yard of knockback to stay on.
If any attack aimed at a rider misses by 1, it hits the mount unless it makes its active defense roll; the reverse is true for attacks aimed at the mount. Of course, either may be attacked intentionally!
If the mount is hit, the rider must roll vs. Riding, minus the shock penalty suffered by the mount, to keep it from spooking (see p. 397). If the mount is crippled and falls, effects are as per result #12 on the Mount Loss of Control Table.