So let me try to sum it up:
Mounted combat rulesKinds of MountsAs all kinds of riding animals can be found in a fantasy world, we'll use the term "mount", rather than "horse" throughout this rule description. Note, however, that horses are by far the most common mounts, and the only kind that the heroes can purchase "in town" (between quests). A horse has a movement of 10, a strenght (life) of 5, defense of 1 die, and costs 500 gold. More exotic mounts can be introduced during a quest by the gamemaster. Mounts generally don't fight on their own and have therefore only movement, defense and life stats.
Using a MountWhen riding a mount, special movement and combat rules apply as described in the following sections. Getting on and off a mount both take one "action", i. e. you can move and mount or dismount in one turn, but not fight, search or use magic in the same turn. Mounting and unmounting takes place from (or to) a square adjactant to the horse. When unmounted, a mount will wait where you left it (place a marker) and can be mounted again by every humanoid figure who finds it.
The WalkHorses can be ridden in walk, trott or gallop, and other mounts have corresponding baits. For gaming purposes, we assume that you
either ride as fast as possible, which, in a dungeon, will be sometimes a trott, somtimes a slow gallop at best,
or you decide to be careful and ride in walk.
When riding in walk, none of the special rules apply, you move and fight just as if not mounted at all. Heroes move at 2D6, monsters riding in walk have a movement of five.
HazardsHorseriding in a dungeon (or any building) is difficult and even dangerous. This also makes for better balance. A mounted enemy (or hero) would certainly have some advantages regarding movement and combat, but on the other hand face some difficulties. So, whenever the mounted hero/monster moves or fights, 1D6 is rolled to determine if somthing has gone wrong. Only one test per turn is necessary, even if you move or fight more than once (but two tests may still be necessary if you move
and fight). Details are listed in the Hazard table below.
Movement- While mounted, a character, or monster, has the speed of their mount (10 in the case of a horse).
- While riding a mount, you may not move over the same square in a single turn, even when otherwise playing the NAmerican rules. This represents the momentum of the galloping mount. This rule also applies to mounted combat.
- For every mounted move (only the first move in the turn if you split your move), 1D6 is rolled for Hazards, after the move. If riding in a corridor (which is more difficult), something goes wrong at 1-2. If riding in a room, something goes wrong at 1. If riding through a door (regardless of corridor or room), somthing goes wrong at 1-2. Roll another D6 and apply the hazard table.
Combat- While mounted, heroes, or Zargon may move, attack(while moving) and then move again, so long as the sum of the two moves are equal to or less than their maximum movement. This means that after a turn is finished, two combatants will not necessarily be standing adjacent to one another. In some cases, this could be a decided disadvantage for the unmounted players. Imagine, a mounted knight with 10 squares of movement, starts two squares away from the dwarf. He closes distance, attacks, and deals 3 damage to the dwarf, and then moves the rest of his movement squares. The dwarf has now taken a major hit, but he has only rolled a 5, yet the knight is too far away to reach, so the Dwarf cannot fight back this turn and would be better off finding a doorway to duck into. Wall of Fire and such spells would be very helpful here.
- A movement made "On-the-run" is more powerful than a standing attack, but less accurate. The rider reduces his number of attack dice by 2 (to a minimum of 1), but those dice would each be worth two points of damage if successful.
- You can still fight in the normal way while mounted - aprroaching an enemy (using the mount's movement), stop there and fight with your normal attack dice. You may not move further after such an attack.
- If two mounted fighters attack one another, (joust style) whoever has first turn determines how many tiles they will move and then holds their turn. The next person decides how far they will move. Then, both figures are moved one square at a time toward each other, until they are diagonal from each other (if armed with spears, pole arms, or long weapons) or they are adjacent to one another. Those fighting in this way then roll the appropriate combat dice, plus one. Defense and attack occur in this same roll. (Not sure this rule works, and not sure if it would ever be used).
- When fighting (attacking or beeing attacked), roll 1D6. On a result of 1 or 2, somthing goes wrong. Roll another D6 and apply the hazard table. This test is made before attack and defense is resolved. If appropriate (i.e. the rider is still in an adjactant square to his opponent) after the test, the combat takes place as normal.
The Hazard Table- Code: Select all
In Room: In Corridor or Through Door Fighting
1D6 1: Touches Wall 1-4: Touches Wall 1: Rampant
2-4: Rampant 5: Rampant 2-4: Buckle
5-6: Buckle 6: Buckle 5-6: Bolt
Results:
- Touches Wall: The mount runs along the wall, grinding the rider's leg to the rough stone. Take two combat dice of damage for every five squares of movement. Test against Strength with a D6. If failed, the rider falls off his mount at half way.
- Rampant: The mount rears up, crushing the rider's head against the ceiling, dealing four combat dice of damage without defense (except for a helmet, which gives two defense dice).
- Buckle: The mount buckles. The rider can take no movement or other action this turn. He also has to test against Strength or fall off, taking 2 combat dice of damage.
- Bolt: Immediately make an extra movement at the mount's maximum speed. The direction of this move is determined by the enemy player. Make a test against Strength or fall off, taking 2 combat dice of damage. On every succesive turn, make another test against Strengh to take control over your mount again. Add one to your Strengh every turn (for this purpose only), as the mount will calm down by it's own over time. Until passing this test, the enemy player may move you again at max speed. The bolt also ends when reaching a 1-square dead end.
Riding OverlandWhen riding overland (i. e. not in a dungeon or building), add two to the mount's movement. No hazard tests are made for movement (but still for combat)
CentaursCentaurs and other creatures compareable to a ridden horse wouldn't have to worry about grinding legs, or falling off, and would be fairly familiar with their own height limits. For such creatures the rules apply as given above, but something goes wrong only at a 1 on 1D6, regardles if the test is made in a room or corridor, or a fight. Results of Bolt and Buckle are ignored.
Fighting MountsIt is always assumed that an enemy will fight the rider as the more dangerous target, not the mount. Mounts can only be attacked if they are alone, i.e. the rider has unmounted or been killed. In this case, use the mount's defend and strenght stats. Mounts never fight back, but would rather flee.