Horse Rules - Condensed

Mounting/Dismounting: Mounting takes 3 turns, 1 turn acrobatically (Riding-3, or

Equestrian Acrobatics). Dismounting takes 2 seconds.

Movement: Unencumbered horse can move their full move. Encumbered horses may only change speed by 1/3 of its Move/turn. A horse may decelerate by twice the normal amount if it makes a DX+2 and the rider makes a Riding-2. If the rider fails he is unseated, if the horse fails it falls.

Controlling Horses: No hands is -3 to Riding rolls. One hand is -1.

Turning: A horse moving slower than 4 hexes per turn must move at least one hex in a straight line after every one-hex facing change. Horse moving faster must move two hexes in a straight line.

Spooking: A horse becomes spooked when a Riding roll is failed in combat. A spooked horse shies and bucks; the rider must make a Riding roll every second. To calm the horse three Riding rolls in a row are needed, a critical success calms the horse in one second. Three failures in a row result in a total loss of control. Bucking horses and their riders are -2 to be hit. It requires a DX-3 to put a weapon in its scabbard on a bucking horse at 1d+1 seconds per attempt, a critical failure drops it.

Mounted Combat: Riders can Move, Step and Attack and All-Out Attack. Move is only to leave the horse. Mounted riders are -2 to attack feet and legs, +1 to hit the head and get +1 to defense against foes on the ground. Ground foes are -2 to hit the head, +2 to hit feet and legs and get -1 to defense from mounted foes. Weapons swung by mounted riders are -2 to hit and +2 damage if the mount?s speed is at least 6 relative to the foe. Rider?s attack is at an additional -2 to hit on any round the horse attacks. Rider?s defenses are Dodge, Block, Parry at normal levels if Riding is 12+, if less minus the difference to defense rolls.

Lance: Lances do thr+3 based on the mount?s strength. 5 or fewer hexes per turn = � mount?s ST. 6-10 hexes per turn = � mount?s ST. 11 or more = full ST.

Ranged Weapons: Roll against Riding skill or weapon, whichever is worse. Aiming will only give accuracy bonus. Turning in the saddle to fire at foe behind you is -4 to weapon skill and -1 to any riding roll that turn.

Horse Combat: Biting does 2 points crushing. Kicking does 1d for small horses and 1d+2 for large horses(+1 damage for iron shoes). Trampling does same damage as kick. A horse?s defense is Dodge which equals DX/2 or Move/2, whichever is better.

Combat Results: If rider is hit; a Riding roll -1per four points of damage must be made or he will fall(if stunned roll is made at -4). If a Block roll was greater than the character?s PD he must make a Riding roll as above. For example, Bob has PD6 and rolled a 10 and successfully Blocked, he must make a Riding roll modified by damage. If an attack misses a rider by 1, roll the same attack against the horse. If a mount is hit the rider must roll Riding minus damage taken by horse to keep it from spooking. A horse that takes � its HP in one blow must roll DX to avoid falling. A horse that take more than � HP is affected like a human(HT roll to avoid falling and stunned).