Riding Animals

Mostly by Robert J. Walker and Roger Latham

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Mounting Animals

 

It requires a full move to mount or dismount a riding creature and the rider may not shoot or cast weaves whilst doing so. A mount or its rider may not run or charge in the same turn that the warrior mounts or dismounts unless the rider has a Riding Skill that allows this.

 

Not Indoors

 

Mounts cannot normally be ridden indoors or underground, unless playing a specially devised scenario that allows this.

 

Armour Bonus

 

All riding animals give their riders a +1 armour save bonus.

 

Bolting Mounts

 

In certain circumstances a mount may bolt. A bolting mount must make a Leadership test at the beginning of the owning player's turn; if successful it stops running otherwise it continues fleeing. Bolting mounts move 3D6” in a random direction.  The easiest way to determine the direction a mount bolts is to use an artillery scatter dice. 

 

Leading Animals

 

On occasion, a warrior may want to lead a riding animal rather than riding it. A warrior may only lead one riding animal. Place this animal in base contact with the warrior leading it. If required to make a Leadership test (e.g. when attacked by a fear causing enemy) they use the Ld of the warrior leading them. A warrior leading a riding animal may move and fight as normal, but must maintain base contact at all times.

 

Unled Animals

 

Riding animals which are not being either led or ridden will remain stationary but must make a Leadership test at the beginning of their turn. If this is failed, they will bolt, using the appropriate rules for bolting.

 

Heavy Armoured Riders

 

Warriors who are wearing heavy armour that choose to dismount from their mounts will suffer a -1 movement penalty to all running, fleeing and charging moves when on foot as the heavy armour weighs them down. Additionally, models on foot wearing heavy armour may not climb at all and must re-roll successful rolls for leaping once, the second result being final. This is plainly because the heavy armour is made more for protection when mounted than for freedom of movement when on foot.

 

Losing Control

 

If a mounted warrior is wounded, then the player must roll on the Whoa Boy! Table. This replaces the normal injuries chart. If critical hits are suffered then roll as many times as are required, taking the most serious result.

 

WHOA BOY! TABLE

D6 Roll   Result

1-2                The rider is temporarily disorientated and his mount rears up. The rider keeps his seat but must spend his next turn stationary regaining control, unable to move or shoot. If attacked, treat the rider as knocked down.

3-4                The rider falls off his mount and is stunned, taking an additional S2 hit in the process with no armour save. In addition, roll 1D6: on a roll of 1-3, the mount immediately bolts 3D6" in a random direction and continues until it has left the table - the mount may be recovered after the battle; on a roll of 4-6, the mount remains stationary and the warrior may remount once recovered. Note that the mount does not count as unridden or unled in this instance.

5-6                The rider and his mount crash to the ground together. The rider and mount are automatically out of action. In addition, roll a D6: on a roll of 1-2 the mount lands on top of its rider, crushing him. If this happens the warrior must roll twice on the serious injuries chart after the battle. In addition, after the battle, roll a D6: on a roll of 1-2 the mount was crippled or killed by the fall and removed from the warband roster.

 

Typical Mounting Animals

 

Horse

Riding horses are not trained for battle and will not normally attack an enemy.  However, they are useful for moving rapidly around the site of a battle.

 

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Warhorse

Warhorses are large, well trained horses, quite at home in battle.  They are favoured by nobles right across the land.

 

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SPECIAL RULES

Battle Schooled: The mount has been specially trained to fight on a battlefield.  The rider may re-roll any failed loss of control tests.  Only one re-roll is allowed per test.

 

RIDING SKILLS

 

Skills may only be used one at a time. If two are applicable to a given situation, the controlling player must decide which to use. All bonuses are cumulative with those gained from a mount, unless otherwise stated.

 

Cavalry Commander: Mounted heroes are an impressive sight. With a good vantage point, they can see (and be seen) far more readily than if they were on foot. If the warband's leader has this skill and is mounted, he may add an extra 6" to the distance within which other warriors in the warband may use his Leadership. This is in addition to any other bonuses that increase the range of the leader's influence.

 

Trick Riding: By athletically hanging off the side of his mount, a rider makes himself harder to hit. While a rider is trick riding all missile attacks against him suffer -1 to hit in addition to other modifiers. The rider must declare that he is trick riding before moving. He must then make an initiative test and if successful may move full distance. If he fails he loses control of his mount and must immediately roll on the Whoa Boy! Table. This skill may not be used with heavy armour because of the agility required. In addition, trick riding requires both hands, so the model may not use a shield or missile weapons whilst using this skill.

 

Combat Riding: The rider has trained his mount to use its bulk to trample any unmounted enemy before him. A warrior with this skill may make a single additional S4 attack when charging an unmounted opponent. In subsequent rounds of combat, or if charged by enemy warriors, the mounted warrior fights as normal.

 

Evade: The rider has trained his mount to swerve from side to side in combat, wrong footing his opponent. A rider with this skill always strikes first in close combat against dismounted opponents. When charged by an opponent, or otherwise fighting an enemy also entitled to strike first, attacks are carried out in order of Initiative. If Initiative is equal, the model with greater experience strikes first.

 

Running Dismount: The rider is able to dismount from his mount at speed. The rider may ride up to the mount's normal move distance and then dismount immediately. No further movement or shooting is possible. This skill may be used to move into contact with the enemy, counted as a Diving Charge from a height of 2" - all usual rules for diving charges apply. Note that the rider then counts as dismounted, gaining no further assistance from his mount.

 

Athletic Mount: Without breaking stride, the warrior is able to leap onto the back of his mount and immediately spur it into a full gallop. Once the warrior is aboard, the mount may make a run or charge move as normal. The warrior must be within 2" of his steed to use this skill.

 

Horse Archer: The rider has learned the skills necessary to shoot from a running mount. The rider may shoot in a 360 degree arc whilst mounted, and may shoot while his mount is running; however the shot suffers a -1 to hit penalty in addition to all other normal modifiers.

 

Mounted Combat Master: The rider is especially skilled at combat against a mounted opponent. If the model is fighting mounted against a mounted opponent and successfully wounds the enemy, the wounded model must add +1 to his roll on the Whoa Boy! Table.

 

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