Movement and Combat Restrictions
Wagon and Mounted figure rules added 9/2022
If, like me, you use miniatures to define the physical layout of each fight, you have found that the case rules
leave much to be desired in the way a definition. I developed the below table to assist in layoing groud rules
as to what could be done "if you moved THAT far". Please note that I allow my players to "throw a battle axe".
I needed to make a rule as to what effect it has and how to do it. If they want to disarm themselves willingly,
who am I to argue. Also, you may notice the weapon called a "Kapar". This is a weapon I created based on
the thrown hand blade used in the Beastmaster movie.
Phase 1:
Movement
Characters can move up to their maximum allowed to their race/class with considerations
to their encumbereance with the following restrictions:
Length of Move |
Actions Allowed |
Full |
None |
Half |
Draw Weapon, throw battle axe (required), Attack with a melee weapon, Dodge (decreases AC by 2 - missiles only) |
3 Hexes |
Throw Kapar, Change Weapon |
2 hexes |
Fire Bow, Throw Weapon, Cast Spell, Defend (decreases AC by 2 per attack surrendered - engage attacks only) |
Stand Up |
Can move up to 2 hexex, no other action allowed |
Phase 2:
Combat
Combat is broken down into the following 3 steps for determining attack order:
- Weapon Speed
- Dexterity *1
- Die Roll
NOTES:
- *1 - Dexterity is used for all physical attacks. Magic-User/Illusionist spells use Intelligence.
Cleric/Druid spells use Wisdom.
- Any character can disengage from combat at their own weapon speed.
- The 'weapon speed' of a spell is determined by this formula:
casting time in segments * 2, with the exception of 1 segment spells or
spells pulled from a ring, which go at speed 1.
- Order of end of round attacks are determined by rules 2 and 3.
Wagon and Mounted figure movement rules |
| Action | Condition | Requirement |
Riding | | | |
|
Increase Speed |
6” or less |
No roll |
|
Stop |
Moving less that 25% full speed |
No roll |
|
|
Moving less than 50% full speed |
Ride roll |
|
|
Moving more than 50% full speed |
Ride roll, -1 per mvt inch above 50% |
|
|
Any speed but taking 2 rounds |
No roll |
|
Change Direction |
One hex facing |
No roll |
|
|
Per additional hex facing |
Ride roll, -3 per facing |
|
|
Any directional change |
1 hex in line following turn |
Combat | | | |
|
Attack, melee |
Target not mounted |
+2 to hit, -2 to AC |
|
Attack, ranged |
Any target |
No bonuses Longbows prohibited |
|
Change Movement Instruction |
Both hands used for combat (Missile attack, 2 handed melee, 1 handed melee and shield) |
Special. Penalty to Ride roll dependent severity of change action |
|
|
While riding a non-war horse |
Additional -10 to Ride |
|
Using Riders Shield |
|
All Ride rolls at -2 |
|
Mount / Dismount |
|
½ Move, treat same as drawing a weapon |
|
Cast a Spell |
No Movement |
Ride roll |
|
Ride by Attack |
6 or more |
Ride roll |
|
Trample Attack |
6 or more |
Ride roll, Mount trained for attack |
Wagons | | | |
|
Increase Speed |
3 or less |
No roll |
|
|
Up to 6 |
Driver roll -2 per hex above 3 |
|
Stop |
Moving greater than 50% over 3 rounds |
Driver roll |
|
|
Moving greater than 3 |
Driver roll -1 per hex above 3 |
|
Turn |
1 hex facing |
Driver roll |
|
|
More than 1 hex facing |
-5 per additional facing |
|
Move Required |
Greater than 50% speed |
4 hexes in line |
|
|
Greater than 3 |
3 hexes in line |
|
|
3 or less |
2 hexes in line |
Horsemanship / Ride / Driver movement rules
Rider
- Can increase or decrease the speed of a horse up to 6” each round without roll.
- If the horse is moving at less than half full speed it can be stopped in one round, normal Ride roll required if the movement is more than 25% of full speed.
- Can stop a horse, regardless of current speed, in 2 rounds, a normal Ride roll is reqd.
- Can stop a horse moving at more than half full speed in one round, Ride roll required. Roll modifier is -1 per additional movement point above half full movement (ie. Rider moving at full movement of 24” would require a roll at -12 to stop in one round. Moving at 18” would require a roll at -6).
- Can change directional hex movement without a roll, if only changing one hex facing. Every additional hex facing change in a single movement phase requires a Ride roll with a -3 modifier. Every hex facing turn requires one movement in a straight line before another change of facing can be executed unless the horse is moving at less than one quarter speed.
- Dismounting is a ½ movement action.
In COMBAT
- A rider swings DOWN at opponents at +2, opponents attack up using melee weapons at -2.
- No traditional shield can be used by a rider unless wielding a pole weapon, employing it in charge attacks.
- A rider may use a Riders Shield if using a one handed weapon. Using a Riders Shield makes directions to the horse more difficult and applies a -2 penalty to Ride rolls.
- A rider may fire missiles while mounted but can NOT use a Long Bow. No attack bonus is gained when firing missile weapons from horseback.
- No Dexterity bonuses are applied to any attacks or defenses when mounted unless the rider has the talent Expert Rider. This skill allows the use of full Dexterity bonuses.
- When firing a 2 handed missile weapon, change of movement instructions to the horse require a Ride roll. The greater the desired change of movement the higher the roll penalty modifier. Small changes, such as minor speed changes or subtle direction changes will be at -1 or 2. Significant changes will be higher and depend on the severity of the change. When attempting any such changes on a non war horse an additional -10 is applied to the roll modifier.
Wagons
- Horses pulling a wagon can increase or decrease the speed up to 3” per round without roll. Speed can be increased up to a max of 6” with a Driver roll at -2 per additional movement point.
- Wagons moving at greater than half speed can be stopped in 3 rounds, normal Driver roll is required.
- Wagons moving at greater than 3” can be stopped in one turn, Driver roll required. Roll modifier is -1 per additional movement point above 3”.
- Turning a wagon one hex facing required a normal Drive roll. Every hex facing turned beyond the first requires a Drive roll at an additional -5 per hex.
- When turning a wagon, if moving at greater than half speed, it must travel at least 4 hexes in a straight line after changing hex facing before attempting another direction change. It requires a movement of 3 hexes in a straight line when moving more than 3” but less than half and only 2 hexes in a straight line of movement at 3” or less.
Spell Casting from Horseback
- Spells with only Verbal (V) : No restrictions
- Spells with Material Components (M) : Dex Roll -2, -1 additional for every component beyond the first
- Spells with Somatic Gestures (S) :
- Requires the RIDE skill
- -2 base adjustment
- Expert Ride cancels this penalty
- -1 on spell roll for every spell level
- *Spells requiring longer than 1 round to cast are not eligible to be cast from horseback.
- *Spells can NOT be cast when read from a spell book
- *Spells cast from a SCROLL are allowed with the following restrictions : caster must have the RIDE skill, Scroll reading / casting is done at -2 to the success roll.
Spell Cast Result |
Spell failure |
Occurs on a roll of 2 or less |
Spell reroll |
Occurs on a roll of 5 or less |
Spell success |
Occurs on a roll of 6 or higher |
- Somatic roll adjustment alters the Spell failure number by the modification listed.
- Re-Rolls are always made versus the base number (5 or less results in failure)
|
i.e. Caster attempting the 1st level spell Comprehend Languages (V,S,M) from horseback with the Ride skill. The spell has TWO Components
so the caster first makes a Dex roll at -3 (-2 plus an additional -1 for the second component). Next the caster rolls for the spell.
The initial roll is at -4 (-3 base plus additional -1 for first level spell). The caster must roll 10 or higher for success. A roll of 6 or
less is immediate failure. A roll of 7 – 9 requires a re-roll. The re-roll uses the same mods and would succeed on a 10 or higher and fail on a 9 or less.
The same caster with the Expert Ride skill would still require the Dex roll to get the components and then have an initial spell roll of -1
(only the level mod). Success would occur on 7 or higher. 3 or less is immediate failure. 4-6 would require a re-roll
Standard Spell Casting die roll |
1-2 |
10% |
3-5 |
15% |
6-20 |
75% |
Re-Roll Chance of Failure |
- >Re-roll odds are 25% of 15% (die roll of 3 – 5) increasing base roll by 3.75%
- Failure = 10% + (25% of 15%) = 13.75%
|
Adjustment |
Fail Conitions |
Chance of Failure |
-1 |
15% + re-roll |
18.75% |
-2 |
20% + re-roll |
23.75% |
-3 |
25% + re-roll |
28.75% |
-4 |
30% + re-roll |
33.75% |
-5 |
35% + re-roll |
38.75% |
-6 |
40% + re-roll |
43.75% |
-7 |
45% + re-roll |
48.75% |
-8 |
50% + re-roll |
53.75% |
-9 |
55% + re-roll |
58.75% |
-10 |
60 % + + re-roll |
63.75% |
Horseback Ride By Attack
- Requires a move of at least 6 hexes.
- May attack if horse moves up to ¾ full movement
- Ride roll has a modifier as noted, modifiers are in addition to those defined for the Ride skill.
- Rider can be attacked by a figure on the ground at -4 due to swinging up, damage is increased by ½ of listed rider damage bonus
- See Talent descriptions for additional mods (Ride, Expert, Mounted Specialist)
|
Modifiers |
Condition |
To Hit |
Ride Mod |
Damage Mod |
Target on ground |
+2 |
|
|
Move 6 to 9 hexes |
- |
-3 |
+d3 |
Move 10-12 |
-1 |
-4 |
+d4 |
Move 13-15 |
-3 |
-6 |
+d6 |
Move 16+ |
-5 |
-8 |
+d8 |
Trample Attack
- Requires a move of at least 6 hexes.
- Can be performed all the way to max movement of the mount.
- Ride roll is modified as noted, modifiers are in addition to those defined for the Ride skill.
- Attacked figure must either be prone on the ground or Man sized or smaller.
- See Talent descriptions for additional mods (Ride, Expert, Mounted Specialist)
Target Not Prone Modidfiers |
Horse move |
Ride Mod |
To Hit |
Damage Mod |
6+ |
- |
- |
+d6 |
10+ |
-2 |
-3 |
+d8 |
16+ |
-4 |
-5 |
+d10 |
- Damage as per horse
- Target save vs. Petrification or knocked to the ground
- Save negates additional damage
- If attack fails or save is made the target may attempt an attack, if able (-4 to hit)
|
Target Prone Modidfiers |
6+ |
- |
+4 |
+d4 |
10+ |
-1 |
+3 |
+d6 |
16+ |
-2 |
+2 |
+d8 |
- Damage as per horse
- Save vs. Petrification for ½ damage
|
Back to the Local Rules Index
This page and its contents are presented solely for the purpose of the RPG game events conducted
by a private group. Any references to people or places is explicitly within the context of these RPG games and has
no connection to any other similarly named source.
Bob Senkewicz / Howell, New Jersey /
senk@optonline.net