Age of Heroes
Horses in Combat
Warhorses and warponies can serve readily as combat steeds. Light horses, ponies and heavy horses, however, are frightened by combat. If you do not dismount, you must make a DC 20 Ride check each round as a move action to control such a horse. If you succeed, you can perform a standard action after the move action. If you fail, the move action becomes a full round action and you cannot do anything else until your next turn. Your mount acts on your initiative count as you direct it. You move at its speed, but the mount uses its action to move. A horse (not a pony) is a Large creature and thus takes up a space 10 feet (2 squares) across. For simplicity, assume that you share your mount’s space during combat.
Combat while Mounted
With a DC 5 Ride check, you can guide your mount with your knees so as to use both hands to attack or defend yourself. This is a free action. When you attack a creature smaller than your mount that is on foot, you get the +1 bonus on melee attacks for being on higher ground. If your mount moves more than 5 feet, you can only make a single melee attack. Essentially, you have to wait until the mount gets to your enemy before attacking, so you cannot make a full attack. Even at your mount’s full speed, you do not take any penalty on melee attacks while mounted. If your mount charges, you also take the penalty to Active Defense and Shield Defense that is associated with a charge. If you make an attack at the end of the charge, you receive the bonus gained from the charge. When charging on horseback, you deal double damage with a lance (see Charge). You can use ranged weapons while your mount is taking a double move, but at a –4 penalty on the attack roll. You can use ranged weapons while your mount is running (quadruple speed), at a –8 penalty. In either case, you make the attack roll when your mount has completed half its movement. You can make a full attack with a ranged weapon while your mount is moving. Likewise, you can take move actions normally.
Casting Spells while Mounted
You can cast a spell normally if your mount moves up to a normal move (its speed) either before or after you cast. If you have your mount move both before and after you cast a spell, then you are casting the spell while the mount is moving and you have to make a Concentration check due to the vigorous motion (DC 10 + magical effect save modifier) or lose the spell. If the mount is running (quadruple speed), you can cast a spell when your mount has moved up to twice its speed, but your Concentration check is more difficult due to the violent motion (DC 15 + magical effect save modifier).
If Your Mount Falls in Battle
If your mount falls, you have to succeed on a DC 15 Ride check to make a soft fall and take no damage. If the check fails, you take 1d6 points of damage.
If You Are Dropped
If you are knocked unconscious, you have a 50% chance to stay in the saddle, otherwise you fall and take 1d6 points of damage. Without you to guide it, your mount avoids combat unless it is of greater than animal intelligence. In that case, your mount acts like a creature of its abilities and intellect and is generally controlled by the Games Master.
You can attempt an overrun as a standard action taken during your move or as part of a charge. (In general, you cannot take a standard action during a move; this is an exception.) With an overrun, you attempt to plough past or over your opponent (and move through his square) as you move. You can only overrun an opponent who is one size category larger than you, the same size or smaller. You can make only one overrun attempt per round. If you are attempting to overrun an opponent, follow these steps.
- Step 1: Attack of Opportunity.
Since you begin the overrun by moving into the defender’s space, you provoke an attack of opportunity from the defender.
- Step 2: Opponent Avoids?
The defender has the option to simply avoid you. If he avoids you, he does not suffer any ill effect. If you were attempting the overrun as part of a charge, you may keep moving. (You can always move through a square occupied by someone who lets you by.) In either case, the overrun attempt does not count against your actions this round (except for any movement required to enter the opponent’s square). If your opponent does not avoid you, move to Step 3.
- Step 3: Opponent Blocks?
If your opponent blocks you, make a Strength check opposed by the defender’s Dexterity or Strength check (whichever ability score has the higher modifier). A combatant gets a +4 bonus on the check for every size category he is larger than Medium or a –4 penalty for every size category he is smaller than Medium. You gain a +2 bonus on your Strength check if you made the overrun as part of a charge. The defender gets a +4 bonus on his check if he has more than two legs or is otherwise more stable than a normal humanoid. If you win, you knock the defender prone. If you lose, the defender may immediately react and make a Strength check opposed by your Dexterity or Strength check (including the size modifiers noted above, but no other modifiers) to try to knock you prone.
- Step 4: Consequences.
If you succeed in knocking your opponent prone, you can continue your movement as normal. If you fail and are knocked prone in turn, you have to move five feet back the way you came and fall prone, ending your movement there. If you fail but are not knocked prone, you have to move five feet back the way you came, ending your movement there. If that square is occupied, you fall prone in that square.
If you have the Improved Overrun feat, your target may not choose to avoid you.
Mounted Overrun (Trample)
If you attempt an overrun while mounted, your mount makes the Strength check to determine the success or failure of the overrun attack (and applies its size modifier, rather than yours). If you have the Trample feat and attempt an overrun while mounted, your target may not choose to avoid you and if you knock your opponent prone with the overrun, your mount may make one hoof attack against your opponent.