Dark Lantern's Light
Mounted combat is likely to come up at some point in the course of the campaign. The spy thriller genre is known to have a chance scene every so often right? To make it somewhat more interesting and emulate at least some of the benefits (and drawbacks) of fighting while atop an animal, here are some rules.
- While mounted, you have an extra Move action. Unlike your regular move action, this may only be used for movement and may not be traded down for a Quick Action.
- If you make a melee attack after your mount moves, roll 1 extra die on the damage roll.
- Some mounts have a special attack or ability. You may use this once on your turn as a Quick action. If the ability is an attack, it does not benefit from the Escalation Die. If the mount has an immediate interrupt or reaction ability, using this ability takes your interrupt/reaction for the turn.
- When you miss an attack on a natural 1-5, make a normal (11+) saving throw. On a success, you retain your balance on the mount. On a failure, your failed attack leaves you unbalanced and out of control. You take a -1 to all defenses until the start of your next turn and you may not use your mounts move action or special ability. If you roll a natural 1 on the saving throw, you are considered Stunned until the end of your next turn as you have nearly fall off the mount.
- When you’re are first staggered during combat, follow the instructions above for a natural 1-5 miss.
- You can attack mounts and have your mounts attacked. When your mount is staggered, roll a saving throw as above as if your character was staggered. Make this roll with a -2 penalty.
- Mounts that are staggered no longer grant their bonus Move action to the rider.
- If your mount is killed, you fall to the ground and take a d6 of damage per character level (d8 if on a flying mount) and are considered Stunned until the end of your next turn.
- Critical Hits deal triple damage to all mounts except those which have the “Combat Trained” trait or are wearing armor/barding.
- When attacking a mounted enemy, roll a saving throw. On a success, you can attack the mount or rider as desired. On a failure, your target is randomly chosen between the mount and the rider. The difficulty of the save depends on the relative size of the mount and attacker as well as the weapon used. Attacking a horse rider while on foot with a longsword is a Hard (16+) saving throw. Attacking a horse rider on foot with a 2-handed axe is an 11+ save and attacking with a polearm or spear is a 6+ save. Attacking a horse rider while on a horse yourself is a 11+ saving throw. Attacking a horse rider while riding a giant eagle is a 6+ saving throw.
Example Mounts and Mount related rules