Mounted combat

There is a time when delvers are not only going to demand horses (or any other mount) for the sole purpose of transport from A to B, but to actually use them in combat. I’m sure many referees already encountered situations when part of the players’ plans was to use their mounts as an advantage over enemy infantry. There have surely been many attempts to recreate mounted combat for T&T, nonetheless I hope my version I came up with lately is of any use to someone as I tried to keep it fairly simple and comprehensible.

Mounted combat
When riding a mount, a character and his mount count as one when damage is divided evenly amongst the party members. This symbolizes the advantage of height, that usually comes with riding a mount. If both the character and his mount wear armour it has to be substracted from the damage total they both receive. What goes through has to be evenly divided amongst the rider and his mount. If you use the optional spite damage rules, only the character receives spite damage, since the foe is looking for that small gap in the character’s defense or armour. In addition to his own damage total, the rider also deals his mount’s adds as damage.

Mounts and direct damage
Wizards with spells that inflict direct damage or archers/gunners with long-range weapons can choose to directly attack mounts, while leaving its rider unharmed. In this case, even the spite damage goes only on the mount.

Falling from a mount
Many circumstances can lead to the rider falling from his mount. We assume, that it’s because his mount gets killed. Falling from a mount is a very hurtful and unpleasent thing, hence the rider receives 1d6 of damage without any armour substraction. Not only is his armour of no help to him at all, more than that it can cause an even more dangerous injury because of its weight. For each full 10 points of armour the rider wears he gets +1 damage to the falling damage roll. Now that can hurt plenty!

Mounts and lances
When using a lance as a weapon on a mount, double the weapon damage in the first combat round as you’re charging. If you’re using it further after that without the initial advantage of charging, you have to half your adds as it is such an unhandy weapon. To avoid this, you can make a L1SR on Speed to loosen yourself from combat for one combat round – certainly this also means that you’re not dealing nor receiving any damage and abandon your other party members – so you can return into combat charging the next round. You may also throw your lance away or, if it’s made of wood, break it after the first combat round and try to draw a secondary weapon.

Type: Lance (steel)
Dependencies: ST15|DX10
Weapon damage: 10d6+10
Range: 4 meters

Type: Lance (wood)
Dependencies: ST13|DX10
Weapon damage: 8d6+7
Range: 4 meters
Effects: If you’re charging as described above, the wooden lance breaks and is rendered useless now that you’ve taken advantage of its doubled damage

3 Responses to “Mounted combat”

  1. I love reading house rules and other gamer’s ideas! Great post, when I become more experienced with T&T rules I’ll give this a try.

  2. […] "Take That You Fiend!" Nerzenjäger's Tunnels & Trolls Miscellany « Mounted combat […]

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