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{{unfinished}}
=Special Movement=
=Special Movement=
Most forms of enhanced mobility have ''significant'' effects on combat.
Most forms of enhanced mobility have ''significant'' effects on combat.
==High-Speed Movement==
==High-Speed Movement==
It’s possible to go so fast that you
It's possible to go so fast that you can’t easily stop or change course. Such "high-speed movement" occurs whenever your present velocity exceeds your [[Basic Move]]. These rules apply equally to living beings and to fast-moving vehicles.
can’t easily stop or change course.
Such “high-speed movement” occurs
whenever your present velocity
exceeds your Basic Move. These rules
apply equally to living beings and to
fast-moving vehicles.


You may decide to accelerate to
You may decide to accelerate to high speed at the end of any turn during which you've moved your full Basic Move – modified for encumbrance, if any – in one direction, more or less (no more than one 60° turn). You must have taken either a [[Move]] or a [[Move and Attack]] maneuver that turn, and you must be standing up.
high speed at the end of any turn dur-
ing which you’ve moved your full
Basic Move – modified for encum-
brance, if any – in one direction, more
or less (no more than one 60° turn).
You must have taken either a Move or
a Move and Attack maneuver that
turn, and you must be standing up.


Once you switch to high-speed
Once you switch to high-speed movement, you move as described under [[Sprinting]]. You may start the next turn with a velocity up to 20% greater than your [[Move]] (at minimum, +1 Move). If you have the [[Enhanced Move]] advantage, or are a vehicle with a top speed greater than your Move, you may start your next turn with a velocity up to 100% greater than [[Basic Move]]. In all cases, use the high-speed movement rules below.
movement, you move as described
under Sprinting (p. 354). You may
start the next turn with a velocity up to
20% greater than your Move (at mini-
mum, +1 Move). If you have the
Enhanced Move advantage, or are a
vehicle with a top speed greater than
your Move, you may start your next
turn with a velocity up to 100%
greater than Basic Move. In all cases,
use the high-speed movement rules
below.
===Velocity===
===Velocity===
Keep track of your velocity (in
Keep track of your velocity (in yards per second). You can increase it or decrease it at the end of each turn; see [[Accelerating]], below. You  must move as fast as your velocity – that is, if your velocity is 17, you must move 17 yards that turn unless something (e.g., bad footing) slows you down.
yards per second). You can increase it
or decrease it at the end of each turn;
see Accelerating, below. You  must
move as fast as your velocity – that is,
if your velocity is 17, you must move
17 yards that turn unless something
(e.g., bad footing) slows you down.
===Maneuvers During High-Speed Movement===
===Maneuvers During High-Speed Movement===
If you’re moving at high speed
If you're moving at high speed under your own power, you should take either a [[Move]] or a [[Move and Attack]] maneuver. This applies to a mount, but not to riders or [[Vehicles|vehicle]] crew. If you don't (or if no one is controlling a vehicle), see [[Losing Control]].
under your own power, you should
take either a Move or a Move and
Attack maneuver. This applies to a
mount, but not to riders or vehicle
crew. If you don't (or if no one is con-
trolling a vehicle), see [[Losing Control]].


===Direction and Turning Radius===
===Direction and Turning Radius===
[[Image:Turning_Radius.png|frame|right]]
[[Image:Turning_Radius.png|frame|right]]
At high speeds, it's hard to change
At high speeds, it's hard to change direction quickly. You must continue to move in a generally forward direction. A major change of direction (up to 60°) is only possible after you've moved straight ahead for a distance equal to at least (current velocity/[[Basic Move]]) yards, rounded down. This number is your turning radius.  For instance, if your current velocity is 13 and you have Basic Move 5, you must move at least 13/5 = 2.6 yards, which rounds to 2 yards, between each change of facing.
direction quickly. You must continue
to move in a generally forward direc-
tion. A major change of direction (up
to 60°) is only possible after you’ve
moved straight ahead for a distance
equal to at least (current
velocity/Basic Move) yards, rounded
down. This number is your turning
radius.  For instance, if your current
velocity is 13 and you have Basic Move
5, you must move at least 13/5 = 2.6
yards, which rounds to 2 yards,
between each change of facing.


Until you have moved a distance
Until you have moved a distance equal to your turning radius, you must continue to move forward. If you are using the [[Tactical Combat]] rules, you can move into any of your three front hexes, but without changing facing. If you have legs or similar, you can roll against [[DX]] or [[Jumping]] to cross obstacles; otherwise, you collide with anything you can't maneuver around or which doesn't dodge out of the way.
equal to your turning radius, you must
continue to move forward. If you are
using the Tactical Combat rules, you
can move into any of your three front
hexes, but without changing facing. If
you have legs or similar, you can roll
against DX or Jumping to cross obsta-
cles; otherwise, you collide with any-
thing you can’t maneuver around or
which doesn’t dodge out of the way.


Note: These rules are cinematic but
''Note:'' These rules are cinematic but easy to use. A more realistic turning radius would be (velocity squared)/10 yards; those who enjoy complexity are welcome to use this.
easy to use. A more realistic turning
radius would be (velocity squared)/10
yards; those who enjoy complexity are
welcome to use this.


If your Basic Move is 0, do not use
If your [[Basic Move]] is 0, do not use the rules above. You cannot turn at all under your own power! You can only drift. To execute a turn, you must be pushed, towed, etc.
the rules above. You cannot turn at all
under your own power! You can only
drift. To execute a turn, you must be
pushed, towed, etc.


===Attacking and Defending===
===Attacking and Defending===
You can fight normally during
You can fight normally during high-speed movement, subject to the limits of your combat maneuver. You can dodge, but you cannot retreat or dive for cover. The GM should always apply speed modifiers when you're under attack – or attacking!
high-speed movement, subject to the
limits of your combat maneuver. You
can dodge, but you cannot retreat or
dive for cover. The GM should always
apply speed modifiers when you’re
under attack – or attacking!


===Accelerating===
===Accelerating===
If your velocity is less than your
If your velocity is less than your top speed at the end of your turn, you can increase it by an amount up to your [[Basic Move]], to a maximum of your rated top speed. Top speed is 20% over your [[Move]] if you are sprinting and don't have the [[Enhanced Move]] advantage.
top speed at the end of your turn, you
can increase it by an amount up to
your Basic Move, to a maximum of
your rated top speed. Top speed is
20% over your Move if you are sprint-
ing and don’t have the Enhanced
Move advantage.


===Decelerating===
===Decelerating===
Instead of accelerating, you can
Instead of accelerating, you can decelerate, reducing your velocity by an amount up to your [[Basic Move]] (or more, with some risk – see below). If your deceleration reduces your velocity to [[Basic Move]] or less at the end of your turn, you are no longer at high speed, and may use the ordinary movement rules next turn.
decelerate, reducing your velocity by
an amount up to your Basic Move (or
more, with some risk – see below). If
your deceleration reduces your veloci-
ty to Basic Move or less at the end of
your turn, you are no longer at high
speed, and may use the ordinary
movement rules next turn.


===Pushing the Envelope===
===Pushing the Envelope===
You can try to decelerate by up to
You can try to decelerate by up to [[Basic Move]] × 2. You can also attempt to change direction before you've moved the requisite distance. Either requires a [[DX]]+3 roll – or a vehicle operation skill roll, modified by the vehicle's [[Handling]] statistic, if you are driving a vehicle.
Basic Move × 2. You can also attempt
to change direction before you’ve
moved the requisite distance. Either
requires a DX+3 roll – or a vehicle
operation skill roll, modified by the
vehicle’s Handling statistic, if you are
driving a vehicle.


Hasty deceleration requires a roll
Hasty deceleration requires a roll at -1 per two full yards/second beyond [[Basic Move]] by which you cut your speed. For instance, if your [[Basic Move]] is 5 and you decelerate by 9 yards/second, you must roll at -2.
at -1 per two full yards/second beyond
Basic Move by which you cut your
speed. For instance, if your Basic
Move is 5 and you decelerate by 9
yards/second, you must roll at -2.


An earlier turn (or a tighter turn;
An earlier turn (or a tighter turn; e.g., 120° instead 60°) calls for a roll at -1 per full increment of [[Basic Move]] by which your velocity exceeds your Basic Move. For instance, if you're moving at 23 yards/second and have Basic Move 3, you must roll at -6.
e.g., 120° instead 60°) calls for a roll at
-1 per full increment of Basic Move by
which your velocity exceeds your
Basic Move. For instance, if you’re
moving at 23 yards/second and have
Basic Move 3, you must roll at -6.


If you fail, you lose traction and fall
If you fail, you lose traction and fall or spin out of control – see [[Losing Control]], below.
or spin out of control – see Losing
Control, below.
===Tactical Movement===
===Tactical Movement===
If you are using the tactical move-
If you are using the tactical movement rules with high-speed movement, your movement points equal your velocity at the start of your turn. You cannot sidestep or step back. Turning radius limits facing changes: a 60° turn is a one hex-side facing change.
ment rules with high-speed move-
 
ment, your movement points equal
Minor obstructions and bad footing cost movement points as usual (see [[Movement Point Costs]]), and also decelerate you at the end of your turn by an amount equal to the extra movement points paid. For example, if your high-speed velocity is 14 and you run through six yards of mud (+1 movement point per hex), you'll automatically decelerate to a velocity of 8 at the end of the turn. Add this to any voluntary deceleration. If the total exceeds your [[Basic Move]], roll as described for [[Pushing the Envelope]], above. If it exceeds [[Basic Move]] × 2, you lose control automatically.
your velocity at the start of your turn.
You cannot sidestep or step back.
Turning radius limits facing changes:
a 60° turn is a one hex-side facing
change.


Minor obstructions and bad foot-
ing cost movement points as usual
(see Movement Point Costs, p. 387),
and also  decelerate you at the end of
your turn by an amount equal to the
extra movement points paid. For
example, if your high-speed velocity is
14 and you run through six yards of
mud (+1 movement point per hex),
you’ll automatically decelerate to a
velocity of 8 at the end of the turn. Add
this to any voluntary deceleration. If
the total exceeds your Basic Move, roll
as described for Pushing the Envelope,
above. If it exceeds Basic Move × 2,
you lose control automatically.
===Losing Control===
===Losing Control===
If you are running on the ground
If you are running on the ground and lose control, you trip. You fall over, skid for 1/4 your remaining movement straight ahead (unless you hit something), and then stop. If you land on the ground and skid to a stop without hitting anything, you suffer damage for a fall at your current velocity; see [[Falling]]. If you hit something, you suffer (and inflict) collision damage instead; see [[Damage from Collisions]].
and lose control, you trip. You fall
 
over, skid for 1/4 your remaining
movement straight ahead (unless you
hit something), and then stop. If you
land on the ground and skid to a stop
without hitting anything, you suffer
damage for a fall at your current
velocity; see Falling (p. 431). If you hit
something, you suffer (and inflict) col-
lision damage instead; see Damage
from Collisions (p. 430).
===Optional Rule: Changing Posture in Armor===
===Optional Rule: Changing Posture in Armor===
For enhanced realism, you can let encumbrance level affect the time
For enhanced realism, you can let encumbrance level affect the time it takes to perform a [[Change Posture]] maneuver. At encumbrance level 0 (None) or 1 (Light), Change Posture takes one second, as usual. At level 2 (Medium), it takes two seconds to change posture – and so on. While you are partway through a posture change, you are considered tobe in the old posture. This rule may slow play, but it can also give a realistic edge to lightly armored combatants.
it takes to perform a Change Posture maneuver. At encumbrance level
 
0 (None) or 1 (Light), Change Posture takes one second, as usual. At
You also lose control if you are knocked out, or take any combat maneuver but [[Move]] or [[Move and Attack]], while moving at high speed. For instance, if you were stunned and forced to [[Do Nothing]], you would trip as described above.
level 2 (Medium), it takes two seconds to change posture – and so on.
While you are partway through a posture change, you are considered to
be in the old posture. This rule may slow play, but it can also give a real-
istic edge to lightly armored combatants.


You also lose control if you are
''Exception:'' If you are moving on three or more wheels, you're more stable. The GM may rule that you merely decelerate your maximum safe deceleration each turn instead of tripping, unless your loss of control was the result was a critical failure or injury (stunned, etc.).
knocked out, or take any combat
maneuver but Move or Move and
Attack, while moving at high speed.
For instance, if you were stunned and
forced to Do Nothing, you would trip
as described above.


''Exception:'' If you are moving on
three or more wheels, you’re more sta-
ble. The GM may rule that you merely
decelerate your maximum safe decel-
eration each turn instead of tripping,
unless your loss of control was the
result was a critical failure or injury
(stunned, etc.).
===High-Speed Flying  and Swimming===
===High-Speed Flying  and Swimming===
Only use Basic Move if you are
Only use [[Basic Move]] if you are moving on the ground. Use basic air [[Move]] when flying, and basic water [[Move]] when swimming (see [[Move in Other Environments]]). If you lose control in the air or water, you don't trip; instead, you must move your current velocity straight ahead and then decelerate by your maximum safe deceleration. You can do nothing else – this effectively ends your turn!
moving on the ground. Use basic air
 
Move when flying, and basic water
Move when swimming (see Move in
Other Environments, p. 18). If you lose
control in the air or water, you don’t
trip; instead, you must move your cur-
rent velocity straight ahead and then
decelerate by your maximum safe
deceleration. You can do nothing else –
this effectively ends your turn!
==Mounted Combat==
==Mounted Combat==
Knights, cowboys and Indians, and
Knights, cowboys and Indians, and other adventurers often fight from the saddle. A mount not only provides additional mobility, but its extra height and momentum can make the rider's attacks more effective, while the shock of a mounted charge can panic unprepared opponents. Some mounts even fight in their own right.
other adventurers often fight from the
saddle. A mount not only provides
additional mobility, but its extra
height and momentum can make the
rider’s attacks more effective, while
the shock of a mounted charge can
panic unprepared opponents. Some
mounts even fight in their own right.


With the exception of the occasion-
With the exception of the occasional camel or elephant, mounted warriors usually ride horses, and these rules assume that. For the differences between horses and various mounts from fantasy and science fiction, see the pertinent animal descriptions.
al camel or elephant, mounted war-
riors usually ride horses, and these
rules assume that. For the differences
between horses and various mounts
from fantasy and science fiction, see
the pertinent animal descriptions.


Ordinarily, a rider can direct a war-
Ordinarily, a rider can direct a wartrained mount by voice and foot pressure, leaving both hands free for weapon use. However, all [[Riding]] rolls are at -3 for "no hands," or -1 if only one hand is on the reins. Riders who need both hands to control their mount may drop what they are holding. It requires a Ready maneuver and [[DX]]-3 roll to return a weapon to its scabbard while a mount is bucking; a critical failure means you drop it!
trained mount by voice and foot pres-
sure, leaving both hands free for
weapon use. However, all Riding rolls
are at -3 for “no hands,or -1 if only
one hand is on the reins. Riders who
need both hands to control their
mount may drop what they are hold-
ing. It requires a Ready maneuver and
DX-3 roll to return a weapon to its
scabbard while a mount is bucking; a
critical failure means you drop it!


Nonsapient mounts without war
Nonsapient mounts without war training (see [[War-Trained Mounts]]) are liable to "spook" at danger – especially at the sounds of gunfire and injured animals of their own species! All combat [[Riding]] rolls are at -3 for a well-broken mount without war training – and at -6 or worse for one that is not fully broken.
training (see War-Trained Mounts,
p. 459) are liable to “spook” at danger
– especially at the sounds of gunfire
and injured animals of their own
species! All combat Riding rolls are at
-3 for a well-broken mount without
war training – and at -6 or worse for
one that is not fully broken.


The rider must make a Riding+2
The rider must make a [[Riding]]+2 roll to get any mount  except a wartrained mount to charge into or over any obstacle, or onto bad footing, or to perform risky maneuvers like jumps, tight turns, etc., unless they're a matter of life and death for the mount! Failure means the mount disobeys; see [[Spooked Mounts]].
roll to get any mount  except a war-
trained mount to charge into or over
any obstacle, or onto bad footing, or to
perform risky maneuvers like jumps,
tight turns, etc., unless they’re a mat-
ter of life and death for the mount!
Failure means the mount disobeys;
see Spooked Mounts, p. 397.


===Mounting Up===
===Mounting Up===
Mounting a horse or similar crea-
Mounting a horse or similar creature takes two consecutive maneuvers: [[Move]] to jump or climb up, followed by [[Change Posture]] to seat yourself. You can leap astride in only one turn if you make a [[Riding]], [[Acrobatics]], or [[Jumping]] roll at -3 (no penalty if you are using stirrups) – but on any failure, you fall!
ture takes two consecutive maneuvers:
 
Move to jump or climb up, followed
When you are using [[Tactical Combat]], a rider is in the center of a 3-hex mount like a horse, or the front of a 2-hex mount like a gryphon. An elephant or similar mount would have a flat back, and a rider could stand up and move around; traditionally, an elephant carries the driver, or mahout, on its neck, and a howdah, a platform with several fighters, on its back.
by Change Posture to seat yourself.
You can leap astride in only one turn if
you make a Riding, Acrobatics, or
Jumping roll at -3 (no penalty if you
are using stirrups) – but on any fail-
ure, you fall!


When you are using  Tactical
Combat, a rider is in the center of a 3-
hex mount like a horse, or the front
of a 2-hex mount like a gryphon. An
elephant or similar mount would
have a flat back, and a rider could
stand up and move around; tradition-
ally, an elephant carries the driver, or
mahout, on its neck, and a howdah, a
platform with several fighters, on its
back.
===Movement and Maneuvers===
===Movement and Maneuvers===
See Riding and Draft Animals
See [[Riding and Draft Animals]] for the [[Move]] of various mounts. The animal's [[Basic Move]] is the pace it can achieve while walking or trotting; its [[Enhanced Move]] is for a gallop, and uses the rules under [[High-Speed Movement]]. Encumbrance penalties apply normally (see [[Encumbrance and Move]]) ... but few mounts willingly carry more than Medium encumbrance.
(p. 459) for the Move of various
mounts. The animal’s Basic Move is
the pace it can achieve while walking
or trotting; its Enhanced Move is  
for a gallop, and uses the rules under  
High-Speed Movement (p. 394).
Encumbrance penalties apply normal-
ly (see Encumbrance and Move, p. 17)
... but few mounts willingly carry
more than Medium encumbrance.


In combat, the mount can take any
In combat, the mount can take any maneuver, unless it's moving at high speed. Then it is limited to [[Move]] or [[Move and Attack]].
maneuver, unless it’s moving at high
speed. Then it is limited to Move or
Move and Attack.


The rider can take any maneuver.
The rider can take any maneuver. Use [[Change Posture]] to dismount safely from a mount that hasn't moved, or that has moved only a step. Otherwise, the only way to get off is to jump or fall. To jump off safely, take a [[Move]] or [[Move and Attack]] maneuver and make an [[Acrobatics]] or [[Jumping]] roll. On any failure, you fall!
Use Change Posture to dismount safe-
ly from a mount that hasn’t moved, or
that has moved only a step. Otherwise,
the only way to get off is to jump or
fall. To jump off safely, take a Move or
Move and Attack maneuver and make
an Acrobatics or Jumping roll. On any
failure, you fall!


Falling Off: If the mount makes a
''Falling Off:'' If the mount makes a successful [[DX]] roll for a difficult action like a jump, tight turn, or hasty deceleration, the rider must make a [[Riding]] roll. On a failure, the rider is unseated, even though the mount performed the maneuver. If the mount fails its [[DX]] roll for a risky action, see result 12 on the [[Mount Loss of Control Table]] (below) for effects.
successful DX roll for a difficult action
like a jump, tight turn, or hasty decel-
eration, the rider must make a Riding
roll. On a failure, the rider is unseated,
even though the mount performed the
maneuver. If the mount fails its DX
roll for a risky action, see result 12 on
the Mount Loss of Control Table
(below) for effects.


===Spooked Mounts===
===Spooked Mounts===
If a mount fails a Fright Check, or
If a mount fails a [[Fright Check]], or refuses to perform a particular feat, it will usually shy and buck. The rider must make a [[Riding]] roll and take a [[Ready]] maneuver every second to regain control.
refuses to perform a particular feat, it
will usually shy and buck. The rider
must make a Riding roll and take a
Ready maneuver every second to
regain control.


A critical success calms the mount
A critical success calms the mount immediately; three ordinary successes in a row will have the same result. Three failures in a row, or a single critical failure, means a total loss of control (see below). A long alternation of successes and failures means you spend your time fighting your mount instead of the enemy! Fortunately, a bucking mount is still free to dodge, as is the rider – although no other defenses are possible.
immediately; three ordinary successes
in a row will have the same result.
Three failures in a row, or a single crit-
ical failure, means a total loss of con-
trol (see below). A long alternation of
successes and failures means you
spend your time fighting your mount
instead of the enemy! Fortunately, a
bucking mount is still free to dodge, as
is the rider – although no other defens-
es are possible.
===Mount Loss of Control Table===
===Mount Loss of Control Table===
Roll 2d on the following table if
Roll 2d on the following table if you completely lose control of a mount. Also refer to the appropriate result – without rolling – whenever a rider is thrown, a mount falls, etc.
you completely lose control of a
mount. Also refer to the appropriate
result – without rolling – whenever a
rider is thrown, a mount falls, etc.


2 – You are thrown from your mount.
'''2''' – You are thrown from your mount. Take damage for a three-yard fall (adjust this for an unusually tall or short mount). If you remain conscious, you may attempt an immediate [[Animal Handling]]-3 roll to call your mount back. If you fail, you may make a repeated attempt every 5 minutes.
Take damage for a three-yard fall
(adjust this for an unusually tall or
short mount). If you remain con-
scious, you may attempt an imme-
diate Animal Handling-3 roll to call
your mount back. If you fail, you
may make a repeated attempt
every 5 minutes.


3 – You lose your grip and fall. Take
'''3''' – You lose your grip and fall. Take damage for a two-yard fall; a [[Jumping]] or [[Acrobatics]] roll will negate this. Otherwise, as 2, above.
damage for a two-yard fall; a
Jumping or Acrobatics roll will
negate this. Otherwise, as 2, above.


4 – You drop whatever you were hold-
'''4''' – You drop whatever you were holding. Now roll again!
ing. Now roll again!


5 – The mount charges directly toward
'''5''' – The mount charges directly toward the foe, hazard, etc.
the foe, hazard, etc.


6-7 – The mount is exhausted and will
'''6-7''' – The mount is exhausted and will not fight, or move at faster than a slow walk ([[Move]] 2), until it gets several hours of rest.
not fight, or move at faster than a
slow walk (Move 2), until it gets
several hours of rest.


8-9 – The mount seems to settle down,
'''8-9''' – The mount seems to settle down, but is now fractious: -1 to all [[Riding]] rolls for the rest of this engagement. If you get this result multiple times, the penalty is cumulative.
but is now fractious: -1 to all
Riding rolls for the rest of this
engagement. If you get this result
multiple times, the penalty is
cumulative.


10 – The mount charges directly away
'''10''' – The mount charges directly away from the foe, [[Hazards|hazard]], etc.
from the foe, hazard, etc.


11 – The saddle comes loose. All
'''11''' – The saddle comes loose. All [[Riding]] rolls and attack rolls made while riding are at -3 until you dismount and spend 4d seconds tightening the straps. If you're riding without a saddle, treat as 3, above.
Riding rolls and attack rolls made
while riding are at -3 until you dis-
mount and spend 4d seconds tight-
ening the straps. If you’re riding
without a saddle, treat as 3, above.


12 – The mount falls! It must make a
'''12''' – The mount falls! It must make a [[DX]]+1 roll or it breaks a leg. In any case, the rider must roll vs. [[Riding]]-2. On a failure, he is unseated and takes damage for a three-yard fall. On a success, he must make another [[Riding]] roll, this one at a penalty equal to his [[Encumbrance]], to leap clear of the falling mount. On a success, he leaps clear and takes damage as per 3, above. On a failure, the mount falls on him, inflicting thrust/crushing damage based on its [[ST]], plus the damage for a 2-yard fall.
DX+1 roll or it breaks a leg. In any
case, the rider must roll vs. Riding-
2. On a failure, he is unseated and
takes damage for a three-yard fall.
On a success, he must make anoth-
er Riding roll, this one at a penalty
equal to his Encumbrance, to leap
clear of the falling mount. On a
success, he leaps clear and takes
damage as per 3, above. On a fail-
ure, the mount falls on him, inflict-
ing thrust/crushing damage based
on its ST, plus the damage for a 2-
yard fall.


===Attacks by Mounts===
===Attacks by Mounts===
A war-trained mount can attack if
A war-trained mount can attack if it takes an appropriate maneuver. A horse can bite, kick with hooves, or trample; iron horseshoes give +1 to kicking or trampling damage. The rider's attack is at an extra -2 if the mount attacked on its last turn.
it takes an appropriate maneuver; see
 
Chapter 16 for details. A horse can
''Panic:'' If a mounted fighter charges directly toward an NPC who is unused to facing cavalry (GM's option), the GM may require him to make a [[Will]] roll to stand his ground and fight. If he fails, he'll try to run instead. Anyone with [[Combat Reflexes]] gets +6 to this roll. Those with a [[SM]] equal to or greater than that of the mount do not have to roll!
bite, kick with hooves, or trample;
iron horseshoes give +1 to kicking or
trampling damage. The rider’s attack is
at an extra -2 if the mount attacked on
its last turn.


Panic: If a mounted fighter charges
directly toward an NPC who is unused
to facing cavalry (GM’s option), the
GM may require him to make a Will
roll to stand his ground and fight. If he
fails, he’ll try to run instead. Anyone
with Combat Reflexes gets +6 to this
roll. Those with a SM equal to or
greater than that of the mount do not
have to roll!
===Cavalry Weapons===
===Cavalry Weapons===
Melee Weapons: A rider uses melee
''Melee Weapons:'' A rider uses melee weapons at the lower of his [[Melee Weapon]] skill or [[Riding]] skill. Thus, a trained rider has no penalties to use melee weapons while mounted. If the mount's velocity is 7 or more relative to the foe, the attack has -1 to hit but +1 damage. Use the same rules when attacking from a motorcycle or similar open vehicle (substitute [[Driving]] skill for [[Riding]] skill above).
weapons at the lower of his Melee
 
Weapon skill or Riding skill. Thus, a
''Lances:'' [[Lance]] skill appears on. To couch a lance, a rider must have a saddle and stirrups. A couched lance's damage depends on the mount's mass and velocity. Work out damage for a collision between the mount and the target – (mount's [[ST]]) × (distance moved last turn)/100 dice of damage, rounded down – and add the lance's thrust/impaling bonus of +3. ''Example:'' A [[ST]] 25 warhorse charging at [[Move]] 8 inflicts 2d+3 impaling damage.
trained rider has no penalties to use
melee weapons while mounted. If the
mount’s velocity is 7 or more relative
to the foe, the attack has -1 to hit but
+1 damage. Use the same rules when
attacking from a motorcycle or similar
open vehicle (substitute Driving skill
for Riding skill above).


Lances:  Lance skill appears on
Tournament jousting uses blunted wooden lances, specially designed to break if they strike very hard. These inflict the same amount of damage, but it is crushing – and if the damage exceeds 15 points, the lance snaps, limiting damage to 15 points.
p. 204. To couch a lance, a rider must
have a saddle and stirrups. A couched
lance’s damage depends on the
mount’s mass and velocity. Work out
damage for a collision between the
mount and the target – (mount’s ST)
× (distance moved last turn)/100 dice
of damage, rounded down – and add
the lance’s thrust/impaling bonus of
+3.  Example:  A ST 25 warhorse
charging at Move 8 inflicts 2d+3
impaling damage.


Tournament jousting uses blunted
wooden lances, specially designed to
break if they strike very hard. These
inflict the same amount of damage,
but it is crushing – and if the damage
exceeds 15 points, the lance snaps,
limiting damage to 15 points.
===Using Ranged Weapons While Mounted===
===Using Ranged Weapons While Mounted===
Attack: Firing from atop a moving
''[[Attack]]:'' Firing from atop a moving animal tests both marksmanship and riding. Roll against the lower of [[Riding]] or ranged weapon skill to hit. If you are firing a noisy weapon (e.g., an unsilenced gun), you must make a [[Riding]] roll after each attack. On a failure, the mount is spooked (see [[Spooked Mounts]], above); on a critical failure, you lose control (see [[Mount Loss of Control Table]], above).
animal tests both marksmanship and
 
riding. Roll against the lower of Riding
''[[Aim]]:'' You may [[Aim]] a ranged weapon while mounted, but if the mount moves more than a step, you suffer the same penalties that you would if firing from a moving vehicle: you can't benefit from extra turns of [[Aim]], or from telescopic scopes and other targeting systems.
or ranged weapon skill to hit. If you
are firing a noisy weapon (e.g., an
unsilenced gun), you must make a
Riding roll after each attack. On a fail-
ure, the mount is spooked (see
Spooked Mounts, above); on a critical
failure, you lose control (see Mount
Loss of Control Table, above).


Aim: You may Aim a ranged
''Tricks:'' To turn in the saddle and fire at the foe behind you: -4 to weapon skill, and -1 to any [[Riding]] roll made that turn. To hang on the far side of the mount and shoot over it or underneath it: -6 to weapon skill, -3 to any [[Riding]] roll. This latter move means your foe's only targets are your foot, face, eyes, skull, and one hand. But if he attacks and misses by 4 or less, he hits your mount!
weapon while mounted, but if the
mount moves more than a step, you
suffer the same penalties that you
would if firing from a moving vehicle:
you can’t benefit from extra turns of
Aim, or from telescopic scopes and
other targeting systems.


Tricks: To turn in the saddle and
fire at the foe behind you: -4 to
weapon skill, and -1 to any Riding roll
made that turn. To hang on the far
side of the mount and shoot over it or
underneath it: -6 to weapon skill, -3 to
any Riding roll. This latter move
means your foe’s only targets are your
foot, face, eyes, skull, and one hand.
But if he attacks and misses by 4 or
less, he hits your mount!
===Mounted Defense===
===Mounted Defense===
A mount’s only defense is Dodge.
A mount's only defense is [[Dodge]]. Some mounts may have barding (see [[Horse Armor (Barding) Table]] or natural [[DR]].
Some mounts may have barding (see
 
Horse Armor (Barding) Table, p. 286)
A rider can [[Dodge]], [[Block]], or [[Parry]]. If he has [[Riding]] at 12+, all of these defenses are at normal levels. For a less-skilled rider, reduce active defenses by the difference between 12 and the rider's skill; e.g., someone with [[Riding]]-9 would have -3 to all active defenses.
or natural DR.


A rider can Dodge, Block, or Parry.
If he has Riding at 12+, all of these
defenses are at normal levels. For a
less-skilled rider, reduce active defens-
es by the difference between 12 and
the rider’s skill; e.g., someone with
Riding-9 would have -3 to all active
defenses.
===Height Difference===
===Height Difference===
A cavalryman on horseback is
A cavalryman on horseback is effectively three feet above a standing foe. See [[Combat at Different Levels]].
effectively three feet above a standing
 
foe. See Combat at Different Levels
(p. 402).
===Mounted Combat Results===
===Mounted Combat Results===
A rider who is stunned must make
A rider who is stunned must make a [[Riding]] roll at -4 or fall off. A rider who suffers any knockback is automatically knocked off unless he has a saddle and stirrups, in which case he gets a [[Riding]] roll at -4 per yard of knockback to stay on.
a Riding roll at -4 or fall off. A rider
 
who suffers any knockback is auto-
If any attack aimed at a rider misses by 1, it hits the mount unless it makes its active defense roll; the reverse is true for attacks aimed at the mount. Of course, either may be attacked intentionally!
matically knocked off unless he has a
saddle and stirrups, in which case he
gets a Riding roll at -4 per yard of
knockback to stay on.


If any attack aimed at a rider miss-
If the mount is hit, the rider must roll vs. [[Riding]], minus the shock penalty suffered by the mount, to keep it from spooking. If the mount is crippled and falls, effects are as per result 12 on the [[Mount Loss of Control Table]].
es by 1, it hits the mount unless it
makes its active defense roll; the
reverse is true for attacks aimed at the
mount. Of course, either may be
attacked intentionally!


If the mount is hit, the rider must
roll vs. Riding, minus the shock penal-
ty suffered by the mount, to keep it
from spooking (see p. 397). If the
mount is crippled and falls, effects are
as per result 12 on the Mount Loss of
Control Table.
===Multiple Riders===
===Multiple Riders===
On a horse-sized or larger mount, a
On a horse-sized or larger mount, a second human-sized or smaller rider can hang on behind the one controlling the mount. The controlling rider has an extra -1 to [[Riding]] skill. The passenger uses the lower of the controlling rider's skill or his own [[ST]] on any roll to avoid falling off, but does so at -3.
second human-sized or smaller rider
 
can hang on behind the one control-
ling the mount. The controlling rider
has an extra -1 to Riding skill. The pas-
senger uses the lower of the controlling
rider’s skill or his own ST on any roll to
avoid falling off, but does so at -3.
==Flying Combat==
==Flying Combat==
Heroes may fly using advantages
Heroes may fly using advantages ([[Flight]], [[Telekinesis]], etc.), magic spells, antigravity belts, and so forth. A few special rules apply to combat while airborne.
(Flight, Telekinesis, etc.), magic spells,
 
antigravity belts, and so forth. A few
special rules apply to combat while
airborne.
===Aerial Movement===
===Aerial Movement===
If the ceiling is high enough, fliers
If the ceiling is high enough, fliers can move over other fighters! Humans normally fly in a horizontal position (so that they can watch the ground and see where they're going); treat them as two-hex figures when using the [[Tactical Combat]] rules.
can move over other fighters! Humans
 
normally fly in a horizontal position
''Changing Height:'' Vertical movement costs the same as horizontal movement. Moving a yard vertically and a yard horizontally simultaneously (diagonal movement at 45°) costs the same as 1.5 horizontal yards.
(so that they can watch the ground
and see where they’re going); treat
them as two-hex figures when using
the Tactical Combat rules.


Changing Height: Vertical move-
''Steps and Retreats:'' Use your basic air [[Move]] to calculate the distance you can step or retreat during combat (see [[Step]]); flyers are often fast enough to step 2+ yards. If a flyer retreats as part of an active defense, he can specify that he is doing so vertically.
ment costs the same as horizontal
movement. Moving a yard vertically
and a yard horizontally simultaneous-
ly (diagonal movement at 45°) costs
the same as 1.5 horizontal yards.


Steps and Retreats: Use your basic
''Flying Fast:'' See [[High-Speed Movement]]. A diving flyer can accelerate faster: add +10 to basic air Move and double top airspeed on any turn spent diving and doing nothing else (a [[Move maneuver]]).
air Move to calculate the distance you
can step or retreat during combat
(see Step, p. 368); flyers are often fast
enough to step 2+ yards. If a flyer
retreats as part of an active defense,
he can specify that he is doing so
vertically.


Flying Fast: See  High-Speed
''Cannot Hover:'' If you are flying under your own power using [[Flight with the [[Cannot Hover]], [[Controlled Gliding]], or [[Gliding]] limitation, you must take a [[Move Maneuver|Move]] or [[Move and Attack]] maneuver and move at least 1/4 your top airspeed each turn, or you'll stall and start to fall. You might also stall if you lose control during high-speed movement and suffer sudden deceleration that pushes you below 1/4 your top airspeed. You may recover from a stall by turning your fall into a dive and regaining speed. Roll vs. [[DX]]-4 each turn to do so.
Movement (p. 394). A diving flyer can
accelerate faster: add +10 to basic air
Move and double top airspeed on any
turn spent diving and doing nothing
else (a Move maneuver).


Cannot Hover: If you are flying
under your own power using Flight
with the Cannot Hover, Controlled
Gliding, or Gliding limitation, you
must take a Move or Move and Attack
maneuver and move at least 1/4 your
top airspeed each turn, or you’ll stall
and start to fall. You might also stall if
you lose control during high-speed
movement (p. 394) and suffer sudden
deceleration that pushes you below
1/4 your top airspeed. You may recov-
er from a stall by turning your fall into
a dive and regaining speed. Roll vs.
DX-4 each turn to do so.
===Flight Ceiling===
===Flight Ceiling===
On Earth, an unprotected human
On Earth, an unprotected human has trouble breathing past 6,000' (1,800 m), and needs an oxygen mask or an advantage such as [[Doesn't Breathe]] past 20,000' (6,000 m); see [[Atmospheric Pressure]]. On worlds with greater air pressure, higher flight is possible. On worlds with little atmosphere, the reverse is true. If you use wings to fly, you can't fly in a trace atmosphere or a vacuum.
has trouble breathing past 6,000’, and
 
needs an oxygen mask or an advan-
tage such as Doesn’t Breathe past
20,000’; see Atmospheric Pressure
(p. 429). On worlds with greater air
pressure, higher flight is possible. On
worlds with little atmosphere, the
reverse is true. If you use wings to fly,
you can’t fly in a trace atmosphere or
a vacuum.
===Aerial Attack and Defense===
===Aerial Attack and Defense===
There is no penalty to attack or
There is no penalty to attack or defense rolls in flight. Flyers are normally no less stable than fighters on the ground.
defense rolls in flight. Flyers are nor-
mally no less stable than fighters on
the ground.


Attack: When flyers attack foes on
''Attack:'' When flyers attack foes on the ground, use the [[Combat at Different Levels]] rules. Weapon reach becomes very important! Don't worry about the relative height of two battling flyers – as long as they're close enough to engage at all.
the ground, use the Combat at
Different Levels rules (p. 402). Weapon
reach becomes very important! Don’t
worry about the relative height of two
battling flyers – as long as they’re close
enough to engage at all.


Defense: When a flyer retreats, he
''Defense:'' When a flyer retreats, he can retreat out of the plane of an attack – not merely away from his attacker. If a flyer can hover, and has enough space to move one step up or down, he gets +1 over and above the usual retreating bonus when he retreats. To perform an [[Acrobatic Dodge]], use [[Aerobatics]] skill.
can retreat out of the plane of an
attack – not merely away from his
attacker. If a flyer can hover, and has
enough space to move one step up or
down, he gets +1 over and above the
usual retreating bonus when he
retreats. To perform an Acrobatic
Dodge (p. 375), use Aerobatics skill.


[[Category:Combat]]
[[Category:Combat]]
[[Category:Rules]]
[[Category:Rules]]

Revision as of 09:30, 16 January 2014

Special Movement

Most forms of enhanced mobility have significant effects on combat.

High-Speed Movement

It's possible to go so fast that you can’t easily stop or change course. Such "high-speed movement" occurs whenever your present velocity exceeds your Basic Move. These rules apply equally to living beings and to fast-moving vehicles.

You may decide to accelerate to high speed at the end of any turn during which you've moved your full Basic Move – modified for encumbrance, if any – in one direction, more or less (no more than one 60° turn). You must have taken either a Move or a Move and Attack maneuver that turn, and you must be standing up.

Once you switch to high-speed movement, you move as described under Sprinting. You may start the next turn with a velocity up to 20% greater than your Move (at minimum, +1 Move). If you have the Enhanced Move advantage, or are a vehicle with a top speed greater than your Move, you may start your next turn with a velocity up to 100% greater than Basic Move. In all cases, use the high-speed movement rules below.

Velocity

Keep track of your velocity (in yards per second). You can increase it or decrease it at the end of each turn; see Accelerating, below. You must move as fast as your velocity – that is, if your velocity is 17, you must move 17 yards that turn unless something (e.g., bad footing) slows you down.

Maneuvers During High-Speed Movement

If you're moving at high speed under your own power, you should take either a Move or a Move and Attack maneuver. This applies to a mount, but not to riders or vehicle crew. If you don't (or if no one is controlling a vehicle), see Losing Control.

Direction and Turning Radius

At high speeds, it's hard to change direction quickly. You must continue to move in a generally forward direction. A major change of direction (up to 60°) is only possible after you've moved straight ahead for a distance equal to at least (current velocity/Basic Move) yards, rounded down. This number is your turning radius. For instance, if your current velocity is 13 and you have Basic Move 5, you must move at least 13/5 = 2.6 yards, which rounds to 2 yards, between each change of facing.

Until you have moved a distance equal to your turning radius, you must continue to move forward. If you are using the Tactical Combat rules, you can move into any of your three front hexes, but without changing facing. If you have legs or similar, you can roll against DX or Jumping to cross obstacles; otherwise, you collide with anything you can't maneuver around or which doesn't dodge out of the way.

Note: These rules are cinematic but easy to use. A more realistic turning radius would be (velocity squared)/10 yards; those who enjoy complexity are welcome to use this.

If your Basic Move is 0, do not use the rules above. You cannot turn at all under your own power! You can only drift. To execute a turn, you must be pushed, towed, etc.

Attacking and Defending

You can fight normally during high-speed movement, subject to the limits of your combat maneuver. You can dodge, but you cannot retreat or dive for cover. The GM should always apply speed modifiers when you're under attack – or attacking!

Accelerating

If your velocity is less than your top speed at the end of your turn, you can increase it by an amount up to your Basic Move, to a maximum of your rated top speed. Top speed is 20% over your Move if you are sprinting and don't have the Enhanced Move advantage.

Decelerating

Instead of accelerating, you can decelerate, reducing your velocity by an amount up to your Basic Move (or more, with some risk – see below). If your deceleration reduces your velocity to Basic Move or less at the end of your turn, you are no longer at high speed, and may use the ordinary movement rules next turn.

Pushing the Envelope

You can try to decelerate by up to Basic Move × 2. You can also attempt to change direction before you've moved the requisite distance. Either requires a DX+3 roll – or a vehicle operation skill roll, modified by the vehicle's Handling statistic, if you are driving a vehicle.

Hasty deceleration requires a roll at -1 per two full yards/second beyond Basic Move by which you cut your speed. For instance, if your Basic Move is 5 and you decelerate by 9 yards/second, you must roll at -2.

An earlier turn (or a tighter turn; e.g., 120° instead 60°) calls for a roll at -1 per full increment of Basic Move by which your velocity exceeds your Basic Move. For instance, if you're moving at 23 yards/second and have Basic Move 3, you must roll at -6.

If you fail, you lose traction and fall or spin out of control – see Losing Control, below.

Tactical Movement

If you are using the tactical movement rules with high-speed movement, your movement points equal your velocity at the start of your turn. You cannot sidestep or step back. Turning radius limits facing changes: a 60° turn is a one hex-side facing change.

Minor obstructions and bad footing cost movement points as usual (see Movement Point Costs), and also decelerate you at the end of your turn by an amount equal to the extra movement points paid. For example, if your high-speed velocity is 14 and you run through six yards of mud (+1 movement point per hex), you'll automatically decelerate to a velocity of 8 at the end of the turn. Add this to any voluntary deceleration. If the total exceeds your Basic Move, roll as described for Pushing the Envelope, above. If it exceeds Basic Move × 2, you lose control automatically.

Losing Control

If you are running on the ground and lose control, you trip. You fall over, skid for 1/4 your remaining movement straight ahead (unless you hit something), and then stop. If you land on the ground and skid to a stop without hitting anything, you suffer damage for a fall at your current velocity; see Falling. If you hit something, you suffer (and inflict) collision damage instead; see Damage from Collisions.

Optional Rule: Changing Posture in Armor

For enhanced realism, you can let encumbrance level affect the time it takes to perform a Change Posture maneuver. At encumbrance level 0 (None) or 1 (Light), Change Posture takes one second, as usual. At level 2 (Medium), it takes two seconds to change posture – and so on. While you are partway through a posture change, you are considered tobe in the old posture. This rule may slow play, but it can also give a realistic edge to lightly armored combatants.

You also lose control if you are knocked out, or take any combat maneuver but Move or Move and Attack, while moving at high speed. For instance, if you were stunned and forced to Do Nothing, you would trip as described above.

Exception: If you are moving on three or more wheels, you're more stable. The GM may rule that you merely decelerate your maximum safe deceleration each turn instead of tripping, unless your loss of control was the result was a critical failure or injury (stunned, etc.).

High-Speed Flying and Swimming

Only use Basic Move if you are moving on the ground. Use basic air Move when flying, and basic water Move when swimming (see Move in Other Environments). If you lose control in the air or water, you don't trip; instead, you must move your current velocity straight ahead and then decelerate by your maximum safe deceleration. You can do nothing else – this effectively ends your turn!

Mounted Combat

Knights, cowboys and Indians, and other adventurers often fight from the saddle. A mount not only provides additional mobility, but its extra height and momentum can make the rider's attacks more effective, while the shock of a mounted charge can panic unprepared opponents. Some mounts even fight in their own right.

With the exception of the occasional camel or elephant, mounted warriors usually ride horses, and these rules assume that. For the differences between horses and various mounts from fantasy and science fiction, see the pertinent animal descriptions.

Ordinarily, a rider can direct a wartrained mount by voice and foot pressure, leaving both hands free for weapon use. However, all Riding rolls are at -3 for "no hands," or -1 if only one hand is on the reins. Riders who need both hands to control their mount may drop what they are holding. It requires a Ready maneuver and DX-3 roll to return a weapon to its scabbard while a mount is bucking; a critical failure means you drop it!

Nonsapient mounts without war training (see War-Trained Mounts) are liable to "spook" at danger – especially at the sounds of gunfire and injured animals of their own species! All combat Riding rolls are at -3 for a well-broken mount without war training – and at -6 or worse for one that is not fully broken.

The rider must make a Riding+2 roll to get any mount except a wartrained mount to charge into or over any obstacle, or onto bad footing, or to perform risky maneuvers like jumps, tight turns, etc., unless they're a matter of life and death for the mount! Failure means the mount disobeys; see Spooked Mounts.

Mounting Up

Mounting a horse or similar creature takes two consecutive maneuvers: Move to jump or climb up, followed by Change Posture to seat yourself. You can leap astride in only one turn if you make a Riding, Acrobatics, or Jumping roll at -3 (no penalty if you are using stirrups) – but on any failure, you fall!

When you are using Tactical Combat, a rider is in the center of a 3-hex mount like a horse, or the front of a 2-hex mount like a gryphon. An elephant or similar mount would have a flat back, and a rider could stand up and move around; traditionally, an elephant carries the driver, or mahout, on its neck, and a howdah, a platform with several fighters, on its back.

Movement and Maneuvers

See Riding and Draft Animals for the Move of various mounts. The animal's Basic Move is the pace it can achieve while walking or trotting; its Enhanced Move is for a gallop, and uses the rules under High-Speed Movement. Encumbrance penalties apply normally (see Encumbrance and Move) ... but few mounts willingly carry more than Medium encumbrance.

In combat, the mount can take any maneuver, unless it's moving at high speed. Then it is limited to Move or Move and Attack.

The rider can take any maneuver. Use Change Posture to dismount safely from a mount that hasn't moved, or that has moved only a step. Otherwise, the only way to get off is to jump or fall. To jump off safely, take a Move or Move and Attack maneuver and make an Acrobatics or Jumping roll. On any failure, you fall!

Falling Off: If the mount makes a successful DX roll for a difficult action like a jump, tight turn, or hasty deceleration, the rider must make a Riding roll. On a failure, the rider is unseated, even though the mount performed the maneuver. If the mount fails its DX roll for a risky action, see result 12 on the Mount Loss of Control Table (below) for effects.

Spooked Mounts

If a mount fails a Fright Check, or refuses to perform a particular feat, it will usually shy and buck. The rider must make a Riding roll and take a Ready maneuver every second to regain control.

A critical success calms the mount immediately; three ordinary successes in a row will have the same result. Three failures in a row, or a single critical failure, means a total loss of control (see below). A long alternation of successes and failures means you spend your time fighting your mount instead of the enemy! Fortunately, a bucking mount is still free to dodge, as is the rider – although no other defenses are possible.

Mount Loss of Control Table

Roll 2d on the following table if you completely lose control of a mount. Also refer to the appropriate result – without rolling – whenever a rider is thrown, a mount falls, etc.

2 – You are thrown from your mount. Take damage for a three-yard fall (adjust this for an unusually tall or short mount). If you remain conscious, you may attempt an immediate Animal Handling-3 roll to call your mount back. If you fail, you may make a repeated attempt every 5 minutes.

3 – You lose your grip and fall. Take damage for a two-yard fall; a Jumping or Acrobatics roll will negate this. Otherwise, as 2, above.

4 – You drop whatever you were holding. Now roll again!

5 – The mount charges directly toward the foe, hazard, etc.

6-7 – The mount is exhausted and will not fight, or move at faster than a slow walk (Move 2), until it gets several hours of rest.

8-9 – The mount seems to settle down, but is now fractious: -1 to all Riding rolls for the rest of this engagement. If you get this result multiple times, the penalty is cumulative.

10 – The mount charges directly away from the foe, hazard, etc.

11 – The saddle comes loose. All Riding rolls and attack rolls made while riding are at -3 until you dismount and spend 4d seconds tightening the straps. If you're riding without a saddle, treat as 3, above.

12 – The mount falls! It must make a DX+1 roll or it breaks a leg. In any case, the rider must roll vs. Riding-2. On a failure, he is unseated and takes damage for a three-yard fall. On a success, he must make another Riding roll, this one at a penalty equal to his Encumbrance, to leap clear of the falling mount. On a success, he leaps clear and takes damage as per 3, above. On a failure, the mount falls on him, inflicting thrust/crushing damage based on its ST, plus the damage for a 2-yard fall.

Attacks by Mounts

A war-trained mount can attack if it takes an appropriate maneuver. A horse can bite, kick with hooves, or trample; iron horseshoes give +1 to kicking or trampling damage. The rider's attack is at an extra -2 if the mount attacked on its last turn.

Panic: If a mounted fighter charges directly toward an NPC who is unused to facing cavalry (GM's option), the GM may require him to make a Will roll to stand his ground and fight. If he fails, he'll try to run instead. Anyone with Combat Reflexes gets +6 to this roll. Those with a SM equal to or greater than that of the mount do not have to roll!

Cavalry Weapons

Melee Weapons: A rider uses melee weapons at the lower of his Melee Weapon skill or Riding skill. Thus, a trained rider has no penalties to use melee weapons while mounted. If the mount's velocity is 7 or more relative to the foe, the attack has -1 to hit but +1 damage. Use the same rules when attacking from a motorcycle or similar open vehicle (substitute Driving skill for Riding skill above).

Lances: Lance skill appears on. To couch a lance, a rider must have a saddle and stirrups. A couched lance's damage depends on the mount's mass and velocity. Work out damage for a collision between the mount and the target – (mount's ST) × (distance moved last turn)/100 dice of damage, rounded down – and add the lance's thrust/impaling bonus of +3. Example: A ST 25 warhorse charging at Move 8 inflicts 2d+3 impaling damage.

Tournament jousting uses blunted wooden lances, specially designed to break if they strike very hard. These inflict the same amount of damage, but it is crushing – and if the damage exceeds 15 points, the lance snaps, limiting damage to 15 points.

Using Ranged Weapons While Mounted

Attack: Firing from atop a moving animal tests both marksmanship and riding. Roll against the lower of Riding or ranged weapon skill to hit. If you are firing a noisy weapon (e.g., an unsilenced gun), you must make a Riding roll after each attack. On a failure, the mount is spooked (see Spooked Mounts, above); on a critical failure, you lose control (see Mount Loss of Control Table, above).

Aim: You may Aim a ranged weapon while mounted, but if the mount moves more than a step, you suffer the same penalties that you would if firing from a moving vehicle: you can't benefit from extra turns of Aim, or from telescopic scopes and other targeting systems.

Tricks: To turn in the saddle and fire at the foe behind you: -4 to weapon skill, and -1 to any Riding roll made that turn. To hang on the far side of the mount and shoot over it or underneath it: -6 to weapon skill, -3 to any Riding roll. This latter move means your foe's only targets are your foot, face, eyes, skull, and one hand. But if he attacks and misses by 4 or less, he hits your mount!

Mounted Defense

A mount's only defense is Dodge. Some mounts may have barding (see Horse Armor (Barding) Table or natural DR.

A rider can Dodge, Block, or Parry. If he has Riding at 12+, all of these defenses are at normal levels. For a less-skilled rider, reduce active defenses by the difference between 12 and the rider's skill; e.g., someone with Riding-9 would have -3 to all active defenses.

Height Difference

A cavalryman on horseback is effectively three feet above a standing foe. See Combat at Different Levels.

Mounted Combat Results

A rider who is stunned must make a Riding roll at -4 or fall off. A rider who suffers any knockback is automatically knocked off unless he has a saddle and stirrups, in which case he gets a Riding roll at -4 per yard of knockback to stay on.

If any attack aimed at a rider misses by 1, it hits the mount unless it makes its active defense roll; the reverse is true for attacks aimed at the mount. Of course, either may be attacked intentionally!

If the mount is hit, the rider must roll vs. Riding, minus the shock penalty suffered by the mount, to keep it from spooking. If the mount is crippled and falls, effects are as per result 12 on the Mount Loss of Control Table.

Multiple Riders

On a horse-sized or larger mount, a second human-sized or smaller rider can hang on behind the one controlling the mount. The controlling rider has an extra -1 to Riding skill. The passenger uses the lower of the controlling rider's skill or his own ST on any roll to avoid falling off, but does so at -3.

Flying Combat

Heroes may fly using advantages (Flight, Telekinesis, etc.), magic spells, antigravity belts, and so forth. A few special rules apply to combat while airborne.

Aerial Movement

If the ceiling is high enough, fliers can move over other fighters! Humans normally fly in a horizontal position (so that they can watch the ground and see where they're going); treat them as two-hex figures when using the Tactical Combat rules.

Changing Height: Vertical movement costs the same as horizontal movement. Moving a yard vertically and a yard horizontally simultaneously (diagonal movement at 45°) costs the same as 1.5 horizontal yards.

Steps and Retreats: Use your basic air Move to calculate the distance you can step or retreat during combat (see Step); flyers are often fast enough to step 2+ yards. If a flyer retreats as part of an active defense, he can specify that he is doing so vertically.

Flying Fast: See High-Speed Movement. A diving flyer can accelerate faster: add +10 to basic air Move and double top airspeed on any turn spent diving and doing nothing else (a Move maneuver).

Cannot Hover: If you are flying under your own power using [[Flight with the Cannot Hover, Controlled Gliding, or Gliding limitation, you must take a Move or Move and Attack maneuver and move at least 1/4 your top airspeed each turn, or you'll stall and start to fall. You might also stall if you lose control during high-speed movement and suffer sudden deceleration that pushes you below 1/4 your top airspeed. You may recover from a stall by turning your fall into a dive and regaining speed. Roll vs. DX-4 each turn to do so.

Flight Ceiling

On Earth, an unprotected human has trouble breathing past 6,000' (1,800 m), and needs an oxygen mask or an advantage such as Doesn't Breathe past 20,000' (6,000 m); see Atmospheric Pressure. On worlds with greater air pressure, higher flight is possible. On worlds with little atmosphere, the reverse is true. If you use wings to fly, you can't fly in a trace atmosphere or a vacuum.

Aerial Attack and Defense

There is no penalty to attack or defense rolls in flight. Flyers are normally no less stable than fighters on the ground.

Attack: When flyers attack foes on the ground, use the Combat at Different Levels rules. Weapon reach becomes very important! Don't worry about the relative height of two battling flyers – as long as they're close enough to engage at all.

Defense: When a flyer retreats, he can retreat out of the plane of an attack – not merely away from his attacker. If a flyer can hover, and has enough space to move one step up or down, he gets +1 over and above the usual retreating bonus when he retreats. To perform an Acrobatic Dodge, use Aerobatics skill.