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HORSES FOR FANTASY SKIRMISH

Riders have 3 levels of experience : Level 1 (use 1 action if mounted)/ Level 2 (2 actions)/ Level 3 (3 actions)
Movement
General
Accelerate or deccelerate at the start of the activation (put marker or dice to indicate new speed)
!aximun acceleration: "f speed is 1#3: max acceleration$ %2& if speed$ '% max acceleration $ %1
!aximun decceleration $ 2
(ou must use all movement 3x turn ) throw movement dice
*plit up the movement dice as e+uall, as possi-le -etween the turns
!ountin. costs 3 actions / /ismountin. costs 2 actions
Turning
0um-er of turns depends on riders level: Lvl 1 $ 2 turns / Lvl 2 $ 3 turns / Lvl 3 $ ' turns
!aximum '12 3
Maneuvers
/ecerelate or Accelerate 1 more than allowed
4ump& move trou.h forest& etc
5urn 2x -efore movin. (ex: lvl 1 at speed 3 or less& Lvl 2 at speed 2 or less& Lvl 1 at speed 1)
Horse control
Reasons to check for loss of controll
6 7ollision 6 Rider or 8orse wounded
6 After succesful attack 6 !aneuver
6 At the start of the turn to see if horse is -rou.ht -ack under controll& if not move speed with no turns forward
Control roll = Ooooh-table:
Lvl 3 : 2% $ 9: / Lvl 2 : 3% $ 9: / Lvl 1 : '% $ 9:
Los of control:
1) 0o further turnin. allowed this activation
2) rol 1 /;6 1&2 $ 8orse <ucks $ *peed =1 (immediatl,)& move horse 1 /; inch in random direction
6 3&' $ 8orse Rears $turn horse (3 $ '12 ri.ht& '$ '12 left)& *peed =1 (immediatl,)
6 1&; $ 8orse <olts $ *peed %2 (immediatl,)
3) 7heck for fallin. on 9oooh ta-le
"f horseman is thrown from horse: fall the difference of 2 /; inches >ach ; inficts 1 wound
Mounted Combat
095 "0 58> 79!<A5 ?8A*> <@5 "!!>/"A5L( AA5>R 7905A57 3
!ovement continues after com-at& -ut speed =1 if succesfull, attacked
"f a ; is rolled& roll another die and add the result
Cavalry Versus infantry
<oth chose options: 7av choses all#out#attack/ 0ormal/ All#out#/efense& "nf choses *tand/ >vade/ /ive
"f inf is down: choose dive
*trikes are simultanious or se+uential& dependent on the weapons used
Lance strikes first& then *pear/ 8al-erd& then the other weapons& then da..ers
Aor eacht attack: Attacker and defender roll 1/; % 7om-atpoints/2 (round down) % !odifiers
!odifiers for
"nf onl,
>vade: %2def& #2 attack
/ive: %' def/ no attack (#1 if he is stupid or slow& #1 if he is down)
!odifiers for
7av onl,
All#out#attack: %1attack& #1 def / All#out#defense: # 1 attack/ % 1 def
Lvl 3 $ %1/ Lvl 1 $ #1
Aor defense: speed/2 (round down)
!odifiers for
<oth
?er wound: #1
*hield: %1 def
Result is like infcom-at
/ama.e: 6 Lance with speed 1#2 $#1/ 3#'$B/ 1#;$%1/ C#1B$%2/ 11%$%3
6 9ther weapon with speed 1#'$B/ 1#; $ %1/ C%$%2
Cav versus Cav
7hoose options& determine order of strikes& roll 1/;% 7om-atpoints/2 % !odifiers& ex: speed does not add to def
/ama.e as for cav versus inf -ut the speeds are added to eacht other
Flankattack
0ormal& -ut flanked cav: # adds full speed to def
# alwa,s strikes second (does not strike if it has lance)
# strikes with = own speed versus falnkin. inf and cav

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