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Warhorse

Variant Rules for horses and other four-footed beasts in ‘Rangers of Shadow Deep’ by Christian Cameron

Horses are really complicated animals and I’ve tried to write a set of rules to cover mounted fighting as
well as traveling and living with horses. In addition, I have some events to make everything from
mounted parties to cattle raids a little more exciting. But feel free to dump anything you don’t need.

Basic Rules
Horses are treated as separate ‘characters’ throughout these rules, so you have a stat line for each horse in
your party as well as for your heroes. If, for example, you decide to put Gnolls or other Shadow creatures
on wolves or ponies or what have you, they will also need stat lines.
Basic Rule: When a character is mounted, he receives +1 armour (more if the animal is armoured). In
addition, the mount counts as two figures in combat and the rider a third. So blows against a mounted
hero have a 2/3s chance of falling on the horse (1-4 on a d6). In addition, a WARHORSE actually
counts as two additional figures, so a single mounted figure vs a single foot figure gets the +2 combat
modifier (times TWO) for a total of +4; like wise, a single mounted figure can fight three dismounted
figures at even. IF THE HERO IS NOT ON A WARHORSE she gets only the armour improvement
not the combat bonuses. In all cases, hits must be randomized.
Horses come in four basic types; Transport, Nags, Palfreys and Warhorses. Donkeys, Ponies, and Mules
are transport animals. Nags are poor quality horses useful only to carry heroes and their enemies from
place to place; palfreys are good quality riding horses that may be adequate in a fight, and Warhorses are
horses trained for fighting. A further category is Livestock, including cattle and sheep and goats and
unridden horses, all of which get their own stat line.
Large animals are very difficult to kill, so all of these have quite a few hit points. However, all of them
take criticals, even from evil creatures who do not ordinarily cause criticals. Only Warhorses can CAUSE
criticals.
New Skills
Horse Management
Herding
Ride (mount type)
Mounted archery (weapon type)

Stat Lines
New Character Classes
Herdsman RP 15

Move Fight Shoot Armour Will Health Notes


6 +1 +1 10 +1 12 Hand
weapon,
rocks, Herd
5

Groom RP10

Move Fight Shoot Armour Will Health Notes


6 +1 +0 10 +1 12 Riding 5 Horse Hand
care 5 weapon

Mounts
Warhorse RP 25

Move Fight Shoot Armour Will Health Notes


8 +2 N/A 11 +1 16

Roncey RP 10

Move Fight Shoot Armour Will Health Notes


10 +0 N/A 11 +1 14
Nag RP 5

Move Fight Shoot Armour Will Health Notes


10 -2 N/A 11 +1 10

Mule RP 10

Move Fight Shoot Armour Will Health Notes


10 +0 N/A 11 +1 12 May carry

Donkey RP 5

Move Fight Shoot Armour Will Health Notes


8 +0 N/A 10 +1 8 May carry

Pack Horse RP 5

Move Fight Shoot Armour Will Health Notes


10 +0 N/A 11 +1 10 May carry

Cattle (VP only)

Move Fight Shoot Armour Will Health Notes


6 +0 N/A 10 +0 10

Bull

Move Fight Shoot Armour Will Health Notes


6 +2 N/A 11 +1 16

Sheep or Goats (VP Only)

Move Fight Shoot Armour Will Health Notes


6 -2 N/A 8 +1 8

New Rolls type – Opposed Will Roll (OWR) Rider and mount each roll a d20 and add their will stat.
Highest number wins.
New Equipment:
Saddle and Tack (+1 to appropriate riding skill) NB without tack, a rider is -5 to all riding rolls.
Cloth Bard (horse armour) -1 inch move, +1 armour (to mount) NB cloth, leather, quilting, etc. Warhorse
only
Mail bard (includes cloth cover) -2 inches to move, +2 armour (only to mount!) Warhorse only
Spurs +1 to all riding rolls and opposed will rolls. -2 inches movement to dismounted figure, -5 to all
climb and acrobatics rolls. 2 activations to remove spurs.

Advanced Rules:
Whenever a mount takes damage, the rider must make a riding roll to stay in the saddle (TN 10). If he
fails, he’s thrown and must make a second riding or acrobatics roll (TN12) if passed, the character lands
on his feet. If failed, character takes 3 points of damage and is prone.
Whenever a hero wants to ride through rough terrain, she must pass a riding roll to enter the rough terrain
(TN 8) Failure means the mount stops at the edge of the rough.
Whenever the character wants her mount to JUMP she must make a riding roll (TN 10). If passed, the
horse will JUMP according to the rules. If a critical success is scored (TN20) the mount may add +2
inches to the jump. If failed by 7 or less, the mount stops all movement at the jump. If failed by 8+ the
rider is thrown, takes 3 points of damage and is prone.
If a character must mount in combat, he must be within one inch of his mount and make a riding roll
(TN8). If mounting a horse that was not the hero’s original mount, he must make a riding roll (TN8) and
win an opposed will roll. NB A hero’s warhorse will always stay within 1” (subject to legal movement
rules etc) and the hero only needs a TN6 roll.
If a character is on a mount when the mount is slain, the rider must make a TN16 riding check or be prone
at the start of her next activation.
SHOOTING:
Only heroes with the ‘Mounted Archery’ skill can use a bow or crossbow from a mount. Longbows are
very difficult to use from a mount and are always -2. Crossbows and horse bows are used at the shoot
skill or the mounted archery skill, whichever is LESS. So a ranger with Shoot +5 and mounted archery 3
shoots at +3 when mounted, and only +1 if shooting a longbow mounted.
COMBAT:
Only warhorses will fight (unless an animal was given the ‘fight’ characteristic by a scenario or by the
event card).
A warhorse can ‘charge’ in which case it can move full and attack in the same action if the enemy is
directly in front of its head.
A rider can always strike in the same activation the mount moved. Some riders may have to make a riding
roll to be able to strike.
Warhorses may make one attack against an enemy figure in contact with their front (head) and one attack
against an enemy within one inch of their hind feet. The rider may attack any figure within 1” of his
mount.
Heroes mounted on non-warhorses may only make attacks after a successful ‘riding’ roll at TN12

RIDING EVENT DECK


In addition, before a scenario with mounted characters, create an event deck from the suit ‘clubs.’ Ace
through 8
Draw one card before the beginning of the game and implement the results before the first turn.
Ace of Clubs – All animals are well-fed and calm. Give Heroes +1 on all opposed will rolls against their
mounts all game
Two of Clubs – Thrown. Perhaps a hornets nest, perhaps just a fluttering leaf. Roll randomly among the
mounted heroes. Before the game begins, one mounted figure is thrown and begins prone. That hero’s
mount begins 8 inches away in a direction chosen by the owning player.
Three of Clubs – Shy. All non-warhorse mounts must test their will against the riders every round that the
rider is in combat all game. If the rider wins the will roll, the mount carries on as per normal. If the
mount wins, then rolls a d20. 1-17 the horse bolts d20 inches in a random direction, regardless of terrain
(which does slow the animal). Mount will not endanger itself or swim, but will plunge into woods or
brush.). 18-20 rider is thrown. Make a riding or acrobatics roll (TN 12). Success means rider is on her
feet. Failure means rider takes 3 points of damage and is prone.
Four of Clubs – Make a horse management roll (TN 12) by any hero. If failed, the horses are in rough
shape. Deduct 2 inches from movement for all mounts and add two to all mount will rolls in opposed will
rolls against their riders.
Five of Clubs -- Make a horse management roll (TN 12) by any hero. If failed, the horses are in rough
shape. Deduct 2 inches from movement for all mounts and add two to all mount will rolls in opposed will
rolls against their riders.
Six of Clubs – Follow the leader. Make an opposed will test for every rider and their horse. If the rider
succeeds, all is well. If the rider fails, that mount will only follow the most expensive horse (in RPs)
instead of moving independently. Any turn that the rider is NOT engaged in combat he or she may roll an
opposed will roll to end this curse.
Seven of Clubs – Grooms. Make a Horse management roll with one hero. If successful, all horses are in
top condition and add +1 inch to all movement.
Eight of Clubs – Fighter. One animal (can be a mule or donkey) gets +1 fight in addition to any stat it
had, and also adds +2 to damage for its first successful attack.

HERDING
Herd animals tend to stay together, but not always. Herds can break up, stampede, or simply lie down
and refuse to move. Herd animals who are angry may choose to fight.
MOVEMENT:
Herds, (groups made up entirely of livestock or laden transport animals) will TEND to move together. A
herd should start a game in a loose formation where every animal is within two (2) inches of at least one
other animal.
Herds tend to follow their own leaders, so one animal should be designated the ‘herd leader.’ If this
animal is killed, immediately choose another ‘herd leader’ randomly. The herd leader should always be
moved first, and then all the other animals should be moved to stay within ‘herd cohesion’ of no more
than two inches. No animal can exceed its move stat.
Herds will only move once per activation unless in extreme circumstances. A hero with the ‘herding’
skill may make the herd move a second time. The herding hero must be within three inches of the leader
and must pass a TN10 herding roll. If successful, the herd will move a second time (half the stat distance,
like any other character). If failed, the herd will stop immediately and move no further that turn.
Each time in the game that the Herd is directed to move a second time, the ‘herder’ and the herd leader
should make an opposed will roll. If the herder is not the herd’s usual herder (did not start the game with
them) add +3 to the Herd Leader’s (animal) roll. If the Herd leader exceeds the Herder’s roll by 5 or
more, the herd will stampede. (NB so every time you move fast, it becomes MORE likely that the herd
will stampeded, because the plusses are cumulative.)
STAMPEDE:
Until calmed (see below) the herd will move at full speed in a random direction. They will run right off
the board if not calmed, and they will destroy anything in their path (if there are 6 or more herd models).
Heroes in their path must make a riding (if mounted) or acrobatics (if on foot) roll at TN 12. If they
succeed, move the hero immediately to be clear of the path of the herd. If the hero fails, he’s out of the
game. Even with sheep and goats.
CALM:
The stampede will stop if the herd comes to impassable terrain, or if a herder calms them. The herder
must be within 6 inches of the Herd Leader and must make a TN16 herding roll.
HERD EVENTS
If a herd is on the board (or a transport train of mules or ponies, or even Llamas) make up a deck of clubs,
Nine through King
Nine of Clubs – Tired. Roll each turn. On a d20 toll of 16+, the herd simply lies down and will not move.
No herding skill will budge them. Good luck. Next turn, they may be moved on a successful TN10
herding roll.
Ten of Clubs – Thirsty. Roll each turn. On a D20 roll of 16+ the herd will immediately move towards
any water feature on the board. If there is no water feature on the board, they will move to a randomly
chosen board edge and exit. On a natural 20 they stampede.
Jack of Clubs – Slow. The herd may not be activated to move twice in a turn this game.
Queen of Clubs – Shy. The herd will move AWAY from any combat that the players perceive to make
noise. They will not stampede. They can be turned by a herder making a TN 12 roll within 6 inches of
the herd leader.
King of Clubs – A good leader. The Bull, stallion, top pony or whathaveyou is fond of the herder and the
herder may add +2 to all rolls this game. In addition, The herder may choose whether to add or deduct his
own bonuses when rolling for control or stampede, and if the animals stampede, he may choose their
direction.
Combat example: A knight (RP 35) is mounted on a warhorse (RP 25) for a total of 60 RP. The player
chooses to put a full mail bard on the warhorse, so it is now move 6, armour 13. The mounted knight is
now move 6 (on the warhorse -2 inches for the mail bard) and armour 14. (Heavy armour plus shield
plus mounted). The knight rides down a gnoll. The knight and warhorse total count as three figures,
giving both knight and warhorse an ADDITIONAL +4 versus the gnoll on foot so the knight is +8 and the
warhorse +6. Additionally, the rider can always strike at the end of a move, as he did not himself ‘move’
so that it’s very likely that the knight will strike first; the warhorse can ‘charge’ and get in one attack
with a move. If the gnoll survives a +6 charge and a +8 blow from the knight, only 1/3 of his attack swill
land on the knight.

Final Note from the author: These rules make mounted figures, especially those on warhorses, very
powerful indeed in combat in the open, but then, that’s very realistic. A dozen gnolls are probably not a
fair fight for just two mounted knights on warhorses. Feel free to tone down whatever you like!
But in deep woods, or an ambush…

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