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Blazing Saddles
Blazing Saddles
These are the updated rules from the Mordheim Annual 2002.These rules are official.
Click here for the old rules.
Rules for Mounted Beasts in Mordheim
by Robert J. Walker and Roger Latham
As well as being populated by the various humanoid races, the Warhammer world also
contains many species of animals, some of which have been tamed and trained to
perform a useful function. These can be divided broadly into two groups - animals that
can be ridden (e.g. horses, giant wolves, cold ones) and those that can't (e.g. warhounds,
giant rats). These rules are intended to flesh-out the rules for
mounted warriors from
page 163
of the Mordheim rulebook.
Model representation
If you wish to include riding beasts or tamed animals you will need to have models to
represent them. For mounted warriors you will need both a mounted miniature and a
model on foot. It is advised not to glue the rider on but to use 'blue-tack' or something
similar so that he may be removed when on foot and his mount is unridden.
Animal Handling Skills
Many Warbands employ unridden, fighting animals. Often one or more members of the
warband is nominated to care for the animals, feeding and training them.
Beast Handler
(e.g. Dog Handler) This skill is highly beneficial if non-ridden animals
are to be included in a warband. This skill must be taken for specific animals and may be
taken multiple times for different animals. It represents knowledge of the general care
and well being of the animal as well as training techniques.
A warrior with this skill has a beneficial effect on the animals under his care. If a warrior
has the
Animal Handling
skill for a particular animal, any such animals may use his
Leadership provided he is within 6". If the warband's leader is also nearby, a player may
choose which of the warriors' Leadership to use unless the animal is stupid, in which case
only the handler's Leadership may be used. In addition, stubborn animals with a handler
in base contact ignore the effects of stubbornness. This counts as an academic skill.
Riding Animals
Most warriors in Mordheim can only dream of owning a riding animal. Expensive to buy,
expensive to keep and requiring skill to ride, they are a mark of status beyond the reach
of lowly henchmen. To those with the necessary wealth and skill, however, they are a
priceless possession, enabling their rider to move rapidly across the battlefield, aiding
him in combat with an advantage of height and weight, and in some cases, fighting in
their own right.
Mounting Animals.
It requires a half a warrior's move to mount or dismount a riding
creature. A mount or its rider may not run or charge in the same turn that the warrior
mounts or dismounts unless the rider has a Special Riding Skill that allows this.
Not Indoors.
Mounts cannot normally be ridden indoors or underground, unless playing
a specially devised scenario that allows this.
Dense Terrain.
Riding mounts are rare both amongst the ruins of Mordheim and in the
claustrophobic jungles of Lustria. The dense terrain makes riding difficult and large
numbers of riders are highly ineffective. Thus in those settings a warband may only have
a maximum of two mounts (not including those belonging to Hired Swords). In more
open settings, such as the open fields in the countryside around Mordheim or the deserts
of Khemri, a warband may have as many mounts as they can afford.
Controlling a Mount.
The Special Riding Skills may be used by warriors who have a
riding animal, but only after the skill Ride has been gained; warriors which come
provided with a riding animal are assumed to possess the Ride skill already. Warriors
without this skill may still ride animals, but must test against their Leadership if hit by
any missile and at the beginning of any combat phase when a standing enemy is in base
contact. If the test is failed they lose control of their mount and must roll on the Whoa,
Boy! Table (see below). Note if an enemy is not standing, the mounted warrior is not
considered to be in combat and thus does not need to test for loss of control.
Armour Bonus.
All riding animals give their riders a + 1 armour save bonus.
Bolting Mounts.
In certain circumstances, a mount may bolt. A bolting mount must
make a Leadership test at the beginning of the owning player's turn; if successful it stops
running, otherwise it continues fleeing. The easiest way to determine the direction a
mount bolts is to use an artillery scatter dice. If you do not have one, then roll 2D6 and
use the clock-face method. Taking the direction the horse is facing as 12 and directly
behind as 6, the horse will bolt in the appropriate direction on the clock-face.
Leading Animals.
On occasion, a warrior may want to lead a riding animal rather than
riding it. A warrior may only lead one riding animal unless he has the Animal Handling
skill, for that particular animal, in which case he can lead as many as he wishes. Groups
of led animals are tethered together and must maintain base contact with each other; at
least one must be in base contact with the warrior leading them. Riding animals that are
being led do not roll for loss of control. If required to make a Leadership test (e.g when
attacked by a fear causing enemy) they use the Ld of the warrior leading them. A warrior
leading riding animals may move and fight as normal, but must maintain base contact at
all times.
Unled Animals.
Riding animals which are not being either led or ridden will remain
stationary but must make a Leadership test at the beginning of their turn. If this is failed,
they will bolt, using the rules above.
Cavalry Skills
Skills may only be used one at a time. If two are applicable to a given situation, the
controlling player must decide which to use. All bonuses are cumulative with those
gained from a mount, unless otherwise stated.
Ride
(e.g. Ride Horse)
This skill is vital if a rider wishes to ride an animal into combat. The skill is specific to a
particular type of animal and must be gained again if the warrior wishes to be able to ride
a different kind of animal. For instance, a warrior with Ride Horse would need to gain the
skill Ride Warhorse if he wanted to be able to ride such a spirited mount.
Special Riding Skills
Cavalry Commander.
Mounted heroes are an impressive sight. With a good vantage point, they can see (and be
seen) far more readily than if they were on foot. If the warband's leader has this skill and
is mounted, he may add an extra 6" to the distance within which other warriors in the
warband may use his Leadership. This is in addition to any other bonuses that increase
the range of the leader's influence.
Trick Riding.
By athletically hanging off the side of his mount, a rider makes himself harder to hit.
While a rider is trick riding all missile attacks against him suffer -1 to hit in addition to
other modifiers. The rider must declare that he is trick riding before moving. He must
then make an initiative test and if successful may move full distance. If he fails he loses
control of his mount and must roll immediately on the Whoa Boy! Table. This skill may
not be used with heavy armour because of the agility required. In addition, trick riding
requires both hands, so the model may not use a shield or missile weapons whilst using
the skill. Warriors without Ride may not use this skill.
Combat Riding.
The rider has trained his mount to use its bulk to trample any unmounted enemy before
him. A warrior with this skill may make a single additional S4 attack when charging an
unmounted opponent. In subsequent rounds of combat, or if charged by enemy warriors,
the mounted warrior fights as normal.
Evade.
The rider has trained his mount to swerve from side to side in combat, wrongfooting his
opponent. A rider with this skill always strikes first in close combat against dismounted
opponents. When charged by an opponent, or otherwise fighting an enemy also entitled to
strike first, attacks are carried out in order of Initiative. If Initiative is equal, the model
with greater experience strikes first. Warriors without Ride may not use this skill.
Running Dismount.
The rider is able to dismount from his mount at speed. The rider may ride up to the
mount's normal move distance and then dismount immediately. No further movement or
shooting is possible. This skill may be used to move into contact with the enemy,
counting as a Diving Charge from a height of 2" - all usual rules for diving charges apply.
Note that the rider then counts as dismounted, gaining no further assistance from his
mount. Warriors without Ride may not use this skill.
Athletic Mount.
Without breaking stride, the warrior is able to leap onto the back of his mount and
immediately spur it into a full gallop. Once the warrior is aboard, the mount may make a
run or charge move as normal. The warrior must be within 2" of his steed to use this skill.
Horse Archer.
The rider has learned the skills of the steppe nomads and can shoot from a running
mount. The rider may shoot in a 360 degree arc whilst mounted, and may shoot while his
mount is running; however the shot suffers a -1 to hit penalty in addition to all other
normal modifiers. Warriors without Ride may not use this skill.
Mounted Combat Master.
The rider is especially skilled at combat against a mounted opponent. If the model is
fighting mounted against a mounted opponent and successfully wounds the enemy, the
wounded model must add + 1 to his roll on the Whoa Boy! Table. Warriors without Ride
may not use this skill.
Losing Control
If a mounted warrior is wounded, then the player must roll on the Whoa Boy! Table. This
replaces the normal injuries chart. If critical hits are suffered then roll as many times as
are required, taking the most serious result.
Whoa Boy! Table
1-2 The rider is temporarily disorientated and his mount rears up. The rider keeps his
seat but must spend his next turn stationary regaining control, unable to move or
shoot. If attacked, treat the rider as fallen down.
3-4 The rider falls off his mount and is stunned, taking an additional S2 hit in the
process with no armour save. In addition, roll 1D6: on a roll of 1-3, the mount
immediately bolts 3D6" in a random direction and continues until it has left the table
- the mount may be recovered after the battle; on a roll of 4-6, the mount remains
stationary and the warrior may remount once recovered. Note: the mount does not
count as unridden or unled in this instance.
5-6 The rider and his mount crash to the ground together. The rider and mount are
automatically out of action. In addition, roll a D6: on a roll of 1-2 the mount lands
on top of its rider, crushing him. If this happens the warrior must roll twice on the
serious injuries chart after the battle. In addition, after the battle roll a D6: on a roll
of 1-2 the mount was crippled or killed by the fall and removed from the warband
roster.
Animal Bestiary
What follows is a summary of animals commonly found in various parts of the world,
along with a few less common species. Note that animals are not particularly bright and
do not gain experience. Note also that ridden animals can be ridden, but that doesn't mean
that all of them want to be!
Attack Animals
The most common attack animal in the Old World is the faithful wardog, especially
favoured by Witch Hunters. Other warbands have their favoured attack animals - Giant
Rats for Skaven, Dire Wolves for Vampires, Cold One Beasthounds for the Druchii,
Black Hounds for Lahmian (watch this space!). Whatever the differences between the
species, that a warrior with several sets of claws and jaws behind him is a more
dangerous opponent than a warrior on his own.
For details of the various attack animals available to different races, see the Mordheim
rulebook or the relevant warband lists.
Ridden Animals
Humans like their horses, Orcs their boars, Goblins their wolves. All agree that two legs
are good, but four legs are better.
War Boar
Cost:
90gc
Availability:
Rare 11 (Orcs only)
Large, ferocious and bad-tempered - a perfect mount for an Orc Warlord. Orc warbands
occasionally make use of these noisome beasts while exploring the ruins of Mordheim
and beyond. It isn't common though, as the bigger and meaner Orcs tend to take the
boars for themselves.
Profile
M WS BS S T W I A Ld
7 3 0 3 4 1 3 1 3
SPECIAL RULES
Ferocious Charge:
Orc war boars attack with +2S when charging, due to their bulk.
Note that this applies only to the boar, not the rider.
Thick Skinned:
The thick skin and matted fur of the boar makes him very hard to
wound. Boars confer an additional + 1 bonus to the rider's armour save (making +2 total).
Giant Wolf
Cost:
85gc
Availability:
Rare 10 (Goblins only)
The giant wolf is common in most of the mountain ranges of the known world. However,
catching one of these nasty, fastmoving beasts is another thing - especially if you are a
Goblin.
Profile
M WS BS S T W I A Ld
9 3 0 3 3 1 4 1 4
Plik z chomika:
RPG
Inne pliki z tego folderu:
Boats.pdf
(49 KB)
Random Happenings (Official).pdf
(116 KB)
Advanced Critical Hit Tables.pdf
(58 KB)
Bazaar of the Bizarre.pdf
(157 KB)
Blazing Saddles (Official).pdf
(123 KB)
Inne foldery tego chomika:
Campaigns
Dramatis Personae
Hired Swords
Resources
Rules
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