TFT House Rules: Riding and Mounted Combat

There are severe problems with the riding rules of TFT, especially those dealing with mounted combat. The following rules replace those in the TFT books where appropriate. These are intended to be rules for normal 2-hex mounts, such as horses and camels.

Turning

Most mounts move much more quickly than normal creatures. However, they usually are not as manueverable as smaller creatures. To simulate this, every change of facing for a mount costs it an extra movement point. Thus, to turn around 180 degrees would involve moving either the front of the rear of the mount 3 hexes while pivoting on the opposite hex. This would cost a total of 6 MA.

Running

While running, mounts have even more trouble turning. While moving 8 or more hexes, a mount must move at least 2 hexes before each change of facing or sideslip. While moving 16 or more hexes, it must move at least 3 hexes. A mount which turns ("wheels about") before moving forward does not count this toward the 8 or 16 MA above. Any non-missile/non-thrown weapon used when a mount moves more than 8 hexes in a relatively straight line does an extra 2 points of damage.

Stopping

A mount which moved 8 or more hexes the previous turn must move at least 3 hexes this turn. If it moved 16 or more hexes last turn, it must move 4 hexes this turn. The limitations on turning are still in effect as if the mount were still moving at the speed it was last turn.

Carrying Capacity

The values computer using the formulae given in ITL just don't work very well. Use the following formulae instead:

Weight Carried (kg.) MA Penalty DX Penalty
Up to STx1.5 -2 0
STx1.5 up to STx3 -4 0
STx3 up to STx4.5 -6 0
STx4.5 up to STx6 -8 -1
STx6 up to STx7.5 -10 -1
 

  A mount may carry STx7.5 or more, but only at a walk (MA 4). If the mount is made to run with such a load, it will tire extremely quickly, taking 1 point of fatigue damage a turn for each ST/2 (rounded up) kg. over the limit.

A mount may move quickly than the above chart indicates. It may move with up to 1/2 the penalty less, but will tire when doing so, taking 1 point of fatigue damage a turn. This is cumulative with the fatigue taken from carrying too heavy a load.

Example

Sir Robin has an average riding horse (he's been saving to get a warhorse, but times are tough ...) with a ST of 23. He weighs 80 kg., his chainmail and small shield 20 kg., his weapons 15 kg. and his other equipment 5 kg. for a total of 120 kg. His horse is carrying 5.2 times its ST. This means its MA is only 16 (from 24) and its adjDX is 11.

Robin is running down some orcs that attacked him. One may get away into the trees unless his horse moves faster than 16 MA. He decides to run it at its maximum which would be 20 (with 1/2 the MA penalty). This will cost the horse 1 fatigue per turn.

Robin discovers the orcs have been causing a damsel some distress. He decides to ride past, sweeping the damsel off the ground onto the saddle in front of him. She weighs 60 kg., and when he picks her up, the horse will be carrying 7.8 times its ST. That means that if Robin decides to outrun the orcs, the horse's MA will be 14 and it will take 1 point of fatigue for every turn he moves faster than 4. If he notices the crossbows they are loading and decides to leave even faster, the horse will move at up to 19 MA (with 1/2 the penalty) and will take another point of fatigue (for a total of 2) each turn.

Lance and Pike Rules

The lance and pike rules stated in Advanced Melee make them the deadliest weapons in the game. While they are quite devastating when used in the correct situation, they are not as terrible as the rules state. Knights don't always die when struck by a lance. The following rules supercede those given in Advanced Melee.

The lance is a ST 13 weapon. It jabs for 2d-2 and in a charge does 2d damage doubled. This doubling occurs only if the target is directly in front of the mount. If the rider hits, the target must make a 4d/ST roll or be knocked down. The rider must also make a 3d/ST or 3d/adjDX roll (whichever is lower) to avoid dropping the lance.

The pike is simply a huge spear. It jabs for 1d+1 and receives ground charges for 2d+2 damage. Pike users may not use charge attacks themselves, not throw their pikes, the pike is too clumsy for such attacks. Against a rider, the pike does 1d+3 doubled when receiving a charge. Note that most pikes were longer than most lances.

Options for Mounted Figures