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The Empire in Flames The Empire in Flames

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EMP_FLA_24_29 22/1/04 8:40 am Page 25<br />

player’s turn; if successful, it stops runn<strong>in</strong>g,<br />

otherwise it cont<strong>in</strong>ues flee<strong>in</strong>g. <strong>The</strong> easiest way<br />

to determ<strong>in</strong>e the direction a mount bolts is to<br />

use an Artillery Scatter dice. If you do not have<br />

one, then roll 2D6 and use the clock face<br />

method. Tak<strong>in</strong>g the direction the horse is<br />

fac<strong>in</strong>g as 12 and directly beh<strong>in</strong>d as 6, the horse<br />

will bolt <strong>in</strong> the appropriate direction on the<br />

clock face.<br />

Lead<strong>in</strong>g Animals. On occasion, a warrior may<br />

want to lead a rid<strong>in</strong>g animal rather than rid<strong>in</strong>g<br />

it. A warrior may only lead one rid<strong>in</strong>g animal<br />

unless he has the Animal Handl<strong>in</strong>g skill, for<br />

that particular animal, <strong>in</strong> which case he can<br />

lead as many as he wishes. Groups of led<br />

animals are tethered together and must<br />

ma<strong>in</strong>ta<strong>in</strong> base contact with each other; at least<br />

one must be <strong>in</strong> base contact with the warrior<br />

lead<strong>in</strong>g them. Rid<strong>in</strong>g animals that are be<strong>in</strong>g<br />

led do not roll for loss of control. If required<br />

to make a Leadership test (eg. when charged<br />

by a fear-caus<strong>in</strong>g enemy) they use the Ld of<br />

the warrior lead<strong>in</strong>g them. A warrior lead<strong>in</strong>g<br />

rid<strong>in</strong>g animals may move and fight as normal,<br />

but must ma<strong>in</strong>ta<strong>in</strong> base contact at all times.<br />

Un-led Animals. Rid<strong>in</strong>g animals which are not<br />

be<strong>in</strong>g either led or ridden will<br />

rema<strong>in</strong> stationary but must make<br />

a Leadership test at the beg<strong>in</strong>n<strong>in</strong>g<br />

of their turn. If this is failed, they<br />

will bolt, us<strong>in</strong>g the rules above.<br />

Cavalry Skills<br />

Skills may only be used one at a<br />

time. If two are applicable to a<br />

given situation, the controll<strong>in</strong>g<br />

player must decide which to<br />

use. All bonuses are<br />

cumulative with those ga<strong>in</strong>ed<br />

from a mount, unless otherwise<br />

stated.<br />

Ride (eg. Ride Horse)<br />

This skill is vital if a rider wishes<br />

to ride an animal <strong>in</strong>to combat.<br />

<strong>The</strong> skill is specific to a particular<br />

type of animal and must be<br />

ga<strong>in</strong>ed aga<strong>in</strong> if the warrior<br />

wishes to be able to ride a<br />

different k<strong>in</strong>d of animal. For<br />

<strong>in</strong>stance, a warrior with Ride<br />

Horse would need to ga<strong>in</strong> the<br />

skill Ride Warhorse if he wanted<br />

to be able to ride such a spirited<br />

mount.<br />

SPECIAL RIDING SKILLS<br />

Cavalry Commander.<br />

Mounted Heroes are an<br />

impressive sight. With a<br />

good vantage po<strong>in</strong>t,<br />

25

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