A mounted warrior with this skill may move
and fire missile weapons without suffering
-1 to hit.
The warrior with this skill suffers no movement
penalty for mounts/dismounts.
The warrior can whisper to his mount to
rouse it into action. Horses may attack
The warrior has learned how to avoid blows
by using his mount more effectively as a
shield. If a warrior is struck while in
the saddle roll D6. If the result is 4+
the blow has instead landed on the horse.
Any blows landed in this manner lower the
horse's movement by 1 until the end of the
battle. Should the horse be reduced to zero
movement it will be taken OOA and the rider
will have to continue the battle on foot.
Treat a mount that goes OOA in this manner
as a henchman.
The warrior may incite his mount to push
itself unmercifully. On any turn in which
it charges, the beast may add D3+3 inches
to its movement, and grants a +1 Strength
bonus to both the rider and the mounts attacks
(if any). However, both rider and mount
are limited to 1 attack each.
If the mounted warrior charges from more
than half of his charge move away he may
forego all his attacks for that round and
attempt to trample his opponents instead.
The first model reached in this manner must
make an immediate Initiative test with a
-1 modifier. If the test fails, the target
is automatically knocked down and suffers
D3+1 S4 hits with +1 added to the wound
roll. The next model reached makes its initiative
roll with no modifiers. Each subsequent
model adds +1 to its initiative roll.
charging warrior may continue his trample
charge until his mount's maximum charge
move has been reached. Large creatures may
test against their Strength to see if they
withstand the charge. If successful the
rider is thrown from the saddle and counts
as being knocked down. He may remount his
steed in his next movement phase as normal.
Fire and Flee
If charged, the mounted warrior may take
an immediate shooting attack at the closest
charging model if armed with a missile weapon.
This attack is made at -1 to hit cumulative
with any other shooting penalties. However,
if an enemy subsequently makes it into BtB
contact the warrior immediately breaks as
if failing an All Alone test, but only moves
D6 away rather than 2D6 to account for the
time spent shooting.