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Mounted Combat

Alacrity Fantasy, A TTRPG by Adam J.. McKee and James G. Walker, Jr.

Few sights inspire confidence like a skilled rider guiding a warhorse through the crush of battle. A mounted hero enjoys speed, height, and the momentum of half a ton of muscle—but only if horse and rider act as one. The rules below expand on this, using familiar Alacrity action economy, the difficulty ladder, and skill tests.

Initiative and Shared Actions

Mount and rider move together on the rider’s initiative. When the round begins, the rider declares every action the pair intends to attempt. Most of these actions will be the rider’s own—swings of a sword, the nock and release of an arrow—but any demand for true horsemanship counts as a “Command Mount” action. A calm walk across open turf is routine and needs no roll. Anything faster, riskier, or made under fire calls for the rider’s Riding skill.

The “Command Mount” Action

Issuing a command to your mount under duress requires one Declared Action. Roll your Riding skill and measure the situation against the Difficulty Ladder. A firm canter across level ground might be Everyday (0%). Steering a nervous gelding across a blood‑slick bridge is Challenging (-10%). Urging a wounded charger to leap a burning trench could be Very Hard (-30%).

Movement in the Saddle

One successful “Command Mount” action lets the animal use its entire Movement for the round. The rider may divide this ridden distance around their other actions exactly as a character on foot would. Minor shifts in position—a sidestep, a slow pivot while stationary—are free and follow the “Minor Repositioning” guideline.

Combat from Horseback

The Shock of the Charge

Nothing breaks a shield wall like a lance couched behind a charging destrier.
To attempt a charge:

  1. The rider first spends a “Command Mount” action to have the mount move at least half its Movement in a relatively straight line towards the target.
  2. The rider then makes their melee attack (often with a lance). This attack gains a Favorable (+10%) bonus to hit and deals two extra dice of damage.
  3. Critical Failure on Attack: A critical failure on the charge attack splinters the lance or unseats its bearer—an Acrobatics or Athletics test (Challenging (-10%) difficulty) determines which.

Overrun and Trample

A Large (or larger) mount can attempt to bowl smaller foes aside.
To attempt an overrun:

  1. The rider spends a “Command Mount” action directing the mount to move through an opponent’s space.
  2. Make a contested Riding skill roll for the rider against the victim’s Dodge or Athletics skill.
  3. Success: The target is knocked prone and suffers physical damage equal to the mount’s SDA plus 3d10. If the mount moved its full dashing rate as part of this maneuver, add another 1d10 damage.

Staying Mounted

Mounting and Dismounting

Example Warhorse Statistics

For convenience, a standard warhorse might use these values:

With these guidelines, any table can bring thunderous cavalry charges and desperate running fights to life while keeping the familiar rhythm of Alacrity combat.

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File Created: 05/06/2025
Last Modified: 05/06/2025