Mounts
Mounts are a special type of Follower, typically Bestial in nature, which are large enough to be ridden by those with the skill to do so. Creatures capable of bearing riders are often purpose-bred to be large and strong enough to travel considerable distances. However, unless a mount is trained to fight in combat, it can be more of a liability than a boon in a fight.
A mount can carry a rider for up to four hours plus a number of hours equal to its Toughness Attribute before it must make a Toughness Test (DN 3 + situational modifiers determined by the GM) to avoid becoming Exhausted. If an Exhausted mount fails a second Toughness Test, it collapses from fatigue; at the GM's discretion, such cruel treatment may also carry a risk of injuring or killing the mount.
Riding Mounts
Out of Combat: Most mounts are trained to accept even unskilled riders. Commanding a mount outside of combat or similarly stressful situations typically requires nothing more than a Free Action, as with any other type of follower, and they can be ridden by any appropriately sized and equipped character(s).
In Combat: Whilst many mounts are bred specifically for war, even these beasts require a trained rider to be fully effective. Whilst riding a mount in combat, it moves simultaneously with you, and you may use its Speed in place of your own when carrying out any Movement; any actions you command it to take may also happen simultaneously with your turn (at the GM's discretion). Because of the added complexity of trying to ride and command a mount, the base DN for the Leadership Test is increased to 5.
Mounts in Combat
Mounts have been used in warfare since the earliest days of civilisation, and for good reason - when used properly, they offer many advantages over dismounted combatants, although they are not without their drawbacks.
When you Charge whilst mounted, you gain an additional +1 bonus dice on both the Attack Test and damage roll. In addition, you may use any remaining movement range to move past your target - this movement must be in the same direction as your Charge where possible, and may incur attacks of opportunity should you leave an opponent's engagement range.
If a mount moves more than half of its Speed value, all Attacks made by its rider(s) are made with a +2 DN penalty, unless taking the Charge Full-Round Action. A "Passenger" rider (i.e., someone riding the mount but not controlling its actions) may use the Brace option to reduce this penalty to a +1.
You may use the Evasive Manoeuvres Action from Church of Steel whilst riding a mount, including as a Reflexive Action; doing this gives the same defence bonus to both the mount and rider(s).
Falling From A Mount
If a mount is killed or collapses from fatigue whilst still being ridden, you must make a DN 6 Agility Test; if you succeed, you somehow manage to leap or roll away from the collapsed steed, and land unharmed and on your feet. If you fail this test, roll 1d6 and consult the results below; a complication on the test increases the result by +2. If you are otherwise unseated from a mount against your will, you must make the same Agility Test; if you fail this Test, all rolls of 5 or lower use the Thrown result, and rolls of 1 also inflict a Mortal Wound.
1: Completely Trapped: Your mount falls completely on top of you, crushing you beneath its bulk. You take 1 Mortal Wound and 1d3 Shock. Each Round on your Turn, you may spend an Action to attempt a Strength Test (DN 4*) to pull yourself free. If you fail, or take another Action instead of attempting to free yourself, you suffer an additional point of Shock. While trapped, you are considered to have partial cover and Prone.
2 - 3: Partially Trapped: One of your legs becomes trapped by your fallen mount, dealing 1 Wound and 1 Shock. Each Round, on your Turn, you may spend an Action to attempt a DN 3* Strength Test to pull yourself free.
4 - 5: Thrown: In your mount’s death throws, it flings you 1d6 meters away in a scattered forward direction. You suffer 1 Shock, fall Prone, and are Staggered until the end of your next Turn.
6: Narrow Escape: You manage to roll out from underneath your mount just in time. You must use your Action to stand and regain your footing.
* - The DN to extricate yourself from underneath a mount is increased by +1 for each size category above Large.