A mounted character may fall off his/her mount or fall out of the vehicle he/she is riding in under a number of different circumstances:
Under these circumstances, he/she must make a dice roll to stay mounted; if he/she fails, he/she will fall off the mount, will land prone adjacent to his/her mount and will take falling damage.
When a mounted character is struck in combat, he/she uses his/her Riding skill (including relevant specialisms) instead of his/her Athletics skill to avoid being knocked back. A mounted character who is knocked over will fall off his/her mount.
When a character's mount or vehicle goes over an obstacle (e.g. his/her horse jumps a fence), the character must make a dice roll using his/her Riding (including relevant specialisms) + CO to remain mounted. The difficulty depends on how fast the character is travelling and how imposing the obstacle is, as follows:
Obstacle | Slow speed (e.g. walk) | Average speed (e.g. trot) | Fast speed (e.g. canter) | Breakneck speed (e.g. gallop) |
Easy (e.g. hill slope, low fence) | 1 | 2 | 4 | 6 |
Average (e.g. ditch, normal fence) | 3 | 5 | 8 | 10 |
Difficult (e.g. cavalry traps, scree slope) | 6 | 8 | 11 | 14 |
When a character's mount or vehicle rears or bolts, the character must make a dice roll every minute using his/her Riding (including relevant specialisms) + CO at a difficulty of 8 to remain mounted.
Every hour that a mounted character travels, the character must make a dice roll using his/her Riding (including relevant specialisms) + CO to remain mounted. The difficulty depends on how fast the character is travelling as follows:
Speed | Difficulty for remaining mounted | Basic damage if falls off |
Slow speed (e.g. walk) | 1 | 6 |
Average speed (e.g. trot) | 3 | 10 |
Fast speed (e.g. canter) | 6 | 13 |
Breakneck speed (e.g. gallop) | 10 | 17 |
When a character falls off his/her mount or vehicle, he/she takes falling damage. The basic damage depends on the speed at which he/she was travelling as shown in the table above. The character may apply his/her damage resistance and optionally use acrobatics to reduce the damage; he/she may not soak the damage.