Uriah of Gelderland's Guide to Good Jousting
Canter to the lists. Opposite ends of the tilt.
Initiative test
D10 + AGL + Horses Agl and modifiers = Winner
Highest score moves off first
Repeat at the start of each pass
Movement
D5 + Horse's Movement
Players alternate until the fronts of both bases draw level.
Crossing the midpoint of the tilt = +1 Str
Plus re roll one JST dice.
Impact
Combine JST with Lance JST = Dice pool
Highest dice = a clean hit (Wins 1 point)
Opponent must make a stability test.
A tie is an even pass
Techniques
Standard - no changes
Accurate - +1 JST -1 Str
Thrust - +1 Str -1 JST
For solo play I recommend a random draw.
Broken Lances and Critical Success
A clean hit on D 10 = Lance breaks. 2 points
Lose must make stability roll
D 10 + Agility + horse's stability + modifiers. Pass on d6
Fail and opponent makes Strength test. 8+ and knocked from horse.
Knocked from your Mount
Take a Strength test. 6+ and you shrug if of and remount.
Fail and the Knight is injured. Roll on injury table. 5 or less is out of the Tournament.
Initiative test
D10 + AGL + Horses Agl and modifiers = Winner
Highest score moves off first
Repeat at the start of each pass
Movement
D5 + Horse's Movement
Players alternate until the fronts of both bases draw level.
Crossing the midpoint of the tilt = +1 Str
Plus re roll one JST dice.
Impact
Combine JST with Lance JST = Dice pool
Highest dice = a clean hit (Wins 1 point)
Opponent must make a stability test.
A tie is an even pass
Techniques
Standard - no changes
Accurate - +1 JST -1 Str
Thrust - +1 Str -1 JST
For solo play I recommend a random draw.
Broken Lances and Critical Success
A clean hit on D 10 = Lance breaks. 2 points
Lose must make stability roll
D 10 + Agility + horse's stability + modifiers. Pass on d6
Fail and opponent makes Strength test. 8+ and knocked from horse.
Knocked from your Mount
Take a Strength test. 6+ and you shrug if of and remount.
Fail and the Knight is injured. Roll on injury table. 5 or less is out of the Tournament.
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