Rough Rider's

By Poyet, in Only War Beta

ok iam new to ffg Wh40k rpg.

With Only war coming and my love to Bernard Cornwell Sharpe Books and Dan Abnett Gount Ghost series i decide that i get suck in.

I bought beta (i though about it as preorder i prefer ebooks any way} and run my first part of included adventure…

Now i am ready to create Full Regiment with my players and start playing for real.

I have obsession with cavalry so i would like to create Rough Riders Company (maybe Xeno stead /Beast riders}.

Before i will do crunch myself i though that i ask for more experienced ppl advice ..

So Rough Rider's Company for ONLY WAR = HOW?

Honestly its going to take a bit of GM permission to get it working right (nothing in the core rules handles certain issues that come up).

Hunting lances are available as scare equipment. A regiment can spend 10 points to add a piece of scarce gear to standard kit.


Horses. This is a slightly more difficult step. Either:

1. Just give everyone horses (could be as standard mission gear for every mission.
2. Somehow turn comrades into horses (bad idea, as comrades have their own uses).
3. Classify horses as "scarce" in availability themselves, and allow the squad to purchase them as standard kit.
4. For regiments with access to a sentinal, read "1 sentinal per squad" as "horses become standard kit"

Next, training. Wrangling is classed under Survival. This is a bit difficult to ensure that everyone has, but I would just say modify whatever skill they get from the regiment type doctrine to be "Survival."

Next, horse stats. This is the most difficult portion, as there are none in the book, and it actually matters to get this part right. Personally, I would class them as an vehicle, with some base armour (maybe 8 all sides), and about 12-15 wounds. Give them a +20 manouver, the bike trait. Tactical speed may 10m, land speed I dunno…. 30-45 kph? I'll admit, I don't know anything about horses.

Pretty much, the players should read the vehicular combat rules to really engage in mounted combat.

Obviously, Survival is used instead of Operate (probably should use Agi as the base stat when used in this manner).

rough riders would be a specialist character class. maybe a bastardisation of an operator?

Rough Rider

Rough Riders are fast moving troops of the Imperial Guard, mounted on a horse/animal/beast/grox/bike or other mount which is faster than the rider on foot. They are deployed on the battlefield as scouts, patrol units and for quick hit-and-run attacks; their living mounts allows Rough Riders to function far from Imperial supply lines, in terrain unsuitable for mechanised warfare, and avoid detection. Though armoured no better than the average Guardsman, their speed and manoeuvrability is their true asset on the battlefield, able to charge into the enemy's flanks for devastating effect.

Characteristic Bonus: +5 Agi, +5 WS -10 Fel
Starting Aptitude: Agility, Ballistic Skill, Weapon Skill, Fieldcraft, Perception, Offense
Starting Skills: Survival, Operate (Surface), Dodge
Starting Talents: Weapon Training (Low-Tech, SP, Las), Die Hard
Special Equipment: Hunting Lance, Frag Grenades, Krak Grenades, horse or animal or beast or grox or bike or other mount
Wounds: 10 + 1d5

I'll admit, I dislike the notion of only one member of a squad being a rider, and everyone else slogging it on foot.

I think the Rough Rider should not be a specialist choice but a Regimental option like drop trooper. Yes it will exclude certain classes but it makes more sense to me.

Rough Rider would definitely be a regiment type.

Definitely agree this is a regiment type, not a specialty.

And also think it is a rather glaring omission from the game. After all, this is a canon type, and exists in the codex. It'd be wonderful if it would get added to the corebook before release, but I imagine mounted combat is going to take some new rules on its own. So hopefully by whatever the 'inquisitors handbook' equivalent is.

i don't know, but are there rough rider medics, rough rider psykers and rough rider commissars in canon?

Riding Horse (from DH apocrypha}

The standard riding beast of the Imperium, the horse has
seeded far and wide across the galaxy, imported by colonists
in need of an adaptable, docile and hardy beast of burden.
Riding Horse Profile
WS 25 BS - S 50 T 40 Ag 30 Int 13 Per 33 WP 10 Fel -

Movement: 6/12/18/36 Wounds: 15
Skills: Awareness (Per).
Traits: Bestial, Hulking, Quadruped, Sturdy.
Weapons: Hoof/Trample (1d10+1 I; Primitive).

Trained Mount


While fighting from the back of the trained steed, you gain
several benefits. The following rules apply when you are
fighting while mounted on a steed trained for war:
Gain a +10 bonus on Weapon Skill Tests.
You take a –20 penalty on Dodge Tests.
Use your mount’s movement in place of your own.
You may use a lance.
You may employ the Trample manoeuvre.
When hit in combat, do not use the standard hit location table…….

Santiago said:

I think the Rough Rider should not be a specialist choice but a Regimental option like drop trooper. Yes it will exclude certain classes but it makes more sense to me.

Fully agree , according to Imperial Guard Codex you can have all troop choices for rough riders { sergeant ,specialist etc}

Psykers , Priest and Commissars and rest of support cast are not part of regiment per se anyway .

Rough rider's as regiment type make more sense than recon and hunter-killer regiment to me.

regiment type = Rough Rider = cost 3

Rough Riders are fast moving troops of the Imperial Guard, mounted on a horse/animal/beast/grox/bike or other mount which is faster than the rider on foot. They are deployed on the battlefield as scouts, patrol units and for quick hit-and-run attacks; their living mounts allows Rough Riders to function far from Imperial supply lines, in terrain unsuitable for mechanised warfare, and avoid detection. Though armoured no better than the average Guardsman, their speed and manoeuvrability is their true asset on the battlefield, able to charge into the enemy's flanks for devastating effect.

Characteristic Bonus: +5 Agi, +5 WS -10 Fel
Starting Aptitude: Agility, Ballistic Skill, Weapon Skill, Fieldcraft, Perception, Offense
Starting Skills: Survival {wrangling}
Starting Talents: born in saddle {command to stead is free action}
standard kit: Hunting Lance,Flak , trained horse/trained xeno analogue or riding beast or bike

I would prefer it to be Combat doctrine though.

I also disagree with it being a low fellowship.

Why? Sure Attilans are a bit smelly. But that's a different matter. Other Rough Riders might even be seen as Glamorous.

I'd rather see it in Willpower (Hard to resist the urge to CHARGE!) or something else, maybe -5 to BS of all things (More melee attuned) and -5 to WP? Of course, again, as a regimental combat doctrine, different set of modifiers.

@Vogue

i don't know, but are there rough rider medics, rough rider psykers and rough rider commissars in canon?

I'm almost certain Tallarn specialists won't be slogging along on foot.

I posted earlier about this but I'm on vacation for two weeks and planed to sit down when I got home and really work out how to do Cavalry, lol, you beat me too it! I like a bit of what we got going here:

-----------------------------------------

regiment type = Rough Rider = cost 3

Rough Riders are fast moving troops of the Imperial Guard, mounted on a horse/animal/beast/grox/bike or other mount which is faster than the rider on foot. They are deployed on the battlefield as scouts, patrol units and for quick hit-and-run attacks; their living mounts allows Rough Riders to function far from Imperial supply lines, in terrain unsuitable for mechanised warfare, and avoid detection. Though armoured no better than the average Guardsman, their speed and manoeuvrability is their true asset on the battlefield, able to charge into the enemy's flanks for devastating effect.

Characteristic Bonus: +5 Agi, +5 WS -10 Fel
Starting Aptitude: Agility, Ballistic Skill, Weapon Skill, Fieldcraft, Perception, Offense
Starting Skills: Survival {wrangling}
Starting Talents: born in saddle {command to stead is free action}
standard kit: Hunting Lance,Flak , trained horse/trained xeno analogue or riding beast or bike

------------------------------------ I might change a few things, here is my idea:

regiment type = Rough Rider = cost 3

Rough Riders are fast moving troops of the Imperial Guard, mounted on a horse/animal/beast/grox or other mount which is faster than the rider on foot. They are deployed on the battlefield as scouts, patrol units and for quick hit-and-run attacks; their living mounts allows Rough Riders to function far from Imperial supply lines, in terrain unsuitable for mechanised warfare, and avoid detection. Though armoured no better than the average Guardsman, their speed and manoeuvrability is their true asset on the battlefield, able to charge into the enemy's flanks for devastating effect.

Characteristic Bonus: +5 Agility, -5 FellowshipStarting Aptitude: Weapon Skill
Starting Skills: Survival {While using it for riding, test Agility. While using it to command mount, test Fellowship}
Starting Talents: Born in Saddle {command to stead is free action}
Standard Kit: Hunting Lance replaces melee weapon, trained horse/trained xeno analogue or other riding beast

Most of it is the same basic concept, I changed some wording. I felt that was far too many Aptitudes since the other Regiment Types don't give any. I would consider putting in a special rule that a Rough Rider Regiment cannot have any Orgyn. This would balance the fact that they have a starting Aptitude and only cost 3 points.