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Perched at a great height, the mounted azdarch can swoop down and deal terrible wounds to even the greatest threats from up to half a mile away. With a successful Ride (Azdarch) skill roll, the sky knight's already deadly lance becomes a nigh-inexorable point of force. The azdarch can perform its own attack in the same round. 

Width 2: The knight gains a single airborne lance charge with AP 3 and +1SK. After the charge, the azdarch lands. 

Width 3: The knight gains a single airborne lance charge with AP 4 and +2SK. It may remain airborne, but cannot attack next turn. 

Width 4+: The knight gains an airborne lance charge with AP 4 and +3SK. It may remain airborne and charge again next turn, without the usual -1d Skill penalty. 

Botched Roll: The azdarch falls short, lands, and is stunned for 2 turns. The knight must pass another Ride check at -2d to avoid being thrown (taking 3S to every hit location in the process).