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# Cavalry

Cavalry are fearsome riders trained to fight from the saddle. Whether leading charges or protecting their loyal mounts, they dominate the battlefield with speed, precision, and overwhelming momentum. In ELDRA, standing still is the only thing that makes them ordinary.

Root Node · 1 CLA

## Cavalry

Mounting or dismounting costs 0 AP.

## Path of the Charger

T1 · 1 CLA

### Mounted Combatant

Mounted physical attacks gain +2 to attack rolls. As a Reaction, defend against any attack targeting your mount using your own skill. Dismounted movement gains bonus equal to Drive (Beast).

#### Mounted Dodge

Once per round while mounted, when your mount would take damage, make a Reflex defend roll against the attacker's roll. On success, your mount takes no damage.

#### Cavalier's Bond

Your mount gains Physical Defense equal to half your Drive (Beast) skill (rounded down) while you are mounted.
T2 · 1 CLA

### Charge Attack

When mounted and moving at least 10m before a melee attack, deal bonus damage equal to your Drive (Beast) skill on the first attack. When dismounted moving at least 6m, gain +1 to the attack roll and deal half that bonus damage (rounded up).

#### Overrun

During a Charge Attack, your mount may pass through the target's space. The target makes Fortitude against Drive (Beast) or is knocked Prone.

#### Shared Momentum

After a Charge Attack, your mount continues moving up to half its remaining movement speed as a free action.
T3 · 1 CLA

### War Banner Presence

While mounted, all allies within 10m gain +1 to attack or defend rolls (choose at the start of each of your turns). Once per session, declare a Mounted Rally: all allies who can see you remove one Mild Consequence or gain +2 to their next roll.

#### Unstoppable Charge

Once per scene, your Charge Attack ignores all terrain penalties and the bonus damage is doubled.

#### Battle Surge

During your Mounted Rally, allies who remove a Mild Consequence also gain +1 to attack rolls until the end of the current round.

## Path of the Marshal

T1 · 1 CLA

### Rider's Command

Once per turn as a free action while mounted, choose one ally within 10m. That ally may move up to 2m without provoking opportunity attacks or gains +1 to their next attack roll before the start of your next turn.

#### Raised Standard

Allies within 5m of your mount gain +1 Resolve against fear.

#### Saddle Screen

Once per round when an adjacent ally is targeted by a ranged attack, spend your Reaction to grant them +2 to their defend roll.
T2 · 1 CLA

### Rolling Formation

Once per scene, spend 2 AP to begin a rolling formation for 3 rounds. While mounted, you and allies within 10m gain +2m movement and +1 to defend rolls against ranged attacks. Allies who move at least 4m before attacking gain +1 damage on their first hit that turn.

#### Wheel and Recover

Once per round while Rolling Formation is active, one ally within 10m may mount, dismount, draw a weapon, or stand from Prone for 0 AP.

#### Guided Advance

When an ally uses movement granted by Rider's Command, they also ignore difficult terrain until the end of their turn.
T3 · 1 CLA

### Battle Marshal

Once per session, spend 3 AP to order a full advance. All willing allies within 15m may immediately move up to half speed as a free action. Any ally who ends this movement adjacent to an enemy gains +2 to their next attack or defend roll before the end of their next turn. While mounted, you also project immunity to Frightened to allies within 10m.

#### Banner of Resolve

Allies moved by Battle Marshal immediately clear one Mild Condition.

#### Hold the Pace

During Battle Marshal, you may issue Rider's Command to two allies each turn instead of one.

Solid required progression · Dashed optional node requires the one above it