[sblock=OOC] Shorrin was slowed, but using the same mechanics as Tonk you can Pass Forward and then move and then spend your AP to use Villain's Menace. With a speed of 2 any move action becomes 2, but the Pass Forward gets you away from the horse. Also roll your save![/sblock]
Shorrin charges at the final rider, his hammer striking the hairy rude-boy. His blow tries to push the rider off horse, but he clings on and reins in his mount. He whistles to the other horses as he rides towards Murphy, though he charges him down his longsword swings wide. The cornered horse tramples down Tonk and Janus in an effort to get to the others, taking hits along the way. Murphy is so distracted that the horse next to him kicks him in the head.
[sblock=mechanics] The rider chooses to have his mount move with the push and he saves
1d20=13 vs prone. Biker 3 will ride away from Shorrin (not adjacent) and charge Murphy and
CRIT FAIL. Warhorse 2 tries to trample the surrounding foes (
insert lots of rolls here) but Dextyr hits and is missed, Tonk misses and is knocked prone, Janus hits and is knocked prone. It ends next to Murphy, where Warhorse 4 will
CRIT HOOF and shift 1 square.
Don't have my maps on me, so they will come this afternoon[/sblock]
[sblock=status]
Shorrin N11 32/50 0AP
Murphy B4 16/45 1AP bloodied
Janus H11 19/34 1AP prone
Dextyr G12 25/43 0AP prone
Tonk G13 11/44 0AP +1 to AC TENT Tonk, marked by Biker 4, bloodied, slowed (save ends), prone
Biker 3 D5 -15hp marked by Shorrin, Shorrin gets +2 hit/+4 damage
Warhorse 2 B6 -45hp, Those that hit gain 3 temp hp, bloodied
Warhorse 4 C3 -5hp
[/sblock]