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23:44, 26th April 2024 (GMT+0)

Horses.

Posted by BandosFor group 0
Bandos
GM, 11 posts
Tue 17 Jan 2023
at 15:37
  • msg #1

Horses

Just in case any of you should ever have sufficient funds to buy a special breed of horse.

I wonder if anyone whose character owns a horse has bothered to work out its maximum encumbrance; I did and found that the poor creature had been crawling around on its belly because of the weight on it. As an example here is what a heavy cavalry rider weighs: an average person is SIZ11 = 33ENC; armour (heavy scale hauberk, plate on limbs, closed helm) weighs 8ENC; weapons may add up to 4-6ENC, say 5; and the horse may wear leather barding about 2ENC for 1-point leather. All this adds up to $*ENC; but an average horse can only manage 21 (29+13/2) and at the strongest possible 31 (40+21/2), at racial maximums. As I don’t like rewriting the rules, may I make the following suggestions for what a warhorse should be able to carry; they may not be a ‘realistic’ solution but will at least enable GM’s to stop horses looking like mountains of equipment galloping over the plains. Also offered is a list of horse’s breeds for Dragon Pass and Prax, with other data; some stats are higher than in the RQ rules, but none exceed the maximums set.
    1. A horse may carry any human in the normal SIZ range; each point over this limit will count as 3ENC points against what the horse can carry.
    2. If the rider is carrying equipment that exceeds his/her own ENC total, it counts against the Horse’s ENC too.
    3. Any barding that the horse is wearing will count against its ENC, as will any equipment with which the owner cares to lumber it, such as a tent.

ADARI (Far Point, Adari, human occupied areas between). Cost: 4000p
STR: 3D6+18; CON: 2D4+10; SIZ: 3D6+12; POW: 3D6; DEX: 2D6+6.
Highly favoured by dwarf adventurers, due to their low height (most of their SIZ is bulk) and ability to adapt to harsh climates.

BREVAN (native to Grazelands, also bred in Sartar). Cost: 4500p
STR: 3D6+18; CON: 2D4+10; SIZ: 2D6+24; POW: 3D6; DEX: 2D8+2.
Grazelanders must buy this horse, if they want a warhorse.

CHURIAN (Far Point). Cost: 3500p
STR: 3D6+18; CON: 2D6+6; SIZ: 3D6+12; POW: 3D6; DEX: 2D6+3.
Short, stubby-legged horse, not very fast; charging rate 21.

DUNSTOP
(Lunar Empire).
As in RQ rules; the Lunar equivalent of the standard-bred.

GRAZELANDER (Grazelands).
STR: 4D6+12; CON: 2D6+6; SIZ: 4D6+6; POW: 3D6; DEX: 3D6.
Small hardy horse, given to barbarians only; charging rate 10.

JALDON’S HORSE (No Man’s March, Better Place). Cost: 3500p.
(Free to barbarians)
STR: 3D6+18; CON:2D6+6; SIZ: 4D4+10; POW: 3D6; DEX: 2D6+2.
Charging rate 10.

KIANG DONKEY (Barbarian Town and area, e.g. Sounders River). Cost: 3000p.
(Free to barbarians)
STR: 4D6+12; CON: 2D6+6; SIZ: 2D6+12; POW: 3D6; DEX: 2D6+6.
Larger than a modern donkey, fast for its size (Move 12), exceptional swimmer.

KLEPPER (any major city). Cost: 10000p
STR:1D6+30; CON: 2D6+6; SIZ: 2D6+24; POW: 3D6; DEX: 2D6+6.
Rider must be SIZ 14+ and have 50%+ Riding ability to get on! After a charge, the Klepper must carry on for 20m before stopping. A veritable tank.

Rockwood Mountain Pony
(Rockwood Mountains). Cost: 3750p
STR: 3D4+18; CON: 2D4+10; SIZ: 4D4+10; POW: 3D6; DEX: 3D6.
Ridden by dwarf adventurers of these mountains, also by many ducks; charging rate 10.

SARTARITE (Sartar, Dragon Pass generally). Cost: 6000p
STR: 2D6+24; CON: 2D4+10; SIZ: 3D6+18; POW: 3D6; DEX: 3D6.
A very good fighting horse.

STANDARD-BRED (any city).
As in RQ rules; the result of much crossbreeding.

TARPAN or KONIK (Defenders Shore, Head Acres, River of Cradles).
STR: 2D6+18; CON: 3D4+6; SIZ: 2D6+12; POW: 3D6; DEX: 3D6.
Barbarians only; same breed called by different names; charging rate 10.

WINGANNA (any large city). Cost: 8000p.
STR: 2D6+24; CON: 2D4+10; SIZ: 2D6+24; POW: 3D6; DEX: 2D4+10.
Riders must be SIZ 10+ and have 60%+ Riding ability. An exceptional fighter, much sought after.

Horse Breeds
Notes
    1. Where a horse or pony is specified as barbarian only, this means that any barbarian from the area will ride one (if not an animal nomad, obviously).
    2. All the animals cited move at 12, but their charging rate varies as to shown (to model the obvious point that a Winganna can easily beat a donkey in a race).
    3. The prices cited are for warhorses; the Klepper, Sartarite and Winganna can only be bought as warhorses, but the other breeds will provide cavalry and riding animals, at respectively 30% and 2% of the price of the warhorse; Cults sometimes give Rune Lords money for a warhorse; I suggest this is 5000p, the price of a standard-bred, and that the Rune Lord finds the extra cost for e.g. a Klepper.
    4. Areas and places where available are citied after each breed name.
    5. For the excellent fighting breeds (Klepper, Sartarite, Winganna), their attacking chance will be natural bonus + 5%, or 25%, whichever is higher; all other breeds are purchased with attacks at 25%.
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