James Flowers'Tunnels & Trolls Web Resource Horses and Suchlike |
| Purchasing Horses | |
| Adventurers may at some time or another wish to purchase mounts for their characters. These are commonly (but not limited to) horses, and they can be obtained from any of the regular horse auctions held in major cities and towns. Attending an auction costs 5GP (attendance fee), payable on entry and before any viewing takes place. Adventurers may purchase horses if they consider those available for purchase to be meet their requirements. For each adventurer attending the auction, roll 1D6. This is the number of horses present and for sale. For each horse roll 3D6. This is the horses CHR. Adventurers must pay 20GP per attribute point of CHR and 5GP per attribute point of ST and CON (rolled up using 9D6 for ST and 4D6 for CON). Note: These are the typical rolls made for determining a war horse's attributes, however other types of horses can be purchased at auctions (ponies and draft horses, for example). Other horses may have different modifiers to their attributes (see following) and therefore their costs will vary. | |
| Courage | |
| When a horse first comes face to face with a monster, it's courage (COU) must be determined. This is done in the following way. Once decided it is permanent. Roll 2D6 and add to the horse's CHR. Roll 2 more dice (2D6) and subtract the result from this total. If the horse is a pony or draft horse, subtract a further 1D6 from the end result -- ponies and draft horses are not as courageous as war horses. The final result is the horses Courage factor (COU). Note: To re-iterate, Courage is NOT determined until the horse comes face to face with a monster. This means that a character could have spent a lot of money on a rather shy horse. | |
| How to Use the Courage Rating | |
| When a horse has to fight a monster roll 1D6 and temporarily add this to the horse's COU (or calculate it's COU if that hasn't been done yet). If this is greater than the monster's CHR, the horse will attack. If it is equal to or less than the monster's CHR, the horse will flee and the rider must make a 2nd level SR on DEX to stay on. If the monster has an MR, as opposed to attributes, multiply the horse's COU by 10 and this will determine if the horse flees or stands. | |
| Example Horse Card | |
Name __________ Type __________ Level _____ AP _______ ST _____ CON _____ Height __________ Weight __________ CHR ____ COU ____ Weight Possible ___________________ SP _____ ATT _____ Weight Carried ___________________ Armour _______________________________________________ Magic ________________________________________________ Other ________________________________________________ | |
| Name: This refers to the horse's name. Type: This refers to either pony, horse or draft horse.
Level: Every 17,500 APs a horse goes up 1 level.
ST: Strength. Determined by 9 dice (9D6) and adjustment for type. ATT: This is the Attack rating of the horse. To determine divide ST by 10 and add 1. This is number of dice. Then divide ST by 2 and this is adds. Weight: This is the horses weight. Use human weight chart and x 3. | |
Armour: This is for noting any armour the horse may be wearing. Horse armour can be purchased from the list following. | << Weights >> Type | Hits | ST | Cost | Pony | Horse | DHorse ------------------------------------------------------- Plate | 14 | 25 | 600 | 1500 | 1750 | 2000 Lamelar | 12 | 20 | 550 | 1300 | 1600 | 1800 Plate + Mail | 11 | 19 | 500 | 1200 | 1400 | 1600 1/2 Lamelar | 7 | 17 | 400 | 600 | 800 | 1000 1/2 Plate | 6 | 18 | 350 | 700 | 900 | 1100 Leather | 5 | 15 | 200 | 100 | 150 | 200 Felt | 3 | 10 | 100 | 50 | 75 | 100 | | | | | | Bits | | | | | | Chamfron | 2 | 5 | 70 | 40 | 45 | 50 Feytral (?) | 2 | 4 | 80 | 80 | 90 | 100 Saddle | 2 | 1 | 100 | 60 | 70 | 75 Crapper | 2 | 4 | 80 | 80 | 90 | 100 Crinet | 1 | 3 | 80 | 60 | 70 | 75 Magic: Describes if the horse is enchanted, or notes any magic or extraordinary qualities it possesses. Item | Cost | WT ------------------------ Bridle | 60 | 10 Saddle | 80 | 50 Shoes x 4 | 20 | -- 'Pack' | 20 | 30 | |
| Horses in Combat | |
| The main reason for adventurer's having a war horse is usually to get better scores in combat. Horses get +50 if charging and also always contribute their usual dice+adds. Hits against horse and rider are apportioned in the ratios: 2/3 against the rider, 1/3 against the horse. | |
| Other Requirements | |
To ride a horse a character must have:
Horses must have a bridle and saddle unless the rider has CHR over 20 (bare back riding anyone?). War horses, or horses with armour, must have a bridle and saddle, regardless of the rider's CHR. To use a shield while riding means an extra +7 must be added to the DEX requirement. | |
| [ Home | Legal | Earthdawn | Skyrealms of Jorune | Greater Earth [ Tunnels & Trolls | Inquisitor! | Wargaming | Saga [ Alamaine | Elric! | Castle Falkenstein | 7th Sea | WFRP | Ballad | |
| Copyright © 1994-2003 James Flowers. All rights reserved. Last update made 28th July 2003. Update Details: Added new Tunnels & Trolls and Earthdawn content. |