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.
  • Pony: ST x 2/3, CON x 3/2, SP x 2/3, Ht x 2/3, Wt x 2
  • War Horse: All normal, Ht x 3/4, Wt x 3
  • Draft Horse: ST x 3/2, CON x 3/2, SP x 1/2, Ht x 1, Wt x 4

Level: Every 17,500 APs a horse goes up 1 level.

  • Add new level number to CR
  • Add 1/2 new level number to SP
  • Add 2 x new level number to CON
  • Add new level number to ST
  • Add 1/2 new level number to CHR

ST: Strength. Determined by 9 dice (9D6) and adjustment for type.
CON: Constitution. Determined by 4 dice (4D6) and adjustment for type.
CHR: Charisma. Determined by 3 dice roll (3D6).
COU: Courage. See section on Courage, previous.
SP: Speed. Determined on 6 dice roll (6D6) with necessary adjustments.
AP: Adventure Points.

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.
Height: Use human chart and x 3/4. This is height to shoulder.
Weight Possible: ST x 100.
Weight Carried: Must include rider and all his gear, plus the weight of worn horse armour (including bits).

 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.
Other: Any other, like 'pack' containing gear, bridle, ordinary saddle, shoes (purchased from the list below).

	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:
  • CHR = or greater than 3/4 that of the horse
  • ST = 1/6 of the horses ST
  • DEX = 10 or more (17 or more if using shield)

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.