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Haerth Horses

Page history last edited by Michael 10 years, 11 months ago

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type
soldi
pack horse
65
riding nag
75
ordinary riding horse
150
vaquarejeen horse (quarterhorse)
300
semi-blooded racing horse
4000+
blooded racing horse
6500+
small cart horse
750
large draft horse
1800
cavalry horse
2400
trained war horse
5000
blooded war horse
7500

 

 

Pack Horse:  The basic beast of caravans and explorers. Can carry 100 kg of goods, survive on scanty grass. Never seen in armor. Move 10, but usually moving at the speed of the slowest part of the convoy. 

 

Riding Nag:  Highly disposable, not too big, fast, or healthy -- but cheap! Can also work as a pack-horse for smaller loads (up to 75 kg). Poor choice for long term travel, unless you have a bunch and you will not be fighting from horseback ... at least not for long. Never seen in armor. Move 8. 

 

Cart Horse or Draft Horse:  Bred for size, pulling power and stamina. Slow. Not too smart, even for a horse. Also makes a high-capacity (but slow) pack-horse (about 75 to 125 kg capacity). So long as it doesn't know it's in battle, may work as a mount (ie., not much better than a nag). Can wear any barding, but what's the point? Move 7. 

 

Riding Horse:  Your basic, all around good equine. Fairly fast, reasonably agile, and decent stamina (subsists on grass fodder). Also hates battles and will run away (quite fast ... with or without you). Cannot wear plate barding, and may find mail to be a strain, but rarely seen in armor in any case. SIZ 28 or so, STR 25 or so, Move 12, hit points 20.

 

Cavalry Horse:  Much bigger than a riding horse, but with good agility and stamina -- suitable for carrying an armored Humaniti through a battle and wearing armor of its own. Rarely seen in plate armor, mostly due to the cost of armor vs. the value of the horse. Sort of the best qualities of a riding, and cart horse, plus. Trained and of the temperament to be a good battle platform -- you can fight from it without having to control it (i.e., make constant Riding rolls). Will remain controllable and generally unspooked in a battle. In most places, they are trained to accept commands from knees as well as reins. Kinda expensive on the upkeep -- they do much better with grain feeding, but can get along with plentiful grass forage. SIZ 30+, STR 27+, damage bonus +3d6, Move 12, hit points 22+. 

 

Warhorse:  Take a top of the line cavalry horse -- best of the best. Almost always armored; strong enough to carry any of the listed barding. Train it to carry out attacks on its own. It will defend itself on its own initiative if attacked, or can be commanded to attack specific targets, or just try and stomp anyone with reach. They are often trained to do special tricks -- walking up ramps, coming when you call, and are generally good learners. Tend to be a bit 'spirited' -- i.e., if they decide you're not on their buddy list, they may take exception to your presence. Pretty expensive on the upkeep -- need grain feeding to keep up their strength. SIZ 33+, STR 30+, damage bonus +3d6, Move 12, hit points 23+. 

 

Blooded Riding Horse:  Good for speed, in the Kingdom usually also very agile. Not so big. In battle? Does the US Army drive Porsches into battle? Requires grain feeding and good stabling to get best effort from them. Quilted armor only, if any. Vaquarejeen horses are of this type, not so absolutely fast but cheaper and able to subsist on grass forage -- the Camaro or other cheap blue-collar "muscle cars" of horses. Move 16 (Vaquarejeen quarter horses) to 18 (other types). 

 

Horde Pony:  As used by the Mofoni and other eastern nomad barbarians. Not so large, but fast and agile; basically a smaller version of the cavalry horse. Very well trained, and capable of various "tricks". Good disease resistance, and normally is fed on grass forage. Can wear quilted or leather armor. SIZ 25 or so, STR 23 or so, Move 14, hit points 19 or so.

 

Racing Horse:  very specialized, requires grain feeding and good stabling, prone to diseases and occupational injuries. Move 20 or more.

 

Barding (Horse Armor)

 

 

In RQII, horses have legs, hindquarters, forequarters and a head. Without going into the complications of flanchards, crinets, peytrels, chanfrons, etc. we can just consider type of armor vs. location. Remember that horses have 1 point of "skin" armor, which their barding is added to. For all practical purposes, armor is not available for horses' legs.

 


quilted
leather
cuirboilli
brig, lamellar, scale
mail
plate
head
1 pt
2 pt
3 pt
6 pt
7 pt
9 pt
25 s
100 s 120 s 400 s 800 s 1500 s
forequarters
1 pt
2 pt
3 pt
6 pt
7 pt
8 pt
50 s 200 s 240 s 800 s 1600 s 3000 s
hindquarters
1 pt
2 pt
3 pt
6 pt
7 pt
8 pt
50 s 200 s 240 s 800 s 1600 s 3000 s

 

Other gear can include:

 

item
cost
cheap saddle and tack
20 s
light saddle and tack
50 s
cavalry/chivalric saddle and tack
250 s
armored reins
30 s
long distance/caravan saddle
150 s
caparison, poor quality
12 s
caparison, cheap/GI quality
22 s
caparison, common quality
56 s
caparison, superior quality
126 s
caparison, noble quality
500 s

 

The caparison is a cloth cover for the horse, saddle, bridle, reins etc.. As quality climbs, it goes from drab to jolly and colorful or even embroidered and bejeweled.

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