Quick Leaf
First Post
Tell me what you think...
Speeds
Fast Trot = base speed (60 for light horse)
Gallop = Base +10
Sprint = Base +15
All-out = Base +20 (note, only specially trained horses can be spurred to this speed)
DCs by Speed and Task
Speed horse is traveling at now
Task *Fast Trot Gallop Sprint All-Out
Turn 45º Auto 5 10 15
Turn 60º 5 10 15 20***
Turn 75º 10 15 20*** 25***
Stay in saddle 5 10 15 20
Guide with knees 5 10 15 20
Cover 15 17 19 21
Leap 15 20 30! 45!
Soft Fall 15 20 25 30
Spur 10 12 16 24
Abrupt stop 20 20** 20** 20**
*Use these values for a character pursuing while trying to remain hidden;
However, the maximum speed to stay hidden is the base speed -10
** There is no “abrupt stop” at these speeds, instead the horse slows down
quickly, decelerating 5 points of movement for every success.
***The first turn at these speeds inflicts 1 damage to the horse. Each
additional turn inflicts double the damage of the previous round (2, 4, etc)
! There is a 50% chance the horse falls over, rolling the rider
Revised Spurring Damage Fast Trot Gallop Sprint All-Out*
Spurring Transition Damage 0 1 2 4
Maintaining Speed Damage 0 1/round 2/round 3/round
HORSE CHASES
Conditions
Open =Straightaway on flat road, Clear (dry lake bed, desert)
Tight =Heavy foot traffic, Many obstacles (mountains, jungle, swamp, alley)
Close =City street with light traffic, Some obstacles (dunes, light forest)
Very Tight = Interior of a crowded building
Conditions Ride DC Cover Bonus Distance to lose pursuer
Open 10 +2 1d6 x 300 feet
Close 15 +4 1d6 x 150 feet
Tight 20 +7 1d6 x 75 feet
Very Tight 30 +10 1d6 x 30 feet
Speeds
Fast Trot = base speed (60 for light horse)
Gallop = Base +10
Sprint = Base +15
All-out = Base +20 (note, only specially trained horses can be spurred to this speed)
DCs by Speed and Task
Speed horse is traveling at now
Task *Fast Trot Gallop Sprint All-Out
Turn 45º Auto 5 10 15
Turn 60º 5 10 15 20***
Turn 75º 10 15 20*** 25***
Stay in saddle 5 10 15 20
Guide with knees 5 10 15 20
Cover 15 17 19 21
Leap 15 20 30! 45!
Soft Fall 15 20 25 30
Spur 10 12 16 24
Abrupt stop 20 20** 20** 20**
*Use these values for a character pursuing while trying to remain hidden;
However, the maximum speed to stay hidden is the base speed -10
** There is no “abrupt stop” at these speeds, instead the horse slows down
quickly, decelerating 5 points of movement for every success.
***The first turn at these speeds inflicts 1 damage to the horse. Each
additional turn inflicts double the damage of the previous round (2, 4, etc)
! There is a 50% chance the horse falls over, rolling the rider
Revised Spurring Damage Fast Trot Gallop Sprint All-Out*
Spurring Transition Damage 0 1 2 4
Maintaining Speed Damage 0 1/round 2/round 3/round
HORSE CHASES
Conditions
Open =Straightaway on flat road, Clear (dry lake bed, desert)
Tight =Heavy foot traffic, Many obstacles (mountains, jungle, swamp, alley)
Close =City street with light traffic, Some obstacles (dunes, light forest)
Very Tight = Interior of a crowded building
Conditions Ride DC Cover Bonus Distance to lose pursuer
Open 10 +2 1d6 x 300 feet
Close 15 +4 1d6 x 150 feet
Tight 20 +7 1d6 x 75 feet
Very Tight 30 +10 1d6 x 30 feet