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Cangaceiro: Horse Chase

(Work in progress) 

Standard horse stats
Hit Threshold: 8
Movement Rate: 3d6
Stamina: 2d6+6
Stability: 3d6

A foal will, once it reaches maturity, have one stat the same as each parent (determined randomly) and the average of its’ parents stats otherwise.
Add all a horse’s stats together to find its standard purchase price in dinars.

Chases
First, determine the range at which the chase begins.
Range 0 is close combat range. Range 1 is up to 100 feet. Range 2 is up to 200 feet. All range bands beyond that are abstractions that may vary depending on the terrain, but all are out of missile weapon range.

Once the chase has begun, procedure is as follows:

Step 1 - Quarry actions
All characters on the side being pursued may take a chase action.

Chase actions include:

  • Attacking with melee or missile weapons if in range.
  • Change gait one step faster or slower.
  • Attempt to change the chase distance by one range band. This requires a test against the horse’s Movement Rate in its current gait, modified by the rider’s Wisdom modifier.
  • Attempt to escape (range 2+ only). A Wisdom test is required to lose the pursuer.
  • Search for escaped quarry. A Wisdom test, modified by the range at which the quarry escaped, is required to pick up the trail again.
  • Stop running/pursuing.
  • Lasso or dive onto quarry (range 0 only).


Step 2 - Pursuer actions
All characters on the pursuing side may now take a chase action.

Step 3 - Stamina Tests
Every horse in the chase now makes a Stamina test, at -1 if at a canter, -2 at a gallop. These penalties are doubled if the horse is carrying two people. Success means the horse is still in good shape; failure means the horse loses a number of Hit Points, depending on its gait.

Gait >> Stamina loss
Walk >> 1d2-1
Trot >> 1
Canter >> 1d4
Gallop >> 1d6

Repeat steps 1, 2 and 3 until the chase is resolved. As a rule of thumb, characters involved in a chase travel a mile every round.

 

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