Equines and Oxen
By: James S. Watson
A horse's behavior in combat will depend on the animal's
temperament and training. Chelni,
Horiri, Desert, and Steppe horses for example will, if not trained as
war-horses, try to avoid combat. In the
case of Desert and Steppe horses, even if they are trained are most useful in
the mobile style of warfare favored by mounted archers. They can be used in
melee when fighting is done with the sword.
[Note: The swords favored in this style of warfare are the saber and
scimitar.] They are less useful with
the lance. The Forest Horse, on the
other hand, is a less temperamental animal and even if not trained to war can
be made to charge horses of the smaller breeds. Mature stallions will always charge and will try to knock a
smaller horse off of its' feet. [Note:
The fences used in tournaments were really intended to keep the Stallions,
favored by the nobility of western Europe as warhorses, from fighting each
other in what was supposed to be a human contest of skill.]
Horses that have not been trained as war-horses have a base 90%
chance of panic in a combat situation with a riding check required to maintain
control. This roll is corrected +/-
from the table: Breed
of horse verses other horses, shown below. If the roll
is less then the corrected figure then the horse has failed its panic
check.
1 On a Marginal Failure
(MF) the horse flees the area at its maximum rate of movement unless the rider
makes a successful riding check.
2 On a Critical Failure
(CF) the rider must make a riding check or fall off the fleeing horse. Flight is always in a random direction away
from the danger.
1 A Marginal Success
(MS) allows the rider to add his mastery level to the corrected chance of panic
of the horse and, if result is under the dice roll the rider has retained
control and can get the horse to do what he wants on the next round.
2 A Critical Success
(CS) allows the rider to retain control and act at the end of the same
round.
3 A Marginal Failure
(MF) the horse will fight with its' rider for one round during which the rider
can take no other action. At the
beginning of the next round a successful riding check, as outlined above,
allows the rider to gain control otherwise the horse still fights with its
rider and the rider can take no other action for that round. This action will continue each round until
the rider makes a successful riding check.
A failure on any riding check results in the rider falling off.
4 A
Critical Failure (CF) the rider falls off the horse.
Trained War Horses are only 10% likely to panic. All rolls, both for trained warhorses and
untrained horses, are corrected by the + or - from the table: Breed of horse verses other horses, shown
below. Any roll that falls under the
chance of panic means the horse does not panic. Pluses are added to the chance of panic roll, minuses are
subtracted from the chance of panic roll.
Add 20 to the chance of panic if the rider does not have ridding
skill.
Add 25 if the horse is wounded or facing fire.
Add 50 if the horse is burned.
Even trained warhorses will refuse to charge an obstacle such as a wall, high hedge, fence of spikes, or a spear and shield wall. Make a panic check in all such situations. Ancient conventional wisdom in effect as long as horse cavalry was used in war: Poor cavalry can break poor infantry, good cavalry can break good infantry, excellent cavalry can never break excellent infantry. Thus trained infantry can almost always fend off a cavalry attack. Most peasant levies must be considered as poor/untrained infantry while the Ivinians or Thardic Legions, who usually fight on foot, would be good infantry and would be subject to being broken by only by Man-At-Arms cavalry.[1] Only the Azeryan legions equipped with pikes could be considered excellent infantry.
Breed
of horse verses other horse:
|
Horse Being Tested |
Pony |
Steppe Horse |
Desert Horse |
Mare (Palfrey) |
Gelding[2]
(Palfrey) |
Forest Horse Mare |
Forest Horse Stallion |
|
Pony |
* |
+10 |
+20 |
+30 |
+40 |
+45 |
+65 |
|
Steppe Horse |
-10 |
* |
-10 |
-20 |
-30 |
+40 |
+60 |
|
Desert Horse |
-20 |
-10 |
* |
+10 |
+20 |
+35 |
+55 |
|
Mare |
-30 |
-20 |
-10 |
* |
+10 |
+30 |
+45 |
|
Gelding |
-40 |
-30 |
-20 |
-10 |
* |
+20 |
+30 |
|
Forest Horse Mare |
-45 |
-40 |
-35 |
-30 |
-25 |
* |
+15 |
|
Forest Horse Stallion |
-65 |
-60 |
-55 |
-45 |
-20 |
-15 |
* |
Breeds
of Equines:
Horse/Pony (Chelni, Horiri):
Str:
18, Eye: 12 Int: -- Ini: 37 Sta: 14 Hrg: 19 Aur: 01 End: 14 Dex: --
Sm/t: 19 Will: 10 Mov: 14 Agl: 09 Dge: 45,
Height:
12 hands (one hand equals 4 inches) = 48 inches at withers (4').
Weight:
900 pounds.
Load
Limit: 180 pounds (load equals 20% of weight).
Attacks:
Hooves: 40/4bBite 35/1pKick: 30/6b
Ponies are a hardy breed with great endurance, especially for cold damp conditions, and can make do with poor fodder. They are often used to pull sleds or as pack animals and can be ridden. They can be used in mines to pull ore carts.
Horse, Steppe
Str:
18 Eye: 12 Int: --Ini: 40 Sta: 19 Hrg: 19 Aur: 01 End: 16 Dex: --
Sm/t: 19 Will: 12 Mov: 16 Agl: 12 Dge: 60
Height:
14 hands = 56 inches at withers (4'
8").
Weight:
1,200 pounds. Load Limit: 240 pounds
Attacks:
Hooves: 45/5b Bite 40/2p Kick: 35/8b
Steppe horses are mainly found in central Lythia. They are used by the nomads of that area as war and herding horses. They do best if feed on grass. They are noted for their endurance, especially of intense dry cold, and their smooth running gait.
Horse, Desert:
Str:
18 Eye: 12 Int: -- Ini: 45 Sta: 16 Hrg: 19 Aur: 01 End: 16 Dex: --
Sm/t: 19 Will: 14 Mov: 18 Agl: 13 Dge: 65.
Height
16 hands = 64 inches at withers (5' 4").
Weight:
1,600 pounds. Load Limit: 320 pounds.
Attacks:
Hooves: 45/6b Bite 40/3p Kick: 35/10b
Desert horses are found in the desert areas of central
Lythia. They are noted as being the
fastest horses in Lythia and can endure dry heat but do not do well in the
colder damper areas of western Lythia.
They have a smooth gaited trot and gallop.
Horse, Forest, Mare:[3]
Str:
21 Eye: 12 Int: -- Ini: 40 Sta: 19 Hrg: 19 Aur: 01 End: 18, Dex: --,
Sm/t: 19 Will: 14 Mov: 15, Agl: 10 Dge: 50.
Height
19 hands = 76 inches at withers (6' 4").
Weight:
3,500 pounds. Load Limit: 700 pounds.
Attacks:
Hooves: 45/8b Bite 40/4p Kick: 35/10b.
Forest Horses, also known as shire horses, are native to western
Lythia and are the least likely to panic of any horse breed. The stallions are especially prized by the
nobles of western Lythia and Harn as warhorses (see also combat). They are not comfortable horses to ride
having a very heavy rough gait and broad backs. In most areas of western Lythia and Harn only gentle folk are
allowed to own or ride these horses.
The only simple folk who may have these horses in their care are bonded
Ostlers in the service of a noble, their journeymen and apprentices.
Horse, Forest, Stallion:
Str:
22 Eye: 12 Int: -- Ini: 45 Sta: 20 Hrg: 19Aur: 01 End: 19, Dex: --
Sm/t: 19 Will: 16 Mov: 15, Agl: 10 Dge: 50.
Height
20 hands = 84 inches at withers (7').
Weight:
4,000 pounds. Load Limit: 800 pounds.
Attacks:
Hooves: 50/10b Bite 45/5p Kick: 40/10b.
Forest Horses, also known as shire horses, are native to western
Lythia and are the least likely to panic of any horse breed. The stallions are especially prized by the
nobles of western Lythia and Harn as warhorses (see also combat). They are not comfortable horses to ride
having a very heavy rough gait and broad backs. In most areas of western Lythia and Harn only gentle folk are
allowed to own or ride these horses.
The only simple folk who may have these horses in their care are bonded
Ostlers in the service of a noble, their journeymen and apprentices.
Horse, ridding (Palfrey, Mare):
Str:
19 Eye: 12 Int: -- Ini: 40, Sta: 16 Hrg: 19 Aur: 01 End: 16, Dex: --
Sm/t: 19 Will: 12 Mov: 16, Agl: 11 Dge: 55.
Height
16 hands = 64 inches at withers (5' 4").
Weight:
2,000 pounds. Load Limit: 400 pounds.
Attacks:
Hooves: 45/6b Bite 40/3p Kick: 35/8b.
Horse, ridding (Palfrey/War Horse,
Stallion/Gelding):
Str:
20 Eye: 12 Int: -- Ini: 40, Sta: 17 Hrg: 19 Aur: 01 End: 17, Dex: --
Sm/t: 19 Will: 14 Mov: 17, Agl: 11 Dge: 55.
Height
17 hands = 68 inches at withers (5' 8").
Weight:
2,500 pounds. Load Limit: 500 pounds.
Attacks:
Hooves: 45/6b Bite 40/3p Kick: 35/8b.
Riding horses, also called Palfreys, are a mix of desert and forest breeds, which have become popular in western Lythia and Harn. These horses combine some of the best features of both the forest and desert breeds and with proper care do well. They are smooth gaited animals and very popular with both the nobility and well to simple folk as riding horses. They are also used as mounts by most mounted men-at-arms [qv]. Most horses, which are ridden, are either geldings or mares. The stallions are mostly kept for breeding.
Mule:
Str:
18 Eye: 12 Int: -- Ini: 40, Sta: 18, Hrg: 19 Aur: 01 End: 17, Dex: --
Sm/t: 19 Will: 14 Mov: 15, Agl: 11 Dge: 55.
Height
16 hands = 64 inches at withers (5' 4").
Weight:
2,000 pounds. Load Limit rider+saddle
or pack: 400 pounds.
Attacks:
Hooves: 45/6b Bite 40/3p Kick: 35/8b.
Mules are a cross breed between a Donkey stallion and a horse mare. Mostly Palfrey mares are used for this kind of breeding.
Donkey:
Str:
16 Eye: 12 Int: -- Ini: 40, Sta: 16 Hrg: 19 Aur: 01 End: 15, Dex: --
Sm/t: 19 Will: 14 Mov: 14, Agl: 09 Dge: 45.
Height
10 hands = 40 inches at withers (3' 4").
Weight:
600 pounds. Load Limit: 120 pounds
(load equals 20% of weight).
Attacks:
Hooves: 40/4b Bite 35/1p Kick: 30/6b.
Donkeys are an equine relative of the horse. The breed originally came from central Lythia. Like ponies they can be used in mines.
Comments on breeds of Equines:
Mule:[4]
Mules were common draft and plow animals in the 19th
and early 20th century and I personally saw them used in this way
while living on a tobacco plantation during the summer of 1942. I also know from both my studies in history,
including military history, that they were used on the Oregon Trail in the
1840s and by the U.S. Army to draw escort wagons as long as the army used this
form of transport. The only method of
hitching equines to a vehicle during the Middle Ages involved a strap or bar
across the breast that presses against the base of the equines windpipe
choking it. When an equine starts to
choke it quits pulling.
The height of any given breed can vary by one hand up or down from
the standard noted above and the weight will vary up or down by as much as 20%
from that noted. Other attributes such
as strength, stamina, and will can also very.
Note that a horse with a high will, will be high spirited and hard to
handle, especially if the rider has little or no riding skill. In such a case the GM can have fun
role-playing horse vs. rider.
Movement is the rate at which a horse walks, if a horse is
trotting movement is twice that given; if a horse is cantering movement is
three times that given; if a horse is running movement is four times that
given; and if a horse is galloping movement is five times that given. The amount of time in rounds a
horse/pony/mule/donkey can move at a rate faster then a walk equals: Endurance
times four for the trot; Endurance times two for the canter; Endurance divided
by two for the run; and Endurance divided by four for the gallop. Following a move at any rate faster then a
walk the animal must rest for a number of rounds equal the figure used to
divide endurance for the run or gallop or half the figure used for the trot or
canter. If the animal is walking slowly
then it will recover fully in twice the time needed for resting.
The distance covered depends on topography and weather (See
Campaign 7). In any event if a
horse/pony/mule/donkey is moving further then the distance allow by topography
for two watches or not being given a chance to rest and graze after rapid
movement then the Forced March Rules come into play.
All equines can be used as draft animals but only for small carts,
light wagons, chariots, and sleighs.
Horses, mules, or donkeys may be used instead of Oxen. The method of
hitching animals in Middle Ages involved an ox yoke or a strap or bar across
the breast that presses against the base of the equines windpipe choking
it. When an equine starts to choke it
quits pulling.
Chariots are pulled by teams of two to four horses and their
chance of mechanical breakdown is 15% per watch moved. These teams are always hitched side by
side.
No more then three horses or mules can be used on a single
wagon. They will be hitched in a single
line with a postern riding the leading animal.
Decrease load by 60% from a single yoke of oxen and increase speed by
25% for two horses. For three horses
decrease load by 40% with speed remaining at an increase of 25%. For wagons and carts drawn by horses or
mules the chance of mechanical breakdown is 10% per watch moved. For a donkey
decrease load by 85% and increase speed by 25%.
Oxen:[5]
Oxen lack sweat glands and overheat easily. Oxen are usually trained in pairs
called Yokes and it almost impossible to get an ox to work with any ox other
then the one it trained with as a calf.
Two or more yokes of oxen working together are referred to as a span of
oxen. Ox carts may be pulled by a
single ox but are most often pulled by a yoke while wagons always use at
least two yokes. Wagons can only be used on roads trails, if wide enough, or
firm open ground: they are almost useless for off-road travel in hilly or
heavily wood terrain. Wagons are
generally drawn by two to five yoke of oxen depending on their size and load. The load/speed given assumes that one yoke
of oxen are being used, for each addition yoke increase load by 75% and reduce
speed by 10%.
Oxen are driven by a teamster who walks alongside the lead yoke,
to the left on Harn and on the right in Lythia. When meeting oncoming traffic the teamster will turn his oxen so
as to keep between them and the other traffic.[6]
As noted above Oxen have no sweat glands and overheat easily. When Oxen start to overheat they must be turned out to rest and cool off. Oxen used on Manors are usually worked in shifts with a yoke working for a few hours in the morning and then resting for an equal amount of time in a cool shady place before working another shift in the afternoon. This means that the number of oxen on a Manor should be twice the number needed to plow the land. Also, because it is cooler at night, heavy work will be done at night if there is a full or near full moon for light.[7] Most oxen are used in agriculture and these animals are seldom shod. Oxen used to haul wagons in mercantyler caravans are usually shod. Oxen can be shod but a special frame is need to support the animal's weight so it's feet can be lifted off the ground. Oxen will not try to stand on three legs. The shoes are made in two parts, one for the right side of the hoof the other for the left. As a former museum curator I know where a number of ox shoes can be found in the collections of the State Historical Society of Wisconsin.
|
Item |
Weight |
Cost |
|
Blanket, Horse |
4 lbs |
12 d |
|
Bridle (w/bit) |
3 lbs |
12 d |
|
Harness, Ox |
10 lbs |
18 d |
|
Harness, Horse |
10 lbs |
18 d |
|
Yoke, Ox |
20 lbs |
4 d |
|
Yoke, Horse |
15 lbs |
6 d |
|
Saddle, Riding |
35 lbs |
80 d |
|
Saddle, War |
45 lbs |
240 d |
|
Saddle, Pack |
15 lbs |
40 d |
|
Saddle Bags |
8 lbs |
30 d |
|
Barding |
By type and size |
By type and size |
[1] Heavy Cavalry, i.e. knights
wearing plate mail and riding fully barded heavy war-horses.
[2] Riding Palfreys are usually of mixed forest desert breeding and are often geldings.
[3] This breed
of horse was used in the third crusade although they didn't do very well in the
middle east.
[4] The
text in both HM1 and HMC reads: "... but almost impossible to train as a
draft animal.
[5] The
text in both HM1 and HMC reads: "...
because of the sensitive, unshoeable hooves, ....",
[6] The
modern holdover from this practice is that we drive on the right in this
country while the English drive on the left.
[7] Late August and early
September (Agrazhar and Azura on Harn) are the hottest time of the year and a
full harvest moon is very useful for the peasants at this time of year. Shine on, Shine on O Harvest Moon.
[8] Items for donkeys have a
weight and cost of 80% of the weight and cost of similar items for horses and
mules.