Abundant : Stott (Hobby Horse or Shetland Pony): cheap workhorse; carries 40/50 enc and pulls 80/100 enc; Cost: 30s / 43s

Plentiful : Sumpter (Draft Horse): pack horse; carries 50/60 enc and pulls 100/120 enc; Cost: 60s / 72s

Common : Rouncy (Palfrey or Hackney): riding horse; carries 50/60 enc; Not trained to the yoke; Cost: 6GC / 8GC 66s

Rare: Courser (Araby Courser): hunting horse; carries 50/60 enc; Not trained to the yoke; Cost: 10GC / 30GC

Exotic: Destrier (Estalian Charger or Bretonnian Destrier): warhorse; carries 60/70 enc; Not trained to the yoke; Cost: 20GC / 200GC


1. A characters Encumberance value (how much they “weigh”) is equal to their Wound Threshold plus 5. When determining whether or not a mount is encumbered, be sure to include the encumberance of the character’s equipment. A saddle could be assumed to have an encumberance value of 5.

2. It costs 5s 20b per day to feed, and stable a horse. A horse can be put out to graze, but can not be expected to perform work until it has received this amount of money in food and care for one week. A horse also requires a regular waterings, at least 10 Gallons per day (about 15 encumberance if carried). Food for a horse includes about 20lbs of hay (4 encumberance) and 5lbs of feed (1 encumberance). Animals which can graze for several hours a day can be worked and will only require 3s per day in feed.

3. It costs 5s 20b to shoe a horse, which should be done every two or three months, but can go as long as six (it is a medieval setting). Furthermore, it costs 1s 15b to have the shoes removed, the hoofs cared for, and animal reshod with the same shoes. This should be done at least every two months.

4. A character with Animal Handling can perform all shoeing related tasks. This would be an Easy skill check, modified by conditions (availability of tools, a means to heat and reshape the shoes, etc.)

5. Medicinal supplies and services for horses run 14s per month. Characters with Animal Handling can cut this cost to 6s for the supplies, and perform all services on their own.

6. A cart costs 20s, and can be pulled by up to three horses in series (one before the other). The encumberance of the pulled supplies is split evenly between each horse. Thus, a cart pulled by three Stotts can hold 240 encumberance without encumbering any of the horses. They can pull 360 points, but will be encumbered. A wagon cost 50s, and can be pulled by up to 6 horses in the same manner as a cart (just with a greater encumberance limit). The weight of carts and wagons is considered to be negligable when pulled by horses.

7. A horse, or team of horses, may perform a Change Range Increment Manuever during the rider/drivers turn when being directed by a rider/driver. This does not require any skill check. If a rider/driver performs a Ride skill check as a Manuever, the horse or team of horses may perform up to three Change Range Increment Manuevers. Each Range Increment Manuever engaged in by the horse or team beyond the first adds one Misfortune die to the Ride Check (If the horse, or any horse which is part of a team is encumbered, use Challenge dice instead). If the check fails, the horse or team will only perform one Change Range Increment Manuever. If the check fails with two Banes, the horse or team comes to a stop. If the check includes two Chaos Stars, the rider/driver must make a Hard Ride check, or the rider is thrown, or the cart/wagon crashes (axel breaks, yoke breaks, capsizes, ie GM discretion on exactly what happens). If this occurs, each Bane makes one horse lame. Each Chaos star kills one animal. Any passengers or riders must make a Hard Athletics check. If they succeed take 1 fatigue per Change Range Increment Manuever attempted. If they fail, suffer 1 wound per Change Range Increment Manuever attempted, with +1 Wound per Bane, and +1 Critical per Chaos star, in addition to three fatigue. Note: Coursers add one Fortune die to all ride checks.

8. Horses have the following Statistics:
Stott 3(2) 3(1) 2(0) 1 2 1 A2/C0/E0 11 C2
Sumpter 4(2) 3(1) 3(1) 2 2 1 A2/C1/E1 12 C2
Rouncy 4(2) 3(1) 4(1) 2 3 1 A2/C2/E1 12 C1
Courser 4(2) 4(1) 5(2)[W] 3 3 2 A3/C3/E2 12 R1
Destrier 5(4)[W] 5(2)[W] 4(1) 2 4[W] 1 A5/C2/E3 15 R2

Each Horse has Vicious Bite as found on page 49 of the Tome of Adventure.

The Destrier also has Headlong Charge found on the same page. Destriers also have the following attack:

Braining Stomp

Recharge: 3 Bestial Weapon Skill (WS) vs Target Defence Used by Destrier Engaged with target

Effect: A half-ton of trained horse flesh drives its hooves into the head of it’s victim.

[H] The attack inflicts normal damage; [H, H, H] The target is struck for +1 Damage, Critical Damage, and the target suffers from the Staggard condition for two rounds.

[Boon] The target suffers +1 Critical; [Boon, Boon] The target suffers from the Staggard Condition for +2 rounds.

[Bane] The horse suffers 1 wound

[Comet] The target suffers from the Blinded condition for two rounds

[Chaos Star] Any rider must make an Average Ride test or be thrown. Go prone, and take 2 Wounds, ignoring Soak and Toughness.

9. Barding. Only Destriers are trained to wear armor. There are three types.

Caparison: A heavy, often decorative, cloth covering. Defense 1; Soak 0. Enc 5. Cost 20s. Common.

Chain: Interlocking metal links, with cloth padding underneath. Defense 1; Soak 3. Enc 18. Cost 3 GC. Rare.

Plate: Expensive and heavy, but provides the ultimate in equestrian protection. Defense 1; Soak 5. Enc 24. Cost 60 GC. Exotic.

Draft Animals

Abundant: Mule (Dwarven Burro): standard farm animal; carries 40/50 enc and pulls 80/100 enc; Cost: 20s / 30s

Plentiful: Oxen (Stirland Brown): large work animal; can not be ridden or used as a pack animal but pulls 140/180 enc; costs 6 GC

Draft animals have the following Statistics:
Mule 3(1) 3(1) 2(0) 1 3[W] 1 A1/C2/E0 11 C3
Oxen 5(1) 4(2) 2(0) 1 2 1 A1/C1/E0 15 C2

Mules may only perform more than one Change Range Increment manuever per round if the rider/driver passes a Ride skill check with a difficulty modifier of one Challenge die (above and beyond normal misfortune/challenge die for performing this check).

Oxen may not perform more than one Change Range Increment manuever per round. Oxen who have access to grasslands may graze only and still be worked. Cost to feed oxen otherwise is 2b per day. Oxen do not need to be shod, and total monthly cost for care and medicinal supplies comes to 1s. Note: Oxen may seem particularly expensive. They were historically simply because of their suitablility for food. The advantage to this though, is that a lame or even a very recently deceased animal, still has a market value very near that of a young, healthy ox.

Mules have Vicious Bite. Oxen will simply try to move away from a threat, or face it’s horns towards the enemy – to no real effect.

All credit to Boris Hochloff at the Fantasy Flight forums.


When Ravens Sing Frore