The Vortex Parallel Rifts® Megaverse®

Horses and the Minions of the Splurgoth

Horses and Horse Barding

There are two mentions of horse barding in the Rifts sourcebooks, one in Rifts:Warlords of Russia and the other in Rifts:New West. The two sets of barding listed appear to contradict each other in terms of their weights and effects on the horses wearing them.

With the reversion to 19th Century technology across large parts of the wilderness, the horse and other beasts of burden has once again become the mainstay of wilderness transport. Since body armour is common and relatively inexpensive we theoretically have the prevalent problem of armoured riders on unprotected horses.

For bandits and supernatural predators the horse becomes the main target, leaving the rider more or less a sitting duck. There is therefore a requirement to provide some form of protection to the mount, which is where horse barding comes in. Given the size of the market it would be expected that there would be a similar variety in barding as there is in personal body armour. What follows are some guidelines for creating barding for horses.

Horse barding comes in three standard categories, Light, Medium, and Heavy. With the discovery of the Iron Hyde spell by the mages in Shiftsville a fourth category of featherweight will become available once the spell becomes common place. The barding for a horse comes in several sections, which can be fitted or not at the rider’s discretion. The sections are Body, Chest, Head, Fore leg, and Hind leg.

The body section covers the horse like a blanket, from the withers to the rump. It provides no protection for the neck and head, limited protection to the breast, and limited protection to the upper legs (it hangs such that it is just below the brisket). The chest section fits around the lower neck and passes between the horses front legs where it attaches to what is effectively a girth strap. The head section fits over the head and down the neck, where it joins the chest and body sections. Both the Fore leg and Hind leg sections are supplied in pairs. They wrap around the legs where they are fastened with straps and/or locking catches. Both are supplied with straps that pass over the horses back and prevent the sections from slipping down the legs. When fitting the barding the leg armour is fitted first, then the chest armour, then the body, and lastly the head armour.

Section Light (DR:4) Medium(DR:6) Heavy(DR:10) Featherweight(DR:7)
Head (DR+2)
DC 175-250
Weight  
Cost 3000+500/25 pts
DC 225-450
Weight  
Cost 4000+550/25 pts
DC 400-600
Weight  
Cost 10000+700/25 pts
DC 125-200
Weight  
Cost 3000+550/25 pts
Body
DC 375-450
Weight  
Cost 6000+300/25 pts
DC 450-750
Weight  
Cost 8000+350/25 pts
DC 675-975
Weight  
Cost 12000+450/25 pts
DC 300-375
Weight  
Cost 6000+350/25 pts
Fore leg(2) *
DC 50-100
Weight
Cost 1250+300/25 pts
DC 100-175
Weight  
Cost 2000+450/25 pts
DC 175-250
Weight  
Cost 4500+650/25 pts
DC 25-75
Weight  
Cost 1250+400/25 pts
Hind leg(2) *
DC 75-150
Weight  
Cost 1750+300/25 pts
DC 125-250
Weight  
Cost 2500+450/25 pts
DC 225-375
Weight  
Cost 5500+650/25 pts
DC 50-125
Weight  
Cost 1750+400/25 pts
Chest
DC 125-200
Weight  
Cost 2000+350/25 pts
DC 175-400
Weight  
Cost 3500+400/25 pts
DC 375-525
Weight  
Cost 10000+600/25 pts
DC 75-150
Weight  
Cost 2000+400/25 pts
* If leg armour fitted reduce abilities as follows
Weight Running Speed Leaping Distance Swimming ability
Light 5% 10% -5%
Medium 10% 20% -10%
Heavy 15% 40% -20%
Featherweight 0 5% 0

The Head armour can also be modified to provide limited environmental capability (primarily air filtration, humidification, and an independent oxygen supply). This increases the base cost of the armour by 70%. Horses do not like this modification as it blocks their natural senses. When first fitted all horsemanship rolls are at -40% for a period of 1D6 hours. The penalty then drops to -25% until the horse adjusts to the armour after 2D4 days of wearing the armour for at least 4 hours per day. 20% of horses never adjust to wearing the armour. Even after adjustment all horsemanship rolls are made at -10%.

Barding is also capable of being modified by a Techno-wizard. The following enhancements can be applied to the armour. In the majority of cases the enhancement is applied just to the main body but the effect applies to the whole horse. The enhancement is activated by the rider unless the horse is sentient (Psi-Pony, Pegasus, Kryygorth Pegasus, Unicorn, Centaurs).

The Iron Hyde spell developed by the mages of Shiftsville to make Featherweight barding is identical in function to the spell of the same name known by the Splurgoth for several millennia. Whilst the Splurgoth themselves have no use for the spell, they teach it to their Alchemists for use in making MDC protective clothing for their minions.

The Splurgoth and their Minions

The Splurgoth operate their slaving raids all year round in all climates, however neither the Slaver nor the Altarans are M.D.C creatures and neither have any particular adaptation or resistance to cold weather. The Splurgoth solved this problem centuries ago by providing them with protective clothing, where appropriate, and items that instill cold resistance. When operating in a cold climate both the Slaver and his Altaran minions are provided with Torcs of Cold resistance. Since the Slavers barge not only provides protection to the Slaver but also a heated regenerative bath, the Slaver requires no further protection. However this is not the case for the Altarans. They are therefore provided the Kursal cloaks, boots, vambraces, and gauntlets.

Torc of Cold Resistance

The torc is a band of metal worn around the neck. It functions similarly to the armour talismans worn and used by the Altarans, except that it has a permanently on feature. Whilst worn the torc makes the wearer less susceptible to the effects of cold. The wearer doesn't start to feel cold until the wind chill index reaches 25F (-3C) and thereafter the wind chill index affects the wearer as if it were 10F higher. Twice per 24 hour period the Torc can cast Impervious to Cold equivalent to a 6th level mage.

Kursal Cloak

These are knee length semi-circular cloaks fastened at the front of the neck onto the Altarans body armour. This allows the cloak to be folded back and belted so that it is out of the way during combat but still provides additional protection to the back, shoulders and neck. When fully wrapped in the cloak the wearer suffers no affect from winds up to 40mph and temperatures down to 10F(-23C). Outside of this range treat the wearer as if they were wearing environmental body armour. The cloak is waterproof and has 150 DC.

Kursal Boots

These knee length boots provide protection to the lower legs and feet similar to Inuit seal skin boots except that they are far more efficient. The boots are waterproof and allow the user to walk on ice or in snow without the risk of frostbite. Like the cloak winds of up to 40mph and temperatures down to 10F have no affect on the area covered and beyond this the wearer should be treated as if they were wearing environmental body armour. The boots have 40 DC each.

Kursal Vambraces

These arm guards provide protection for the forearm of the wearer similar to that provided by the cloak for the rest of the body. The vambraces have 25 DC each.

Kursal Gauntlets

These gloves provide protection for the hands, wrists, and lower forearm (they extend about 3 inches (75mm) above the wrist) that the cloak and boots provide for the rest of the body. The gauntlets have 15 DC each.

Slaves: Moving and protecting them!

Protecting the Slaver and his minions is only half the story. Once slaves have been captured then they need moving to the pickup point, especially when conducting raids far inland, which may entail crossing rivers, marshes, ravines, and similar obstacles. Slaves are invariably moved on foot, driven by the use of jolt guns and slave prods. Slavers often use zombitrons to control captured slaves and make them drive and guard the remainder of the slaves. This frees the Slaver and his minions to deal with major threats and capture additional slaves if the opportunity arises. When driving slaves in harsh conditions the Slaver will leave the slaves in environmental armour, if they possess it, or otherwise attempt to find them suitable clothing from amongst captured equipment.

In both the northern half of North America and the East Coast of South America, rivers provide major natural obstacles to anyone on foot. Not only is there the danger of water born predators, but in winter in North America, the consequences of exposure to cold water, cold air, and the wind pose a lethal hazard to the movement of slaves. To counteract this the Slaver is either provided with a Slaver Staff (similar to the Eylor Staff but with a different spell program) or a causeway gun.

In winter in North America, rivers are not the only obstacles to moving slaves, particularly at night. Apart from the problem of the dark, the weather poses major problems especially when resting the slaves. Slavers may be cruel but they're not stupid and know that they must rest the slaves for at least 8 hours in every 24. The problem is keeping them alive whilst they sleep (exhaustion is a wonderful sleep inducer). Again magic is the answer, but in this case it’s only available from the Slaver Staff.

If as a GM you feel the Biosphere spells unbalances your game then use the Sheltering Force spell as described in The Federation of Magic in place of Biosphere(Enhanced). I don't use it in my campaign as I think it's too weak for a sixth level spell.

Staff of the Slaver

This staff is nearly identical to the Eylor Staff as described in Rifts:Atlantis except that the spell program is as listed below. Each spell can be cast twice per day. All spells and blasts are cast at eighth level.

  1. Carpet of Adhesion, 10 P.P.E, as per the spell
  2. Magic Net, 7 P.P.E, as per the spell
  3. Energy Bolt (Enhanced), 20 P.P.E, as per the spell
  4. Befuddle, 3 P.P.E, as per the spell
  5. Call Lightening, 15 P.P.E, as per the spell
  6. Energy Disruption, 12 P.P.E, as per the spell
  7. Dispel Magic Barriers, 20 P.P.E, as per the spell
  8. Negate Magic, 12 P.P.E, as per the spell
  9. Tongues, 12 P.P.E, as per the spell
  10. Causeway of Wood, 30 P.P.E, as per the spell
  11. Biosphere (Enhanced), 25 P.P.E, as per the spell

Causeway guns

These stocky, odd-looking weapons are all very similar. Each particular gun can 'fire' one particular version of the causeway spell, although it has been reported that some guns can 'fire' more than one version.

The guns must be fired with the lower edge of their box funnel mouths resting on the area of ground where the causeway is to start. When the trigger is pulled the guns fires as slowly travelling beam of light. Provided that the beam hits a solid surface within its range, the beam will thicken and form in to the appropriate type of causeway. If the beam does not hit an appropriate surface the charge is wasted

Range: By type
Rate of Fire: 1 per melee
Payload: 10 Causeways, Magically recharged by High Lords, Techno-Wizards, or at Stone Pyramids. P.P.E to recharge by type.
Duration: 30 minutes
Cost: By type; limited availability. Guns that fire two types cost 3 times that of the highest type fired and are extremely rare.
 
Type Beam Colour Range (feet) P.P.E Cost
Water Blue-green 100 300 150,000
Wood Golden Brown 250 610 250,000
Ice Ice Blue 500 930 450,000
Stone Black 500 1300 750,000
Energy Turquoise 1000 2700 1,250,000
Steel Silver 1000 4000 2,000,000

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