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).
- Armour of Ithan 10 P.P.E. / 20 I.S.P.
- Armour Bizarre 15 P.P.E. / 30 I.S.P.
- Invincible Armour 30 P.P.E. / 60 I.S.P.
- Impervious to Energy 20 P.P.E. / 40 I.S.P.
- Impervious to Fire 5 P.P.E. / 10 I.S.P.
- Impervious to Cold 5 P.P.E. / 10 I.S.P.
- Breathe Without Air 5 P.P.E. / 10 I.S.P.
- Sustain 12 P.P.E. / 24 I.S.P.
- Superhuman Speed 10 P.P.E. / 20 I.S.P.
- Superhuman Strength 10 P.P.E. / 20 I.S.P.
- Superhuman Endurance 10 P.P.E. / 20 I.S.P.
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.
- Carpet of Adhesion, 10 P.P.E, as per the spell
- Magic Net, 7 P.P.E, as per the spell
- Energy Bolt (Enhanced), 20 P.P.E, as per the spell
- Befuddle, 3 P.P.E, as per the spell
- Call Lightening, 15 P.P.E, as per the spell
- Energy Disruption, 12 P.P.E, as per the spell
- Dispel Magic Barriers, 20 P.P.E, as per the spell
- Negate Magic, 12 P.P.E, as per the spell
- Tongues, 12 P.P.E, as per the spell
- Causeway of Wood, 30 P.P.E, as per the spell
- 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 |
|
The Legal Bit
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