Thursday, March 1, 2018

Horse Gaits

There are four 'ordinary' gaits in riding horses which more riders can manage and a number of more complex gaits, employed for competitive or performance purposes. In general, the gait determines the amount of ground that a horse will cover in the space of a combat round,

The speed of a horse is determined by the choice of gait, with the point cost of the gait determining how many combat hexes a horse can move in the space of one round.

Ordinary Gaits

These include the most basic forms of the horse's foot movements, the walk, trot, canter and gallop. While each of these provide a benefit in the amount of distance a horse can cover in a given amount of time, gaits also provide opportunities for the use of a horse. Plenty of detail about horse gaits can be found on the internet, so I have skipped giving details on what defines each form of gait. Below are details for movement and action in my game:
  • Walk. Point cost, 1 AP per hex. The speed at which a horse is led, the safest and most comfortable speed for an inexperienced rider. Fluid and flexible for movement and for fighting from.
  • Trot. Point cost, ½ AP per hex. The best working gait, that a riding horse or warhorse is able to maintain for 2-5 hours, depending on the health, resiliency and temperament of the horse. See note on slow pace, below.
  • Canter. Point cost, 1/3 AP per hex. The canter is necessary for jumping a horse, as it allows the horse to lead with either the left or right front hoof. Horses will seldom canter for more than 3 miles.
  • Gallop. Point cost, 1/6 AP per hex. Horses will seldom gallop for more than 1 or 2 miles. Horses must be galloping in order to gain full charging bonuses.

Complex Gaits

Each of the ordinary gaits described above have complex versions, each of which are - for game purposes - useful only for racing. There are two additional gaits as well, that have specific values for characters: pacing and ambling. See slow pace, below, regarding "pacers" vs. "trotters."

  • Singlefoot (slow amble). Point cost, 5/7 AP per hex. Smoother than a trot or a pace for the rider and can be sustained for a relatively long period of time, 1-4 hours. As well, an assisted rider can be led using this gait.
  • Fox Trot. Point cost, 4/7 AP per hex. Though called a "trot," it is actually an amble. Faster than a singlefoot but slower than a proper trot, expressly suitable for handling obstacles found on a wild trail, navigating forwards, backwards, side-to-side, crossing logs and jumping natural obstacles. Can be sustained for 1-2 hours.
  • Slow Pace. Point cost, ½ AP per hex. While the same speed as a trot, it is noted that some horses prefer to trot and not pace, and thus cannot (for simplification and game purposes) sustain a pace over long periods. These horses are called "trotters." Conversely, a horse that is a "pacer" can usually be induced to trot, but a slow pace will rock the rider lightly from side to side whereas a trot usually requires a rider to "post," rising up and down in rhythm with the movement of the horse. Posting can severely limit the length of time which a trot can be maintained. Riding at a slow pace dispenses with this penalty. Otherwise, riding limits are the same for pacing as they are for trotting. Trotters are much more common than pacers.
  • Fast Pace. Point cost, 3/7 AP per hex. Very uncomfortable for riding but excellent for pulling a chariot or a light carriage (which, if not more than 150 lbs. and properly balanced, has no game effect on the horse's speed). Requires a pacer to move with this gait.

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