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Given the precarious nature of the roads, and the sheer distance
involved when moving between the great cities and towns of
the Empire, it is no surprise that few travellers choose to go
on foot. Riding beasts, draught animals, lumbering carts, and
thundering coaches are a common sight along the highways and
backroads between the pinpricks of civilisation.
All three animals are used as mounts by the rural lower classes.
They can be hitched to small, two-wheeled carts, or loaded with
goods and led by a person on foot. It is not uncommon to hitch
teams of up to twenty mules to a medium or large wagon.
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E N E M Y I N S H A D OWS C O M PA N I O N : C H A P T E R 4 - M O U N T S A N D V E H I C L E S IV
DRAUGHT HORSE OX
M WS BS S T I Agi Dex Int WP Fel W M WS BS S T I Agi Dex Int WP Fel W
5 25 - 45 45 17 25 - 10 10 20 26 3 25 - 55 55 15 20 - 10 10 10 32
Traits: Size (Large), Skittish, Stride (Quadruped), Traits: Bestial, Size (Large), Skittish,
Trained (Broken, Mount, Drive), Weapon +7 Stride (Quadruped), Trained (Drive), Weapon +8
These medium-sized horses are popular with farmers who can Oxen are slow, but immensely tough, bovines. Farmers
afford them and value their versatility. They pull ploughs or carts commonly use them to pull carts and wagons, and some
— a pair can handle all but the heaviest wagons — and make merchants prefer them for pulling heavy cargo wagons.
reasonably docile mounts for trips into town on market days.
Traits: Brute, Size (Large), Skittish, Traits: Size (Large), Skittish, Stride,
Stride (Quadruped), Trained, (Broken, Drive), Weapon +7 Trained (Broken, Mount), Weapon +6
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IV WA R H A M M E R FA N TA S Y R O L E P L AY
Traits: Size (Large), Skittish, Stride, Trained Traits: Size (Large), Skittish, Stride, Trained
(Broken, Mount, War), Weapon +7 (Broken, Mount, War), Weapon +8
Optional: Champion, Clever, Elite, Hardy, Rear, Tough Optional: Champion, Clever, Elite, Hardy, Rear, Tough
These horses are used by light and medium cavalry, as well as by The largest warhorses, sometimes called ‘destriers’, are ridden
certain nobles who find normal riding horses too tame for their by armoured knights and other heavy cavalry. These are rarely
tastes. These animals are trained for war, and the more expensive used for travelling, because it makes no sense to use such an
and highly trained examples will have additional Traits. These expensive and battle-hardened animal for trivial tasks. While
are sometimes referred to as ‘hobbies’ by traditionalists. not as fast as their smaller counterparts, they are well trained
and their charge is almost unstoppable.
* This price can double or triple in times of tension or war when nobody wants to part with military hardware.
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E N E M Y I N S H A D OWS C O M PA N I O N : C H A P T E R 4 - M O U N T S A N D V E H I C L E S IV
Draught Horse 5 10 — 20
Ox 3 6 — 12
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IV WA R H A M M E R FA N TA S Y R O L E P L AY
The rider must make a Difficult (–10) Ride Test or fall off (a road vehicles in The emPire
distance of 2 yards). Until the tack is repaired, all future Ride The Empire makes use of a wide variety of conveyances and
Tests suffer a –20 penalty. carts, from a humble handcart to the most luxurious of coaches,
to move trade goods and passengers.
Cast Shoe
The animal loses a shoe. The rider must make a Difficult (–10) Carts
Ride Test or fall off (a distance of 2 yards). The animal must Carts are small, two-wheeled vehicles of all kinds, including
move at a Walk until the shoe has been replaced by a farrier. donkey carts, chariots, and gigs. Passenger carts have a bench
Forcing the animal to move faster cause it to become Lame. seat for up to two people, and those that carry goods have a
smaller seat with an open bed for cargo. Carts are drawn by a
Lame single animal. Shafts project from either side of the frame, to
The animal cannot move faster than half its Walk speed, cannot which a harness or collar is attached.
be ridden or carry packs, and cannot pull a load. Attempting to
bring the animal any further on a journey using the Travel rules Chairs
(page 31) increases the journey length by 1 Stage. Any attempt Sometimes called ‘Bordeleaux Chairs’ after the Bretonnian city
to do any of these things costs the animal 1d10 Wounds, where they were first used, these conveyances are seldom seen
regardless of Toughness Bonus. On a roll of 8+, the animal must on the open road. They consist of a panelled body, like a small
make a Challenging (+0) Endurance Test or suffer a Critical cupboard with a padded chair inside, and poles on the front
Wound to its legs. and back. The chair is carried by two bearers, one in front and
one behind. They are favoured by wealthy townsfolk, especially
Broken Leg when making their way home after a long night on the town.
The animal suffers a Broken Bone (Major) (WFRP, page 179) Some households own their own chairs, while others rely on
on its leg, and becomes immobile. If the broken bone ever heals, teams for hire. A typical fare within a city is –/3 per district.
the animal’s Movement is reduced by half. Usually, when a horse
or similar breaks a leg, there is little hope of it surviving.
THE THUNDER OF
— —
— ’
Coaches
A coach is an enclosed, four-wheeled vehicle, drawn by 2–6
horses. Coaches are preferred by the wealthy for long-distance
travel, and the Empire is home to several coaching companies
that run regular services between the great cities.
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Line coaches can carry six passengers inside, and their luggage Handcarts
is lashed to the roof. Four more passengers can travel with the Handcarts are smaller versions of the two-wheeled cart, pulled
luggage if they are willing to brave the elements. The crew or pushed by hand. They have an open bed instead of seats,
consists of a driver and an assistant. The latter is usually armed although reports have it that the Cathayan rickshaw does have
with a crossbow or blunderbuss, and watches for trouble. a padded seat for a pair of people. Like a horse cart, a handcart
has two projecting shafts and these are normally connected by a
crossbar so that one or two people can move it.
A FOLLY OF FASHION
Litters
A litter, or palanquin, is a larger version of a Bordeleaux
’ Chair, or rather, a chair is a smaller version of a litter. This
ancient conveyance is little seen in the Old World, but
visiting dignitaries from Cathay or Araby, where they remain
fashionable, occasionally use them. Like a chair, a litter is
enclosed and fitted with poles to be carried by bearers, but the
travellers lie down inside instead of sitting.
Chair3 25 5 10 Rare 2O 20 8
Notes
1
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IV WA R H A M M E R FA N TA S Y R O L E P L AY
Most litters are for one, and are carried by a pair of bearers. Many of these mishaps result in a vehicle Crashing if it is
Larger examples can take two passengers, and require a crew of moving faster than Walking speed. Occupants of Crashing
at least four bearers. The number of servants carrying a litter is vehicles suffer 2d10 Wounds modified by Toughness Bonus
an overt message concerning the passenger’s status. Rumours and Armour Points minimum 1. Crashed vehicles must be
persist of Cathayan palanquins large enough to carry an entire repaired by someone with an appropriate Trade Skill, such as
noble’s court, carried by a full score of Ogres, though these are Trade (Carpenter) or Trade (Cartwright). (See page 30.) Spare
almost certainly exaggerated. wheels can be installed by anyone with a Drive Test or with an
appropriate Trade Test.
Wagons
Wagons are large, open vehicles built to carry any kind of cargo, Out of Control
including people in some discomfort. Depending on size, they By some mischance, the reins break and the driver has no way
are drawn by two or more horses or oxen. There is a bench at of steering the vehicle, speeding up, or slowing down. If the
the front wide enough for three people, although they require driver does not take some action to stop the vehicle, it may
only a single driver. Some wagons are fitted with removable, collide with something! If the vehicle was moving at walking
tent-like canvases to protect cargo from bad weather and prying speed and is not brought under control in 1d10 rounds, it strikes
eyes. Some travellers — most notably the Strigany — make something and becomes Damaged (see below). If it was moving
use of large wagons called ‘caravans’ with permanent wooden faster than walking speed, it Crashes instead.
roofs. Within, these caravans are often sumptuous, containing
everything a family of considerable size could possibly need. This mishap may also occur if the driver is killed or otherwise
prevented from steering the vehicle.
Vehicle Speeds
An animal pulling a cart, wagon, coach, or other vehicle Damaged
moves more slowly than one that is running free or carrying a Something vital is damaged: a wheel cracks, the axle warps, or a
rider. Animals pulling a vehicle may only Walk or Trot safely. similar problem occurs. The vehicle may continue at a walking
Operators carrying, pushing, or pulling a vehicle may only Walk. speed only until repaired by someone with an appropriate Trade
Skill, such as Trade (Carpenter) or Trade (Cartwright). If driven
An animal may be forced to move at a Run whilst pulling a faster, the vehicle becomes Broken after 1d10 rounds.
vehicle. The driver must make a Challenging (+0) Drive Test
every mile, with a penalty of –10 per mile already travelled while Broken
at a Run. A failure slows the animals to a Walk, and each animal Something vital breaks: a harness, wheel, or axle. If the vehicle is
must make a successful Challenging (+0) Endurance Test or pulled by a team of animals, they may have become untied from
gain a Fatigued Condition. the vehicle: the driver must make a successful Challenging (+0)
Athletics Test in order to let go of the reins and avoid being
An Astounding Failure (–6 SL) by the driver on the Drive Test pulled out of the driver’s seat. A failure indicates a Fall and
requires a roll on the Vehicle Mishap Table. An Impressive or Being Dragged, per the riding mishap (page 26).
worse failure on any an animal’s Endurance Test imposes an
additional Fatigued Condition, and an Astounding Failure costs The vehicle suffers 1d10 Damage immediately, modified by
the beast 1d10 Wounds in addition (modified by Toughness Toughness Bonus minimum 1. The vehicle may not be driven
Bonus, to a minimum of 1). further until repaired with an appropriate Trade Skill, such as
Trade (Carpenter) or Trade (Cartwright). Anyone in the vehicle
suffers 1 Wound immediately, unmodified by Toughness Bonus
or Armour Points.
If the vehicle was moving faster than walking speed, treat this
result as a Crash instead.
Crash
The vehicle collides with something at speed. Occupants of
Crashing vehicles suffer 2d10 Wounds modified by Toughness
Bonus and Armour Points minimum 1. The vehicle suffers
2d10 Damage immediately, modified by Toughness Bonus,
minimum 1. Crashed vehicles must be repaired by someone
with an appropriate Trade Skill, such as Trade (Carpenter) or
Trade (Cartwright) before they can be driven again.
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MOUNTED COMBAT
Given the Old World’s penchant for violence, at some point
someone will take umbrage with a Character mounted on an
animal, or inside a vehicle. These rules are intended to expand
upon those presented on page 163 of WFRP.
ATTACKS ON QUADRUPEDS
Roll Location
01–16 Head
17–56 Body
Some results on this table may be impractical or bizarre in Challenging (+0) Athletics
practice, due to the way an animal is facing, or the size difference
between the animal and the attacker. In these instances, treat
any impractical results as a Body hit, instead. Challenging (+0) Ride
aTTacks on vehicles
Given a vehicle cannot dodge or move of its own accord, any
melee attack made against a stationary vehicle automatically
hits. If the vehicle is moving, or a Character wishes to attack
a specific, difficult-to-hit spot, count the attack as a called shot
at –20. If the driver of a moving vehicle is attacked in melee,
resolve this as an Opposed Melee Test, but the driver may use
an appropriate Drive Skill if they wish.
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IV WA R H A M M E R FA N TA S Y R O L E P L AY
Ranged attacks against vehicles are resolved as normal; most Seating/Cargo Area
vehicles are Large targets (+20) and quite easy to hit. However, The attack hits the part of the vehicle where people sit or where
bullets, arrows, and bolts typically do no appreciable damage goods are stored, smashing a sizeable hole in the vehicle. Half
to the wood and canvas construction of most vehicles. At the the attack’s Damage is also inflicted on a random item of cargo
GM’s discretion, called shots against fragile components such or passenger inside the vehicle. A chair or litter has one of the
as the vehicle’s harness may still trigger one of the special carrying poles broken, drops to the ground, and is immobilized.
effects, described below.
Harness
The shafts are shattered, the traces cut, or the team is separated
from the vehicle in some other way. Treat this as an Out of
Control vehicle mishap (page 28).
Wheels
A wheel breaks or falls off, requiring repairs before the vehicle
can proceed any further. A two-wheeled vehicle tips over,
shedding its load and dumping any passengers on to the ground
in a 1-yard fall.
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