Chases
From Harath Rules
Speed Tables
When two parties are chasing each other it’s often a better idea to factor in skill to determine who wins the race. If the movement isn’t essential to the storyline, then use the standard daily movement rates below. When two characters are racing, either one chasing the other, or simply trying to beat the other to a finish line, you must first determine the base speed of the creature in question. This will be character’s Move score, the vehicles, Move rating, or the animals Move rating. This base is then multiplied by the number of successes on a Speed roll using either the appropriate skill or one Dexterity-4, whichever is higher. A character can continues these paces for 10xCon seconds (sprinting) or Con hours (regular movement). The creature can continue the pace after a rest of 10 minutes/hour of continuous movement.
| Creature | Base Move | Jogging Speed | Sprinting Speed |
|---|---|---|---|
| Horse | 3.2 KPH (2 MPH) | 11.25 KPH (7 MPH) | |
| Human | MR/10 mps (0.36 x MR KPH) (0.22 x MR MPH) | MR/10 mps + (0.5 x Ss meters mps) | MR/10 mps + Ss meters mps |
For example, Kentaro and Altan sprint toward their horses; Kentaro hoping to catch Altan before he gets there. Kentaro is 100 meters away, while Altan is 90.
| Character | Skill (Ss) | Sprinting Speed | Time to cover distance | Con | Max time sprinting |
|---|---|---|---|---|---|
| Kentaro | 1 (1) | 4.8 mps [38/10 + 1 Ss] | 20.83s | 5 | 50s |
| Altan | 3 (2) | 4.8 mps [28/10 + 2 Ss] | 18.75s | 5 | 50s |
In this sprint, Altan makes it to the horses 2 seconds before Kentaro reaches him. at nearly 9m away when Altan hits his horse Kentaro has no recourse but to mount and continue the pursuit. Here Kentaro has the advantage with a 4+2 skill. Altan has specialized in racing, but only has a 3+1. Kentaro’s 5 successes allow him to ride out at a little over 55 KPH. He doesn’t have much to worry about, however as Altan rolled 0 successes. As he hits the end of town, he spurs his mount forward. He strikes the flank of the animal too strongly, however, and the horse rears up. Altan rolls 2 successes to hold on, but it is too late. Kentaro has reached Altan’s horse and grabs the reigns–the race is over.
Daily Movement Rates
| Hiking | Rate | Notes |
|---|---|---|
| Hiking | 50 km/day
(22 mi/day) |
Assumes 10 hours of walking on good roads with no encumbering animals or wagons |
| Marching | 30 km/day
(14 mi/day) |
Assumes 10 hours of marching, ready for a fight at the end of the day. |
| Riding | 50 km/day
(22 mi/day) |
Assumes 10 hours of walking with animals or wagons |
| Calvary | 50 km/day
(22 mi/day) |
Assumes 10 hours of trotting on good roads with no encumbering animals or wagons |
| Coastal Sailing | 120 km/day
(75 mi/day) |
Assumes 10 hours of sailing with good winds along coast |
| Ocean Sailing | 240 km/day
(150 mi/day) |
Assumes 10 hours of sailing with good winds along coast |
| Rowing, Warship | 130 km/day
(80 mi/day) |
Assumes 10 hours of rowing with a full crew ready to fight |
| Rowing, Merchant | 90 km/day
(60 mi/day) |
Assumes 10 hours of rowing with a full crew |
| Rowing, Barge | 75 km/day
(50 mi/day) |
Assumes 10 hours of rowing |
Terrain Effect of movement
- Vegitation: Light (reduced by 15%); Medium (Reduced by 30%); Heavy (Reduced by 50%)
- Rolling Hills: Reduces movement by 30%
- Mountains: Reduces movement by 70%
- Swamp: Reduces movement by 50-70%
All effects are cumulative. Winds speeds for sailing can double, halve, or stop all sailing movement.