Post by Xxsuperheroxx on Mar 4, 2023 22:54:09 GMT -6
Outdoor Movement
As the scale of maps will differ from campaign to campaign, general movement rates are given, and you can adapt them to the scale of your campaign maps accordingly. Some variation in movement rate is justifiable, but the distances shown should neither be increased or decreased substantially.
Movement Afoot Miles/Day
Movement Mounter in Miles/Day
*Road, track or open terrain only.
Light burden assumes an average man traveling with no more than 25 pounds of additional weight in food, weapons, and other equipment.
Average burden assumes an average man traveling with 26 to 60 pounds of gear of all sorts.
Heavy burden assumes an average man with more than 60 pounds of gear but less than 90.
Adjust all weight assumptions by strength and race factors.
Normal terrain assumes basically open ground, scrub, typical desert, light forest, low hills, small watercourses, etc. With respect to vehicular movement, it assumes roadways through such terrain or smooth fields (steppes, plains, etc.).
Rugged terrain assumes rough ground, snow, forest, steep hills, large water courses, etc. With respect to vehicular movement, it assumes either roadways through such terrain or tracks/paths through normal terrain.
Very rugged terrain assumes broken ground, deep snow and ice, heavy forest, marshy ground, bogs, bluffs, mountains fall into this category.
Movement Afloat, Oared or Sculled in Miles/Day
Movement Afloat, Sailed in Miles/Day
*See below for effects of current on movement.
Lake assumes a large body of water, at least two to three miles broad and several times as long, minimum.
Marsh assumes a shallow body of water overgrown with aquatic vegetation but with considerable open channels; this does not include a bog but does include swamps.
River assumes a body of water at least three times as wide as the vessel afloat upon it is long (that is, the smallest river is at least 40' wide0 and navigable to the vessel considered, usually because of familiarity and/or piloting. For current effect, subtract its speed times eight (C X 8) from movement when moving upriver, adding this same factor to movement for downriver traffic unless navigational hazards disallow - in which case adjust to a multiplier of two or four times current accoudingly.
Sea (open ocean) movement assumes generally favorable conditions. It is not possible to herein chart ocean currents, prevailing winds, calms or storms, for these factors are peculiar to each milieu. Currents will move vessels along their route at their speed. Prevailing winds will add or subtract from movement somewhat (10% to 30%) depending on direction of travel as compared to winds. Calms will slow sailed movement to virtually nil. Storms will have a likelihood of destroying vessels according to the strength of the storm and the type and size of the vessel. To simulate these effects during long voyages, reduce the movement rates shown by a variable of 5% to 20% (d4,1=5%, 2=10%, etc.).
Stream assumes a body of water under 40' width. The effects of currents are the same as for river movement.
For description of vessel type, see WATERBORNE ADVENTURES.
As the scale of maps will differ from campaign to campaign, general movement rates are given, and you can adapt them to the scale of your campaign maps accordingly. Some variation in movement rate is justifiable, but the distances shown should neither be increased or decreased substantially.
Movement Afoot Miles/Day
Burden | Normal | Rugged | Very Rugged |
light | 30 | 20 | 10 |
average | 20 | 10 | 5 |
heavy | 10 | 5 | 2 |
Movement Mounter in Miles/Day
Mount | Normal | Rugged | Very Rugged |
light | 60 | 25 | 5 |
medium | 40 | 20 | 5 |
heavy | 30 | 15 | 5 |
draft | 30 | 15 | 5 |
cart* | 25 | 15 | - |
wagon* | 25 | 10 | - |
*Road, track or open terrain only.
Light burden assumes an average man traveling with no more than 25 pounds of additional weight in food, weapons, and other equipment.
Average burden assumes an average man traveling with 26 to 60 pounds of gear of all sorts.
Heavy burden assumes an average man with more than 60 pounds of gear but less than 90.
Adjust all weight assumptions by strength and race factors.
Normal terrain assumes basically open ground, scrub, typical desert, light forest, low hills, small watercourses, etc. With respect to vehicular movement, it assumes roadways through such terrain or smooth fields (steppes, plains, etc.).
Rugged terrain assumes rough ground, snow, forest, steep hills, large water courses, etc. With respect to vehicular movement, it assumes either roadways through such terrain or tracks/paths through normal terrain.
Very rugged terrain assumes broken ground, deep snow and ice, heavy forest, marshy ground, bogs, bluffs, mountains fall into this category.
Movement Afloat, Oared or Sculled in Miles/Day
Vessel Type | Lake | Marsh | River* | Sea | Stream |
raft | 15 | 5 | 15 | - | 10 |
boat, small | 30 | 15 | 35 | - | 25 |
barge | 20 | 5 | 20 | - | - |
galley, small | 40 | 5 | 40 | 30 | - |
galley, large | 30 | - | 30 | 30 | - |
merchant, small | 10 | - | 15 | 20 | - |
merchant, large | 10 | - | 10 | 15 | - |
warship | 10 | - | 10 | 20 | - |
Movement Afloat, Sailed in Miles/Day
Vessel Type | Lake | Marsh | River* | Sea | Stream |
raft | 30 | 10 | 30 | - | 15 |
boat, small | 80 | 20 | 60 | - | 25 |
barge | 50 | 10 | 40 | - | - |
galley, small | 70-80 | - | 60 | 50 | - |
galley, large | 50-60 | - | 50 | 50 | - |
merchant, small | 50-60 | - | 50 | 50 | - |
merchant, large | 25-35 | - | 35 | 35 | - |
warship | 40-50 | - | 40 | 50 | - |
*See below for effects of current on movement.
Lake assumes a large body of water, at least two to three miles broad and several times as long, minimum.
Marsh assumes a shallow body of water overgrown with aquatic vegetation but with considerable open channels; this does not include a bog but does include swamps.
River assumes a body of water at least three times as wide as the vessel afloat upon it is long (that is, the smallest river is at least 40' wide0 and navigable to the vessel considered, usually because of familiarity and/or piloting. For current effect, subtract its speed times eight (C X 8) from movement when moving upriver, adding this same factor to movement for downriver traffic unless navigational hazards disallow - in which case adjust to a multiplier of two or four times current accoudingly.
Sea (open ocean) movement assumes generally favorable conditions. It is not possible to herein chart ocean currents, prevailing winds, calms or storms, for these factors are peculiar to each milieu. Currents will move vessels along their route at their speed. Prevailing winds will add or subtract from movement somewhat (10% to 30%) depending on direction of travel as compared to winds. Calms will slow sailed movement to virtually nil. Storms will have a likelihood of destroying vessels according to the strength of the storm and the type and size of the vessel. To simulate these effects during long voyages, reduce the movement rates shown by a variable of 5% to 20% (d4,1=5%, 2=10%, etc.).
Stream assumes a body of water under 40' width. The effects of currents are the same as for river movement.
For description of vessel type, see WATERBORNE ADVENTURES.