CHARIOTS OF FOAM (SA: Glenalth Woodwalke) Parts of the chariot Charioteer: The charioteer may be of any class and must always carry the chariot, unless it is stopped. The charioteer must give the commands to the horses, for the horses will not listen to others, teammates or not. The commands are also important to keep the chariot together. Horses: The horses are played by one person (click here for the rules for Chariot Horses). If the horses pull away from the chariot by more than seven feet, then the chariot is considered to have broken away from the horses. (Note: there are no ropes holding the chariot together for safety reasons.) Chariot: The chariot is a large shield in the shape of, and decorated as, a chariot. A chariot made specifically for combat may be destroyed with ten hits from a bladesharpened weapon (20 pts), two fireballs, two lightning bolts, one sphere of annihilation, or warp wood. Enchantments may be placed on the chariot to change this. A normal or repaired chariot may be destroyed in five hits from a red weapon (10 pts), one lightning bolt, one fire ball, one sphere of annihilation, or warp wood. Passengers: In addition to the charioteer, the chariot may carry two non-fighting passengers or one fighting passenger. There is just not enough room for two people to be fighting, and the charioteer. Special chariot stuff: Under normal use a chariot simply transports people from place to place, but in combat... The charioteer may call a "charge:" A charge may only be called by the charioteer when the horses and chariot are clear of combat. A charge gives all passengers and the horses, 1 point of temporary armour. All melee weapons wielded by persons in the chariot deal 1 extra point of damage to armour. Anyone that is too slow or stupid enough to stand in front of the chariot is trampled, as per a siege weapon hit and the charge is stopped. When charging, the chariot must maintain a constant speed and may not make any sharp turns. Anyone exiting the chariot will receive the wound of their choice. The charioteer may repair the chariot 1/life: Repairing the chariot takes a 300 count; additional charioteers reduce this by 50 each. A normal chariot or a chariot that has been destroyed by fire balls, lighting bolts, sphere of annihilation, or warp wood may not be repaired. Repairing a chariot reduces it to a normal chariot from a combat chariot, making it easier to destroy the second time. (Note: spells may also be used to mend a broken chariot -- this does not reduce the quality of the chariot)