Vehicles & Mounts

Vehicles

Vehicle Statistics

Hit Points (HP): Vehicles, like characters and monsters, have a number of hit points. This score determines how much damage the vehicle’s hull can take. A vehicle reduced to 0 HP is destroyed.

Armor Class (AC): Represents how difficult it is to inflict damage on the vehicle’s hull. This functions as the Difficulty Class for attack rolls against the vehicle.

Speed: The rate at which the vehicle can move. Each vehicle has listed a base speed which is how far it can travel in one round, used during combat. The vehicle can move three times (3x) this speed per turn, used during exploration. Each vehicle also has a miles-per-day speed used for overland/maritime travel.

Cargo: Indicates how much cargo the vehicle can carry.

Crew: The number of people or animals required to operate or drive the vehicle.

Passengers: The number of people the vehicle has space for as passengers. Some vehicles have no extra space for passengers, able to hold only the necessary crew. The referee may allow cargo space to serve as room for passengers.

Seagoing: Indicates whether or not the vessel is suitable for voyages on the open sea. Non-seagoing vessels can only be safely operated in rivers, lakes, and coastal waters.

Vehicular Damage

Damage to Vehicles: Vehicles may be targeted with attacks, just like characters and monsters. Unless otherwise noted, personal weapons like bows and swords cannot inflict damage to a vehicle. Magical attacks and attacks by giant monsters inflict 1 point of damage to a vehicle for every 5 points of damage rolled. Weapons mounted on vehicles designed specifically to target other vehicles inflict full damage as noted.

Effects of Damage on Vehicles: If a vehicle is reduced to half of its HP or lower, its speed is reduced to half.

Sinking Ships: If a waterborne vehicle is reduced to 0 HP and destroyed, it sinks under the water over the course of 3d6 rounds. A vehicle’s weapons cannot be used if the vehicle is destroyed, sinking, or sunk.

Repairing Vehicles with a Workshop: A vehicle can be repaired at a suitable workshop or dock by skilled professionals. This costs 100sp per HP repaired, and takes 1 man-hour per HP repaired, up to 10 HP per day.

Repairing Vehicles in the Field: A vehicle can be partially repaired using makeshift scraps in the field by members of the crew. A vehicle that has lost less than half its maximum HP can be repaired up to full HP. However, a vehicle reduced to less than half its maximum HP can only be repaired up to half while in the field (the rest must be repaired with a workshop). It takes 2 man-hours per HP repaired. This tasks requires the full attention of the crew doing repairs, who may not perform any other duties during this time.

Boarding Actions

Boarding actions require that two vehicles are close enough together for grappling. Grappling is the act of using ropes with hooks to clasp and draw two vehicles together so boarding can take place. If both crews are intent are boarding the other vehicle, this grappling is automatically successful. If only one side wants to board and the other doesn’t, there is a 2/6 chance a grappling attempt works. During the first round of boarding a grappled vehicle, characters and monsters have a -1 penalty to attacks and AC.

Sailors and Oarsmen

Waterborne vessels are propelled by rowing with oars (requiring a crew of oarsmen) or by way of wind currents and sails (requiring a crew of sailors). Some vessels can be propelled with either mechanism, while others can only be propelled by one or the other, as noted.

Rowed vessels may move up to double their base speed during an encounter. This takes great physical effort from the oarsmen and so this speed can be sustained for no more than 60 rounds (1 turn).

A vessel rowed by less than the required number of oarsmen moves at half speed.

Land Vehicles

VEHICLECOST (sp)MOVEMENTHEXES
Cart20020′2 per day
Wagon40020′2 per day
VEHICLEMIN ANIMALSCARGOMAX ANIMALSCARGO
Cart1 draft horse
or 2 mules
400 lbs2 draft horses
or 4 mules
800 lbs
Wagon2 draft horses
or 4 mules
1500 lbs4 draft horses
or 8 mules
2500 lbs

Water Vessels

VESSEL, SEAGOINGCOST (sp)CARGOUSAGELENGTHBEAMDRAFT
Lifeboat20001500 lbsAny20′4′-5′1′-2′
Longship25,0004000 lbsAny60′-80′10′-15′2′-3′
Sailing Ship, Large45,00030,000 lbsCoastal, ocean100′-150′25′-30′10’–12’
Sailing Ship, Small12,00010,000 lbsCoastal, ocean60′-80′20′-30′5’–8’
Troop Transport, Large50,00030,000 lbsCoastal, ocean100′-150′25′-30′10’–12’
Troop Transport, Small15,00010,000 lbsCoastal, ocean60′-80′20′-30′5’–8’
Warship, Large50,00030,000 lbsCoastal, ocean100′-150′25′-30′10’–12’
Warship, Small15,00010,000 lbsCoastal, ocean60′-80′20′-30′5’–8’
VESSEL, NON-SEAGOINGCOST (sp)CARGOUSAGELENGTHBEAMDRAFT
Boat, River75003000 lbsLakes, rivers20′-30′10′2′-3′
Boat, Sailing40002000 lbsCoastal, lakes20′-40′10′-15′2′-3′
Canoe120600 lbsRivers, swamps15′3′1′
Galley, Large50,0004,000 lbsCoastal120′-150′15′-20′3′
Galley, Small20,0002,000 lbsCoastal60′-100′10′-15′2′-3′
Galley, War120,0006,000 lbsCoastal120′-150′20′-30′4′-6′
Raft (Makeshift)5 lbs / sqftLakes, riversVariesVaries1/2′
Raft (Prof.)5 sp per sqft10 lbs / sqftLakes, riversVariesVaries1/2′
VEHICLEMIN ANIMALSCARGOMAX ANIMALSCARGO
Cart1 draft horse
or 2 mules
400 lbs2 draft horses
or 4 mules
800 lbs
Wagon2 draft horses
or 4 mules
1500 lbs4 draft horses
or 8 mules
2500 lbs

Beasts of Burden

CAMEL
Ornery four-legged animals with one or two distinct humps, well-suited for desert travel.
FR: C (65%) LR: Nil AP: 0 (2d6) AL: N
SZ: L SEN: Anim XP: 60 TR: Nil
STL: +0 (11) AWR: +0 (11) INIT: +0 (11) REA: -1
HD: 3 (15 hp) AC: 13 SV: +1 (12) MV: 50′ ML: 7
ATK: +1 @ 1d4 kick (x2) and 1d2 bite
– Can drink water as seldom as once every ten days.
– Moves at full speed through desert and badland hexes.
– Moves 1/2 speed while underground.
– Always flees from battle.

DONKEY
A domesticated equine used as a pack or draft animal.
SZ: L SEN: Anim XP: 20 TR: Nil
FR: C (65%) LR: Nil AP: 0 (2d4) AL: N
STL: +1 (12) AWR: +1 (12) INIT: +0 (11) REA: +0
HD: 2 (10 hp) AC: 13 SV: +1 (12) MV: 30′ ML: 7
ATK: +1 @ 1d3 bite and 1d4 kick
– Kicks and bites only to defend itself.
– Refuses to go underground.

DRAFT HORSE
Durable horses bred for work pulling wagons and plows.
SZ: L SEN: Anim XP: 35 TR: Nil
FR: C (65%) LR: Nil AP: 0 (2d4) AL: N
STL: +0 (11) AWR: +0 (11) INIT: +1 (12) REA: +1
HD: 3 (15 hp) AC: 13 SV: +2 (13) MV: 30′ ML: 6
ATK: +2 @ 1d4 kick
– Kicks only to defend itself.
– Always flees from battle.
– Panics underground.

MULE
A clever hybrid of horse and donkey.
SZ: L SEN: Anim XP: 20 TR: Nil
FR: C (65%) LR: Nil AP: 0 (2d4) AL: N
STL: +0 (11) AWR: +1 (12) INIT: +1 (12) REA: +1
HD: 2 (10 hp) AC: 13 SV: +1 (12) MV: 40′ ML: 8
ATK: +1 @ 1d3 bite and 1d4 kick
– Does not panic underground.
– Always flees from battle.
– Kicks and bites only to defend itself.

RIDING HORSE
Swift, lean horses bred for speed.
SZ: L SEN: Anim XP: 20 TR: Nil
FR: C (65%) LR: Nil AP: 0 (1d4) AL: N
STL: +1 (12) AWR: +1 (12) INIT: +1 (12) REA: +1
HD: 2 (10 hp) AC: 13 SV: +1 (12) MV: 80′ ML: 7
ATK: +1 @ 1d4 kick (x2)
– Travels twice as fast as normal mounted speed.
– Kicks only to defend itself.
– Always flees from battle.
– Panics underground.

WAR HORSE
Large, tough horses bred for battle.
SZ: L SEN: Anim XP: 30 TR: Nil
FR: C (65%) LR: Nil AP: 0 (2d4) AL: N
STL: +0 (11) AWR: +0 (11) INIT: +1 (12) REA: +1
HD: 3 (15 hp) AC: 14 SV: +2 (13) MV: 40′ ML: 9
ATK: +2 @ 1d6 kick (x2)
– Does not flee from battle.
– Panics underground.

ANIMALCOST (sp)CARGOMOVEMENTHEXES
Camel150300 lbs50′4 per day
Donkey100200 lbs40′4 per day
Draft Horse200450 lbs40′4 per day
Mule120200 lbs40′4 per day
Riding Horse250300 lbs80′8 per day
War Horse500400 lbs40′4 per day
ITEMCOST (sp)NOTES
Barding350Leather and plate armor: AC 15
Saddle & Bridle100Required for riding
Saddle Bags25Hold up to 40 lbs of cargo
VEHICLECOST (sp)MOVEMENTHEXES
Cart20020′2 per day
Wagon40020′2 per day
VEHICLEMIN ANIMALSCARGOMAX ANIMALSCARGO
Cart1 draft horse
or 2 mules
400 lbs2 draft horses
or 4 mules
800 lbs
Wagon2 draft horses
or 4 mules
1500 lbs4 draft horses
or 8 mules
2500 lbs