Vehicles & Mounts

General Vehicle Rules

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.

Vehicle 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.

Land Vehicles

VEHICLECOST (sp)MOVEMENTHEXES
Cart20020′2 per day
Wagon40020′2 per day
VEHICLEMIN ANIMALSCARGO (MIN)MAX ANIMALSCARGO (MAX)
Cart1 horse or 2 mules400 lbs2 horses or 4 mules800 lbs
Wagon2 horses or 4 mules1500 lbs4 horses or 8 mules2500 lbs

Cart: A simple two-wheeled vehicle designed for transporting cargo and typically pulled by horses, mules, or donkeys. Carts have an AC 11 and 1d6 hit points.
Wagon: A heavy, four-wheeled vehicle pulled by horses, oxen, or mules and designed to transport larger loads of cargo. Wagons have an AC of 11 and 2d6 hull points.

Pulling Land Vehicles

The number of animals needed to pull a land vehicle is noted in the table above. Adding extra animals to pull the vehicle increases the amount of cargo it can hold. A land vehicle must be pulled by the minimum number of animals and this number can pull the minimum cargo weight. Doubling the number of animals means the maximum cargo weight can be pulled.

Vehicles in Difficult Terrain

A land vehicle can only travel on a maintained road while in difficult terrains such as deserts, forests, mountains, and swamps.

Beasts of Burden

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

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.

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, Small15,00010,000 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.)500 per section100 lbsLakes, riversVariesVaries1/2′
VESSEL MOVEMENT & STATSROWING MOVEMENTSAILING
MOVEMENT
HULL PTS.ARMOR CLASS
Boat, River12 Hex (20′)1d3+1 x 1012
Boat, Sailing24 Hex (40′)1d3+1 x 1012
Canoe3 Hex (20′)1d6+411
Galley, Large3 Hex (30′)24 Hex (40′)1d3+9 x 1013
Galley, Small3 Hex (30′)30 Hex (50′)1d3+7 x 1012
Galley, War2 Hex (20′)24 Hex (40′)1d4+11 x 1013
Lifeboat2 Hex (10′)3 Hex (20′)1d2 x 1011
Longship3 Hex (30′)30 Hex (50′)1d3+5 x 1012
Raft (Makeshift)2 Hexes (10′)3 per 10 sqft.10
Raft (Prof.)3 Hexes (20′)5 per 10 sqft.11
Sailing Ship, Large24 Hexes (40′)1d7+11 x 1013
Sailing Ship, Small30 Hexes (50′)1d4+5 x 1012
Troop Transport, Large24 Hexes (40′)1d9+15 x 1013
Troop Transport, Small30 Hexes (50′)1d5+7 x 1012
Warship, Large24 Hexes (40′)1d7+11 x 1013
Warship, Small30 Hexes (50′)1d4+5 x 1012
VESSEL CREW & WEAPONRYROWERS REQUIREDSAILORS REQUIREDMAXIMUM MARINERSCAPTAIN REQUIREDRAMCATAPULTS
Boat, River8No
Boat, Sailing1No
Canoe1-2No
Galley, Large1802050YesCapableUp to 2
Galley, Small601020YesCapableUp to 2
Galley, War3003070YesIncludedUp to 3
Lifeboat21**No
Longship60*75*75YesUp to 1
Raft. Makeshift1**No
Raft, Professional1**No
Sailing Ship, Large72Yes
Sailing Ship, Small90Yes
Troop Transport, Large72100Yes
Troop Transport, Small9050Yes
Warship, Large7250YesUp to 2
Warship, Small9025YesUp to 1

Boat, River: A watercraft designed to travel through inland rivers, lakes, and canals. The vessel may be propelled with oars or poles, and a roof may be added for 1000sp.

Boat, Sailing: A single-mast watercraft propelled by wind blowing against its sails. Designed to travel in coastal waters and lakes.

Canoe: A small and narrow boat with pointed ends meant for river and swamp travel. Built using canvas, hides, or waterproof bark stretched over a light-weight wooden frame. Two people can carry it, the whole vessel weighing just 50 lbs.

Galley, Large: A large, single-mast sailing ship built for travel in the open ocean or upon large lakes. May have a ram added for 10,000sp.

Galley, Small: A single-mast sailing ship built for travel along coasts or in lakes. May have a ram added for 3000sp.

Galley, War: Typically the flagship of a naval fleet, a war galley is a very large sailing ship with two masts and an upper-deck that covers the rowers below. Includes a ram in the base cost, as well as two towers located on the bow and stern, each 10′ – 20′ wide and 15′ – 20′ tall, constructed of timber.

Lifeboat: A small and light boat designed for survival. It includes a collapsible mast that can be stored when not in use. Ships will carry these onboard and deploy them in the event of an emergency; 1-2 will be carried on small ships and 3-5 on larger ships. They count as cargo aboard the carrying ship, weighing 500 lbs, and are usually stocked with enough iron rations to feed ten people for a week.

Longship: A long and slender ship propelled by oars or by a single square sail, longships are designed for river, coastal, and oceanic travel. Crewed by vikings who serve as rowers, sailors, and mariners.

Raft: A wooden platform that floats on the water and is propelled by oars or with poles.

  • Makeshift: With enough wood and cord, unskilled laborers can build a raft of 10′ x 10′ in size in 1d3 days. Additional sections can be added, up to 20′ x 30′.
  • Professional: Crafted by specialists, a professionally built raft is very sturdy compared to a makeshift raft. The raft will have raised edges, a steering oar, and a small hut or roofed shelter to protect from the elements. Base section is 10′ x 10′ but additional sections can be added, up to 30′ x 40′. Can be disassembled and sold as timber, each 10×10 section fetching 125sp.

Sailing Ship, Large: A huge sailing ship with three masts and 3-5 decks, with two “castles” located on the bow and stern.

Sailing Ship, Small: Similar to a large sailing ship, but with only one mast and 1-2 decks.

Troop Transport, Large: A huge sailing ship specially outfitted to carry troops and mounts. Often have special features designed for quickly deploying mariners and loading horses, etc.

Troop Transport, Small: Similar to a small sailing ship but outfitted specially for carrying troops and equipment into war.

Warship, Large: Similar to large sailing ships but specially designed to carry up to two catapults.

Warship, Small: Similar to small sailing ships transports but designed to carry a catapult.

Vessel Modifications & Weapons

A ship may be outfitted with these modifications:

  • Catapults: These can be added for 100sp each to galleys, longships, or warships. The maximum number of catapults is noted above.
  • Rams: These can be added to small and large galleys. War galleys include these by default. The cost is 10,000sp for a large galley, and 3000sp for a small galley.
  • Troop Transports and Warships: A sailing ship can be modified into a warship or troop transport of matching size, costing 15,000sp for a large ship and 5000sp for a small ship. Warships can be converted into troop transports and vice versa, costing 7,500sp for a large ship and 2500sp for a small ship.
MODIFICATION/WEAPONCOST (sp)DAMAGE
Catapult100
Catapult Shot53d6 hull pts. against ships or 2d8 against monsters
Catapult Shot, Pitch251d6 hull pts. per turn for 1d4 turns in a 10′ x 10′ area against ships or 1d6 per turn for 1d4 turns against monsters
Ram, large galley10,0001d6+5 × 10 hull pts. against ships or 6d6 against monsters
Ram, small galley30001d4+4 × 10 hull pts. against ships or 3d8 against monsters
Ram, war galleyIncluded1d6+5 × 10 hull pts. against ships or 6d6 against monsters

Ram: A sturdy protrusion built on the front of a ship that acts as battering and puncturing weapon when the ship is driven to collide with a target. Can be used to attack enemy ships or sea monsters. Smaller creatures cannot be targeted accurately with a ram. Attacks are at +0 and occur in the combat sequence during the missile fire action. Modifiers for rough waters or poor visibility apply, from -1 to -4.

  • Ram, Large or War Galley: Inflicts 1d6+5 × 10 hull pts. against ships or 6d6 against monsters.
  • Ram, Small Galley: Inflicts 1d4+4 × 10 hull pts. against ships or 3d8 against monsters.

Catapult: A ballistic weapon made of wood designed to fling large rocks or pots of flaming pitch at enemy ships. A catapult plus 20 rounds of shot weights 1000 lbs when accounting for cargo space. Range is between 150-300 yards and attacks occur in the combat sequence during the missile fire action. It requires at least two crew to fire it, attacking at +0 and firing every 10 rounds. If crewed by three, it attacks at +1 and fires every 8 rounds. If crewed by four (maximum), it attacks at +2 and fires every 5 rounds. Modifiers for rough waters or poor visibility apply, from -1 to -4.

  • Catapult Shot: Large heavy stones, sometimes worked to make them easier to transport. Inflict 3d6 hull pts. against ships or 2d8 against monsters
  • Catapult Shot, Pitch: Buckets of fiery tar launched at enemy ships to set them on fire. 1d6 hull pts. per turn for 1d4 turns in a 10′ x 10′ area against ships or 1d6 per turn for 1d4 turns against monsters

Sailors and Rowers

Waterborne vessels are propelled by rowing with oars (requiring a crew of rowers) 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 rowers 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 rowers moves at half speed and cannot move without at least half the required number of rowers. A vessel sailed by less than the required number of sailors moves at half speed and cannot move without at least half the required number of sailors.

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-in-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.

Surprise at Sea

In open waters with clear weather, ships are seldom be surprised by each other (1-in-20 chance). If weather conditions cause visibility issues, surprise may be 1-in-6 or 2-in-6. Sea monsters can surprise ships with a 3-in-6 chance, but ships cannot usually surprise sea monsters.

Visibility at Sea

In open waters with clear weather, ships can spot one another at 300 yards. In dense fog, total darkness, or harsh weather, visibility may be reduced to 2d6x10 yards.