Mounts and Vehicles

Animals of Burden

Camel

Draft Horse

Mule

Riding Horse

War Horse

Unencumbered Encumbered
Animal Cost (gp) Miles per day Movement Rate Max Load (coins) Miles per day Movement Rate Max Load (coins)
Camel 100 30 150′ (50′) 3,000 15 75′ (25′) 6,000
Horse (draft) 40 18 90′ (30′) 4,500 9 45′ (15′) 9,000
Horse (riding) 75 48 240′ (80′) 3,000 24 120′ (40′) 6,000
Horse (war) 250 24 120′ (40′) 4,000 12 60′ 920′) 8,000
Mule 30 24 120 (40′) 2,000 12 60′ (20′) 4,000

Tack and Harness

Barding 150 gp

Saddle and bridle 25 gp

Saddle Bag 5 gp

Barding: Armour made of leather and plates of metal.  Provides the animal with an AC of 5 (14) and weights 600 coins.

Saddle bags: Hold up to 300 coins weight.

Vehicle Game Statistics

Hull Points (hp): The vehicle’s structural integrity and ability to keep moving when damaged.  Analogous to a character’s hit points.  A vehicle that reaches 0 hull points is destroyed.

Armour Class (AC): the vehicle’s ability to resist damage from attacks.

Movement Rate: The speed at which the vehicle can move.  Every vehicle has a base movement rate and an encounter movement rate (noted in parentheses).  The encounter movement rate is one third of the base movement rate.

Cargo Capacity: The maximum load the vehicle can carry measured in coins.

Required Crew: the number of people or animals (e.g. sailors, oarsmen, horses) required for the vehicle’s normal operation.

Passengers or Mercenaries: Some vehicles have extra space aboard specifically intended to carry passengers or mercenaries in addition to the normal crew.  If a vehicle’s description does not mention this space for passengers, it is assumed to only have space for the crew.  The referee may rule the cargo hold space could be converted into additional living quarters.

Seaworthiness: Water vessels are divided into two categories, each behaving differently under different wind conditions.  Seaworthy vessels are suitable for use on the high seas, away from coastal waters.  Unseaworthy vessels are restricted to rivers, lakes, or coastal waters.

Damaging Vehicles

In combat, attacks and damage may be directed at vehicles in addition to characters and monsters.

Normal attacks: Unless noted in a vehicle’s destruction, attacks with normal weapons (bows, swords, etc.) do not inflict hull damage.

Magical attacks: Damaging spells or magical attacks inflict one point of hull damage per five points of normal hit point damage the attack does.

Giant monsters: Can damage vehicles, inflicting one point of hull damage per five points of normal hit point damage the attack does.

Mounted weaponry: Some vehicles carry mounted weaponry specifically designed for vehicle-to-vehicle combat.  Such weapons inflict hull damage directly.

Effects of Hull Damage

When a vehicle loses hull points, its movement rate is also affected.  This may be due to structural damage influencing how the vehicle moves or, in the case of water vessels, due to taking on water.

Movement rate reduction: For every 10% a vehicle is reduced from its maximum hull points, its movement rate is reduced by an equal percentage.  For example, if a vehicle loses 20% of its hull points, its movement rate is reduced by 20%.

Destruction: If a vehicle is reduced to 0 hull points: it will lose its structural integrity in 1d10 rounds (water vessel sinks).  Any mounted weaponry is no longer functional.

Repairs

In a workshop: Vehicle damage can be repaired by experienced technicians working in a suitable workshop or dock.

In the field: A vehicle’s crew can repair up to half of any damage sustained.  Remaining damage can only be repaired in a suitable workshop or dock.

Time: it takes five-crew-members one turn to repair on hull point.  This task requires full attention, so any crew involved in repair cannot take any other action during a turn repairing a vessel.

Boarding

When the occupants of a vehicle wish to board another vehicle, the two vehicles must be brought alongside one another.

Forceful boarding: If the occupants of one vehicle wish to forcefully board the other vehicle, there is a 2 in 6 chance of being able to successfully maneuver the vehicle into a boarding position.  The two vehicles may be clamped together with grappling hooks.

Mutual boarding intent: If the occupants of both vehicles wish to board one another, their mutual intent makes the action succeed with no chance of failure.

Boarding characters: Characters who are in the act of boarding another vehicle suffer a -2 penalty to attack rolls and Armour Class for one round.

Rowed Water Vessels

Rowing encounter speeds: Some rowed vessels may have an increased encounter movement rate.  This represents the great effort on the part of the oarsmen that may be exerted during combat.  Such speeds cannot be maintained for long periods, thus the per turn and per day movement rates of such vessels are much slower.

Reduced Oarsmen: having less than the required number of oarsmen reduces a vessel’s speed.  For every 10% reduction in the available rowing crew, the vessel’s rowing speed is reduced by an equal percentage.  For example, if 10% of the oarsmen are being used to repair hull damage, the vessel moves at 90% of its normal speed (10% slower).

Land Vehicles

Cart: a two wheeled vehicle.  Carts have an ac of 9 [10] and 1d4 hull points.   Cost 100gp, miles per day 12, movement rate 60′ (20′), needs 1 draft horse or 2 mules, max load 4,000 coins, 2 draft horses and 4 mules max load increased to 8,000 coins.

Wagon: A four wheeled, open vehicle.  Wagons have an AC of 9 [10] and 2d4 hull points.  Cost 200 gp, miles per day 12, movement rate 60′ (20′), needs 2 draft horses or 4 mules max load 15,000 coins, with 4 draft horses or 8 mules max load increases to 25,000 coins.

These vehicles must be pulled by a minimum number of mules or draft horses.  If double the minimum number of animals is employed, additional loads may be carried.

Difficult Terrain: When travelling through difficult terrain (desert, forest, mountains, swamp), these vehicles can only travel on maintained roads.

Water Vessels – Seaworthy Vessels

Lifeboat: A small boat with a mast that folds down for storage.  A small ship usually has 1-2 lifeboats, while larger ships may have 3-4.  A lifeboat weights 5,000 coins and reduces the cargo capacity of the ship on which it is carried by this much.  A lifeboat is usually equipped with rations to feed ten human sized beings for one week.  Cost: 1,000 gp, cargo capacity 1,000 coins, length 20′, beam 4′-5′, draft 1′-2′.

Longship: A narrow ship which may be used in rivers, coastal waters, or the open seas.  A longship may be rowed or sailed, depending on the conditions.  The crew typically fill the role of oarsmen, sailors, and fighters, as needed.  Cost 15,000 gp, cargo capacity 40,000 coins, length 60′ to 80′, beam 10′-15′, draft 2′-3′.

Sailing ship large: A large, seaworthy vessel with up to three masts.  Usually has multiple decks and raised “castles” at the bow and stern.  Cost 20,000 gp, cargo capacity 300,000 coins, costal waters and open seas, length 100′ to 150′, beam 25′ to 30′, draft 10′ to 12′.

Sailing ship, small: A small seaworthy vessel with a single mast.  Cost 5,000 gp, cargo capacity 100,000 coins, coastal waters and open seas, length 60′ to 80′, beam 20′ to 30′, draft 5′ to 8′.

Troop transport (large, small): These ships have similar dimensions and characteristics to normal sailing ships, but are specially designed to carry troops mounts, and equipment of war as their cargo.

Troop transport Large: cost 26,600 gp, cargo capacity 300,000 coins, costal waters and open seas, length 100′ to 150′, beam 25′ to 30′, ‘ to 12′.

Troop transport small: cost 6,600 gp, cargo capacity 100,000 coins, costal waters and open seas, length 60′ to 80′, beam 20′ to 30′, draft 5′ to 8′.

Warship (large, small): These ships have similar dimensions and characteristics to normal sailing ships, but are specially designed to carry mercenaries and war gear.

Warship, Large: cost: 26,600 gp, cargo capacity 300,000 coins, coastal waters and open seas, length 100′ to 150′, beam 25′ to 30′, draft 10 to 12′.

Warship small: Coast 6,600 gp, cargo capacity 100,000 coins, coastal waters and open seas, length 60′ to 80′, beam 20′ to 30′, draft 5′ to 8’.