Mounts and Vehicles
Animals of Burden
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
A ship’s beam is its width and its draft is the depth it extends beneath the water.
Crew: Vessels are propelled by rowing or sailing, with some able to use either means.
Ship Modifications:
- warship: a sailing ship may be converted into a warship or troop transport of the same size. The modification costs one-third of the ship’s original cost.
- catapult: a catapult may be added to a galley, longship, or warship.
- ram: A ram may be added to a large or small galley (a war galley already comes with a ram fitted).
Rams: can be used against ships or giant sea monsters. Small individuals cannot be targeted. Attack rolls are made using THACO of 19 (0) and occur at the same point in the combat sequence as missile fire. Attack modifiers may be applied for weather conditions, maneuverability, etc. Large or war galley deals 1d6+5 X10 hull points damage against ships and 6d6 hit points damage against monsters. Small galley deals 1d4+4 X 10 hull points damage against ships and 3d8 hit points against monsters.
Catapults: fire either large rocks or flaming pitch. Weight: a catapult plus twenty rounds of shot weights 10,000 coins (subtracted from the ship’s cargo allowance). Range: 150-300 yards. Attack rolls and rate of fire depend on the number of crew manning the catapult. 2 crew minimum attacks with thaco 19 (0). Fires every 10 rounds. 3 crew attacks with thaco 19 (0), fires every 8 rounds. 4 crew maximum attacks with thaco 17 (+2). Fires every 5 rounds. Attack modifiers may be applied for weather conditions, maneuverability etc. Catapult shot inflicts 3d6 hull damage against ships. Catapult shot, pitch sets a 10’X10′ area of a ship on fire. The burning does 1d6 hull points of damage per turn (for at least one turn) and will spread to other areas of the ship if not extinguished. A fire may be put out by five crew in 3 turns, ten crew in 2 turns, or fifteen crew in 1 turn.
Catapult 100gp
catapult shot 5gp
catapult shot, pitch 25 gp
ram, large galley 10,000 gp
ram, small galley 3,000 gp
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′. Requires captain: no, needs 1 sailor that can be unskilled, miles per day 18, movement rate 90′ (30′), ac 9 (10), hull points 10-20
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′. Requires captain: yes. When rowing requires 60 crew that can acts as rowers, sailors, and fighters, 18 miles per day, movement rate 90′ (90′). When sailing requires 75 crew that can be rowers sailors and fighters, gets 90 miles per day, with a movement rate 450′ (150′). Maximum mercenaries 75 who can help with rowing, sailing and fighting, AC8 (11), hull points 60-80, can have one catapult.
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′. Requires captain: yes. Requires 20 sailors, 72 miles per day, movement rate 360′ (120′), ac 7 (12), hull points 120′ to 180′.
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′. Requires captains: yes. Requires 10 sailors, 90 miles per day, movement rate 450′ (150′), AC 8 (11), hull points 60-90.
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′. Requires captain: yes. Requires 20 sailors, 72 miles per day, movement rate 360′ (120′). Maximum mercenaries 100, AC 7 (12), hull points 160-240.
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′. Requires captain: yes. Requires 10 sailors, 90 miles per day, movement rate 450′ (150′). Maximum mercenaries 50, ac 8 (11), hull points 80-120.
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′. Requires captain: yes. Needs 20 sailors, 72 miles per day, movement rate 360′ (120′). Maximum mercenaries 50, AC 7 (12), hull points 120-180, up to 2 catapults.
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’. Requires captain: yes. Requires 10 sailors, 90 miles per day, movement 450′ (150′). Maximum mercenaries 25, AC 8 (11), hull points 60-90, can have 1 catapult.
Unseaworthy Vessels
Boat, River: Riverboats are either rowed or pushed with poles. The cost of the boat increases by 1,000gp if it has a roof (to protect passengers or cargo). Cost 4,000 gp, cargo capacity 30,000 coins, rivers and lakes, length 20′ to 30′, beam 10′, draft 2′ to 3′. Requires captain: no, req crew 8 oarsmen, miles per day 36, movement rate 180′ (60′). AC 8 (11), Hull points 20-40.
Boat, sailing: A small boat typically used for fishing in lakes or coastal water. Cost 2,000 gp, cargo capacity 20,000 coins, lakes, coastal waters, length 20’to40′, beam 10′ to 15′, draft 2′ to 3′. Requires captain: no, required sailors 1, miles per day 72, movement rate 360′ (120″). AC 8 (11), hull points 20-40.
Canoe: A small boat made of hide or canvas stretched over a wooden frame. Because of its small size and lightweight construction, a canoe may be carried by two people (weighting 500 coins). cost 50gp, cargo capacity 6,000 coins, rivers and swamps, length 15′, beam 3′, draft 1′. Requires captain: no, 1 rower, can be piloted by unskilled characters. 18 miles per day, movement rate 90′ (60′).
Galley, large: a long ship with a shallow draft and a single, square-sailed mast. Cost 30,000gp, cargo capacity 40,000 coins, coastal waters, length 120′ to 150′, Beam 15′ to 20′, draft 3′. Requires Captain: yes, requires 180 oarsman when rowed, miles per day 18, movement rate 90′ (60′), When using sails needs 20 sailors, miles per day 72, movement rate 360′ (120″), maximum mercenaries 50, ac 7 (12), hull points 100-120, ram can be added, can have up to 2 catapults.
Galley, Small: a ship with a shallow draft and a single, square-sailed mast. Cost 10,000gp, cargo capacity 20,000 coins, coastal waters, length 60′ to 100′, beam 10′ to 15′ draft 2′ to 3′. Requires captain: yes, when rowing need 60 oarsmen, travels 18 miles per day, and has movement rate 90′ (90′). When using sail need 10 sailors, get 90 miles per day, movement rate 450′ (150′). Maximum mercenaries 20, ac 8 (11), hull points 80 to 100, ram can be added, can have up to 2 catapults.
Galley, war: A large, specially constructed galley that is generally a fleet’s flagship. War galleys are always fitted with a ram (comes with the basic cost) and have a full deck above the rowers. They have two masts and 10′ to 20′ wide wooden towers rising 15′ to 20′ above the bow and stern. Cost 60,000gp, cargo capacity 60,000 coins, coastal waters, length 120′ to 150′, beam 20′ to 30′, draft 4′ to 6′. Requires captain: yes. When rowing needs 300 oarsmen, gets 12 miles per day, movement rate 60′ (60′). When sailing requires 30 sailors, get 72 miles per day, movement rate 360′ (120″). Maximum mercenaries 75, ac 7 (12), hull points 120-150, ram built in, catapults up to 3.
Raft, makeshift: Given sufficient wood, characters may build a makeshift raft in 1-3 days per 10′ square section (up to a maximum size of 20′ X 30′). Cargo capacity 50 coins per square foot, rivers and lakes, length and beam varies, draft 1/2′. Needs 1 crew who can be unskilled, miles per day 12, movement rate 60′ (30′), AC 9 (10), hull points 5 per 10′ sq
Raft, professional: A professional built raft has raised sides, a basic steering oar, and some form of shelter for goods or passengers. Such a raft may be up to 30′ X 40′. Professionally built rafts are sometimes floated downstream with cargo and then broken down and sold for value of their wood (25cp per square feet). 1gp per square feet, cargo capacity 100 per square foot, rivers and lakes, length and beam varies, draft 1/2′. Requires 1 crew who can be unskilled, 12 miles per day, movement rate 60′ (30′), AC 9 (10), hull points 5 per 10’sq.