Vehicles in Londolon | World Anvil

Vehicles

A Mount pulling a land vehicle can pull many times its own weight. If multiple animals pull the same vehicle, they can add their carrying capacity together.   Vehicle Proficiency. If you have proficiency with a certain kind of vehicle (land, water, or air), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances.   All vehicles have a statblock that describes their cost, use, and abilities. They have purposes that range from travel to battle.   Typically, land vehicles are drawn by Mounts whose carrying capacity is enhanced by the vehicle. In battle, they are most often used in units as opposed to standing alone on the battlefield. However, the largest vehicles do have Mass Combat uses, and their statistics reflect that use.   Water-borne vehicles have their own field of Naval Combat and their own set of combat statistics similar to Mass Combat rules.   Rowed Vessels. Keelboats and rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can’t be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. A rowboat weighs 100 pounds, in case adventurers carry it over land.  

Vehicle Crews

  Vehicles require a crew to move and take actions. If the vehicle is small (<20 crewmembers), the status of each member of the crew is measured as an individual. If the ship is large (20 crewmembers or more), the crew’s status is measured as one or more mass combat Unit.  

Tack & Harness


ItemCostWeight
Bardingx4x2
Bit and bridle2 gp1 lb.
Feed (per day)5 cp10 lb.
Saddlebags4 gp8 lb.
Stabling (per day)5 sp-
 

Land Vehicles


1d100 Vehicle TypeDefenseACHull PointsVehicle SizeVehicle WeightHit pointsDamage ThresholdCostCrewMax MountsCargo CapacityDescription
01-05Sled-13-Medium150 lbs15-20 gp162x animal capacityA pack sled, made of hide drawn over a wooden frame, is usually pulled over snow by small mounts, such as dogs.
6-25Cart-15-Large200 lbs30215 gp113x animal capacityA cart is an open wooden platform, sometimes built with walls to hold in carried goods. It can be pulled by one mount.
26-50Wagon-15-Large400 lbs60235 gp125x animal capacityA wagon is more sturdy than a cart, and can be pulled by up to two mounts. Sometimes, wagons are covered by a frame and a canvass hood. Creatures riding in covered wagons have half Cover‌.
51-70Carriage-15-Large600 lbs703100 gp145x animal capacityA carriage is a large vehicle meant for human passengers. Its better design makes for a smoother ride than the wagon. Can be pulled by up to four mounts. Creatures inside have half Cover‌.
71-90Chariot-17-Large100 lbs904250 gp123x animal capacityThe chariot is a vehicle of ancient design, but it remains extremely effective both in racing and battle. Chariot drivers have three-quarters Cover‌.
91-95Coach-17-Large650 lbs7542,000 gp266x animal capacityA fine carriage that rides on suspension, providing a much smoother ride than a traditional carriage. Coaches are built with a reinforced and armored cab to provide protection and privacy for those inside. Passengers have the benefit of full Cover‌.
96-98Pageant Wagon3152Huge2000 lbs17531,500 gp1 unit85x animal capacityA small house-like structure that rests on up to six wheels. Used mostly by traveling troupes of performers and the most successful traveling merchants. Creatures inside have three-quarters Cover‌.
99War Machine5173Gargantuan4000 lbs25044,000 gp1 unit105x animal capacityA gigantic wagon made of armored and reinforced wood that transports siege equipment or troops. Creatures and objects inside have full Cover‌ . Has a mounted Ballista‌ atop the wagon ( 1d12 attack die, volley range 120 ft).
100Siege Tower4154Gargantuan5000 lbs2003450 gp1 unit123x animal capacityA mobile wooden structure with a beam frame and slats in its walls. Wooden wheels or rollers allow the tower to be pulled by soldiers or a team of mounts. A Mediumcreature‌ in the tower can reach walls 40 feet high, and has full Cover‌ while in the tower.
 

Crew loyalty

A crew that is led efficiently and is seeing success will maintain a friendly Attitude toward their captain.   A poorly led or mistreated crew might turn against its captain. Individual crew members whose Attitude toward the captain drops to neutral might desert or defect in a crisis. Crew members whose attitude drops to hostile might plot against the captain and betray him or her in a crisis, or simply desert at the first opportunity.   Crews measured as Units instead use their Unit Strength rating to determine their loyalty. A vigorous crew is extremely unlikely to mutiny, while a haggard crew is very likely to mutiny. With a haggard crew, the slightest spark of conflict or an order given that places the crew in danger will result in a mutiny.   Mutinous crews must be handled with skills related to the captain’s Charisma, or may devolve into Combat as loyal and mutinous factions among the crew face off against each other.  

Water-borne vehicles

  A water vehicle's stat block has attributes that govern its abilities in combat, Movement, cargo and crew capacity, etc. Ships are vehicles, and cannot take any actions without crew.  

Size

Most ships are Large, Huge, or Gargantuan. A ship’s Size category is determined by its length or width, whichever is longer. For instance, a ship that is 10 feet long and 20 feet wide would use the size category that has a 20-foot width, which means the ship is Gargantuan.   On a battle map, ship sizes are measured by the space they occupy in 10 ft x 10 ft squares.  

Capacity

Ship cargo capacities show how many pounds of goods, people, or other objects a ship can carry. Large ships can carry extra military Units in their cargo holds as passengers -- each military unit takes up 40,000 lbs of cargo space. A single passenger uses cargo capacity equal to their weight in lbs.  

Travel Pace / Speed

A ship’s Travel pace determines how far the vessel can move per hour, and per 1-minute Combat Round.  

Vulnerabilities, Resistances, and Immunities

Ships are typically immune to Poison Damage and Psychic Damage. Metal and stone ships are immune to Necrotic Damage.  

Armor Class and Defense

A ship has an Armor Class. Its AC is meant to reflect its size, the materials used to construct it, and any defensive plating or armor used to augment its toughness. For ship combat, a ship will also have a Defense score similar to Unit Defense in Mass Combat.  

Hit Points and Hull Points

A ship is destroyed and becomes unusable when it drops to 0 Hit Points. For Naval Combat, every ship has a number of Hull Points, similar to a unit Casualty Die used in Mass Combat. A ship is wrecked if its hull is destroyed.  

Damage Threshold

Most ships have immunity to all Damage unless it takes an amount of damage equal to or greater than its damage threshold, in which case it takes damage as normal. Any damage that fails to meet or exceed the damage threshold is considered superficial and doesn’t reduce the component’s Hit Points.  

Attack Die and Volley Range

Each ship has an attack die used to roll when making a volley attack against objects, structures, military units, or other ships. Like in Mass Combat, any volley where the number rolled on the Attack Die is equal to or greater than the defense score of the target is a successful attack that reduces the Target's casualties or hull points.   Ships also have a volley range measured in feet or light years that determines how far a ship’s volley can reach.   Attack dice and volley ranges are determined by the siege weapons mounted to the ship’s artillery fixtures.  

Water Vehicles


1d100 Ship TypeDefenseACHull PointsShip SizeHit pointsDamage ThresholdAttack Die (Volley)Volley RangeSpecial AbilitiesCostSpeedCrewCargo CapacityDescription
01-10Raft2121Medium 5 x 5 (1)303--Can turn without spending any movement5 gp1 mph / 20 feet1200 lbsA basic wooden raft, made of planks or logs that are lashed and fastened together.
11-15Rowboat2152Large‌ 5 x 10 (1)603---50 gp2 mph / 30 feet1300 lbsA small boat propelled by two oars
16-20Canoe3172Large‌ 5 x 10 (1)605--Ram 175 gp5 mph / 60 feet2100 lbsA long, thin, fast river boat crewed by two rowers.
21-30Barge2154Gargantuan‌ (2)2004--Can turn without spending any movement2,000 gp3 mph / 40 feet380,000 lbsA very large wooden raft or boat with a flat deck used to ship cargo along rivers.
31-35Keelboat3153Gargantuan (2)1204 1d4 80 feet-1,200 gp4 mph / 40 feet410,000 lbsA larger river boat propelled by a sail.
36-40Longship3174Gargantuan‌(3)3205 1d6 80 feetRam 210,000 gp4 mph / 40 feet2 units100,000 lbsA long, thin, ocean-going vessel that travels best along coasts and sheltered seas. Propelled by a single sail and many rowers.
41-55Galley4174Gargantuan‌(3)3605 1d8 Defined by siege weapons equippedRam 3, 1d20 to structures30,000 gp3 mph / 40 feet2 units120,000 lbsA long, thin, ocean-going vessel that travels best along coasts and sheltered seas. Propelled by a single sail and many rowers. Comes equipped with a ramming prow and two artillery fixtures.
56-75Coaster4153Gargantuan‌(2)2254 1d6 80 feet-8,000 gp4 mph / 40 feet1 unit200,000 lbsAn ocean-going cargo vessel that travels best along coasts and sheltered seas.
76-90Cog4174Gargantuan‌(3)3505 1d8 Defined by siege weapons equipped 1d20 to structures25,000 gp5 mph / 60 feet2 units300,000 lbsA large ocean-going vessel used in both cargo shipping and battle. Comes with two artillery fixtures.
91-93Caravel4173Gargantuan‌ (2)2805 1d8 Defined by siege weapons equipped 1d20 to structures20,000 gp6 mph / 80 feet1 unit120,000 lbsA small, fast ocean-going vessel used in both cargo shipping and battle. Comes with two artillery fixtures.
94-95Great Longship4175Gargantuan‌ (4)4205 1d6 80 feetRam 340,000 gp5 mph / 60 feet3 units160,000 lbsA giantic longship, an ocean-going vessel that travels best along coasts and sheltered seas. Propelled by a two sails and many rowers.
96-97Great Galley5175Gargantuan‌ (4)4805 1d10 Defined by siege weapons equippedRam 4, 1d20 to structures50,000 gp5 mph / 60 feet3 units200,000 lbsAn extremely large galley, an ocean-going vessel that travels best along coasts and sheltered seas. Propelled by two sails and many rowers. Comes equipped with a gigantic ramming prow and three artillery fixtures.
98-99Carrack5175Gargantuan‌ (6)6505 1d12 Defined by siege weapons equipped 1d20 to structures80,000 gp5 mph / 60 feet3 units400,000 lbsA huge ocean-going vessel used in both cargo shipping and battle. Comes with four artillery fixtures.
100Galleon6196Gargantuan (8)8805 1d20 Defined by siege weapons equipped-120,000 gp5 mph / 60 feet4 units600,000 lbsA titanic ocean-going vessel used in both cargo shipping and battle. Comes with five artillery fixtures.
-Kraken5187Gargantuan‌ (4)600- 1d10 40 feetCan attack from front without penalty. Ships engaged take 3 casualties every round. Disadvantage‌ on enemy disengage attempts.-5 mph / 60 feet--True seadwelling terrors, kraken can attack and grapple prey with each of its ten tentacles, as well as a powerful lightning volley attack.
 

Crashing

  If a ship moves into the space occupied by a creature or object, it might crash. A ship avoids crashing if the creature or object is at least two sizes smaller than it.   When a ship crashes, it takes Damage to its hull based on the size of the creature or object it crashed into, as shown on the Crash Damage table below. The ship also stops moving if the object or creature is the same size as the vessel, or larger. Otherwise the ship continues moving and the creature or object moves to the nearest unoccupied space that is not in the ship’s path. At the DM’s discretion, an object that is forced to move but is fixed in place is instead destroyed.   A creature struck must make a Dexterity saving throw with a DC equal to 10 + the ship’s Hull Point Maximum, taking Bludgeoning Damage based on the ship’s Size (as shown on the Crash Damage table) on a failed save, or half as much damage on a successful one.  

Vehicle Crash Damage


SizeBludgeoning Damage
Small 1d6
Medium 1d10
Large 4d10
Huge 8d10
Gargantuan 16d10
 

Owning and Managing a Ship

Owning a ship can be a profitable enterprise, but it also requires management and maintenance -- especially larger ships whose crews are composed of Mass Combat Units.   Every unit of crew that your ship employs must be paid weekly according to its type, experience level, and unit strength, just like a military or Laborer unit. A unit of sailors has the same statistics as a unit of Light Infantry, but they have Advantage on attack rolls when on water and marsh terrain.   Refilling all supplies for your crew and any passenger units on board to “flush” requires 200 gp per unit of crew. Every week that you spend at sea without returning to port reduces your supply lines -- and therefore your crew’s unit strength -- by one level.   The ship itself requires weekly maintenance equal to the cost of the ship divided by 100. For example, a Galley would require 300 gp in basic maintenance every week. Repairing a damaged ship has a cost equal to that ship’s weekly maintenance cost for every Hull Point to be restored. Significant repairs beyond normal maintenance must be performed at port.   Ship cargo capacities show how many pounds of goods, people, or other objects a ship can carry. Large ships can carry extra military units in their cargo holds as passengers -- a single military unit takes up 40,000 lbs of cargo space.   For more information, see Strongholds.

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