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.
Land Vehicles
1d100 | Vehicle Type | Defense | AC | Hull Points | Vehicle Size | Vehicle Weight | Hit points | Damage Threshold | Cost | Crew | Max Mounts | Cargo Capacity | Description |
---|
01-05 | Sled | - | 13 | - | Medium | 150 lbs | 15 | - | 20 gp | 1 | 6 | 2x animal capacity | A pack sled, made of hide drawn over a wooden frame, is usually pulled over snow by small mounts, such as dogs. |
6-25 | Cart | - | 15 | - | Large | 200 lbs | 30 | 2 | 15 gp | 1 | 1 | 3x animal capacity | A cart is an open wooden platform, sometimes built with walls to hold in carried goods. It can be pulled by one mount. |
26-50 | Wagon | - | 15 | - | Large | 400 lbs | 60 | 2 | 35 gp | 1 | 2 | 5x animal capacity | A 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. |
51-70 | Carriage | - | 15 | - | Large | 600 lbs | 70 | 3 | 100 gp | 1 | 4 | 5x animal capacity | A 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. |
71-90 | Chariot | - | 17 | - | Large | 100 lbs | 90 | 4 | 250 gp | 1 | 2 | 3x animal capacity | The chariot is a vehicle of ancient design, but it remains extremely effective both in racing and battle. Chariot drivers have three-quarters Cover. |
91-95 | Coach | - | 17 | - | Large | 650 lbs | 75 | 4 | 2,000 gp | 2 | 6 | 6x animal capacity | A 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. |
96-98 | Pageant Wagon | 3 | 15 | 2 | Huge | 2000 lbs | 175 | 3 | 1,500 gp | 1 unit | 8 | 5x animal capacity | A 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. |
99 | War Machine | 5 | 17 | 3 | Gargantuan | 4000 lbs | 250 | 4 | 4,000 gp | 1 unit | 10 | 5x animal capacity | A 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). |
100 | Siege Tower | 4 | 15 | 4 | Gargantuan | 5000 lbs | 200 | 3 | 450 gp | 1 unit | 12 | 3x animal capacity | A 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 Medium creature 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 Type | Defense | AC | Hull Points | Ship Size | Hit points | Damage Threshold | Attack Die (Volley) | Volley Range | Special Abilities | Cost | Speed | Crew | Cargo Capacity | Description |
---|
01-10 | Raft | 2 | 12 | 1 | Medium 5 x 5 (1) | 30 | 3 | - | - | Can turn without spending any movement | 5 gp | 1 mph / 20 feet | 1 | 200 lbs | A basic wooden raft, made of planks or logs that are lashed and fastened together. |
11-15 | Rowboat | 2 | 15 | 2 | Large 5 x 10 (1) | 60 | 3 | - | - | - | 50 gp | 2 mph / 30 feet | 1 | 300 lbs | A small boat propelled by two oars |
16-20 | Canoe | 3 | 17 | 2 | Large 5 x 10 (1) | 60 | 5 | - | - | Ram 1 | 75 gp | 5 mph / 60 feet | 2 | 100 lbs | A long, thin, fast river boat crewed by two rowers. |
21-30 | Barge | 2 | 15 | 4 | Gargantuan (2) | 200 | 4 | - | - | Can turn without spending any movement | 2,000 gp | 3 mph / 40 feet | 3 | 80,000 lbs | A very large wooden raft or boat with a flat deck used to ship cargo along rivers. |
31-35 | Keelboat | 3 | 15 | 3 | Gargantuan (2) | 120 | 4 | 1d4 | 80 feet | - | 1,200 gp | 4 mph / 40 feet | 4 | 10,000 lbs | A larger river boat propelled by a sail. |
36-40 | Longship | 3 | 17 | 4 | Gargantuan(3) | 320 | 5 | 1d6 | 80 feet | Ram 2 | 10,000 gp | 4 mph / 40 feet | 2 units | 100,000 lbs | A long, thin, ocean-going vessel that travels best along coasts and sheltered seas. Propelled by a single sail and many rowers. |
41-55 | Galley | 4 | 17 | 4 | Gargantuan(3) | 360 | 5 | 1d8 | Defined by siege weapons equipped | Ram 3, 1d20 to structures | 30,000 gp | 3 mph / 40 feet | 2 units | 120,000 lbs | A 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. |
56-75 | Coaster | 4 | 15 | 3 | Gargantuan(2) | 225 | 4 | 1d6 | 80 feet | - | 8,000 gp | 4 mph / 40 feet | 1 unit | 200,000 lbs | An ocean-going cargo vessel that travels best along coasts and sheltered seas. |
76-90 | Cog | 4 | 17 | 4 | Gargantuan(3) | 350 | 5 | 1d8 | Defined by siege weapons equipped | 1d20 to structures | 25,000 gp | 5 mph / 60 feet | 2 units | 300,000 lbs | A large ocean-going vessel used in both cargo shipping and battle. Comes with two artillery fixtures. |
91-93 | Caravel | 4 | 17 | 3 | Gargantuan (2) | 280 | 5 | 1d8 | Defined by siege weapons equipped | 1d20 to structures | 20,000 gp | 6 mph / 80 feet | 1 unit | 120,000 lbs | A small, fast ocean-going vessel used in both cargo shipping and battle. Comes with two artillery fixtures. |
94-95 | Great Longship | 4 | 17 | 5 | Gargantuan (4) | 420 | 5 | 1d6 | 80 feet | Ram 3 | 40,000 gp | 5 mph / 60 feet | 3 units | 160,000 lbs | A giantic longship, an ocean-going vessel that travels best along coasts and sheltered seas. Propelled by a two sails and many rowers. |
96-97 | Great Galley | 5 | 17 | 5 | Gargantuan (4) | 480 | 5 | 1d10 | Defined by siege weapons equipped | Ram 4, 1d20 to structures | 50,000 gp | 5 mph / 60 feet | 3 units | 200,000 lbs | An 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. |
98-99 | Carrack | 5 | 17 | 5 | Gargantuan (6) | 650 | 5 | 1d12 | Defined by siege weapons equipped | 1d20 to structures | 80,000 gp | 5 mph / 60 feet | 3 units | 400,000 lbs | A huge ocean-going vessel used in both cargo shipping and battle. Comes with four artillery fixtures. |
100 | Galleon | 6 | 19 | 6 | Gargantuan (8) | 880 | 5 | 1d20 | Defined by siege weapons equipped | - | 120,000 gp | 5 mph / 60 feet | 4 units | 600,000 lbs | A titanic ocean-going vessel used in both cargo shipping and battle. Comes with five artillery fixtures. |
- | Kraken | 5 | 18 | 7 | Gargantuan (4) | 600 | - | 1d10 | 40 feet | Can 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.
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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