Vehicle Rules in Verum | World Anvil

Vehicle Rules

Vehicle Stats

 

Name

Straight-forward  

Vehicle Type

Land, water, and air. The driver of a vehicle requires proficiency in the vehicle type in order to add their proficiency bonus to checks to control the vehicle.  

Cost

The requirements to buy the vehicle. Some may require more than just gold.  

Size and Weight

The sizes of a vehicle go by base 5e sizes, and weight is in standard pounds.  

Space

The square space the vehicles takes up. Vehicles tend to be longer than their width.   Example: A cart that is 5 ft wide, 10 ft long, and 4 ft high would thus take up a 5'x10'x4' space.  

Ability Scores

Vehicles will have a strength, dexterity, and constitution score, but 0 for the others. They are used to determine the respective saving throw bonuses. A vehicle's Strength represents its size and weight, Dexterity represents its ease of handling, and Constitution covers its durability and the quality of its construction.   When a vehicle must make a saving throw, the DM may determine that the driver can make an ability check in response. If the driver succeeds the check, the saving throw is rolled with advantage.  

Armor Class

A vehicle has a base AC of 10 + its Constitution bonus while the vehicle is at rest. While the vehicle is being driven, it's 13 + Constitution + Dexterity. If the vehicle is magical, it gains an additional +2 to its AC.   In a vehicle's stat block, its AC will be represented by two numbers, the first of which is at rest, and the second which is while being driven.  

Hit Points

When a vehicle's current hit points reach a third its maximum, checks to control the vehicle are made with disadvantage. When the vehicle's current hit points reach a fifth its maximum, it becomes broken and can no longer be manipulated by the driver. A broken water vehicle begins to sink, and a broken air vehicle begins to fall. When the hit points reach 0, the vehicle is destroyed and cannot be repaired.   Standard Object Size to Hit Points:
Numbers in parentheses are standard thirds and fifths of the maximum hit points.
  • Tiny: 5 (2 / 1)
  • Small: 15 (5 / 3)
  • Medium: 50 (17 / 10)
  • Large: 150 (50 / 30)
  • Huge: 500 (167 / 100)
  • Gargantuan: 1,500 (500 / 300)
  • If a vehicle is masterwork, its maximum hit points increase by 20%, with a minimum of +5.  

    Damage Threshold

    A vehicle has a damage threshold, meaning it is immune to damage that does not exceed the threshold, based on the material its made from and its size.   Common materials:
    For every size the vehicle is above medium, the threshold is increased by 3.
  • Wood has a damage threshold of 5 and is resistant to piercing damage from non-siege weapons.
  • Metal has a damage threshold of 10 and is resistant to physical and fire damage, but vulnerable to acid damage.
  • Speed

    For creature-pulled vehicles, its speed is the speed of the slowest pulling creature. Other vehicles, like most water and air vehicles, will have individually noted speeds.  

    Propulsion Method

    This is how the vehicle moves. Most vehicles are pulled by creatures or carried by currents, but other methods may exist, such as magic or alchemy. The propulsion method is what should generally determine which ability score is used by the driver in making checks.   Examples: A carriage is pulled by at least 6 medium creatures or 2 large creatures, while a sailing ship uses sails.  

    Driving Method

    This is how the driver manipulates the vehicle.   Examples: Most creature-pulled vehicles use reins, and sailing ships use a steering wheel.  

    Crew

    The crew is how many people are required to make the vehicle operational and allow it to move, including the driver. Land vehicles typically only need a driver, while entire crews are needed for water vehicles.   For rowing, a large creature does the work of two medium creatures.  

    Passenger Capacity

    The number of people that can comfortably travel within the vehicle, not including crew. Generally, a large-sized creature takes up the space of four medium creatures. Some vehicles may not be able to hold creatures bigger than medium size.   Passenger capacity does not consider the quality of living accommodations and is merely referring to the occupation.  

    Cargo Capacity

    This is how much total weight the vehicle can hold and still be able to move.   An animal pulling a carriage, cart, chariot, sled, sleigh, or wagon can move weight up to five times its base carrying capacity, including the weight of the vehicle. If multiple animals pull the same vehicle, they add their carrying capacities together.   Cargo Capacity increases by 500 lbs for each passenger seat used for cargo.  

    Decks

    The decks used for ships with multiple decks. Forecastles, poop decks, and quarterdecks refer to their own areas but are all generalized into the "main deck" - the top, outside area, which is universal for boats and ships. If a vehicle has multiple decks, its general use will be detailed here.  

    Weapons

    If the vehicle carries any mounted weapons, they will be detailed here.  

    Vehicle Control

    Before a driver does anything else on their turn, they must determine what action the vehicle is taking. If the driver decides no action, takes some other action instead of driving the vehicle, or readies an action—or if there is no driver—the vehicle simply moves in the same direction as it did the turn before (creature propulsion may or may not avoid environmental hazards themselves). A driver can only choose one action each turn for a vehicle. A mount with an intelligence score higher than 5+ can also act as a driver if it's the vehicle's propulsion method.   Vehicle Actions
  • Dash
  • Disengage
  • Dodge
  • Shove
  • Accelerate
  • Decelerate
  • Vehicle Movement

    A vehicle automatically moves after the driver decides on the vehicle's action. If a vehicle has no driver, it moves on the turn of the last creature that was its driver, or on a turn determined by the DM.   When a driver accelerates, the vehicle's current speed increases by an amount of the driver's choice up to half the vehicle's full speed. When the driver decelerates, the vehicle's current speed decreases by up to that number instead. When a vehicle moves each round, it must move its current speed.   A vehicle can make only one 90-degree turn each round that it's being driven.  

    Movement on Water

    Vehicles that rely on currents of water for their propulsion are more limited in options. These vehicles can only move in the direction and at the speed of a current unless they also employ some other method of propulsion, and thus often have an additional form of propulsion, such as rowing for a rowboat, and wind for a sailing ship.   For simplicity's sake, a full crew is required to utilize a gargantuan sized ship's full sailing or rowing speed - less than a full crew halves the respective speed. If there is less than half of a full crew, the ship cannot move by that speed at all. For this reason, it is prudent to have backup sailors and rowers in times of conflict.   Furthermore, keep in mind with rowing that the crew is susceptible to exhaustion; rowers can cruise all day, but sprinting will tire them out in 30 minutes. How this is implemented is up to the DM in the moment, since players generally won't be in situations that require dashing outside of combat encounters. As a rule of thumb, a rowing crew will gain a level of exhaustion for every 15 minutes the ship continuously dashes and are unable to row with 2 levels of exhaustion.   When a water vehicle's only propulsion is by water current, the vehicle cannot dash, and the driver can only choose the disengage and dodge actions if they are proficient with the vehicle. Attempting to dash, disengage, or dodge in rough currents may require checks from the crew at the DM's discretion.   A river's current is generally 3 miles per hour, or about 30 feet a round, though faster or slower currents do exist. A water vehicle automatically accelerates by this speed each round (does not use the driver's action), but the maximum speed is determined by each vehicle.   The speed of a water vehicle from rowing or sails is determined by each vehicle. It is extremely difficult to row against a water current or against headwinds, though it can still be used to decelerate.  

    Crashing

    Vehicles can enter the spaces of objects and creatures smaller than themselves. Vehicles do not have attacks, but they may have weapons that passengers can utilize.   Any damage a vehicle deals to itself, such as through crashing and ramming, ignores its own resistances.   Vehicle Size Damage Dice
  • Tiny: 1
  • Small: 1d6
  • Medium: 1d10
  • Large: 2d10
  • Huge: 4d10
  • Gargantuan: 8d10
  • If a vehicle comes to a complete stop for a reason that is not the driver decelerating it, such as running into a solid object, all unsecured passengers and cargo are pushed towards the direction the vehicle was moving by half the current speed it was moving before it stopped. At the end of this movement, the creatures and objects make a DC 15 Dexterity saving throw. On a failure, they receive 1d6 bludgeoning damage and fall prone. If the movement forces them into a solid object, they automatically take another 1d6 bludgeoning damage and gain disadvantage on the saving throw.   When a vehicle moves into the space occupied by a solid object that is at least one size smaller than itself, the vehicle must make a DC 10 Constitution saving throw. On a failed saving throw, the vehicle takes an amount of bludgeoning damage based on the size of the object as determined by the vehicle size damage dice table, or half as much on a success. The vehicle then comes to a complete stop. If the vehicle is pulled by creatures, the damage is dealt to each of them as well.   If the vehicle has a ram or similar device on its front and would crash into a solid object that is the same size or bigger than itself, it is considered to be ramming instead. Vehicles pulled by creatures cannot have a ram.  

    Ramming

    When a vehicle moves into the space occupied by a creature or non-solid object that is the same size or bigger than itself, it is a ramming maneuver. The vehicle deals bludgeoning damage based on its size as determined by the vehicle size damage dice table to the creature or object, and half as much to itself. If the vehicle is pulled by creatures, the damage is dealt to each of them as well. Should the damage destroy the object, the vehicle continues to move into its space, potentially allowing the vehicle to breakthrough if the object is thin enough. Otherwise, the vehicle comes to a complete stop.   If the vehicle has a ram or similar device on its front, it deals damage as if a size bigger and ignores the damage to itself for the first square it enters the space of an object. Vehicles pulled by creatures cannot have a ram.  

    Overrun

    An overrun occurs whenever a vehicle enters the space of another creature or non-solid object smaller than itself. The target makes a Dexterity saving throw with a DC of 10 + the vehicle's Strength modifier. If the driver is proficient with the vehicle, their proficiency bonus is added to the DC. If the target is either two sizes smaller than the vehicle or prone, they roll with disadvantage. If the target is unable to move, they automatically fail.   If the target fails, they take bludgeoning damage appropriate for the vehicle's size in the table, or half as much on a success.  

    Shove

    A driver can attempt to push a creature or object away with the vehicle harmlessly. The target makes a Strength saving throw with a DC of 10 + the vehicle's Strength modifier. If the driver is proficient with the vehicle, their proficiency bonus is added to the DC. On a failed saving throw, the target is pushed 5 feet away from the vehicle instead, plus an additional 5 feet for every size larger the vehicle is more than the target.  

    Vehicle Damage

     

    Sinking Vehicles

    A boat or ship that is sinking has a speed of 0 and fully submerges after 1 minute. Any damage dealt to a sinking ship reduces the remaining time to submerge by 1 round, and a ship at 0 hit points sinks immediately. If the ship regains hit points above a fifth its maximum, it is no longer broken nor sinking. Non-water vehicles that have sunk must be directly removed from the water.   Sinking air vehicles free-fall towards the ground instead.  

    Repairing

    The fastest and simplest way to repair a vehicle is with the Mending cantrip, and similar spells like Fabricate or Creation, or through mundane methods such as Carpenter's Tools. The use of magic and tools and their individual results in session are to be determined by the running DM.   During downtime, you can use either method to repair a vehicle, though the process is as follows:   Carpenter's tools can repair most vehicles made of wood, and in general, a crafting day’s worth of work by a single person using carpenter's tools to repair a wooden vehicle repairs it for 10 hit points. However, if you are proficient with carpenter's tools, you repair 20 hit points. Or if you have expertise with carpenter's tools instead, you repair 40 hit points.   Follow this formula for other tools and vehicles, such as using smith's tools for metal vehicles.   If you use the Mending cantrip, you repair 25 hit points worth with a single crafting day. You cannot repair a vehicle with both mending and the use of tools on the same day.   Any number of people can repair a vehicle simultaneously.   When you wish to repair a vehicle, make a post in the #crafting channel with the following format:  
    (at)crafting spending [X] crafting days repairing [vehicle name] for [X] hp, [have/proficient with/expertise with] carpenter's tools
    spending [X] crafting days repairing [vehicle name] with mending for [X] hp
      Magical vehicles can't be destroyed except through special enemy traits. If a magical vehicle is damaged below two-fifths of their maximum hit points, the vehicle magically repairs itself back to two-fifths its maximum hit points at the next dawn.  

    Repair Service

    As an alternative to repairing the vehicle yourself, you can pay professional, non-descript NPCs to repair it for you. The obvious differences here are that you do not need to spend your crafting days, but you will need to spend gold and wait for an amount of time, at a rate that is dependent on the vehicle size, and the magnitude of damage. All costs are paid up-front for each ooc week, once a week, at a rate of 10 gp per hit point repaired.   When you wish to repair a vehicle using this repair service, make a post in the #crafting channel with the following format:  
    (a)crafting spending [X] gold repairing [vehicle name] for [X] hp using repair service
     

    Tiny to Medium

    The service will repair the vehicle to full hit points at the end of the current out-of-character week, regardless of damage.  

    Large

    If the vehicle is broken, the service will repair the vehicle at a rate of half the vehicle's maximum hit points for that week. If it is not broken, it is repaired to full hit points instead.  

    Huge

    If the vehicle is broken, the service will repair the vehicle at a rate of a third of the vehicle's maximum hit points for that week. If it is not broken, it is half the maximum hit points instead.  

    Gargantuan

    If the vehicle is broken, the service will repair the vehicle at a rate of a quarter the vehicle's maximum hit points for that week. If it is not broken, it is a third of the maximum hit points instead.  

    Standard Vehicle Blocks

    These are the standard stats, but variations of these vehicles do exist. For example, the standard carriage cab has room for 4 passengers and carries cargo on its roof, but another carriage could have room for 2 passengers, which leaves room to hold extra cargo in the back. Alternatively, giving the cab an open-top and replacing the wheels with runners turns it into a sleigh. Another minor mechanical difference would be adding reins to a sled, a vehicle that normally doesn't use them.  

    Land Vehicles

      Cart

    Cart

    • Vehicle Type: Land
    • Cost: 15 gp
    • Size and Weight: Large, 200 lbs
    • Space: 5'x10'x4'

    • Strength 11 Dexterity 8 Constitution 12
    • AC: 11 / 13
    • HP: 150 (50 / 30)
    • Damage Threshold: 8, resistant to piercing damage from non-siege weapons

    • Speed: Creature-pulled
    • Propulsion Method: Pulled by 2 medium creatures or 1 large creature
    • Driving Method: Reins
    • Crew: 1 driver
    • Passenger Capacity: 1 passenger in the cart bed
    • Cargo Capacity: Up to 300 lbs in the cart bed
    Wagon

    Wagon

    • Vehicle Type: Land
    • Cost: 40 gp
    • Size and Weight: Large, 400 lbs
    • Space: 10'x10'x6'

    • Strength 13 Dexterity 12 Constitution 13
    • AC: 11 / 15
    • HP: 150 (50 / 30)
    • Damage Threshold: 8, resistant to piercing damage from non-siege weapons

    • Speed: Creature-pulled
    • Propulsion Method: Pulled by 4 medium creatures or 1 large creatures
    • Driving Method: Reins
    • Crew: 1 driver
    • Passenger Capacity: 2 passengers in the wagon bed
    • Cargo Capacity: Up to 1,000 lbs in the wagon bed
    Heavy Wagon

    Heavy Wagon

    • Vehicle Type: Land
    • Cost: 80 gp
    • Size and Weight: Large, 600 lbs
    • Space: 10'x15'x6'

    • Strength 15 Dexterity 9 Constitution 14
    • AC: 12 / 14
    • HP: 150 (50 / 30)
    • Damage Threshold: 13, resistant to physical and fire damage, but vulnerable to acid damage.

    • Speed: Creature-pulled
    • Propulsion Method: Pulled by 6 medium creatures or 2 large creatures
    • Driving Method: Reins
    • Crew: 1 driver
    • Passenger Capacity: 4 passengers in the wagon bed
    • Cargo Capacity: Up to 2,000 lbs in the wagon bed
    Carriage

    Carriage

    • Vehicle Type: Land
    • Cost: 100 gp
    • Size and Weight: Large, 600 lbs
    • Space: 10'x17'x7'

    • Strength 14 Dexterity 13 Constitution 14
    • AC: 12 / 16
    • HP: 150 (50 / 30)
    • Damage Threshold: 13, resistant to physical and fire damage, but vulnerable to acid damage.

    • Speed: Creature-pulled
    • Propulsion Method: Pulled by 6 medium creatures or 2 large creatures
    • Driving Method: Reins
    • Crew: 1 driver on the upper deck
    • Passenger Capacity: 4 passengers in the cab, 1 passenger on the upper deck next to the driver
    • Cargo Capacity: Up to 200 lbs on the cab roof
    Chariot

    Chariot

    • Vehicle Type: Land
    • Cost: 120 gp
    • Size and Weight: Medium, 200 lbs
    • Space: 5'x17'x5'

    • Strength 11 Dexterity 15 Constitution 13
    • AC: 11 / 16
    • HP: 50 (17 / 10)
    • Damage Threshold: 5, resistant to piercing damage from non-siege weapons

    • Speed: Creature-pulled
    • Propulsion Method: Pulled by 2 medium creatures or 1 large creatures
    • Driving Method: Reins
    • Crew: 1 driver
    • Passenger Capacity: N/A
    • Cargo Capacity: N/A
    • Special: You can benefit from the Mounted Combatant feat while driving a chariot by replacing references to "your mount" with "your vehicle".
    Heavy Chariot

    Heavy Chariot

    • Vehicle Type: Land
    • Cost: 250 gp
    • Size and Weight: Medium, 200 lbs
    • Space: 10'x10'x5'

    • Strength 13 Dexterity 14 Constitution 14
    • AC: 12 / 15
    • HP: 150 (50 / 30)
    • Damage Threshold: 13, resistant to physical and fire damage, but vulnerable to acid damage.

    • Speed: Creature-pulled
    • Propulsion Method: Pulled by 4 medium creatures or 2 large creatures
    • Driving Method: Reins
    • Crew: 1 driver
    • Passenger Capacity: 1 Passenger next to driver.
    • Cargo Capacity: N/A
    • Special: You can benefit from the Mounted Combatant feat while driving a chariot by replacing references to "your mount" with "your vehicle".
    Sled

    Sled

    • Vehicle Type: Land
    • Cost: 10 gp
    • Size and Weight: Medium, 50 lbs
    • Space: 5'x5'x2'

    • Strength 8 Dexterity 14 Constitution 10
    • AC: 10 / 14
    • HP: 50 (17 / 10)
    • Damage Threshold: 5, resistant to piercing damage from non-siege weapons

    • Speed: Creature-pulled
    • Propulsion Method: Pulled by 2-10 medium creatures
    • Driving Method: Animal Handling
    • Crew: 1 driver
    • Passenger Capacity: 1 Passenger in the sled
    • Cargo Capacity: N/A
     

    Water Vehicles

      Barge

    Barge

    A flat-bottom boat designed to haul cargo along inland waterways. Smaller barges are no better than personal rafts, while larger ones are employed by trading companies and may contain small, living spaces. The stats depicted here are for more commonly found river barges.
    • Vehicle Type: Water
    • Cost: 5,000 gp
    • Size and Weight: Gargantuan
    • Space: 30'x60'

    • Strength 18 Dexterity 6 Constitution 14
    • AC: 12 / 13
    • HP: 1,500 (500 / 300)
    • Damage Threshold: 14, resistant to piercing damage from non-siege weapons

    • Speed: 30 feet (water current) / 20 feet (rowed) / Creature-pulled
    • Propulsion Method: Water current, rowing, or creature-pulled
    • Driving Method: Rudder, oars, or Animal Handling
    • Crew: 1 driver, 12 additional crew for rowing
    • Passenger Capacity: Up to 30 passengers
    • Cargo Capacity: 10 tons
    Galley

    Galley

    A 3-deck ship designed both for sea and river travel. While they do have triangular lateen sails that can be used in favorable winds, rowing is the main method of movement. Since lateen sails are more complicated, they require a larger crew to handle, which is no problem for the heavily manned galley. Due to the designs of rowing and sailing, sea-faring capability and rowing capability are inversely proportionate; the more maneuverable the galley from rowing, the weaker it is in rough weather.
    • Vehicle Type: Water
    • Cost: 40,000 gp
    • Size and Weight: Gargantuan
    • Space: 25'x130'

    • Strength 24 Dexterity 6 Constitution 20
    • AC: 15 / 16
    • HP: 1,500 (500 / 300)
    • Damage Threshold: 14, resistant to piercing damage from non-siege weapons

    • Speed: 30 feet (sails), 15 feet (sail into wind), 40 feet (sail with wind) / 30 feet (water current) / 50 feet (rowed)
    • Propulsion Method: Wind, water current, or rowing
    • Driving Method: Steering wheel
    • Crew: 1 driver, 30 additional crew for sailing, 80 additional crew for rowing
    • Passenger Capacity: Up to 40 passengers
    • Cargo Capacity: 150 tons
    • Decks: Upper Deck: main deck for sailing and weapons; Waist Deck: main rowing deck; Steerage: large cargo
    • Weapons: One fore mangonel, one aft mangonel, two port ballistas, two starboard ballistas, and one ram.
    Keelboat

    Keelboat

    Large rowboats used for lakes and rivers. They have a single-mast and flatter bottoms, making them closer to barges than to sloops. They are most often employed as personal boats for recreation, though they can certainly be used to haul lighter cargo. They are called keelboats because of the use of a keel, a fin-like structure that protrudes from the bottom of the boat.
    • Vehicle Type: Water
    • Cost: 6,000 gp
    • Size and Weight: Gargantuan
    • Space: 20'x50'

    • Strength 16 Dexterity 8 Constitution 13
    • AC: 11 / 13
    • HP: 1,500 (500 / 300)
    • Damage Threshold: 14, resistant to piercing damage from non-siege weapons

    • Speed: 25 feet (sails), 15 feet (sail into wind), 35 feet (sail with wind) / 40 feet (water current) / 20 feet (rowed)
    • Propulsion Method: Wind, water current, or rowing
    • Driving Method: Rudder
    • Crew: 1 driver, 1 additional crew for sailing, or 8 additional crew for rowing
    • Passenger Capacity: Up to 4 passengers
    • Cargo Capacity: 5 tons
    • Decks: A cabin is normally placed in the middle or rear of the boat.
    • Weapons: One fore ballista.
    Longship

    Longship

    Fast, single-deck, single-mast, and single-sail ships employed by the Viaken. The key to their speed is the ship's slender and lightweight build.
    • Vehicle Type: Water
    • Cost: 20,000 gp, Viaken only
    • Size and Weight: Gargantuan
    • Space: 15'x70'

    • Strength 20 Dexterity 6 Constitution 17
    • AC: 13 / 14
    • HP: 1,500 (500 / 300)
    • Damage Threshold: 14, resistant to piercing damage from non-siege weapons

    • Speed: 45 feet (sails), 15 feet (sail into wind), 75 feet (sail with wind) / 30 feet (water current) / 20 feet (rowed)
    • Propulsion Method: Wind, water current, or rowing
    • Driving Method: Rudder
    • Crew: 1 driver, 40 additional crew for sailing and rowing
    • Passenger Capacity: Up to 100 passengers
    • Cargo Capacity: 10 tons
    Rowboat

    Rowboat

    Small boat. Other variations exist, such as the longer canoe that holds more passengers, or a kayak, which only holds 1 driver and no passengers.
    • Vehicle Type: Water
    • Cost: 50 gp
    • Size and Weight: Large, 100 lbs
    • Space: 5'x10'

    • Strength 11 Dexterity 8 Constitution 11
    • AC: 10 / 12
    • HP: 150 (50 / 30)
    • Damage Threshold: 8, resistant to piercing damage from non-siege weapons

    • Speed: 40 feet (water current) / 15 feet (rowed), 10 feet (single rower)
    • Propulsion Method: Water current, or rowing
    • Driving Method: Oars
    • Crew: 1 or 2 crew for rowing, 1 of which is designated driver
    • Passenger Capacity: Up to 2 passengers
    • Cargo Capacity: 500 lbs
     

    Sailing Ships

    Sailing ships come in several varieties, the main differences between them being the number of masts, overall size, and the types of rigging used. Though the technical differences between rigging do not translate into the mechanics of these water vehicles, the masts and sizes certainly do. The majority of sailing ships cannot traverse rivers for fear of running aground. They might enter the mouth of large rivers, but only just.   Brigantine

    Brigantine

    The brigantine is a 2-mast, 3-deck ship. The main mast is the second and taller of the two, which dons a gaff mainsail behind it. Most brigatines have a square topsail on the main mast, while occasionally they are known to not. Off-shoots of the brigantine are the brigs and snows, ships that change the mainmast rigging and set-up to handle more bulk. Brigantines are the favored ship of sea-pirates (the brigands).
    • Vehicle Type: Water
    • Cost: 40,000 gp
    • Size and Weight: Gargantuan
    • Space: 20'x80'

    • Strength 20 Dexterity 6 Constitution 18
    • AC: 14 / 15
    • HP: 1500 (500 / 300)
    • Damage Threshold: 14, resistant to piercing damage from non-siege weapons

    • Speed: 45 feet (sails), 15 feet (sail into wind), 60 feet (sail with wind) / 30 feet (water current)
    • Propulsion Method: Wind or water current
    • Driving Method: Steering wheel
    • Crew: 1 driver, 30 additional crew for sailing
    • Passenger Capacity: Up to 20 passengers
    • Cargo Capacity: 100 tons
    • Decks: Upper Deck: main deck for sailing and weapons; Waist Deck: working areas of crew; Steerage: large cargo
    • Weapons: Four port ballistas, four starboard ballistas
    Caravel

    Caravel

    The caravel is a 2-mast, 2-deck ship that is one of the earliest designed for sea-faring. Caravels are mostly known for using lateen sails since the beginning, but variations have appeared over time, changing the foremast to square-rigged, or adding additional masts. They are comparable to brigantines in that their design lends them speed and maneuvarability, but with a lower capacity. Caravels are often used for coastal sailing, making them favored for coastal-pirating, though they are certainly capable of deeper water voyages.
    • Vehicle Type: Water
    • Cost: 35,000 gp
    • Size and Weight: Gargantuan
    • Space: 20'x60'

    • Strength 16 Dexterity 7 Constitution 18
    • AC: 14 / 15
    • HP: 1500 (500 / 300)
    • Damage Threshold: 14, resistant to piercing damage from non-siege weapons

    • Speed: 30 feet (sails), 15 feet (sail into wind), 50 feet (sail with wind) / 30 feet (water current)
    • Propulsion Method: Wind or water current
    • Driving Method: Steering wheel
    • Crew: 1 driver, 20 additional crew for sailing
    • Passenger Capacity: Up to 10 passengers
    • Cargo Capacity: 50 tons
    • Decks: Upper Deck: main deck for sailing and weapons; Lower Deck: work and large cargo
    • Weapons: Two port ballistas, two starboard ballistas
    Carrack

    Carrack

    The successor of the outmoded cog design, the carrack is a 3-mast, 3-deck ship. Though capable of being offensively outfitted, its main purpose is for long distance trade, which keeps it out of the warship category. Be that as it may, the carrack is the direct predeccesor of the galleon. Much of the hull is used for storage of cargo, so quarters are cramped despite the size. When it comes to sea-faring sailing ships, the carrack is the archetypical design in people's minds.
    • Vehicle Type: Water
    • Cost: 55,000 gp
    • Size and Weight: Gargantuan
    • Space: 25'x90'

    • Strength 24 Dexterity 4 Constitution 22
    • AC: 16 / 16
    • HP: 1500 (500 / 300)
    • Damage Threshold: 14, resistant to piercing damage from non-siege weapons

    • Speed: 20 feet (sails), 10 feet (sail into wind), 40 feet (sail with wind) / 20 feet (water current)
    • Propulsion Method: Wind or water current
    • Driving Method: Steering wheel
    • Crew: 1 driver, 50 additional crew for sailing
    • Passenger Capacity: Up to 30 passengers
    • Cargo Capacity: 150 tons
    • Decks: Upper Deck: main deck for sailing and weapons; Waist Deck: working areas for crew; Steerage: large cargo
    • Weapons: One fore mangonel, one aft mangonel, four port ballistas, four starboard ballistas
    Cutter

    Cutter

    The cutter is a single-mast, 2-deck sailing ship designed for purposes that require speed rather than capacity. They're generally used for coastal patrolling, escorting, or transporting personnel between larger craft and land. As such, smaller cutters may occasionally be pulled by or even stored on bigger ships. Otherwise, it's average size is similar to the keelboat, but its form and rigging gives it seaworthiness. Because of the way the sail area is divided, the cutter is capable of being managed by a single, experienced sailor.
    • Vehicle Type: Water
    • Cost: 20,000 gp
    • Size and Weight: Gargantuan
    • Space: 20'x60'

    • Strength 16 Dexterity 8 Constitution 17
    • AC: 13 / 15
    • HP: 1500 (500 / 300)
    • Damage Threshold: 14, resistant to piercing damage from non-siege weapons

    • Speed: 40 feet (sails), 15 feet (sail into wind), 60 feet (sail with wind) / 30 feet (water current) / 20 feet (rowed)
    • Propulsion Method: Wind, water current, or rowing
    • Driving Method: Steering wheel
    • Crew: 1 driver, 2 additional crew for sailing if the driver is not proficient, or 8 additional crew for rowing
    • Passenger Capacity: Up to 6 passengers
    • Cargo Capacity: 1 ton
    • Decks: Upper Deck: main deck for sailing and weapons; Steerage: small cargo
    • Weapons: One fore ballista, one port ballista, one starboard ballista.
    Sloop

    Sloop

    The smallest of the sailing ships with only a single mast and two decks. Unlike the cutter that focuses on working duties, the sloop is the merging of maximizing cargo capacity and minimizing size. Thus, a sloop is favored by small-time pirates, or smugglers in general, and the size allows it to be maneageable by amateur sailors. Sloops, cutters and keelboats are often mistaken for each other, and sloops are just as apt to be called sailboats rather than a ship.
    • Vehicle Type: Water
    • Cost: 12,000 gp
    • Size and Weight: Gargantuan
    • Space: 20'x40'

    • Strength 14 Dexterity 8 Constitution 15
    • AC: 12 / 14
    • HP: 1500 (500 / 300)
    • Damage Threshold: 14, resistant to piercing damage from non-siege weapons

    • Speed: 30 feet (sails), 15 feet (sail into wind), 40 feet (sail with wind) / 40 feet (water current) / 20 feet (rowed)
    • Propulsion Method: Wind, water current, or rowing
    • Driving Method: Steering wheel
    • Crew: 1 driver, 8 additional crew for rowing
    • Passenger Capacity: Up to 5 passengers
    • Cargo Capacity: 6 tons
    • Decks: Upper Deck: main deck for sailing and weapons; Steerage: large cargo
    • Weapons: One fore ballista
     

    Warships

    Frigate

    Frigate

    The frigate is a 3-mast, 3-deck ship built as the lightest armed ship of war. The frigate's purpose is to be a show of force that doesn't require as high an investment, but with obvious offensive capabilities. Frigates are often used as escorts to the larger galleons and man-of-wars, or to engage where either of them would be unnecessary.
    • Vehicle Type: Water
    • Cost: 65,000 gp
    • Size and Weight: Gargantuan
    • Space: 25'x80'

    • Strength 22 Dexterity 4 Constitution 20
    • AC: 15 / 15
    • HP: 1500 (500 / 300)
    • Damage Threshold: 14, resistant to piercing damage from non-siege weapons

    • Speed: 25 feet (sails), 15 feet (sail into wind), 40 feet (sail with wind) / 30 feet (water current)
    • Propulsion Method: Wind or water current
    • Driving Method: Steering wheel
    • Crew: 1 driver, 60 additional crew for sailing
    • Passenger Capacity: Up to 60 passengers
    • Cargo Capacity: 100 tons
    • Decks: Upper Deck: main deck for sailing and weapons; Waist Deck: main working deck for crew; Steerage: large cargo
    • Weapons: One fore mangonel, two aft ballistas, four port ballistas, four starboard ballistas
    Galleon

    Galleon

    The galleon is a 4-mast, 4-deck ship; a direct upgrade to the carrack and the standard for nautical might.
    • Vehicle Type: Water
    • Cost: 80,000 gp
    • Size and Weight: Gargantuan
    • Space: 35'x120'

    • Strength 28 Dexterity 4 Constitution 25
    • AC: 17 / 17
    • HP: 1500 (500 / 300)
    • Damage Threshold: 14, resistant to piercing damage from non-siege weapons

    • Speed: 25 feet (sails), 10 feet (sail into wind), 45 feet (sail with wind) / 20 feet (water current)
    • Propulsion Method: Wind or water current
    • Driving Method: Steering wheel
    • Crew: 1 driver, 100 additional crew for sailing
    • Passenger Capacity: Up to 150 passengers
    • Cargo Capacity: 200 tons
    • Decks: Upper Deck: main deck for sailing and weapons; Siege Deck: second deck housing additional ballistas; Lower Deck: main working deck for crew; Steerage: large cargo
    • Weapons: Two fore mangonel, one aft mangonel, four port upper deck ballistas, four starboard upperdeck ballistas, six port siege deck ballistas, six starboard siege deck ballistas
    Man-of-war

    Man-of-war

    The 3-mast, 5-deck behemoth that breaks the tradition of feminine ships. After the galleon, the man-of-war is the height of warships, designed to carry as many armed personnel and weapons that can be afforded. Due to their cost of construction and maintenance, few man-of-wars are in commission.
    • Vehicle Type: Water
    • Cost: 100,000 gp
    • Size and Weight: Gargantuan
    • Space: 40'x160'

    • Strength 32 Dexterity 4 Constitution 26
    • AC: 18 / 18
    • HP: 1500 (500 / 300)
    • Damage Threshold: 14, resistant to piercing damage from non-siege weapons

    • Speed: 20 feet (sails), 10 feet (sail into wind), 40 feet (sail with wind) / 20 feet (water current)
    • Propulsion Method: Wind or water current
    • Driving Method: Steering wheel
    • Crew: 1 driver, 80 additional crew for sailing
    • Passenger Capacity: Up to 300 passengers
    • Cargo Capacity: 300 tons
    • Decks: Upper Deck: main deck for sailing and weapons; Siege Deck: main deck for ballistas; Waist Deck: main working deck for crew and additional ballistas; Lower Deck: main deck for housing passengers; Steerage: large cargo
    • Weapons: Three fore mangonel, two aft mangonel, one mangonel in the well with swivel capability, six port upper deck ballistas, six starboard upper deck ballistas, ten port siege deck ballistas, ten starboard siege deck ballistas, six port waist deck ballistas, six starboard waist deck ballistas
     

    Air Vehicles

    Glider

    Glider

    A light aircraft made from a metal frame and covered with tough fabric. The driver of the glider is in a suspended harness and controls it by holding onto the frame while shifting their weight. A glider can soar for hours, gaining elevation in updrafts to increase air time, covering hundreds of miles in distance. The majority of gliders are for personal use, though increased sizes can accommodate for one or two additional passengers, and increasing the ballast can make gliding speeds faster. Like the Khaoan gliding suit, custom-made gliders are used to great effect by the Sky Knights.
    • Vehicle Type: Air
    • Cost: 2,500 gp
    • Size and Weight: Huge, 50 lbs
    • Space: 25'x15'

    • Strength 12 Dexterity 12 Constitution 14
    • AC: 12 / 16
    • HP: 500 (167 / 100)
    • Damage Threshold: 16, resistant to physical and fire damage, vulnerable to acid damage

    • Speed: 30 feet (wind) - For every 30 feet of lateral movement while gliding, you descend 5 feet in elevation
    • Propulsion Method: Wind
    • Driving Method: Steering frame
    • Crew: 1 driver weighing up to 250 lbs
    • Passenger Capacity: N/A
    • Cargo Capacity: N/A
    • Weapons: N/A
    • Special: Gliders do not fly, though it is possible to gain up to half the gliders speed of elevation in rising winds (DM's discretion). Gliders do not accelerate or decelerate like other vehicles; they must always move their speed every round while gliding, including when taking the dash action. Gaining any elevation in a round reduces the glider's speed by half and moving does not cause elevation to decrease for that round. Gliders cannot take the shove action.
    Airship

    Airship

    The facilitator of Khao's economic and military strength. The finer details of airship technology are unknown.
    • Vehicle Type: Air
    • Cost: 140,000 gp
    • Size and Weight: Gargantuan
    • Space:

    • Strength Dexterity Constitution
    • AC:
    • HP: 1500 (500 / 300)
    • Damage Threshold:

    • Speed:
    • Propulsion Method:
    • Driving Method:
    • Crew:
    • Passenger Capacity:
    • Cargo Capacity:

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