TEXT: For Dungeons & Dragons 5th Edition
  Version 3.2
  VEHICLE
  VEHICLE
  VEHICLE
  VEHICLE
  VEHICLE
  CONSTRUCTION KIT
  CONSTRUCTION KIT
  CONSTRUCTION KIT
  CONSTRUCTION KIT
  CONSTRUCTION KIT
  
  Table Of Contents
  Vehicle Construction Kit
  1. Body . . . 2
  2. Components
  Workspace . . . 3
  Alternative Component Sizes . . . 3
  Required Components . . . 4
  Component Technology . . . 4
  Arm . . . 5
  Atrium . . . 6
  Ballast Tank . . . 6
  Berth . . . 6
  Cargo Hold . . . 6
  Gasbag . . . 7
  Helm . . . 7
  Leg . . . 8
  Maneuvering System . . . 9
  Oars . . . 9
  Paddlewheel . . . 10
  Power, Magical . . . 11
  Power, Muscle Engine . . . 11
  Power, Steam Engine . . . 12
  Power, Storage . . . 12
  Propellers . . . 13
  Quarters . . . 14
  Sails . . . 15
  Screw Propeller . . . 16
  Structure . . . 17
  Seating . . . 19
  Vault . . . 19
  Weapons, Artillery . . . 20
  Weapon, Melee . . . 21
  Wheels . . . 23
  Wheel Drivetrain . . . 24
  Wing, Rotary . . . 25
  Wing, Ornithopter . . . 26
  3. Lightweight Components
  Fixed Wings . . . 27
  Flexible Cover . . . 27
  Harness . . . 27
  Ram . . . 27
  Undersized Components . . . 27
  Small Wheels . . . 27
  4. Vehicle Options
  Magic Augmentations . . . 28
  Low-Gear Drivetrains . . . 29
  No Helm . . . 29
  Retractable Components . . . 29
  Sealed . . . 29
  Streamlining . . . 30
  Vertical Design . . . 30
  5. Statistics
  Speed . . . 31
  Towing . . . 33
  Rate of Climb . . . 33
  Armor Class . . . 34
  Dexterity . . . 34
  Crew and Supplies . . . 34
  Cost and Rarity . . . 34
  Vehicle Combat
  Movement . . . 35
  Maneuver Checks . . . 35
  Out-Of-Control . . . 35
  Turning . . . 35
  Swerving . . . 35
  Collisions . . . 35
  Characters
  Piloting Maneuvers . . . 36
  Power Actions . . . 36
  Repair Actions . . . 36
  Improve Maneuverability Actions . . . 36
  Other Activity . . . 36
  Attacking
  Targeting . . . 37
  Hitting . . . 37
  Damage . . . 37
  Spells and Vehicle Damage . . . 38
  Preparing the Journey
  Crew . . . 39
  Repairs . . . 39
  Consumables . . . 39
  Cargo . . . 39
  Appendix A: Weapons
  Traction Trebuchet . . . 40
  Bombardelle, 20-pounder . . . 40
  Appendix B: Examples
  Let's Build an Airship . . . 41
  Let's Build a Steam Wagon . . . 42
  Heavy Covered Wagon . . . 43
  Gnomish Submarine . . . 43
  Gun Tower . . . 44
  Jolly Boat . . . 44
  Merchant Ship . . . 45
  Golden Condor . . . 45
  Elemental Locomotive . . . 46
  Version 3.2
  Author. Duncan Timiney (Marasmusine)
  Images. All images are public domain or CC0 (creative
  commons no-attribution).
  Format. http://homebrewery.naturalcrit.com/
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast,
  Forgotten Realms, Ravenloft, Eberron, the dragon
  ampersand, Ravnica and all other Wizards of the Coast
  product names, and their respective logos are trademarks of
  Wizards of the Coast in the USA and other countries.
  This work contains material that is copyright Wizards of
  the Coast and/or other authors. Such material is used with
  permission under the Community Content Agreement for
  Dungeon Masters Guild.
  All other original material in this work is copyright 2019 by
  Duncan Timiney and published under the Community
  Content Agreement for Dungeon Masters Guild.
  1
  CONTENTS
  
  E
  Vehicle Construction Kit
  lemental airships. Armored wagons. Steam-powered exoskeletons. This sourcebook allows you to create
  medieval fantasy vehicles – land, air or seafaring – ranging from small wagons to massive sailing ships. To aid
  you with the VCK system, there are some step-by-step examples in Appendix B.
  Creating a vehicle is a five-step process:
  1. Body. Choose a body mass, which determines how much components cost.
  2. Components. Select components such as a helm or cargo holds.
  3. Lightweight Components. Select components such as propellers or wheels.
  4. Options. Add options such as magic augmentations.
  5. Statistics. Finalize and fudge statistics.
  1. Body
  Pick a mass category on the Body table. The mass category is denoted by a Roman numeral, and is used to determine the cost and
  statistics of the vehicle's components.
  The mass you choose gives a laden weight for the vehicle, which includes the weight of the vehicle itself, along with all its cargo,
  crew and passengers.
  Body
  Mass
  i
  ii
  iii
  iv
  v
  vi
  vii
  viii
  ix
  x
  xi
  xii
  Laden Weight (tons)
  2
  3
  6
  10
  20
  30
  60
  100
  200
  300
  600
  1,000
  Damage Threshold
  5
  5
  5
  5
  10
  10
  10
  15
  15
  15
  20
  25
  Hit Points
  30
  35
  45
  55
  70
  80
  100
  115
  145
  165
  210
  250
  Dexterity
  11
  10
  10
  9
  9
  8
  8
  7
  7
  6
  6
  5
  Suggested Size
  Mass
  i
  ii
  iii
  iv
  v
  vi
  vii
  viii
  ix
  x
  xi
  xii
  Size
  L
  L
  H
  H
  H
  G
  G
  G
  G
  G
  G
  G
  Length (ft.)
  10
  15
  20
  20
  30
  40
  50
  60
  80
  100
  125
  180
  Beam (ft.)
  5
  5
  5
  10
  10
  10
  15
  20
  20
  25
  30
  35
  Decks
  0
  0
  0
  0
  1
  1
  1
  2
  2
  2
  3
  3
  Damage Threshold. Larger vehicles have a certain immunity
  to damage, as described in the Dungeon Master's Guide (p.
  119).
  Hit Points. The vehicle's base hit points. This may be
  increased when you add structure components.
  Dexterity. A vehicle's Dexterity score is a measure of its
  ability to maneuver. The pilot of a vehicle may be asked to
  make a maneuver check using the vehicle's Dexterity score to
  swerve out of the way, or turn beyond the vehicle's limits.
  Size. The size of a vehicle is based on its mass category: L
  (Large), H (Huge) or G (Gargantuan). The specific dimensions
  can vary greatly. As an example, the size table gives
  dimensions of a seafaring vessel.
  A caravel is a viii vehicle (60 ft. by 20 ft., 3 decks), while
  galleon is an xi vehicle (125 ft. by 30 ft., 5 decks)
  Facing
  Choose if the vehicle uses facing (Dungeon Master's Guide p.
  252) or not. A vehicle with facing has three body sections:
  front, center and rear.
  Other Statistics
  Armor Class Unless structure components are added, a
  vehicle's AC is 11.
  Resistances Vehicles are objects, so are immune to poison
  and psychic damage.
  Speed The speed of a vehicle is determined as you add
  components and finalized in step 4.
  2
  CREATING A VEHICLE | 1. BODY
  
  2. Components
  A vehicle comprises of twenty component slots. Each slot
  makes up one-twentieth the mass of the laden vehicle.
  As you choose components, select which numbered
  component slot it goes in.
  Facing. If the vehicle has facing, slots are designated as being
  in the front, center or rear section as follows:
  Slot
  Section
  1–6
  Front
  7–14
  Center
  15–20
  Rear
  Cost. Each component has a cost given in gold coins,
  depending on the vehicle's mass category. In component
  tables "K" denotes a multiple of 1,000 gp and "M" denotes a
  multiple of 1,000,000 gp
  Exposed Components. Sails, oars and gasbags are exposed
  components. When targeted by an attack, they have an AC of
  11 regardless of the vehicle's structure components. They can
  always be targeted regardless of facing.
  Power Points. Some components generate Power Points
  that are allocated to other components that require power.
  Power Points are scaled to the mass of the vehicle.
  Lift Points. Lift Points are generated by some components
  and vehicle options, as a measure of how quickly the vehicle
  can ascend. This is described further in Section 4: Statistics.
  Workspace
  The tables for some components have a "workspace" row.
  This shows how many crew can work within the component
  performing maintenance or operating machinery. A
  component with workspace includes the tools required to
  repair it.
  For motive and power components, crew are engineers or
  technicians. Magical components require acolytes or wizards.
  Quarters require stewards or botswains.
  If the vehicle has multiple identical components with
  workspace, a workspace value of a higher mass category is
  used for those components collectively. Use the Undersized
  Components table below to determine the number of steps to
  the right. For example, a vehicle with 5 mass iv quarters
  components uses the workspace value for mass vii (3 steps to
  the right): All 5 components together have 1 workspace.
  Alternative Component Sizes
  In most cases, one slot contains one component. However, it
  is possible for one large component to occupy several slots
  ("oversized"), or for one slot to contain several smaller
  components ("undersized").
  Oversized Components
  Not every component is available for the mass category of
  your vehicle. However, you can use a larger category of
  component by having it occupy more than one slot, as shown
  in this table.
  Steps
  Slots
  1
  2
  2
  3
  3
  5
  4
  10
  For example, a mass ii vehicle can take a mass iv quarters
  component by having it take up 3 slots (since this is 2 steps to
  the right).
  Undersized Components
  Not every component can be undersized. The description will
  inform you if it is possible.
  Some components indicate they take up a fraction of a slot.
  The following table shows the undersized steps: for example
  a component that takes up 1/3 of a slot is 2-step undersized.
  Steps
  Components
  Penalty
  1
  2
  2
  2
  3
  3
  3
  5
  5
  4
  10
  10
  The penalty applies to structure and helm components. As
  structure becomes proportionally lighter, it provides less
  reinforcement; as a helm becomes lighter, it devotes less
  weight to control surfaces and mechanisms.
  Oversized and Undersized Power Points
  The Power Point requirement of an oversized component is
  multiplied by the "Slots" value in the Oversized Components
  table.
  The Power Points requirement of an undersized
  component is divided by the "Components" value in the
  Undersized Components table.
  Components that generate Power Points are similarly
  adjusted if they are oversized or undersized.
  3
  CREATING A VEHICLE | 2. COMPONENTS
  
  Required Components
  When planning which components to add to the vehicle, take
  note of the following requirements.
  Helm
  Any design that isn't stationary or pulled along requires a
  helm.
  Structure
  Some designs require you to add enough structure
  components to meet a minimum number Structure Points.
  Speed. A vehicle's maximum speed cannot exceed 5 mph per
  1 Structure Point.
  For example, a vehicle of any size with 2 wooden structure
  components has 12 Structure Points. It cannot travel faster
  than 60 mph. As streamlining reduces Structure points, the
  vehicle cannot exceed 50 mph (with good streamlining), 42
  mph (sleek), 33 mph (superior), etc.
  Ballast
  A water vehicle designed to traverse open ocean must have
  one cargo hold to act as ballast. If it is not laden with actual
  cargo, it is filled with rocks. From the industrial-era onwards,
  a vehicle can use a ballast tank instead.
  A vehicle that relies on lifting gas gasbags for lift must also
  have one cargo hold (such as sandbags) or ballast tank for
  ballast. A hot air gasbag does not require ballast if it uses a
  burner to control its buoyancy; nor does a vacuum gasbag if it
  is perfectly sealed.
  Flying Speed
  There are two methods to achieve flight: "true flight" and Lift
  points.
  True flight can be achieved with ornithopter wings or the
  cloud keel magical augmentation.
  Lift points are derived from any upwards force. This might
  be from gasbags, fixed wings, soarwood, a rotory wing or the
  levitating body magic augmentation. Some designs may also
  rely on updraft or ground effect. You need more than 3 Lift
  points to rise: you also need forward motive power from a
  propeller or rotary wing.
  Water Speed
  To achieve a speed on water, you need a sail, paddlewheel or
  screw propeller.
  Underwater Speed
  To achieve an underwater speed, you need a ballast tank,
  screw propeller, and the vehicle must be sealed.
  Occupancy
  For long voyages (lasting longer than one day) each
  crewperson and passenger requires occupancy in a quarters
  component. For short voyages, each requires occupancy at a
  set of controls in a helm component, or in a seating
  component (even if they are not literally seated: utilitarian
  seating can merely represent a place to stand).
  Component Technology
  The assumption is that your campaign has the equivalent of
  medieval technologies. Some components have the
  "Renaissance", "Industrial", "Early Modern", "Modern" or
  "Futuristic" tag. The DM should determine which
  components are available based on their campaign.
  The DM may allow anachronistic technology be available
  at an increased cost. Each level of technology that diverges
  from the campaign's normal level doubles the cost of the
  component. For example, if a modern-era rotary wing is
  available in a medieval setting, that component has ×8 the
  normal cost (since there is a difference of 4 levels of
  technology).
  Such anachronistic technology might represent
  masterwork craftmanship, a magical creation, or technology
  fallen through time. Whatever the reason, the cost of
  anachronistic technology contributes towards the vehicle's
  rarity.
  4
  CREATING A VEHICLE | 2. COMPONENTS
  
  Arm
  An multi-jointed arm with a simple gripper that can lift a load. It can be operated from a set of helm controls using a piloting
  maneuver. A mass vi or larger arm can be operated from controls stationed at the component itself. The controls might be a
  joystick, a wearable "master" arm that drives the larger "slave" arm, or it might be programmable in order to perform repetitive
  tasks.
  Each arm has its own Strength score and Dexterity score. The latter is used when operator needs to make a Dexterity check
  with the arm: the lower of the operator's and arm's Dexterity is used.
  An arm requires a small amount of power, provided by an auxiliary generator included in the component (which might be of any
  nature, from clockwork to magic.)
  All arms share the same cost, lift multiplier and crew requirements, as shown in the following table.
  Mass
  i
  ii
  iii
  iv
  v
  vi
  vii
  viii
  ix
  x
  xi
  xii
  Cost
  300
  500
  1,000
  1,500
  3,000
  5,000
  3,000
  5,000
  10K
  15K
  30K
  50K
  Lift Multiplier
  ×2
  ×2
  ×3
  ×4
  ×5
  ×6
  ×8
  ×10
  ×12
  ×16
  ×20
  ×24
  Workspace
  0
  0
  0
  0
  0
  1
  1
  1
  1
  1
  1
  2
  Lift Multiplier. An arm can lift 5 lbs × its Strength score × its lift multiplier. A vehicle's carrying capacity is equal to the capacity
  of its empty cargo holds.
  Alternative Sizes. An arm can be undersized or oversized.
  Heavy Arm (Modern)
  The role of a heavy arm is to lift loads. Use the Body table to determine the arm's Dexterity score: for example, a mass vi arm has
  Strength 17 and Dexterity 8.
  Mass
  i
  ii
  iii
  iv
  v
  vi
  vii
  viii
  ix
  x
  xi
  xii
  Strength
  5
  7
  10
  12
  20
  25
  30
  30
  30
  30
  30
  30
  Reach (ft.)
  5
  5
  5
  10
  10
  10
  15
  15
  15
  20
  20
  20
  Epic Lift
  –
  –
  –
  –
  –
  –
  –
  ×1.5
  ×2.5
  ×3
  ×5
  ×7
  Epic Lift. This is an additional multiplier that is applied when calculating the arm's lift.
  Precision Arm (Modern)
  A precision arm has fine-control actuators and a longer reach. It might have an effector other than a gripper, such as a tool or a
  facsimilie of a humanoid hand.
  A precision arm's Dexterity is always 16 regardless of size.
  Mass
  i
  ii
  iii
  iv
  v
  vi
  vii
  viii
  ix
  x
  xi
  xii
  Strength
  2
  3
  4
  5
  8
  10
  15
  20
  30
  30
  30
  30
  Reach (ft.)
  10
  10
  10
  20
  20
  20
  30
  30
  30
  40
  40
  40
  Epic Lift
  –
  –
  –
  –
  –
  –
  –
  –
  –
  ×1.25
  ×2
  ×2.5
  Epic Lift. This is an additional multiplier that is applied when calculating the arm's lift.
  Simple Arm (Renaissance)
  A simple arm uses the statistics for a heavy arm or precision
  arm, except it has:
  one-tenth the cost
  a -4 penalty to Dexterity
  one-third the Strength score (rounded down)
  Superior Arm (Futuristic)
  A superior arm uses the statistics for a heavy arm or
  precision arm. It performs as well as an arm of a living
  creature, and can be used to climb, catch or throw objects,
  wield a weapon or hold a shield.
  A superior arm has ×10 the normal cost.
  Arms as Weapons
  An arm's melee attack deals average damage equal
  to half that indicated for a melee weapon of the
  same mass. The attack bonus can be determined
  using the arm's Strength score, or the lower of its
  Dexterity and the operator's Dexterity scores. The
  arm can only make one attack per round.
  The large gripper of a heavy arm grants it the
  grappling option.
  A simple arm is considered to be an improvised
  weapon.
  5
  CREATING A VEHICLE | 2. COMPONENTS
  
  Atrium
  Each atrium provides an area of enclosed open space, representing auditoriums, gardens, pools or promenades.
  Mass
  i
  ii
  iii
  iv
  v
  vi
  vii
  viii
  ix
  x
  xi
  xii
  Cost
  –
  –
  –
  –
  –
  –
  –
  450
  600
  750
  1,000
  1,500
  Capacity
  –
  –
  –
  –
  –
  –
  –
  45
  60
  75
  100
  150
  Workspace
  –
  –
  –
  –
  –
  –
  –
  1
  1
  1
  1
  2
  Capacity shows the number of people that can congregate in the atrium.
  Ballast Tank (Industrial)
  A floodable tank with a system of pumps. A ship requires a ballast tank to travel across the open ocean if it does not have a fully-
  laden cargo hold.
  If the vehicle is also sealed, it can dive underwater. If it also has a screw propeller, it can move underwater.
  Using only the ballast, the vehicle can dive and rise at 10 feet per round. If it is also moving through the water with a screw
  propeller, it can dive and rise at 20 feet per round. With a well-trained crew, the vehicle can "crash dive" at 40 feet per round.
  Mass
  i
  ii
  iii
  iv
  v
  vi
  vii
  viii
  ix
  x
  xi
  xii
  Cost
  60
  100
  200
  300
  600
  1,000
  2,000
  3,000
  6,000
  10,000
  20,000
  30,000
  Berth
  An area where smaller vehicles can be stored, launched and recovered. It includes assistive machinery such as davits, basic
  maintenance equipment, and other services for loading and unloading passengers and cargo. The given cost does not include the
  cost of the stored vehicles.
  It takes 1 minute to launch a vehicle from a berth. While a vehicle can be stored in a cargo hold instead, it can take 10 minutes
  or longer to launch.
  Mass
  i
  ii
  iii
  iv
  v
  vi
  vii
  viii
  ix
  x
  xi
  xii
  Cost
  –
  –
  –
  –
  –
  30
  60
  100
  200
  300
  600
  1,000
  Capacity (tons)
  –
  –
  –
  –
  –
  1
  2
  3
  6
  10
  20
  30
  Workspace
  –
  –
  –
  –
  –
  1
  1
  1
  1
  1
  1
  2
  Capacity shows the combined mass of vehicles the berth can hold. It is simplest to use their laden mass: for example, a mass x
  berth can hold one mass iv vehicle, or two mass iii vehicles, or three mass ii vehicles, or five mass i vehicles.
  Alternate Sizes. A berth can be undersized.
  Cargo Hold
  This represents the vehicle's "carrying capacity". It might represent an actual internal cargo hold, or merely what the vehicle is
  capable of dragging on chains, drawing in trailers, or carrying in arms. Each hold is rated for its carrying capacity. Cost is
  negligible, subsumed into the cost of other components.
  To carry livestock or other goods that require a special environment, the vehicle must use steerage cargo space in a quarters or
  seating component (for long or short journeys respectively), rather than a cargo hold.
  Mass
  i
  ii
  iii
  iv
  v
  vi
  vii
  viii
  ix
  x
  xi
  xii
  Capacity 200 lb
  300 lb
  600 lb
  0.5 ton
  1 ton
  1.5 tons
  3 tons
  5 tons
  10 tons
  15 tons
  30 tons
  50 tons
  Alternative Sizes. A cargo hold can be undersized.
  6
  CREATING A VEHICLE | 2. COMPONENTS
  
  Gasbag (Renaissance)
  A gasbag provides lift by creating an envelope of gas with less density that the surrounding air. Each gasbag component provides
  Lift Points.
  Exposed. A gasbag is an exposed component. Furthermore, a gasbag can be targeted without incurring disadvantage on the
  attack roll.
  Speed. If the vehicle has no other means of propulsion, the vehicle will drift with a fair wind at about 0.4 mph per gasbag
  component. This may be adjusted by wind speed.
  Mass
  i
  ii
  iii
  iv
  v
  vi
  vii
  viii
  ix
  x
  xi
  xii
  Cost (Hot Air)
  50
  70
  100
  150
  200
  300
  500
  700
  1,000
  1,500
  2,000
  3K
  Cost (Lifting Gas)
  150
  200
  300
  500
  700
  1,000 1,500
  2,000
  3,000
  5,000
  7,000
  10K
  Cost (Vacuum)
  1,500 2,000 3,000 5,000 7,000 10K
  15K
  20K
  30K
  50K
  70K
  100K
  Workspace (Lifting Gas)
  0
  0
  0
  0
  0
  1
  1
  1
  1
  1
  1
  2
  Helm
  Any vehicle that is self-propelled or uses sails needs this component. It represents a pilot's seat or wheelhouse; along with
  transmission and control surfaces (wheel, rudder, flaps, steering, etc). On a large ship it includes navigation equipment or a
  maproom. A helm comes with one control mechanism that might represent, for example, a ship's wheel, or set of levers. A
  character must be stationed at a set of controls to perform piloting maneuvers.
  A drawn vehicle does not require a helm, but does need a harness.
  Rudimentary Helm. A helm can be given simpler mechanisms. A character at a rudimentary helm can only make one piloting
  maneuver on their turn (instead of two). This halves the cost of the component.
  Small Helms. A mass ii or smaller helm must have an adjacent seating component with a workspace for the pilot.
  Mass
  i
  ii
  iii
  iv
  v
  vi
  vii
  viii
  ix
  x
  xi
  xii
  Cost
  40
  60
  120
  200
  400
  600
  1,200
  2,000
  4,000
  6,000
  12K
  20K
  Extra Controls
  —
  —
  —
  —
  —
  —
  +1
  +1
  +2
  +2
  +3
  +3
  Workspace
  0
  0
  0
  0
  0
  1
  1
  1
  1
  1
  1
  2
  There are three kinds of gasbag: hot air, lifting gas and
  vacuum.
  Hot Air (Renaissance). Three hot air gasbags provides 1
  point of Lift. The component includes a burner and fuel
  source. A typical burner lasts for 1 hour then must be
  refuelled, at 10-percent the cost of the gasbag components.
  Lifting Gas (Industrial). Each lifting gas gasbag provides 1
  point of Lift. Lifting gas is flammable, so these components
  are volatile. These gasbags require crew to check for leaks
  and release ballast. The vehicle must have one cargo hold
  allocated for ballast. A lifting gas gasbag lasts for 10 days
  then must be topped-up, at 10-percent the cost of the gasbag
  components.
  Vacuum. Each gasbag of vacuum provides 2 points of Lift.
  This component is a rigid sphere of thin adamantine with the
  air pumped out of it (or annihilated with magic). It has an AC
  of 23 if targeted.
  Extra Controls. You can optionally include additional
  controls to allow for co-pilots. The maximum number of extra
  controls are shown on the table. Extra controls cost 500 gp
  (standard) or 250 gp (rudimentary). Extra controls can also
  be placed in a seating component.
  Alternative Sizes. A vehicle can have an undersized helm,
  subject to undersized penalties.
  7
  CREATING A VEHICLE | 2. COMPONENTS
  
  Leg
  Legs give the vehicle a walking speed, allowing it to step over obstacles and move up inclines that would stop a wheeled vehicle.
  Dash. Unlike other motive drivetrains, legs allow a pilot to perform a dash piloting maneuver.
  Bipedal or Quadruped. Irrespective of the number of leg components, choose if it is a biped or quadruped.
  Dexterity. The vehicle's Dexterity on land increases by 3 if it is a biped or by 1 if it is a quadruped.
  Mass
  i
  ii
  iii
  iv
  v
  vi
  vii
  viii
  ix
  x
  xi
  xii
  Cost
  300
  500
  1,000
  1,500
  3,000
  5,000
  10K
  15K
  30K
  50K
  100K
  150K
  Workspace
  0
  0
  0
  0
  0
  1
  1
  1
  1
  1
  1
  2
  Each table below shows the following for the indicated number of Power Points allocated to the legs.
  Speed in feet.
  Components. The number of leg components required. A fraction denotes an undersized component.
  Legs (Modern)
  Power Points
  1/2
  1
  2
  3
  4
  6
  8
  Speed (ft.), biped
  5
  5
  10
  10
  15
  20
  20
  Speed (ft.), quadruped
  5
  10
  15
  20
  25
  30
  35
  Components mass v or higher
  1/2
  1
  2
  2
  3
  4
  5
  Components mass iv
  1
  1
  2
  2
  3
  4
  5
  Components mass iii
  1
  1
  2
  2
  3
  4
  5
  Components mass ii
  2
  2
  3
  3
  4
  5
  6
  Components mass i
  2
  3
  3
  4
  4
  5
  6
  Legs (Futuristic)
  Power Points
  1
  2
  3
  4
  6
  8
  9
  10
  12
  14
  16
  Speed (ft.), biped
  5
  10
  10
  15
  20
  20
  25
  25
  30
  30
  35
  Speed (ft.), quadruped
  10
  15
  20
  25
  30
  35
  35
  40
  45
  45
  50
  Components mass v or higher
  1/2
  1
  1
  1
  2
  2
  3
  3
  3
  4
  4
  Components mass iv
  1/2
  1
  1
  2
  2
  3
  3
  3
  4
  4
  5
  Components mass iii
  1
  1
  1
  2
  2
  3
  3
  3
  4
  4
  5
  Components mass ii
  1
  1
  2
  2
  2
  3
  3
  3
  4
  4
  5
  Components mass i
  2
  2
  2
  2
  3
  3
  4
  4
  4
  5
  5
  Superior Legs
  All of the vehicle's legs components can be made into
  superior legs for ×10 the normal cost. Superior legs have ×10
  the indicated speed.
  8
  CREATING A VEHICLE | 2. COMPONENTS
  
  Maneuvering System
  This component represents a aerodynamic, hydrodynamic or suspension mechanism. It includes mechanisms such as improved
  suspension, roll stabilizers, or high-agility ailerons.
  Each maneuvering system increases the vehicles Dexterity by 1 in one type of environment (air, water or ground).
  Component Limit. A vehicle can have 1 or 2 maneuvering systems.
  Mass
  i
  ii
  iii
  iv
  v
  vi
  vii
  viii
  ix
  x
  xi
  xii
  Cost
  100
  150
  300
  500
  1,000
  1,500
  3,000
  5,000
  10K
  15K
  30K
  50K
  Workspace
  0
  0
  0
  0
  0
  1
  1
  1
  1
  1
  1
  2
  Oars
  Oars are rowed by the crew to push the vehicle across the surface of water.
  Every oar component must be accompanied by a seating component, placed in an adjacent slot. Rowers typically use utilitarian
  seats, such that you need one seating component for every two oar components.
  If the oars are used for steering instead of a rudder or tiller, use the no helm option.
  Exposed. Oars are an exposed component.
  Mass Limit. Oars become increasingly less effective as a ship becomes more massive. Longer oars are required, which are
  inefficient, and more rowers are required for each, increasing the ships beam and therefore drag. For each mass category greater
  than ix, one oar component does not contribute towards calculating speed and Dexterity.
  Mass
  i
  ii
  iii
  iv
  v
  vi
  vii
  viii
  ix
  x
  xi
  xii
  Cost
  –
  10
  20
  30
  60
  100
  200
  300
  600
  1,000
  2,000
  10,000
  Crew
  –
  1
  2
  3
  6
  10
  20
  30
  60
  100
  200
  300
  Crew. The number of rowers required. In addition, a vehicle with 8 or more rowers also requires 1 superintendant or coxswain
  for every 100 rowers (or part thereof).
  Speed
  The following table shows the following values for a given number of oar components.
  Speed. The vehicle's base water speed in mph. This may further be adjusted by the vehicle's size, streamlining and drag (see
  Statistics).
  Components
  1/3
  1/2
  1
  2
  3
  4
  5
  6
  7
  8
  Speed
  0.6
  1
  1.2
  1.8
  2.2
  2.5
  2.8
  3.1
  3.3
  3.6
  9
  CREATING A VEHICLE | 2. COMPONENTS
  
  Paddlewheel
  Literally a wheel of paddles, this component can push a vehicle across the surface of water. The vehicle might be a "sternwheeler",
  with the components located in the rear section; or a "sidewheeler", with the components located in the center section.
  Sidewheeler or Sternwheeler. Decide if the paddlewheels are in a sidewheel or sternwheel arrangement. Sidewheelers can
  turn faster by varying the speed of the paddles on each side, or even counter-rotating them. However, sternwheelers have a greater
  maximum speed.
  Dexterity. A sidewheeler's Dexterity in water increases by 2.
  Mass
  i
  ii
  iii
  iv
  v
  vi
  vii
  viii
  ix
  x
  xi
  xii
  Cost (Simple)
  100
  150
  300
  500
  1,000
  1,500
  3,000
  5,000
  10K
  15K
  30K
  50K
  Cost (Feathered)
  200
  300
  600
  1,000
  2,000
  3,000
  6,000
  10K
  20K
  30K
  60K
  100K
  Workspace
  0
  0
  0
  0
  0
  1
  1
  1
  1
  1
  1
  2
  The following tables show the speed in mph for the indicated allocated Power Points. This is further adjusted by drag,
  streamlining and size (see Statistics.
  Simple Paddlewheel
  A simple paddlewheel has fixed paddles.
  Power Points
  1/5
  1/3
  1/2
  1
  2
  Speed, Sidewheeler
  3.4
  4
  4.6
  5.8
  7.3
  Speed, Sternwheeler
  3.8
  4.5
  5.1
  6.5
  8.2
  Feathered Paddlewheel (Industrial)
  A feathered paddlewheel adjusts the angle of each paddle as it travels through the water to increases its efficiency.
  Power Points
  1/5
  1/3
  1/2
  1
  2
  Speed, Sidewheeler
  3.7
  4.4
  5
  6.4
  8.1
  Speed, Sternwheeler
  4.1
  4.9
  5.6
  7.1
  9
  Components Required
  Both types of paddlewheel require the same number of paddlewheel components. The number of components required depends
  on the allocated Power Points and the mass category of the paddlewheel components.
  Power Points
  1/5
  1/3
  1/2
  1
  2
  Components mass vi or higher
  1/2
  1
  1
  2
  4
  Components mass v
  1
  1
  1
  2
  4
  Components mass iv
  1
  1
  2
  2
  4
  Components mass iii
  2
  2
  2
  3
  4
  Components mass ii
  2
  3
  3
  4
  5
  Components mass i
  2
  3
  4
  4
  6
  10
  CREATING A VEHICLE | 2. COMPONENTS
  
  Power, Magical
  While the form of a magical power sources varies greatly depending on the campaign, two archetypial engines are presented
  below: the magic engine, and the elemental engine. Magical power components do not function in an antimagic field.
  Magic Engine
  A magic engine draws on arcane crystals, divine relics, or other forms of ambient magic.
  Power. A magic engine generates 4 magic Power Points for the listed cost; 2 magic Power Point for one-third the cost; or 8
  magic Power Points for ×4 cost.
  Mass
  i
  ii
  iii
  iv
  v
  vi
  vii
  viii
  ix
  x
  xi
  xii
  Cost
  100
  150
  300
  500
  1,000
  1,500
  3,000
  5,000
  10K
  15K
  30K
  50K
  Workspace
  0
  0
  0
  0
  0
  1
  1
  1
  1
  1
  1
  2
  Elemental Engine
  This power source uses the energy given out by one or more trapped elementals. The component requires elemental creatures
  with a combined CR of at least the value shown in the table. At the DMs discretion, the kind of elemental might need to match the
  vehicle's locomotion: an air or fire elemental for an airship; earth for a land vehicle; water for a water vessel.
  If the engine is disabled, each elemental can make a DC 15 Strength check to escape. If the engine is destroyed, the elementals
  escape. An escaped elemental will invariably be hostile towards the crew.
  Power. An elemental engine powered by a creature summoned by a conjure elemental or conjure minor elementals spell
  provides 12 magical Power Points. The engine operates for the duration of the spell. An engine powered by an elemental caught
  "live" provides 24 magical Power Points and lasts indefinitely.
  Mass
  i
  ii
  iii
  iv
  v
  vi
  vii
  viii
  ix
  x
  xi
  xii
  Cost
  600
  1,000
  2,000
  3,000
  6,000
  10K
  20K
  30K
  60K
  100K
  200K
  300K
  CR
  1/8
  1/4
  1/2
  1
  2
  3
  6
  10
  20
  30
  60
  100
  Workspace
  0
  0
  0
  0
  0
  1
  1
  1
  1
  1
  1
  2
  CR. The combined CR of elementals required for an elemental engine.
  Power, Muscle Engine
  Muscle engines provide power for as long as creatures continuously exert themselves with the mechanism. It might be a
  treadwheel, hand crank or set of peddles. Later-era muscle engines have greater efficiency through chains, gears and flywheels.
  Effort. A muscle engine is rated for the maximum effort that can be applied to it. Creatures can use an action to contribute their
  Strength score towards this effort. For each size category above Medium, double the creature's effort. For a Tiny creature, halve its
  effort.
  Furthermore, if all the creatures in the muscle engine team exert themselves, the effort is doubled. Each creature doing so gains
  1 level of exhaustion at the start of each hour.
  Workspace. The creatures need space to operate, using seating components with workspaces. In addition, each creature at a
  helm control can use one of their piloting maneuvers to contribute towards the muscle engine.
  Mass
  i
  ii
  iii
  iv
  v
  vi
  vii
  viii
  ix
  x
  xi
  xii
  Cost
  200
  300
  600
  1,000 2,000 3,000
  6,000
  10K
  20K
  30K
  60K
  100K
  Max Effort
  100
  150
  300
  500
  1,000 1,500
  3,000
  5,000
  10K
  15K
  30K
  50K
  Max Effort (Industrial)
  200
  300
  600
  1,000 2,000 3,000
  6,000
  10K
  20K
  30K
  60K
  100K
  Max Effort (Early Modern)
  600
  800
  1,200 2,000 4,000 6,000
  12K
  20K
  40K
  60K
  120K
  200K
  Max Effort (Modern)
  1,000 1,500 3,000 5,000 10K
  15K
  30K
  50K
  100K 150K 300K
  500K
  Power
  Muscle Engine
  Power Points at Maximum Effort
  Standard
  1/5
  Industrial
  1/3
  Early Modern
  1
  Modern
  1 1/2
  Alternate Sizes. An early modern or modern muscle
  engine may be undersized by two steps, providing 1/3 PP
  (early modern) or 1/2 PP (modern).
  11
  CREATING A VEHICLE | 2. COMPONENTS
  
  Power, Steam Engine
  Steam engines burn coal or wood to heat water in a boiler, the resultant steam drives a set of pistons or rotates a turbine. It
  requires air to function, and the boiler must be routinely topped up with water.
  See the Revolutionary Vehicles supplement for a greater variety of steam engines.
  Stokers. If a steam engine component consumes fuel from a cargo hold, it requires stokers. The table shows the number of
  stokers per 1 Power Point generated by the steam engine (so a 1/5th Power Point requires 1/5th the number of stokers).
  Start Time. From a cold start, a steam engine takes time to build up the required heat in its firebox. The stokers must attend
  the firebox for the duration indicated in the tables below before it generates power. The indicated start time is per 1 Power Point
  (so a 1/5th Power Point requires 1/5th the start time).
  Atmospheric Engine (Renaissance)
  A low-pressure single-cylinder steam engine with a reciprocating piston.
  Mass
  i
  ii
  iii
  iv
  v
  vi
  vii
  viii
  ix
  x
  xi
  xii
  Cost
  10
  15
  30
  50
  100
  150
  300
  500 1,000 1,500 3,000 5,000
  Start Time per 1 PP 5 mins 5 mins 5 mins 5 mins 10 mins
  15 mins
  30 mins
  1 hr 2 hrs
  4 hrs
  6 hrs
  10 hrs
  Stokers per 1 PP
  1*
  1*
  1*
  1*
  1*
  1
  1
  2
  4
  6
  12
  20
  * The stoker requires a workspace in a seating component.
  Power
  An atmospheric engine generates 1/5th of a Power Point. To generate this power, multiple atmospheric engine components must
  be added to the vehicle, as shown below. For example, a mass i vehicle requires 3 atmospheric engine components to generate a
  1/5th Power Point (therefore 15 components to generate 1 Power Point).
  If the vehicle has fewer than the indicated number of components, the engine does not generate useable power.
  Mass
  i
  ii
  iii
  iv
  v
  vi
  vii
  viii
  ix
  x
  xi
  xii
  Components Required for 1/5 PP
  3
  3
  3
  3
  2
  2
  2
  2
  2
  2
  2
  2
  Endurance
  For every 1/5th Power Point to be generated, the atmospheric engine consumes an amount of coal or wood.
  Endurance (Coal). The firebox holds enough fuel for 2 hours. One cargo hold of coal consumed genreates power for 20 hours.
  Endurance (Wood). The firebox holds enough fuel for 40 minutes. One cargo hold of wood consumed generates power for 6
  hours.
  Power, Storage
  Power storage components provide Power Points for a set duration of time, then must be recharged. Power storage is self-
  contained and does not require air or fuel. One type of power storage, clockwork, is presented below.
  Clockwork (Renaissance)
  A system of mainsprings or other torsion springs.
  Power and Endurance. All the clockwork components in the vehicle are either low-gear or high-gear. One low-gear clockwork
  component provides a 1/5th Power Point for 5 minutes. One high-gear component provides 1 Power Point for 1 minute. Each
  additional component increases endurance by the base duration.
  Mass
  i
  ii
  iii
  iv
  v
  vi
  vii
  viii
  ix
  x
  xi
  xii
  Cost
  1,000
  1,500
  3,000
  5,000
  10K
  15K
  30K
  50K
  100K
  150K
  300K
  500K
  Workspace
  0
  0
  0
  0
  0
  1
  1
  1
  1
  1
  1
  2
  Winding Effort
  10
  15
  30
  50
  100
  150
  300
  500
  1,000
  1,500
  3,000
  5,000
  Winding Effort. The combined Strength score required to wind one clockwork mechanism in 1 hour. The mechanism can be
  wound in 10 minutes if six times this effort is put in.
  Alternatively, a dedicated engine can wind the mechanism. This takes 2 minutes per Power Point. This can be an external
  engine, or a vehicle component.
  12
  CREATING A VEHICLE | 2. COMPONENTS
  
  Propellers (Industrial)
  Propellers provide thrust in the air, granting a fly speed. The component may represent a single propeller or multiple propellers.
  To achieve a flying speed, the vehicle must have fixed wings, or have 3 or more Lift points (for example from gasbags or lifting
  rotors).
  Cost
  Mass
  i
  ii
  iii
  iv
  v
  vi
  vii
  viii
  ix
  x
  xi
  xii
  Cost
  300
  500
  1,000
  1,500
  3K
  5K
  10K
  15K
  30K
  50K
  100K
  150K
  Cost (Modern)
  1,000
  1,500
  3,000
  5,000
  10K
  15K
  30K
  50K
  100K
  150K
  300K
  500K
  Flying Speed (MPH)
  The vehicle's base speed depends on the number of Power Points allocated to the propellers, as shown in the table below. This
  speed may be modified by the vehicle's streamlining and drag (see Statistics). In particular, most aircraft have either fixed wings or
  gasbags, both of which reduce flying speed through drag.
  This speed can also be used as land speed if the vehicle also has wheels. For the purpose of drag, these wheels are considered
  non-motive. For this reason, an aircraft will usually have small wheels to taxi on the runway.
  Propellers are fast – but note the structural requirement of 1 Structure Point per 5 mph.
  Power Points
  1/3 1/2 1
  2
  3
  4
  6
  8
  10
  12
  16
  20
  24
  28
  32
  36
  40
  44
  48
  Industrial
  35
  43
  60 86
  106 123 150 174 194 213 246 275 300 325 347 370 390 408 426
  Early Modern
  38
  47
  67 95
  116 134 165 190 213 233 269 300 330 356 380 404 426 447 466
  Modern
  45
  50
  72 102 126 145 178 205 230 252 290 325 356 385 410 436 460 482 504
  Required Components
  The number of component slots required by the propellers depends on the vehicle's mass category and the Power Points allocated
  to them. A fraction denotes an undersized component. An asterisk denotes that the propeller can be taken as a lightweight
  component at ×0.2 the normal propeller cost.
  Industrial Propellers
  Power Points
  1 2
  3
  4
  6
  8
  10
  12
  16 –24
  28
  32+
  Components mass iii or more
  * *
  *
  *
  1/3
  1/2
  1/2
  1/2
  1
  1
  2
  Components mass ii
  * *
  1/3
  1/3
  1/3
  1/2
  1/2
  1
  1
  2
  2
  Components mass i
  * 1/3
  1/3
  1/3
  1/2
  1/2
  1
  1
  1
  2
  2
  Early Modern and Modern Propellers
  Power Points
  4
  6
  8
  10
  12
  16
  20–40
  44+
  Components mass iii or more
  *
  *
  1/3
  1/3
  1/3
  1/2
  1
  2
  Components mass i or ii
  *
  1/3
  1/3
  1/2
  1/2
  1/2
  1
  2
  13
  CREATING A VEHICLE | 2. COMPONENTS
  
  Quarters
  A quarters component represents anywhere that the crew and passengers can occupy for long term voyages. It includes areas for
  sleeping, preparing and eating meals.
  Without quarters, the crew must sleep, eat, work and store consumables on the top deck, empty cargo space, the helm, or
  anywhere else there is room.
  The figures given assume that all the crew and passengers are Small or Medium size.
  Mass
  i
  ii iii
  iv
  v
  vi
  vii
  viii
  ix
  x
  xi
  xii
  Cost
  – – –
  100
  200
  300
  600
  1,000
  2,000
  3,000
  6,000
  10,000
  Occupancy
  – – –
  1
  2
  3
  6
  10
  20
  30
  60
  100
  Workspace
  – – –
  0
  0
  1
  1
  1
  1
  1
  1
  2
  Occupancy
  The Quarters table shows the occupancy of the component.
  Each of the following living areas takes up occupancy as
  shown in parenthesis.
  Hammock or Bunk (1). Cramped sleeping space for one
  person.
  Cabin (5). A private cabin for one or two people (as described
  in the Dungeon Master's Guide p. 119). Each type of private
  cabin uses up more passenger slots, as shown in the
  parenthesis.
  A cabin may have a private dining area, or many cabins
  may have a shared dining hall.
  Luxury Cabin (10). A comfortable cabin for one or two
  people, suitable for a captain or important passenger, with
  private dining area.
  Opulent Cabin (20). A superb cabin for one or two people,
  suitable for nobility, with private dining area.
  Medium Cage (1). A secure cage, cell or stable that can hold
  one Small or Medium creature or prisoner; or four Tiny
  creatures. The capacity can be increased to a Large cage (3),
  Huge cage (10) and Gargantuan cage (30)
  Other Rooms
  A variety of other working and living areas might be added to
  a large vessel.
  Steerage Cargo (2). Capacity: 1 ton (2,000 lbs). While
  normally used for cargo, this space can be used to transport
  two passengers. On a long journey, living conditions can be
  terrible: there is little room to move, food is miserable,
  disease is common. Such accomodations might be used to
  transport slaves, refugees, or desparate travellers paying 1 cp
  per day.
  Workshop (20). Workspace, tools and supplies for one of the
  following professions: alchemy, brewing, carpenter, cobbler,
  cooking, glassblowing, leatherworking, masonry, potter,
  smith, woodcarver. Each workshop requires one or two
  artisans.
  Light Workshop (10). Workspace, tools and supplies for one
  of the following professions: calligraphy, cartographer,
  jewelry, painting, tinkering, sewing, weaver. Each workshop
  requires one or two artisans.
  Galley (10). Note that quarters already include a galley area.
  A separate galley can be used for vehicles that do not have
  cabins or bunkrooms (for example, a dining car on a train). It
  includes kitchen furnishings, food storage and dining table
  for 8 people.
  Chamber (5). A catch-all room with an occupancy of 5
  people. It could represent a saloon, meeting hall, or hot tub.
  14
  CREATING A VEHICLE | 2. COMPONENTS
  
  Sails
  A sail component catches the wind and gives the vehicle a speed on water. The component inculdes masts, rigging and capstans.
  Multiple sail components represent one large sail or many smaller sails.
  Exposed. Sails are exposed components.
  Crew. The table below shows the minimum number of sailors required to operate the rigging for the indicated number of sail
  components. A ship usually carries multiple sailing teams: see Preparing the Journey.
  Moving. A ship will automatically move (or acclerate / decelerate) if the sail components are crewed. A character at a helm
  cannot take a piloting maneuver to move the ship (or accelerate / decelerate) via sails. For this reason, many sailing vessels will
  use a rudimentary helm for turning maneuvers only.
  Mass
  i
  ii
  iii
  iv
  v
  vi
  vii
  viii
  ix
  x
  xi
  xii
  Cost (Square Rig)
  10
  15
  30
  50
  100
  150
  300
  500
  1,000
  1,500
  3,000
  5,000
  Cost (Lateen Rig)
  10
  15
  30
  50
  100
  150
  300
  500
  1,000
  1,500
  3,000
  5,000
  Cost (Full Rig)
  20
  30
  60
  100
  200
  300
  600
  1,000
  2,000
  3,000
  6,000
  10,000
  Crew (1 Sail)
  1
  1
  1
  1
  1
  2
  3
  3
  5
  6
  8
  10
  Crew (2 Sails)
  1
  1
  1
  1
  2
  3
  4
  5
  7
  8
  12
  15
  Crew (3 Sails)
  1
  1
  1
  2
  3
  3
  4
  6
  8
  10
  14
  20
  Choose a type of rigging for all the sails: square, lateen or a
  full rig. Each table below shows the following information.
  Components. The Speed and Dexterity tables show the
  vehicle's speed for a given number of sail components.
  Speed, maximum. The ship's base speed in mph in a fair
  wind coming 45-degrees from behind ("close-hauled"). Sail
  speed may further be adjusted by the vehicle's size bonus and
  wind speed (see Statistics).
  Speed, reaching. The speed of the ship when the wind is
  coming in 90-degrees to the side.
  Speed, beating downward. This is the ship's overall travel
  speed when moving into the wind. A ship cannot sail directly
  into the wind, but it can "beat downward" by tacking along a
  zig-zag path.
  Square Rig
  A simple sail set perpendicular (square) to the ship's keel.
  Crew. Square rigs are easier to handle than lateen or full
  rigs. Use the crew requirements for the mass category 2
  steps lighter than normal.
  Components
  1
  2
  3
  Speed, maximum
  5.3
  6.7
  7.7
  Speed, reaching
  2.6
  3.3
  3.8
  Speed, beating windward
  0.5
  0.6
  0.7
  Dexterity
  +0
  +1
  +1
  Full Rig (Rennaissance)
  A full rig combines many square, triangular and outrigger
  sails.
  Components
  1
  2
  3
  Speed, maximum
  5.7
  7.2
  8.3
  Speed, reaching
  4.6
  5.8
  6.6
  Speed, beating windward
  1.1
  1.4
  1.6
  Dexterity
  +1
  +2
  +3
  Lateen Rig
  Lateen sails are triangular and mounted at an angle so that
  the vehicle can tack against the wind. They form
  maneuverable rigs such as the fore-and-aft rig.
  Speed, Following. Lateen sails are less effective when the
  wind is directly behind. In such a case, use the "following"
  speed.
  Components
  1
  2
  3
  Speed, maximum
  5.3
  6.7
  7.7
  Speed, following
  4.2
  5.3
  6.1
  Speed, reaching
  4.8
  6
  6.9
  Speed, beating windward
  1.6
  2
  2.3
  Dexterity
  +1
  +2
  +3
  Sky Rig
  Any of the above rigs can be configured into a sky rig. If the
  vehicle has more than 3 Lift points, this grants the vehicle a
  flying speed.
  Sky rigs are less effective on water, granting half the
  normal water speed.
  Cost: ×2
  15
  CREATING A VEHICLE | 2. COMPONENTS
  
  Screw Propeller
  A screw propeller pushes a vehicle through water. If the vehicle has facing, screw propellers must be located in the rear section.
  Compared to a paddlewheel, screw propellers require a greater draft, fare better in rough seas, and allow a vehicle to move
  underwater if it is sealed.
  Mass
  i
  ii
  iii
  iv
  v
  vi
  vii
  viii
  ix
  x
  xi
  xii
  Cost
  600
  1,000
  2,000
  3,000
  6,000
  10K
  20K
  30K
  60K
  100K
  200K
  300K
  Workspace
  0
  0
  0
  0
  0
  1
  1
  1
  1
  1
  1
  2
  Crew. This shows how many engineers need to work within the component to operate the machinery and provide maintenance. 
  Each table below shows the following values for the indicated number of Power Points allocated to the screw propellers.
  Speed. The vehicle's water speed. This value is adjusted by the vehicle's size, streamling and drag (see Statistics).
  Components. The number of screw propeller components required for the indicated mass category. A fraction denotes an
  undersized component. An asterisk denotes that the screw propeller can be taken as a lightweight component at ×0.2 the normal
  screw propeller cost.
  Screw Propeller (Industrial)
  A screw propeller advances the spiral oar by improving the hydronamics and rudder placement, and casting the blades in bronze
  or iron.
  Power Points
  1/5
  1/3
  1/2
  1
  2
  3
  4
  5
  6
  Speed (mph)
  4.5
  5.5
  6.5
  8
  10
  11
  12
  13
  14
  Components mass v or higher
  1/3
  1/3
  1/2
  1
  2
  2
  3
  4
  4
  Components mass iv
  1/3
  1/2
  1
  1
  2
  2
  3
  4
  4
  Components mass iii
  1/2
  1
  1
  1
  2
  3
  3
  4
  4
  Components mass ii
  1
  1
  1
  2
  2
  3
  4
  4
  –
  Components mass i
  1
  1
  2
  2
  3
  3
  4
  –
  –
  Screw Propeller (Early Modern)
  An early modern screw propeller represents further improvements in materials and hydrodynamics.
  Power Points
  1/5
  1/3
  1/2
  1
  2
  3
  4
  5
  6
  7
  8
  10
  12
  Speed (mph)
  5.5
  6.5
  7
  9
  11
  13
  14
  15
  16
  17
  18
  20
  21
  Components mass vi or higher
  *
  *
  1/3
  1/2
  1
  1
  2
  2
  2
  3
  3
  4
  4
  Components mass iii, iv or v
  *
  1/3
  1/3
  1/2
  1
  1
  2
  2
  2
  3
  3
  4
  4
  Components mass ii
  1/3
  1/2
  1/2
  1
  1
  2
  2
  2
  3
  3
  3
  4
  4
  Components mass i
  1/3
  1
  1
  1
  1
  2
  2
  2
  3
  3
  3
  4
  –
  Screw Propeller (Modern)
  An modern screw propeller uses lightweight alloys and benefits from computer-aided design.
  Power Points
  3
  6
  12
  15
  18
  21
  24
  27
  30
  36
  42
  48
  54
  60
  Speed (mph)
  12
  15
  19
  21
  22
  23
  24
  25
  26
  28
  29
  30
  32
  33
  Components any mass
  *
  1/2
  1
  1
  2
  2
  2
  2
  2
  3
  3
  3
  4
  4
  16
  CREATING A VEHICLE | 2. COMPONENTS
  
  Structure Cost
  Mass
  i
  ii
  iii
  iv
  v
  vi
  vii
  viii
  ix
  x
  xi
  xii
  Wood
  6
  10
  20
  30
  60
  100
  200
  300
  600
  1,000
  2,000
  3,000
  Stone
  10
  15
  30
  50
  100
  150
  300
  500
  1,000
  1,500
  3,000
  5,000
  Iron
  40
  60
  120
  200
  400
  600
  1,200
  2,000
  4,000
  6,000
  12K
  20K
  Steel
  600
  1,000
  2,000
  3,000
  6,000
  10K
  20K
  30K
  60K
  100K
  200K
  300K
  Mithral
  2,000
  3,000
  6,000
  10K
  20K
  30K
  60K
  100K
  200K
  300K
  600K
  1M
  Adamantine
  6,000
  10K
  20K
  30K
  60K
  100K
  200K
  300K
  600K
  1M
  2M
  3M
  Extra Hit Points
  Structure components increase the vehicle's hit points. Total the vehicle's Structure Points and multiply the result by the value
  indicated in the table below. Round the result to the nearest 5 hp and add the result to the vehicle's base hit points.
  Mass
  i
  ii
  iii
  iv
  v
  vi
  vii
  viii
  ix
  x
  xi
  xii
  Multiplier
  ×3
  ×3.5
  ×4.5
  ×5.5
  ×7
  ×8
  ×10
  ×11.5
  ×14.5
  ×16.5
  ×21
  ×25
  For example, a mass viii vehicle with one iron and two wooden structure components has 36 Structure Points. Therefore it has
  95 extra hit points (calculated 36 × 11.5).
  Structure
  A structure component provides two benefits: it grants the
  vehicle an Armor Class higher than the base 11; and it
  provides extra hit points. These extra hit points can be used
  to meet a vehicle's structural requirements.
  Choose a structure material for the component: wood,
  stone, iron, steel, mithral or adamantine.
  Wood is a cheap, abundant material and is easy to work.
  However, wood is combustable and the DM may adjudicate
  that the vehicle continues to burn after taking fire damage.
  Stone is also abundant, but harder to work with: stone is not
  malleable and cracks easily under tensile strain. Stone
  structure takes the form of ashlar blocks (for walls) or
  concrete (for moulded hulls).
  Iron and steel are malleable and strong but only available to
  those able to mine and smelt iron on an large scale.
  Mithral and adamantine are near-impenetrable magical
  alloys, available only in limited amounts. They are usually
  used in thin sheets to reduce cost (see Undersized Structure
  Options, below).
  Rarity. The cost of adamantine, darkwood, glassteel, mithral
  or soarwood structure contributes towards the vehicle's
  rarity.
  Armor Class and Structure Points
  Each structure component gives the slot it is in an Armor
  Class. See the Armor Class in the Statistics chapter to
  calculate the vehicle's overall AC.
  Each structure component also grants Structure Points.
  These are used to fulfil various structural requirements.
  Structure
  AC
  Structure Points
  Wood
  15
  6
  Stone
  17
  3
  Iron
  19
  18
  Steel
  19
  30
  Mithral
  21
  60
  Adamantine
  23
  90
  17
  CREATING A VEHICLE | 2. COMPONENTS
  
  Structure, Unusual
  The following materials are not as cost-effective as the "standard" structure materials, but are chosen for their availability or
  prestige value.
  Mass
  i
  ii
  iii
  iv
  v
  vi
  vii
  viii
  ix
  x
  xi
  xii
  Copper Alloy
  120
  200
  400
  600
  1,200
  2,000
  4,000
  6,000
  12K
  20K
  30K
  60K
  Gold
  10K
  15K
  30K
  50K
  100K
  150K
  300K
  500K
  1,000K
  1,500K
  3M
  5M
  Lead
  40
  60
  120
  200
  400
  600
  1,200
  2,000
  4,000
  6,000
  12K
  20K
  Platinum
  100K
  150K
  300K
  500K
  1,000K
  1,500K
  3M
  5M
  10M
  15M
  30M
  50M
  Silver
  1,000
  1,500
  3,000
  5,000
  10K
  15K
  30K
  50K
  100K
  150K
  300K
  500K
  Undersized Structure Options
  A structure component can be undersized, reducing its extra
  hit points and the slot's AC.
  AC. A slot's AC is the average AC of the structure
  components within it, rounded down. Use the vehicle's base
  AC for each non-structure component.
  For example, a slot containing a single 2-step undersized
  mithril structure has an AC of (19 + 11 + 11) ÷ 3 = 14
  Structure Points are divided by the component's undersized
  penalty (rounded down). For example, the two-step
  undersized mithril structure grants 60 ÷ 3 = 20 Structure
  Points.
  Armor Plating. Optionally, you can have a slot retain a full
  AC. Choose an undersized structure component within the
  slot. The slot has that structure's full AC. The component's
  Structure Points are again divided by its undersized penalty,
  rounded down.
  For example, a slot with 2-step undersized mithril structure
  plating has an AC of 21, and the component grants 6
  Structure Points (instead of 20).
  You cannot use this option if it would reduce the
  component's Structure Points to 0.
  Structure Variants
  Adamantine: Hardened Adamantine. A critical hit against
  the vehicle is treated as a normal hit if it strikes the vehicle in
  a facing that contains hardened adamantine structure. Cost:
  ×2
  Composite Structure can be created by averaging the cost,
  AC and extra hit points of different materials. For example,
  iron-reinforced wood (two parts wood, one part iron) would
  have an AC of 16 and grant 10 Structure Points, costing 18
  gp at mass i.
  Steel: Glassteel. This material is magically transformed
  glass. It has the strength of steel but the transparency of
  glass. Cost: ×2
  Wood: Darkwood is a magical material as strong as wood at
  half the weight. Each darkwood component grants 12
  Structure Points (instead of 6). Cost: ×2
  Wood: Soarwood is a rare but highly bouyant magical
  material. Each soarwood component provides 1 point of Lift.
  The Lift of undersized soarwood is divided by its undersized
  penalty. Cost: ×10
  Armor Class and Structure Points
  Structure
  AC
  Structure Points
  Copper Alloy
  18
  24
  Gold
  16
  12
  Lead
  14
  3
  Platinum
  17
  15
  Silver
  16
  15
  Copper Alloy. Copper easier to smelt than iron, but its alloys
  – bronze and brass – are dependent on the availability
  uncommon metals (tin or zinc).
  Gold, platinum and silver are often used in prestige vessels
  simply for the sake of their expense and decorative value.
  Gold, platinum or silver structure components grant acid
  resistance to the body section they are located in.
  Lead is sometimes used in sheets to protect wooden vehicles
  from fire, where iron is not available. Lead can also be used
  to shield the contents of a vehicle from some divination
  effects such as detect magic or a ring of x-ray vision.
  18
  CREATING A VEHICLE | 2. COMPONENTS
  
  Seating
  Seating provides occupancy for crew or passengers not already given space in another component. You do not need seating for
  people already occupying quarters, workspaces, sails or helms. If the vehicle does not have quarters, you do need workspace
  seating for crew in artillery weapon, siege weapon, oar, muscle power components, and for stokers in small steam engines.
  Unlike quarters, seating does not include sleeping or galley facilities. However, it might include a small wash area or latrine.
  Journeys longer than 1 day are possible but uncomfortable, and open to the environment (think of Viking longships). Supplies must
  be stored in a cargo hold.
  Mass
  i
  ii
  iii
  iv
  v
  vi
  vii
  viii
  ix
  x
  xi
  xii
  Cost
  –
  10
  20
  30
  60
  100
  200
  300
  600
  1,000
  2,000
  3,000
  Occupancy
  –
  1
  2
  3
  6
  10
  20
  30
  60
  100
  200
  300
  Vault
  A vault, like a cargo hold, has a cargo capacity. Its contents are protected by thick walls and locked doors. Use the AC and Hit
  Points table and Extra Hit Points table for the structure component to determine the vault's properties. A vault has one-third the
  cost of an structure component: examples are given below.
  The cost of one or more locks is added to the cost of the vault. Locks cost 10 gp, 100 gp or 1,000 gp (for a lockpicking DC of 15,
  20 or 25 respectfully).
  If a vault has an AC equal to or greater than the AC of the vehicle section it is in, none of its contents are lost if the component is
  disabled. If the component is destroyed, half the cargo is lost.
  As a magic augmentation, an individual vault and its contents can be protected with nondetection (augmentation cost ×0.5).
  Mass
  i
  ii
  iii
  iv
  v
  vi
  vii
  viii
  ix
  x
  xi
  xii
  Capacity
  100 lb 150 lb 300 lb 500 lb 0.5 tons 0.75 tons 1.5 tons 2.5 tons 5 tons 7.5 tons 15 tons 25 tons
  Cost (Wood)
  2
  3
  6
  10
  20
  30
  60
  100
  200
  300
  600
  1,000
  Cost (Stone)
  3
  5
  10
  15
  30
  50
  100
  150
  300
  500
  1,000
  1,500
  Cost (Iron)
  12
  20
  40
  60
  120
  200
  400
  600
  1,200 2,000
  4,000
  6,000
  Cost (Steel)
  200
  300
  600
  1,000 2,000
  3,000
  6,000
  10K
  20K
  30K
  60K
  100K
  Cost (Adamantine) 2,000 3,000 6,000 10K
  20K
  30K
  60K
  100K
  200K
  300K
  600K
  1M
  Alternative Sizes. A vault can be undersized.
  You can mix different qualities of seating within the
  component. A seat's occupancy is shown in parenthesis, as
  follows:
  Utilitarian (1). An uncomfortable, cramped space. This
  might be a simple bench for crew working oars or a deck for
  soldiers to stand on.
  Workspace (1). A workspace for crew for muscle-powered
  engines, stokers of a small steam engine, artillery weapons
  and siege weapons. A component of workspaces may be
  called a "crew deck", "gun deck" or suchlike.
  Standard (2). A comfortable seat suitable for paying
  passengers.
  Bed (4). Pallet, stretcher or cot for one person.
  Luxury Seat (4). Luxury seating is especially roomy and
  comfortable, suitable for VIPs or captains.
  Opulent Seating (8). Opulent seating, suitable for a noble or
  commander.
  Steerage Cargo (8). Capacity of 1 ton, which can be used to
  carry livestock.
  Extra Controls (1). A set of extra controls costs an additional
  500 gp (standard) or 250 gp (rudimentary), per the helm
  component.
  19
  CREATING A VEHICLE | 2. COMPONENTS
  
  Weapons, Artillery
  A battery of artillery weapons. A weapon component may hold one category of weapon: Medium, Large or Huge. The component
  can entirely face one arc, or split its weapons between two arcs (for example, cannons along the left and right broadsides of a
  ship).
  The component also includes storage space for 60 pieces of ammunition per weapon.
  The statistics for each weapon can be found in the Dungeon Master's Guide. Additional types of siege engine can be found in
  Appendix A. For more detailed rules, see VCK Supplement 4: Artillery.
  Ballista
  Mass
  i
  ii iii
  iv
  v
  vi
  vii
  viii
  ix
  x
  xi
  xii
  Cost
  – – –
  –
  – 1,250
  2,500
  3,750
  7,500
  12,500
  25,000
  37,500
  Crew
  – – –
  –
  – 2
  4
  6
  12
  20
  40
  60
  Ballistae
  – – –
  –
  – 1
  2
  3
  6
  10
  20
  30
  Mangonel
  Mass
  i
  ii
  iii
  iv
  v
  vi
  vii
  viii
  ix
  x
  xi
  xii
  Cost
  –
  –
  –
  –
  –
  –
  2,000
  2,000
  6,000
  10K
  20K
  30K
  Crew
  –
  –
  –
  –
  –
  –
  3
  3
  8
  15
  30
  40
  Mangonels
  –
  –
  –
  –
  –
  –
  1
  1*
  3
  5
  10
  15
  Cannon
  Mass
  i
  ii
  iii
  iv
  v
  vi
  vii
  viii
  ix
  x
  xi
  xii
  Cost
  –
  –
  –
  –
  –
  –
  –
  2,250
  4,500
  7,500
  15K
  22.5K
  Crew
  –
  –
  –
  –
  –
  –
  –
  10
  20
  30
  60
  100
  Cannons
  –
  –
  –
  –
  –
  –
  –
  1
  2
  3
  6
  10
  Trebuchet
  Mass
  i
  ii
  iii
  iv
  v
  vi
  vii
  viii
  ix
  x
  xi
  xii
  Cost
  –
  –
  –
  –
  –
  –
  –
  –
  –
  –
  10K
  10K
  Crew
  –
  –
  –
  –
  –
  –
  –
  –
  –
  –
  35
  35
  Trebuchets
  –
  –
  –
  –
  –
  –
  –
  –
  –
  –
  1
  1*
  Crew shows the crew required to operate the weapons. If the
  vehicle does not already provide occupancy for the crew, add
  a seating component with enough workspaces.
  Alternative Sizes. An artillery weapon component can be
  undersized. It can be oversized for the purpose of mounting a
  weapon of a size not normally available.
  Rate of Fire
  The number of rounds it takes to prepare, load, aim and fire
  all the weapons in the component varies depending on the
  type of weapon:
  Ballista. 6 rounds
  Mangonel. 10 rounds (or 1 minute)
  Cannon. 10 rounds (or 1 minute)
  Trebuchet. 35 rounds (or 4 minutes)
  Note that that this is an intentional deviation from the rates
  of fire implied in the Dungeon Master's Guide.
  Initiative
  Once all the weapons in the component are aimed, they
  attack on the initiative count of the component's weapon
  master (included in the component's crew requirement).
  Ammunition
  The component holds a maximum number of pieces of
  ammunition per weapon as follows: 20 (cannon), 60 (ballista),
  200 (mangonel), 350 (trebuchet).
  Where a weapon quantity entry in the artillery table shows
  "1*", the component's ammunition maximum is increased by
  50-percent.
  20
  CREATING A VEHICLE | 2. COMPONENTS
  
  Weapon, Melee
  This component represents one or more mechanical melee weapon. It might take the form of an oversized martial weapon swung
  or thrust on a boom; or it might resemble an animal's bite, pincer or lashing tail. There are two kinds of melee weapon: siege
  weapon and power weapon.
  Unless otherwise speficied, a melee weapon can make only one attack per round, and is fixed to only attack target in one arc.
  Siege Weapon
  A siege weapon must be prepared and directed by crew: a battering ram, for example.
  Attack Bonus. The weapon's attack bonus is +4. If it can only attack objects, its attack bonus is +8.
  Mass
  i
  ii
  iii
  iv
  v
  vi
  vii
  viii
  ix
  x
  xi
  xii
  Cost
  40
  60
  120
  200
  400
  600
  1,200
  2K
  4K
  6K
  12K
  20K
  Crew
  1
  1
  2
  4
  8
  12
  24
  40
  80
  120
  240
  400
  Crew. The number of crew required to prepare and attack with the weapon. If the vehicle does not already provide occupancy
  for the weapon crew, make a "weapon deck" by adding seating component with the appropriate number of workspaces.
  Power Weapon (Modern)
  A power weapon is driven by auxillary power included in the component. If you are at a set of controls, you can use a piloting
  maneuver activate the power weapon and make an attack with it.
  Attack Bonus. The weapon's attack bonus is +5. If it can only attack objects, its attack bonus is +10. A power weapon activated
  from an undersized helm has an attack penalty equal to the helm's undersized penalty.
  Mass
  i
  ii
  iii
  iv
  v
  vi
  vii
  viii
  ix
  x
  xi
  xii
  Cost (Powered)
  400
  600
  1,200
  2K
  4K
  6K
  12K
  20K
  40K
  60K
  120K
  200K
  Workspace
  0
  0
  0
  0
  0
  1
  1
  1
  1
  1
  1
  2
  Damage and Range
  The following table shows the maximum average damage dealt by the weapon, and its reach.
  Use the maximum average damage to determine the damage notation of the weapon. For example, a mass iii weapon could
  represent a large axe that deals 2d12 damage (13 average damage). Choose the damage type for the weapon: bludgeoning,
  piercing or slashing.
  Mass
  i
  ii
  iii
  iv
  v
  vi
  vii
  viii
  ix
  x
  xi
  xii
  Damage
  10
  12
  15
  17
  22
  25
  31
  37
  47
  54
  67
  80
  Reach
  5 ft
  5 ft
  5 ft
  10 ft
  10 ft
  10 ft
  15 ft
  15 ft
  15 ft
  20 ft
  20 ft
  20 ft
  Alternative Sizes. A melee weapon can be undersized or
  oversized.
  21
  CREATING A VEHICLE | 2. COMPONENTS
  
  Weapon Options
  Mass
  i
  ii
  iii
  iv
  v
  vi
  vii
  viii
  ix
  x
  xi
  xii
  Long Reach
  10 ft
  10 ft
  10 ft
  20 ft
  20 ft
  20 ft
  30 ft
  30 ft
  30 ft
  40 ft
  40 ft
  40 ft
  Grapple/Swallow Size
  S
  S
  S
  M
  M
  M
  L
  L
  L
  H
  H
  H
  Melee Weapon Options
  A melee weapon can have any number of the following
  options. Each option added decreases the melee weapon's
  damage by 2 columns to the left on the Damage and Range
  table.
  Each option can only be taken once.
  Accurate. The weapon's attack bonus is increased by 1.
  Flexible. The weapon must have Long Reach. It can attack
  targets in any arc.
  Grappling. A target hit by the weapon is also grappled. The
  maximum size of target that can be grappled is shown in
  table below. The escape DC is 12, or 15 for a power weapon.
  While the weapon is grappling a target, it cannot make
  further attacks.
  At your option, a grappling weapon can be non-lethal,
  dealing no damage. A non-lethal weapon has half the normal
  cost.
  Knockdown. A target hit by the weapon must make a
  Strength check or be knocked prone. The DC is 12, or 15 for
  a power weapon.
  Long Reach. The weapon's reach is increased, as shown in
  the table below.
  Restraining. If the weapon also has the grappling option (see
  above), it also restrains a target it grapples.
  Silvered. The weapon can be silvered per Player's Handbook
  (p. 148).
  Swallowing. If the target of a swallowing weapon is hit, they
  must make a Dexterity saving throw. The DC is 12, or 15 for a
  power weapon. On a failed save the target is swallowed by
  the vehicle and transferred to a cage. The maximum size of
  target that can be swallowed is shown in table below.
  At your option, a swallowing weapon can be non-lethal,
  dealing no damage. A non-lethal weapon has half the normal
  cost.
  Power Weapon Options
  The following options can only be taken by a power weapon.
  Demolishing. The weapon deals double damage against
  objects.
  Electrical. Choose any amount of the weapon's average
  damage to be average lightning damage instead.
  Rapid. You can use a second piloting maneuver to attack with
  the weapon again.
  Thermal. Choose any amount of the weapon's average
  damage to be average fire damage instead.
  Smaller Damage
  The damage values from VCK: Tiny and Titanic are included
  here in the case of a weapon option shifting the damage to a
  category lower than mass i.
  Mass
  Si
  Sii
  Siii
  Siv
  Damage
  4.5
  5.5
  6.5
  8
  22
  CREATING A VEHICLE | 2. COMPONENTS
  
  Wheels
  Wheels allow the vehicle to move on flat ground. They might be unpowered, or driven by a wheel drivetrain.
  Mass
  i
  ii
  iii
  iv
  v
  vi
  vii
  viii
  ix
  x
  xi
  xii
  Cost (Standard)
  6
  10
  20
  30
  60
  100
  200
  300
  600
  1,000
  2,000
  3,000
  Cost (Dreadnaught)
  10
  15
  30
  50
  100
  150
  300
  500
  1,000
  1,500
  3,000
  5,000
  Cost (Rail)
  20
  30
  60
  100
  200
  300
  600
  1,000
  2,000
  3,000
  6,000
  10,000
  Cost (Off-Road)
  20
  30
  60
  100
  200
  300
  600
  1,000
  2,000
  3,000
  6,000
  10,000
  Standard Wheels
  Use one wheel component to represent a full set of standard
  wheels. These may resemble cart wheels: a wooden spoked
  wheel with metal or leather bands around the rim; or more
  crudely a solid horizontal slice of a tree trunk. Towards the
  end of the industrial era onwards, standard wheels use metal
  structures and pneumatic rubber tyres.
  Off-road speed. A vehicle with standard wheels moves at 1/5
  its normal speed off-road. It will become stuck in difficult
  terrain caused by mud, snow or sand.
  Dexterity. The vehicle's Dexterity on land increases by 1 if it
  also has a wheel drivetrain.
  Dreadnaught Wheels (Industrial)
  A vehicle with dreadnaught wheels has especially large
  wheels fitted with articulated rails or broad boards to reduce
  ground pressure.
  Road and off-road speed. With dreadnaught wheels, the
  vehicle's road speed and off-road speed is 1/2 its normal
  speed. If the vehicle has 2 dreadnaught wheel components
  and a low-gear drivetrain, it ignores difficult terrain caused by
  mud, snow or sand.
  Rail Wheels (Industrial)
  A vehicle must have rail wheels to move on rail.
  Rail wheels increase traction with the rail through their
  weight. The component might take the form of large-
  circumference wheels, like those on early locomotives, or an
  arrangement of smaller wheels like a modern bogie.
  Rail speed. If the vehicle has 2 rail wheel components driven
  by at least one wheel drivetrain, it has ×2 the normal speed
  while on rails.
  Off-rail movement. If the vehicle somehow moves on road,
  the pilot must make a DC 15 maneuver check or become out-
  of-control. The vehicle crashes it it moves off-road.
  Towing. If the vehicle has 2 rail wheel components, it can
  safely tow twice the normal number of loads. If the vehicle
  has a low-gear drivetrain, it can safely tow four times the
  normal number of loads. Towed vehicles must have the same
  number of rail wheel components as the lead vehicle.
  Off-Road Wheels (Early modern)
  Off-road wheels have large rubber tyres with improved grip
  pads.
  Dexterity. The vehicle's Dexterity on land increases by 1 if it
  also has a wheel drivetrain.
  Off-road speed. The vehicle's off-road speed improves
  depending on the number of off-road wheel components it
  has: 1/4 speed (1 component); 1/3 speed (2 components); 1/2
  speed (4 components); full speed (8 components).
  If the vehicle has a low-gear drivetrain, it ignores difficult
  terrain caused by mud, snow or sand.
  23
  CREATING A VEHICLE | 2. COMPONENTS
  
  Wheel Drivetrain (Renaissance)
  The transmission and steering mechanism for a set of wheels. The vehicle must also have one or more wheel components or
  small wheels.
  Component Limit. A vehicle can have one or two drivetrains.
  Road or Rail. The vehicle must be on a road or rail to acheive its speed. Off-road, the vehicle has one-fifth this speed, and treats
  difficult terrain as an obstacle.
  Mass
  i
  ii
  iii
  iv
  v
  vi
  vii
  viii
  ix
  x
  xi
  xii
  Cost
  100
  150
  300
  500
  1,000
  1,500
  3,000
  5,000
  10K
  15K
  30K
  50K
  Cost (Early Modern)
  200
  300
  600
  1,000
  2,000
  3,000
  6,000
  10K
  20K
  30K
  60K
  100K
  Workspace
  0
  0
  0
  0
  0
  1
  1
  1
  1
  1
  1
  2
  Each table below shows the following valuies for a given number of allocated Power Points:
  Speed. The vehicle's maximum speed.
  Components. The number of wheel drivetrain components required. An asterisk denotes that a lightweight component can be
  taken at ×0.2 the normal wheel drivetrain cost.
  Wheel Drivetrain (Renaissance)
  An early drivetrains uses simple axels and gears. The lack of suspension makes for a bumpy ride.
  Power Points
  1/5
  1/3
  1/2
  1
  2
  3
  4
  Speed (mph)
  9
  11
  14
  20
  28
  34
  40
  Components mass vi or higher
  1/3
  1/2
  1
  1
  2
  3
  4
  Components mass v
  1/2
  1/2
  1
  2
  3
  4
  5
  Components mass iii or iv
  1
  1
  1
  2
  3
  4
  5
  Components mass ii
  1
  2
  2
  2
  3
  4
  5
  Components mass i
  1
  2
  2
  3
  4
  5
  6
  Wheel Drivetrain (Industrial)
  The introduction of differentials and flywheels, with improvements in materials, produces a more efficient drivetrain.
  Power Points
  1/5
  1/3
  1/2
  1
  2
  3
  4
  5
  6
  7
  8
  Speed (mph)
  13
  17
  20
  30
  42
  52
  60
  67
  73
  80
  85
  Components mass v or higher
  *
  1/3
  1/3
  1
  1
  2
  2
  3
  3
  4
  4
  Components mass iv
  1/3
  1/3
  1/2
  1
  2
  2
  3
  3
  4
  4
  5
  Components mass iii
  1/2
  1/2
  1
  1
  2
  2
  3
  3
  4
  4
  5
  Components mass ii
  1
  1
  1
  1
  2
  2
  3
  3
  4
  4
  5
  Components mass i
  1/2
  1
  1
  2
  2
  3
  3
  4
  4
  5
  5
  Wheel Drivetrain (Early Modern)
  A wheel drivetrain that improves on materials and transmission to achieve great land speeds.
  Power Points
  1/5 1/3 1/2
  1
  2
  3
  4
  5
  6
  7
  8
  10
  12
  14
  16
  Speed (mph)
  17
  23
  28
  40
  56 70 80 90 97
  105
  113
  126
  138
  150
  160
  Components mass iv or higher
  *
  *
  1/3 1/3
  1
  1
  1
  2
  2
  2
  2
  3
  3
  4
  4
  Components mass iii
  *
  1/3 1/3 1/2
  1
  1
  2
  2
  2
  2
  3
  3
  4
  4
  5
  Components mass ii
  1/3 1/2 1/2
  1
  1
  1
  2
  2
  2
  2
  3
  3
  4
  4
  5
  Components mass i
  1/3 1/2
  1
  1
  1
  2
  2
  2
  2
  3
  3
  3
  4
  4
  5
  24
  CREATING A VEHICLE | 2. COMPONENTS
  
  Wing, Rotary (Industrial)
  Rotating set of blade-like wings that creates a downward force, and can be tilted to provide motion in any direction.
  Mass
  i
  ii
  iii
  iv
  v
  vi
  vii
  viii
  ix
  x
  xi
  xii
  Cost
  1,000
  1,500
  3,000
  5,000
  10K
  15K
  30K
  50K
  100K
  150K
  300K
  500K
  Workspace
  0
  0
  0
  0
  0
  1
  1
  1
  1
  1
  1
  2
  Each table below shows the following values:
  Lift. Rotary wings generate a number of Lift Points that depends on the total Power Points allocated to them, as shown in the
  tables below.
  Speed. If the vehicle has 3 or more Lift Points, it has a fly (hover) speed. The total number of allocated Power Points determines
  the vehicle's base flying speed, as shown in the tables below. This value is adjusted by the vehicle's size, and possibly drag from
  other components (see Statistics).
  Components. This is the number of rotary wing components required. An asterisk denotes that a lightweight component can be
  taken at ×0.2 the normal rotary wing cost.
  Lifting Rotor (Industrial)
  A lifting rotor lacks the articulated swashplate of true rotary wings, so only provides lift. However, the components may represent a
  quadcopter arrangement, with four rotors arranged in an "X". This allows a pilot to fly by adjusting the power to each rotor. This is
  greater work for the pilot: two piloting maneuvers must be used to take the ascend, descend, turn or accelerate/decelerate
  maneuvers.
  Power Points
  4
  6
  8
  10
  12
  14
  16
  Lift
  1
  2
  2.5
  3
  4
  4.5
  5
  Flying Speed (mph)
  15
  18
  21
  23
  25
  27
  28
  Components mass iv or higher
  1
  1
  1
  2
  2
  2
  2
  Components mass ii or iii
  1
  1
  2
  2
  2
  2
  3
  Components mass i
  1
  2
  2
  2
  2
  3
  3
  Rotary Wing (Early Modern)
  Dexterity. A vehicle with an early modern rotary wing increases its Dexterity in air by 1.
  Power Points
  4
  6
  8
  10
  12
  14
  16
  18
  20
  24
  28
  32
  Lift
  1
  2
  2.5
  3
  4
  4.5
  5
  6
  6.5
  7.5
  9
  10
  Flying Speed (mph)
  50
  60
  70
  77
  84
  90
  96
  100
  106
  115
  122
  130
  Components mass iii or higher
  1/3
  1/2
  1
  1
  1
  1
  1
  2
  2
  2
  2
  2
  Components mass ii
  1/2
  1
  1
  1
  1
  1
  2
  2
  2
  2
  2
  3
  Components mass i
  1/2
  1
  1
  1
  1
  2
  2
  2
  2
  2
  3
  3
  Rotary Wing (Modern)
  Dexterity. A vehicle with an modern rotary wing increases its Dexterity in air by 2.
  Power Points
  4
  8
  12 16
  20
  24
  28
  32
  36
  40
  44
  48
  52
  56
  60
  64
  Lift
  1
  2.5
  4
  5
  6
  7
  9
  10
  11
  13
  14
  15
  17
  18
  19
  21
  Flying Speed (mph)
  50
  70
  85 98 108 118 126 134 141 148 154 160 166 171 176 181
  Components mass iii or higher
  *
  1/2 1/2 1
  1
  1
  1
  2
  2
  2
  2
  2
  2
  3
  3
  3
  Components mass i or ii
  1/3 1/2
  1
  1
  1
  1
  2
  2
  2
  2
  2
  2
  2
  3
  3
  3
  25
  CREATING A VEHICLE | 2. COMPONENTS
  
  Wing, Ornithopter
  A set of mechanical wings that flap like a bird or insect. While an ornithopter cannot hover like a vehicle with rotary wings, it is
  quite agile in the air and capable of true flight.
  Dexterity. The vehicle's Dexterity in the air increases by 3.
  Stall Speed. A vehicle with ornithopter wings must move at a minimum speed to be able to takeoff and fly (see Stall Speed).
  Mass
  i
  ii
  iii
  iv
  v
  vi
  vii
  viii
  ix
  x
  xi
  xii
  Cost
  6K
  10K
  20K
  30K
  60K
  100K
  200K
  300K
  600K
  1M
  2M
  3M
  Workspace
  0
  0
  0
  0
  0
  1
  1
  1
  1
  1
  1
  2
  The following table shows the following values:
  Speed. The vehicle's base flying speed, given in mph. This value may further be adjusted by drag, streamlining and size (see
  Statistics.
  Lift. The Lift Points generated by all the ornithopter wings. This can help reduce the vehicle's stall speed. A vehicle with 3 or
  more Lift Points can hover.
  Components. The number of required ornithopter wing components.
  Ornithopter Wing (Modern)
  Dexterity. A vehicle with a modern ornithopter wing increases its Dexterity in air by 3.
  Power Points
  2
  4
  6
  8
  10
  12
  14
  16
  18
  20
  Lift
  0.2
  0.5
  0.8
  0.1
  1.3
  1.5
  1.8
  2
  2.3
  2.5
  Flying Speed
  39
  53
  64
  72
  79
  85
  91
  96
  100
  105
  Components
  1/2
  1
  2
  2
  2
  3
  3
  3
  4
  4
  Ornithopter Wing (Futuristic)
  Dexterity. A vehicle with a futuristic ornithopter wing increases its Dexterity in air by 4.
  Power Points
  4
  6
  8
  10
  12
  14
  16
  20
  24
  28
  32
  36
  40
  Lift
  0.5
  1
  1.3
  1.6
  2
  2.3
  2.6
  3.2
  4
  4.6
  5.2
  6
  6.5
  Flying Speed
  55
  66
  76
  83
  90
  97
  102
  112
  120
  130
  136
  142
  148
  Components
  1/2
  1
  1
  1
  2
  2
  2
  2
  3
  3
  3
  4
  4
  Rotor Diamater and Wingspan
  It is sometimes important to know the diameter of
  a helicopter's rotary wing, or the wingspan of an
  ornithopter: for example if you need to land in a
  forest clearing or fly through a gap.
  The following table shows the approximate rotor
  diameter or wingspan (from wingtip to wingtip) of
  such vehicles based on their size.
  Vehicle Size
  Rotor Diamater / Wingspan
  Medium
  10 ft.
  Large
  25 ft.
  Huge
  50 ft.
  Gargantuan
  100 ft. or longer
  26
  CREATING A VEHICLE | 2. COMPONENTS
  
  3. Lightweight
  Components
  A vehicle can have up to 5 lightweight components. Each
  lightweight component is placed in a slot in addition to other
  normal components. If the slot is disabled or destroyed, the
  lightweight component is also disabled or destroyed.
  You shouldn't need more than 5 lightweight components,
  but if you do, you can fill one slot with a "distributed
  lightweight components" component which grants an
  additional 5 lightweight components.
  Cost
  Unless otherwise speficied, a lightweight component has the
  following gp cost.
  Mass
  i
  ii
  iii
  iv
  v
  vi
  Cost
  10
  15
  30
  50
  100
  150
  Mass vii
  viii
  ix
  x
  xi
  xii
  Cost
  300
  500
  1,000
  1,500
  3,000
  5,000
  Fixed Wings
  Choose a wing arrangement: monoplane, biplane or
  triplane. If the vehicle has propellers, it can fly.
  Slots. Fixed wings take up 2 lightweight components slots,
  one for the each of the left and right set of wings. They must
  be placed in the center body section. A disabled wing
  continues to function as normal. A destroyed wing causes the
  vehicle to crash.
  Drag. Each type of wing arrangement decreases the speed
  granted by the propellers (see Drag).
  Stall Speed. A vehicle with fixed wings must move at a
  minimum speed to be able to takeoff and fly (see Stall Speed)
  Dexterity. The vehicle's Dexterity in air increases by 1
  (monoplane), 2 (biplane) or 3 (triplane).
  Cost. For any number of wings, pay the normal lightweight
  component cost once.
  Flexible Cover
  A vehicle's frame can be covered with a layer of leather, hide,
  canvas or other flexible material. A flexible cover grants an
  AC of 12 to the body section it is in, as though it were a
  structure component.
  Slots. Flexible cover can be placed in any slot, but only one
  per body section.
  Cost. Each flexible structure has one-third the normal
  lightweight component cost.
  Harness
  A vehicle that is drawn rather than self-propelled requires
  tack: reins, bit, bridle, collar and so forth.
  Slots. The harness must be placed in the front body section,
  usually with a seating component for the driver.
  Dexterity. The vehicle's Dexterity is the lower of the value
  indicated in the Body Table and the draft animal's Dexterity.
  Cost. A harness has the normal lightweight component cost.
  Ram
  A vehicle with a ram takes half the normal damage from a
  collision on its front facing, and any damage the vehicle takes
  is applied to the structure component with the ram.
  Slots. The ram must be placed with a structure component
  in the front body section. It must be a full structure
  component, not undersized.
  Cost. A ram costs half of the structure component's cost.
  Spur
  A spur is a ram with a shape (such as an upward-pointed
  beak) designed to break oars. If a ship with a spur collides
  head-on with the side of a vehicle with an oar component, the
  pilot can choose to hit the oars instead of rolling for a
  random location. Damage dealt to the oars by a spur is
  doubled; however it is halved against other types of
  component.
  A spur can be adapted for other vehicle against other types
  of exposed component: for example, an airship spur designed
  to pierce gasbags.
  Small Wheels
  Small wheels allow the vehicle to move along a road. The
  vehicle will crash if it tries to move on anything other than
  flat, smooth ground. An aircraft uses small wheels to taxi and
  takeoff from a runway.
  You cannot have both small wheels and a wheel
  component.
  Slots. Small wheels occupy one slot in the center body
  section.
  Cost. A set of small wheels uses the normal lightweight
  component cost.
  Undersized Components
  This option is useful if you have undersized components and
  do not wish to break up a normal component slot.
  A 3-step undersized component or smaller can be treated
  as a lightweight component.
  Slots. An lightweight undersized component can be placed in
  any slot.
  Cost. Use the cost of the undersized component.
  27
  CREATING A VEHICLE | 3. LIGHTWEIGHT
  COMPONENTS
  
  4. Vehicle Options
  The following vehicle options do not have any mass and do
  not occupy a slot.
  Magic Augmentations
  The vehicle's body might have one or more magical items
  integrated into it. You can use a piloting maneuver to activate
  or deactivate the effects of a magic augmentation.
  Cost. A magic augmentation increases the cost of the
  vehicle, as noted in the table below. Furthermore, an
  augmentation may have a cost multiplier. If the cost of an
  augmentation exceeds 50,000 gp, you must apply the
  powered augment until it costs 50,000 gp or less.
  Powered Augment. The cost of a magic augmentation can
  be reduced by having it require magic Power Points. Every 4
  magical Power Points allocated to the item halves its cost
  multiplier.
  This option cannot be applied items that generate Power
  Points, such as a lightning turbine.
  Mass i
  ii
  iii
  iv
  v
  vi
  Cost
  200
  300
  600
  1,000
  2,000
  3,000
  Mass
  vii
  viii
  ix
  x
  xi
  xii
  Cost
  6K
  10K
  20K
  30K
  60K
  100K
  Air Recycler. If the vehicle is sealed (see below), it has an
  unlimited supply of fresh air. Cost: ×0.5
  Bridle of Burden-Bearing. If the vehicle is drawn or
  mounted on the back of a creature, that creature's carrying
  capacity is doubled. Cost:×2
  Chameleon Hull. The vehicle can project an illusion which
  allows it to resemble an object or creature of the same size,
  with the same restrictions as the major image spell. Cost:
  ×100
  Cloud Keel. The vehicle has a base fly speed of 60 feet. Cost:
  ×3
  Fharlanghn's Lines. Each set of these animated ropes
  halves the crew requirements for one sail component. Cost:
  ×½
  Hull of Energy Protection. Choose acid, cold, fire, lightning,
  or thunder. The vehicle has resistance against that damage
  tpye. Cost: ×3
  Hull of Nondetection. The vehicle can't be targeted by any
  divination magic or perceived through magical scrying
  sensors. Cost: ×3
  Levitating Body. The vehicle gains 5 Lift points. Cost: ×2
  Lightning Turbine. During lightning storms (nonmagical,
  except through a control weather spell), the vehicle gains 4
  magical Power Points. The vehicle can include up to three
  lightning turbines.
  Magic Armor. Each structure component can have one
  application of this augmentation, increasing its AC by 1. Cost:
  ×0.5
  Nondimensional Trunks. Each cargo hold component can
  have one application of this augmentation. The cargo hold
  can carry ten times the normal cargo capacity without
  affecting the vehicle's laden weight.Cost: ×10
  Sand Keel. The vehicle can move through sand as though it
  were water. Cost: ×0.5
  Self-Mending Hull. When repairing the vehicle, the material
  and labor costs are halved, and twice the normal hit points
  are repaired each day. Cost: ×0.5
  Spider Legs. If the vehicle has a legs component, it gains a
  climb speed equal to its land speed. It can move along walls
  and across ceilings. Cost:×2
  Speedy Wheels. If the vehicle has a wheel drivetrain
  component, its road or rail speed increases by 10-percent
  (minimum 1 mph). Cost: ×0.5
  Skyrider's Platform. The vehicle can be drawn through the
  air by flying creatures. The vehicle's laden weight is doubled
  for the purpose of calculating how many flying draft creatures
  are required. Cost: ×10
  Stoneskin Hull. The vehicle has resistance to nonmagical
  bludgeoning, piercing, and slashing damage. Cost: ×10
  Wind-Favored Sails. If the vehicle has at least one sail
  component, it is always considered to be in strong favorable
  winds. In addition the ship's Dexterity in water increases by 2.
  Cost: ×20
  28
  CREATING A VEHICLE | 4. OPTIONS
  
  Low-Gear Drivetrain
  A wheel drivetrain or screw propeller may be a low-gear
  variant. A low-gear drivetrain improves power at low speeds
  at the expense of a reduced maximum speed.
  Divide maximum speed by 2.
  Multiply the vehicle's acceleration by 2.
  If used in conjunction with dreadnaught wheels or off-
  road wheels, the vehicle may ignore difficult terrain
  caused by mud, snow or sand.
  The vehicle can safely tow twice the normal number of
  loads.
  Use the original speed for the purpose of determining
  required Structure Points.
  No Helm
  In most cases a vehicle that moves also requires a helm
  component so that a pilot can issue orders for moving the
  vehicle.
  A vehicle can function without a helm if it has a crewed
  motive component. For example:
  A rowing boat without a rudder can use an oar component
  for steering.
  A leg, paddlewheel, rotary wing, ornithopter wing, screw
  propeller, or wheel drivetrain component with at least one
  workspace.
  A muscle power component
  If component is acting as a helm, the vehicle has the
  following penalties:
  The vehicle's Dexterity is reduced by 4
  Only one piloting maneuver can be performed, by one
  character in that component
  Only the accelerate/decelerate, turn or ascend/descend
  maneuvers can be performed.
  Retractable Components (Modern)
  Some vehicle components can be designed to fold away,
  using auxiliary power included in the component.
  A character can use a piloting maneuver to retract or
  extend the component. While retracted, the component does
  not function but cannot be specifically targeted. It can still be
  damaged through normal hit location determination.
  Crew that work in the component must be provided with
  seating or quarters occupancy if they are to remain on the
  vehicle while the component is retracted.
  Components. Components that can be made retractable
  include: arm, leg, oars, sails, seating, screw propeller, melee
  weapon, wheel drivetrain, rotary wing, ornithopter wing.
  Sails or oars are not considered to be exposed components
  when retracted. Note that this is not just furling the sail, but
  also folding away all the masts and rigging.
  Seating, when retracted, allows that component to be used
  as a cargo hold. Each seating occupancy allows storage for
  200 lbs of cargo.
  Drag. Retracted components do not generate drag.
  Cost. The component's cost has ×2 the normal value.
  Sealed
  If the vehicle needs to travel through non-breathable
  mediums (such as underwater), it needs to be sealed with its
  own an air supply. The vehicle must have at least one
  structure component.
  Occupants. In a sealed vehicle, quarters and seating
  components have half the normal occupancy. The vehicle's
  occupants have of 1 hour of air.
  If the campaign's level of technology allows it, air can be
  compressed into tanks using a steam engine or magic. This
  provides 8 hours of air (instead of 1).
  Maximum Depth. Add together the AC of all the structure
  components. Multiply the total by the value shown in the
  table to determine the maximum safe underwater depth.
  Total AC
  Multiplier
  Layer
  10–100
  ×1 ft.
  Sunlight Zone
  101–150
  ×5 ft.
  Twlight Zone
  151 or more
  ×10 ft.
  Midnight Zone
  29
  CREATING A VEHICLE | 4. OPTIONS
  
  Streamlining (Industrial)
  Vehicles are assumed to have a basic aerodynamic or
  hydrodynamic shape. From the industrial era onwards,
  vehicles can be given improved streamlining which reduces
  drag and therefore increases speed.
  Streamlining comes in five levels: good, sleek, superior,
  excellent or extreme. Each level of streamlining increases the
  vehicle's speed but reduces the Structure Points granted by
  structure components. As a result, the vehicle will have fewer
  hit points.
  Note that if the vehicle has structural requirements, this
  Structure Point reduction may cause the requirements to be
  no longer met (in which case better structure is needed or a
  reduction in streamlining).
  Land vehicles. A land vehicle only benefits from
  streamlining if it has a speed of 50 mph or greater.
  Streamlining Levels
  Streamlining Speed Multiplier Structure Points Divisor
  Good
  ×1.2
  ÷1.2
  Sleek
  ×1.4
  ÷1.4
  Superior
  ×1.8
  ÷1.8
  Excellent
  ×2.1
  ÷2.1
  Extreme
  ×2.4
  ÷2.4
  Streamlining Limits
  Component
  Limit
  Sails
  No
  streamlining
  Land vehicle
  Good
  Rotary wing
  Good
  Fixed wings (before modern era)
  Sleek
  Biplane or triplane
  Good
  Gasbag
  Sleek
  Any other component that causes drag (see
  Statistics)
  Good
  Vertical Design
  A vehicle with a vertical design has three body sections –
  upper, middle and lower – with the component slots
  distributed in a similar way to a vehicle with facing. Use this
  option for tall vehicles (e.g. humanoid or tower-shaped), or for
  buildings.
  The slots are divided into upper, middle and lower sections:
  Slot
  Section
  1–6
  Upper
  7–14
  Middle
  15–20
  Lower
  Vertical designs can be used with or without facing, as the
  AC for each section is the same regardless of orientation. If
  facing is used, fixed artillery weapons must be designated an
  arc. In addition, when an attack is made against the vehicle
  the attacker can target any body section.
  Buildings. A vertical vehicle without any locomotive
  components can be a building. Buildings do not have a speed
  or Dexterity score, but of course cannot be forced to move.
  You can designate any number of components in the lower
  section to be underground. Underground components cannot
  be targeted (except by a burrowing creature or vehicle), and if
  hit, the closest above-ground component is hit instead. Only
  the following components can be underground: structure,
  atrium, cargo hold, quarters, power (any), or seating. Each
  underground component costs an additional 10 gp per laden
  tonnage of the building.
  30
  CREATING A VEHICLE | 4. OPTIONS
  
  5. Statistics
  Size, damage threshold and hit points have already been
  determined by the vehicle's mass in step 1. You will also need
  to calculate the vehicle's other statistics such as speed and
  AC.
  Speed
  The vehicle might have components that grant the vehicle a
  speed; otherwise the vehicle is drawn (like a wagon, or
  mounted on the back of a great beast), or immobile (like a
  building).
  Speed may be further adjusted by:
  Drag
  Size
  Streamlining
  Towing
  Drawn Vehicle. If the vehicle can be drawn by creatures, use
  the laden weight of the vehicle and the carrying capacity of
  the draft creatures to determine how many creatures are
  needed. If the vehicle has wheels (travelling on a road), or is
  waterborne, halve the effective weight of the vehicle.
  Maximum Speed. The vehicle's maximum speed is given in
  mph. Multiply this by 8.8 to determine its speed in feet (round
  to the nearest 5 ft.)
  Travel Speed. A ground vehicle does not normally
  continuously move at its maximum speed for routine travel: it
  is slowed by turns, inclines and uneven terrain. A powered
  vehicle may also travel at a reduced speed for safety and
  economy. For the purpose of overland travel, a ground
  vehicle's travel speed is ×0.5 its maximum speed. If the
  vehicle consumes fuel, it does so at half its normal rate.
  Cruise Speed. Airborne or waterborne vehicles that
  consume fuel may travel at cruise speed. This is ×0.75 the
  vehicle's maximum speed. Traveling at cruise speed
  consumes fuel at half the normal rate. A ground vehicle may
  use cruise speed if its path is entirely on a smooth, straight,
  flat road; or on rails.
  Underwater Speed. A vehicle moving underwater
  experiences more drag: see the Drag table opposite. If the
  vehicle can move both on water and underwater, note both
  speeds.
  Stall Speed. Some air vehicles have a minimum speed they
  must move at to fly: see Stall Speed.
  Drag
  Drag applies to land vehicles a maximum speed of 10 mph or
  more, and to all air and water vehicles.
  Unless the vehicle is moving in a vacuum, certain
  components will reduce its maximum speed due to drag.
  Furthermore, gasbags reduce a vehicle's speed due to their
  buoyancy.
  Add up all the Drag Points for the vehicles components
  listed in the table below. The total determines a multiplier
  applied to the vehicle's maximum speed.
  "Non-motive" means that the component causes drag if it is
  not being used to generate speed for the vehicle. For
  example, an amphibious vehicle with two screw propellers
  and four wheels has 4 Drag on land and 2 Drag on water.
  Component
  Drag
  Points
  Monoplane
  3
  Biplane
  5
  Triplane
  6
  Wheels, except small wheels
  2
  Each gasbag
  2
  Each arm or melee weapon
  1
  Each non-motive dreadnought wheel, leg, oar or
  screw propeller
  2
  Each non-motive paddlewheel, sail, rotary wing
  or ornithopter wing
  4
  Non-motive propeller
  2
  Underwater
  3
  Undersized components produce less drag: divide that
  component's Drag Points by its undersized penalty.
  Components do not cause drag if they are retracted.
  Speed Multiplier
  Drag
  1
  2
  3
  4
  5
  6
  Speed
  ×0.875
  0.8
  ×0.73
  ×0.65
  ×0.6
  ×0.53
  Drag
  7
  8
  9
  10
  11
  12
  13
  Speed ×0.48 ×0.43 ×0.4 ×0.35 ×0.3 ×0.28 ×0.25
  Drag
  14
  15
  16
  17
  18
  19
  20
  Speed ×0.23 ×0.2 ×0.18 ×0.16 ×0.15 ×0.13 ×0.12
  For example, an airship with 4 lifting gas gasbag
  components has 8 Drag points, so has a ×0.43 modifier to its
  flying speed.
  31
  CREATING A VEHICLE | 5. STATISTICS
  
  Size Bonus to Speed
  Large aircraft and watercraft have a proportionally lower surface area compared to movive power, so the effect of viscous drag is
  reduced. A multiplier is applied to the vehicle's flying speed or water speed, based on its mass category.
  Mass
  i
  ii
  iii
  iv
  v
  vi
  vii
  viii
  ix
  x
  xi
  xii
  Multiplier (Air)
  ×1
  ×1.1
  ×1.2
  ×1.3
  ×1.5
  ×1.6
  ×1.8
  ×1.9
  ×2.2
  ×2.3
  ×2.6
  ×2.8
  Multiplier (Water)
  ×1
  ×1
  ×1.1
  ×1.2
  ×1.3
  ×1.4
  ×1.5
  ×1.5
  ×1.7
  ×1.7
  ×1.9
  ×2
  Stall Speed
  Vehicles that use fixed wings or ornithopter wings have a minimum speed for takeoff and flight – the stall speed.
  The following table shows the vehicle's stall speed in mph for each mass category and type of streamlining.
  Biplane. For a biplane, divide the stall speed by 1.9
  Triplane. For a triplane, divide the stall speed by 2.4
  Lift. Each 1 Lift Point the vehicle has decreases the stall speed by one-third. For example, a mass iv vehicle with no streamlining
  has a stall speed of 120 mph. One-third of this is 40 mph, so each 1 Lift Point reduces the stall speed by 40 mph.
  Hover. If the vehicle's stall speed is reduced to 0 or less (i.e. by having 3 or more Lift points), it can hover.
  Mass
  i
  ii
  iii
  iv
  v
  vi
  vii
  viii
  ix
  x
  xi
  xii
  Stall Speed
  70
  80
  100
  120
  150
  170
  215
  255
  320
  370
  460
  550
  Good Streamlining
  70
  85
  105
  125
  155
  180
  225
  270
  340
  390
  490
  580
  Sleek Streamlining
  75
  85
  110
  130
  165
  190
  235
  280
  355
  405
  510
  600
  Superior Streamlining
  80
  90
  115
  135
  170
  200
  250
  300
  370
  420
  530
  630
  Excellent Streamlining
  85
  95
  120
  140
  180
  205
  260
  305
  380
  440
  560
  660
  Extreme Streamlining
  90
  100
  130
  155
  200
  220
  280
  330
  420
  480
  600
  720
  Sails and Wind
  The speeds given for sails assume a fair wind.
  In a strong wind, increase sail speed by 20-percent. Strong
  winds require hourly ability checks by sail and helm crew
  team leaders to organize the sails and pilot the vehicle. One
  check per sail component is recommended. Failures may
  disable sail components.
  In a light wind, divide sail speed 2.
  Maximum Speeds
  A vehicle cannot exceed 600 mph using propellers.
  A land vehicle cannot exceed 600 mph.
  A vehicle cannot exceed 250 mph using rotorary wings or
  ornithopter wings.
  A vehicle cannot exceed 90 mph if it has gasbags.
  32
  CREATING A VEHICLE | 5. STATISTICS
  
  Towing
  Some vehicles can pull extra loads.
  Loads. For the purpose of these rules, 1 load has a mass
  equal to the mass of the vehicle. On land, the loads must have
  wheels. An air vehicle can only carry extra loads if it can
  hover (by lifting it on a skyhook).
  A land or air vehicle can safely tow a one-half load.
  A vehicle with 2 rail wheel components can safely tow one
  load.
  A water vehicle with a screw propeller can safely tow one
  load.
  Double the load for a low-gear wheel drivetrain or low-
  gear screw propeller.
  Unsafe loads. If a vehicle tows mass in excess of its safe
  limit, the pilot must make a maneuver check when the vehicle
  accelerates, decelerates or turns. The DC is 5 per load. On a
  failure, the vehicle crashes (for example, the wheels slip, the
  hitch breaks, or the load collides with the vehicle).
  Reduced Speed. The vehicle's maximum speed is
  determined by dividing its motive Power Points by 1 +
  number of loads (rounded down)
  For example, if a wheeled vehicle with 8 Power Points
  tows a one-half load, its speed is determined as though it had
  5 Power Points (calculated 8 / 1.5). With one load, use 4
  Power Points (calculated 8 / 2).
  Bonus Lift Points
  If a vehicle has fewer than 3 Lift Points, its environment may
  provide bonus Lift that may allow it to fly.
  Updraft. Ridges, mountains or coastlines may provide lift
  from thermals. A vehicle with wings, a gasbag or a sail has 1
  bonus Lift Point from such an environment.
  Ground Effect. A vehicle with fixed wings, rotary wings or
  ornithopter wings has 1 bonus Lift Point within 10 feet of flat
  ground. This may allow a vehicle with 2 Lift to fly to a
  maximum altitude of 10 feet as long as it remains over flat
  ground.
  Rate of Climb
  A vehicle's rate of climb is the altitude the vehicle gains when
  the pilot takes the ascend piloting maneuver. Similarly, rate of
  descent is the altitude lost when the pilot takes the descend
  piloting maneuver.
  Ascent
  Wings. A vehicle with fixed wings or ornithopter wings has a
  rate of climb of 5 feet per 5 mph of flying speed.
  Lift Points. A vehicle with Lift points has a rate of climb of
  15 feet per Lift Point. If the vehicle does not have a helm or
  has a rudimentary helm, the rate of climb is 10 feet per Lift
  Point.
  For ornithopter wings, add together the rate of climb from
  wings and Lift Points.
  Magic Flight. A vehicle that has a fly speed that does not rely
  on wings or Lift points (such as a cloud keel) has a rate of
  climb equal to its flying speed.
  Descent
  Controlled Descent. A powered flying vehicle can safely
  descend 200 feet. An unpowered flying vehicle (gasbags,
  sails) can safely descend 60 feet.
  Falling Descent. A flying vehicle can simply fall at a rate of
  500 feet. If it does so the pilot must make a DC 10 maneuver
  check, becoming out of control on a failure. This kind of
  descent cannot be used with gasbags or sails (without
  crashing).
  Diving Descent. A powered flying vehicle can make a steep
  dive or vertical dive. A steep dive is a rate of descent of 500
  feet plus the vehicle's speed in feet. A vertical dive is a rate of
  1000 feet plus the vehicle's speed in feet. At the end of a dive,
  the pilot must make a DC 15 maneuver check, becoming out
  of control on a failure.
  Low-Lift Vehicles
  These rules apply to vehicles with 3 or fewer Lift Points.
  Level Flight. If a vehicle has exactly 3 Lift Points, it can
  maintain a level altitude.
  Gliding Descent. If the vehicle has fewer than 3 Lift Points,
  it must descend at a rate of 100 feet (2 Lift Points) or 200
  feet (1 Lift Point) each turn.
  33
  CREATING A VEHICLE | 5. STATISTICS
  
  Armor Class
  The vehicle's armor class can be calculated in one of two
  ways: overall AC or facing AC.
  Note that a vehicle's AC may change if one of its structure
  components is destroyed.
  Overall AC
  Use this option if the vehicle does not have facing, or if you
  decide the structure components represent protection that is
  spread out evenly.
  The vehicle's AC is the average of its three best slots,
  rounded down. Use the vehicle's base AC in the absence of a
  slot with AC.
  For example, a vehicle with 2 iron structure components
  has an average AC of (19 + 19 + 11) ÷3 = 16.
  Facing AC
  Use this option if the vehicle has facing. The vehicle has
  sections corresponding to its arcs – front (front arc), center
  (left and right arcs) and rear (rear arc) – and thus will have
  three corresponding AC values.
  A section's AC is equal to the the highest AC of its slots.
  For example, an iron structure component in slot 10 gives
  the vehicle an AC of 18 in its center section.
  Dexterity
  The vehicle's Dexterity score is determined by its mass
  category, adjusted for by an undersized helm, maneuvering
  systems, magic augmentations, and some motive
  components.
  If the vehicle is drawn, the Dexterity of the vehicle cannot
  exceed that of the creatures drawing it.
  Dexterity is primarily used for making maneuver checks
  and to determine how quickly the vehicle can turn.
  Dexterity in Water
  A vehicle's Dexterity in water is decreased by 2.
  Dexterity on Rails
  A vehicle's Dexterity on rails is decreased by 2. A rail vehicle
  cannot turn or swerve.
  Crew and Supplies
  See "Preparing the Journey" and note what crew are typically
  found on the vehicle. This can be as general as simply stating
  how many crew are required, or you can detail the different
  roles.
  Cost and Rarity
  The purchase cost of the vehicle is simply the total cost of its
  components and options.
  If the vehicle has magical properties, it also has a rarity.
  Total the cost of the following components and refer to the
  Magic Item Rarity table (Dungeon Master's Guide p. 135) to
  determine the vehicle's rarity.
  Mithral, adamantine, glassteel, darkwood or soarwood
  structure component
  Magical power component
  Magic augmentations
  At your option, any anachronistic technology (cannon
  artillery, steam engines, etc)
  34
  CREATING A VEHICLE | 5. STATISTICS
  
  Vehicle Combat
  A
  broadside from a warship, colliding racing cars,
  or an airship battling a dragon: While DMs are
  free to adjudicate vehicle combat as they see fit,
  the following optional rules utilize the systems
  described above.
  Movement
  A vehicle moves at the end of the pilot's turn. If there is more
  than one pilot, it moves on at the end of the turn of pilot with
  the highest initiative. If there is no pilot, the vehicle moves on
  initiative 0.
  Maneuver Checks
  Sometimes the pilot of a vehicle will be required to make a
  maneuver check. This is a Dexterity check, made by the
  vehicle's pilot, using the ship's Dexterity. The pilot adds their
  proficiency bonus if they have the appropriate vehicle
  proficiency.
  The DM might call for a maneuver check to for the pilot
  swerve out of the way of an obstacle, out-maneuver an enemy
  aircraft in a dogfight, or to turn the vehicle sharply.
  Out-Of-Control
  A vehicle might be out-of-control for a number of reasons: it
  might have no working helm, no conscious pilots, or it might
  have failed a maneuver check after a collision.
  If a vehicle is out-of-control, a pilot cannot take any piloting
  maneuver other than Regain Control. If it is still out-of-control
  when it moves, it moves directly forward at its current speed
  and turns one step left or right (determined randomly).
  Swerving
  When a vehicle moves, it does so in a straight line. If there
  are objects or creature in its path that the pilot wishes to
  avoid, a maneuver check can be made to swerve around
  them. The DC is determined by the DM based on the size and
  quantity of obstacles. On a failed save, the vehicle collides
  with one of the objects or creatures.
  Turning
  If the vehicle has facing and has a Dexterity score of 10 or
  more, a pilot moving the vehicle can turn it to face any
  direction at the start or end of its move. While some vehicles
  can turn on the spot, others may have to perform three-point-
  turns, but this is abstracted into its movement.
  If the vehicle has a Dexterity score of 9 or less, the vehicle
  turns slowly and requires the pilot to use a piloting maneuver.
  The following table shows how many steps the vehicle can
  turn. On squares, each step is 45 degrees. On hexes, each
  step is one hex facing.
  Dexterity
  Squares
  Hexes
  9–8
  3
  2
  7–6
  2
  2
  5–4
  1
  1
  A vehicle with a Dexterity of 2 to 3 takes 1 minute to turn
  one step. With a Dexterity of 1, the vehicle takes 10 minutes
  to turn one step.
  Sharp Turn
  When you use a piloting maneuver to turn, you may use
  another piloting maneuver to turn again. If you do so, you
  must make a DC 15 maneuver check. On a failure, the vehicle
  does not turn and becomes out-of-control.
  Collisions
  When you move a vehicle within 5 feet of another creature or
  object you can deliberately ram it. Other collisions might
  occur due to a failed maneuver check, or the uncontrolled
  movement of a vehicle with a destroyed helm or unconscious
  pilot.
  The base damage a vehicle takes in a collision depends on
  the size of the other creature or object: 1d6 (Medium), 3d6
  (Large), 5d6 (Huge), or 8d6 (Gargantuan) bludgeoning
  damage. The damage is applied to a random component (see
  Hitting, below). If one vehicle is smaller than the other, it is
  shoved 10 feet in the direction the larger vehicle was moving.
  A vehicle that takes any damage in a collision must
  subsequently make a DC 10 maneuver check to avoid losing
  control.
  High Speed Collision. Increase the damage by the base
  amount for every full 10 mph (90 ft.) of collision speed.
  Ram. A vehicle with a ram takes half damage if it rams
  another object.
  Armor. A vehicle takes half damage from a collision if its AC
  is higher than the other object.
  35
  VEHICLE COMBAT
  
  Characters
  Note which component each character is in. Components
  with a crew requirement or passenger capacity can be
  occupied by that many characters. A helm can also be
  occupied by one or more character at controls.
  Each character takes a turn on their initiative as normal. If
  the vehicle has a pilot, it moves on their initiative; otherwise it
  moves last in the initiative order.
  Piloting Maneuvers
  If you are at a set of controls you can use an action on your
  turn to perform two of the following piloting maneuvers. A
  maneuver cannot be chosen more than once within a round.
  Accelerate / Decelerate. The vehicle's current speed
  increases or decreases by 1/4 its maximum speed (minimum
  5 feet).
  Move. A vehicle with legs can move its walking speed without
  needing to accelerate.
  Dash. A vehicle with legs can dash, gaining extra speed this
  turn equal to its walking speed.
  Turn. Turn, if the vehicle if it has a Dexterity of 9 or less. You
  can choose this maneuver a second time to perform a sharp
  turn.
  Ascend / Descend. Increase or decrease the vehicle's
  altitude or depth.
  Attack. Make an attack with a melee weapon component.
  Operate. Use an arm component.
  Activate / Deactivate. Activate or deactivate a magical
  augmentation.
  Regain Control. Regain control of an out-of-control vehicle.
  Power Actions
  If you are in a workspace in a power-generating component,
  or in an adjacent workspace, you can use an action to
  perform one of the following tasks.
  Allocate Power. Reallocate the component's Power Points
  from one component to another. This can also be performed
  by a pilot in the helm.
  Increase Power. The character makes a DC 15 Intelligence
  check, adding their proficiency bonus if they have the
  appropriate vehicle proficiency. On a success, the component
  generates twice the normal Power Points for 1 minute. When
  the duration ends, roll a d20. On a 9 or less, the power
  component becomes disabled.
  Repair Actions
  A character in the same body section as a disabled
  component can use an action to attempt a jury rig.
  Jury Rig. If the character has the appropriate set of tools,
  they can use their action to make a DC 15 Intelligence check.
  On a success, the component is temporarily treated as
  functional.
  It takes 1 success per mass category of the vehicle to finish
  a jury rig. Multiple characters can work on the same jury rig.
  Whenever a jury-rigged component is stressed (as
  adjudicated by the DM: for example, when used in combat, or
  when the vehicle swerves or collides), roll a d20. If the result
  is less than 10, the jury rig ends.
  Improve Maneuverability Actions
  A character one of the following components, or in a
  workspace adjacent to one, can use their action to improve
  the vehicle's maneuverability: legs, maneuvering system, oars
  (or seating for oars), wheel drivetrain, wings (rotary or
  ornithoper)
  Improve Maneuverability. The character makes a DC 15
  Intelligence check, adding their proficiency bonus if they have
  the appropriate vehicle proficiency. On a success, the vehicle
  has advantage on the next Dexterity check made for it before
  the start of the character's next turn.
  Other Activity
  Other typical tasks include:
  Contributing towards the operation of siege engines, or
  co-ordinating their attacks.
  Rescue creatures trapped by wreckage in destroyed
  components by making a Strength check (see below).
  Leap onto an adjacent vehicle.
  Launch a vehicle from a berth.
  Operating bilge pumps during stormy weather.
  36
  VEHICLE COMBAT
  
  Attacking
  Targeting
  These considerations apply to any attack made against a
  vehicle.
  Targeting Specific Components. An attack with a melee
  weapon, or a ranged weapon within Normal range, can target
  a specific component, incurring disadvantage on the attack
  roll. If using facing, the component must be in the body
  section which faces the attacker. Exposed components can
  always be targeted regardless of facing, and have an AC of 11.
  Targeting Crew. Creatures on a vehicle may have cover as
  adjudicated by the DM. In general, creatures in a vehicle body
  section with no structure components have no cover.
  Creatures in an exposed component (such as sails or exposed
  seating) can always be targeted by other creatures (but not
  vehicle weapons).
  Hitting
  On a successful hit, you determine which component is hit.
  If the target vehicle does not have facing, roll 1d20. The
  component in the corresponding slot is hit.
  If the target vehicle has facing, the slot is determined with
  a 1d8 plus a modifier that depends on the arc that the
  attacker is in.
  Arc
  Slot Hit
  Front
  1d8
  Left, Right
  1d8 + 6
  Rear
  1d8 + 12
  Damage
  After determining the component hit, make the damage roll
  for the weapon.
  Hit Points. The vehicle's hit points are reduced as normal,
  taking into account damage threshold and resistances.
  Disabled Components. If the damage was taken was at least
  10-percent of the vehicle's maximum hit points, the
  component is disabled.
  Massive Damage. If the damage taken was at least half the
  vehicle's maximum hit points, the component is destroyed. In
  addition, the component in an adjacent slot is destroyed.
  Repeated Disable. If a component that is already disabled is
  disabled again (for any reason), it is destroyed instead.
  Repeated Destroyed. If a component that is already
  destroyed is destroyed again, a different undestroyed
  component is destroyed instead. Choose a slot closest to the
  target slot.
  Undersized and Oversized Components. If a component
  slot holds undersized components, all the components in that
  slot are disabled or destroyed. An oversized component is not
  disabled or destroyed until half or more of the component
  slots it comprises of are disabled or destroyed.
  Disabled and Destroyed Components
  Destroyed and disabled components no longer function, and
  do not provide any of the associated benefits, with the
  following special cases.
  Structure. Disabled structure continues to provide its normal
  AC. Destroyed armor does not contribute its AC, and its extra
  hit points can no longer be used for requirements (the
  vehicle's total hit points are not adjusted). If need be, do not
  halt the flow of a battle to recalculate average AC &ndash or
  maximum speed.; work it out later.
  Berth. Vehicles in the component may be damaged (see
  below). Disabled: Vehicles in the berth are unable to launch.
  Cargo Hold. Disabled Half the cargo is lost (either destroyed,
  or spilled out of the vehicle). Destroyed: All the cargo is lost.
  Helm. Disabled: Half the control sets (rounded up) no longer
  function. In addition, the vehicle has disadvantage on
  maneuver checks.
  Weapons, Artillery. Siege engines in the component may be
  damaged (see below). Disabled: Half of the siege engines
  (rounded up) are unable to make attacks.
  Wheel. If a wheel component is disabled, and the vehicle now
  has more disabled or destroyed wheel components than
  undamaged wheel components, the pilot must make a DC 15
  Maneuver check. The vehicle becomes out-of-control on a
  failure. If all the wheels components are destroyed, the
  vehicle crashes.
  Volatile Components
  Some components do not react well to being hit:
  An artillery weapon component that includes gunpowder
  weapons, hit by fire or lightning
  A gasbag component filled with lifting gas, hit by fire or
  lightning
  Cargo holds that hold volatile cargo, hit by fire or lightning
  In such cases, the vehicle is considered to be vulnerable to
  the damage from that attack.
  Creatures in Disabled and Destroyed
  Components
  Even if a projectile or melee strike does not directly strike a
  creature within a hit component, they are still at risk from
  splintering or collapsing structures.
  Each creature in a component when it is disabled takes 5
  (1d10) bludgeoning damage.
  Each creature in a component when it is destroyed takes
  11 (2d10) bludgeoning damage. In addition, each creature
  either falls out of the vehicle or is restrained by the wreckage.
  A restrained creature can use an action to free itself from the
  wreckage with a Strength check, with a DC determined by
  the DM.
  37
  VEHICLE COMBAT
  
  Integrity Saving Throw (Optional)
  If a Player Character is on a vehicle that drops to 0 hit points,
  at the start of each round the DM makes an integrity saving
  throw. You do not need to make integrity saving throws for
  enemy vehicles: assume they are outright destroyed.
  The purpose of this saving throw is to give the Player
  Characters chance to escape a collapsing vehicle or building;
  or to cast a spell that can restore some integrity.
  Roll a d20. If the roll is 10 or higher, the save succeeds and
  vehicle continues to function with whatever working
  components it has left. Otherwise, the save fails and the
  vehicle begins to fall apart.
  When a vehicle fails three integrity saving throws, it is
  destroyed. All remaining components become destroyed: the
  ship has sunk, the fort has collapsed to rubble, the airship is
  falling debris.
  Unlike a death saving throw, the vehicle does not stabilize
  if a number of successes are scored. Keep rolling until the
  vehicle is destroyed or it regains any hit points.
  Siege engines and Vehicles in Disabled
  and Destroyed Components (Optional)
  Optionally you can keep track of the hit points of vehicles and
  siege engines held in berths and artillery components.
  When a berth or artillery component is disabled or
  destroyed, also apply the damage taken to one of the vehicles
  or siege engines in the component. If this reduces it to 0 hit
  points, the excess is applied to the next vehicle or siege
  engine in the component until all the damage is allocated.
  In addition, if the component is destroyed, roll a d20 for
  each undestroyed vehicle or siege engine in the component.
  On a 1–10, the object is trapped in the wreckage. On a 11–20,
  the object is knocked out of the vehicle.
  Spells and Vehicle Damage
  Disintegrate
  The disintegration spell and similar magic can destroy a 10-
  foot cube of a Huge or larger object. As different components
  of a vehicle take up different amounts of space, this should be
  handled with DM adjudication. For example, an engine
  component might be quite compact, while a quarters
  component with the same mass is larger, as it includes a lot
  of empty space.
  As a guide, when a vehicle is subject to a disintegration
  spell, use the following table to determine how many
  components are destroyed. For each destroyed component,
  the vehicle loses hit points equal to 10-percent of its
  maximum.
  Mass
  ii or
  less
  iii iv v vi vii viii
  ix or
  greater
  Destroyed
  Components
  All
  10 6 3 2 1 1*
  0
  * One component is disabled (not destroyed) on a mass viii
  vehicle.
  Fabricate
  The fabricate spell can be used to restore hit points to a
  vehicle, assuming that the broken parts of vehicle are still on
  board, or raw materials are available.
  The spellcaster must be within range of a disabled or
  destroyed nonmagical component. As mentioned in the spell
  description, the spellcaster may also need to be proficient
  with the appropriate artisan's tools.
  Once the spell is cast, the component is repaired and the
  vehicle recovers a percentage of its maximum hit points.
  Mass
  ii or less iii iv
  v
  vi vii viii ix x
  Hit Points Restored (%)
  100
  50 30 15 10 5
  3 2 1
  A mass xi vehicle requires fabricate to be cast twice to
  restore 1-percent of its hit points and for a component to be
  repaired. A mass xii vehicle requires the spell to be cast three
  times.
  Mending
  The mending cantrip can be used to automatically jury rig a
  disabled component on a mass iii or smaller vehicle. It does
  not restore any hit points.
  38
  VEHICLE COMBAT
  
  Preparing the Journey
  Crew
  A vehicle is nothing without the people to operate it.
  Minimum Crew. A helm requires a pilot, and each
  component shows how many crew are required to operate it.
  Workspace Crew. A fully crewed vehicle will have one
  crewperson for each workspace.
  Watchkeeping. Multiply all crew requirements by the
  number of watches (2, 3 or 4) if the vehicle is making a long
  voyage over water and will not be stopping at night along the
  coast: watches must oversee the vessel around the clock.
  Extra Crew. Optionally multiply all crew requirements by 2
  or more if the vehicle is intended for battle (such as
  warships), or for very long voyages (such as exploratory
  expeditions). In such roles, crew losses are expected.
  Warships that expect to capture enemy vessels might double
  this number again!
  Optional Crew. Larger vehicles usually have a captain.
  Consider also:
  Soldiers
  Officers such as midshipmen or navigators
  Cargo or livestock handlers
  Artisans for workshops
  Purser, for paying the crew
  Cleric, doctor or barber-surgeon
  Nobles, in training to be captains; and pages (often
  children) in training to be crew
  Repairs
  Repairing a vehicle is described in the Dungeon Master's
  Guide (p. 119). In addition, for every 5-percent of the vehicle's
  base hit points restored, one disabled component is repaired.
  When the vehicle is restored to its maximum hit points, all
  disabled components are repaired.
  Destroyed components must be replaced. If the
  replacement is crafted rather than purchased, salvaged parts
  from the old component provide one-quarter of its value in
  material costs.
  Consumables
  Supplies
  A vehicle with a quarters component includes storage for 30
  days-worth of food and water for each of its occupants.
  Replenishing this costs 20 gp per occupant.
  Otherwise, food and drink for long voyages must be stored
  in cargo holds or steerage cargo. 300 person-days of rations
  and water uses 1 ton of cargo space, and costs 150 gp. Make
  a note of how many days voyage each ton of supplies will
  support, given a full crew with normal rations.
  Ammunition
  Replenishing ammunition has the following costs.
  Ammunition
  Cost per Shot
  Ball and Powder, Cannon
  216 gp
  Bolt, Ballista
  3 gp 5 sp
  Stone, Mangonel
  2 sp
  Stone, Trebuchet
  1 gp
  Fuel
  The fuel consumed by steam engines have the following
  costs.
  Fuel
  Cost per ton
  Cost per lb
  Wood
  10 gp
  0.005 gp
  Coal
  40 gp per ton
  0.02 gp
  Cargo
  Like creatures, a vehicle has a carrying capacity. This is equal
  to the vehicle's total cargo capacity from cargo hold
  components, and from steerage cargo in quarters and seating
  components.
  Overencumbered. If the vehicle is carrying more than its
  carrying capacity, use the rules for towing to determine safe
  limits and how speed is affected.
  Luggage. Each occupancy in quarters and seating
  components allows for approximately 200 lbs.: enough for a
  typical person and a small amount of luggage.
  39
  PREPARING FOR THE JOURNEY
  
  P
  Appendix A: Weapons
  resented here is a small selection of siege engines taken from Vehicle Construction Kit Supplement 4: Artillery and
  Vehicle Construction Kit Supplement 5: Catapults.
  Traction Trebuchet
  Large object
  Armor Class: 15
  Hit Points: 50
  Damage Immunities: poison, psychic
  A traction trebuchet is a beam sling powered by a large team of people pulling on ropes. It launches a 12-lb stone on a high arc,
  so can hit targets behind cover.
  It takes 3 rounds to load, aim and fire a traction trebuchet.
  Trebuchet Stone. Ranged Weapon Attack: +5 to hit, range 50/200 ft. (can't hit targetrs within 30 feet of it), one target. Hit: 33
  (6d10) bludgeoning damage.
  Mass
  i
  ii
  iii
  iv
  v
  vi
  vii
  viii
  ix
  x
  xi
  xii
  Cost
  –
  *
  *
  *
  *
  500
  1,000
  1,500
  3,000
  5,000
  10,000
  15,000
  Weapons
  –
  *
  *
  *
  *
  1
  2
  3
  6
  10
  20
  30
  Crew
  –
  *
  *
  *
  *
  60
  120
  180
  360
  600
  1,200
  1,800
  Bombardelle, 20-pounder
  Medium object
  Armor Class: 19
  Hit Points: 30
  Damage Immunities: poison, psychic
  A bombardelle is an early form of breech-loading cannon that fires a stone ball with a charge of serpentine powder.
  It takes 2 rounds to load, aim and fire a 20-lb bombardelle.
  Bombardelle Shot. Ranged Weapon Attack: +5 to hit, range 250/1,000 ft., one target. Hit: 26 (4d12) bludgeoning damage.
  Mass
  i
  ii iii
  iv
  v
  vi
  vii
  viii
  ix
  x
  xi
  xii
  Cost
  – * *
  150
  300
  500
  1,000
  1,500
  3,000
  5,000
  10,000
  15,000
  Weapons
  * * *
  1
  2
  3
  6
  10
  20
  30
  60
  100
  Crew
  * * *
  2
  4
  6
  12
  20
  30
  60
  120
  200
  Ammunition. The component can hold a maximum of 15 stone balls per weapon. Each ball and powder charge costs 24 gp.
  Crew. The pulling team takes up a lot of space: 8 seating
  components are required for the workspace! If half the crew
  are used, the trebuchet can launch the stone with half the
  normal and long range; alternatively a 6-lb rock can be used
  instead, dealing 22 (4d10) bludgeoning damage.
  Furthermore, each Large creature on the pulling team
  counts as 2 crew, each Huge creature counts as 4 crew, and
  each creature with a Strength score of 20 or more counts for
  double.
  Ammunition. The component can hold a maximum of 60
  stones per weapon. Stones can be found in the environment
  or purchased for 3 sp each.
  40
  APPENDIX A | WEAPONS
  
  Appendix B: Examples
  Let's Build an Airship
  We'll make an airship that uses gasbags for lift and sails for
  propulsion. It will have hull that looks like a traditional
  sailing ship, with a lattice of sails extending to each side like
  wings, and a single round gasbag.
  1. Body
  We want the airship to be large enough to carry passengers
  and cargo on long voyages, but not so expensive that PCs
  cannot purchase one. We'll choose a mass vii body (60 laden
  tons). This gives us a damage threshold of 10, 100 base hit
  points, and a base Dexterity of 8. We'll use the recommended
  sizes: a Gargantuan object, 50 feet long with a 15-foot beam
  and 1 deck.
  2. Components
  We need the following components.
  Gasbag We need more than 3 Lift points for takeoff. Our
  gasbag is filled with lifting gas, so we need at least four
  components. We'll take five, so that we'll have a reasonable
  rate of ascent. 1 crew is required.
  Sails The airship may be used for exploring rather than
  trading, so we'll choose the more maneuverable lateen rig as
  a sky rig, two components. 4 crew are required. This gives us
  a base maximum speed of 6.7 mph and +2 Dexterity.
  Helm We only need a rudimentary helm for steering. Ascent
  and movement are controlled by the gasbag and sail crew
  respectfully. 1 crew is required in addition to the
  helmsperson.
  Quarters We need occupancy for the crew. As the vehicle will
  remain aloft around the clock, we need to use watchkeeping.
  With 3 watches, this is 21 occupancy (in hammocks). We'll
  also take 2 cabins and a chamber (a small saloon) for a total
  occupancy of 36. Therefore we need 6 quarters components.
  This also provides 1 workspace, so we'll add 3 crew to run
  the quarters deck. We need another 3 bunks, so we'll add
  another component of hammocks.
  Structure The airship has two wooden structure
  components. Most ocean-going vessels have three, but we
  need a lighter hull to accomodate the gasbags.
  Cargo hold We need at least one cargo hold to hold ballast.
  Any remaining slots can be used for cargo.
  3. Lightweight Components
  The airship does not need any lightweight components.
  The table above shows the components we've selected
  arranged into the 20 slots.
  4. Statistics
  Hit Points The air ship has 120 extra hit points from the
  wood structure, calculated (6 + 6) × 10. The total is 220 hit
  points.
  Speed.
  Drag. With five gasbags, the airship has 10 Drag Points,
  giving a ×0.35 speed multiplier.
  Size. As an aircraft, the vehicle has a size bonus to speed
  of × 1.5.
  This gives the following speeds: Maximum: 3.5 mph (30 ft.);
  Following: 2.5 mph (20 ft.); Reaching: 3 mph (25 ft.); Beating
  windward: 1 mph
  Rate of Climb. The airship's rate of climb is 75 feet per
  round (5 Lift points × 15).
  Armor Class. Overall AC is 13, calculated (15 + 15 + 11) ÷ 3.
  Each gasbag is an exposed component with an AC of 11.
  Dexterity. The airship has a Dexterity of 10, allowing the
  pilot to turn it to face any direction when it moves.
  Crew and Supplies. The airship can carry 24 crew in
  hammocks and up to 4 people in cabins. It carries 30 days
  supplies, costing 600 gp.
  Cost. 13,400 gp.
  41
  Slot Component
  Cost
  (gp)
  1
  Wood structure
  200
  2
  Helm (rudimentary)
  600
  3–5 Quarters (18 hammocks)
  3 ×
  600
  6
  Cargo hold (3 tons)
  0
  7–
  11
  Gasbag (lifting gas)
  5 ×
  1,400
  12–
  13
  Sails (lateen air rig)
  2 ×
  600
  14–
  17
  Quarters (6 hammocks, 2 cabins,
  saloon for 5)
  4 ×
  600
  18
  Cargo hold (ballast)
  0
  19
  Cargo hold (3 tons)
  0
  20
  Wood structure
  200
  APPENDIX B | EXAMPLES
  
  Let's Build a Steam Wagon
  This example introduces Power Points.
  This steam wagon is a three-wheeled design with the boiler
  and piston mounted over the front wheel, similar to Nicolas-
  Joseph Cugnot's fardier à vapeur. We will restrict outselves to
  Renaissance-era components.
  1. Body
  The fardier à vapeur weighed about 2.5 tons unladen. If we
  account for the weight of the driver and some cargo, we can
  use a mass ii body (3 laden tons).
  This gives the steam wagon damage threshold of 5, 30 base
  hit points, and a Dexterity of 11. The steam wagon is Large,
  10 feet long and 5 feet wide.
  2. Components
  We need the following components.
  Helm. The wagon needs to be controlled. At mass ii, this is a
  small helm.
  Seating. A small helm requires a seating component for the
  driver. A mass ii seating component provides 1 utilitarian
  seat.
  Steam Engine. At mass ii we must take at least 4
  atmospheric engine components to generate power. We will
  take 8 components, generating 0.5 Power Points. Using only
  the coal firebox, the power lasts for 1 hour and no stoker is
  required.
  Wheels. We take standard wheels. Only one component is
  required.
  Wheel Drivetrain We have 0.5 Power Points to allocated to a
  drivetrain. A renaissance-era drivetrain gives us a speed of 14
  mph. At mass ii we need to take 2 drivetrain components.
  Because we want the steam wagon to pull a load, we will use
  a low-gear drivetrain, reducing speed to 7 mph.
  Structure We need at least 1 Structure Point because of the
  maximum speed. The wagon is open-topped but has a
  wooden frame protecting the drivetrain. We will take two
  wooden structure components.
  Cargo hold Remaining slots can be used for cargo.
  3. Lightweight Components
  The steam wagon does not have any lightweight components.
  The table above shows the components we've selected
  arranged into the 20 slots.
  4. Statistics
  Hit Points The wagon has 40 extra hit points from the wood
  structure, calculated (6 + 6) × 3.5. The total is 70 hit points.
  Speed. Maximum: 7 mph (60 ft.); Travel: 3.5 mph.
  Towing. The steam wagon can safely tow one load (3 tons). If
  it does so, its speed is reduced to 5 mph (45 ft.) because the
  drivetrain's effective Power Points are divided by 2 (to 0.25
  PP).
  Armor Class. Overall AC is 13, calculated (15 + 15 + 11) ÷ 3.
  Dexterity. With the bonus from the standard wheels, the
  steam wagon has a Dexterity of 11.
  Crew. 1 driver.
  Cost. 620 gp.
  42
  Slot
  Component
  Cost (gp)
  1–8
  Atmospheric engine
  8 × 15
  9–10
  Wheel drivetrain
  2 × 200
  11
  Helm
  60
  12
  Seating (1 utilitarian for driver)
  10
  13
  Wheels, Standard
  10
  14–15 Wood structure
  2 × 10
  16–20 Cargo (1,500 lbs)
  0
  APPENDIX B | EXAMPLES
  
  The following statblocks show how slots, components and
  statistics can be presented.
  Damage Immunity. All the example vehicles have damage
  immunity to poison and psychic damage.
  Lightweight components are shown in italics and occupy
  the last numbered slot if a range of slots is given (for
  exmaple, the steam wagon's rear cart wheels occupy slots 19
  and 20).
  Heavy Covered Wagon
  A heavy wagon with a hide bonnet, wooden panelling, and a
  simple bench for passengers. A teamster drives the draft
  horses, walking alongside the wagon. This basic example
  uses a mass i body and does not use facing. Note that each
  seat must be oversized, as the minimum size for a seating
  component is mass ii.
  The vehicle is drawn by draft horses. The carrying capacity
  of a draft horse is about a quarter of a ton (18 [Strength] × 2
  [Large] × 15 = 540 lbs). The wagon has wheels, so its
  effective laden mass is halved (to 1 ton): therefore 4 draft
  horses are required.
  Gnomish Submarine
  This long iron-hulled vessel allows a team of gnomes to travel
  3 miles quietly under the ocean's surface. It must come up for
  air after 1 hour.
  Because the vehicle is sealed, the seating components have
  half their normal occupancy. A team of 12 operators with at
  least Strength 10 can generate 0.25 Power Points if they
  exert themselves with extra effort.
  Design Notes. Mass category iii (6 tons laden). Sealed.
  Underwater speed is calculated 5 (base) × 0.73 (from 3 Drag)
  ×1.1 (from size).
  43
  Large Covered Wagon
  Large object
  Armor Class: 14
  Hit Points: 65
  Damage Threshold: 5
  Speed: Drawn (Four draft horses, 40 ft.)
  Dexterity: 9 (-1)
  Cargo: 1 ton
  Crew and Passengers: 1 teamster, 2 passengers
  Cost: 90 gp
  Slot
  Components
  1
  Wooden structure
  2
  Wooden structure
  3–4
  Seating (utilitarian for teamster)
  Harness
  5–6
  Seating (utilitarian for 1 passenger)
  7–8
  Seating (utilitarian for 1 passenger)
  9
  Cargo hold (200 lbs, trunk under seats)
  10
  Wheels, Standard
  11–20 Cargo hold (1 ton)
  Flexible structure (canvas)
  Gnomish Submarine
  Huge object (industrial)
  Armor Class: 18
  Hit Points: 300
  Damage Threshold: 5
  Speed: Underwater 4 mph (35 ft.)
  Maximum Depth: 55 ft.
  Dexterity: 8 (-1)
  Cargo: 600 lbs.
  Crew and Passengers: 1 pilot, 12 operators
  Cost: 3,520 gp
  Slot
  Components
  1
  Iron structure (front)
  2
  Helm
  3
  Cargo hold (600 lbs)
  4–9
  Seating (6 workspaces)
  10
  Iron structure (center)
  11
  Submarine ballast
  12–17
  Seating (6 workspaces)
  18
  Muscle engine (+0.25 PP)
  19
  Screw propeller (-0.25)
  20
  Iron structure (rear)
  APPENDIX B | EXAMPLES
  
  Gun Tower
  A two-storey defensive tower with three bombardelles. It has
  a small guardroom in the ground floor, and off-duty soldiers
  rest in a separate cabin. Fully stocking the stone shot and
  serpentine powder costs 1,800 gp.
  Design notes. Mass iii (6 tons laden). Vertical design.
  Jolly Boat
  A jolly boat is a small clinker-built boat for transporting
  people and goods from shore to ship. Two rowers each
  operate a set of oars.
  Design notes. Mass i (2 tons laden). No facing. No helm.
  Dexterity is calculated 11 - 4 (no helm) -2 (water vehicle).
  44
  Gun Tower
  Large object
  Armor Class: 17
  Hit Points: 100 
  Damage Threshold: 5
  Crew: 6 gunners
  Cost: 920 gp
  Slot
  Components
  1–2
  Stone structure (upper)
  3–8
  3 × Bombardelle, 20-pounder (15 ammo
  each)
  9
  Cargo hold (storeroom for 30 ammo)
  10–
  11
  Stone structure (centre)
  12–
  17
  Guardroom (standard seating for 6)
  18
  Magazine (75 powder charges)
  19–
  20
  Stone structure (lower)
  Jolly Boat
  Large object
  Armor Class: 13
  Hit Points: 65 
  Damage Threshold: 5
  Speed: Maximum 2.5 mph (20 ft.)
  Dexterity: 5 (-3)
  Cargo: 200 lbs
  Crew and Passengers: 2 rowers, 4 passengers
  Cost: 92 gp
  Slot
  Components
  1–2
  Wood structure
  5–8
  Oars (requires 2 crew)
  9–11
  Seating (utilitarian for 2 rowers)
  12–19 Seating (utilitarian for 4 passengers)
  20
  Cargo hold (200 lbs)
  APPENDIX B | EXAMPLES
  
  Merchant Ship
  A sailing ship for carrying cargo. It uses a square sail to
  follow trade winds.
  Slot 2 demonstrates undersized components. To hold the
  ship's rowboat (1 ton laden) and jolly boat (2 tons laden), the
  ship has an undersized mass viii berth at the stern. A slot can
  contain two components of this size, so we can include a 5-
  ton cargo hold.
  The ship has enough crew to cover three shifts. In addition,
  the crew includes a sailmaker, an acolyte (ship's "doctor") and
  an officer.
  Design notes. Mass ix body (200 tons laden). Maximum
  speed is calculated 5.3 (sail base) ×1.7 (size bonus).
  Golden Condor
  A huge legendary ornithopter, resembling a condor, made
  from gold and powered by sunlight. This example
  demonstrates streamlining and stall speed.
  Design notes. Mass iv body (10 tons laden). Sleek
  streamlining.
  Speed is calculated 102 mph (base) ×1.3 (size) × 1.4
  (streamlining).
  Stall speed is calculated 130 mph (base), minus
  (130/3)×2.6 (for 2.6 Lift from the ornithopter wings).
  20 Structure Points are required for maximum speed, so if
  the condor is made of gold, at least 2 gold structure
  components must be used.
  45
  Merchant Ship
  Gargantuan object
  Armor Class: 15 
  Hit Points: 400
  Damage Threshold: 15
  Speed: Maximum 8.8 mph (75 ft.); Reaching 4.4
  mph (35 ft.); Beating windward 0.8 mph.
  Dexterity: 5 (-3)
  Cargo: 115 tons
  Crew: 1 captain, 9 riggers, 3 helmspersons, 3 helm
  crew, 3 quarters crew, 1 sailmaker, 1 acolyte
  Passengers: 2 to 4 passengers in cabins, 6
  passengers in bunks.
  Cost: 12,210 gp (plus 140 gp for jolly boat and
  rowboat)
  Slot
  Components
  1
  Wood structure (front)
  2
  i. Berth (3 tons)
  ii. Cargo Hold (5 tons)
  3
  Quarters (10 bunks, sewer's workshop)
  4–6
  Cargo Hold (30 tons)
  7
  Wood structure (center)
  8
  Sail (square)
  9–13
  Cargo Hold (50 tons)
  14
  Quarters (2 passenger cabins, 10 bunks)
  15
  Wood structure (rear)
  16–18 Cargo Hold (30 tons)
  19
  Helm
  20
  Quarters (3 cabins, 5 bunks)
  Golden Condor
  Legendary huge object
  Armor Class: 16
  Hit Points: 320 
  Damage Threshold: 5
  Speed: Maximum: 185 mph; stall: 18 mph; rate of
  climb: 75 ft. 
  Dexterity: 14 (+2)
  Cargo: 2 tons
  Crew and Passengers: 1 pilot, 3 passengers
  Cost: 262,820 gp
  Slot
  Components
  1
  Gold structure (front, 12 SP)
  2
  Helm
  3–6
  Seating (3 luxury)
  7–10
  Magic Engine (+16 PP)
  11–12
  Gold structure (center, 12 SP each)
  13–14
  Ornithopter Wings (-16 PP)
  15
  Maneuvering System
  16– 19
  Cargo hold (2 tons)
  20
  Gold structure (rear, 12 SP)
  APPENDIX B | EXAMPLES
  
  Elemental Locomotive
  This rail-bound locomotive is powered by conjured
  elementals, usually one magma mephit or two steam
  mephits. The elemental furnace is contained within an iron
  cylinder to the front of the vehicle, behind which is the
  driver's station. To the rear is a cab for two wizards to travel
  in comfort. Their role is to conjure fresh elementals and
  defend the train.
  Design notes. Mass iii body (6 tons laden).
  Rolling Stock
  The elemental locomotive can safely tow 4 loads. Each car
  presented below is a one-half load, so the locomotive can
  safely pull 8 cars.
  The train's maximum speed is reduced to 60 mph (2 cars),
  52 mph (3 cars), 42 mph (4 to 6 cars), 30 mph (7 or 8 cars).
  Design notes. All cars use a mass ii body (3 tons laden) and
  have no facing.
  A car's maximum safe speed is 60 mph, since it has 12
  Structure Points.
  Coach. A coach carries eight passengers in comfort, and
  includes a latrine. This is an economy class coach. A first
  class coach has the same cost and carries 4 passengers in
  luxury seats, while a royal coach carries 1 passenger in an
  opulent seat.
  Covered Goods Wagon. Also known as a boxcar, a covered
  goods wagon simply carries freight protected by walls and a
  roof.
  46
  Elemental Locomotive
  Uncommon huge object
  Armor Class: 18 (front), 15 (center, rear)
  Hit Points: 180
  Damage Threshold: 5
  Speed: 85 mph (750 ft.) on rail
  Dexterity: 8 (-2)
  Cargo: 1.2 tons (2,400 lbs) 
  Crew and Passengers: 1 driver, 2 wizards
  Cost: 3,980 gp
  Slot
  Components
  1
  Iron structure (18 SP)
  2
  Elemental engine (+12 PP, conjured
  elemental)
  3–7
  Wheel drivetrain (-8 PP, low-gear)
  8
  Wheels, Rail
  9
  Helm
  10
  Wood structure (18 SP)
  11–
  14
  Seating (2 luxury)
  15
  Wheels, Rail
  16–
  19
  Cargo hold (1.2 tons)
  20
  Wood structure (6 SP)
  Coach
  Large object
  Armor Class: 13
  Hit Points: 75
  Damage Threshold: 5
  Crew and Passengers: 8 passengers
  Cost: 340 gp
  Slot
  Components
  1
  Wood structure (6 SP)
  2
  Wheel, Rail
  3–18
  Seating (8 standard)
  19
  Wheel, Rail
  20
  Wood structure (6 SP)
  Covered Goods Wagon
  Large object
  Armor Class: 13
  Hit Points: 75
  Damage Threshold: 5
  Cargo: 2.4 tons
  Cost: 50 gp
  Slot
  Components
  1
  Wood structure (6 SP)
  2
  Wheel, Rail
  3–18
  Cargo (2.4 tons)
  19
  Wheel, Rail
  20
  Wood structure (6 SP)
  APPENDIX B | EXAMPLES
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Vehicle Construction Kit v3.2.pdf