TEXT: For Dungeons & Dragons 5th Edition
  Version 4.2
  
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  Vehicle Construction Kit
  VCK Concepts ..................................................................
  Body Mass .............................................................................
  Components
  Workspace ......................................................................................
  Alternative Component Sizes .....................................................
  Recommended Components ......................................................
  Component Technology ...............................................................
  Piloting Components .............................................
  Gasbag ............................................................................................
  Helm ................................................................................................
  Ballast Tank ...................................................................................
  Maneuvering System ...................................................................
  Oars .................................................................................................
  Sailing Rig ......................................................................................
  Wheels ..........................................................................................
  Powertrain Components ...................................
  Legs ...............................................................................................
  Ornithopter Wings .....................................................................
  Paddlewheel ................................................................................
  Propellers .....................................................................................
  Rotary Wing .................................................................................
  Screw Propeller ..........................................................................
  Wheel Drivetrain ........................................................................
  Power Components ..................................................
  Magical Power ............................................................................
  Muscle Engine ............................................................................
  Steam Engine ..............................................................................
  Power Storage ............................................................................
  Utility Components ...............................................
  Arm ................................................................................................
  Atrium ...........................................................................................
  Berth .............................................................................................
  Cargo Hold ...................................................................................
  Quarters ........................................................................................
  Structure ......................................................................................
  Seating ..........................................................................................
  Vault ..............................................................................................
  Weapons, Artillery ......................................................................
  Weapon, Melee ............................................................................
  Lightweight Components ...............................
  Boarding Bridge .........................................................................
  Fixed Wings .................................................................................
  Flexible Cover .............................................................................
  Harness ........................................................................................
  Ram ...............................................................................................
  Runners ........................................................................................
  Undersized Components ..........................................................
  Wheel Scythes ............................................................................
  Vehicle Options
  Magic Augmentations ................................................................
  Low-Gear Drivetrain ..................................................................
  No Helm ........................................................................................
  Retractable Components ..........................................................
  Sealed ...........................................................................................
  Streamlining ................................................................................
  Vertical Design ............................................................................
  Statistics
  Ability Scores ..................................................................
  Speed .........................................................................................
  Stall Speed ...................................................................................
  Air Speed ......................................................................................
  Water Speed ................................................................................
  Land Speed ..................................................................................
  Speed Multiplier .........................................................................
  Towing and Airlifing ...............................................
  Rate of Climb ...................................................................
  Armor Class .......................................................................
  Cost and Rarity .............................................................
  Vehicle Combat
  Movement .....................................................................................
  Characters ....................................................................................
  Attacking .......................................................................................
  Preparing the Journey
  Crew ..............................................................................................
  Repairs ..........................................................................................
  Consumables ...............................................................................
  Cargo .............................................................................................
  Appendix A: Weapons
  Appendix B: Examples
  1
  CONTENTS
  
  Vehicle Construction Kit
  E
  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 four-step process:
  1. Body Mass. Choose a body mass, which determines how
  much components cost.
  2. Components. Select components such as a helm or cargo
  holds.
  3. Options. Add options such as magic augmentations.
  4. Statistics. Finalize and fudge statistics.
  VCK Concepts
  Components and Slots
  A vehicle is comprised of 20 slots, each representing a mass
  equal to one-twentieth of the gross mass of the vehicle.
  Normally each slot has one component (such as a cargo hold
  or sailing rig), but in some cases one component might span
  several slots; or a slot might hold several components.
  Values
  A number of values are used during the creation process of a
  vehicle. They are only used during creation. Once the vehicle
  is finalized, you no longer need to refer to them: they are not
  used while playing D&D.
  Drag
  Drag is a overall term representing things that slow a vehicle
  down such as air or water friction, buouyancy and ground
  pressure. Drag is increased by some components, and
  decreased by the vehicle's mass category and streamlining.
  The final Drag can postitive, decreasing the vehicle's speed;
  or negative, increasing its speed.
  Lift
  Helicopters, airships and other vehicles that have an upward
  force for flight must generate Lift. Lift is generated by some
  components and vehicle options, as a measure of how quickly
  the vehicle can ascend: the vehicle requires 3 Lift to hover,
  and greater than 3 Lift to ascend. Aeroplanes with fixed
  wings do not require Lift, although it can help reduce their
  stall speed.
  Mass Category
  A mass category is a roman numeral, from i to xii,
  representing the approximate mass of the vehicle or a vehicle
  component. A mass i component fits into one slot of a mass i
  vehicle.
  Version 4.2
  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 2018 - 2020 by Duncan Timiney and
  published under the Community Content
  Agreement for Dungeon Masters Guild.
  Power Points
  Some components, such as steam engines, generate Power
  Points (PP). These are allocated to other components that
  require power. PP is scaled to the mass of the vehicle.
  Structure Points
  Structure Points (SP) are gained by adding structure
  components to the vehicle. SP is used to determine a speed
  that the vehicle cannot exceed, and adds extra hit points.
  Land Thrust
  A self-moving land vehicle derives its speed and acceleration
  from Land Thrust, generated by components such as a wheel
  drivetrain or propellers. Thrust is not used for air or water
  speed: instead, a component gives you an air or water
  acceleration in mph-per-round.
  2
  INTRODUCTION
  
  Body Mass
  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
  Strength
  11
  11
  12
  12
  13
  13
  14
  14
  15
  15
  16
  16
  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 and Dexterity The vehicle's base Dexterity and
  Strength scores. These ability scores are specific to one
  type of movement (air, land, water) and might be increased
  or decreased by your choice of components and features:
  see Ability Scores.
  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. The Suggested Size table
  gives typical 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)
  Ability Scores in Water
  A vehicle's Dexterity score in water decreases by 6, and its
  Strength score in water increases by 4.
  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.
  Constitution A vehicle's base Constitution score is 10. This
  can be increased by adding structure components.
  Resistances Vehicles are objects, so are immune to poison
  and psychic damage.
  Speed The speed of a vehicle is determined in step 4 after
  you have added all the components and features.
  3
  BODY MASS
  
  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.
  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.
  Optionally, if the vehicle has multiple identical components
  with workspace, you can use workspace value of a higher
  mass category 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).
  Power Points An oversized power-generating component
  multiplies its Power Points by the number of slots it
  occupies. Similarly, an oversized component that requires
  Power Points multiplies its requirement by the number of
  slots it occupies.
  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 The Structure Points gained by a structure
  component are divided by the penalty.
  Dexterity The vehicle's Dexterity score is reduced by the
  penalty for each undersized helm, oar or wheel component.
  Power Points An undersized power-generating component
  divides its Power Points by the undersize penalty.
  Similarly, an undersized component that requires Power
  Points divides its requirement by the penalty.
  4
  COMPONENTS
  
  Recommended 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 Limit 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.
  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.
  Land Speed
  To achieve a land speed, the vehicle must have legs, wheels,
  runners.
  A vehicle with wheels or runners can be pulled by draft
  animals or moved with a propeller or sailing rig. Wheels can
  also be powered with a wheel drivetrain.
  Flying Speed
  To achieve a flying speed, the vehicle must have ornithopter
  wings, rotory wings, fixed wings with a propeller, or the cloud
  keel magical augmentation.
  A vehicle can hover if it has enough more Lift. Lift is
  generated by gasbags, soarwood, the levitating body magic
  augmentation, ornithopter wings or rotary wings. 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, rotary wing or sky rig.
  Water Speed
  To achieve a speed on water, you need a sailing rig, oars,
  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.
  Cost The DM may allow anachronistic technology be
  available at an increased cost. Each level of technology that
  diverges from the campaign's normal level triples the cost of
  the component. For example, if a modern-era rotary wing is
  available in a medieval setting, that component has ×81 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.
  5
  COMPONENTS | REQUIRED
  
  Gasbag
  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
  Piloting Components
  Piloting components help move the vehicle in some way.
  Gasbag
  (Renaissance)
  A gasbag provides lift by creating an envelope of gas with less
  density that the surrounding air. Each gasbag component
  provides Lift. There are three types of gasbag: hot air, lifting
  gas or vacuum.
  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 light wind at about ½ mph per
  gasbag component.
  Drag (Air) 2 per gasbag component.
  Dexterity If the vehicle can hover, its Dexterity in the air
  increases by the Hover Dexterity Increase.
  Maximum Speed: 90 mph
  Hot Air
  (Renaissance)
  A gasbag inflated before flight with hot air from a fire. The
  balloon gradually loses its lift as the air cools. From the
  industrial-era onwards, the component includes a burner and
  fuel source that extends flight time. The cost of fuelling a
  burner is 10-percent the cost of the gasbag components.
  Lift 1 Lift for every three hot air gasbag components.
  Endurance 1 hour (renaissance), 4 hours (industrial).
  Lifting Gas
  (Industrial)
  Lifting gas might represent hydrogen, helium or some other
  fantastical gas. Hydrogen can be generated by pouring
  sulphuric acid onto scrap iron.
  Lift 1 Lift for every lifting gas gasbag component.
  Crew Lifting gas gasbags require crew to check for leaks and
  release ballast.
  Volatile Some lifting gas (such as hydrogen) is flammable, in
  which case these components are volatile.
  Ballast The vehicle must have one cargo hold allocated for
  ballast.
  Endurance A lifting gas gasbag lasts for 10 days then must
  be topped-up, at 10-percent the cost of the gasbag
  components.
  Vacuum
  A vacuum chamber is a rigid sphere of thin adamantine with
  the air pumped out of it (or annihilated with magic). Only
  adamantine can withstand the pressure difference that would
  buckle other materials. The component has an AC of 23 if
  targeted.
  Lift 2 Lift for every vacuum gasbag.
  Rarity The cost of a vacuum chamber contributes towards
  the vehicle's rarity.
  6
  COMPONENTS | PILOTING
  
  Helm
  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
  +1
  +1
  +1
  +2
  +2
  +3
  +3
  Workspace
  0
  0
  0
  0
  0
  1
  1
  1
  1
  1
  1
  2
  Ballast Tank
  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
  10K
  20K
  30K
  Helm
  A vehicle's helm component represents its control surfaces
  (rudder, ailerons, etc), the mechanism for controlling them
  (ship's wheel, tiller, cockpit, etc), and the mechanical
  transmission between them. A pilot must be stationed at a
  helm in order to perform piloting manuevers.
  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 Helm A mass ii or smaller helm must have an
  adjacent seating component with a workspace for the pilot.
  Extra Controls The Helm table shows the number of extra
  controls that can be purchased at a cost of 50 gp (standard)
  or 25 gp (rudimentary). An extra set of controls might be a
  larger ship's wheel that allows two or more people to
  control the vessel in stormy weather; or it might be a
  duplicate set of controls that allows a co-pilot to take over
  without swapping seats. Extra controls can also be placed
  in a seating component.
  Alternative Sizes A vehicle can have an undersized helm,
  subject to undersized penalties.
  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.
  7
  COMPONENTS | PILOTING
  
  Maneuvering System
  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
  Mass
  i
  ii
  iii
  iv
  v
  vi
  vii
  viii
  ix
  x
  xi
  xii
  Cost
  –
  15
  30
  50
  100
  150
  300
  500
  1,000
  1,500
  3,000
  5,000
  Crew
  –
  1
  2
  3
  5
  8
  16
  26
  52
  80
  160
  260
  Maneuvering System
  This component represents a aerodynamic, hydrodynamic or
  suspension mechanism. It includes mechanisms such as
  improved suspension, roll stabilizers, or high-agility ailerons.
  Ability Scores Each maneuvering system increases the
  vehicle's Dexterity and Strength scores by 1 in one type of
  environment (air, water or land).
  Component Limit A vehicle can have 1 or 2 maneuvering
  systems.
  Oars
  Oars are rowed by the crew to push the vehicle across the
  surface of water. An oar component includes the seating for
  the rowers. Unlike a sail, oars can move the vehicle
  regardless of wind direction. The vehicle can also move in
  reverse.
  Acceleration (Water) 0.15 mph per oar component, if the
  rowers have an average Strength score of 10. A strong
  crew with an average Strength of 15 provides an
  acceleration of 0.2 mph per component.
  Power Strokes The rowing team can increase the
  acceleration to 0.2 mph (average crew) or 0.25 (strong
  crew) per component. While making power strokes, each
  rower gains one level of exhaustion at the start of every 10
  minutes.
  Helm As the vehicle's forward motion is controlled by the
  rowing team, the vehicle only needs a rudimentary helm
  for the turn piloting maneuver. If the oars are used for
  steering instead of a rudder or tiller, use the no helm
  option.
  Oars on Bigger Ships Oars become increasingly less
  effective as a ship becomes more massive. Longer oars are
  required and more rowers are required for each,
  increasing the ships beam and therefore drag. When
  determining the vehicle's speed multiplier, Drag reduction
  from body mass category cannot be better than −4.
  Crew The Oars table shows 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).
  Alternate Sizes If a vehicle has only one oar component, it
  can be undersized. Decrease the vehicle's Dexterity score
  on water by the undersize penalty.
  8
  COMPONENTS | PILOTING
  
  Sailing Rig
  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
  Strength
  –
  –
  −1/3
  −1/3
  −1/2
  −1/2
  −2/3
  −2/3
  −1
  −1
  −1½
  −1½
  Sailing Rig
  A sailing rig component catches the wind and gives the
  vehicle a forward speed on water. The component inculdes
  sails, masts, rigging and capstans.
  Component Limit A vehicle can have one, two or three
  sailing rig components.
  Exposed Sailing rigs are exposed components.
  Strength Each sailing rig component decreases the vehicle's
  Strength in water by the value shown in the Sailing Rig
  table below. For example, a mass iv vehicle with three
  sailing rigs has its Strength decreased by 1.
  Helm As the sailing rig crew are responsible for accelerating
  and decelerating the vehicle, only a rudimentary helm is
  required for the turn piloting maneuver.
  Rig Choose a type of rigging for all the sailing rigs: square,
  lateen or a full rig.
  Crew The Sailing Rig table shows number of riggers
  required to operate the saiing rig.
  Points of Sail
  The acceleration values given below represent the wind
  coming 45-degrees from behind (in a "broad reach").
  Optionally, you can calculate the speed of the vehicle if the
  wind is coming from other directions. Each rig type shows
  the fraction of acceleration for the following points of sail.
  Reaching The wind is coming in 90-degrees to the side.
  Running The wind is coming directly from behind the ship.
  Beating windward This is the ship's overall travel speed
  when moving into the wind. The ship is moving 45-degrees
  into the wind ("close hauled"), tacking along a zig-zag path.
  Square Rig
  A simple sail set perpendicular (square) to the ship's keel.
  Acceleration (Water) 1.4 mph (light wind) to 4 mph (strong
  wind) per component.
  Points of Sail Reaching: 1/8; Running: 1/2; Beating
  windward: 1/1000.
  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.
  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.
  Acceleration (Water) 1.4 mph (light wind) to 4 mph (strong
  wind) per component.
  Points of Sail Reaching: 2/3; Running: 1/2; Beating
  windward: 1/40.
  Full Rig
  (Rennaissance)
  A full rig combines many square, triangular and outrigger
  sails.
  Acceleration (Water) 1.8 mph (light wind) to 5.5 mph (strong
  wind) per component.
  Points of Sail Reaching: 1/2; Running: 1/2; Beating
  windward: 1/125.
  Land Yachts
  Sailing rigs can also be used on a land vehicle that has
  wheels or runners. Points of sail apply as normal. Sails do
  not provide any thrust in built-up areas such as settlements,
  woods or hills. The surrounding area must be open and flat,
  such as a desert, beach or plain.
  Land Thrust is equal to water acceleration × 10.
  Sky Rig
  A lateen or full rig can be configured as a sky rig. The vehicle
  must have more than 3 Lift points in order to fly. They are
  less effective on water, as lateral and ventral sails need to be
  stowed.
  Acceleration (Water) One third the base water acceleration.
  Acceleration (Air) Use two-thirds the base water accleration.
  Drag (Air) 1 per sailing rig component.
  Maximum Speed: 90 mph
  Cost: ×2
  9
  COMPONENTS | PILOTING
  
  Wheels
  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
  Wheels
  Wheels allow the vehicle to move on flat ground. They might
  be unpowered, or driven by a wheel drivetrain.
  Drag (Land) Wheels add 6 Drag for land speed. This is
  reduced at later technology eras, due to improved
  suspension and tires: 3 Drag (industrial) and 0 Drag (early
  modern).
  Drag (Air) Wheels add 1 Drag for air speed.
  Strength The vehicle's Strength on land is increased by 8.
  Alternate Sizes If a vehicle has only one wheel component, it
  can be undersized. Decrease the vehicle's Dexterity and
  Strength scores on land by the undersize penalty, divide its
  off-road speed by the undersize penalty, and divide its air
  Drag by the same.
  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.
  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 Dexterity (maneuver) check
  or become out-of-control. The vehicle crashes it it moves
  off-road.
  Dexterity The vehicle's maximum Dexterity on land is 9. In
  addition, it cannot turn.
  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 any 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.
  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).
  All-terrain If the vehicle has a low-gear drivetrain, it ignores
  difficult terrain caused by mud, snow or sand.
  10
  COMPONENTS | PILOTING
  
  Powertrain Components
  Powertrain components consume Power Points to generate
  land thrust; or water or air acceleration.
  Powertrain Some components have the Powertrain tag. A
  powertrain must be allocated Power Points to function.
  Powertrain components use the Powertrain Rating rule.
  An appendix is available to download from the Dungeon
  Master's Guild that includes pre-calculated powertrain
  ratings.
  Powertrain Rating
  A powertrain is rated for the maximum Power Points that
  can be allocated to it. This depends on the following values:
  PTW – The power-to-weight value of the powertrain
  Components – The number of components comprising
  the powertrain. This may be a fraction for an undersized
  powertrain (e.g. 1/2 for one-step undersized)
  Tons – The tonnage of the vehicle (noted in Body table in
  the Body Mass section.)
  First, calculate the base weight of the powertrain and
  subtract this from the number of components to get the
  effective drive components ("Drive"). Multiply the result by
  the power-to-weight value to get the powertrain's rating.
                            Base = 3 ÷ (Tons × PTW)
                         Drive = Components − Base
                              Rating = Drive × PTW
  If the Base value is 0.1 or less, treat it as 0.
  Round Rating down to the nearest unit. If Rating is less
  than 1, round to the nearest unit fraction (1/2, 1/3, etc).
  Minimum Drive
  Drive has a minimum value:
                      Minimum Drive = Components ÷ 5
  When you drive the powertrain rating, use the Minimum
  Drive instead of Drive, if it is greater.
  Bulky and Compact
  Some powertrains are tagged as "bulky" or "compact". Adjust
  the calculations as follows.
  Bulky:
   Base = 8 ÷ (Tons × PTW)
   Minimum Drive = Components ÷ 10
  Compact:
   Base = 1 ÷ (Tons × PTW)
   Minimum Drive = Components ÷ 2.5
  Example
  You have added 4 modern light leg components to
  a mass i vehicle (2 tons).
  PTW for modern light legs is 3 (bulky).
  Base = 8 ÷ (2 × 3) = 1.33
  Drive = 4 − 1.33 = 2.66
  Minimum Drive = 1/2 ÷ 10 = 0.05
  Rating = 2.66 × 3 = 8
  Thus, we note that the leg powertrain is rated for
  8 Power Points.
  Low-Power Example
  If we instead added only a one-step undersized leg
  component, Drive is 0.5 − 1.25. The result is
  negative: So we use the minimum drive to derive
  the Rating.
  Rating = 0.05 × 3 = 0.15
  So, the leg powertrain is rated for 1/7 Power
  Points.
  11
  COMPONENTS | POWERTRAIN
  
  Legs
  Mass
  i
  ii
  iii
  iv
  v
  vi
  vii
  viii
  ix
  x
  xi
  xii
  Cost (Simple)
  1,000
  1,500
  3,000
  5,000
  10K
  15K
  30K
  50K
  100K
  150K
  300K
  500K
  Cost (Superior)
  2,000
  3,000
  6,000
  10K
  20K
  30K
  60K
  100K
  200K
  300K
  600K
  1M
  Workspace
  0
  0
  0
  0
  0
  1
  1
  1
  1
  1
  1
  2
  Legs
  (Early Modern+, Powertrain)
  Legs allow the vehicle to walk, stepping over obstacles and
  move up inclines that would stop a wheeled vehicle. They
  might be stiff and robotic, or have graceful animal-like
  movements. Light vehicles might have spindly legs, while
  more massive vehicles need proportionally wider feet to
  distribute ground pressure.
  Powertrain Choose how many leg components comprise the
  leg powertrain: typically 2 to 4. See Powertrain Rating to
  find the Power Point rating of the powertrain.
  Biped or Quadruped Choose if the vehicle a biped or
  quadruped.
  Difficult Terrain A legged vehicle traverses difficult terrain
  as though it were a creature. It otherwise has no penalties
  for moving off-road.
  Dexterity (Land) Modern or Futuristic: Increase by 3 (biped)
  or 1 (quadruped).
  Strength (Land) Early Modern or Modern Quadruped:
  Increase by 4; Futuristic Quadruped: Increase by 6.
  Simple Legs
  Light legs that provide a simple trotting or walking gait.
  Power-to-Weight:
   Early Modern: 1 (bulky)
   Modern: 3 (bulky)
   Futuristic: 6 (bulky)
  Land Thrust 0.1 per Power Point (biped) or 0.2 per Point
  Point (quadruped).
  Superior Legs
  Heavy legs that have additional actuators that allow a
  galloping or sprinting gait.
  Power-to-Weight:
   Early Modern: 1/3 (bulky)
   Modern: 1 (bulky)
   Futuristic: 2 (bulky)
  Land Thrust 1 per Power Point (biped) or 2 per Point Point
  (quadruped).
  12
  COMPONENTS | POWERTRAIN
  
  Ornithopter Wings
  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
  Ornithopter Wings
  (Early Modern+, Powertrain)
  A set of mechanical wings that flap like a bird or insect.
  Powertrain Choose how many ornithopter wing components
  comprise the ornithopter wing powertrain: typically 1 to 4.
  See Powertrain Rating to find the Power Point rating of
  the powertrain.
  Power-to-Weight:
   Early Modern: 2 (compact)
   Modern: 5 (compact)
   Futuristic: 10 (compact)
  Acceleration (Air) 0.75 mph per Power Point.
  Lift:
   Early Modern or Modern: Power Points ÷ 8
   Futuristic: Power Points ÷ 6
  Drag (Air) 1 per ornithopter wing component.
  Stall Speed A vehicle with ornithopter wings must move at a
  minimum speed to be able to takeoff and fly (see Stall
  Speed). This stall speed is reduced by the Lift generated by
  the wings and other components. A vehicle with 3 or more
  Lift Points can hover.
  Dexterity (Air) Dexterity score in the air increases by an
  amount that depends on how many Structure Points it has
  from structure components. See the Dexterity Increase for
  Wings table in the Speed chapter. If the vehicle can hover,
  it can instead use the Hover Dexterity Increase if it is
  better.
  Strength (Air) Strength score in the air increases by 2.
  Maximum Speed: 600 mph
  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.
  Vehicle Size
  Rotor Diamater / Wingspan
  Medium
  10 ft.
  Large
  25 ft.
  Huge
  50 ft.
  Gargantuan
  100 ft. or longer
  13
  COMPONENTS | POWERTRAIN
  
  Paddlewheel
  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
  Propellers
  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
  Paddlewheel
  (Powertrain)
  A large framework wheel fitted with paddle blades that 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.
  Powertrain Choose how many paddlewheel components
  comprise the paddlewheel powertrain: typically 1 to 4. See
  Powertrain Rating to find the Power Point rating of the
  powertrain.
  Power-to-Weight: 0.5
  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.
  Drag (Water) A sidewheeler arrangement adds 1 Drag.
  Simple Paddlewheel
  A simple paddlewheel has fixed paddles.
  Acceleration (Water) 3 mph per Power Point.
  Feathered Paddlewheel
  (Industrial)
  A feathered paddlewheel adjusts the angle of each paddle as
  it travels through the water to increases its efficiency.
  Acceleration (Water) 3.5 mph per Power Point.
  Propellers
  (Industrial+)
  A propeller is an "airscrew" that spins radial airfoils to
  provide thrust in the air. The component may represent a
  single propeller or multiple propellers, and may be "pushers"
  or "pullers".
  To achieve a flying speed, the vehicle must have fixed
  wings, or have 3 or more Lift (for example from gasbags).
  Powertrain Choose how many propeller components
  comprise the propeller powertrain: Typically only 1 is
  required. See Powertrain Rating to find the Power Point
  rating of the powertrain.
  Power-to-Weight:
   Industrial: 25 (bulky)
   Early Modern or later: 40 (bulky)
  Acceleration (Air, Water) 0.9 mph (industrial), 1.1 mph (early
  modern), or 1.3 mph (modern) per Power Point.
  Land Thrust Equal to air acceleration × 10. The vehicle will
  also need wheels or runners.
  Maximum Speed 600 mph
  14
  COMPONENTS | POWERTRAIN
  
  Rotary Wing
  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
  Screw Propeller
  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
  Rotary Wing
  (Early Modern+, Powertrain)
  A rotary wing is a set of spinning blade-like wings that
  creates a downward force. An articulated swashplate that tilts
  the rotor, providing motion in any direction.
  Futuristic rotary wings might use a combination of
  advanced high-strength materials, morphing blade geometry
  or fan-driven anti-torque to reduce the weight of the rotor
  system.
  Powertrain Choose how many rotary wing components
  comprise the rotary wing powertrain: Typically 2 or 3. See
  Powertrain Rating to find the Power Point rating of the
  powertrain.
  Power-to-Weight:
   Early Modern: 15 (bulky)
   Modern: 30 (bulky)
   Futuristic: 50 (bulky)
  Acceleration (Air) 0.5 mph per Power Point.
  Drag (Air) 3 total, for any number of rotary wing
  components.
  Lift Lift is equal to Power Points ÷ 5. If the vehicle has 3 or
  more Lift, it has a fly (hover) speed. Otherwise it cannot fly
  except by other means.
  Dexterity Dexterity score in the air increases by an amount
  that depends on how many Structure Points it has from
  structure components. See the Dexterity Increase for
  Wings table in the Speed chapter. If the vehicle can hover,
  it can instead use the Hover Dexterity Increase if it is
  better.
  Maximum Speed:
   Early Modern: 150 mph
   Modern: 250 mph
   Futuristic: 300 mph
  Screw Propeller
  (Industrial, +Powertrain)
  A screw propeller pushes a vehicle through water. 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.
  Powertrain Choose how many screw propeller components
  comprise the screw propeller powertrain: Typically 1 or 2
  are required. See Powertrain Rating to find the Power
  Point rating of the powertrain.
  Power-to-Weight:
   Industrial: 1.5
   Early Modern or later: 3
  Acceleration (Water):
   Industrial: 3.5 mph per Power Point
   Early Modern: 5.5 mph per Power Point
  15
  COMPONENTS | POWERTRAIN
  
  Wheel Drivetrain
  Mass
  i
  ii
  iii
  iv
  v
  vi
  vii
  viii
  ix
  x
  xi
  xii
  Cost (Renaissance
  or Industrial)
  150 250
  500
  750
  1,500
  2,500
  5,000
  7,500
  15K 25K
  50K
  75K
  Cost (Early Modern)
  300 500
  1,000
  1,500
  3,000
  5,000
  10K
  15K
  30K 50K
  100K
  150K
  Cost (Modern or Futuristic)
  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
  Wheel Drivetrain
  (Renaissance+, Powertrain)
  The transmission and steering mechanism for a set of
  wheels. The vehicle must also have one or more wheel
  components.
  Renaissance-era drivetrains use simple axels and gears.
  Industrial-era drivetrains introduce differentials and
  flywheels. Later eras have improvements in materials and
  more efficient drivetrain.
  Powertrain Choose how many propeller components
  comprise the propeller powertrain: Typically 1 or 2 are
  required. See Powertrain Rating to find the Power Point
  rating of the powertrain.
  Power-to-Weight:
   Renaissance: 1
   Industrial: 4
   Early Modern: 8
   Modern: 10
   Futuristic: 15
  Land Thrust 15 Thrust per Power Point.
  16
  COMPONENTS | POWERTRAIN
  
  Magical Power
  Mass
  i
  ii
  iii
  iv
  v
  vi
  vii
  viii
  ix
  x
  xi
  xii
  Cost (Magic Engine)
  1,000
  1,500
  3,000
  5,000
  10K
  15K
  30K
  50K
  100K
  150K
  300K
  500K
  Cost (Elemental Engine)
  100
  150
  300
  500
  1,000
  1,500
  3,000
  5,000
  10K
  15K
  30K
  50K
  CR (Elemental Engine)
  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
  Power Components
  These components generate Power Points.
  Magical Power
  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.
  Alternative Sizes A magical power component can be
  undersized, dividing its Power Point generation by the
  undersize penalty. An elemental engine can be oversized
  for the purpose of holding an elemental of a higher CR.
  Rarity The cost of a magic engine contributes towards the
  vehicle's rarity.
  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.
  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.
  Power An elemental engine powered by a creature
  summoned by a conjure elemental or conjure minor
  elementals spell provides 4 magic Power Points. The
  engine operates for the duration of the spell. An engine
  powered by an elemental caught "live" lasts indefinitely.
  CR The Magical Power table shows the maximum combined
  CR of elementals that can be held in the elemental engine.
  If fewer elementals are held, the Power Points are reduced
  pro rata.
  Hazardous 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.
  Magic Engine Restrictions
  In some campaigns, magic engines might only
  generate power under certain circumstances. For
  example:
  1. A magic tree that only generates power in the
  sunlight.
  2. A collection of ancient tomes that only
  generates power when a spellcaster is at the helm.
  3. Gems that produce electricity when the
  vehicle is in the right environment (underwater, in
  a desert, etc).
  4. A bizarre gnomish device that activates only
  when the vehicle is already travelling 20 mph or
  faster.
  5. The stone idol of a deity that demands daily
  prayers and rituals, else it remains dormant for 10
  days.
  6. A portal to the positive energy plane that deals
  radiant damage to nearby creatures.
  17
  COMPONENTS | POWER
  
  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
  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 work
  the muscle engine, adding their Strength score to the total
  effort. For example, if 10 creatures with an average
  Strength score of 10 work the engine, the total effort is
  100.
  Creature Size For each size category above Medium, double
  the creature's effort. For a Tiny creature, halve its effort.
  Extra Effort 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 every 10
  minutes.
  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: this is
  typical for a small vehicle in which the pilot peddles and
  steers.
  Alternative Sizes A muscle engine component can be
  undersized, dividing its maximum Power Point generation
  by the undersize penalty.
  Power
  The following table shows the Power Points generated by the
  muscle engine if the maximum effort is applied. If less than
  the maximum effort is applied, the Power Points are reduced
  pro rata.
  Muscle Engine
  Power Points at Maximum Effort
  Standard
  1/5
  Industrial
  1/3
  Early Modern
  1
  Modern
  1½
  18
  COMPONENTS | POWER
  
  Steam Engine
  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
  1
  2
  3
  6
  10
  * Mass v or lighter steam engines require workspace for the stoker in a seating component.
  Steam Engine
  (Renaissance)
  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.
  The steam engine detailed below is an atmospheric
  engine, an early steam engine powered by air pressure
  pushing a piston into the partial vacuum generated by
  condensing steam.
  Stokers If a steam engine component consumes fuel from a
  bunker, it requires stokers. The Steam Engine table shows
  the number of stokers per 1 Power Point generated by the
  steam engine (so a 1/5 Power Point requires 1/5 the
  number of stokers). A minimum of 1 stoker is required.
  This figure also includes crew known as "trimmers", who
  bring coal from the bunker to the stokers, and evenly
  distribute the weight of the coal throughout a vessel
  ("trimming").
  Firebox If the vehicle requires only one stoker, has only one
  bunker, and that bunker is undersized, then the bunker may
  instead be a firebox. A firebox is stoked only during the
  steam engine's start time: the stoker does not need to be on
  the vehicle while it operates.
  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 Steam
  Engine table before it generates power. The indicated start
  time is per 1 Power Point (so a one-fifth Power Point
  requires one-fifth the start time).
  Alternative Sizes A steam engine component can be
  undersized, dividing its maximum Power Point generation
  by the undersize penalty.
  Endurance
  The atmospheric engine consumes wood or coal from a
  dedicated cargo hold called a bunker. Each bunker of coal or
  wood allows the engine to generate power for the following
  durations.
  Coal 1 hour ÷ Power Points.
  Wood 30 minutes ÷ Power Points.
  For example, a mass v vehicle with two coal-fired
  atmospheric engine components generates a total of 1/5
  Power Point, so each bunker provides an endurance of 5
  hours (calculated 1 ÷ 1/5).
  Power
  Each atmospheric engine component generates a fraction of
  a Power Point, which depends on the vehicle's mass, as
  shown in the table below. For example, a mass i vehicle
  would need 12 components to generate 1 Power Point.
  Mass
  iv or lighter
  v
  vi
  vii or higher
  Power Points
  1/12
  1/10 1/8
  1/6
  19
  COMPONENTS | POWER
  
  Clockwork
  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
  Magic Crystals
  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
  Workspace
  0
  0
  0
  0
  0
  1
  1
  1
  1
  1
  1
  2
  Spell Levels
  2
  3
  6
  10
  20
  30
  60
  100
  200
  300
  600
  1,000
  Power Storage
  Power storage components provide Power Points for a set
  duration of time, then must be recharged. If you are at a set of
  helm controls, or in the workspace of the component, you can
  pause and restart the component's discharge. Power storage
  is self-contained and does not require air or fuel. Two types of
  power storage – clockwork and magic – are presented below.
  Alternative Sizes A power storage component can be
  undersized, dividing its Power Point generation by the
  undersize penalty. 
  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.
  Winding Effort The Clockwork table shows 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.
  Magic Crystals
  Magic crystals might be naturally occuring, or created by
  wizards. Magic crystals do not function in an antimagic field.
  Power and Endurance All the magic crystal components in
  the vehicle are either slow-discharge or fast-discharge. One
  slow-discharge component provides a 1/5th Power Point
  for 1 hour. One fast-discharge component provides 1
  Power Point for 10 minutes. Each additional component
  increases the endurance by the base duration.
  Recharging can be performed by one or more characters
  with spell slots. A recharging ritual lasts for 1 hour during
  which the participants must be within 30 feet of the
  component. At the end of the ritual, the participants
  collectively expend spell slots with a total level shown in
  the Magic Power Storage table: the component is thus
  recharged.
  Fast Recharging can be performed as above. The ritual may
  instead take 10 minutes, expending 6 times the normal
  spell slots.
  Rarity The cost of a magic crystal contributes towards the
  vehicle's rarity.
  Variants
  The DM is free to adjust magic crystals to suit the game
  world. For example:
  The component can represent any number of storage
  devices such as a pool of arcane liquid or lightning in a
  containment field.
  Single-use crystals with half the normal cost: they must be
  replaced instead of recharged.
  High density crystals that have twice the Power Point
  storage and Spell Level recharge, for five times the cost.
  20
  COMPONENTS | POWER
  
  Arm
  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
  Arm Strength
  Heavy Arm
  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
  Precision Arm
  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
  Utility Components
  Arm
  (Renaissance+)
  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. An arm component with a workspace 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.
  Strength (Arm) The Arm Strength table shows the Strength
  of the arm.
  Lifting and Carrying An arm can lift 5 lbs × its Strength
  score × its lift multiplier, as shown in the Arm table. A
  vehicle's carrying capacity is equal to the capacity of its
  empty cargo holds.
  Epic Lift Very massive arms have an epic lift multiplier, as
  shown in the Arm Strength table. The arm's lifting capacity
  is multiplied by this value.
  Alternative Sizes An arm can be undersized or oversized.
  Heavy Arm
  (Modern)
  The role of a heavy arm is to lift loads.
  Dexterity (Arm) Use the Body table to determine the arm's
  Dexterity score: for example, a mass vi arm has Strength
  17 and Dexterity 8.
  Power The heavy arm must be allocated a 1/5 Power Point.
  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.
  Dexterity (Arm) The precision arm's Dexterity score is 16.
  Power The precision arm must be allocated a 1/10 Power
  Point.
  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.
  21
  COMPONENTS | UTILITY
  
  Atrium
  Each atrium provides an area of enclosed open space, representing auditoriums, gardens, pools or promenades.
  Capacity shows the number of people that can congregate in the atrium.
  Atrium
  Mass
  i
  ii
  iii
  iv
  v
  vi
  vii
  viii
  ix
  x
  xi
  xii
  Cost
  –
  –
  –
  –
  –
  –
  –
  –
  600
  750
  1,000
  1,500
  Capacity
  –
  –
  –
  –
  –
  –
  –
  –
  60
  75
  100
  150
  Workspace
  –
  –
  –
  –
  –
  –
  –
  –
  1
  1
  1
  2
  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.
  The time it takes to launch a vehicle from a berth depends on its function. In general it takes 1 action per ton of launch vehicle to
  manually prepare and launch it.
  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 or oversized.
  Berth
  Mass
  i
  ii
  iii
  iv
  v
  vi
  vii
  viii
  ix
  x
  xi
  xii
  Cost
  2
  3
  6
  10
  20
  30
  60
  100
  200
  300
  600
  1,000
  Capacity (tons)
  0.06
  0.1
  0.2
  0.3
  0.6
  1
  2
  3
  6
  10
  20
  30
  Workspace
  –
  –
  –
  –
  –
  1
  1
  1
  1
  1
  1
  2
  Cargo Hold
  A cargo hold represents the vehicle's internal carrying capacity. Each hold is rated for its carrying capacity. Cost is negligible,
  subsumed into the cost of other components. For external loads (such as trailers or things carried in arms), see Towing.
  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.
  Alternative Sizes A cargo hold can be undersized.
  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
  22
  COMPONENTS | UTILITY
  
  Quarters
  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
  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.
  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 (10) 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 (5) 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) A quarters component with bunks or cabins
  already includes 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.
  23
  COMPONENTS| UTILITY
  
  Structure
  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
  200
  300
  600
  1,000
  2,000
  3,000
  6,000
  10K
  20K
  30K
  60K
  100K
  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 vii vehicle with one iron and two wooden structure components has 30 Structure Points. Therefore it has
  300 extra hit points (calculated 30 × 10).
  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 is a rare silvery-blue metal as strong as steel at half
  the weight.
  Adamantine is black alloy of adamant, silver and electrum. A
  critical hit against the vehicle is treated as a normal hit if it
  strikes the vehicle in a facing that contains an adamantine
  structure.
  Rarity The cost of adamantine, darkwood, glassteel, mithral
  or soarwood structure contributes towards the vehicle's
  rarity.
  Armor Class, Structure Points,
  Constitution
  Armor Class 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.
  Structure Points Each structure component grants
  Structure Points. These are used to fulfil various structural
  requirements and to work out extra hit points.
  Constitution The vehicle's Constitution score increases by 1
  for every 12 Structure Points.
  Structure
  AC
  Structure Points
  Constitution
  Wood
  15
  6
  +0.5
  Stone
  17
  3
  +0.25
  Iron
  19
  18
  +1.5
  Steel
  19
  24
  +2
  Mithral
  21
  30
  +2.5
  Adamantine
  23
  42
  +3.5
  24
  COMPONENTS| UTILITY
  
  Structure Options
  A structure component normally represents a combination of
  load-bearing and protection. This can be modified with the
  skin or armor plating options.
  Skin
  Structure normally only grants its AC to the body section it is
  in, or contributes towards the vehicle's average AC.
  Skin structure instead grants its full AC to two or three
  body sections, at the expense of load-bearing.
  Structure Points. Skin structure has half the normal SP if it
  covers two body sections, or one-third the normal SP if it
  covers all three body sections.
  Armor Class. Skin structure grants its full AC to the body
  sections it covers.
  For example, a steel skin component that covers three body
  sections grants AC 19 to the whole vehicle, but only provides
  8 Structure Points.
  Armor Plating
  This is option is available for vehicles that also have
  streamlining. Armor plating is simply a slab of material with
  no load-bearing properties.
  Structure Points. Armor plating SP only contributes
  towards extra hit points. It is not used for any other
  purpose, such as the vehice's Constitution score, maximum
  speed limit or Dexterity score for wings.
  Streamlining. The extra hit points and cost of armor plating
  is not modified by streamlining.
  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.
  Structure Points are divided by the component's undersized
  penalty (rounded down). For example, a slot containing a
  single 2-step undersized steel structure has an AC of (19 +
  11 + 11) ÷ 3 = 14. It grants 24 ÷ 3 = 8 Structure Points.
  Skin Two-step undersized skin structure grants its full AC to
  the body section it is located in only; or it can grant its AC
  to the whole vehicle with one-tenth the normal Structure
  Points
  For example, a vehicle with a 2-step undersized mithral
  armor plating in its center section can either have: 1) an AC
  of 21 in the center section only, and 10 SP; or 2) an overall
  AC of 21 and 3 SP.
  Undersizing Limit You cannot undersize a structure
  component if it would reduce the component's Structure
  Points to less than 1.
  
  Unusual Structure
  The following structures might be used for their availablity, prestige value or magical properties.
  Mass
  i
  ii
  iii
  iv
  v
  vi
  vii
  viii
  ix
  x
  xi
  xii
  Bronze
  200
  300
  600
  1,000
  2,000
  3,000
  6,000
  10K
  20K
  30K
  60K
  100K
  Darkwood
  20
  30
  60
  100
  200
  300
  600
  1,000
  2,000
  3,000
  6,000
  10K
  Gold
  10K
  15K
  30K
  50K
  100K
  150K
  300K
  500K
  1,000K
  1,500K
  3M
  5M
  Lead
  6
  10
  20
  30
  60
  100
  200
  300
  600
  1,000
  2,000
  3,000
  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
  Soarwood
  200
  300
  600
  1,000
  2,000
  3,000
  6,000
  10K
  20K
  30K
  60K
  100K
  Armor Class, Structure Points,
  Constitution
  Structure
  AC
  Structure Points
  Constitution
  Bronze
  18
  20
  +1.6
  Darkwood
  15
  8
  +0.6
  Gold
  16
  6
  +0.5
  Lead
  14
  3
  +0.25
  Platinum
  17
  8
  +0.6
  Silver
  16
  10
  +0.8
  Soarwood
  15
  6
  +0.5
  Bronze and brass are alloys of copper. They are easier to
  smelt than iron, but are dependent on the availability
  uncommon metals (tin or zinc).
  Darkwood is a magical wood as strong as normal wood at
  half the weight.
  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.
  Soarwood is a rare but highly bouyant magical material.
  Each soarwood component provides 1 Lift. The Lift of
  undersized soarwood is divided by its undersized penalty.
  26
  COMPONENTS| UTILITY
  
  Seating
  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
  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)
  60
  100
  200
  300
  600
  1,000
  2,000
  3,000
  6,000 10K
  20K
  30K
  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
  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, 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.
  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 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
  50 gp (standard) or 25 gp (rudimentary), per the helm
  component.
  Vault
  A vault, like a cargo hold, has a cargo capacity. Its contents
  are protected by thick walls and locked doors. Use tables for
  the structure component to determine the vault's AC and hit
  points. A vault has one-third the cost of an structure
  component: examples are given in the Vault table below.
  Locks 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).
  Damage 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.
  Nondetection As a magic augmentation, an individual vault
  and its contents can be protected with nondetection
  (augmentation cost ×0.5).
  Alternative Sizes A vault can be undersized.
  27
  COMPONENTS| UTILITY
  
  Cost, Crew and Weapon Quantity
  An asterix (*) in the weapon quantity row indicates that the component's ammunition capacity is increased by 50-percent.
  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*
  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.
  Crew The Cost and Crew table 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.
  Initiative Once all the weapons in the component have been
  aimed, they attack on the initiative count of the artillery
  crew's weapon master.
  Ammunition The component holds a maximum number of
  pieces of ammunition per weapon as follows: 20 (cannon),
  60 (ballista), 200 (mangonel), 350 (trebuchet). The cost of
  ammunition is described in Preparing the Journey.
  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 4 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.
  28
  COMPONENTS| UTILITY
  
  Siege Weapons
  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
  Power Weapons
  Mass
  i
  ii
  iii
  iv
  v
  vi
  vii
  viii
  ix
  x
  xi
  xii
  Cost
  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 Reach
  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
  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 three kinds of melee weapon: siege weapons,
  power weapons, and arms.
  Unless otherwise speficied, a melee weapon can make only
  one attack per round, and is fixed to only attack target in one
  arc.
  Alternate Sizes A melee weapon can be undersized or
  oversized.
  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.
  Crew The Siege Weapon table shows 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)
  Power weapons include drills, circular saws, pistons and
  other industrial tools; mounted on a boom or fixed to the
  front of the vehicle. If you are at a set of controls, you can take
  the Activate piloting maneuver to make an attack with a
  boom-mounted power weapon. If the weapon is fixed to the
  front of the vehicle, you can make an attack with it if the
  vehicle collides with a target.
  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.
  Power The power weapon requires a 1/5 Power Point.
  Arms
  You can make a melee attack with an arm component in the
  same way as a melee power weapon component.
  Heavy Arm A heavy arm's attack bonus is equal to its
  Strength modifier. It deals damage equal to its Lift
  Multiplier + Strength modifier, and has the grappling
  option.
  Precision Arm A precision arm's attack bonus is equal to its
  Dexterity modifier. It deals damage equal to its Lift
  Multipier + Dexterity modifier, and has the flexible option.
  Superior Arm If you make an attack with a superior arm,
  add your proficiency bonus to the attack bonus.
  29
  COMPONENTS | UTILITY
  
  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
  Sv
  Svi
  Svii
  Sviii
  Damage
  4.5
  5.5
  6.5
  8
  Linked Weapons
  Normally a piloting maneuver will activate the weapon or
  group of weapons in one melee weapon component. Two
  weapon components can be given the linked property, such
  that they both make attacks when the piloting maneuver is
  taken. Cost: ×2 for both components.
  30
  COMPONENTS| UTILITY
  
  Lightweight Component Cost
  Mass
  i
  ii
  iii
  iv
  v
  vi
  vii
  viii
  ix
  x
  xi
  xii
  Standard
  10
  15
  30
  50
  100
  150
  300
  500
  1,000
  1,500
  3,000
  5,000
  Renaissance
  20
  30
  60
  100
  200
  300
  600
  1,000
  2,000
  3,000
  6,000
  10K
  Industrial
  30
  50
  100
  150
  300
  500
  1,000
  1,500
  3,000
  5,000
  10K
  15K
  Early Modern
  60
  100
  200
  300
  600
  1,000
  2,000
  3,000
  6,000
  10K
  20K
  30K
  Modern
  100
  150
  300
  500
  1,000
  1,500
  3,000
  5,000
  10K
  15K
  30K
  50K
  Futuristic
  200
  300
  600
  1,000
  2,000
  3,000
  6,000
  10K
  20K
  30K
  60K
  100K
  Lightweight Components
  A lightweight component is a vehicle part that isn't heavy
  enough to warrant occupying a whole component slot.
  Component Limit A vehicle can have up to five 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.
  Cost Unless otherwise specified, a lightweight component
  has the following cost which depends on its level of
  technology.
  Boarding Bridge
  A boarding brige can installed on a vehicle with an open top
  deck, usually a galley. You can use this component to
  represent the corvus of a Roman galleys, or the ramp at the
  top of a siege tower.
  The bridge is stored in a raised position. You can use an
  action to lower it with a pulley system.
  A boarding bridge can only be installed on a Huge or
  Gargantuan vehicle, usually in the front section. They are 10
  to 30 feet long and as wide as the vehicle.
  Fixed Wings
  (Industrial)
  Parts of the vehicle's structure can be aerodynamically
  shaped. The vehicle can fly if it has air acceleration.
  Drag (Air) Fixed wings add 2 Drag in the air.
  Stall Points The vehicle gains 2 Stall Points. This is reduced
  at later eras: 1 Stall Point (early modern) and 0 Stall
  Points (modern).
  Dexterity (Air) Dexterity score in the air increases by an
  amount that depends on the number of Structure Points it
  has from structure components. See the Dexterity Increase
  for Wings.
  Damage A disabled wing adds a further 2 Stall Points. A
  destroyed wing causes the vehicle to become out-of-control.
  Cost Multiply the lightweight component cost by ×2.
  Biplane
  A biplane has two sets of wings, one above the other.
  Drag (Air) Add an additional 2 Drag.
  Stall Points Decrease Stall Points by 2.
  Dexterity (Air) Dexterity score increases by 2.
  Strength (Air) Strength score decreases by 2.
  Triplane
  A triplane has three sets of stacked wings.
  Drag (Air) Add an additional 3 Drag.
  Stall Points Decrease Stall Points by 3.
  Dexterity (Air) Dexterity score increases by 3.
  Strength (Air) Strength score decreases by 3.
  31
  COMPONENTS| LIGHTWEIGHT
  
  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. At later eras this improves to AC 13
  (modern) or AC 14 (futuristic).
  Location Flexible cover can be placed in any slot, but only
  one per body section.
  Harness
  A vehicle that is drawn rather than self-propelled requires
  tack: reins, bit, bridle, collar and so forth.
  Location 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.
  Ram
  A ram is a hard panel or protrusion on the front of the
  vehicle. A vehicle with a ram takes half the normal damage
  from a collision on its front facing, and the damage is applied
  to the slot in which the ram is located (instead of rolling for a
  random slot).
  Location A ram can be located in any slot in the front body
  section.
  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.
  Runners
  Runners are long ski-like structures on the bottom of a
  vehicle that allows it to move over flat, low-friction surfaces
  such as ice, snow, mud or wet roads. Runners are also better
  than nothing for moving a vehicle over other surfaces.
  Runners require sails or propellers to push the vehicle
  along, or draft animals to pull it with a harness. You cannot
  have both runners and wheels.
  Location A slot in the center body section.
  Drag (Land) Runners add 10 Drag for land speed.
  Speed The vehicle can move its full speed across low-friction
  surfaces, including difficult terrain caused by ice, snow or
  mud. The vehicle moves 1/5 this speed on other surfaces.
  Strength The vehicle's Strength on land increases by 6. 
  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.
  Location An lightweight undersized component can be
  placed in any slot.
  Cost Use the cost of the undersized component.
  Wheel Scythes
  The vehicle's wheels can be fitted with scythed blades,
  designed to cut down infantry the vehicle passes adjacent to.
  Wheel scythes are a special case of melee weapon. No crew
  is required to make an attack with the wheel scythes. Instead,
  an attack roll is made when the vehicle moves, against any
  creature within reach of the vehicle's left or right sides.
  Location One wheel component.
  Attack Bonus +4
  Damage and Reach Use the melee weapon Damage and
  Reach table, using a mass column four steps to the left. For
  vehicles of mass iv or lighter, the scythe's damage is 1d8
  (mass i), 1d10 (mass ii), 1d12 (mass iii) or 2d6 (mass iv).
  32
  COMPONENTS | LIGHTWEIGHT
  
  Vehicle Options
  T
  he 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
  option until it costs 50,000 gp or less.
  Powered Augment The cost of a magic augmentation can be
  reduced by having it require Power Points. Every 4 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
  Magic Aumentation List
  See VCK 6: Wondrous Vehicles I for more magical options.
  Air Recycler If the vehicle is sealed, 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 can use water acceleration as air
  acceleration, granting it a flying (hover) speed. It cannot
  combine this with other forms of acceleration. Cost: ×3
  Fharlanghn's Lines Each set of these animated ropes halves
  the crew requirements for one sailing rig 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
  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 wheels component, its
  Drag on land is reduced by 1 for each application of this
  augmentation. 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 sailing rig
  component, it is always considered to be in strong favorable
  winds. In addition the ship's Dexterity in water increases by 2.
  Cost: ×20
  33
  VEHICLE 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.
  Speed After you have calculated acceleration and speed,
  halve the speed.
  Off-Road If used in conjunction with dreadnaught wheels or
  off-road wheels, the vehicle may ignore difficult terrain
  caused by mud, snow or sand.
  Towing The vehicle can safely tow any number of loads.
  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 drawn by other creatures must take the "no helm"
  option.
  Furthermore, a self-powered 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 powertrain component with at least one workspace.
  A muscle power component.
  No Helm Penalties
  If vehicle does not have a helm, it has the following penalties:
  The vehicle's Dexterity is reduced by 3
  Only one piloting maneuver can be performed by the
  driver.
  Only the accelerate/decelerate, turn or ascend/descend
  maneuvers can be performed.
  Retractable Components
  (Early 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: powertrains, arm, oars, sails, seating, maneuvering
  system, melee weapon, and wheels
  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 has ×2 the normal cost.
  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. Oars have
  half the crew and Thrust. The vehicle's occupants have of 1
  hour of air.
  Compressed 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 The vehicle's maximum safe underwater
  depth is determined by its Structure Points (SP).
  Total SP
  Multiplier
  Layer
  Up to 80
  ×2 ft.
  Sunlight Zone
  81–160
  ×5 ft.
  Twlight Zone
  161 or more
  ×10 ft.
  Midnight Zone
  34
  VEHICLE OPTIONS
  
  Streamlining Levels
  Streamlining
  Drag
  Structure
  Cost
  Structural
  Speed Limit
  Extra Hit Points
  and 
  Constitution bonus
  Stall Points
  Strength (Water)
  Basic
  0
  –
  –
  –
  0
  +0
  Good
  −2
  ×1.2
  ×1.2
  ÷1.2
  0.5
  −1
  Sleek
  −4
  ×1.5
  ×1.5
  ÷1.5
  1
  −2
  Superior
  −7
  ×2
  ×2
  ÷2
  1.5
  –
  Excellent
  −10
  ×3
  ×3
  ÷3
  2
  –
  Extreme
  −13
  ×4
  ×4
  ÷4
  3
  –
  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.
  Streamlining
  The vehicle's hydrodynamic or aerodynamic shape can be
  improved.
  Hydrodynamic streamlining can be good or sleek.
  Aerodynamic streamlining can be good, sleek, superior,
  excellent or extreme.
  The Streamlining Levels table shows the following values.
  Drag (Air, Water) The vehicle's air Drag (aerodynamic) or
  water Drag (hydrodynamic) is reduced by this value.
  Strucutral Speed Limit Apply this multiplier to the vehicle's
  maximum speed limit due to structure.
  Structure Cost The cost of the vehicle's structure
  components are multiplied by this value
  Extra Hit Points and Constitution Bonus Divide the
  vehicle's total extra hit points and Constitution Bonus
  (from structure components) by this value.
  Stall Points For a vehicle with fixed wings or ornithopter
  wings, aerodynamic streamlining adds Stall Points,
  increasing the vehicle's stall speed.
  Strength For hydrodynamic streamlining only, the vehicle's
  Strength score in water is decreased by this amount.
  A vehicle can have both aeroynamic and hydronamic
  streamlining, with different levels. The extra hit points divisor
  and constitution penalties stack.
  Aerodynamic streamlining has the following limits. This
  does not affect hydrodynamic streamlining.
  Aerodynamic Limits
  Component
  Limit
  Sails
  Normal
  Fixed wings (before modern era)
  Sleek
  Gasbag
  Sleek
  Rotary wing
  Good
  Biplane or triplane
  Good
  Any other component that causes Drag
  Good
  35
  VEHICLE OPTIONS
  
  Statistics
  S
  ize, damage threshold and base hit points are
  already been determined by the vehicle's mass.
  You will also need to calculate the vehicle's other
  statistics such as speed and AC.
  Ability Scores
  The Body Mass table shows the vehice's base Dexterity and
  Strength scores.
  All adjustments are cumulative. For example, a 100-ton
  renaissance-era water vehicle with three sailing rigs has a
  Dexterity of 2 (base 7, −6 for water, +1 for renaissance) and a
  Strength of 17 (base 15, +4 for water, −2 for sails).
  Undersized Components
  An undersized helm, oars or wheels component reduces the
  vehicle's Dexterity score by the undersize penalty. Undersized
  wheels also reduce the vehicle's Strength score by the same
  penalty.
  Drawn Vehicles and Rails
  If the vehicle is drawn, or has rail wheels, the Dexterity of the
  vehicle cannot exceed 9.
  Ability Scores on Land
  Strength
  Dexterity
  Legs, Biped
  +2
  +3
  Legs, Quadruped
  +6
  +1
  Legs (Futuristic)
  +2
  –
  Maneuvering System, Land
  +1
  +1
  Runners
  +6
  +1
  Wheels
  +8
  –
  Ability Scores in Water
  Strength Dexterity
  Base Water
  +4
  −6
  Water (Renaissance)
  –
  +1
  Water (Industrial)
  +1
  +2
  Water (Modern)
  +2
  +3
  Maneuvering System, Water
  +1
  +1
  Paddlewheel, Sidewheeler
  –
  +2
  Each sailing rig (mass iii or iv)
  −1/3
  –
       ... (mass v or vi)
  −1/2
  –
       ... (mass vii or viii)
  −2/3
  –
       ... (mass ix or x)
  −1
  –
       ... (mass xi or xii)
  −1½
  –
  Hydrodynamic Streamlining
       ... Good
  −1
  –
       ... Sleek
  −2
  –
  Wind-Favored Sails Enhancement
  –
  +2
  36
  STATISTICS | ABILITY SCORES
  
  Ability Scores in Air
  Dexterity Strength
  Fixed Wings or Ornithopter Wings
  +0 to +11
  +2
      ... Biplane
  +2
  −2
      ... Triplane
  +3
  −3
  Maneuvering System, Air
  +1
  +1
  Air (Early Modern)
  –
  +1
  Air (Modern)
  –
  +2
  Air (Futuristic)
  –
  +3
  Dexterity Increase for Wings
  A stronger airframe means that the aircraft can withstand
  greater stresses of high speed maneuvers. This table applies
  if the vehicle has:
  ornithopter wings
  rotary wings
  or fixed wings.
  Structure Points
  Dexterity Increase
  0 – 6
  +0
  7 – 12
  +1
  13 –18
  +2
  19 –24
  +3
  25 –30
  +4
  31 –36
  +5
  37 –72
  +7
  73 –90
  +8
  91 –108
  +9
  109 – 126
  +10
  127 – 144
  +11
  Hover Dexterity Increase
  This increase applies to a vehicle's Dexterity score in the air if
  it can hover. If the vehicle also has wings, apply the best
  bonus between the hover and wing increases (do not apply
  both).
  Dexterity
  Hover (Renaissance)
  +1
  Hover (Industrial)
  +2
  Hover (Early Modern)
  +3
  Hover (Modern)
  +4
  Hover (Futuristic)
  +5
  37
  STATISTICS | ABILITY SCORES
  
  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).
  The Air Speed, Water Speed and Land Speed tables are
  used to determine the vehicle's base speed. This is then
  modified by a Speed Multiplier. Use the following process:
  1) Base Speed The Base Speed tables show what base
  speed can be achieved with the vehicle's total acceleration
  (for air or water) or Land Thrust.
  2) Speed Bonus Total the vehicle's Speed Bonus for its mass
  category and streamlining. Deduct the vehicle's Drag.
  3) Speed Multiplier Look up the Speed Bonus on the Speed
  Multiplier table to adjust the base speed.
  4) Check Speed Limits The vehicle has a maximum speed
  limit of 5 mph per 1 Structure Point. If the vehicle has
  streamlining, apply the streamlining multiplier to this. Also
  note that aircraft have a maximum speed limit depending
  on their motive components.
  5) Finalize Round down the final speed and acceleration to
  the nearest ½ mph (if less than 10 mph), 1 mph (if less than
  50 mph) or 5 mph.
  MPH and Feet
  If a vehicle is involved in combat, it can be useful to know its
  speed statistic in feet, rather than miles-per-hour.
  Multiply the vehicle's current speed in mph by 8.8 to get the
  vehicle's speed in feet-per-turn.
  Travel Speed
  The steps above give you the vehicle's maximum speed. For
  the purposes of overland travel, with its varying terrain and
  weather conditions, the DM should decide on a travel speed.
  This might be ×0.5 the vehicle's maximum speed for land
  vehicles, or ×0.75 for air and rail vehicles.
  Drawn Vehicle
  A vehicle can be pulled by creatures if it has wheels, runners
  or is in water. 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.
  Acceleration
  Acceleration is the amount the vehicle's speed increases
  when the pilot takes the accelerate piloting maneuver, or
  when its sails catch the wind.
  Air and Water Acceleration Air and water acceleration is
  determined by which motive components were added to
  the vehicle.
  Legs and drawn vehicles If the vehicle has legs or is drawn
  by creatures, it does not need to accelerate. It simply
  moves its speed.
  Land Acceleration The Land Speed table gives the vehicle's
  land acceleration based on the vehicle's Land Thrust.
  Deceleration
  If a pilot takes the decelerate piloting maneuver, the vehicle
  slows down by an amount chosen by the pilot. The maximum
  safe deceleration depends on the vehicle's motive system:
  Wheels 60 mph
  Runners 30 mph
  Legs can decelerate to a stop regardless of current speed.
  Water Equal to 5 × the vehicle's Dexterity score in mph; half
  this with good hydrodynamic streamlining; quarter this
  with sleek hydrodynamic streamlining.
  Air Equal to the 25 × vehicle's Dexterity modifier in mph (to a
  minimum of 5 mph).
  If a pilot takes no action to accelerate or maintain a
  vehicle's speed, the vehicle will decelerate by itself at the end
  of the round.
  An air vehicle will decelerate 5 mph
  A water vehicle will decelerate 10 mph
  A land vehicle will decelerate 30 mph
  38
  STATISTICS | SPEED
  
  Body Mass Stall Points
  Mass
  i
  ii
  iii
  iv
  v
  vi
  vii
  viii
  ix
  x
  xi
  xii
  Multiplier
  0
  1
  2
  3
  4
  5
  5.5
  6
  7
  8
  9
  10
  Stall Speed
  Vehicles with fixed wings or ornithopter wings have a stall
  speed. This is the minimum speed required for takeoff and
  flight.
  Calculating Stall Speed
  An aircraft's stall speed depends on its number of Stall
  Points, and its Lift. Stall Points are derived from the vehicle's:
  Body Mass Category
  Streamlining
  Wing technology, size and arrangement
  The total Stall Points can be a positive or negative, either
  increasing or decreasing the base stall speed of 70 mph.
  Look the up total Stall Points on the Stall Speed table
  below to determine the vehicle's stall speed. If the Stall Points
  falls between two values on the table, use the intermediate
  value. For example, a vehicle with 3.5 Stall Points has a stall
  speed of 100 mph.
  Lift Points
  Each 1 Lift the vehicle has decreases the stall speed by one-
  third. For example, a vehicle's stall speed is 60 mph. One-
  third of this is 20 mph, so each 1 Lift reduces the stall speed
  by 20 mph.
  If the vehicle's stall speed is reduced to 0 or less (i.e. by
  having 3 or more Lift points), it can hover.
  Streamlining Stall Points
  Streamlining
  Stall Points
  Normal
  0
  Good
  0.5
  Sleek
  1
  Superior
  1.5
  Excellent
  2
  Extreme
  3
  Stall Speed Multiplier
  Stall Points
  Stall Speed
  Stall Points
  Stall Speed
  -15
  14 mph
  0
  70 mph
  -14
  16 mph
  1
  77 mph
  -13
  17 mph
  2
  85 mph
  -12
  20 mph
  3
  95 mph
  -11
  22 mph
  4
  105 mph
  -10
  24 mph
  5
  115 mph
  -9
  27 mph
  6
  130 mph
  -8
  30 mph
  7
  145 mph
  -7
  33 mph
  8
  160 mph
  -6
  37 mph
  9
  180 mph
  -5
  40 mph
  10
  200 mph
  -4
  45 mph
  11
  220 mph
  -3
  50 mph
  12
  245 mph
  -2
  55 mph
  13
  275 mph
  -1
  65 mph
  14
  300 mph
  39
  STATISTICS | SPEED
  
  Air Speed
  Air Acceleration
  Component
  Acceleration
  Drag
  Propellers
  (Industrial)
  0.9 mph × PP
  –
  Propellers (Early
  Modern)
  1.1 mph × PP
  –
  Propellers
  (Modern)
  1.3 mph × PP
  –
  Rotary wing
  0.5 mph × PP
  3
  Ornithopter wing
  0.75 × PP
  1 per
  component
  Sky rig (lateen)
  0.9–2.6 mph per
  component
  1 per
  component
  Sky rig (full rig)
  1.2–3.6 mph per
  component
  1 per
  component
  Sky rigs show two values for thrust. The first is for a light
  wind, the second is for a strong wind. Optionally work out the
  speed for each point of sail.
  Air Drag
  Component
  Drag
  Monoplane
  2
  Biplane
  4
  Triplane
  5
  Gasbag
  2 per
  component
  Arm, leg, melee weapon, wheel, oar, screw
  propeller, paddlewheel or artillery weapon
  component
  1 per
  component
  Maximum Speed
  After all modifiers are applied, the vehicle cannot exceed the
  following speeds if it has the indicated component.
  Propellers: 600 mph
  Ornithopter wings: 600 mph
  Rotary wing (early modern): 150 mph
  Rotary wing (modern): 250 mph
  Gasbags: 90 mph
  Sailing rig: 90 mph
  Base Air Speed
  Acceleration
  Air Speed
  (mph)
  Acceleration
  (mph)
  Air Speed
  (mph)
  0.05
  10
  20
  200
  0.07
  12
  25
  220
  0.1
  15
  30
  240
  0.15
  17
  35
  260
  0.2
  20
  40
  280
  0.3
  25
  45
  300
  0.45
  30
  50
  320
  0.6
  35
  60
  340
  0.8
  40
  65
  360
  1.0
  45
  70
  380
  1.2
  50
  80
  400
  1.5
  55
  90
  420
  1.7
  60
  100
  440
  2.1
  65
  110
  460
  2.4
  70
  115
  480
  2.8
  75
  125
  500
  3
  80
  135
  520
  3.5
  85
  150
  540
  4
  90
  160
  560
  5
  100
  170
  580
  6
  110
  180
  600
  7
  120
  210
  650
  8
  130
  245
  700
  10
  140
  280
  750
  11
  150
  320
  800
  13
  160
  360
  850
  15
  170
  400
  900
  16
  180
  450
  950
  18
  190
  500
  1,000
  40
  STATISTICS | AIR SPEED
  
  Water Speed
  Water Acceleration
  Component
  Acceleration
  Oars (average crew)
  0.15 mph per
  component
  Oars (strong crew, or average crew
  making power strokes)
  0.2 mph per
  component
  Oars (strong crew making power
  strokes)
  0.25 mph per
  component
  Paddlewheel, Simple
  3 mph × PP
  Paddlewheel, Feathered
  3.5 mph × PP
  Sailing rig (square, lateen)
  1.4–4 mph per
  component
  Sailing rig (full rig)
  1.8–5.5 mph per
  component
  Screw Propeller (Industrial)
  3.5 mph × PP
  Screw Propeller (Early Modern)
  5.5 mph × PP
  Sailing rigs show two values for thrust. The first is for a
  light wind, the second is for a strong wind. Optionally work
  out the speed for each point of sail.
  Water Drag
  Component
  Drag
  Paddlewheel, sidewheeler
  1
  Wheels
  1 per
  component
  Each leg, arm or melee weapon (if below
  water line)
  1
  Underwater
  3
  Base Water Speed
  Acceleration
  (mph)
  Water Speed
  (mph)
  Acceleration
  (mph)
  Water Speed
  (mph)
  0.01
  1
  12
  12
  0.03
  1½
  15
  13
  0.06
  2
  20
  14
  0.1
  2½
  24
  15
  0.2
  3
  28
  16
  0.3
  3½
  34
  17
  0.45
  4
  40
  18
  0.6
  4½
  48
  19
  0.9
  5
  55
  20
  1.1
  5½
  65
  21
  1.5
  6
  75
  22
  1.9
  6½
  85
  23
  2.4
  7
  95
  24
  3
  7½
  110
  25
  3.6
  8
  125
  26
  4.2
  8½
  140
  27
  5
  9
  155
  28
  7
  10
  170
  29
  10
  11
  190
  30
  41
  STATISTICS | WATER SPEED
  
  Land Speed
  Drawn Vehicles
  Vehicles pulled by creatures must have wheels or runners
  and a harness. The vehicle moves at the creature's speed,
  subject to the creature's encumbrance and the speed
  reduction caused by the wheels or runners due to terrain. 
  Land Thrust
  Component
  Thrust
  Wheel Drivetrain
  PP ×15
  Simple Legs, Biped
  PP ×0.1
  Simple Legs, Quadruped
  PP ×0.2
  Superior Legs, Biped
  PP ×1
  Superior Legs, Quadruped
  PP ×2
  Sailing Rig
  Water acceleration × 10
  Propellers
  Air acceleration × 10
  Land Drag
  Component
  Drag
  Runners
  10
  Wheels
  6
  Wheels (industrial)
  3
  Wheels (early modern)
  0
  Good aerodynamic streamlining or better
  −1
  If base land speed is 10 mph or greater, also include Drag
  from the Air Drag table (except wheels).
  Base Land Speed
  Land Thrust
  Land Speed (mph)
  Acceleration (mph)
  0.01
  1
  0.3
  0.04
  2
  0.6
  0.08
  3
  1
  0.15
  4
  1
  0.4
  6
  2
  0.6
  8
  2
  1
  10
  3
  1.5
  12
  3
  2
  15
  4
  3
  17
  5
  4
  20
  6
  6
  25
  7
  8
  30
  9
  11
  35
  10
  15
  40
  10
  18
  45
  10
  23
  50
  15
  28
  55
  15
  33
  60
  15
  40
  65
  20
  45
  70
  20
  50
  75
  20
  60
  80
  25
  65
  85
  25
  75
  90
  25
  85
  95
  25
  90
  100
  30
  110
  110
  30
  135
  120
  35
  155
  130
  40
  183
  140
  40
  210
  150
  45
  240
  160
  45
  300
  180
  55
  375
  200
  60
  450
  220
  65
  540
  240
  70
  630
  260
  75
  735
  280
  85
  840
  300
  90
  42
  STATISTICS | LAND SPEED
  
  Drag from Mass
  Mass
  i
  ii
  iii
  iv
  v
  vi
  vii
  viii
  ix
  x
  xi
  xii
  Drag (Air)
  0
  −1
  −2
  −3
  −4
  −5
  −6
  −6
  −7
  −8
  −9
  −10
  Drag (Water)
  0
  0
  −1
  −2
  −3
  −3
  −4
  −4
  −5
  −5
  −6
  −7
  Note that there is no Drag to land speed for mass category.
  Speed Multiplier
  Add together all the Drag from components as shown in the
  Air Speed, Water Speed and Land Speed tables above.
  Subtract the Drag from streamlining and the vehicle's mass
  category. The result may be positive or negative.
  The vehicle's base speed is multiplied by a value shown in
  the Speed Multiplier table below.
  For example, a mass v aircraft has fixed wings and good
  streamlining. Total Drag is 2 (wings) −4 (mass) −2
  (streamlining) = −4. Therefore the speed multilier is ×1.5.
  Drag from Streamlining
  Aerodynamic and hydrodynamic streamlining applies to air
  and water speeds respectfully.
  Streamlining
  Drag
  Normal
  0
  Good
  −2
  Sleek
  −4
  Superior
  −7
  Excellent
  −10
  Extreme
  −13
  Speed Multiplier (Positive Drag)
  Drag
  Multiplier
  Drag
  Multiplier
  1
  ×0.9
  11
  ×0.3
  2
  ×0.8
  12
  ×0.28
  3
  ×0.73
  13
  ×0.25
  4
  ×0.65
  14
  ×0.23
  5
  ×0.6
  15
  ×0.2
  6
  ×0.53
  16
  ×0.18
  7
  ×0.48
  17
  ×0.16
  8
  ×0.43
  18
  ×0.15
  9
  ×0.4
  19
  ×0.13
  10
  ×0.35
  20
  ×0.12
  Speed Multiplier (Negative Drag)
  Drag
  Multiplier
  Drag
  Multiplier
  −1
  ×1.1
  −11
  ×3.1
  −2
  ×1.2
  −12
  ×3.5
  −3
  ×1.3
  −13
  ×4
  −4
  ×1.5
  −14
  ×4.3
  −5
  ×1.7
  −15
  ×4.8
  −6
  ×1.8
  −16
  ×5.4
  −7
  ×2
  −17
  ×6
  −8
  ×2.3
  −18
  ×6.6
  −9
  ×2.5
  −19
  ×7.4
  −10
  ×2.8
  −20
  ×8.2
  Tip!
  Speed multipliers are scaled so that applying
  separate measures of Drag gives the same result as
  those Drags added together. For example, Drag 5
  (×0.6 multuplier) is the same as Drag 2 (×0.8) plus
  Drag 3 (×0.73).
  This can be useful if you are adding loads (see
  Towing and Airlifting) after you have already
  finalized a vehicle's statistics.
  43
  STATISTICS | SPEED MULTIPLIER
  
  Towing and Airlifting
  A vehicle can pull or lift extra loads, reducing its maximum
  speed.
  Loads For the purpose of these rules, one load has a mass
  equal to the mass of the vehicle. On land, the loads must have
  wheels or runners, or the vehicle must have arms. An air
  vehicle can only carry extra loads if it can hover.
  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 can safely tow one load.
  A vehicle with a low-gear wheel drivetrain or low-gear
  screw propeller can safely carry any number of loads.
  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).
  Lift An air vehicle's Lift is decreased by 3 for each load it is
  airlifting.
  Speed While towing, the vehicle's maximum speed and
  acceleration is reduced, as shown in the Towing table. For
  example, if a land vehicle is towing 3 loads, its speed and
  acceleration is halved.
  Streamlining A vehicle towing or airlifting cannot benefit
  from the Drag reduction of Sleek streamlining or better: it
  is limited to Good (−2 Drag).
  Towing
  Speed
  Loads (Air or Land)
  Loads (Water)
  × 0.8
  ½
  1
  × 0.75
  1
  2
  × 0.7
  1½
  3
  × 0.6
  2
  5
  × 0.5
  3
  9
  × 0.45
  4
  13
  × 0.4
  5
  15
  × 0.35
  7
  23
  × 0.3
  9
  36
  × 0.25
  10
  48
  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 If a vehicle has more than 3 Lift, its rate of climb
  is 40 feet per Lift that exceeds 3. For example, if a vehicle has
  5 Lift, its rate of climb is 80 feet. This value is halved if the
  vehicle does not have a helm or has a rudimentary helm.
  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 Dexterity
  (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 Dexterity (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.
  Bonus Lift
  If a vehicle has less than 3 Lift, 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 from such an environment.
  Ground Effect A vehicle with fixed wings, rotary wings or
  ornithopter wings has 1 bonus Lift 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.
  44
  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.
  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)
  45
  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.
  Ability Checks and
  Saves
  Dexterity (Maneuver) Check
  A maneuver check is a Dexterity check made by the pilot of a
  vehicle, using the vehicle's Dexterity instead of their own. The
  pilot adds their proficiency bonus if they have the appropriate
  vehicle proficiency.
  If you are the pilot of a vehicle, the DM might ask you to
  make a Dexterity (Maneuver) check to swerve out of the way
  of an obstacle, out-maneuver an enemy aircraft in a dogfight,
  or to turn the vehicle sharply.
  Strength (Stability) Check
  A stability check is a Strength check made by the pilot of a
  vehicle, using the vehicle's Strength instead of their own. The
  pilot adds their proficiency bonus if they have the appropriate
  vehicle proficiency.
  If you are the pilot of a vehicle, the DM might ask you to
  make a Strength (Stability) check to regain control of a
  vehicle, or to maintain a steady course in a storm.
  Constitution (Integrity) Saving
  Throw
  An integrity saving throw is a Constitution saving throw made
  by a crewmember of a vehicle, using the vehicle's
  Constitution instead of their own. The crewmember adds
  their proficiency bonus if they have the appropriate vehicle
  proficiency.
  The DM might call for a Constitution (Integrity) saving
  throw if the vehicle is moving faster its structural speed limit,
  diving deeper than its depth limit or suffers an internal
  explosion. Failure could mean that a component is disabled
  or destroyed.
  Movement
  A vehicle moves at the end of the pilot's turn. If there is no
  pilot, the vehicle moves on initiative 0.
  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.
  The DM is free to adjudicate what happens when a vehicle
  is out-of-control. Here are some suggestions:
  The vehicle decelerates by 10 mph and turns one step left
  or right (determined randomly).
  The pilot cannot take any piloting maneuver other than
  Regain Control.
  An air vehicle loses 1d6×10 feet of altitude. If the vehicle
  is out-of-control due to a failed maneuver check, and failed
  by 5 or more, it instead loses 1d6×100 feet.
  If a land vehicle is out-of-control due to a failed maneuver
  check, and failed by 5 or more, it suffers a rollover. In a
  rollover, the vehicle it takes collision damage as though it
  had collided with an object of the same size as itself.
  A water vehicle takes on water. Roll d6 and add the
  number of times the vehicle has taken on water. On a 6 or
  more, the vehicle begins to sink. If the vehicle is out-of-
  control due to a failed maneuver check, and failed by 5 or
  more, it takes on water twice.
  46
  VEHICLE COMBAT
  
  Turning
  When a pilot takes the turn piloting maneuver, they can make
  the vehicle perform a number of 45-degree rotations during
  its movement in a combat round.
  The number of rotations that can be made is equal to the
  vehicle's Dexterity modifier, adjusted by the vehicle's current
  speed, as shown in the following table.
  Current Speed
  Number of Rotations
  10 mph or less
  +5
  15 mph
  +4
  30 mph
  +3
  50 mph
  +2
  100 mph
  +1
  150 mph
  +0
  300 mph
  -1
  500 mph
  -2
  1,000 mph
  -3
  1,500 mph
  -4
  3,000 mph
  -5
  5,000 mph
  -6
  Slow Turn
  If the number of turns is 0 or less, the vehicle can make slow
  turns over the course of 1 minute. The number of slow turns
  is equal to the number of turns + 4.
  For example, a ship with a Dexterity of 1 is travelling at 10
  mph. The number of turns is −5 (Dexterity modifier) + 5
  (speed modifier) = 0. Therefore it can make 4 rotations of 45-
  degrees over a duration of 1 minute.
  Hex Grid
  If you are playing on a hex grid, a turn is a 60-degree rotation.
  Adjust the number rotations as follows:
  Square Grid Rotations
  Hex Grid Rotations
  1
  1
  2 or 3
  2
  4
  3
  5 or 6
  4
  Sharp Turn
  When you use a piloting maneuver to turn, you may use
  another piloting maneuver to make additional turns. Make a
  DC 15 Dexterity (maneuver) check for each additional turn.
  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.
  47
  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 the value calculated in the Speed
  chapter.
  Move A vehicle with legs can move its walking speed without
  needing to accelerate.
  Turn The vehicle can turn during its movement: see Turning.
  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 Make a DC 15 Strength (Stability) check. On
  a success, you 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 Performance 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 (Maneuver) check made
  before the start of the character's next turn.
  Improve Stability 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 Strength (Stability) check made 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.
  48
  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 or
  Structure Points (maximum speed limit is reduced).
  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
  Dexterity (manevuer) 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 The pilot must make a DC 15 Dexterity (maneuver)
  check. The check is made with advantage if the vehicle still
  has undamaged wheel components. 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.
  49
  VEHICLE COMBAT
  
  Vehicle Death 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 vehicle death
  saving throw.
  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 death 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 for a creature, 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.
  50
  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
  suggested costs. Actual costs may vary greatly depending on
  the game world.
  Fuel
  Cost per ton
  Cost per lb
  Wood
  10 gp
  0.005 gp
  Coal
  40 gp per ton
  0.02 gp
  Cargo
  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.
  51
  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.
  52
  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.
  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, a base Dexterity of 8 and a base Strength of 13. We'll
  use the recommended sizes: a Gargantuan object, 50 feet
  long with a 15-foot beam and 1 deck.
  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.
  Sailing Rig The airship may be used for exploring rather
  than trading, so we'll choose the more versatile lateen rig
  as a sky rig, two components. 4 crew are required.
  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, providing 12 Structure Points. Most ocean-
  going vessels have three, but we need a lighter hull to
  accomodate the gasbags. This gives a maximum speed
  limit of 60 mph (12 × 5).
  Cargo hold We need at least one cargo hold to hold ballast.
  Any remaining slots can be used for cargo.
  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.
  The table above shows the components we've selected
  arranged into the 20 slots.
  Statistics
  Cost 13,400 gp.
  Hit Points 220 in total: 100 base, plus 120 from the wood
  structure (calculated 12 × 10).
  Dexterity 8. There are no modifiers.
  Strength 10 (calculated base 12, minus 4/3 from the sailing
  rig).
  Constitution 11 (calculated base 10, plus 12÷12).
  Rate of Climb The airship's rate of climb is 80 feet per round
  (calculated (5 − 3) × 40).
  Armor Class Overall AC is 13, calculated (15 + 15 + 11) ÷ 3.
  Each gasbag and sail is an exposed component with an AC
  of 11.
  Acceleration (Air) 1.8 mph (light wind) to 5.2 mph (strong
  wind), from two sky rig components.
  Speed 30 mph (light wind) and 50 mph (strong wind). This
  was calculated as follows:
  Base air speed: 60 mph (light wind) to 100 mph (strong
  wind).
  Drag: 10 (from the gasbags) + 2 (from the sails) −6 (from
  mass vii) = 6.
  Speed Multiplier: ×0.53
  Speed at other points of sail are:
  Reaching: 13 mph (light wind), 24 mph (strong wind).
  Running: 13 mph (light wind), 21 mph (strong wind)
  Bearing windward: 3 mph (light wind), 4 mph (strong
  wind)
  53
  Slot
  Component
  Cost (gp)
  1
  Wood structure
  200
  2
  Helm (rudimentary)
  600
  3–5
  Quarters
  3 × 600
  6
  Cargo hold (3 tons)
  0
  7–11
  Gasbag (lifting gas)
  5 × 1,400
  12–13
  Sky Rig (lateen)
  2 × 600
  14–17
  Quarters
  4 × 600
  18
  Cargo hold (ballast)
  0
  19
  Cargo hold (3 tons)
  0
  20
  Wood structure
  200
  APPENDIX B | EXAMPLES
  
  The finished airship statblock looks like this.
  Dimensions. 50 feet long, 15 feet wide, 1 deck.
  Supplies: The quarters can hold up to 30 days of supplies,
  costing 600 gp.
  Design Notes: Mass vii body (60 tons laden).
  Crew
  You can optionally note specific crew roles.
  12 riggers (3 watches)
  3 gasbag crew (3 watches)
  3 helm crew (3 watches)
  3 pilots (3 watches)
  3 deck crew (3 watches)
  Up to 4 officers or passengers
  Combat
  You can optionally note information that may be useful if the
  vehicle is engaged in combat, such as how damage affects
  components, and its turning performance. Unless otherwise
  specified, turning rotations are 45-degrees.
  Damage. If a single attack deals 22 or more damage, a slot is
  disabled; if 110 or more damage, two slots are destroyed.
  Turning. 1 rotation (at 50 mph), 2 rotations (at 30 mph), 3
  rotations (at 15 mph)
  54
  Example Airship
  Gargantuan object
  Armor Class: 13
  Hit Points: 220
  Speed: 30 mph to 50 mph (broad reach); 13 to 24
  mph (reaching or running); 3 to 4 mph (bearing
  windward)
  STR
  DEX
  CON
  10 (+0)
  8 (−1)
  11 (+0)
  Acceleration (Air): 1.5 to 5 mph in broad reach
  Crew: 24 to 28
  Cargo: 6 tons
  Cost: 13,400 gp
  Slot
  Component
  1
  Wood structure
  2
  Helm (rudimentary)
  3–5
  Quarters (18 hammocks)
  6
  Cargo hold (3 tons)
  7–11 Gasbag (lifting gas)
  12–
  13
  Sky Rig (lateen)
  14–
  17
  Quarters (6 hammocks, 2 cabins, saloon for
  5)
  18
  Cargo hold (ballast)
  19
  Cargo hold (3 tons)
  20
  Wood structure
  APPENDIX B | EXAMPLES
  
  Let's Build a Steam Wagon
  This example introduces Power Points and powertrains.
  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.
  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, a Dexterity of 11 and a Strength of 12. The steam
  wagon is Large, 10 feet long and 5 feet wide.
  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. Two other passengers can sit at the front. Therefore
  we need three seating component for three utilitarian seats.
  Wheels We take standard wheels. Only one component is
  required.
  Wheel Drivetrain The wheel drivetrain is a powertrain, so
  we use the powertrain rating rule. Power-to-weight is 1. Mass
  is 3 tons. We'll take two components.
  Base = 3 ÷ (3 × 1) = 1
  Effective Components = 2 − Base = 1
  Rating = 1 × 1 = 1; so we cannot allocate more than 1
  Power Point to the powertrain.
  Because we want the steam wagon to pull a load, we will
  use a low-gear drivetrain.
  Steam Engine At mass ii each atmospheric engine
  component generates a 1/12 Power Point. We will take 6
  components, generating a 1/2 Power Point.
  Structure We need at least 1 Structure Point to derive a
  maximum speed. The wagon is open-topped but has a
  wooden frame protecting the drivetrain. We will take two
  wooden structure components for 12 Structure Points.
  Cargo hold Remaining slots can be used for cargo.
  Firebox. The steam wagon has a lightweight undersized
  cargo hold that acts as a firebox for the steam engine. It has a
  capacity of 100 lbs. It takes 5 minutes to stoke the engine,
  then no stoker is required. It gives the engine an endurance of
  40 minutes (1/2 Power Point × 1 hour ÷ 3).
  The table above shows the components we've selected
  arranged into the 20 slots.
  Statistics
  Cost 600 gp.
  Hit Points 70 in total: 30 base, plus 12 × 3.5.
  Speed 7 mph (60 ft.). The vehicle has 7.5 Land Thrust (wheel
  drive train with 1/2 Power Point) and 6 Drag (renaissance
  wheels), granting 13 mph. The low-gear drivetrain halves
  this.
  Towing If the wagon tows one load (3 tons), it has an
  additional 3 Drag, reducing its speed to 2½ mph (20 ft.).
  Acceleration 10 mph (per the Base Land Speed table).
  Dexterity 11. There are no modifiers.
  Strength 19 (calculated 11 base, plus 8 for wheels).
  Constitution 11 (calculated 10 base, plus 12÷12 from
  structure).
  Armor Class Overall AC is 13, calculated (15 + 15 + 11) ÷ 3.
  Crew 1 driver, 2 passengers.
  55
  Slot
  Component
  Cost (gp)
  1–6
  Atmospheric engine
  Firebox (in slot 1)
  6 × 15
  7–8
  Wheel drivetrain
  2 × 200
  9
  Helm
  60
  10–12
  Seating (3 utilitarian)
  30
  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.
  Design Notes. Mass i body. No helm.
  Combat
  Damage. If a single attack deals 6 or more damage, a slot is
  disabled; if 32 or more damage, two slots are destroyed.
  Turning. 4 rotations
  56
  Heavy Covered Wagon
  Large object
  Armor Class: 14
  Hit Points: 65
  Damage Threshold: 5
  Speed: 40 ft. (Drawn by four draft horses)
  STR
  DEX
  CON
  19 (+4)
  8 (-1)
  11 (+0)
  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)
  APPENDIX B | EXAMPLES
  
  Gnomish Submarine
  This long iron-hulled vessel allows a team of gnomes
  cranking a spiral oar to travel quietly under the ocean's
  surface. It must come up for air after 1 hour. Two values for
  acceleration and speed are given, the first for normal
  operation and the second if the cranking team exert
  themselves.
  Design Notes. Mass category iii (6 tons laden). Sealed.
  Because the vehicle is sealed, the seating components have
  half their normal occupancy. A muscle engine team of 12
  operators with an average of Strength 13 produce 156 Effort
  (rounded to 1/10 Power Point), or 312 Effort (rounded to 1/5
  Power Point) if they exert themselves. The screw propeller
  and ballast are anachronistic, so their costs are multiplied by
  10.
  Drag is 3 (underwater) −1 (mass category), for a speed
  multiplier of ×0.8.
  Crew
  1 pilot
  12 operators
  Combat
  Damage. If a single attack deals 29 or more damage, a slot is
  disabled; if 145 or more damage, two slots are destroyed.
  Turning. 3 rotations
  57
  Gnomish Submarine
  Rare Huge object
  Armor Class: 18
  Hit Points: 290
  Damage Threshold: 5
  Speed: 3½ mph (30 ft.) to 4½ mph (40 ft.)
  (underwater)
  STR
  DEX
  CON
  14 (+2)
  6 (-2)
  14 (+2)
  Acceleration: 0.5 mph (5 ft.)
  Maximum Depth: 55 ft.
  Cargo: 600 lbs.
  Crew: 13
  Cost: 23,000 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 (+1/10 to 1/5 PP)
  19
  Screw propeller
  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.
  58
  Gun Tower
  Large object
  Armor Class: 17
  Hit Points: 100 
  Damage Threshold: 5
  STR
  DEX
  CON
  –
  –
  11 (+0)
  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: 4½ mph (40 ft.)
  STR
  DEX
  CON
  15 (+2)
  4 (-3)
  11 (+0)
  Acceleration: 0.5 mph (5 ft.)
  Cargo: 800 lbs
  Crew and Passengers: 2 rowers, 4 passengers
  Cost: 82 gp
  Slot
  Components
  1–2
  Wood structure
  5–8
  Oars (2 crew)
  9–12
  Cargo hold (800 lbs)
  13–20 Seating (utilitarian for 4 passengers)
  APPENDIX B | EXAMPLES
  
  Merchant Ship
  A sailing ship for carrying cargo. It has a round hull and 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.
  Dimensions. 80 feet long, 20 feet wide, 2 decks.
  Design notes. Mass ix body (200 tons laden).
  Crew
  9 riggers (3 watches)
  3 pilots (3 watches)
  3 helm crew (3 watches)
  3 deck crew (3 watches)
  Sailmaker
  Acolyte (the ship's "doctor")
  Captain
  Officer
  Combat
  Damage. If a single attack deals 40 or more damage, a slot is
  disabled; if 200 or more damage, two slots are destroyed.
  Turning. 4 slow turns at 10 mph (over 1 minute)
  59
  Merchant Ship
  Gargantuan object
  Armor Class: 15 
  Hit Points: 400
  Damage Threshold: 15
  Speed: 10 to 13 mph (broad reach); 5 to 6½ mph
  (reaching); ½ mph (beating windward).
  STR
  DEX
  CON
  20 (+5)
  1 (-5)
  11 (+0)
  Acceleration: Up to 4 mph
  Cargo: 115 tons
  Crew: 22
  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
  Sailing rig (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)
  APPENDIX B | EXAMPLES
  
  Golden Condor
  A huge legendary ornithopter, resembling a condor, made
  from gold and powered by sunlight.
  Design notes. Mass iv body (10 tons laden). Good
  streamlining.
  The ornithopter wings are rated for 29 PP, and are
  allocated 24 PP from the magic engines.
  Air acceleration is 0.75 × 24 = 18 mph
  The wings provide a Lift of 24 ÷ 8 = 3
  Base air speed is 190 mph. Drag is −2 (3 from ornithopter
  components, −3 from mass, −2 from streamlining), so the
  speed multiplier is ×1.2. The condor can achieve 225 mph
  (but not for sustained flight, see below).
  Stall speed is 0 mph (from 3 Lift), so the condor can hover.
  The gold structure provides 30 Structure Points. The
  maximum speed limit is 5 × 30 × 1.2 = 180 mph.
  Each gold structure costs 60,000 gp (instead of 50,000 gp)
  due to streamlining.
  The magic engines only operate in sunlight, so their cost
  is halved.
  The runners in slot 15 represent the Condor's "feet".
  Combat
  Damage. If a single attack deals 20 or more damage, a slot is
  disabled; if 100 or more damage, two slots are destroyed.
  Turning. 2 rotations (at 180 mph), 7 rotations (at 10 mph)
  60
  Golden Condor
  Legendary huge object
  Armor Class: 16
  Hit Points: 200 
  Damage Threshold: 5
  Speed: fly 180 mph (hover) 
  STR
  DEX
  CON
  13 (+1)
  14 (+2)
  12 (+1)
  Acceleration: 18 mph (air).
  Rate of Climb: 180 ft.
  Crew and Passengers: 1 pilot, 6 passengers
  Cost: 406,000 gp
  Slot
  Components
  1
  Gold structure (front)
  2
  Helm
  3–6
  Seating (6 standard)
  7–9
  Magic Engine (+12 PP)
  10–11 Gold structure (center)
  12–14 Ornithopter Wings (futuristic) (-24 PP)
  15–17 Magic Engine (+12 PP)
  Runners
  18
  Maneuvering System (Air)
  19–20 Gold structure (rear)
  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 any number of
  loads. Each car presented below is a one-half load.
  The train's maximum speed is reduced to 30 mph (2 cars),
  25 mph (4 cars), 20 mph (6 to 12 cars), 15 mph (14 cars) or
  10 mph (18 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.
  61
  Elemental Locomotive
  Uncommon huge object
  Armor Class: 18 (front), 15 (center, rear)
  Hit Points: 180
  Damage Threshold: 5
  Speed: 40 mph (rail)
  STR
  DEX
  CON
  20 (+5)
  9 (-1)
  12 (+1)
  Acceleration: 40 mph
  Cargo: 1.2 tons (2,400 lbs) 
  Crew and Passengers: 1 driver, 2 wizards
  Cost: 4,000 gp
  Slot
  Components
  1
  Iron structure
  2
  Elemental engine (+4 PP, conjured
  elemental)
  3–7
  Wheel drivetrain (-4 PP, low-gear)
  8
  Wheels, Rail
  9
  Helm
  10
  Wood structure
  11–
  14
  Seating (2 luxury)
  15
  Wheels, Rail
  16–
  19
  Cargo hold (1.2 tons)
  20
  Wood structure
  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
  
  Powertrains Reference
  Ratings
  This appendix presents pre-calcuated powertrain ratings.
  Each table gives you the rating of a powertrain by cross-
  referencing the number of components and the vehicle's
  mass category.
  For example, if you have a mass ii vehicle with 3 modern
  ornithopter components, the powertrain is rated for 15
  Power Points.
  Legs
  Simple Legs (Early Modern)
  Components
  1
  2
  3
  Mass i, ii
  1/10
  1/5
  1/3
  Mass iii
  1/10
  1/2
  1½
  Mass iv
  1/5
  1
  2
  Mass v, vi, vii
  1/2
  1½
  2½
  Mass viii +
  1
  2
  3
  Simple Legs (Modern)
  Components
  1
  2
  3
  Mass i
  1/3
  2
  5
  Mass ii
  1/3
  3
  6
  Mass iii
  1½
  4
  7
  Mass iv
  2
  5
  8
  Mass v
  2½
  5
  8
  Mass vi +
  3
  6
  9
  Simple Legs (Futuristic)
  Components
  1
  2
  3
  Mass i
  2
  8
  14
  Mass ii
  3
  9
  15
  Mass iii
  4
  10
  16
  Mass iv
  5
  11
  18
  Mass v+
  6
  12
  18
  Superior Legs (Early Modern)
  Components
  1
  2
  3
  Mass i, ii, iii
  1/30
  1/15
  1/10
  Mass iv
  1/30
  1/15
  1/5
  Mass v
  1/30
  1/4
  1/2
  Mass vi
  1/15
  1/3
  1/2
  Mass vii
  1/5
  1/2
  1/2
  Mass viii, ix
  1/4
  1/2
  1
  Mass x +
  1/3
  1/2
  1
  Superior Legs (Modern)
  Components
  1
  2
  3
  Mass i, ii
  1/10
  1/5
  1/3
  Mass iii
  1/10
  1/2
  1½
  Mass iv
  1/5
  1
  2
  Mass v, vi, vii
  1/2
  1½
  2½
  Mass viii +
  1
  2
  3
  Superior Legs (Futuristic)
  Components
  1
  2
  3
  Mass i
  1/5
  1/3
  2
  Mass ii
  1/5
  1
  3
  Mass iii
  1/2
  2½
  4
  Mass iv
  1
  3
  5
  Mass v, vi
  1½
  3½
  5
  Mass vii +
  2
  4
  6
  Ornithopter Wings
  Ornithoper Wings (Early Modern)
  Components
  1
  2
  3
  Mass i, ii
  1½
  3½
  5
  Mass iii +
  2
  4
  6
  Ornithoper Wings (Modern)
  Components
  1
  2
  3
  Mass i +
  5
  10
  15
  Ornithoper Wings (Futuristic)
  Components
  1
  2
  3
  Mass i +
  10
  20
  30
  1
  POWERTRAIN REFERENCE
  
  Paddlewheel
  Components
  1
  2
  3
  Mass i
  1/10
  1/5
  1/3
  Mass ii
  1/10
  1/5
  1/2
  Mass iii
  1/10
  1/2
  1
  Mass iv
  1/5
  1/2
  1
  Mass v
  1/3
  1/2
  1
  Mass vi +
  1/2
  1
  1½
  Propellers
  Here, a "1/2" component represents a one-step undersized
  component.
  Propellers (Industrial)
  Components
  1/2
  1
  2
  Mass i
  8
  21
  46
  Mass ii
  9
  22
  47
  Mass iii +
  12
  25
  50
  Propellers (Early Modern or Later)
  Components
  1/2
  1
  2
  Mass i +
  20
  40
  80
  Rotary Wing
  Here, a "1/2" component represents a one-step undersized
  component.
  Rotary Wing (Early Modern)
  Components
  1/2
  1
  2
  Mass i
  3½
  11
  26
  Mass ii
  4
  12
  27
  Mass iii +
  7
  15
  30
  Rotary Wing (Modern)
  Components
  1/2
  1
  2
  Mass i
  11
  26
  56
  Mass ii +
  15
  30
  60
  Rotary Wing (Futuristic)
  Components
  1/2
  1
  2
  Mass i +
  25
  50
  100
  Screw Propeller
  Screw Propeller (Industrial)
  Components
  1
  2
  3
  Mass i
  1/3
  1½
  3
  Mass ii
  1/2
  2
  3½
  Mass iii, iv
  1
  2½
  4
  Mass v +
  1½
  3
  4½
  Screw Propeller (Early Modern or Later)
  Components
  1
  2
  3
  Mass i
  1½
  4
  7
  Mass ii
  2
  5
  8
  Mass iii
  2½
  5
  8
  Mass iv +
  3
  6
  9
  Wheel Drivetrain
  Wheel Drivetrain (Renaissance)
  Components
  1
  2
  3
  Mass i
  1/5
  1/2
  1½
  Mass ii
  1/5
  1
  2
  Mass iii, iv, v
  1/2
  1½
  2½
  Mass vi +
  1
  2
  3
  Wheel Drivetrain (Industrial)
  Components
  1
  2
  3
  Mass i
  2½
  6
  10
  Mass ii
  3
  7
  11
  Mass iii
  3½
  7
  11
  Mass iv +
  4
  8
  12
  Wheel Drivetrain (Early Modern)
  Components
  1
  2
  3
  Mass i
  6
  14
  22
  Mass ii
  7
  15
  23
  Mass iii +
  8
  16
  24
  Wheel Drivetrain (Modern)
  Components
  1
  2
  3
  Mass i
  8
  18
  28
  Mass ii +
  10
  20
  30
  Wheel Drivetrain (Futuristic)
  Components
  1
  2
  3
  Mass i +
  15
  30
  45
  2
  POWERTRAIN REFERENCE
  
  Powertrain Components
  Required
  Sometimes you know how many Power Points you wish to
  assign to a powertrain, and need to know how many
  components should be added. The following method can be
  used instead of the Rating calcuation in the Powertrain
  chapter of VCK.
  The number of components required depends on the
  maximum Power Points (PP) that can be allocated to the
  powertrain. Each powertrain has a power-to-weight value
  (PTW).
                 Base Components equals PP ÷ PTW.
  Smaller powertrains have reduced power-to-weight. This is
  represented with a Mass Addend.
                 Mass Addend equals 3 ÷ (T × PTW)
  Where T is the laden mass of the vehicle in tons (see the
  Body table in the Body Mass section).
  If the Mass Addend is less than 0.1, it is negligable: treat it
  as 0.
  Add the Mass Addend to Base Components to get the
  Required Components.
  Round Up. If the result is more than 0.5, round the result up
  to the nearest whole number.
  Undersized. If the result was between 0.34 and 0.5, you can
  use a one-step undersized component at half cost. If the
  result was between 0.21 and 0.33, you can use a two-step
  undersized component at one-third cost.
  Lightweight. If the result was 0.2 or less, you can take the
  component as a lightweight component, at one-fifth cost.
  Component Limit
  There is a maximum limit to the number of required
  components.
  Component Limit equals Base Components × 5
  If the Required Components exceeds the Component
  Limit, reduce it to the Component Limit.
  Bulky and Compact
  Some powertrains are tagged as "bulky" or "compact". Adjust
  the calculations as follows.
  Bulky:
   Mass Addend = 1 ÷ (T × PTW).
   Component Limit = Base Components × 10.
  Compact:
   Mass Addend = 8 ÷ (T × PTW).
   Component Limit = Base Components × 2.5.
  Example
  To a mass i vehicle (2 tons) you wish to add
  modern light legs rated for 4 Power Points.
  The power-to-weight for modern light legs is 3
  (bulky).
  Base Components = 4 ÷ 3 = 1.3
  Mass addend = 1 ÷ (2 × 3) = 1.5.
  The total is 2.8, rounded up to 3. This does not
  exceed the Component Limit of 13 (1.3 × 5 ×
  2).
  Therefore 3 leg components are required.
  3
  POWERTRAIN REFERENCE
  
  Appendix: Sailing Rig Speeds
  The following tables show the base speed of a ship for each type and number of sailing rigs, point of sail and wind strength.
  You still need to apply the Speed Multiplier (VCK p. 43): The table does not take into account drag from the ship's mass or
  streamlining.
  Acceleration. The value in brackets is the ship's acceleration in mph-per-round. You can use this table as a reference for
  combining sailing rig acceleration with other forms of propulsion. The exact acceleration is shown for this purpose. When you
  create your vehicle statblock, you should round acceleration down to a managable value.
  Acceleration is not shown for beating windward, as this is the ship's zig-zagging overall speed.
  Square Rig
  Broad Reach
  Reaching
  Running
  Beating Windward
  1 Sailing Rig
      ... Light Wind
      ... Strong Wind
  5½ mph (1.4)
  8 mph (4)
  2½ mph (0.17)
  4 mph (0.5)
  4½ mph (0.7)
  6½ mph (2)
  ½ mph 
  ½ mph
  2 Sailing Rigs
      ... Light Wind
      ... Strong Wind
  7 mph (2.8) 
  10 mph (8)
  3½ mph (0.35)
  5 mph (1)
  5½ mph (1.4)
  8 mph (4)
  ½ mph 
  1 mph
  3 Sailing Rigs
      ... Light Wind
      ... Strong Wind
  8½ mph (4.2)
  12 mph (12)
  4 mph (0.52) 
  6 mph (1.5)
  6½ mph (2.1)
  9 mph (6)
  ½ mph 
  1 mph
  Lateen Rig
  Broad Reach
  Reaching
  Running
  Beating Windward
  1 Sailing Rig 
      ... Light Wind
      ... Strong Wind
  5½ mph (1.4) 
  8 mph (4)
  5 mph (0.9) 
  7 mph (2.6)
  4½ mph (0.7) 
  6½ mph (2)
  1½ mph 
  2½ mph
  2 Sailing Rigs 
      ... Light Wind
      ... Strong Wind
  7 mph (2.8) 
  10 mph (8)
  6 mph (1.8) 
  9 mph (5.3)
  5½ mph (1.4) 
  8 mph (4)
  1½ mph 
  3 mph
  3 Sailing Rigs 
      ... Light Wind
      ... Strong Wind
  8½ (4.2) 
  12 mph (12)
  7 mph (2.8) 
  10 mph (8)
  6½ mph (2.1) 
  9 mph (6)
  2½ mph
  3½ mph
  Full Rig
  Broad Reach
  Reaching
  Running
  Beating Windward
  1 Sailing Rig 
      ... Light Wind
      ... Strong Wind
  6 mph (1.8) 
  9 mph (5.5)
  5 mph (0.9) 
  7 mph (2.7)
  5 mph (0.9) 
  7 mph (2.7)
  1 mph 
  1½ mph
  2 Sailing Rigs 
      ... Light Wind
      ... Strong Wind
  8 mph (3.6) 
  11 mph (11)
  6 mph (1.8) 
  9 mph (5.5)
  6 mph (1.8) 
  9 mph (5.5)
  1½ mph
  2 mph
  3 Sailing Rigs 
      ... Light Wind
      ... Strong Wind
  9 mph (5.4) 
  13 mph (16.5)
  7 mph (2.7) 
  10 mph (8.2)
  7 mph (2.7) 
  10 mph (8.2)
  1½ mph
  2½ mph
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/Vehicle Construction Kit v4.2.pdf