Vehicle Statistics
Below are explanations of some of the traits noted in vehicle statistics. If information for a given category is not listed in a given stat block, it is not applicable.
Note: See Vehicles for information relating to maneuvering vehicles, combat involving vehicles, and more.
Name: The name of the vehicle.
Size and Type: Divided into land, sea, and air.
Squares: The typical size of the vehicle is measured in a number of squares, followed by the standard configuration of those squares.
Cost: The vehicle’s cost in gp. Sometimes the description or the weapons section provides possible modifications for the vehicles. These are not included in the cost of the vehicle, nor are additions like rams or siege engines.
AC and Hardness: This is the AC and harness of the vehicle. The AC assumes the vehicle is in motion and the driver has not modified the AC with his driving skill. If the vehicle is not in motion, it has an effective Dexterity of 0 (–5 penalty to AC), and an additional –2 penalty to its AC.
hp: While a vehicle can be attacked in combat, it is often hard to significantly damage large vehicles. When a vehicle reaches the hit point total in the parentheses, it is broken. A vehicle’s hit points do not factor in its method of propulsion or the driving device. They have their own statistics.
Base Save: Each vehicle has a base save modifier. All of the vehicle’s saving throws (Fortitude, Reflex, and Will) have the same value. This is the vehicle’s save before the driver modifies it with his driving check.
Maximum Speed: This is the fastest that a vehicle can move. When a vehicle has more than one method of propulsion, it may also have more than one maximum speed.
CMB and CMD: The CMB an CMD before the driver modifies it with his driving check modifier.
Acceleration: This is how fast a vehicle can increase its speed each round. It also determines the maximum amount a vehicle can safely decelerate each round.
Propulsion: The type and amount of propulsion required.
Driving Check: The skills typically used to make a vehicle driving check with this vehicle.
Forward Facing: The direction of the vehicle’s forward facing.
Driving Device: The typical driving device the driver manipulates when driving the vehicle.
Driving Space: The size and the location of the vehicle’s driving space.
Crew: This is the number of crew members, in addition to the driver, needed to move the vehicle.
Decks: The number of decks and any important information about those decks is given in this section.
Weapons: Some vehicles can be equipped with siege weapons. This is the number of siege or vehicle weapons that a vehicle can have.
Table: Vehicle Costs and Maximum Speeds
| Land Vehicles | |||||
|---|---|---|---|---|---|
| Vehicle | Cost | Maximum Speed | Size | Passengers | |
| Carriage | 100 gp | Twice the speed of the pulling creature(s) | 10 ft. by 15 ft.; 6 feet high | driver +5 | |
| Cart | 15 gp | Twice the speed of the pulling creature(s) –10 ft. | 5 ft. by 10 ft.; 4 feet high | n/a | |
| Chariot, Light | 50 gp | Twice the speed of the pulling creature(s) | 5 ft. by 10 ft.; 5 feet high | driver | |
| Chariot, Medium | 100 gp | Twice the speed of the pulling creature(s) | 10 ft. by 10 ft.; 5 feet high | ||
| Chariot, Heavy | 200 gp | Twice the speed of the pulling creature(s) | 10 ft. by 15 ft.; 5 feet high | ||
| Dog Sled | 20 gp | ||||
| Sleigh | 100 gp | Twice the speed of the pulling creature(s), or 100 ft. (current) | 10 ft. by 10 ft.; 3 feet high or 13 feet high with sail | ||
| Steam Giant | 80,000 gp | 60 ft. | 20 ft. by 20 ft.; 26 feet high | 4 crew +6 | |
| Wagon, Light | 50 gp | Twice the speed of the pulling creature(s) | 10 ft. by 10 ft.; 5 feet high | ||
| Wagon, Medium | 75 gp | Twice the speed of the pulling creature(s) | 10 ft. by 15 ft.; 5 feet high | ||
| Wagon, Heavy | 100 gp | Twice the speed of the pulling creature(s) | 10 ft. by 20 ft.; 5 feet high | ||
| Water Vehicles | |||||
| Vehicle | Cost | Maximum Speed | Length | Passengers | |
| Barge1 | 1/2 mile/hour or 5 miles/day (poled or towed) | 80–150 ft. | 50–150 | ||
| Galley | 10,000 gp | 180 ft. (current) or 60 ft. (rowed) or 4 miles/hour or 96 miles/day |
20 ft. by 130 ft. | ||
| Galley, Dromon | 100–150 ft. | 200–400 | |||
| Galley, Slave | 100–150 ft. | 200–400 | |||
| Keelboat1 | 13,000 gp | 60 ft. (current) or 30 ft. (rowed) or 1 mile/hour or 10 miles/day (both rowed) |
20 ft. by 50 ft. | 4–104 | |
| Longship | 10,000 gp | 120 ft. (current and muscle) or 30 ft. (rowed) or 3 miles/hour or 72 miles/day |
15 ft. by 75 ft. | 50–150 | |
| Rowboat1 | 50 gp | 30 ft. or 1 1/2 miles/hour or 15 miles/day |
5 ft. by 15 ft. | 1-3 | |
| Rowboat, Jollyboat | 20 ft. | 2-10 | |||
| Sailing Ship | 10,000 gp | 180 ft. (current) or 60 ft. (rowed) or 2 miles/hour or 48 miles/day |
20 ft. by 75 ft. | ||
| Sailing Ship, Brigantine | 30–50 ft. | 20–140 | |||
| Sailing Ship, Caravel | 30–50 ft. | 20–140 | |||
| Sailing Ship, Carrack | 50–100 ft. | 20–140 | |||
| Sailing Ship, Cutter | 30–50 ft. | 4-104 | |||
| Sailing Ship, Sloop | 30–50 ft. | 4-104 | |||
| Warship | 25,000 gp | 150 ft. (current) or 60 ft. (rowed) or 2 1/2 miles/hour or 60 miles/day |
20 ft. by 100 ft. | ||
| Warship, Frigate | 75–120 ft. | 60–220 | |||
| Warship, Galleon | 75–120 ft. | 60–220 | |||
| Warship, Man-of-War | 90–130 ft. | 60–220 | |||
| Warship, Xebec | 70–110 ft. | 60–220 | |||
| Air Vehicles | |||||
| Vehicle | Cost | Maximum Speed | Length | Passengers | |
| Airship | 50,000 gp | 100 ft. | 20 ft. by 60 ft. | 100 | |
| Alchemical Dragon | 100,000 gp | 100 ft. | 20 ft. by 75 ft. | 10 crew +70 | |
| Glider | 500 gp | 80 ft. | 10 ft. by 10 ft. | ||
1 Rafts, barges, keelboats, and rowboats are most often used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. In addition to 10 hours of being rowed, the vehicle can also float an additional 14 hours, if someone can guide it, adding an additional 42 miles to the daily distance traveled. These vehicles can’t be rowed against any significant current, but they can be pulled upstream by draft animals on the shores.
Land VehiclesLand vehicles carry occupants and cargo over hard earth or similar terrain. They are typically propelled by muscle, but can be moved by a variety of propulsion methods. The following are the most common types of land vehicles. CarriageThis four-wheeled vehicle can transport as many as four people within an enclosed cab, in addition to one driver and one other person seated next to the driver (often armed). The carriage’s roof can carry 200 pounds of cargo. Large land vehicle DEFENSE
AC 9; Hardness 5 OFFENSE
Maximum Speed twice the speed of the pulling creature(s); Acceleration the speed of the pulling creature(s) CMB +1; CMD 11 DESCRIPTION
Propulsion muscle (pulled; 6 Medium creatures or 2 Large creatures) CartThis two-wheeled vehicle is often used to transport small loads of cargo from one settlement to another. It can carry loads of up to 300 pounds. Large land vehicle DEFENSE
AC 9; Hardness 5 OFFENSE
Maximum Speed twice the speed of the pulling creature(s) –10 ft.; Acceleration the speed of the pulling creature(s) –5 ft. DESCRIPTION
Propulsion muscle (pulled; 2 Medium creatures or 1 Large creature) Chariot, LightThese two-wheeled vehicles are often used for racing or as the platform for a single archer racing though the battlefield at high speeds. Large land vehicle DEFENSE
AC 9; Hardness 5 OFFENSE
Maximum Speed twice the speed of the pulling creature(s); Acceleration the speed of the pulling creature(s) CMB +1; CMD 11 DESCRIPTION
Propulsion Muscle (pulled; 2 Medium creatures or 1 Large creature) Chariot, MediumThis two-wheeled vehicle is often used on the battlefield to break apart infantry formations or as a fast-moving fighting platform. Large land vehicle DEFENSE
AC 9; Hardness 5 OFFENSE
Maximum Speed twice the speed of the pulling creature(s); Acceleration half the speed of the pulling creature(s) CMB +1; CMD 11 DESCRIPTION
Propulsion muscle (pulled; 4 Medium creatures or 1 Large creature) Chariot, HeavyThis two-wheeled vehicle is sometimes used as a fighting platform or for transporting a light ballista onto the battlefield. Large land vehicle DEFENSE
AC 8; Hardness 5 OFFENSE
Maximum Speed twice the speed of the pulling creature(s); Acceleration half the speed of the pulling creature(s) DESCRIPTION
Propulsion muscle (pulled; 6 Medium creatures or 2 Large creatures) Dog SledSource Adventurer's Armory This sled is several feet long and is designed to be pulled over snow and ice by a team of trained riding dogs. Most sleds have runners at the back for a musher to stand on. A dog sled can carry up to the carrying capacity of all the dogs that pull it. The prices listed are to purchase the vehicle. These prices generally exclude crew or animals. SleighThis open carriage uses a pair of runners instead of wheels. It is used to travel across snow and ice. When moving across surfaces other than snow and ice it only moves at half speed. Sleighs are usually pulled by horses or other suitable creatures, but some are propelled by Huge (8-square) sail mechanisms. If the sleigh uses wind propulsion, it has no space for passengers or cargo. Large land vehicle DEFENSE
AC 9; Hardness 5 OFFENSE
Maximum Speed twice the speed of the pulling creature(s) (muscle), or 100 ft. (current); Acceleration half the speed of the pulling creature(s) (muscle), or 30 ft. (current) DESCRIPTION
Propulsion muscle (pulled; 4 Medium creatures or 1 Large creature; on ice, the creatures must be clawed rather than hoofed) or current (air; 8-square sail; hp 40) Steam GiantThis thankfully rare and expensive walking monstrosity is one of the more bizarre land vehicles in existence. A giant cauldron of iron atop stubby but effective legs, it hobbles its way across the battlefield at a grinding pace. It costs 100 gp in alchemical reagents to fuel 1 hour of activity. Creatures inside the steam giant gain either total cover (in the lower decks) or improved cover (in the upper viewing and control deck). Only the upper deck has view ports, allowing those inside the steam giant to look out. Gargantuan land vehicle DEFENSE
AC 6; Hardness 10 OFFENSE
Maximum Speed 60 ft.; Acceleration 30 ft. DESCRIPTION
Propulsion alchemical (10 squares of alchemical engines; hardness 8, hp 200) Wagon, LightThis four-wheeled vehicle is ideal for transporting decent quantities of goods between communities. A light wagon can carry up to 1,000 pounds of cargo. Large land vehicle DEFENSE
AC 9; Hardness 5 OFFENSE
Maximum Speed twice the speed of the pulling creature(s); Acceleration half the speed of the pulling creature(s) DESCRIPTION
Propulsion muscle (pulled; 4 Medium creatures or 1 Large creature) Wagon, MediumThis four-wheeled vehicle is used to transport large amounts of goods between communities, and is sometimes used by caravans. A medium wagon can carry up to 2,000 pounds of cargo. Large land vehicle DEFENSE
AC 9; Hardness 5 OFFENSE
Maximum Speed twice the speed of the pulling creature(s); Acceleration half the speed of the pulling creature(s) DESCRIPTION
Propulsion muscle (pulled; 4 Medium creatures or 1 Large creature) Wagon, HeavyThis large, four-wheeled vehicle is primarily used in caravans to transport goods over long stretches of territory. A heavy wagon can carry up to 4,000 pounds of cargo. Huge land vehicle DEFENSE
AC 9; Hardness 5 OFFENSE
Maximum Speed twice the speed of the pulling creature(s); Acceleration half the speed of the pulling creature(s) DESCRIPTION
Propulsion muscle (pulled; 4 Medium creatures or 1 Large creature) | Water VehiclesWater vehicles move across bodies of water, whether as small as a river or as large as an ocean. They are typically propelled by muscle or sail, but can be moved by a variety of propulsion methods. The following are the most common types of water vehicles. BargeA barge is a flat-bottomed, usually rectangular boat designed for hauling cargo along inland waterways. Barges are usually simple affairs, some are no more than glorified rafts, although they can be up to 200 feet long. The larger ones usually sport an enclosed space, like a little building on one end of the ship with cots, a table, and chairs inside. Smaller barges in relatively shallow water are usually poled along by rowers. GalleyOne of the largest sailing ships on the sea, this massive vessel cannot make ocean voyages, and typically sticks to the coast. A galley can carry 150 tons of cargo or 250 soldiers. Colossal water vehicle DEFENSE
AC 2; Hardness 5 OFFENSE
Maximum Speed 180 ft. (current) or 60 ft. (muscle); Acceleration 30 ft. (current) or 15 ft. (muscle) DESCRIPTION
Propulsion current (air; three masts, 60 squares of sails, hp 300), current (water), or muscle (pushed; 140 Medium rowers) Variations
KeelboatThis long, flat-bottomed ship has a few oars to supplement its single mast with a square sail. It can make both sea and river voyages. Some have a cabin built in the middle. A keelboat can carry 50 tons of cargo or 100 soldiers. Colossal water vehicle DEFENSE
AC 2; Hardness 5 OFFENSE
Maximum Speed 60 ft. (current) or 30 ft. (muscle); Acceleration 15 ft. (muscle) or 30 ft. (current) DESCRIPTION
Propulsion current (air; 20 squares of sails, hp 100), current (water), or muscle (pushed; 8 Medium rowers) LongshipThis long and relatively thin boat has a single mast with a square sail. It can traverse lakes, oceans, and deep rivers. A longship can carry 50 tons of cargo or 100 soldiers. Colossal water vehicle DEFENSE
AC 2; Hardness 5 OFFENSE
Maximum Speed 120 ft. (current and muscle) or 30 ft. (muscle only); Acceleration 30 ft. (current and muscle) or 15 ft. (muscle only) DESCRIPTION
Propulsion current (air; 10 squares of sails, hp 50), current (water), or muscle (pushed; 40 Medium rowers) RowboatThis small water vehicle is primarily used to disembark from larger ships or to traverse small areas of water—perhaps ferrying a few passengers across a stream or small lake. A rowboat can carry 1,000 pounds of cargo or 2 passengers. Large water vehicle DEFENSE
AC 9; Hardness 5 OFFENSE
Maximum Speed 30 ft.; Acceleration 10 ft. DESCRIPTION
Propulsion current (water) or muscle (pushed; 1 or 2 Medium rowers; one is the driver) Variations
Sailing ShipThis massive sailing ship is used for ocean travel. A typical sailing ship can carry 150 tons of cargo on top of a full crew and passenger complement. Colossal water vehicle DEFENSE
AC 2; Hardness 5 OFFENSE
Maximum Speed 180 ft. (current) or 60 ft. (muscle); Acceleration 30 ft. (current) or 15 ft. (muscle) DESCRIPTION
Propulsion current (air; two masts, 30 squares of sails, hp 150) or current (water) Variations
WarshipThis ship is treated with reinforced wood, and is used for short-distance forays and troop deployment. A warship can carry 50 tons of cargo or 160 soldiers. Colossal water vehicle DEFENSE
AC 2; Hardness 10 OFFENSE
Maximum Speed 150 ft. (current) or 60 ft. (muscle); Acceleration 30 ft. (current) or 15 ft. (muscle) DESCRIPTION
Propulsion current (air and water; one mast, 160 squares of sails, hp 800) or muscle (pushed; 80 Medium rowers) Variations
Air VehiclesAir vehicles fly through the air. They are usually propelled by air currents, alchemical engines, magic, or in the case of larger air vehicles, a mix of air currents and alchemical engines or magic. Airships, because of their nature, travel though all three dimensions instead of two. When they ascend, they must do so at half their current speed. When air vehicles descend, they can (but do not have to) move at double their current speed. After the ascent or descent, treat the vehicle’s current speed as it was before making the ascent or descent. AirshipThis exotic and expensive vehicle is held aloft by a massive balloon connected by chain to a ship that hangs below. This ship is similar to a sailing ship, complete with an open top, and is propelled by an easily controlled magical engine. Passengers and cargo are carried in the ship.
Source Wikipedia
An airship can carry 30 tons of cargo or 100 passengers. Colossal air vehicle DEFENSE
AC 2; Hardness 5 OFFENSE
Maximum Speed 100 ft.; Acceleration 30 ft. DESCRIPTION
Propulsion current (air; 90 squares of dirigible, hp 450) and magic Alchemical DragonThis ship is made of wood and is usually crafted in the shape of a dragon. It is held aloft purely by its alchemical engine, a complicated and dangerous device that has a tendency to explode when the vehicle becomes wrecked. If an alchemical dragon crashes and the alchemical dragon has a driver, that driver can make a DC 30 driving check as an immediate action. If the check fails, the alchemical engine explodes, dealing 10d10 points of fire damage to all objects and creatures within a 60-foot radius of the alchemical engine. A DC 20 Reflex save halves the damage. An alchemical dragon can carry up to 20 tons of cargo or 70 passengers. Colossal air vehicle DEFENSE
AC 2; Hardness 5 OFFENSE
Maximum Speed 100 ft.; Acceleration 30 ft. DESCRIPTION
Propulsion alchemical (6 squares of alchemical engines in the middle of the ship; hardness 8, hp 120) GliderA glider is basically a large piece of sail stretched out with a frame and connected to a handhold and straps. The only way to get a glider flying is to jump off a steep incline, allowing the glider to pick up the air current. Large air vehicle DEFENSE
AC 9; Hardness 0 (takes double damage from acid and fire attacks) OFFENSE
Maximum Speed 80 ft.; Acceleration 10 ft. (30 ft. when it first pushes off) DESCRIPTION
Propulsion current (air; four squares of sail, which serve as the majority of the vehicle, hp 20) |