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User:Quincy/Vehicles (5e Sourcebook)

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Introduction[edit]

This sourcebook allows you to create medieval fantasy vehicles. It is based on my work at Creating Spelljammer Ships (Spelljammer Setting), and GURPS Spaceships.

You can make land, air or seafaring vehicles, ranging from small wagons to city-sized ships. They might be unpowered (and require pulling by a draft animal) or powered (using magic or gnomish contraptions). As a DM you should decide if a component is not available in your campaign.

Combat

Vehicles made with this system have facing, hit locations and damage thresholds. See User:Quincy/Vehicles (5e Sourcebook)/Combat.

Creating a vehicle[edit]

Vehicle Components[edit]

Each vehicle comprises of 18 components: 6 in the front, 6 in the rear, and 6 in the center. In addition, a vehicle has 2 core components than can be placed in any section. Core components are better protected than others.

When you add a component, its cost or rarity depends on the body size you have chosen.

Each component represents the same amount of mass (rather than volume), one twentieth of the total fully-laden mass of the vehicle.

Basic Statistics[edit]

The following rules are based on the DMG section on objects (pp. 246—247) and Owning a Ship (DMG p. 119)

Armor Class

Unless an armor component is added to a section, that ship section has an AC of 11.

Resistances

Vehicles are objects, so are immune to poison and psychic damage.

Hit Points

The vehicles base hit points is based on its size, as shown in the table.

Damage Threshold

A vehicle has immunity to all damage unless it takes an amount of damage equal to or greater than its damage threshold, in which case it takes the damage as normal. Any damage that fails to meet or exceed the damage threshold is considered superficial and doesn't reduce the vehicle's hit points.

Constitution and Dexterity

A vehicle's Constitution and Dexterity score depends on its size, as shown in the table below. The represent the vehicles durability and maneuverability. Certain vehicle components may increase these values.

A vehicle with a Control component and a pilot can uses vehicle's Dexterity to make Dexterity saving throws.

1. Choose a Body[edit]

Pick a mass category for the vehicle's body, which is roughly analogous to the size category of the same name (such that a Large-mass vehicle is usually Large-sized).

This gives a laden weight for the vehicle, which includes the weight of the vehicle itself, along with all its cargo, crew and passengers.

Mass categories for all the tables used in vehicle construction are abbreviated as such:

  • L (Large)
  • H (Huge)
  • G (Gargantuan)
  • G+ (Gargantuan+)
  • C (Colossal)
  • C+ (Colossal+)
  • T (Titanic)
  • T+ (Titanic+)
Mass L H G G+ C C+ T T+
Laden Weight (tons) 3 10 30 100 300 1,000 3,000 10,000
Damage Threshold 5 10 15 20 25 30
Hit Points 50 100 200 300 400 500 600 700
Constitution 16 (+3) 18 (+4) 20 (+5) 22 (+6) 24 (+7) 26 (+8) 28 (+9) 30 (+10)
Dexterity 8 (-1) 7 (-2) 6 (-2) 5 (-3) 4 (-3) 3 (-4) 2 (-4) 1 (-5)

The body itself does not cost anything: the framework is included in the cost of the components below.

Size[edit]

Some vehicles, particularly seafaring ships, are not cube-shaped, The table below also presents example ship dimensions approximating a 1:4 or 1:5 beam-to-length ratio. Sizes can vary wildly, particularly if the vehicle has a lot of low-density material or empty space.

The size category

Mass L H G G+ C C+ T T+
Size Large Huge Gargantuan Gargantuan Gargantuan Gargantuan Gargantuan Gargantuan
Length (ft.) 20 35 55 65 135 160 350 545
Beam (ft.) 10 10 15 20 30 50 70 100
Decks 1 2 2 3 3 4 4 5

2. Choose Components[edit]

When you choose a component, choose which section it goes in (front, center, rear) and note which number (1 to 6) is assigned to it, or if it is a core component.

A component's value is given in gold pieces. If it is magical, a rarity will also be given to help the DM determine its availability.

Optional Rule. Oversized Components

You can use a component rated for the next size larger category. This takes up 3 components instead of 1, which must all be in the same section. In the tables below, an asterix (*) indicates that you must use an oversized component.

Optional Rule. Undersized Components

You can use components rated for the next size smaller category. You can fit 3 undersized components into one component slot.

Optional Rule. Half-sized Components

You can have two components in one body section slot by making them half-sized. The cost and associated values are halved. If this component slot is hit and damaged or destroyed, both half-sized components comprising it are damaged or destroyed.

Optional Rule. Crew Race Size

The statistics below assume a majority of Medium-sized crewmembers. If the vehicle is crewed by a race of smaller or larger size, adjust as follows: Crew cabins, oars, seating, open space and weapons (Large or Huge) double crew numbers for Small races, and half for Large races.

If the vehicle has an air supply, its duration is also effected, with two Small creatures counting as one crewperson, and one Large creature counting as two crewpersons.

Components[edit]

Control

If a vehicle is to be controlled at all (and not merely pulled), it will need one control component.

Power

Some components require Power Points, which require a power component. It might represent magical power or nonmagical power.

Many other components still need "power", per se, but this force comes from lesser devices subsumed into the Control component (which might be clockwork, lesser magical devices, or the muscle power of the crew)

General Components
Arms and Armor
Magical
Land Components
Water Components
Air Components

Options[edit]

For magic augmentations, see Magic Options (Vehicles Supplement). The following options are "mundane" augmentations that do not occupy component slots.

Automation[edit]

The vehicle can replace some or all of its crew with arcane enchantment or complex machinery. However, these components tend to be less well maintained.

Partial automation

Components that use Power Points only require one-third the crew, but the ship's Constitution is reduced by 2.

Full automation

Components that use Power Points do not require crew, but the ship's Constitution is reduced by 4.

Propellers[edit]

Aircraft propellers give the vehicle a fly speed. It requires Power Points, and costs half the cost of the power plant components allocated to the propellers.

A vehicle without wings needs a way of generating lift (such as with a gasbag or levitation emitter). This gives the vehicle a flying speed of 20 feet (2 mph) per Power Point allocated. It can change speed by 10 feet (1 mph) per round per Power Point.

A vehicle with wings has a flying speed of 400 feet (40 mph) + 100 ft (10 mph) per Power Point allocated. It can change speed by 40 feet (4 mph) per round per Power Point in the air or while on flat ground. If it reaches a speed of 400 feet (40 mph) it can increase its altitude by 20 feet per round. If the vehicle drops below this speed, it stalls.

Sealed[edit]

If the vehicle needs to travel through non-breathable mediums (such as underwater), it needs to be sealed with its own an air supply. A vehicle with life support has half the number of deck areas in a crew deck, and half the number of passengers in a seating component.

Each control component and crew deck component provides 8 hours of air.

A technologically advanced engineer can compress air into tanks using a steam engine. This gives the vehicle 24 hours of air for each control and crew deck component.

If the vehicle has a magical power source it can allocated 3 Power Points to recycling the air, allowing it to last indefinitely.

Wheels[edit]

These are non-powered wheels such as those on a wagon or cart.

Size L H G G+ C C+ T T+
Cost 15 50 150 500 1,500 5,000 15,000 50,000

Wings[edit]

The body of the vehicle can be shaped to have wings and a tail. If the vehicle has a flying speed, this increases the vehicles Dexterity in the air by 1.

Size L H G G+ C C+ T T+
Cost 500 1,500 5,000 15,000 50,000 150,000 500,000 1,500,000

Speed[edit]

To move, the vehicle needs a Control component and one or more of Wheeled Drivetrain, Legs, Continuous Track, Rotary Wing, Ornithopter Wings, Screw Propeller, or the Propellers body option.

Most of these will give a maximum speed, and an acceleration in feet per round.

Acceleration is rounded down to the nearest 5 feet: a vehicle with less than 5 feet of acceleration cannot move!

Staged Vehicle[edit]

From looking at the size table above you can see that a vehicle has approximately the same laden tonnage as one-third the tonnage of the next size category. This means that:

  • A vehicle's front body section can be a vehicle of one size category smaller. For example, the front section of a Gargantuan vehicle could itself be a Huge vehicle.
  • Two vehicle components in the same section can be a vehicle of two size categories smaller. For example, two components in the front section of a Gargantuan vehicle could itself be a Large vehicle.

A character at a control station in either vehicle can use one of their piloting actions to detach the vehicle. The larger vehicle will then be missing either a front section or two components. Hits against those locations instead hit the center section, or next-numbered component respectively.

Power

Power Points generated on the smaller vehicle cannot be used to power components on the larger vehicle (unless the component us undersized).

Speed

If the larger vehicle is providing the locomotion, no changes are made.

If the smaller vehicle is providing the locomotion, the speed and acceleration are one-third or one-tenth normal. As normal, if acceleration drops below 5 feet per round, the vehicle cannot move.

You can use this method, for example, to create a steam locomotive carrying detachable passenger cars: Make the engine as normal, ensuring it has an acceleration of at least 15 feet per round. Make this vehicle the front section of a vehicle one size category larger. The center and rear sections of the larger vehicle comprise of seating components (or cargo, or crew deck, whatever). Add wheels.

Mounts[edit]

You can use this system to create a construction mounted on the back of a monster. Calculate the carrying capacity of the monster. The vehicle must be this weight or less. Other creatures or vehicles can choose to attack the vehicle or its mount, which use their independent statistics. If the creature falls prone, the vehicle might take damage as adjudicated by the DM.

Repairing[edit]

A damaged component can be repaired using the Crafting downtime activity. It costs gold coins equal to one-quarter the cost of the component. The proficiencies and tools required depend on the component.

  • Wooden or soarwood armor, crew decks, oars, seating, open areas, reinforcement, berth, cargo hold and control: Carpenter's tools
  • Stone armor: Mason's tools
  • Mechanical power, leg, arm, wheel drivetrain, continuous track, screw propeller, rotary wing, maneuver, submarine ballast, ornithopter wings: Tinker's tools
  • Magical Power, spell emitter: Arcana
  • Rigging or gasbag: Sewing
  • Iron, steel, copper, bronze, brass, platinum, mithril, glassteel or adamantine armor: Smith's tools
  • Ceramic armor: Potter's tools
  • Crystal armor: Jeweler's tools
  • Hide armor: Leatherworker's tools
  • Weapons: Smith's tools (for cannons) or carpenter's tools (all others).
  • Brain: Medicine

Larger ships will usually have a carpenter's workshop on a crew deck, and possibly other workshops, so it can repair "in the field".

Try It![edit]

Create a New Vehicle.

Vehicles[edit]

Name Mass