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Breadcrumb

Basic Vehicle Rules

These rules are a streamlined version of the Adventurer's Guide vehicle rules.

  • The driver uses their bonus action to control the vehicle.
  • A vehicle can move up to its Speed each round, and can turn up to 45-degrees at any point.
    • The driver can make a maneuver check (land vehicles, etc.) to make a hard turn of up to 90-degrees instead. 
    • The driver can make a maneuver check to move ahead full and move at 150% of the vehicle's Speed for one round, but the vehicle cannot turn.
    • The driver can choose not to move the vehicle and instead turn it up to 180-degrees with no check required.

Maneuver Check

The driver can make a maneuver check to perform a maneuver. A maneuver costs one action and is made using an appropriate tools check (land vehicles, water vehicles,  air vehicles, space vehicles, etc.) The Narrator determines whether something constitutes a maneuver (such as a jump over a ravine). The DC of the check is based on the vehicle's size as shown in Table: Vehicles.
 

Table: Vehicles

Vehicle Size

Maneuver DC

Damage

Small 10 1d6
Medium 12 2d6
Large 14 4d6
Huge 16 8d6
Gargantuan 18 12d6
Titanic 20 24d6

 

A failed maneuver causes damage to the vehicle as noted in Table: Vehicles.


Collisions

A collision causes the damage indicated in Table: Vehicles. If two vehicles collide, or if a vehicle collides with a creature, each takes the damage indicated by the other vehicle's size. If a vehicle collides with a wall or other immovable object it takes damage based on its own size.

If a vehicle is used to deliberately collide with a creature, a maneuver check is made with a DC equal to the target's Armor Class. On a success the vehicle and the creature take damage as indicated above. On a miss, the vehicle takes half damage, and the target creature takes no damage.


Broken Vehicles

A vehicle reduced to 50% or few hit points is broken. Its Speed is reduced by 50% and it can no longer perform maneuvers. Vehicles reduced to 0 or few hit points are destroyed.

Repairs

Repairs can be conducted by making an appropriate tools check (woodworker's, smith's, or engineer's) which restores hit points equal to the result of the check.