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Vehicles & War Machines, Part Two

A Book 1 Supplement
Welcome back. This is the second part of the
Vehicles book where we will expand upon the material
provided in the first release by exploring ships of that
travel water, air, and space. The third edition will be
forth coming and will cover Siege Engines and the rules
for Vehicle Design.

Contents of Part 2
This edition is broken down into three parts: Water
Vehicles, Air Vehicles, and Space Vehicles. Each
section provides information and rules concerning each
individual environment and how they effect travel and
safety.

Water Vehicles
The first great adventures of a culture most often
occur when they take to the sea or travel long
distances down rivers or across large lakes. The thrill
of discovery causes water vehicles to appear early in
mans development, as well as the ambition of fishing
and the transport of goods.
Use of a watercraft comes in one of three forms;
travel by river, by sea, or even under the waves
themselves. Each mode of travel is discussed below
and includes common hazards and modifiers for
speeds traveled.

Travel by River
One of the first uses of watercraft is on rivers and
lakes. Typically speaking, river travel is safer with the
exception of strong currents and rapids, while
travelling by lake is perhaps the safest form of water
travel available.
Hazards: The most common hazard to river travel is
rapids and white water locations. When such is
encountered the Game Master should determine the
rapids strength by using the rules for Waves under
Hazards in Chapter 8: Gamers in Action. In these
cases the Seaworthiness modifier can apply as a
modifier to the skill used to control the vehicle.
Failures are treated as per the rules for Losing
Control in the Vehicles in Action section above.
Crashes are usually against rocks in the river and the
Game Master can use the Impact damage table or
the Crashes damage table as seen fit.
Common move modifiers: When travelling down or
up a river the standard movement rates for vehicles
are modified by the speed of the current. In simple
terms if the vehicle is travelling downstream then the
movement rate is equal to the sum of the vehicle
speed and the speed of the current. If upstream
travel is used then the current speed is subtracted
from the vehicle speed, creating the potential for no
forward motion at all. Unless the speed of the
current is predetermined, the following table can be
used to randomly provide that statistic. River speeds
are given as meters per phase.

2d6
Result
2
3-5
6-8
9-10
11
12

River Speed
1d4-1
1d4
1d6
1d6+1
2d6
3d6

Often it is best that when characters utilize river


travel in the same area that a Game Master describes
or assigns relative speeds of the river flow to specific
areas. In doing so the Game Master can also define
areas that include shallows, rapids, waterfalls, and
other hazards or features.
Navigating: Navigating oneself along a river is rather
easy as the character is rarely ever out of sight of the
shore and landmarks. In cases where the character
is unsure as to his or her whereabouts, the
Navigation-surface navigation skill should be used.

Travel by Sea
Travelling by sea can be full of danger. Many
legends and tales come from the sea, and not always
about the monsters that dwell there. The sea itself can
be an unforgiving patron.
Hazards: Most dangers from sea travel are discussed
below under the Weather Conditions and Storms at
Sea topics.
Common move modifiers: By and large, the most
common movement modifier for sea travel is the
wind itself. This effect is discussed under Weather
Conditions below.
Navigating: Navigation at sea always uses the
Navigation-surface navigation skill. Those vessels
that travel from the sight of land should have a
compass and sextant available otherwise no amount
of guesswork can provide aid.

Travel undersea
A rarer form of water travel is actually descending
beneath the waves themselves. While this can prove
difficult to achieve, once there the undersea world is
usually benign enough for travel.
Hazards: Depending upon depth, the greatest danger
to undersea travel is running into physical objects
like coral reefs or submerged mountain ranges. In
these cases use the rules for Crashes as discussed
earlier.
Common move modifiers: While having the benefit
of decreased danger, undersea travel also affords
little in movement modifiers, for better or for worse.
For the most part, vehicles undersea have only their
unmodified movement rates to rely on.
Navigating: Navigating undersea requires the use of a
new skill called Navigation-underwater navigation.
The cost of the skill is the same as for the space
navigation skill (cost of 3, or 2 for Specialists). Other
factors remain the same.

Vehicles & War Machines, Part Two


A Book 1 Supplement
Attacking Submerged Vehicles

Attacking a submerged vehicle can be next to


impossible given standard armaments. If the vehicle is
resting on the surface with some or most of the vehicle
submerged then a base +2 penalty applied to attacks
taken against those compartments. This means that if
an attack hits the vehicle and the determined
compartment is submerged then a modified situation
die is rolled against the existing control die. Attacks
made between two or more submerged vehicles can
use the rule above if they have surface exposure, or no
penalties may apply at all if both are completely
underwater.

Seaworthiness
Seaworthiness is a score unique to vehicles that
rest on water. What the score represents is the
vehicles ability to remain afloat during harsh conditions
or after sustaining high levels of damage. It represents
the combination of building materials, the shape of the
hull and its craftsmanship, and even the ratio of the
power source to the overall mass of the vehicle. These
factors and others contribute to the overall ability of a
vehicle to resist sinking and similar dangers.
The score itself is much like an ability score in that
a number equal or less than the score must be rolled
on a control die in order for a ship to escape adverse
effects. Specifically there are two circumstances that
call for a Seaworthiness check; damage taken by parts
of a vehicle that are on or below the waterline, and
adverse weather conditions while at sea or even near
shore or in a port.
When a portion of a vehicle takes damage
sufficient enough to cause the controller to make a skill
check to control the vehicle, or in the case of
compartments when a durability check is called for, a
Seaworthiness check is also required. The result of the
check determines the results as regards sinking as
shown on the table below.
Check
Result
Critical Failure
Failure
Ordinary or
better

Effect
Hull Holed
Leak
Safe

Hull Holed: The vehicle or compartment immediately


begins to flood and will be completely filled at the
end of the current round. In the case of
compartments, adjacent ones on the waterline also
begin to flood but at a slower rate. Each adjacent
compartment takes on water at a rate of one round
per point of mortal durability it can sustain from
normal damage. Once each adjacent compartment
is half way full, any additional adjacent
compartments also begin to flood at the same rate
until the ship sinks completely.

Leak: On a Failure result a leak occurs. The rate of the


leak is equal to one point per point of mortal damage
that the vehicle or compartment can normally
sustain. This occurs at a rate of one point per minute
until the points are maximized. The vehicle sinks
when this occurs.
In the case of compartments adjacent ones begin
to flood at the same rate once the portion with the
leak exceeds one-half of its mortal points in damage.
This will continue until the entire vehicle sinks
following the rules above.
Safe: On an ordinary result or better the vehicle
escapes the adverse effects of sinking, for now.
Future checks made the same hull or compartment
do suffer any penalties accumulated in the same
manner as regards control of the vehicle even in the
case of compartments despite the difference as
stated under Vehicle Damage earlier.
In the case that a vehicle sustains one-half or more
of its mortal points in damage by a specific attack the
Game Master can rule that a Hull Holed result occurs
automatically.
When storms are present the risk of sinking is also
a reality. While this effect can occur with greater
chances of sinking a craft, it can take a little longer
than strict damage, representing the effects of waves
washing over the decks. The effects that storms or
large waves can have on Seaworthiness are discussed
below in the Weather Conditions topic.
To prevent sinking the most commonly used option
is to bail the water out. However, unless the number of
men available is sufficient to keep up with the rate of
flooding they may as well be rearranging the
deckchairs on the Titanic. In general terms it requires
a man a full minute to bail out one mortal point of
damage sustained. This time is halved and halved
again for each additional person aiding the lead
person. While it may be easy enough to do this in the
case of catching a leak early, the leak still continues
and the men must keep on bailing. It is usually a good
time for the shipwright to attempt repairs once the
internal water levels are reduced.
The process of bailing water can be fatiguing and
while the men are engaged in this activity they must
make endurance checks once every ten minutes of this
activity.
All of that aside, bailing is usually a futile action in
the case of a Hull Holed result as the rate of sinking is
too great for any number of men to correct. Game
Masters can reward inventive plans or actions with
some level of success as seen fit.
Defining the Waterline
All water vehicles rest on the water in one fashion
or another. Depending on the size and shape of the
vehicle, some or all portions of the vehicle hull are in
direct contact with the water. These areas of the hull
are described as being on the waterline, and each
water vehicle entry below details which areas of a
vehicle have this feature. It is these compartments

Vehicles & War Machines, Part Two


A Book 1 Supplement
that run the risk of taking on water should sufficient
damage be caused.
Sinking and Movement
The effects of a vehicle being waterlogged can
have dire results as concerns its speeds. Assume that
for every mortal point of sinking damage taken, the
vehicle loses one meter per phase to its Maximum
speed. Once this amount is exceeded by one-half that
number, or in the case of compartments where more
than one-half of them are flooded, each point beyond
the one-half mark also incurs a one-point reduction to
Cruise speed for. Once the Cruise speed is reduced to
zero the vehicle can no longer move under its own
power.
At the Game Masters option the Acc speed can
also be slowed by reducing it by a point in ratio to the
loss of Cruise speed. This means that when one-half of
the Cruise speed is lost then the Acc speed is also
reduced by one-half. Acc never drops to zero until all
Cruise speed is lost.

Weather Conditions
Weather conditions can occur most anywhere,
however as they concern vehicles they are a need to
know factor in relation to watercraft. Weather
conditions create two primary concerns for watercraft the speed of the winds and how rough the sea is.
Having said this a Game Master should make his or
herself familiar with the information on both Waves and
Wind Speed as given in Chapter 8: Gamers in Action.
The table below shows the results of a 2d6 roll based
on the season in which sea travel occurs. Each table
entry describing weather conditions features specific
information concerning that condition.
Wind Speed: This entry relates to the Wind Speed and
Effect information provided in Chapter 8: Gamers in
Action. The first description pertains to the
Conditions table entry on the Wind Speed and
Effects Table in that chapter. This information is
summarized here as it pertains to watercraft.
Adverse Winds: The effect of adverse winds creates a
situation where the navigator must succeed in a
Navigation-surface navigation skill check or the
vehicle is forced off of its intended route. The
number shown is the result required or less on a 1d6
for this effect. If the Navigation check fails then the
vehicle deviates up to 60 degrees from the intended
direction of travel. If a Critical Failure is generated
then the direction can range from 90 to 180 degrees.
When adverse winds are present during Storms
or worse conditions, it automatically imposes an
additional +1 penalty to Seaworthiness checks when
they are called for.
Waves: This entry relates to the Waves information
provided in Chapter 8: Gamers in Action. The first
description pertains to the Relative Size table entry
on the Common Wave Effects Table in that chapter.
This information is summarized here as it pertains to
watercraft.

Seaworthiness: This entry shows the modifier applied


to a Seaworthiness check and whether a check is
even called for.
Weather Condition Entries
Doldrums: This effect features an area of sea in which
no wind is blowing at all. To some, doldrums can be
just as bad as a storm, costing a ship valued travel
time and the crew its rations. Sailing ships are all
but helpless in such waters, however oared craft do
have the luxury of being able to row out of them.
Wind Speed: Dead Calm.
Adverse Winds: 0
Waves: None.
Seaworthiness: No check required.
Becalmed: A light breeze blows, but it is kind and
offers little resistance. If precipitation occurs it is
light and has little effect. While there is sufficient
wind to move a sailed craft, it is not considered as
Favorable and results in a reduction of speeds by
one-half.
Wind Speed: Calm.
Adverse Winds: 0
Waves: Small. No effect to ship and crew.
Seaworthiness: No check required.
Weather Conditions Table
Spring/Fall
Summer
Winter
Doldrums
Doldrums
Becalmed
Becalmed
Becalmed
Light
Breeze
4
Light
Becalmed
Light
Breeze
Breeze
5
Favorable
Light
Favorable
Breeze
6
Favorable
Light
Strong
Breeze
Winds
7
Strong
Favorable
Strong
Wind
Winds
8
Storm
Favorable
Storm
9
Storm
Strong
Storm
Winds
10
Gale
Storm
Gale
11
Gale
Gale
Gale
12
Hurricane*
Hurricane*
Hurricane*
*Hurricanes occur only if a Gale was rolled on the
previous day. Otherwise treat the result as a
Gale.
2d6
2
3

Light Breeze: Light breezes are present and are


sufficient to create waves and crests no larger than
one meter in height on average.
Wind Speed: Calm or Light Wind
Adverse Winds: 1 on a 1d6.
Waves: Small. No effect to ship and crew.
Seaworthiness: No check required.
Favorable: In this condition the winds are strong,
however they do not create a lot of curling waves
instead creating broad swells. While the chance for
adverse winds is present, they are less common than

Vehicles & War Machines, Part Two


A Book 1 Supplement
with strong winds. The winds are also consistent and
this makes the use of sails easier, allowing for a
greater continued speed. It is this condition that
sailors pray to the gods for, hence the name.
Wind Speed: Light Wind.
Adverse Winds: 1 on a 1d6.
Waves: Medium. No effect to ship and crew.
Seaworthiness: -2 modifier. Applies only if other
conditions call for the check.
Strong Winds: Strong winds may be consistent, but
they may also be random, creating a higher chance
for adversity. The winds are accompanied by larger
waves and large swells with crests, beginning the
dangers that worse conditions can create.
Wind Speed: Strong Winds. Persons on deck may
suffer exposure damage if they are subject to the
winds for extended periods of time. It is also
possible that loose items or rigging can strike a
character causing impact damage as an Extremely
Short fall.
Adverse Winds: 2 or less on a 1d6.
Waves: Large. No effect to ship and crew unless
specific circumstances call for damage.
Seaworthiness: No modifier. Check is maybe required
if precipitation is present (see Precipitation
below).
Storm: Storm conditions are a combination of curling
waves, precipitation, and strong winds.
Wind Speed: Strong Winds. Persons on deck may
suffer exposure damage if they are subject to the
winds for extended periods of time. It is also
possible that loose items or rigging can strike a
character causing impact damage as an Extremely
Short fall.
Adverse Winds: 3 or less on a 1d6.
Waves: Huge. Compartments that are on the
waterline and have open decks may experience
waves crashing over the sides. Persons on these
decks may suffer impact damage as an Extremely
Short fall if present when this happens. Working on
an open deck during a storm also calls for
Exhaustion checks every ten minutes.
Seaworthiness: +2 penalty. Check is automatically
required.
Gale: Gale force storms are the end for most ships,
leaving only the most seaworthy afloat. Gales are
storms with a vengeance, combining powerful winds
and high waves that crash violently into anything in
their path.
Wind Speed: Gale. Persons on deck suffer exposure
damage for every minute spent on deck during a
gale. It is also likely that loose items or rigging can
strike a character causing impact damage as a
Short fall.
Adverse Winds: 4 or less on a 1d6.
Waves: Gargantuan. Compartments that are on the
waterline and have open decks will experience
waves crashing over the sides. Persons on these
decks may suffer impact damage as a Short fall if
present when this happens. Larger watercrafts,
like the galleon, that have multiple deck above the

waterline experience waves breaching the deck as


if in a storm. Working on an open deck during a
storm also calls for Exhaustion checks every
minute.
Seaworthiness: +3 penalty. Check is automatically
required.
Hurricane: Hurricanes are massive cyclones at sea,
often called typhoons in other locations. They may
last for days, moving along a path, either ending at
sea or even coming as far ashore as 100 kilometers.
This entry can also be used to describe a white squall
that, despite being short lived, is just as deadly.
Wind Speed: Hurricane or Tempest. Persons on deck
suffer exposure damage for every round spent on
deck during a hurricane. It is also likely that loose
items or rigging can strike a character causing
either a Medium or Long fall impact damage.
Successful Ship Operation checks can prevent this
damage from occurring.
Adverse Winds: 5 or less on a 1d6.
Waves: Titanic or Unreal. All watercraft will
experience waves crashing over the sides. Persons
on deck suffer impact damage as a Medium or
Long fall if present when this happens. Working on
an open deck during a storm also calls for
Exhaustion checks every round.
Seaworthiness: +5 to +7 penalty. Check is
automatically required.
A Game Master can apply a modifier on a game
map indicating areas that can modify the 2d6 roll,
creating places more or less likely to have rough and
stormy weather.
Precipitation
When results of Storm force or greater occur, some
level of precipitation is normally expected. At the
Game Masters option rain or snow can also occur in
other conditions. Assume that some level of
precipitation occurs on a 6, rolled on a 1d6, during
summer or winter or on a 5 or 6 during spring/fall.
Precipitation may be a factor based on the weather
conditions above. If so, its effects are described there.
Weather Duration
To keep the game flowing, most weather patterns
occur in roughly the same degree for a 24-hour period.
In general there is always a light breeze present,
however the advent of harsher conditions can rule that
day, even if they appear only for a short while. If a
weather condition persists for an entire day, the Game
Master can require the effects shown above to occur
multiple times during that time period.
The duration of Storms, Gales, or Hurricanes can
be determined by what is loosely referred to as a Fate
check. For this check have the character with the
highest Personality score roll a feat check. If a Critical
Failure is rolled then the conditions above occur three
times in that day, twice on a Failure result, normally on
a either an Ordinary or Good, or at the next lowest
condition on an Amazing.

Vehicles & War Machines, Part Two


A Book 1 Supplement
Vehicle Skills in a Storm
Maintaining a level of safety can be difficult during
tumultuous storms, however the captain or other in
charge can attempt a skill check to reduce the
dangers. The primary skill check used for this is the
skill that is also used to control the vehicle. This
includes; Vehicle Operation-water vehicle, Ship
Operation-sails or oars, or even Athletics-rowing. If
crewmen are involved, then the Leadership skill may
provide a bonus to this check. The result of the check
can grant a 1, 2, or 3 step reduction to any penalties
based on weather conditions. However, this cannot
result in an actual bonus to Seaworthiness. A new skill
below offers potential benefits to Seaworthiness and
the resistance to damage from storms in general.
Ship Operation-storm protocols
(Cost 2, or 1 for Specialist)
This specialty skill allows a crewman to prepare
and handle a ship or boat during rough seas and bad
weather. The result of the check persists for the
duration of the conditions with an Ordinary providing a
1 bonus to Seaworthiness checks, a Good providing a
2 bonus, and an Amazing result grants a 3 bonus.
This skill can also be used with other skills like
Vehicle Operation and Ship Operation specialty skills
allowing these skills to provide a bonus to the check.
Damage to the Ship
The effects of storms and rough weather can not
only harm crewmen and passengers, it can also
damage the ship. Now if the Game Master prefers, this
record of actual point damage can coincide with the
standard seaworthiness roll. However that is not a
requirement and the Game Master can allow both
Seaworthiness and Ship Damage to be rolled
separately. In any case the result of either an average
durability check or the Seaworthiness check itself
determines damage based on the strength of the storm
as shown below. It should be noted that ships with
multiple compartments suffer the listed damage per
compartment.

Check
Result
Critical
Failure
Failure

Strong
Winds
1 mortal
2 wound

Ordinary

1 wound

Good
Amazing

1 stun
none

2
mortal
4
wound
2
wound
2 stun
none

3
mortal
6
wound
3
wound
3 stun
1 stun

Speed Modifiers
When a weather condition is determined for a day,
that weather pattern can effect the speeds of a water
vehicle. The table below shows the common modifiers
to vehicles speed.
Speed Modifiers by Weather Conditions
Power Source
Weather
Sailing
Rowing/Engin
C
e
o
n
d
i
t
i
o
n
Adverse Winds
x1/2
x1
Doldrums
N/A
x1
Becalmed
x1/2
x1
Favorable
x2
x1
Strong Winds
x3
x1*
Gale
x4*
x1/2*
Hurricane
x5*
x1/2*
Light Winds
x1
x1
Storm
x3*
x1/2*
*Seaworthiness check required
The modifier for Adverse Winds is summed with
that of the prevailing weather condition so that Strong
Winds that are Adverse provide an overall modifier of
1.5, and in the wrong direction if the crew is not
careful.

Water Vehicle Control Skills


Many skills can be used to control watercraft.
Listed below are the common skills used in this game.

The Water Vehicle skill

Damage by Storm Type


Strength of Storm
Storm
Gale

discussed in the rules and are considered as being


standard for their application.
-4 step bonus if in port
-2 step bonus if anchored

Hurrica
ne
4 mortal
8 wound
4 wound
4 stun
2 stun

Seaworthiness Modifiers
The Game Master can assume any modifiers that
he or she feels is relevant to the situation. The
following are a base-line for circumstances not already

Typically speaking, a character can use the Vehicle


Operation-water vehicle skill for any of the vehicles
described below with the exception of those that are
pulled by beasts. In that case refer to the Beasts of
Burden section above and the rules for the Animal
Handling-beast driver skill.
Any time the water vehicle skill is purchased it
must be specified for a specific type of vehicle. In this
case the decision pertains to the vehicles power
source, be it steam power, sails, rowing stations, or the
like. If the Game Master desires, this skill may be
required to be specified for a specific type of vehicle as
shown on the table below and the descriptions that
follow. This may be case when vehicles with complex
and multi-part systems are involved. In a more

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A Book 1 Supplement
general, and more liberal fashion, a Game Master may
only require the skill to be based on Boats, Sea Craft,
or Submersible vehicle types.
By virtue of having this skill at rank 1 or higher
does allow a character to pilot another vehicle of a
non-specified type, however only rank 1 is allowed in
this case regardless of the actual rank held. If there is
a difference of more than one progress level, should
such be the case, then only the broad skill level of use
can be used. If the vehicle is of a greater difference in
progress level and/or the vehicle uses a radically
different method of power and control, the character
can suffer a +1 penalty per difference.

Athletics-rowing (cost 1)

When a person uses a paddle or oars to row a


small boat it is this skill that is used to determine how
fast they can go. Normally a person, even if untrained,
can row a boat or canoe at a basic level of speed. The
standard speeds are based on a persons strength
score so that Acc is equal to strength/5 to a minimum
of 2, Cruise is equal to strength, and Max is equal to
strength x 2. However this assumes two things. It
assumes that the character is using a free-hand paddle
and that the boat is not exceptionally massive
In the case where the vehicle provides mounts for
oars, and a single person can use two at once, the
Max speed of the craft is increased by 25%. Using a
free-hand paddle provides those speeds as already
described above.
The mass of the craft is also a factor if it totals an
amount sufficient enough to cause the character to
suffer the effects of encumbrance as per shown under
Character Movement at the beginning of this chapter.
If the vehicle has less mass than the characters
encumbrance base (strength x 2 in kilograms) then no
adjustment to movement applies. In general; a rower
can move a mass that is twice his ore her strength
score.
Rowing can also be a strenuous activity depending
on how fast the character is travelling and for how
long. If the vehicle is rowed at less than its cruise
speed then only one fatigue check is required for every
four hours. Otherwise hourly, or even 10 minute,
increments may be required.
Team Rowing
When two or more people pool their strength
together they can achieve higher speeds without less
risk of suffering fatigue. As concerns the mass of the
vehicle (including all gear and passengers), the
strength of all rowers is totaled for the determination of
encumbrance effects.
Use of the Skill
The Athletics-rowing skill can be used in a number
of fashions as already discussed. In these terms it
functions not only as a control skill but also for
endurance and long distance travel in general. As with
any other Vehicle Operation skill, it can also increase a
vehicles speed by 10% in certain circumstances.

This skill may also be used for persons who propel


a watercraft by pushing off the bottom of a stream or
lake using a pole or by providing thrust with a fulcrum
mounted oar by moving from side to side. In these
cases all of the factors stated before still apply,
however the vehicle cannot achieve speeds beyond the
Cruise rate.

The Ship Operation-sails skill

The use of the sails skill is very similar to the water


vehicle skill save for one important difference; sails is
the coordination of multiple people when using large
sails as opposed to the more individualistic nature of
the water vehicle skill. While a Game Master may
allow multiple persons to use the Rope Use-secure or
Vehicle Operation-water vehicle skills, at least one
person must have the Ship Operation-sails skill to
coordinate the group.
Control checks performed with the sails skill use
the same modifiers as do other control checks,
however the duration of a result and the time until it
takes effect is different. When a control check is made
while using sails the result of the check takes effect on
the same phase in the next round. This means that if
on the Good phase of round 1, a character succeeds
with a Moderate maneuver, the ship begins to perform
the maneuver on the Good phase of round 2. The
vehicle will also perform the maneuver for a full round
as well, instead of executing and completing it in the
same phase.
The controlling character can perform multiple
maneuvers before they take effect, however penalties
for Moderate and Extreme maneuvers are cumulative
until the maneuver is performed. This means that if a
character performs a Moderate maneuver in the
Ordinary phase and then another in the Good phase,
the second check is made at a base +2 penalty
instead.
A character may also attempt to undo a maneuver
by performing one that overrides its effects. To do this
the overriding maneuver must be of the same level of
difficulty and a cumulative +1 penalty is applied for
each phase beyond the one in which the original
maneuver was performed. In other words, to override
a Moderate maneuver performed in the Amazing phase
of a round in the Marginal phase of the same round
would have a total +4 penalty to perform.
Sailed Ships on Open Waters
As mentioned in Chapter 3 of this book under the
Ship Operation-sails skill, this skill can modify the
speeds of a sailed craft over long distances. Every day
the ship makes a sails check modified by any weather
conditions. A good result increase the speed of that
day by another +10% while and Amazing result
increases by +30%. This increase applies after the
speed is modified by weather and wind conditions.
Sails and a Stern Rudder
The above rules assume that a watercraft is not
only powered but is also steered by sails alone. Many

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A Book 1 Supplement
water vehicles include a stern rudder, and for good
reason. When a stern rudder is applied it allows the
vehicle to be controlled as any other vehicle. This
means that the results of a maneuver check are felt
immediately. However the effects of the check result
require a full round to execute as with the sails skill
above.
Any time sails and a stern rudder are used together
they must act in accordance with other. When the
initial maneuver with the rudder is performed a sails
check is also required. The result of the check applies
a +2/+1/0/-1/-2 modifier for a Critical Failure to an
Amazing result. This modifier remains for remainder of
the round and the entire next round and no other effect
save to modify the control check of the rudder itself.

The Ship Operation-oars skill

When it is required, any and all rowers use either


the Athletics-rowing skill or a strength feat check.
When many rowers are trying to act in unison it is the
Ship Operation-oars skill that allows a controlling
person to direct the rowers so that maneuvers can be
performed. Ships using multiple rowers follow the
rules stated above as if the ship used sails and a stern
rudder.
Combining Oars and Sails
Sails may be used to provide a base of speed that
in effect makes the vehicle lighter in terms of the
rowers. I have been observed that it is easier to row a
boat when it is already underway than to row it from a
standstill or when it has slowed down. If the sails of a
craft can achieve at least its cruise rate of speed, a
team of rowers can begin to apply their Acc speed
rate to that amount until they achieve their Cruise
speed. The total speed of the craft is then the sum of
the Cruise rate of the sails and the oars.
As an example lets say that a Drakkar achieve its
Cruise rate of speed by using sails, which is 12 meters
per phase. The barbarians aboard spot a merchant
ship to plunder and take to the oars. Once in place
they can increase the ships speed by 4 meters per
phase until they achieve their Cruise rate of 16, for a
total Cruise rate of 28. At this speed they are treated
as if only rowing at the Cruise rate for the sake of
fatigue checks (see Athletics-rowing above). They can
continue the increase their speed if desired, and any
fatigue checks assume that the rate of speed is less
the sails base rate for this purpose.
On the down side, any maneuvers performed by
the ship do consider the rate of speed as compared the
fastest rates. So while a ship may move faster with
less fatigue on the rowers, it is as hard to maneuver at
high speeds as it is normally.

Common Ships Items


There are a few items that were not covered in
Chapter 5 that pertain specifically to some of the ships
presented in this chapter. As a quick update, they are
provided on the next page.

Oar, common: For use with small boat. Includes freehand paddles. Cost: 1gp each, Mass: 3kg.
Oar, galley: For use on large rowing vessels. Cost:
10gp each, Mass: 7kg.
Sail, boat: For use on small lake and coastal craft.
Cost: 15gp, Mass: 10kg.
Sail, sea craft: For use on any large ship and those
that sail across seas and oceans. Cost: 50gp per Unit
assigned, Mass: 20kg each.
Coal: For use in steam engines. Cost: 5gp, Mass:
10kg. 10kg is used up in a 6 hour period on average.
Ship Rope: Rated in 20 meter strands this rope is1
inch in diameter, is made of hemp, and is commonly
used to lash sails. Cost: 2gp, Mass: 18kg.

Water Vehicle Entries


What follows are the descriptions of the vehicles
shown on the Water Vehicles table above. They are
provided in alphabetical order for ease in reference.

Assault Craft (PL 5)

This light boat is an attack or scout ship depending


on the current needs. It is often used to transport a
team of marines to a location, providing cover and a
quick escape.
Armor: 1d6/1d6-1/1d6 (light ceramic plate)
Weapons: One forward Mage Cannon
Cargo Capacity: 5 cubic meters @ 1260 kilograms
Length and Width: 7 meters long by 2.5 meters wide
Mass: 2000 kilograms
Material: Alumina frame and hull
Power Source: Energy Reaction engine-powered
propeller
Skill for Use: Vehicle Operation-water vehicle
Standard Crew: One helmsman and one gunner.
Seats available for up to ten persons.
Compartments: 2
Comp
Hit
Dur.
Systems
#
On
1
1-10
10/10/ Mage Cannon,
5
Cargo, Hidden
Compartment,
Passenger Seats
2
11-20
10/10/ Engine, Propellers,
5
Workshop, Cargo,
Cargo Doors, Stern
Rudder
All compartments are on the Water Line

Battleship (PL 5)

The king of the sea, the battleship is the


uncontested war craft in this text. The limitations of
space and detail do not do this vehicle justice. Many
items from PL 5 could certainly be aboard this type
ship that performs communication and logistics
services. This serves only as an example. This craft
also carries with it 2 Assault Craft described above and
one Advanced Fighter from the Air Vehicles section

Vehicles & War Machines, Part Two


A Book 1 Supplement
below. The Assault crafts can act as transport for
missions or as scouts, as can the fighter.
Decks 2 through 5 below are simple in their
presentation and a Game Master could very well
designate smaller compartments once a map is drawn
that are in the interior of the ship, protecting more
sensitive areas.
Armor: 1d6-1/1d6-2/1d6-1
Weapons: 5 Nova Cannon (3 forward and 2 aft) and 2
Meteor Cannon (1 forward and 1 aft). Each is in a
10/10/5 durability-point castle with Amazing
toughness and armor of 1d6+1/1d6/1d6+1.
Cargo Capacity: 305 cubic meters @ 152,000
kilograms
Length and Width: 150 meters long by 30 meters
wide
Mass: 18 million kilograms
Material: Alumina/Steel frame and hull
Power Source: Energy Reaction engine-powered
propeller
Skill for Use: Vehicle Operation-water vehicle
Standard Crew: 200 total crew. 20 heavy gunners,
crews for the Advanced Fighter and the Assault
Crafts, 15 officers, 40 specialists, and 50 standard
crewmen, 75 marines.
Compartments: 5 decks composed of 30
compartments total.
Deck/Com Hit On
Dur.
Systems
p#
Deck 1
1-4
Comp. 1
1-2 10/10/ Forward Nova
5
Cannon
Comp. 2
3
6/6/3
Anchor & Housing
Comp. 3
4-5 10/10/ Forward/Starboard
5
Nova Cannon
Comp. 4
6-7 10/10/ Forward/Port Nova
5
Cannon
Comp. 5
8-9 10/10/ Forward Meteor
5
Cannon
Comp. 6
10-12 16/16/ Helm/Observation
8
Tower
Comp. 7
13-14 10/10/ Aft Meteor Cannon
5
Comp. 8
15-16 10/10/ Aft/Starboard Nova
5
Cannon
Comp. 9
17-18 10/10/ Aft/Port Nova Cannon
5
Comp. 10
19-20 10/10/ Fighter Landing Pad
5
Deck 2
5-8
Comp. 1
1-4 20/20/ Cargo Hold (35m)
10
Comp. 2
5-8 20/20/ Barracks, Cargo Hold
10
(15m)
Comp. 3
9-12 20/20/ Barracks, Galley
10
Comp. 4
13-16 20/20/ Barracks, Brig
10
Comp. 5
17-20 20/20/ Flight Crew,
10
Workshop
Deck 3
9-12

Comp. 1

1-4

Comp. 2

5-8

Comp. 3

9-12

Comp. 4

13-16

Comp. 5

17-20

Deck 4*
Comp. 1

13-16
1-4

Comp. 2

5-8

Comp. 3

9-12

Comp. 4

13-16

Comp. 5

17-20

Deck 5*
Comp. 1

17-20
1-4

22/22/
11
20/20/
10
20/20/
10
20/20/
10
18/18/
9

Cargo Hold (75m)

20/20/
10
20/20/
10

Cargo (40m)

20/20/
10
20/20/
10
20/20/
10

Cargo Hold (25m),


Cargo Doors
Barracks, Gang
Ramps
Barracks, Sick Bay,
Galley
Barracks, Workshop

Cargo (15m),
Barracks, Main Sick
Bay
Library, Laboratory
Barracks, Galley
Workshop

20/20/ Cargo (50m)


10
Comp. 2
5-8 20/20/ Hangers for Assault
10
Crafts, Crew Quarters
Comp. 3
9-12 20/20/ Cargo (30m),
10
Barracks, Galley
Comp. 4
13-16 20/20/ Engine, Technician
10
Quarters
Comp. 5
17-20 20/20/ Engine, Propeller,
10
Workshop
*Indicates that this Deck and all assigned
compartments are on or below the Water Line
Canoe (PL 0)
Perhaps one of the first, and still often used, boats
is the canoe. While a character can control the craft
with the Vehicle Operation-water vehicle skill, the best
skill is Athletics-rowing, which is described above. This
version typically holds two persons with enough room
for personal gear.
The canoe also represents other ancient watercraft
like the coracle, or the long and slender reed boats
used in Asia. In this case the frame is made from
softwoods instead of bone, however the values for the
canoe apply equally to them.
Length/Width: 2.5 meters
Cargo: 220kg, 2.2 cubic meters of space
Mass: 7.5kg
Material: Bone frame with leather hull
Armor: 1d4-3 vs. Li only
Skill for Use: Vehicle Operation-water vehicle or
Athletics-rowing

Canoe, War (PL 0)

Much larger than the standard canoe, these crafts


are usually made from hardwood trees that are
hallowed out to form the basic shape of a boat.
Capable of carrying 8 men at once, they are used by

Vehicles & War Machines, Part Two


A Book 1 Supplement
islanders and coastal dwellers to traverse the coast in
search of fortune and war, or simple trade.
Length/Width: 8 meters
Cargo: 450kg, 4.5 cubic meters of space
Armor: 1d4-3 vs. all attacks
Mass: 195kg
Skill for Use: Water Vehicle or Athletics-rowing

Caravel (PL 2)

The caravel is one of the first semi-reliable crafts


capable of travelling across and ocean. While not a
warship by any means, the ship offers good storage
space while requiring fewer men.
Weapons: Two light catapults. One can cover forward,
port, and starboard positions, the other can cover aft,
port, and starboard. A two man crew is required for
each weapon.
Armor: 1d4-3 vs. all attacks
Cargo Capacity: 6000 kilograms @ 30 cubic meters
Length and Width: 20 meters by 6 meters
Mass: 7,500 kilograms
Material: Hardwood hull and frame
Skill for Use: Ship Operation-sails and water vehicle
for use of the Stern Rudder.
Standard Crew: 30 men
Compartments: 3
Comp#
Hit On
Dur.
Systems
1 Fore
1-6
10/10/
Open Deck, Light
Deck
5
Catapult, Figurehead,
Anchor, Hammocks,
Cargo
2 Mid Ship
7-13
10/10/
Sails, Open Deck,
5
Cargo, Boat Mooring
(row boat), Cargo
Doors, Hammocks
3 Aft Deck
14-20
10/10/
Sails, Open Deck,
5
Galley, Crew Quarters,
Stern Rudder, Cargo,
Light Catapult
All compartments are on the Water Line

Carrier Barge (PL 4)

The carrier barge is designed to carry small fighter


and scout aircraft out to sea so that they can perform
sorties or recons of enemy ships, or simply to police
shipping lanes.
Armor: 1d6/1d6-2/1d6-2
Cargo Capacity: 125 cubic meters @ 64,000
kilograms
Length and Width: 25 meters long by 8 meters wide
Weapons: 6 Heavy Cannon. 2 at forward and
starboard, 2 at forward and port, 1 at starboard and
aft, 1 at port and aft. Each cannon is housed in a
Castle that has an individual durability of 6/6/3,
Amazing toughness, armor of 1d6+1/1d6-1/1d6-1.
Mass: 650,000 kilograms
Material: Reinforced wood frame and hull with light
metal plate armor.

Power Source: Elemental reaction engine powered


propellers. Rated at 25% below standard
engine/mass ratio.
Skill for Use: Vehicle Operation-water vehicle or Ship
Operation-propeller engine.
Standard Crew: 12 pilots and crew for the
Mockingbirds, 36 soldiers, 8 officers, and 16
additional crewmen.
Landing Pad: Designed for 4 Mockingbirds
Compartments: 14. Note that 6 of these
compartments are only built-up positions for cannon.
Compartments 3,6, 7, and 8 are the top level while
compartments 11, 12, 13, and 14 are the bottom
level.
Comp#
Hit
Dur.
Systems
On
1
1
6/6/3
Heavy Cannon
(forward &
starboard)
2
2
6/6/3
Heavy Cannon
(forward & port)
3
3-4
16/16/8 Landing Pad 1,
Anchor
4
5
6/6/3
Heavy Cannon
(forward &
starboard)
5
6
6/6/3
Heavy Cannon
(forward & port)
6
7-8
16/16/8 Landing Pad 2,
Crew Quarters,
Galley, Kitchen
7
9-10
16/16/8 Landing Pad 3,
Barracks
8
11-12 16/16/8 Landing Pad 4,
Workshop
9
13-14
6/6/3
Heavy Cannon
(starboard & aft)
10
15-16
6/6/3
Heavy Cannon
(port & aft)
11*
17
12/12/6 Cargo Bay, Sick
Bay
12*
18
12/12/6 Cargo Bay, Officer
Quarters
13*
19
12/12/6 Crew Quarters,
Engine
14*
20
12/12/6 Propeller, Stern
Rudder
*Indicates that this compartment is on or below the
Water Line

Chariot, Sea (PL 0)

This vehicle is a sea-based version of the land


chariot. It draws its movement power from a team of
trained manta rays and is commonly used by undersea
races to conduct scouting missions, travel long
distances under the waves, or simply to carry news for
sea lords throughout their kingdoms.
The sea chariot feature a pair of fins on either side
that facilitate movement allowing a team of trained
beasts to achieve faster than normal speeds when
working in concert. A team of four manta rays can

Vehicles & War Machines, Part Two


A Book 1 Supplement
sustain a total mass of gear and rider up to 360
kilograms before encumbrance takes effect. As a truly
submersible craft, it does not require the use of
Seaworthiness checks.
Armor: 1d4-2/1d4-3/1d4-3
Cargo Capacity: 2 square meters @ 100kg

Vehicle

Skill

Water Vehicles

Handli
Acc
Cruis
Max
Tough
ng
e
Progress Level 0: The Stone Age
+1
2
10
20
O
+1
2
10
20
G

Canoe
Canoe, War

Rowing
Rowing

Chariot, Sea
Kayak

Beast driver
Rowing

-1
-1

Outrigger

Rowing

Raft
Shell Sled

Rowing
Beast driver

River Barge
Caravel
Coaster
Cog
Drakkar
Dromond
Great Galley
Knarr

Rowing
Sails
Sails
Sails
Oars
Oars
Oars
Oars

Longship
Row Boat

Oars
Rowing

Galleon,
Cargo
Galleon, War
Iron Clad

Sails

Length and Width: 2 meters by 1 meter


Mass: 30 kilograms
Material: Bone frame with shell body
Skill for Use: Animal Handling-beast driver

12
24
48
see Athletics-rowing
above
2
10
20

O
O
G

+1
2
10
N/A
O
+1
4
8
18
G
Progress Levels 1 & 2: The Bronze to Middle
+2
2
8
N/A
O
0
2
12
20
O
0
2
12
20
O
+1
2
10
15
G
+1
4
16
30
G
+1
6
24
40
G
+3
2
14
24
G
0
2
10
15
O
+2
4
16
30
G
+1
2
10
20
O
Progress Level 3: The Age of Reason
+1
2
12
20
G

Dur.

Seawort
hy

Cost

3/3/2
13/13/
6
5/5/2
3/3/2

5
5

30
500

N/A
7

350
35

1000

3
8

2
300

6
12
9
16
13
11
12
9

200
19,000
7,500
25,000
26,000
23,000
64,000
2,500

13
6

20,000
250

45/7

18

130,000

15/15/
8
9/9/5
8/8/4
Ages
6/2
15/3
9/2
24/4
25/4
19/3
70/9
15/15/
8
20/4
6/6/3

+2
+3

2
2

10
16

15
30

G
A

56/8
17/3

18
12

190,000
128,000

Skiff

Sails
Steam
Engine
Oars

+1

14

24

650

Torpedo Boat
Turtle

Rowing
Rowing

+2
+2

12/12/
6
8/8/4
6/6/3

7
6

55,000
20,000

Carrier Barge

Water
Vehicle
Sails

75/14

19

300,000

Clipper,
Cargo
Clipper,
Steam
Freighter
Patrol Boat
River Boat
Submarine
Assault Craft

2
13
22
A
2
10
18
A
Progress Level 4: The Tinker Age
+3
6
22
30
A
+1

16

32

34/5

19

100,000

Steam
Engine
Steam
Engine
Water
Vehicle
Water
Vehicle
Water
Vehicle

+1

18

22

65/10

19

150,000

+3

16

20

18

500,000

+1

22

44

150/2
5
13/2

13

10,000

+2

14

30

23/4

14

15,000

+3

10

20

40/5

21

500,000

Water
Vehicle

-1

Progress Level 5: The Magic Age


5
50
100
A

10/2

15

70,000

Vehicles & War Machines, Part Two


A Book 1 Supplement
Battleship
Flying Fish

Water
Vehicle
Water
Vehicle

+3

36

75

44

92

Clipper (PL 4)

Built for speed and for taking advantage of topped


out speeds, the clipper is one of the fastest sailed
vessels available. Long and slender, this ship is easily
recognized by its towering masts and plentiful sails and
prominent jibboom. This version is a pure merchant
craft, relying on maximum cargo space instead of any
heavy weapons. Larger clippers are known and some
are also decked out for war, sacrificing cargo space for
weapons.
Armor: 1d4-1/1d4-2/1d4-2
Cargo Capacity: 67,500kg @ 135 cubic meters
Length and Width: 50 meters by 8 meters
Mass: 113,906 kilograms
Material: Light reinforced wood frame and hull
Skill for Use: Ship Operation-sails and water vehicle
for use of the Stern Rudder.
Standard Crew: 30 men
Compartments: 5
Comp#
Hit
Dur.
Systems
On
1-Foredeck
1-4
12/12/6 Open Deck, Sails,
Anchor,
Figurehead,
Quarters
2-Foremast*
5-8
14/14/7 Open Deck, Sails,
Cargo, Cargo
Doors
3-Midship*
9-12
14/14/7 Open Deck, Sails,
Cargo, Cargo
Doors, Boat
Moorings (2 row
boats)
4-Aftmast*
13-16 14/14/7 Open Deck, Sails,
Cargo, Cargo
Doors, Quarters
5-Aftdeck
17-20 14/14/7 Open Deck, Sails,
Galley, Stern
Rudder, Quarters
*Indicates that this compartment is on or below the
Water Line

Clipper, Steam (PL 4)

The steam clipper is a versatile craft, capable of


extended ocean voyages and rapid speeds in coastal
waters. It makes an excellent merchant or wartime
vehicle depending on the captains needs. The
combination of sail and steam power allows this craft
to use those movement rules described under
Combining Sails and Oars above. In this case
substitute the steam engine wherever oars are
concerned.

250/3
0
70/10

18
22

2,750,00
0
1,000,00
0

The listed speed for the craft concerns only the


steam engine. If the sails are used instead the speeds
change to 2/10/15 respectively.
Armor: 1d4-1/1d4-2/1d4-2
Cargo Capacity: 49 cubic meters @ 24,500 kilograms
Length and Width: 20 meters long by 4 meters wide
Weapons: 8 light cannon, 4 per side.
Mass: 430,000 kilograms
Material: Reinforced wood frame and hull
Power Source: Sails and Steam engine-powered
paddle wheel
Skill for Use: Vehicle Operation-water vehicle (for the
steam engine and stern rudder) and Ship Operationsails.
Standard Crew: 20 soldiers/marines to man weapons
and repel boards, 16 standard crewmen including
officers and staff.
Compartments: 8
Comp#
Hit
Dur.
Systems
On
1
1-3
18/18/9 Sails, Anchor,
Crew Quarters
2
4-6
20/20/1 Sails, 4 Light
0
Cannon
3
7-9
20/20/1 Sails, Boat
0
Moorings, 4 Light
Cannon
4
10-12 20/20/1 Sails, Brig,
0
Barracks
5*
13-14 12/12/6 Cargo Space, Sick
Bay
6*
15-16 12/12/6 Cargo Space,
Mess/Kitchen
7*
17-18 14/14/7 Steam Engine,
Workshop
8*
19-20 14/14/7 Stern Rudder,
Paddle Wheel
*Indicates that this compartment is on or below the
Water Line

Coaster (PL 2)

As the name implies, the coaster is a small


medieval sailing craft intended to hug the coast. This
model is slightly over-rigged and provides adequate
cargo space. The open deck on top is flat, only being
broken by the rails, the light catapult, and the sails and
rigging.
Weapons: One light catapult
Armor: 1d4-3 vs. all
Cargo Capacity: 4200 kilograms @ 21 cubic meters
Length and Width: 20 meters by 3 meters
Mass: 1,620kg
Material: Light hardwood frame and hardwood hull
Skill for Use: Ship Operation-sails and water vehicle
for use of the Stern Rudder.
Standard Crew: 16 men average

Vehicles & War Machines, Part Two


A Book 1 Supplement
Compartments: 2
Comp
Hit
#
On
1
1-11
Fore

Dur.

Systems

10/10/
5

Crew Quarters,
Catapult, Sails, Open
Deck
2 Aft
12-20
8/8/4
Cargo, Cargo Doors,
Sails, Stern Rudder,
Open Deck
All compartments are on the Water Line

Compartments: 4
Comp#
Hit On
1-Fore
1-5
2-Mid

6-10

3-Mid

11-15

4-Aft

16-20

All compartments are

Cog (PL 2)

The cog represents a common sea-going sailing


vessel and is an improved version of the coaster being
able to handle rough sea, open seas. This model is
designed primarily for cargo with one heavy ballista for
defense.
Armor: 1d4-3 vs. all attacks
Cargo Capacity: 20,000 kilograms @ 40 cubic meters.
Weapons: One heavy ballista, 3 men
Length and Width: 25 meters by 6 meters
Mass: 17,000 kilograms
Material: Standard hardwood frame and hull
Skill for Use: Ship Operation-sails and water vehicle
for use of the Stern Rudder.
Standard Crew: 28 men average
Compartments: 4
Comp#
Hit On
Dur.
Systems
1 Fore
1-5
12/12/ Open Deck, Heavy
Castle
6
Ballista, Anchor, Sails
2 Aft
6-10
12/12/ Open Deck, Sails,
Castle
6
Stern Rudder, Crew
Quarters
3 Crew*
11-15
12/12/ Crew Quarters,
6
Cargo, Hammocks,
Galley
4 Cargo*
16-20
12/12/ Cargo, Cargo Doors
6
*Indicates that this compartment is on or below the
Water Line

Drakkar (PL 1)

The largest Northman ship, the Drakkar is feared


by most as it is that cultures primary ship during times
of raid and plunder. This version is a little larger than
the Longship, however it provides for far more room for
rowers (who also act as raiders) and has a thicker
frame promoting better durability.
Armor: 1d6-2/1d6-4/1d6-4 (light leather)
Cargo Capacity: 25,000kg @ 50 cubic meters
Length and Width: 30 meters by 6 meters
Mass: 19,000 kilograms
Material: Standard hardwood frame and hull
Power Source: Oar teams and sails. The speeds on
the table represent use of the oars. If only the sails
are used then the ships speeds are Acc: 2, Cruise:
12, Max: 20. Refer to the Combining Oars and Sails
entry under Water Vehicles above.
Skill for Use: Ship Operation-oars and sails
Standard Crew: 80 rowers

Dur.
Systems
14/14/ Rowers, Cargo,
7
Figurehead
12/12/ Rowers, Cargo, Sails
6
12/12/ Rowers, Cargo, Sails
6
12/12/ Rowers, Cargo
6
on the Water Line

Dromond (PL 1)

The Dromond represents an early galley used near


the beginning of progress level 1. This version is a
light warship capable of carrying marines to distant
shores. Typically speaking, this galley rarely leaves
sight of shore and beaches at night with the crew
resting on solid ground.
Armor: 1d4-3 vs. all
Cargo Capacity: 17,500kg @ 35 cubic meters
Weapons: 3 heavy ballista (3 men each). Piercing
Ram.
Length and Width: 50 meters by 5 meters
Mass: 19,500 kilograms
Material: Light hardwood and hull
Power Source: Oar teams and sails. The speeds on
the table represent use of the oars. If only the sails
are used then the ships speeds are Acc: 1, Cruise: 8,
Max: 12. Refer to the Combining Oars and Sails
entry under Water Vehicles above.
Skill for Use: Ship Operation-oars and sails
Standard Crew: 80 rowers plus other personnel to
man the sails and weapons.
Compartments: 3
Comp#
Hit On
Dur.
Systems
1-Forward
1-7
14/14/ Open Deck, Ram, 2
7
Heavy Ballista,
Rowing Stations,
Cargo
2-Middle
8-13
12/12/ Open Deck, Rowing
6
Stations, Sails, Cargo
3-Aft
14-20
12/12/ Open Deck, 2 Heavy
6
Ballista, Rowing
Stations, Cargo
All compartments are on the Water Line

Flying Fish (PL 5)

This vehicles primary function is to take a group or


team into as many possible locations as possible.
While it is a watercraft first, it is capable of landing on
solid ground, flying to any altitude, and even travelling
through fantasy space. It is a true All-terrain vehicle.
The Journey deck is a special room that is
hermetically sealed from the rest of the ship. It has a
hatch in the deck that, when the ship is at rest on the
sea floor, can be opened allowing exit into the water
without the water coming into the room.
Air Time: 350 hours per 70 persons
Armor: 1d6-2/1d6-3/1d6-3

Vehicles & War Machines, Part Two


A Book 1 Supplement
Weapons: One turreted Nova Gun
Cargo Capacity: 23 cubic meters @ 11,500 kilograms
Depth: 25 fathoms
Length and Width: 30 meters long by 5 to 10 meters
wide (from front to back).
Mass: 1 million kilograms
Material: Alumina frame and hull
Power Source: Energy reaction engine
Skill for Use: Vehicle Operation-water vehicle, air
vehicle, and space vehicle depending on location.
Standard Crew: Only requires one pilot. Quarters for
4 persons.
Air Travel: Speeds: Acc 40, Cruise 440, Max 920
Handling: -1 (Pilot may reduce crash
damage by one category with
successful control check).
Altitude: Escape
Landing/Takeoff: True VTOL. Equipped
with full landing gear, allowing landings
even in rough or uneven terrain
Space Speeds: Tactical 4, Spelljamming 0.2
Travel: Handling: 0
Air Units: 8400 Air days (4 months for
70 persons)
Compartments: 10. Compartments 1, 2, 3, and 4 are
all in line. Compartments 5 and 6 are in line to the
left of 3 and 4, while compartments 7 and 8 are in
line to the right of 3 and 4. Compartments 9 and 10
are side by side behind 6, 4, and 8. The vehicle has
only one level so all compartments can be potentially
struck from above or below.
Comp#
Hit On
Dur.
Systems
1-Pilot
1-2
12/12/ Engine controls,
Station
6
Gravity Shield
controls
2 Nova
3-4
12/12/ Nova Gun w/ Turret,
Gun
6
Slip Stream Inducer
3-Crew
5
12/12/ Crew Quarters,
6
Galley
4-Engine
6
16/16/ Energy Reaction
8
Engine
5-Science
7-8
14/14/ Laboratory, Sick Bay
7
6-Ballast 1
9-10
16/16/ Ballast Tank
8
7-Tech
11-12
14/14/ Journey Deck, Work
7
Shop
8-Ballast 2
13-14
16/16/ Ballast Tank
8
9-Cargo 1
15-17
14/14/ Cargo Hold
7
10-Cargo 2
18-20
14/14/ Cargo Hold
7
All compartments are on the Water Line

Freighter (PL 4)

This absolutely huge ship is perhaps the largest


that will be seen in a fantasy setting. It has no
weapons, however few ships would ever bother it. In
fact, most sea creatures, save for the dreaded Kraken,

would even think of attacking it. While it is slow it


makes up for this in the sheer mass of cargo it can
transport.
Armor: 1d6-2/1d6-4/1d6-4
Cargo Capacity: 960 cubic meters @ 480,000
kilograms
Length and Width: 90 meters long by 20 meters
wide
Mass: 16 million kilograms
Material: Reinforced wood frame with a light iron hull
Power Source: Steam engine-powered propeller
Skill for Use: Ship Operation-steam engine
Standard Crew: 24 crewmen including officers, cargo
handlers, doctor, and engineers.
Compartments: 5 decks composed of 5
compartments each.
Deck/Com Hit On
Dur.
Systems
p#
Deck 1
1-4
Comp. 1
1-4 12/12/ Anchor Housing,
6
Cargo Doors
Comp. 2
5-8 12/12/ Cargo Doors, Boat
6
Rigging (2 row boats)
Comp. 3
9-12 12/12/ Cargo Doors, Steam6
powered Cargo Arm
Comp. 4
13-16 12/12/ Cargo Doors, Boat
6
Rigging (2 row boats
Comp. 5
17-20 12/12/ Primary Controls
6
(Helm)
Deck 2
5-8
Comp. 1
1-4 12/12/ Cargo Hold (80m)
6
Comp. 2
5-8 12/12/ Cargo Hold (80m)
6
Comp. 3
9-12 12/12/ Cargo Hold (80m)
6
Comp. 4
13-16 12/12/ Cargo Hold (80m)
6
Comp. 5
17-20 12/12/ Mess/Kitchen/Galley
6
Deck 3
9-12
Comp. 1
1-4 12/12/ Cargo Hold (80m)
6
Comp. 2
5-8 12/12/ Cargo Hold (80m)
6
Comp. 3
9-12 12/12/ Cargo Hold (80m)
6
Comp. 4
13-16 12/12/ Cargo Hold (80m)
6
Comp. 5
17-20 12/12/ Crew Quarters, Brig,
6
Sick Bay
Deck 4*
13-16
Comp. 1
1-4 12/12/ Cargo Hold (80m)
6
Comp. 2
5-8 12/12/ Cargo Hold (80m)
6
Comp. 3
9-12 12/12/ Cargo Hold (80m)
6
Comp. 4
13-16 12/12/ Cargo Hold (80m)
6
Comp. 5
17-20 12/12/ Work Shop

Vehicles & War Machines, Part Two


A Book 1 Supplement
6
Deck 5*
Comp. 1

17-20
1-4

12/12/ Steam Engine


6
Comp. 2
5-8 12/12/ Steam Engine
6
Comp. 3
9-12 12/12/ Steam Engine
6
Comp. 4
13-16 12/12/ Steam Engine
6
Comp. 5
17-20 12/12/ Propellers, Stern
6
Rudder
*Indicates that this Deck and all assigned
compartments are on or below the Water Line

Galleon, Cargo (PL 3)

The galleon presents one of the most advanced


sailing vessels available to most players in a standard
fantasy game. It is a sail-driven vehicle with three
main masts and several others providing for
tremendous speed for a vehicle of this size. This
version is designed to haul cargo and features 4 light
cannon for defense.
Armor: d4-1/d4-2/d4-2
Cargo Capacity: 75,000 kilograms @ 150 cubic
meters
Length and Width: 40 meters by 10 meters
Mass: 270,000kg
Weapons: 4 Light Cannon, 2 men each
Material: Reinforced wood frame and hull
Skill for Use: Ship Operation-sails and water vehicle
for use of the Stern Rudder.
Standard Crew: 56 men minimum
Compartments: 7
Comp#
Hit
Dur.
Systems
On
1 Aft Castle
1-3
10/10/5 Open Deck, Sails,
Cannon, Officer
Quarters
2 Fore Deck
4-6
10/10/5 Open Deck,
Anchor,
Figurehead, Sails,
Cannon, Boat
Mooring (2 skiffs)
3 Mid Deck
7-9
10/10/5 Open Deck, Sails,
2 cannon, Boat
Mooring (2 skiffs),
Cargo, Cargo
Doors
4 Galley
10-12 10/10/5 Crew Quarters,
Galley, Stern
Rudder
5 Crew*
13-15 10/10/5 Hammocks, Cargo
6 Crew*
16-18 10/10/5 Hammocks, Cargo
7 Cargo*
19-20 10/10/5 Cargo
*Indicates that this compartment is on or below the
Water Line

Galleon, War (PL 3)

Much larger than the cargo galleon, this monster


patrols the seas defending its nation and warding off
pirates. It is customary for this type of vehicle to
strike its colors when approaching another ship so as
to identify itself. If a war galleon does not, one can
assume that the vehicle has been commandeered by
hostile forces.
Armor: d4-1/d4-2/d4-2
Weapons: 14 Light Cannon. 4 may face Forward, 4
Aft, or 7 Port or Starboard if all are ready. 2 men on
each gun.
Cargo Capacity: 25,000 kilograms @ 50 cubic meters
Length and Width: 45 meters by 12 meters
Mass: 527,000kg
Material: Reinforced wood frame and hull
Skill for Use: Ship Operation-sails and water vehicle
for use of the Stern Rudder.
Standard Crew: 80 men
Compartments: 8
Comp#
Hit
Dur.
Systems
On
1-Fore
1-2
14/14/7 Open Deck, Sails,
Castle
Figurehead,
Equipment Store,
Boat Moorings (2
skiffs), 4 light
cannon
2-Aft Castle
3-4
14/14/7 Open Deck, Sails,
Stern Rudder,
Boat Mooring (2
skiffs), 4 light
cannon
3-Crew
5-6
14/14/7 Hammocks,
Galley
4-War Deck
7-9
14/14/7 Open Deck, Sails,
Anchor, Cargo
Doors, 6 light
cannon
5-Quarters
11-13 14/14/7 Officer Quarters
6-Crew*
14-15 14/14/7 Hammocks
7-Cargo*
16-17 14/14/7 Hammocks, Cargo
8-Cargo*
18-20 14/14/7 Cargo
*Indicates that this compartment is on or below the
Water Line

Great Galley (PL 1)

A later and larger version of galley-class ships, the


great galley is intended for war having a thicker frame
and more space aboard for marines. To provide
sufficient room for the rowers, each side of the ship is
divided into upper and lower banks in order to move
the vehicles large mass.
Weapons: 8 Heavy Ballista (3 men each). Piercing
Ram.
Armor: 1d4-3 vs. all
Cargo Capacity: 55,000kg @ 110 cubic meters
Length and Width: 75 meters by 8 meters
Mass: 428,000 kilograms
Material: Hardwood
Power Source: Oar teams and sails. The speeds on
the table represent use of the oars. If only the sails

Vehicles & War Machines, Part Two


A Book 1 Supplement
are used then the ships speeds are Acc: 1, Cruise: 8,
Max: 12. Refer to the Combining Oars and Sails
entry under Water Vehicles above.
Skill for Use: Ship Operation-oars and sails
Standard Crew: 140 rowers and 24 men for the
weapons.
Compartments: 9
Comp#
Hit On
Dur.
Systems
1-Stern
1-2
16/16/ Open Deck, Sails,
Castle
8
Ballista
2-Fore Deck
3-5
16/16/ Open Deck, Ballista,
8
Cargo
3-Rowers
6-7
16/16/ Open Deck, Rowing
8
Stations, Sails, 2
Ballista
4-Rowers
8-9
16/16/ Open Deck, Rowing
8
Stations, Sails, 2
Ballista
5-Aft Deck
10-11
14/14/ Cargo
7
6-Ram*
12-14
16/16/ Ram, Cargo
8
7-Rowers*
15-16
16/16/ Rowing Stations
8
8-Rowers*
17-18
16/16/ Rowing Stations
8
9-Cargo*
19-20
14/14/ Cargo
7
*Indicates that this compartment is on or below the
Water Line

Iron Clad (PL 3)

While being smaller than many other watercrafts at


the time, the Iron Clad and its Amazing toughness
present an almost unstoppable foe. This version is
actually smaller than others, and represents a
prototype developed in the middle of progress level 3.
By the end of that age, Iron Clad vessels increase in
size and weaponry as they begin to fight each other.
By virtue of the design only the gun deck is
actually above water with the other two compartments
below the waters surface. As such any surface attack
automatically suffers a base +2 penalty when
attacking these two compartments. See the Attacking
Submerged Vehicles entry above for more information.
Armor: 1d6-2/1d6-3/1d6-3
Cargo Capacity: 2,600kg @ 13 cubic meters
Length and Width: 6 meters by 3 meters
Mass: 12,000 kilograms
Weapons: One Heavy cannon (forward) and one Light
cannon (aft)
Material: Standard Reinforced wood frame and iron
hull
Power Source: Steam Engine powered propeller
Skill for Use: Ship Operation-steam engine
Standard Crew: 10 men standard
Compartments: 3
Comp#
Hit
Dur.
Systems
On
1-Gun Deck
1-8
12/12/ Light and Heavy
6
Cannon
2-Engine
9-16
12/12/ Steam Engine, Cargo

Room
3-Crew Deck

6
10/10/
5
Compartment #1 is on the Water
2 and 3 are below the Water Line
Submerged Vehicles above).
17-20

Propeller, Barracks,
Cargo
Line. Compartments
(see Attacking

Kayak (PL 0)

The kayak is a great vehicle for those who venture


into cold waters or attempt rapids. When properly
used the kayaking character can avoid dangerous
situations with an Athletics-rowing check. The cargo
space provided must include the character, however
any additional gear is stowed inside and usually arrives
dry and intact.
Armor: 1d4-3 vs. Low Impact only
Cargo Capacity: 2 cubic meters @ 200kg (to include
the kayaker)
Length and Width: 2 meters
Mass: 7.5 kilograms
Material: Softwood frame and hull
Skill for Use: Athletics-rowing. The Game Master can
allow Acrobatics-daredevil checks when the
character is dealing with river dangers such as white
waters or other tricky maneuvers.

Knarr (PL 1)

This small sailing craft is also used by northern


cultures, primarily as a cargo vessel. What the Knarr
lacks in strength and size it makes up for in cargo
space and speed.
The Knarr has a higher seaworthiness value than
would another vehicle of its type, reflecting the ability
of Northman cultures to create crafts capable f taking
to the high seas. Despite this, it still does not make
the Knarr truly reliable in this regard.
Cargo Capacity: 4,000kg @ 16 cubic meters
Length and Width: 4 meters by 2 meters
Mass: 625 kilograms
Material: Light softwood frame and hull
Power Source: Oar teams and sails. The speeds on
the table represent use of the sails. If only the oars
are used then the ships speeds are Acc: 4, Cruise:
16, Max: 30. Refer to the Combining Oars and Sails
entry under Water Vehicles above.
Skill for Use: Ship Operation-oars and sails
Standard Crew: 10 rowers if needed.

Longship (PL 1)

This is the standard Northmans warship. It is more


substantial than the Knarr, but not quite as large as the
Drakkar. While the ship has no heavy weapons, it is
still considered dangerous due to the nature of those
on board. On long voyages the crew may sleep aboard
the ship, however pulling ashore and making beach
camps is usually preferred.
This particular model features layers of hide on the
hull providing a modicum of protection. Also, in
comparison to other oared vehicles, the Longship has a

Vehicles & War Machines, Part Two


A Book 1 Supplement
slight bonus to its Seaworthiness, demonstrating the
Northmans early adventuring on the sea.
Armor: 1d6-2/1d6-4/1d6-4 (light leather)
Cargo Capacity: 8,000kg @ 40 cubic meters
Length and Width: 22 meters by 4.5 meters
Mass: 10,000kg
Material: Hardwood
Power Source: Oar teams and sails. The speeds on
the table represent use of the oars. If only the sails
are used then the ships speeds are Acc: 2, Cruise:
10, Max: 15. Refer to the Combining Oars and Sails
entry under Water Vehicles above.
Skill for Use: Ship Operation-oars and sails
Standard Crew: 50 rowers
Compartments: 4
Comp#
Hit On
Dur.
Systems
1-Fore
1-5
10/10/ Rowers, Cargo,
5
Figurehead
2-Mid
6-10
10/10/ Rowers, Cargo, Sails
5
3-Mid
11-15
10/10/ Rowers, Cargo, Sails
5
4-Aft
16-20
10/10/ Rowers, Cargo
5
All compartments are on the Water Line

Standard Crew: 4 men standard. 2 gunners, 1


engineer, and 1 captain.
Compartments: 2
Comp#
Hit On
Dur.
Systems
1-Main Gun
1-10
13/13/ Open Deck, Light
7
Cannon, Cargo
2-Engine
11-20
12/12/ Open Deck, Steam
6
Engine, Paddle Wheel
All compartments are on the Water Line

Outrigger (PL 0)

River Boat

This boat is a version of a war canoe with the


addition of a pontoon extended out to one side,
providing for greater stability. The primary purpose of
the outrigged pontoon is to increase seaworthiness
and control in areas with heavy shore break and the
ocean regions between islands, allowing natives to
travel from island to island. Otherwise this vehicle is
used in much the same way as other canoes.
Length/Width: 10 meters
Cargo: 350kg, 3.5 cubic meters of space
Armor: 1d4-3 vs. all attacks
Mass: 335kg
Skill for Use: Water Vehicle or Athletics-rowing

Patrol Boat (PL 4)

The patrol boat is an advanced tinkered craft that


utilizes a steam engine and paddle wheel system to
provide for a mobile and responsive craft capable of
defending a coastline or port. While not seaworthy to a
great degree, the patrol boat is rarely found alone.
This version features a standard light cannon for
armament, however other heavy weapons can be used
instead. It is also common for such a craft to carry
riflemen and other troops carrying personal heavy
weapons.
Armor: 1d4-1/1d4-2/1d4-2
Weapons: Light Cannon
Cargo Capacity: 1,000kg @ 5 cubic meters
Length and Width: 5 meters by 2 meters
Mass: 2,500 kilograms
Material: Heavy reinforced wood frame and hull
Power Source: Steam Engine powered Paddle Wheel
with Stern Rudder
Skill for Use: Vehicle Operation-water vehicle

Raft (PL 0)

The raft is a rather simple vehicle, being nothing


more than a series of logs r timber lashed together to
form a sturdy platform. Used mostly for river transit,
the raft allows primitive persons to transport cargo in
areas with little turbulence at a descent rate of speed.
Most rafts are propelled by a person using a long pole
that they push against the bottom of the river with.
Length/Width: 2.5 square meters
Cargo: 2.5 square meters @ 250 kilograms
Mass: 50 kilograms
Skill for Use: Water Vehicle or Athletics-rowing. Note
that because of the shape and over design of the
basic raft, this vehicle cannot exceed speeds beyond
the Cruise rate.
This boat is designed to traverse up and down
rivers between towns and cities, carrying cargo and
passengers in comfort. Entertainment is available in
the large parlor and saloon area, and fine dining can be
enjoyed in the Five-star dining facility. The ship
features 20 passenger suites as well as
accommodations for the less affluent.
Armor: 1d4-3 vs. all attack types
Cargo Capacity: 62 cubic meters @ 32,000 kilograms
Length and Width: 20 meters long by 5 meters wide
Mass: 25,000 kilograms
Material: Hardwood frame and hull
Power Source: Steam engine-powered Paddle Wheel
Skill for Use: Vehicle Operation-water vehicle
Standard Crew: 35 crew including officers, bartender,
stewards, cargo handlers, kitchen staff, maids,
bouncer, and a spit boy.
Compartments: 4
Comp#
Hit On
1
1-6

Dur.
12/12/
6

Systems
Helm, Passenger
Quarters, Boat
Moorings (2 row
boats)
2
7-12
12/12/ Dining Room,
6
Kitchen,
Parlor/Saloon
3*
13-16
8/8/4
Crew Quarters, Gang
Ramp, Cargo Space
4*
17-20
8/8/4
Steam Engine,
Paddle Wheel
*Indicates that this compartment is on or below the

Vehicles & War Machines, Part Two


A Book 1 Supplement
Water Line

River Barge (PL 1)

The river barge represents some of the first boats


used for transportation of persons and goods and
appears in the earlier stages of the Bronze Age. This
model is average in size and has room for two
oarsmen, two persons to sit on a canopied platform,
and cargo. Larger versions can carry cattle or slaves,
and some are designed specifically for the transport of
royal persons and their entourage.
The simplicity of the vehicle makes them rather
inexpensive but slow. However the lack of speed is
often overlooked by the usefulness of this craft on
rivers and canals.
Armor: 1d4-3 vs. Low Impact only
Cargo Capacity: 10 cubic meters @ 2600 kilograms
Length/Width: 12 meters
Mass: 200 kilograms
Material: Soft wood frame and hull
Power Source: Two fulcrum mounted oars in the rear.
Either oar may also act as a Stern Rudder.
Skill for Use: Athletics-rowing
Standard Crew: Two oars men
Compartments: 2
Comp#
Hit On
Dur.
Systems
1
1-10
6/6/3
Cargo
2
11-20
6/6/3
Seating, Oars
All compartments are on the Water Line

Row Boat (PL 2)

The simple rowboat is a common craft along


shorelines and is often used as transport for crew on
larger vessels when going ashore. The type featured
here has two fulcrum mounts for oars.
Cargo Capacity: 2.8 cubic meters @ 280 kilograms
Length and Width: 2.5 meters
Mass: 34 kilograms
Material: Hardwood frame and hull
Power Source: Oars
Skill for Use: Athletics-rowing

Shell Sled (PL 0)

This vehicle is a simpler version of the Sea Chariot.


However it is designed for use on the surface of a body
of water, not underneath it. This model is based on the
speeds provided by a team of four sea turtles who can
easily pull up to 640 kilograms (including the sled) in
this fashion before being encumbered.
Armor: 1d4-2/1d4-3/1d4-3
Cargo Capacity: 3 square meters @ 300 kilograms
Length and Width: The sled can be a total of three
cubic meters in size. The hitch and yoke for the
turtles (or other beasts) usually extends outward 3
meters from the body.
Mass: 96 kilograms
Material: Giant clam shell (chitin)
Power Source: Four sea turtles
Skill for Use: Animal Handling-beast driver

Skiff (PL 3)

The skiff is a launch used on large seagoing craft


when going ashore or during whale hunts. The benefits
of the craft are that allows for more space for men and
cargo while also providing speeds faster than sailed
craft and row boats.
Armor: 1d4-3 vs. all attack types
Cargo Capacity: 9 cubic meters @ 2250 kilograms
Length and Width: 4 meters long by 1.5 meters wide
Mass: 270 kilograms
Material: Hardwood frame and hull
Power Source: 12 rowers with galley oars
Skill for Use: Ship Operation-oars or Athletics-rowing
(at least one person must have the oars skill or
Leadership).
Standard Crew: 12 rowers, 6 per side

Submarine

This vehicles primary purpose is to terrorize


shipping lanes by ramming cargo ships, sinking them,
and then disappearing back into the deep. This model
is small compared to future versions but is more than
adequate in dealing with surface ships.
The helm has a periscope that can extend 2 meters
upward from the ships body and a speak tube system
allows the helmsman to communicate with engineering
and the crew quarters.
Air Time: One week and one day for 40 persons
Armor: 1d6-2/1d6-3/1d6-3
Cargo Capacity: 44 cubic meters @ 22,000 kilograms
Maximum Depth: 100 fathoms
Length and Width: 20 meters long by 3 meters wide
Weapons: Piercing Ram
Mass: 192,000 kilograms
Material: Steel frame and hull
Power Source: Inferno Engine-powered propeller
Skill for Use: Vehicle Operation-water vehicle
Standard Crew: 20 crewmen, 4 officers, 1 doctor, and
3 engineers
Compartments: 5
Comp#
Hit On
Dur.
Systems
1
1-4
16/16/ Piercing Ram, Ballast
8
Tank
2
5-8
16/16/ Periscope, Officers,
8
Helm
3
9-12
16/16/ Crew Quarters,
8
Kitchen/Mess
4
13-16
16/16/ Ballast Tank, Cargo
8
Hold
5
17-20
16/16/ Propeller, Inferno
8
Engine
All compartments are on or below the Water Line

Torpedo Boat (PL 3)

One of the first adventures in submarine


technology begins with the simple torpedo boat. It is
basically a cigar-shaped boiler tank for a steam engine
that is refitted with a long crankshaft and a propeller in
the aft. A hatch at the top allows a person to scout an

Vehicles & War Machines, Part Two


A Book 1 Supplement
area while the vehicle is on the surface of the water,
and a ballast-man mans the pumps in the rear allowing
the vessel to make a controlled descent to a depth of 5
meters.
The primary purpose, and mission, of a torpedo
boat is to deliver an explosive charge to an enemy
craft by ramming the torpedo array into the enemies
hull. Once this is done, the reverse speed of boat is
applied which separates the boat from the charge and
pulls a detonating devise, causing the charge to
explode. The success of a mission is dependant on a
successful ram, followed by a reversal of motion to
perform the attack. Once this is done the torpedo boat
usually leaves the area as fast as possible due to the
fact that it has no armament after a successful run (see
the rules for Ramming in the Vehicles in Action
section above).
The weapon used by the Torpedo Boat is called a
Spar-Torpedo, which is nothing more than a barbed
lance with a payload of explosives on the forward end.
Attached is a length of lanyard that detonates the
payload once the vehicle backs away and disconnects
itself from the explosive devise.
Air Time: Two and one-half hours
Weapons: One Spar-Torpedo
Armor: 1d6-2/1d6-3/1d6-3
Cargo Capacity: 250kg @ 1 cubic meter
Length and Width: 3 meters by 1 meter
Mass: 312 kilograms
Material: Iron frame and hull
Power Source: Propeller powered by rowers. Each
man sits facing the sides of the vessel and turns a
common shaft, powering the propeller.
Skill for Use: Athletics-rowing
Standard Crew: 10 rowers, 1 ballastman, 1 captain

Turtle (PL 3)

This simple prototype of later submarines allows a


user to float out into a harbor or bay while submerged
and to extend upwards a small periscope so as to spy
on enemy fleet formations of the defenses on a
seaward fortress. The small ballast tank on board
allows the craft to descend to a depth of 5 fathoms (10
meters), however this is unsafe as the pilot cannot see
very well without being able to use the periscope. For
this reason, most small vehicles of this type do not
descend beyond one meter.
Air Time: Provides for 30 minutes of air when closed
Armor: 1d6-2/1d6-3/1d6-3
Cargo Capacity: 1 cubic meter @ 100 kilograms
Length and Width: 1.5 meters tall by 1 meter in
diameter. Shaped like a top.
Mass: 55 kilograms
Material: Reinforced wood frame with cast iron hull
Power Source: Manual powered propeller in the rear
Skill for Use: Vehicle Operation-land vehicle (for basic
use) or Movement-trailblazing (for long distance use).

Air Vehicles

The birth of air vehicles begins with the simple


glider, a useful but often dangerous tool. Very little
progress improves this design until later in progress
level 3 where the introduction of powerful and light of
mass power sources begin. Even still, aircraft remain
unreliable and dangerous. It is the Tinker Age where
air vehicles truly become recognized for their value as
civilian vehicles or military tools.

Travel by Air
Travelling through the air has its advantages. The
most common is the speed at which a vehicle or beast
can travel, and is usually unhindered by terrain.
Another benefit is the birds eye view one enjoys
while flying over the heads of others, seeing the world
beneath him and being able to see things not normally
accessible by those who are earth bound.
Hazards: The most common hazard to air travel is the
weather. As described under Water Vehicles above,
each day of travel can have a variety of weather
conditions present. This is discussed under Weather
Conditions below.
Another common hazard to air travel is falling or
crashing. In general the rules for falling are
described in Chapter 8 of this book and the effects of
a crash are discussed under the Vehicles in Action
section earlier in this chapter.
Common Move Modifiers: Winds can effect the
speed of an air vehicle much in the same way they
can effect watercraft. The table below provides this
information.
Navigation: Despite the fact that one is flying, air
travel still relies on the Navigation-surface navigation
skill. While a Game Master is at liberty to assume
that being above the ground, and the tree line and
mountains, provides a character with an easy path to
navigate, this is not always true. Ridgelines can
appear different when approached from other angles,
and miles upon miles of forest can blend together. To
express this in simple game terminology the
following table supplements the standard modifiers
for the navigation skill with the altitude of the craft.
Altitudes are discussed below.
Aerial Navigation Modifiers
Altitude
Modifier
Limited
+1
Low
-1
Medial
0
High
+2

Altitude
All air vehicles have an entry described as an
altitude, which is a rough estimate of how high the
vehicle can travel in a worlds atmosphere. While the
exact use of gravity can be far more lenient in a
fantasy game, it is still a factor when concerning the
overall altitude that a vehicle can achieve. Altitude has
five categories that roughly define the layers within a
worlds atmosphere. Each is described below.

Vehicles & War Machines, Part Two


A Book 1 Supplement
Limited Altitude: Vehicles that have a Limited altitude

are unable to rise higher than their starting point


with perhaps the exception of continued and
favorable winds. All gliders have a limited altitude.
However, limited altitude is based on the distance
from the ground itself, not so much as with sea-level,
and a character can launch from a mountain peak
and still glide to safety. The primary rule to be
concerned with is that if a vehicle with a limited
altitude should start at the Low or higher altitudes it
can not regain altitude under normal means, and if
so, only for a brief duration.
Low Altitude: Low altitude craft can venture as high
as the standard cloud layer of an atmosphere. They
may enter the cloud layer but that is as high as they
can go. While other craft may be able to attain
higher altitudes, most travel at this level.
Medial Altitude: A medial altitude allows a vehicle to
fly above the cloud layer, being able to venture as
high above the clouds as the clouds are above the
ground. Vehicles that fly at this level usually do so to
avoid being seen from the ground to reduce the
chances of contact with large flying beasts, like
dragon.
High Altitude: A high altitude allows a vehicle to
travel to edge of the atmosphere itself, well above
most other air vehicles with lower altitudes.
Escape Altitude: An escape altitude allows a vehicle
to completely leave the atmosphere of a world and to
enter outer space. At this point a Game Master
should consult the rules for Conversion of Theater
to determine the new speeds for the vehicle.
Vehicles that some how begin in an altitude higher
than that allowed cannot regain altitude once lost until
the are below the altitude indicated. While no standard
rules or modifier apply based on the altitude of a
vehicle, a Game Master can include any considerations
they feel are warranted based on the circumstances.
Altitudes do not change from world to world, and
each planet is subdivided into these categories. The
size of the world can have an effect on the maximum
altitude allowed, providing for a higher altitude being
attained. The table below shows the standard
modifiers used for worlds of varying size. The size
class is a term introduced in the Chapter 7: Campaigns
supplement called Spelljammer (available as a
separate download). Most common fantasy worlds are
sizes D through F.

Size
Class
A&B
C
D

Planet Sizes
Altitude Shift
Increased by two
Increased by one
None

E
F
G&H
I
J

None
None
Decreased by
one
Decreased by
two
Decreased by
three

Weather Conditions
The same elements of determining weather
conditions are the same for air travel as they are for
water-based craft, as the nature of the world doesnt
change based on the vehicle you are in. However the
effects that different weather patterns have on air
travel differ than those previously mentioned. Using
the same dice to determine weather conditions, the
following table shows the standard modifications to the
speed and control of an air vehicle in different weather
conditions.
Condition
Hurricane
Gale
Storm
Rain/Snow
Strong Winds

Speed
25%
25%
50%
75%
100%

Control
+5
+3
+2
+1
+1

Weather conditions not mentioned do not produce


enough interference to warrant an entry. Some
vehicles like gliders may have additional rules specific
to them concerning wind speeds and weather. Refer to
their individual entries as well as movement systems
described later in this chapter.
These modifiers also effect beasts that fly, as well
as characters with access to such abilities. In these
cases control is a modification to the Acrobatics-flight
or the Animal Handling-beast driver skills.

Air Vehicle Control Skills


For the most part Dexterity is the primary ability
used to control an air vehicle. Vehicle Operation-air
vehicle is used far more than any other skill, however
Acrobatics does offer a few options as shown below.
Vehicle Operation-air vehicle
This skill cannot be used untrained and as such,
most persons attempting to pilot an air vehicle will
have little success in doing so unless they have
purchased this skill at rank 1 or higher. A kind Game
Master may allow untrained use however.
In most cases, the air vehicle skill must be
specified for a particular type of craft. Based on the
nature of the campaign, a Game Master can specify
this on the progress level of the vehicle or the type of
power source being used. Otherwise, the skill must be
dedicated to a specific vehicle. Those aircraft shown
as available on the table below are generally
considered as stereotypes and variations of these

Vehicles & War Machines, Part Two


A Book 1 Supplement
crafts do allow the same air vehicle to be used equally
on them.
Checks for control with this skill are based on the
factors of wind speeds, weather, and visibility as
described above and under the Vehicles in Action
section previously.
Air and Space Vehicle Skills
Because of the reduced threat of space travel, and
the differences between fantasy space and real
space, a Game Master can allow the Vehicle Operationair vehicle and space vehicle skills to allow a person
skilled in either to control the other type of craft.
Doing so only allows the Broad skill level of use until an
actual rank is purchased in that skill and no rank
benefits can be shared.
Acrobatics-daredevil
In some cases that involve light and sensitive
vehicles, the daredevil skill may be more appropriate.
This is almost always the case with small gliders. As
the character achieves ranks in daredevil a bonus
situation die is gained which does apply to when used
with vehicles that require the skill.
When this skill is used with gliders and other air
vehicles that rely directly on winds for lift a skilled
character can delay the rate of descent and may even
rise in altitude. When a character attempts to slow the
rate of descent he or she rolls a daredevil skill check.
On a marginal result the rate of descent remains the
same for that round. On an Ordinary result the rate of
descent is halved. On a Good result no loss of altitude
occurs. On an Amazing result the character is able to
rise a number of meters equal to one half of the
vehicles current speed per phase. The result of any
success effects the rate of descent for the remainder of
that round and all of the next round.
Acrobatics-flight
In general the flight skill is only used in cases
where the character is flying either under direct
physical control or by a vehicle type that so closely
mimics the bodies movements as to act as a part of
the body itself. Only one air vehicle features the use of
this skill (see Solar Wings), however others are
possible. All rank benefits described for the flight skill
apply normally.
Athletics
Athletics may also be called for in rare cases, most
notably when a manual powered system is being used.
It is also possible for a character to develop an
Athletics-specific skill devoted to this type of activity.
While the cost of a specific skill is only 1, no rank
benefits are gained.

Air Vehicle Entries


What follows are the descriptions of the vehicles
shown on the Air Vehicles table above. They are
provided in alphabetical order for ease in reference.

Advanced Aircraft (PL 5)


This luxury liner of the far fantasy future travels
the skies, whether calm or stormy, in relative comfort.
Its sturdy build and sound absorbing qualities ensure a
relaxing voyage to the near by asteroid station or the
other side of the planet.
This craft can travel into space if need be. There
its speeds convert to a Tactical of 5 and can travel at
0.05 AU per day. The Ether Web offers no mass
reduction in space.
Armor: 1d6-1/1d6-2/1d6-1
Cargo Capacity: 31 cubic meters @ 6200 kilograms.
50 seats for passengers.
Length and Width: 20 meters long by 3 meters wide
Mass: 12,000 kilograms (9000kg with Ether Web)
Material: Alumina frame and body
Power Source: Energy Reaction Engine with
multidirectional rockets and Ether Web assist (ether
web increases speed to 75, 750, and 1500
respectively).
Skill for Use: Vehicle Operation-air vehicle
Landing/Takeoff: True VTOL. Equipped with full
landing gear, allowing landings even in rough or
uneven terrain.
Compartments: 3
Comp#
Hit On
Dur.
Systems
1
1-6
10/10/
Passenger Seating,
5
Galley, Pilots Station
2
7-13
10/10/
Passenger Seating,
5
Cargo, Ether Web
3
14-20
10/10/
Passenger Seating ,
5
Engine, Cargo
Advanced Fighter (PL 5)
This dangerous craft applies the aerodynamic
sophistication founded in the Tinker Age with the
power of magically technology possible in the Age of
Magic. The result is a fast, agile, and tactically efficient
vehicle. This is a basic model and many aircraft of this
type can have additional conveniences possible to the
Magic Age.
This craft can also travel into space if need be.
There its speeds convert to a Tactical of 5 and can
travel at 0.05 AU per day. The Ether Web offers no
mass reduction in space.
Armor: Heavy Ceramic Plate @ 1d6+1/1d6/1d6+1
Cargo Capacity: 0.6 cubic meters @ 60 kilograms
Length and Width: 4 meters long by 0.75 meters
wide
Mass: 768 kilograms (576kg with Ether Web)
Material: Alumina frame and body
Power Source: Energy Reaction Engine with
multidirectional rockets and Ether Web assist (ether
web increases speed to 100, 1000, and 2500
respectively).
Skill for Use: Vehicle Operation-air vehicle.
Landing/Takeoff: True VTOL. Equipped with full
landing gear, allowing landings even in rough or
uneven terrain

Vehicles & War Machines, Part Two


A Book 1 Supplement
Weapons: Two Nova Guns, pilot fired
Biplane Fighter (PL 4)
This two-winged craft introduces a small and
maneuverable aircraft to the realms of war. The model
shown comes equipped with the weapons listed,
however this can be easily modified. The introduction
of the Biplane in a fantasy setting can be made along
the lines of a national air force with trained pilots or the
vehicle could change the nature of the joust among
nobles and lords by having Knights, Barons, and Dukes
taking to the air in duels
Armor: 1d4+1/1d4-1/1d4-1 (Reinforced wood hull)
Cargo Capacity: 0.35 cubic meters @ 35 kilograms
Length and Width: 4 meters by 0.5 meters (wing
span not included)
Mass: 155 kilograms
Material: Hardwood frame and body
Power Source: Inferno engine powered propeller
Skill for Use: Vehicle Operation-air vehicle
Landing/Takeoff: The Biplane requires a 30 meter
runway in order to achieve the minimum speed
required for lift off. It requires a landing zone of
equal length to land.
Weapons: 1 Arrow Gun with 60 rounds. Bomb hanger with 20 HE
Grenades (detonate upon impact).
Blue Jay (PL 4)
The Blue Jay is a passenger ship for the Tinker Age.
It allows for ten people to sit in the passenger section
in relative comfort and provides enough cargo space
for the light traveler. The vehicle is not intended for
extended journeys, typically reaching its destination in
a matter of hours. The power source is a gravity
reflector, which provides a tremendous amount of
speed to the craft. The name of the craft is no
accident, it resembles its namesake often being
confused with a bird by those on the ground, when
seen from a distance.
The vehicle also features an Ether Web (see Vehicle
Systems later) which reduces the overall mass of the
vehicle providing the speeds shown. If the web is
damaged or not in use the speeds change to the
following values: 20, 200, 400.
Armor: 1d4-1/1d4-2/1d4-2
Cargo Capacity: 2.5 cubic meters @ 625 kilograms
Length and Width: 10 meters by 2 meters (excludes
wings)
Mass: 1500 kilograms
Material: Reinforced wood frame and hull
Power Source: Gravity reflector with Ether web
Skill for Use: Vehicle Operation-air vehicle
Landing/Takeoff: The Blue Jay is fully VTOL due to the
engine type and is equipped with full landing gear,
allowing landings even in rough or uneven terrain.
Compartments: 2
Comp#
Hit On
Dur.
Systems
1
1-10
10/10/
Passenger Seating,
5
Standard Hatch,
Cockpit
2
11-20
8/8/4
Cargo, Gravity

Reflector
Chariot, Floating (PL 5)
This item could actually appear much earlier in
progress by applying an anti-gravity spell to a standard
riding chariot. The model shown here represents either
a standard means of transport in a fantasy future with
a classic feel or it could appear as a novelty.
The speeds shown assume that two Pegasus are
pulling the chariot and that the Ether Web is engaged.
Armor: 1d6-1/1d6-2/1d6-1
Cargo Capacity: 1 square meter of standing space
with a 0.5 cubic meter storage area @ 100 kilogram
capacity
Mass: 96 kilograms (zero mass when Ether Web is
engaged)
Material: Light Alumina frame and hull
Power Source: 1 or 2 Pegasus or other flying beasts
Skill for Use: Animal Handling-beast driver
Landing/Takeoff: As per a Pegasus or other pulling
beast.
Cliff Glider (PL 0)
The cliff glider is a novelty to most Stone Age
persons, save the suicidal and extremely serious. It
can still be useful by allowing people to view the world
from a vantage point that not commonly accessible; be
it spotting herds, specific terrain features, or enemies.
Cargo Capacity: 20 kilograms
Length and Width: 2 meters long by 3 to 4 meters
wide
Mass: 13 kilograms
Material: Bone frame and leather wings
Power Source: Wind
Skill for Use: Acrobatics-daredevil
Landing/Takeoff: The cliff glider must be launched
from a high point, usually a cliff (hence the name). It
drops in altitude by one meter for every 20 meters of
forward motion.
Ether Chute (PL 5)
The evolution of the parachute reaches a zenith
with the Ether Chute. Based on the concepts of the
PL4 Ether Web, this vehicle appears similar the
parachute below, however the pack, straps, and belt
that support the character can also reduce his or her
mass up to 75%. The ether chute is easier to control
and features pulleys and cords that allow a character
to control descent as with more advanced types of
parachutes.
When an Ether Chute is used, the modifier that will
apply to the characters Acrobatics-fall check is
determined by his or her mass including all gear that is
carried as shown below. The mass compensation of
this chute is the same as the parachute, keeping in
mind that a character can reduce his existing rank

Vehicles & War Machines, Part Two


A Book 1 Supplement
area is located behind the engine and before the rear
rotor.
Armor: 1d6-2/1d6-4/1d6-4
Cargo Capacity: 1.5 cubic meters @ 170 kilograms
Length and Width: 2 meters long by 0.5 meters wide
Mass: 80 kilograms
Material: Steel frame
Power Source: Inferno Engine with Horizontal
Propeller. The Engine contains 96 FX points and
burns 2 points per hour of use. Se the description of
the Inferno Engine later in this chapter for more
information.
Skill for Use: Vehicle Operation-air vehicle
Landing/Takeoff: VTOL

Modifier by Character Mass


Character
Fall Check
Mass
Modifier
Less than 50
-1
51 to 150
0
151 to 250
+1
251 to 350
+3
351+
Device fails
Once the modifier is determined, including other
factors the Game Master finds appropriate, a fall check
is made and the table below is consulted.
Damage by Fall Check Result
Result Impact
Damage
Critical Failure As the full
distance
Failure Short fall
Ordinary Extremely Short
fall
Good or No injury
Amazing

Hang Glider (PL 4)


This improved version of the Wind Glider is
essentially the same, however it is easier to control
and somewhat faster. This version can allow a person
to remain aloft for extended periods of time by
continually catching updrafts, hence the name hang
glider.
Cargo Capacity: 50 kilograms
Length and Width: 2 meters long by 3to 4 meters
wide
Mass: 12 kilograms
Material: Wood frame and canvas wings
Power Source: Wind
Skill for Use: Acrobatics-daredevil
Landing/Takeoff: The hang glider must be launched
from a high point. A wind glider drops in altitude by
one meter for every 100 meters of forward motion.

Mass: 2kg
Material: Reinforced Silk
Skill for Use: Acrobatics-daredevil and fall
Gyrocopter (PL 4)
This small steel-framed vehicle is designed for one
person and some gear to take quick flights between
known points. It features a pilots seat with controls for
the propellers and engine. Behind the seat is the
engine itself, and the power train runs up the back of
the seat to the horizontal propeller above. A smaller
propeller is located on the tail of the craft to prevent
the body from rotating out of control. A small cargo
Item
Cliff Glider

Skill
Daredevil

Air Vehicles
Handlin Acc
Cruis
Max
Type
g
e
Progress Level 0: The Stone Age
+1
4
10
20
O

Dur.

Altitu
de

Cost

3/3/1

Limite
d

20

Low

150

Medial
Special
Limite
d

200
50
125
10,00
0
40,00
0
2,500
150

Hot Air Balloon


Tent Fall
Wind Glider

Progress Levels 1 & 2: The Iron Age to The Middle Ages


Athletics
+1
4
10
16
O
6/6/3
Progress Level 3: The Age of Reason
Air Vehicle
+2
1
6
14
O
4/4/2
Daredevil
+2
Special
O
1/1/1
Daredevil
0
4
8
16
O
4/4/2

Biplane Fighter

Air Vehicle

Progress Level 4: The Tinker Age


-1
20
200
400

9/9/5

Medial

Blue Jay

Air Vehicle

-2

30

300

600

9/2

High

Gyrocopter
Hang Glider

Air Vehicle
Daredevil

+1
-1

30
6

110
16

300
30

O
O

5/5/3
4/4/2

Mockingbird

Air Vehicle

-2

20

200

400

8/2

Medial
Limite
d
High

Pedal Flyer

30,00

Vehicles & War Machines, Part Two


A Book 1 Supplement
Parachute
Sparrow Hawk

Daredevil
Air Vehicle

+1
-2

20

Special
200

Sting Ray

Air Vehicle

-1

30

Talon

Air Vehicle

-3

45

Zeppelin

Air Vehicle

Advanced
Aircraft
Advanced
Fighter
Chariot,
Floating
Ether Chute

0
100
70,00
0
40,00
0
10,00
0
7,500

400

O
G

2/2/1
15/3

Special
High

150

450

Medial

450

750

16/16
/8
3/3/2

9/3

Low

Air Vehicle

+2
2
10
20
Progress Level 5: The Magic Age
-3
50
500
1000

15/3

Escape

Air Vehicle

-3

50

500

1000

Escape

Beast
Driver
Daredevil

-1

10

40

80

12/12
/6
6/6/3

High

350,0
00
160,0
00
5,000

4/4/2

Special

200

-1

Hot Air Balloon (PL 3)


A slow but novel method of travel, the hot air
balloon is considered by some to be safer than other
modes of air travel during this age. While certainly not
a combat vehicle, it can still prove useful to the
intrepid adventurer.
Cargo Capacity: 2 cubic meters @ 220 kilograms
Length and Width: 2 cubic meter carriage/basket for
controller and passengers. The balloon is much
larger than this when inflated.
Mass: 20 kilograms
Material: Woven reed basket. The balloon is made of
a light fabric.
Power Source: A balloon filled with heated air.
Skill for Use: Vehicle Operation-air vehicle
Landing/Takeoff: The hot air balloon can take off and
land in a vertical fashion. Note that on landing, the
penalty for control by wind speed always applies and
is doubled for this purpose.
Mockingbird (PL 4)
This small compact fighter is equipped with a
catapult on the top deck providing for a mobile siege
weapon for use against structures and fortified
positions. For aerial and perimeter defense the vehicle
is armed with a ballista in the rear. This models
primary offensive weapon in an aerial conflict is its
piercing ram, however some models replace the
catapult with another ballista if combat against other
air vehicles is anticipated.
Armor: Light Reinforced Hull @ 1d4+1/1d4-1/1d4-1
Cargo Capacity: 2 cubic meters @ 500 kilograms
Length and Width: 7 meters long by 2 meters wide
Mass: 535 kilograms
Material: Reinforced wood frame and hull
Power Source: Gravity Reflector
Skill for Use: Vehicle Operation-air vehicle
Landing/Takeoff: The Mockingbird is fully VTOL
capable due to the engine type and is equipped with
full landing gear, allowing landings even in rough or
uneven terrain.

Special

High

Weapons: One turreted Light Catapult on the above deck, one Light
Ballista in the aft, and a Piercing Ram.
Compartments: 2
Comp#
Hit On
Dur.
Systems
1
1-10
8/8/4
Pilot Station, Common
Area, Light Catapult
2
11-20
8/8/4
Light Ballista, Cargo
Hold, Gravity Reflector
Parachute (PL 4)
The parachute is an improvement over the Tent
Fall described below. One difference is that the
parachute can be stowed in a special backpack for
convenience and safety. A release cord found on the
side of the backpack causes the parachute to eject and
to fill with air if the character is falling. The cord can
be pulled once a jump begins or it can be attached to
another line or hook and pulled at the time the
character jumps.
More advanced versions of the parachute feature
handles on either side of the chute straps that when
pulled allow a character to speed up or slow down their
rate of descent and to also steer their course to land on
a specific location. This provides a 1 step bonus to
Acrobatics-fall checks and allows the character to
attempt landings at specific locations. The rules for
accuracy and Bombing can be used to the exact
location the character lands. Controlling a parachute in
this manner uses the Acrobatics-daredevil skill. This
modification increases the cost of the parachute to
250gp.
When a Parachute is used, the modifier that will
apply to the characters Acrobatics-fall check is
determined by his or her mass including all gear that is
carried as shown below.
Modifier by Character Mass
Character
Fall Check
Mass
Modifier
Less than 50
-1
51 to 150
0
151 to 250
+1
251 to 350
+3

Vehicles & War Machines, Part Two


A Book 1 Supplement
351+

Device fails

Once the modifier is determined, including other


factors the Game Master finds appropriate, a fall check
is made and the table below is consulted.
Damage by Fall Check Result
Result Impact
Damage
Critical Failure As the full
distance
Failure Short fall
Ordinary Extremely Short
fall
Good or No injury
Amazing
Mass: 5kg
Material: Fabric/Cloth
Skill for Use: Acrobatics-daredevil and fall
Pedal Flyer (PL 3)
The pedal flyer is a dangerous vehicle to those who
are not accustomed to using it, and those who are out
of shape. The vehicle can reach average speeds and a
low altitude. The statistics are based on a person with
average 10 strength and base movement rates of 4,
12, and 20. Essentially this contraption resembles a
bicycle where the turning motion of the pedals causes
two pair of glider wings to flap. Some versions also
feature a propeller in the rear to provide additional
thrust, however the vehicle weighs more and is
intended for a robust and durable character.
Cargo Capacity: 20 kilograms @ 0.2 cubic meters
Length and Width: 2.5 meters by 4 meters
(wingspan)
Mass: 60 kilograms
Material: Soft wood frame and fabric wings
Power Source: Manual power via pedals, cogs, and
flapping wings.
Skill for Use: Athletics or Strength feat check. A
character can specify the Athletics-specific skill
towards this use.
Landing/Takeoff: This vehicle must achieve at least
its Cruise rate of travel before it can take off. This
requires at least three phases of all out movement
and a total take-off length of 24 meters based on the
speeds shown on the table.
Sparrow Hawk (PL 4)
The Sparrow Hawk is a larger version of the
Mockingbird and shares many of it features. While this
craft is armed, its primary purpose is as a troop carrier,
a medical transport, and as a combat supply vessel.
The collapsible walls in the primary bay allow the ships
interior to be modulated so various functions of the
ship can be performed. It is a workhorse for a military
and many variations and uses are possible.
Armor: 1d4-1/1d4-2/1d4-2
Cargo Capacity: 13 cubic meters @ 2600 kilograms
Length and Width: 15 meters long by 5 meters wide

Mass: 10,000 kilograms


Material: Reinforced wood frame and hull
Power Source: Gravity Reflector
Skill for Use: Vehicle Operation-air vehicle
Landing/Takeoff: The Sparrow Hawk is fully VTOL due
to the engine type and is equipped with full landing
gear, allowing landings even in rough or uneven
terrain
Weapons: Two light ballista
Compartments: 3
Comp#
Hit On
Dur.
Systems
1
1-4
8/8/4
Pilots controls, Gravity
Reflector, Forward
Ballista
2
5-13
14/14/
Cargo/Troop Station,
7
Collapsible Walls, Gang
Ramp
3
14-20
8/8/4
Additional Cargo, Rear
Ballista
Sting Ray (PL 4)
The Sting Ray is small aerial fighter capable of
much damage. The vehicle carries a powerful weapons
package allowing it to destroy other vehicles or objects
with ease. It is also deadly to groups of soldiers who
are caught in the open.
Armor: Light metal plate @ 1d6/1d6-2/1d6-2
Cargo Capacity: 1 cubic meter @ 90 kilograms
Length and Width: 3 meters long by 1.5 meters wide
Mass: 800 kilograms
Material: Reinforced wood frame and hull with Light
metal plate armor.
Power Source: Magnetic Hurler
Skill for Use: Vehicle Operation-air vehicle
Landing/Takeoff: Requires a runway of 10 meters. As
an option a pilot can hold the takeoff for one full
round and can then engage in VTOL. The magnetic
hurler always allows for a vertical landing, however it
cannot hover in place for more than one full round.
Weapons: One Greek Fire gun with 10 applications (treat as the rifle
version) and one Fire Lance with 15 automatic reloads.
Talon (PL 4)
The Talon is the smallest model in the bird-styled
vehicle family. It is pure engine, with a little cargo
space to carry goods or an extra rider. While able to
fulfill civilian roles, this model is primarily used as a
military scout. Other uses include rapid transport of
course, as well as surveying or rescue missions.
Armor: 1d4-1/1d4-2/1d4-2
Cargo Capacity: 1.4 cubic meters @ 140 kilograms
Length and Width: 2 meters long by 0.5 meters wide
Mass: 10 kilograms
Material: Reinforced wood frame and body
Power Source: Gravity Reflector
Skill for Use: Vehicle Operation-air vehicle. The
Game Master may also allow the daredevil skill to be
used when performing stunts.
Landing/Takeoff: True VTOL
Tent Fall (PL 3)

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A Book 1 Supplement
The Tent Fall is less of an actual vehicle and more
like a piece of adventuring gear. However it is a means
of transportation so it is presented here. The devise is
basically several pieces of thick fabric sewn together in
the shape of a four-sided pyramid. Ropes are secured
to the wide end and the ends of the rope all connect to
a padded metal ring or other item used for grabbing.
At the small end of the pyramid a small hole appears to
help the parachute retain its shape and remain steady.
When a Tent Fall is used, the modifier that will
apply to the characters Acrobatics-fall check is
determined by his or her mass including all gear that is
carried as shown below.
Modifier by Character Mass
Character
Fall Check
Mass
Modifier
Less than 40
-1
40 to 100
0
101 to 200
+1
201 to 300
+3
301+
Device fails
Once the modifier is determined, including other
factors the Game Master finds appropriate, a fall check
is made and the table below is consulted.
Damage by Fall Check Result
Result Impact
Damage
Critical Failure As the full
distance
Failure Short fall
Ordinary Extremely Short
fall
Good or No injury
Amazing
Mass: 8kg
Material: Fabric/Cloth
Skill for Use: Acrobatics-daredevil and fall
Wind Glider (PL 3)
An improvement on the cliff glider, the wind glider
is a bit more stable and easier to control. This vehicle
replaces the leather wings of its progenitor with those
of durable canvas.
Cargo Capacity: 25 kilograms
Length and Width: 2 meters long by 3to 4 meters
wide
Mass: 15 kilograms
Material: Wood frame and canvas wings
Power Source: Wind
Skill for Use: Acrobatics-daredevil
Landing/Takeoff: The wind glider must be launched
from a high point. A wind glider drops in altitude by
one meter for every 50 meters of forward motion.
Zeppelin (PL 4)
The Zeppelin presented here is a luxury liner for
locations where the dangers of air travel are not so

great. In places where dangers can occur, one to two


biplane fighters would accompany a passenger ship of
this type. This kind of vehicle could appear early in the
Tinker Age, acting as a predecessor to large aircraft
that do not use a balloon system for lift.
Cargo Capacity: 20 cubic meters @ 4200 kilograms
Length and Width: The cabin is 15 meters long and 3
meters wide
Mass: 1600 kilograms
Material: Hardwood frame and body, heavy fabric for
the balloon.
Power Source: Hot air balloon with Inferno Engine
powered propellers. 15gp worth of Greek Fire are
required per full day of use to keep the balloon filled.
The Inferno Engine contains 96 FX points and burns 2
per full hour of use.
Skill for Use: Vehicle Operation-air vehicle
Landing/Takeoff: The balloon allows the vehicle to
ascend and descend vertically.
Crew: This luxury craft has a full crew to man the ship.
Officers include the Captain, the Executive Officer,
Customer Relations Representative, and the Chief
Engineer. There are also two assistant engineers,
two stewards, two maids, two chefs, and two junior
pilots. All are spit-and-polish.
Compartments: 3
Comp#
Hit On
Dur.
Systems
1
1-4
6/6/3
Pilot Station and
Captains chair, Officer
Quarters, Salon
2
5-8
6/6/3
Passenger Seating and
Quarters, Cargo, Galley
3
9-12
6/6/3
Engine, Propellers,
Crew Quarters, Cargo
4
13-20
4/4/2
Balloon

Space Vehicles
The idea of starships in a fantasy setting strikes
some as rather odd. So before exploring space
vehicles in further detail, allow me to briefly describe
fantasy space. Space as far as these rules are
concerned is airless and naturally dark. However, the
average temperature is tolerable by most creatures
and there is no danger from pressure or a vacuum.
Everything and every being possess a minimal
gravitational pull, which allows them to carry a small
portion of an atmosphere with them when they venture
from a breathable environment into space. In short,
persons and ships travel space in their own air bubble,
and the rules for such are described below.
For the most part space is more environmentally
friendly in fantasy space than it is in the real world.
Without the need of air-proof hulls and pressurized
suits, it only stands to reason that wooden ships and
persons clad in normal clothing can frequent space as
regularly as possible, and much sooner than in other
universes. The introduction of the Spelljamming helm

Vehicles & War Machines, Part Two


A Book 1 Supplement
into a society allows that society to convert their seagoing crafts into space ships with little or no change to
actual construction of the vehicle. However, the
unique qualities of space eventually lead to the designs
detailed in this chapter.

Travel by Space
Hazards: By and large space travel is the safest mode
of transport as concerns natural disasters. The two
greatest hazards are gravitational fields imposed by
planets or larger ships or the potential collision with
an asteroid.
Common Move Modifiers: It is rare that any
prevailing factors occur that alter a ships speed while
travelling through space, in fact none are presented
here. Many space ships are capable of entering an
atmosphere and landing. In those circumstances
refer to the chapters on Air, Land, and Water vehicles
for information on how these environments may
effect the ship.
Travel in space does not use the standard Acc,
Cruise, Max speeds common to other theaters.
Instead, spacecraft use Tactical and Spelljamming
speeds. Acceleration is still required for spacecraft,
and is accomplished at a rate of 1 kilometer per
phase until the listed Tactical speed is reached. This
means that a craft with a Tactical speed of 6 begins
at a rate of 1, then 2, then 3, and so on until 6 is
reached. Deceleration works in a similar manner.
Spelljamming speed is only possible in a zero gravity
environment. In the case of ships, asteroids, and
other bodies that could appear on a game map that
have a mass of 1000 kilograms or greater, the ship
must be at least 25 kilometers distant to enter
Spelljamming speed.
Use, history, and place in society: To some the
introduction of space travel is a revolutionary event,
changing the way lords own land, reshaping the
fields of science, improving the welfare and
education of whole peoples, and bring distant
communities together into one collective.
On the other hand, space travel may be viewed
only as a means to an end. The void of space is like
an ocean and the planets are but distant islands and
continents. Little more than extensions of terrestrial
realms.

The Nature of Arcane Space


The information below is brief as concerns arcane
space. The nature of arcane space, stellar navigation
and logistics, and other features is discussed in full in
the Chapter 7: Spelljammer supplement, which is
available as a download at www.alternity.net, or you can
e-mail a request to me at bnjmchaffie@aol.com.
THE GRAPH of Arcane Space
GRAPH: G0, R1, A0, P3, H2
In general the other elements of the GRAPH system
(radiation, atmosphere, pressure, and heat) are
relatively harmless to living beings. Radiation is rarely

a concern or a topic of fantasy adventures, and unless


the Game Master feels otherwise, radiation should
always be assumed to be R1. Atmosphere in arcane
space is considered as A0: Vacuum, and no breathable
air is present, however Pressure remains at P3 and
presents no danger to a character. Heat and cold in
most of arcane space is H2, which is temperate and
tolerable. Game Masters may at times feel that
proximity to suns or beings in the far reaches of the
void may encounter areas that vary in Heat.
Breathing in Space
As a hero moves higher from the surface of a
celestial body the atmosphere becomes thinner and
thinner until at last it becomes vacuum. The climber
can still breathe, however, because as he moves
upward, an envelope of air clings to him. When he
reaches the point where the planets air is no longer
breathable, he is breathing his own air, held near him
by his bodys own gravity. This envelope attaches to
everything that passes through the atmosphere and
allows normal survival in arcane space, at least for a
short time.
The disadvantage to such an envelope is its small
size. The envelope of breathable air that attaches to
any body has an all-around depth equal to three times
the cross-sectional diameter of that body. This means
that a Beholder that is 2 meters across has an air
envelope that is 6 meters in diameter. For nonspherical objects or beings the envelope extends
outward from a given point equal in distance to the
width of that dimension.
A creature of any size will exhaust the air in its
personal envelope in roughly 2 hours. Creatures that
naturally use more or less air modify this time by those
factors, however a creatures size does not matter as a
beings size also dictates the size of the air envelope.
In addition the Stamina-slow respiration skill can also
prove beneficial.
Ships also carry an envelope of air with them when
they leave a celestial body, however a different
mechanic is used to determine the longevity of air
available. Ships typically do not breath air and provide
those onboard a much greater supply of fresh air
during a journey. The amount of air provided is called
Air Days.
Each ship carries about 120 cubic meters of air per
point of durability. This provides 4 months of air for a
number of medium-sized creatures equal to a ships
durability. Air Days are equal to a ships durability
times 120 (or rather 4 months of 30 days each).
Subtract from this the number of persons breathing air
on the ship per day. For beings of differing sizes the
following table gives their daily consumption of
breathable air.
AIR CONSUMPTION BY SIZE
Size
Air-Days
Modifier
Tiny or Small
x1/2
Medium
x1

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A Book 1 Supplement
Large
Huge
Gargantuan

x2
x3
x5

FOULED AND DEADLY AIR


When the air supply in an envelope is used up it
becomes foul, and later deadly. Air become fouled and
deadly at a rate based on the type of air envelope
(personal or on a ship) and the rate in which air is
used.
FOULED AND DEADLY AIR ONSET TIMES
Fouled Air
Deadly Air
Personal
2 to 5 hours
5 hours +
Ship/Obje
standard Air
150% Air Days
ct
Days
+
Fouled Air is stale and partially depleted. It is
humid and smells bad. Air becomes foul after the first
2 hours and remains so until 5 hours have passed. As
this fouled air is semi-inert (a mild version of an A1
atmosphere), a character must roll a Staminaendurance check against exposure for every 10
minutes spent in fouled air. Damage is 4 stun points, 3
stun, 2, stun, 1 stun, or no stun for a Critical Failure to
an Amazing result.
Deadly Air is completed depleted and filled with
carbon dioxide. It cannot support life and is a true A1
atmosphere. In this environment a character must roll
an endurance check every round with a cumulative +1
penalty using the exposure rules.
Rules for Exposure checks are given on page 61 of
the Alternity Gamemaster's Guide.
EXCHANGING ATMOSPHERES
When two bodies meet in space, their atmosphere
is exchanged. While one can perform complex math to
determine how the air of each body is effected the
simplest method is based on one of two approaches.
If the smaller body is at least two-thirds the size of the
larger body, both get one-half as much air as the larger
had remaining. If the smaller body is less than twothirds the size of the larger, both get the largers full
supply of air less one-week worth.
The same thing applies to individuals exchanging
atmosphere. An individual has no effect on a ships
atmosphere, unless they are at least huge in size.
GRAVITY
The reason everything drags its own atmosphere
around through space is gravity. This is also the reason
a hero can stand on space-sailing ship and not fall off
and can stand on a spherical planet without falling off
the bottom. Everybody in space has its own gravity.
Gravity is an accommodating force in that its direction
seems to be that which is most convenient, at least
in terms of fantasy space.
Gravity is usually an all or nothing proposition.
This means that gravity is either at G0 or G2 (i.e. a +3
penalty to strength and dexterity-based skills in G0, or
no penalties in G2). Whats more, gravity almost

always exerts the same force whether on a ship, a


planetary body, or a massive gas giant. Game
Masters can modify this as they feel it necessary,
however such occurrences should be exceptions, not
the rule.
In an object the size of a planet, gravity is directed
toward a point at the center of the planet. In smaller
objects, like spacecraft, gravity is not a central point
but rather a plane, which cuts horizontally through the
structure. This gravity plane has two directions; it
attracts from both top and bottom. A sailor can
actually stand on the bottom of a ships hull and move
around as easily as if he was walking on deck. In this
case down is actually up, toward the plane of
gravity that cuts through the ship.
The plane of gravity runs out beyond the edges of
the air envelope. Therefor, a character stepping off the
deck of a ship falls toward the plane. He passes
through the plane, at which point the direction of
gravity reverses and then he falls in the opposite
direction. There is no damage for falling in this
fashion, unless some object is struck. One of the
stranger side effects of all this is that an object falling
off the side of a spelljammer can oscillate back and
forth across the plane of gravity. It first falls in one
direction until it crosses the plane, then reversing
direction and falling back across the plane again, and
so on until something causes it to stop. To a person
standing on deck, an object appears to fall down, then
up, then down, then up. This trick is often used to
amuse new comers to space.
A carefully thrown object can actually orbit around
a ship. Such orbits do not last long; the object quickly
collides with the ships rigging or oars, or slows down
in the air envelope and crashes into the ship. One of
the favorite tricks of experienced star sailors is to toss
an apple or similar object off one side of a ship in such
a way that it curves around and strikes someone
standing at the other rail.
Drifting is a problem for unrestrained objects on
the plane of gravity of another large object, however.
Along the plane an object is weightless, but is pushed
slowly out toward the edge of the gravity field.
Therefor a man overboard would eventually come to
rest in the gravity plane, then begin drifting away from
the ship along that plane toward the edge of the air
envelope. On reaching the end of the plane he is
pushed outside the air envelope and then left behind
as the ship moves on. Because objects at the level of
the gravity plane are weightless and undergoing a
definite push outward, many crews use this effect to
launch heavy missiles, smaller craft, or to prepare
boarders to attack other ships.
When two ships or objects with gravity planes
enter each others plane, the object with the highest
durability is dominant and becomes the gravity for
both objects. When ships approach at odd angles,
these shifts can have disastrous results as the smaller
ship shifts its plane to match that of the larger craft.
Such cases call for Impact damage in most
circumstances.

Vehicles & War Machines, Part Two


A Book 1 Supplement
Ships Entering an Atmosphere
Spacecraft that enter an atmosphere may suffer
damage from the introduction of planetary gravity to
their ship, or it may not. The primary criteria for this is
if the vehicle is designed to land on land, water, or
both. In these cases, the structure and design of the
vehicle will compensate for the introduction of high
gravity fields.
A vehicle that is classified as being space only is
another matter. Should such a ship enter an
atmosphere of a planet each compartment must pass a
Durability or suffer 1d4 stun per round.
This damage can also occur in vehicles that have a
lower structure value for the vehicles frame than the
support needed by the ships hull. No ship in this
section (or for that matter the rest of the book) has this
negative ratio, however in Designing Vehicles it is
possible to build a craft in this manner.
Damage to ships when entering atmosphere or gravity
plane shifts see hull vs. frame
Orbital Positions
Spaceships can assume one of two possible orbital
positions. Each is described below:
Fixed orbit: A fixed orbit is where the vehicle is locked
in orbit so that it moves with the rotation of the
planet, remaining fixed over a specific spot.
Stationary orbit: This orbit type is one where the
vehicle remains fixed in its location while the planet
rotates beneath it.
Both orbits can be tricky to achieve. As a base
assume that a +2 penalty applies to the Vehicle or Ship
Operation skill used to control the ship. Once a
success is achieved the vehicle assumes the desired
orbit, however this is normally not permanent. If an
Amazing result is generated then the Game Master can
allow it to be permanent or that it will degrade, but
only after a long period of time. On a Good result the
orbit will begin to degrade after one week. Each week
that passes a skill check is made using the score for
the character who achieved the orbit, not who may
happen to be in control at that time. On any success
the orbit is retained. If a failure is generated then the
vehicle will start being pulled towards the planet,
where it will eventually crash if no effort is taken to
prevent such from happening. If an Ordinary result is
generated then the rules apply as if a Good result with
the exception that checks are made every 3 days
instead.
FTL Options
In fantasy space the use of Spelljamming speed is
the standard method of FTL travel. If the players
desire other methods of FTL travel can be used as
described in the Alternity sourcebook Starships. If
this is the case be sure to accommodate how such
speeds are achieved and with what devices.

Common Starship items


Below are some common spacecraft items that can
be purchased in locations where spelljamming helm
are sold. None of these items consume any System
points of the ship (i.e. they do not use any space
designated for ship systems).
Passage device (cost: 10,000gp): This item creates
a portal in the shell of a Crystal Sphere that is large
enough for the vehicle that it is attached to pass
through. It will automatically do so if it is within 100
meters of a Crystal Sphere, the portal remains open
for one minute but can be closed prematurely if
desired, and it can only be used once per day.
Portal Locator (cost: 5,000gp): This item indicates
the location of the closest natural portal of a crystal
sphere. The device appears as a large (one meter
radius) three-dimensional compass that continually
points in that direction.
Planetary locator (cost: 2,000gp): Using illusions
and divination magic, the Planetary Locator displays
the celestial bodies and their relative positions from
each other. The device is always active and while it
only a 10 centimeter diameter hemisphere, it does
require at least a 3 meter square are in which to cast
its projections.
Star charts (cost: 100 to 600 gp each): These
valuable charts can be found in most ports where
spelljamming travel occurs. Cost and quality varies
as for the Navigation-space navigation skill.
Lifeboats (cost 5,000gp): A semi-magical item used
by many ships of space, the Lifeboat is a one-shot
escape boat that uses gravity manipulating magic to
lower itself into a planets atmosphere, coming to rest
safely on the ground. After this the boat can be
reused again if launched from space. It has no
steering ability and is at the mercy of any foul
weather it encounters. For game purposes assume
that a common Lifeboat is the size of a Rowboat or a
Skiff as shown under Water Vehicles above.
Ports of Call
As fantasy societies advance into space travel it is
inevitable that some will establish bases or cities in
space that are capable of repairing and outfitting space
vehicles. While a Game Master can simply assume the
results of characters seeking services, the table below
can be used for determining the value of a given port.
Port
Super
Port
City
Port
Town
Port
Small
Port

PL
4

Space Ports
Abilit
Syste
y
ms
All
Any

Skill

Capacity

20

Unlimited

All

15

16

5000

Limite
d
Limite
d

10

12

500

10

50

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A Book 1 Supplement
Super ports are extremely large affairs and are
very rare. Only the most progressive and populated
sectors of space have these facilities. A super port can
hold an almost inexhaustible number of vehicles and
the skills and availability of key components are rarely
a problem. City ports are much as they sound, a city
sized port in space. Facilities are accommodating and
finding a place to park is usually not a problem.
Repairs can take a little longer than those in a super
port and some systems may not be available. Town
ports are the next smallest and can work on a descent
number of vehicles with an adequate level of
competency. The smallest common port is the Small
port which can be nothing more than a few hangers of
shops floating about on an asteroid or other stellar
object. These locations are often seen as a last resort.
Progress level, or PL, shows the common level of
technology associated with a port of that size. The
Ability of a port refers to type of ships it can service.
Those that list All can handle most ships save for the
extremely exotic. Those ports listed as being Limited
can usually only work on ships of standard designs or
those made from common materials (wood, iron, steel,
etc.). Systems lists the average result on a 1d20 roll
or less required for a specific type of system to either
be available for construction or repair. Skill shows the
average skill score of the facility at large. Heroes may
wish to perform repairs instead or they may hire an
expert. The last entry, Capacity, shows the average
total docking space available based on vehicle
Durability. A town port, for example, could facilitate
eight Hammerships. Those figures shown above are
basic averages and Game Masters are encouraged to
detail individual ports as they occur in a campaign.

Space vehicle skills


In general, there are only three skills that a space
mariner need be concerned with. These are Vehicle
Operation-space vehicle, Vehicle Operationspelljamming, and Ship Operation-space sails. The
differences between these skills are readily apparent,
as the movement systems that they serve are distinct.
In the case of the Space Vehicle skill, the Game
Master may require the skill to be specified. This can
be based on a Durability point range, but is more often
limited to specific movement system types.
Using Space Sails
The use of space sails can dramatically aid a
spacecraft when performing maneuvers. As with
common sails, it requires one skilled man per unit of
sails assigned, a number provided in the individual ship
descriptions below. Otherwise, all rules pertaining to
sails as discussed in the Water Vehicles chapter apply
equally to space sails.
Other Movement Systems
The Game Master may allow other movement
systems to be used in space travel as well. A common
movement system used are oars, as many early
spacecraft are nothing more than sea craft with a helm

attached to it. Such assisting systems can apply their


current standard speed to that of the space craft,
however as Tactical speeds are presented in kilometers
per phase, and very few mundane power sources can
approach these speeds, it is often unnecessary to use
them. For example, if a Dromond has a spelljamming
helm attached and can travel at a Tactical speed of 2
(2 kilometers per phase) and the oarsmen are rowing
as fast as they can go, they may add 40 meters per
phase to that speed. In other words the vehicle will
travel at 2040 meters per phase instead of 2000. I
know Im impressed.

Weapon Ranges in Space


Most of the ships presented below have at least
one heavy weapon mounted onboard. Given the
ranges attributed to such weapons and the speeds that
spacecraft can travel, it seems amazing to think that
these weapons would be effective at all. However they
are, and this is made possible by the nature of gravity,
or the lack there of.
It is the long range divided by 100, and rounded
up. Medium range is half this amount rounded down,
and short range is one quarter this amount also
rounded down. If the short range falls below 1 then it
is rounded up to one. If medium range is also one then
it automatically becomes a two. If the long range is
less than three then short and medium ranges can be
determined in quarters of kilometers. So that a heavy
weapon with a long range of 500 is treated as having a
1/2/5 range in space. When the multiplier is applied to
the ranges of each heavy weapon they appear as
shown below.
Weapon
Arrow Gun
Ballista, Great
Ballista, Heavy
Ballista, Light
Bombard
Cannon, Boiler
Cannon, Great
Cannon, Heavy
Cannon, Light
Catapult, Arrow
Catapult, Great
Catapult, Heavy
Catapult, Light
Fire Lance
Greek Fire
Projector
Long Range
Missile*
Mage Cannon
Missile Launcher*
Mortar
Nova Cannon
Nova Gun
Ribald

Range
.25 / .5 /
1
1/3/7
1/2/5
1/2/5
1/2/4
.5 / 1 / 2
3 / 7 / 15
2/4/9
2/4/8
1/2/3
1/2/5
1/2/4
1/2/3
.5 / 1 / 2
50
meters
2 / 5 / 10
1/2/3
1/2/3
.5 / 1 / 2
2/4/8
1/2/5
.25 / .5 /

Vehicles & War Machines, Part Two


A Book 1 Supplement
1
1/2/4
.25 / .5 /
1
*Described in the Explosives
section of Chapter 5, Book 1.
Slag Gun
Sweeper

Space Vehicle Entries


It is important to note that any space vehicle that
has the Spelljamming entry under the Skill column
assumes the use of a Spelljamming Helm. Speeds,
vehicle cost, and handling include those factors of a
helm and are based on the helm type described under
Power Source. Other types of spelljamming engines
may also be featured. Full information on the rules
concerning these movement systems are provided
under vehicle system later in this chapter.
While the decks and compartments are described
here, the actual deck plans are not. If you do not have
access to them you can request my scanned deck
plans at bnjmchaffie@aol.com.

Armada
This large Elven craft is both a command center
and a small ship carrier. Where elves are present there
is at least one of these vehicles per sphere. As with
most other Elven craft, possession of one of these
ships by non-elves is often considered to be punishable
by death at worse, or seizure at least.
Armor: 1d4-1/1d4-2/1d4
Cargo Capacity: 240 cubic meters @ 120,000
kilograms
Length and Width: 100 meters by 10 meters
Mass: 1 million kilograms (1,100 tons)
Material: Elven Crystal
Power Source: Major Helm
Skill for Use: Vehicle Operation- spelljamming
Standard Crew: The elves average crew ranges from
50 to 200 members depending on activities, visitors,
war or peace time operations, or patrols. There is
always one Elven admiral to command the craft.
Elven admirals are usually high level Warriors or
Arcanists.
Theater of Use/Landing: Space only
Weapons: 4 Heavy Ballista, 6 Light Catapults
Compartments: 20. Each compartment is hit on a
number equal to its order and has 10 durability
points.
Top Decks
1
2
3
4
5
6

Systems
Bridge, Helm, Chart Room
Watch Tower 1, Light Catapult
Watch Tower 2, Light Catapult
Weapons Platform, Right (2
Heavy Ballista, 1 Light Catapult)
Weapons Platform, Left (2 Heavy
Ballista, 1 Light Catapult)
Library

7
8
9
10
11
Lower
Decks
12
13
14
15
16
17
18
19
20

Meeting Hall
Garden
Guest Quarters
Crew Quarters
Crew Quarters
Systems
Heavy Ballista, Forward
Heavy Ballista, Aft
Hanger Bay, 10 Flitters
Hanger Bay, 10 Flitters
Hanger Bay, 10 Flitters
Workshops
Flight Crew Quarters
Auxiliary Bridge
2 Light Catapults, Aft

Battle Wagon
The massive Scro Battle Wagon symbolizes the
Scros emerging power in space. While the vehicle is
slower than other ships of its size, it makes up for this
with its tremendous firepower.
Armor: 1d6/1d6-2/1d6-2 (Light metal plate)
Cargo Capacity: 70 cubic meters @ 35,000 kilograms
Length and Width: 45 meters by 15 meters
Mass: 2 million kilograms
Material: Heavy iron frame and hull
Power Source: Major Helm
Skill for Use: Vehicle Operation-spelljamming
Standard Crew: 80
Air Time: 9600 days (120 with standard crew)
Theater of Use/Landing: Space only
Weapons: 4 turreted heavy cannon, 1 Greek Fire
cannon, 6 light ballista, and 8 light catapults.
Compartments: 16
Battle
Hit
Dur. Systems
On
1-Ammo
1
5
Cargo Space
Storage
2- Light Ballista
2
5
4 Light Ballista
Fore Deck
3-Forward
3
6
2 Light Ballista,
Battle Station
Greek Fire
Cannon, Cargo
Space, Crew
Quarters
4-Detention
4
4
Brig (holds up to
60 prisoners)
Upper Deck
5-Command
5
4
Helm, Officer
Quarters,
Navigation
6-Gunner
6-7
5
2 Light Catapults,
Station
Crew Quarters,
Ammo
7-Gunner
8-9
5
2 Light Catapults,
Station
Crew Quarters,
Ammo
8-Gunner
10-11
5
2 Light Catapults,
Station
Crew Quarters,
Ammo

Vehicles & War Machines, Part Two


A Book 1 Supplement
9-Gunner
Station

12-13

10-Aft Cargo

14

2 Light Catapults,
Crew Quarters,
Ammo
Cargo Hold, Cargo
Doors (aft), Crew
Mess, Galley,
Kitchen

15
16

4
4

Blunt Ram
Cargo Hold

17

14- Gunner
Station

18

15- Gunner
Station

19

16- Gunner
Station

20

Turreted Heavy
Cannon, Crew
Quarters
Turreted Heavy
Cannon, Crew
Quarters
Turreted Heavy
Cannon, Crew
Quarters
Turreted Heavy
Cannon, Crew
Quarters

Lower Deck*
11-Blunt Ram
12-Auxiliary
Cargo
13-Gunner
Station

*Indicates that this Deck is below the Gravity


Plane
Blade
These are small, short ranged fighters used both
for ram attacks and mass assaults. The blade is
actually an improved version of a lighter craft known as
the Arrow, a craft used by Kobolds. The Goblin Blade is
a heavier ship that can trouble larger ships due to its
dense hull combined with its speed.
Armor: 1d6-2/1d6-3/1d6-3
Weapons: 1 Light Ballista, Piercing Ram
Cargo Capacity: 2 cubic meters @ 200 kilograms
Length and Width: 4 meters long by 2 meters wide
Mass: 500 kilograms
Material: Heavy iron frame and hull
Power Source: Minor Lifejammer
Skill for Use: Vehicle Operation-space vehicle
Standard Crew: 1 pilot, 1 weaponeer, and 1 slave.
Theater of Use/Landing: Space only
Weapons: Piercing ram, 1 light ballista
Compartments: 1

Space Vehicles
Vehicle
Armada
Battle Wagon
Blade
Citadel

Used Primarily
by
Elves
Scro
Goblins
Dwarves

Handlin
g
+1
+3
0
+3

Tactic
al
4
3
6
3

Deathspider
Dolphin
Dolphin Shuttle
Dragonfly
Dragonship
Eagle

Neogi
Humans
Humans
Humans
Oriental Humans
Wundragore

+2
+1
-2
-3
0
+2

Flitter
Great Bombard
Hammership
Mammoth
Mantis
Man o War
Mosquito
Nautiloid
Spud Fighter

Elves
Giff
Humans
Ogres
Scro
Elves
Wizards
Illithid
Gnomes

Squidship
Tradesman
Turbine Star
Fighter
Turtle Ship
Viper Ship
War Hawk
Wasp
Whale Ship
Wreck Boat

SJ
1.5
1
2
1

Toughne
ss
Good
Amazing
Amazing
Amazing

Dur/Co
mp
100/20
80/16
13/13/6
750/30

Air
Days
12,000
9,600
600
72,000

Cost

4
4
8
8
6
3

1.5
1.5
2.5
2.5
2
2

Good
Good
Ordinary
Ordinary
Good
Good

100/20
70/14
9/2
8/3
45/12
100/15

12,000
8,400
1,440
1,200
5,400
9,600

-3
+1
+1
+2
+3
0
-4
+1
-2

3
4
4
3
3
6
10
4
0.75

Ordinary
Good
Good
Good
Amazing
Good
Ordinary
Good
Good

4/4/2
63/10
60/12
113/18
60/16
75/12
14/14/7
81/21
10/10/5

480
6,000
7200
10,800
7,200
7,200
1,080
7,800
600

Humans
Humans
Humans

0
0
0

6
4
3

0.01
1.5
1.5
1
1
2
3
1.5
0.007
5
2
1.5
.075

500,000
650,00
145,000
7,500,0
00
250,000
600,000
175,000
175,000
500,000
1,000,0
00
3,750
550,000
525,000
550,000
750,000
375,000
200,000
750,000
30,000

Good
Good
Good

45/9
25/7
8/2

5,400
3,000
1,200

475,000
200,000
90,000

Lizard Men
Humans
Wundragore
Lizard Men
Humans
Humans

+1
0
0
-1
+2
-4

4
4
6
6
3
10

1.5
1.5
2
2
1
3

Good
Amazing
Good
Good
Good
Good

63/12
22/4
44/8
23/5
90/26
10/10/5

6,000
3,480
3,000
2,160
14,400
600

500,000
375,000
600,000
200,000
600,000
200,000

Vehicles & War Machines, Part Two


A Book 1 Supplement
Stone

Citadel
The citadel is the smallest and most common of
the mobile Dwarven asteroids that acts as a ship,
home, and base. The magic of the Dwarven Forge
allows it to provide for tremendous energy as long as
enough dwarves are present to power it. There for it is
not uncommon to encounter citadels that are easily
twice this size that can travel at the same relative
speeds.
Armor: 1d6+1/1d6+1/1d6
Cargo Capacity: See Below
Length and Width: 150 meters by 120 meters
Mass: 3 billion kilograms (roughly 3 million tons)
Material: Heavy stone frame and hull
Power Source: Dwarven Forge
Skill for Use: Vehicle Operation-space vehicle
Standard Crew: Hundreds of dwarves, both civilian
and military. At least one Dwarven priest is always
present.
Theater of Use/Landing: Space only
Weapons: See below
Compartments: Compartments are presented as
portions of larger sections. The designer can
combine these sections to create the composite
vehicle. Each section has 125 durability points and
for the purposes of ship design, each section has 90
Systems Available point due to its Heavy frame type.
Each compartment in a section is hit on a d20 range
while each section is hit on a number based on the
number of sections present. For the model of this
ship, each section can be numbered from 1 to 6.
Of course the individual compartments
themselves can be combined to form unique sections
as well. The final Section presented represents one
of this type and can be used as a small asteroid base
as well.
Living

Dur.

Systems

1-Homes

Hit
On
1-4

25

2- Homes

5-8

25

3- Homes

9-12

25

4- Homes

13-16

25

5- Homes

17-20

25

Quarters,
Commons
Quarters,
Commons
Quarters,
Commons
Quarters,
Commons
Quarters,
Commons

Forge Section
1-Forge
2-Work Area
3- Work Area
4- Work Area
5- Work Area

Hit
On
1-4
5-8
9-12
13-16
17-20

Dur.
25
25
25
25
25

Systems
Dwarven Forge
Workshops
Workshops
Workshops
Workshops

Hit
Dur.
Systems
On
Solid Stone
1-20
150
None
*This section is ultra heavy which lends to extra
durability
Mining
1-Mine Shafts
2- Mine Shafts
3- Mine Shafts
4- Mine Shafts
5- Mine Shafts
Storage
1-General
Storage
2- General
Storage
3- General
Storage
4- General
Storage
5- General
Storage
Weapons
1-Catapult Bay
2-Ballista Bay
3-Great Ballista
4-Light
Catapults
5-Light Ballista

Hit
On
1-4
5-8
9-12
13-16
17-20

Dur.

Hit
On
1-4

Dur.
25

Commons, Cargo

5-8

25

Commons, Cargo

9-12

25

Commons, Cargo

13-16

25

Commons, Cargo

17-20

25

Commons, Cargo

Hit
On
1-4

Dur.

5-8
9-12
13-16

25
25
25

4 Heavy
Catapults
4 Heavy Ballista
2 Great Ballista
6 Light Catapults

17-20

25

6 Light Ballista

25
25
25
25
25

25

Systems
Tunnels,
Tunnels,
Tunnels,
Tunnels,
Tunnels,

Cargo
Cargo
Cargo
Cargo
Cargo

Systems

Systems

This section acts as an example of how the


individual compartments can be pieced together to
form unique structures.
Composite

Dur.

1-Homes

Hit
On
1-4

2-Forge
3-Work Area
4-Catapult Bay

1-4
5-8
1-4

25
25
25

5- Mine Shafts

17-20

25

25

Systems
Quarters,
Commons
Dwarven Forge
Workshops
4 Heavy
Catapults
Tunnels, Cargo

Deathspider
Few ships are as feared as the Neogi Deathspider
and most are attacked on sight if able, otherwise most
normal people flee for their lives. The danger of the
ship comes not so much from the huge grappling rams
or the heavy weapons onboard, but rather from the
Neogi crew and their Umber Hulk slaves who swarm
aboard a rammed ship killing and capturing all they
can find.

Vehicles & War Machines, Part Two


A Book 1 Supplement
Armor: 1d4+1/1d4-1/1d4-1
Cargo Capacity: 280 cubic meters @ 140,000
kilograms
Length and Width: 53 meters by 15 meters
Mass: 2 million kilograms
Material: Organic crystal frame and hull
Power Source: Death Helm. The speeds shown
assume that a victim has lost 5 points of constitution
to the helm. The Space Sails allow or maneuvers at
-1/0/+1 for Routine, Moderate, and Extreme instead
of 0/+1/+3
Skill for Use: Vehicle Operation-spelljamming
Standard Crew: 8 Neogi and 8 to 12 Umber Hulks.
Up to 50 slaves.
Theater of Use/Landing: Space only
Weapons: Grappling Ram, 2 Heavy Catapults, 4 Heavy
Ballista
Compartments: 20. All are hit on their compartment
number.
Citadel Deck
1 - Forward Weapons
2 - Starboard Side
Quarters
3 - Port Side
Quarters
4 - Aft Weapons

Dur
.
4
5
5
4

Primary Deck
5 Grappling Rams
6 Helm
7 Starboard Suites

5
5
6

8 Port Suites

9 Central Quarters

10 Starboard
Quarters
11 Port Quarters

12 Hanger Bay

13 Forward Sails
14 Aft Sails
Hold Deck*
15 Starboard
Quarters
16 Port Quarters
17 Cargo Bay

2
2
6
6
6

18 Slave Pens
4
19 Slave Pens
4
20 Catapult Station
4
*Indicates that this Deck is

Systems
Cargo Doors, 2
Heavy Ballista
Crew Quarters,
Umber Hulk pens
Crew Quarters,
Armory
Cargo Doors, 2
Heavy Ballista, 1
Heavy Catapult
Grappling Rams
Helm
Captains Quarters,
Spelljammers
Quarters
Chart Room, Forward
Umber Hulk pens
Galley, Pantry, Sail
Locker
Crew Quarters,
Umber Hulk pens
Crew Quarters,
Umber Hulk pens
Open bay for up to
24 points of ship
durability
Space Sails
Space Sails
Crew Quarters,
Umber Hulk pens
Crew Quarters,
Umber Hulk pens
Cargo Hold, Cargo
Doors
Brig
Brig
Heavy Catapult
below the Gravity Plane

Dolphin
This ships primary purpose is the movement of
cargo through arcane space. While it cannot enter an
atmosphere, the Dolphin Shuttle (described next), can
perform in that capacity. This graceful ship is one of
the largest cargo vessels around and is often apart of
huge flotilla in order to protect its wares.
Armor: 1d4-1/1d4-2/1d4-2
Cargo Capacity: 395 cubic meters @ 197,000
kilograms
Length and Width: 75 meters by 10 meters
Mass: 535,000 kilograms
Material: Reinforced wood hull and frame
Power Source: Major Helm
Skill for Use: Vehicle Operation-spelljamming
Standard Crew: 12 men
Theater of Use/Landing: Space only
Weapons: 2 Heavy Catapults
Compartments: 14. Each compartment is rated at
10/10/5 points of Durability.
Comp#
Hit
Systems
On
1 Shuttle Dock
1-2
Dedicated Docking
Station, Boarding
Platform
2 Upper Cargo
3-5
Cargo Hold, Cargo
Deck
Doors
3 Lower Cargo
6-8
Cargo Hold, Cargo
Deck
Doors
4 Battle Deck
9-10
2 Heavy Catapults,
Mast & Sails
5 - Commons
11
Armory, Commons,
Stairs
6 - Quarters
12
Officer and Captains
Quarters
7 Bridge*
13
Helm
8 Navigation*
14
Chart Room
9 Library*
15
Library
10 Stowage*
16
Cargo Hold
11 State Room*
17
State Room
12 Mess*
18
Mess, Kitchen
13 Quarters*
19
Officer/Crew Quarter
14 Storage*
20
Cargo Hold
*Indicates that this Compartment is below the
Gravity Plane
Dolphin Shuttle
This small galleon-like ship is the away-ship for its
larger companion above. The design of this ship allows
it to attract less attention from unenlightened
groundlings than a Hammership or a Nautiloid.
Armor: 1d4-3 vs. all attack types
Cargo Capacity: 21 cubic meters @ 4,200 kilograms
Length and Width: 12 meters long by 3 meters wide
Mass: 1,650 kilograms
Material: Hardwood hull and frame
Power Source: Minor Helm. When on water the sails
provide a Handling score of 1 and speeds of Acc: 2,
Cruise: 12, Max: 20.
Skill for Use: Vehicle Operation-spelljamming

Vehicles & War Machines, Part Two


A Book 1 Supplement
Standard Crew: 4 men
Theater of Use/Landing: Water only
Seaworthiness: 12
Weapons: One light ballista or catapult
Compartments: 2
Comp#
Hit
Dur. Systems
On
11-10
4
Sails, Heavy Weapon,
Forward
Crew Quarters, Cargo
Space
2-Aft
11-20
5
Helm, Cargo Doors,
Crew Quarters, Cargo
Space
Dragonfly
One of the more common ships in arcane space,
the dragonfly serves as a small transport or a light
cargo vessel. With little modification it may also serve
as a light warcraft.
Armor: 1d4-3 vs. all attack types
Cargo Capacity: 31.5 cubic meters @ 6300 kilograms
Length and Width: 30 meters by 6 meters
Mass: 2,000 kilograms
Material: Light hardwood frame and hull
Power Source: Minor Helm. The Space Sails (wings
and sails) are topped at 50% over that normally
required assisting in maneuvers. The Dragonfly uses
a 1 step bonus for both Routine and Moderate
maneuvers and suffers no penalty for Extreme
maneuvers if some one mans the sails themselves
and has the Ship Operation-sails skill. If not, the
penalty for Extreme maneuvers increases to +1.
Skill for Use: Vehicle Operation- spelljamming
Standard Crew: One man for the sails, one for the
helm.
Theater of Use/Landing: Land only
Weapons: One Light Ballista
Compartments: 3
Comp#
Hit
Dur.
Systems
On
1-Forward
1-6
3
Helm, Sails
2-Quarters
7-14
4
Passenger Suite
for 4, Light
Ballista
3-Cargo
15-20
3
Cargo Hold
Dragonship
An oriental craft, the Dragonships purpose is
missionary. Those few that are used for more
mercantile or military roles replace the temple at the
rear of the ship with either more heavy weapons or
additional cargo space.
Armor: 1d4+1/1d4-1/1d4-1
Cargo Capacity: 155 cubic meters @ 77,500
kilograms
Length and Width: 45 meters by 6 meters
Mass: 113,000 kilograms
Material: Hardwood frame and hull
Power Source: Major Faith Helm and Space Sails.
When manned, the space sails allow the ship to
perform Routine maneuvers at a 1 step bonus, no

penalty to Moderate maneuvers, and Extreme


maneuvers are only at a +2 penalty.
Skill for Use: Vehicle Operation-spelljamming
Standard Crew: 6 men to man the weapons, 11 man
minimum to use the space sails.
Theater of Use/Landing: Water only
Seaworthiness: 16
Weapons: Two Heavy Ballista
Compartments: 12
Top Deck
Hit
Dur. Systems
On
1-Scout Station
3
Commons, Space
Sails
2-Mediataiton
3
Commons
Chamber
3-Weapons Station
4
Two Heavy
Ballista
4-Kitchen
3
Kitchen
5-Stowage
4
Cargo Space,
Commons
6-Temple
6
Commons
7-Aft Sails
2
Space Sails
Crew Deck
8-Recorder
4
Library
9-Crew Commons
4
Crew Quarters,
Cargo
10- Crew Commons
4
Crew Quarters,
Cargo, Galley
11- Crew Commons
4
Crew Quarters,
Cargo
12-Bridge
4
Helm
*Indicates that this compartment is on or below the
Water Line
All compartments are below the Water Line
Eagle
You would use my ship as an escort craft? Would I use
your rifle as a walking stick? Admiral Ronard L. Gilderman

Related to the Mockingbird and Sparrow Hawk


aircraft, the Eagle is a main battleship from the same
design specifications. While this vehicle does not have
the aerodynamics of those smaller crafts, it makes up
the difference in firepower. With the appearance of
such monsters as the Scro Battle Wagon and Mantis,
the Eagle allows a nation some hope in competing in
space combat.
The Eagles mission is one of pure fighting, having
little space for much else. Crewmen onboard this ship
must endure conditions similar to those of a submarine
crew - tight quarters and constant drills. When the
Eagle leaves dock it is on a mission of war, patrolling
hot zones in search of prey.
Armor: 1d6+1/1d6-1/1d6-1 (Heavy metal plate)
Cargo Capacity: 42 cubic meters @ 21,000 kilograms
Length and Width: 54 meters long by 10 meters
wide (wings not included)
Mass: 960,000 kilograms
Material: Heavy reinforced wood frame and hull
Power Source: Jammer Helm (doubles SJ speed)
Skill for Use: Vehicle Operation- spelljamming

Vehicles & War Machines, Part Two


A Book 1 Supplement
Standard Crew: 60 man crew minimum
Theater of Use/Landing: Land only
Weapons: 2 Great Cannon, 8 Heavy Cannon, 12 Light
Cannon, 4 Arrow Guns, 2 Fire Lance Arrays, 1
Etherkiln Globe Gun (pneumatic launcher).
Compartments: 15
Top Deck
Hit
Dur Systems
On
.
1-Forward Battle
1-2
9
3 Heavy Cannon
Station
2-Battle Crew,
3
6
Crew Quarters,
Starboard
Heavy Cannon
3- Battle Crew,
4
6
Crew Quarters,
Port
Heavy Cannon
4-Aft Battle
5
9
3 Heavy Cannon
Station
Mid Deck
5-Bridge
6
5
Helm,
Navigations, Fire
Lance Array,
Pneumatic
Launcher
6-Starboard Gun
7-8
7
Great Cannon
7-Port Gun
9-10
7
Great Cannon
8-Gun Crews
11
6
Crew Quarters,
Munitions
9-Mid Deck
12
5
Cargo Bay, Cargo
Cargo
Doors, 1000kg
test block and
tackle hoist
Lower Deck
10-Starboard AG
13
6
2 Arrow Gun
series
11-Port AG
14
6
2 Arrow Gun
series, Cargo Hold
12-Crew Mess
15
6
Kitchen,
Galley/Mess
13-Starboard
16-17
8
6 Light Cannon
Gun Platform
series
14-Port Gun
18-19
8
6 Light Cannon
Platform
series
15-Lower Deck
20
6
Cargo Hold, Gang
Cargo Hold
Ramp
Flitter
The flitter is the Elven Imperial Navys primary
fighter, shuttle, and scout craft. The ship is extremely
light in terms of durability and many are lost in large
engagements. However they are easily replaced, agile
in combat, and many can be stored on board the much
larger Armada mentioned earlier.
Armor: 1d4-1/d4-2/1d4
Cargo Capacity: 2.5 cubic meters @ 250 kilograms
(this space and mass limit must also cover those
manning the vehicle)
Length and Width: 6 meters by 1.5 meters
Mass: 32 kilograms
Material: Elven Crystal (see Chapter 9)
Power Source: Flitter Helm
Skill for Use: Vehicle Operation-space vehicle
Standard Crew: 1 or 2 persons of medium size or less

Theater of Use/Landing: Land only


Weapons: None. Crew are open to use personal
weapons however.
Compartments: 1
Great Bombard
The Great Bombard resembles a single-decked, sea
going craft encountered on many worlds. The sole
exception is the huge cannon that dominates the top
deck of the craft. The ship was initially designed by
Giff engineers for their own navies, however the ship
has grown popular with other races and many have
started appearing in other regions of space.
Armor: 1d4+2/1d4/1d4
Cargo Capacity: 150 Cubic meters @ 75,000
kilograms
Length and Width: 42 meters by 6 meters
Mass: 234,000 kilograms
Material: Heavy reinforced frame and hull
Power Source: Major Helm. The craft also has sails,
however they are under the standard amount used
for a ship this size. They provide these movement
rates: Acc: 1, Cruise: 6, Max: 10.
Skill for Use: Vehicle Operation- spelljamming (Ship
Operation-sails if on water).
Standard Crew: 20. 6 Ballista Gunners, 8 Cannon
Gunners, 6 Officers/Helmsmen.
Theater of Use/Landing: Water only
Seaworthiness: 16
Weapons: 1 Great Cannon, 2 Heavy Ballista, Blunt
Ram.
Compartments: 10
Signal Deck
Hit
Dur. Systems
On
1-Signal Deck
1-2
7
2 Ballista, Crew
Quarters
Gun Deck
2-Aft Gun
3-4
6
Officer Quarters
Deck
3-Fore Gun
5-6
6
Winch, Ammo, Chart
Deck
Room, Larder, Sails
4-Great
7-8
7
Great Bombard
Bombard
Lower Deck*
5-Galley/Mess
9-10
6
Galley, Mess
611-12
6
Crew Quarters
Crew/Forward
Port
7-Crew/Aft
13-14
7
Crew Quarters
Port
815-16
6
Crew Quarters
Crew/Forward
Starboard
9-Crew/Aft
17-18
7
Crew Quarters
Starboard
10-Cargo Hold 19-20
5
Cargo
*Indicates that this Deck is on or below the Water
Line
Hammership

Vehicles & War Machines, Part Two


A Book 1 Supplement
The Hammership is one of the most common and
popular space vehicles known. It is a versatile craft,
accommodating cargo runs or acting as a war craft
with equal and superior ability.
Armor: Reinforced wood @ 1d4+1/1d4-1/1d4-1
Cargo Capacity: 180 cubic meters @ 90,000kg
Length and Width: 75 meters by 7.5 meters
Mass: 270,000 kilograms
Material: Heavy hardwood frame and hull
Power Source: Major Helm
Skill for Use: Vehicle Operation-spelljamming. The
Ship Operation-sails may also apply if the vehicle is
sailing on water.
Standard Crew: 24 men
Theater of Use/Landing: Water capable. Sails
provide for speeds of Acc: 1, Cruise: 6, Max: 10.
Seaworthiness: 12
Weapons: 2 Heavy Catapults, 1 Heavy Ballista, Blunt
Ram
Compartments: 12
Comp#
Hit
Dur.
Systems
On
1-Fore Castle
1
4
Castle, Heavy
1**
Ballista, Open
Deck
2-Fore Castle
2
4
Castle, Heavy
2**
Catapult
3-Saloon
3-4
6
Saloon, Quarters
4-Galley
5-6
6
Galley, Quarters
5-Aft Castle**
7-8
5
Castle, Turreted
Heavy Catapult,
Open Deck
6-Crew
9-10
5
Crew Quarters,
Galley, Cargo
(20m)
7-Ram
11-12
5
Blunt Ram
Housing*
8-Helm Room*
13
5
Major Helm
9-Mess*
14
5
Kitchen/Mess
10-Quarters*
15-16
5
Crew Quarters,
Cargo (30m)
11-Cargo 1*
17-18
5
Cargo, Cargo
Doors (60m),
Open Deck
12-Cargo 2*
19-20
5
Cargo (70m)
*Indicates that this compartment is on or below the
Water Line
** This indicates that the compartment is a Castle
system with the following statistics: Armor,
1d6/1d6-2/1d6-2; Toughness, Amazing
Mammoth
This craft serves as the primary vessel for large
humanoid races like Ogres and Ogre Mages. Scro have
also used the ship as have Hobgoblins. Regardless, the
ship design has a bad reputation no matter the owners
and their appearance is considered a threat of war.
Armor: 1d6+1/1d6-1/1d6-1 (Heavy Metal Plate)
Cargo Capacity: 250 cubic meters @ 125,000
kilograms

Length and Width: 40 meters long by 14 meters


wide
Mass: 1.7 million kilograms
Material: Heavy hardwood frame and hull
Power Source: Major Helm
Skill for Use: Vehicle Operation-spelljamming
Standard Crew: 32 ogres to man the heavy weapons.
Theater of Use/Landing: Land only
Weapons: 4 Heavy Ballista, 5 Heavy Catapults, Blunt
Ram
Compartments: 17
Upper Deck
Hit
Dur. Systems
On
1-Observation
1
5
Common Room
Room
2-Ammo Storage
2-3
10
4 Heavy
Ballista
3-Starboard Ready
4
8
2 Heavy
Room
Catapults
4-Port Ready Room
5
8
2 Heavy
Catapults
Main Deck
5-Starboard Crew
6
6
Crew Quarters
6-Port Side Crew
7
6
Crew Quarters
7-Bridge
8
7
Major Helm
8-Officers
9
7
Crew Quarters
9-Officers
10
7
Crew Quarters
10-General
11
6
Commons
Quarters
11-General
12
6
Commons
Quarters
12-Aft Catapult
13
7
Heavy Catapult
Cargo Deck
13-Cargo Bay
14
6
Cargo Hold
14-Cargo Bay
15
6
Cargo Hold
15-Sickbay
16
6
Sick Bay
16-Galley/Armory
17
6
Galley, Cargo
Hold
17-Mess
20
6
Mess/Kitchen
Mantis
Along side the Battle Wagon the Scro have
introduced this horror to arcane space as well. While
this vehicle is not as well armed as the Battle Wagon it
is capable of landing on solid ground and often doubles
as a marine assault craft. the Faith Helm ensures that
only Scro priests may pilot the ship, preventing theft by
their enemies.
Armor: 1d6/1d6-2/1d6-2
Cargo Capacity: 178 cubic meters @ 89,000
kilograms
Length and Width: 50 meters by 7.5 meters
Mass: 648,000 kilograms
Material: Metal frame and hull
Power Source: Major Faith Helm
Skill for Use: Vehicle Operation-space vehicle
Standard Crew: 12 Gunners, 4 Claw operators, up to
20 Marines, 2 War Priests, 1 Commander.
Theater of Use/Landing: Land only

Vehicles & War Machines, Part Two


A Book 1 Supplement
Weapons: 2 Claw Rams, 2 Turreted Heavy Ballista
Castles, 1 Heavy Catapult.
Compartments: 16
Hit On Dur. Systems
Head/Neck
1-Castle Deck
1
4
Heavy Catapult
2-Sally Room
2
4
Gang Ramp,
Open Space
3-Bridge
3
4
Helm
4-Claw
4
4
Grappling Rams
Controls
Weapons
5-Ballista
Turret*
6-Ballista
Turret*
Lower Deck
7-Claw
Machinery
8-Forward
Starboard
Quarters
9-Forward Port
Quarters
10-Aft
Starboard
Quarters
11-Aft Port
Quarters
12-Warriors
Cabin
13-Detention
Area
14-Mess/Galley
15-Stowage
16-Cargo Hold

5-6

Heavy Ballista

7-8

Heavy Ballista

9-10

Moving Parts

11

Officer Quarters

12

Officers Quarters

13

Crew Quarters

14

Crew Quarters

15

Barracks

16

Brig

17
18
19-20

4
4
4

Mess, Galley
Cargo
Cargo Hold, Cargo
Doors
*Each Ballista has heavy plate armor at d6+1/d61/d6-1. The weapons deck lies on top of the Lower
Deck, however it is treated as a separate
compartment due to its fortification.
Man o War
The Man O War is the pride of the Elven fleet.
Combining grace and speed with its large size it
typically out maneuvers enemy craft, attacking where
the opponent cannot strike back.
Armor: 1d4+2/1d4/1d4
Cargo Capacity: 190 cubic meters @ 95,000
kilograms
Length and Width: 60 meters long by 6 meters wide
Mass: 216,000 kilograms
Material: Elven crystal
Power Source: Major Helm. The Space Sails (wings)
are topped at 50% over that normally required to aid
in maneuvers. The Man O War uses a 1 step bonus
for both Routine and Moderate maneuvers and
suffers no penalty for Extreme maneuvers.
Skill for Use: Vehicle Operation- spelljamming

Standard Crew: 30 elves are standard, however only


a handful are required to run the ship.
Theater of Use/Landing: Space only
Weapons: 2 Heavy Ballista, 1 Heavy Turreted
Catapult, 1 Light Catapult.
Compartments: 12
Comp#
Hit
Dur. Systems
On
1-Castle
1-2
5
Turreted Heavy
Catapult
2-Bridge
3
5
Helm
3-Starboard
4-6
8
Space Sails
Wings
4-Port Wings
7-9
8
Space Sails
5-Stowage
10
5
Cargo, Ammo,
Hallway/Stairs
6-Officers
11
5
Officer Quarters
7-Forward
12-13
6
2 Heavy Ballista
Weapons
8-Navigation
14
5
Library, Galley,
& Galley
Mess
9-Crew
15
6
Crew Quarters
10-Fore Cargo
16-17
8
Cargo
11-Aft Cargo
18-19
8
Cargo
12-Rear
20
6
Light Catapult
Weapon
Mosquito
The Mosquito is one of the smallest space craft
found and is often outfitted with aircraft engines in
later progress levels. The primary purpose of the
vehicle is as a shuttle for one or two individuals.
Though it has only one compartment, this interior can
be subdivided into small rooms for stowage or privacy.
Armor: 1d4-3 vs. all attack types
Cargo Capacity: 5.5 cubic meters @ 1445 kilograms
Length and Width: 30 meters by 4.5 meters
Mass: 683 kilograms
Material: Light hardwood frame and hull
Power Source: Lesser Helm. The body of this craft is
aerodynamic and increases air speeds by 10% per
category. The wings provide the benefit of equal
ratio space sails that do not interfere with air travel
and they may also act as gliders if the vehicle is
without power. The gliders provide Acc:2, Cruise: 6,
Max: 12 and the vehicle drops one meter for every
five meters of forward movement.
Skill for Use: Vehicle Operation- spelljamming and/or
air vehicle
Standard Crew: 1
Theater of Use/Landing: Land only
Weapons: None
Compartments: 1
Nautiloid
If meeting an Illithid in the underdark is bad
imagine encountering an entire ship full of them. The
Nautiloid is a dedicated Illithid craft and excels at its
appointed task; attacking and subduing merchant
ships. While the ship is capable of open war, the fact

Vehicles & War Machines, Part Two


A Book 1 Supplement
that Illithid groups are usually small leads to situations
where a Nautiloid is outnumbered.
Armor: 1d4-3 vs. all attack types
Cargo Capacity: 200 cubic meters @ 100,000
kilograms
Length and Width: 54 meters long by 8 meters wide
Mass: 429,000 kilograms
Material: Heavy hardwood frame and hull
Power Source: Series Helm
Skill for Use: Vehicle Operation-spelljamming
Standard Crew: 5 Illithid to man the series helms.
Theater of Use/Landing: Water only
Seaworthiness: 14
Weapons: Four Heavy Ballista, Two Heavy Catapults,
Piercing Ram.
Compartments: 21
Bridge Deck
Hit On
Dur. Systems
(1-3)
1-Forward
1-3
5
3 Heavy
Weapons
Ballista
2-Scout Point
4-5
4
Commons
3-Command
6-7
4
Observation
Platform,
Series Helm
4-Saloon
8-9
4
Galley
Battle Deck
5-Catapult
10-11
5
Heavy
Catapult
6-Common Bay
12-14
4
Cargo Doors,
Commons
7-Storage
15-16
3
Cargo Hold
8-Officers
17-18
4
Passenger
Suite
9-Officers
19-20
4
Passenger
Suite
Cargo Deck*
Hit On
(4-6)
10-Captains
1-3
5
Passenger
Cabin
Suite, Heavy
Ballista, Open
Deck
11-Galley
4-5
3
Galley,
Kitchen
12-Crew
6-7
4
Crew Quarters
13-Cargo
8-9
4
Cargo Hold
14-Cargo
10-11
4
Cargo Hold
Slave Deck*
16-Ram
12-13
6
Piercing Ram
17-Staterooms
14-15
4
Commons
18-General
16
3
Crew Quarters
Quarters
19-Slaves, Port
17
3
Hammocks
20-Slaves,
18
3
Hammocks
Starboard
21-Aft Catapult
19-20
5
Heavy
Catapult
*Indicates that this Deck is on or below the Water
Line
Spud Fighter

The Spud Fighter represents the advancements of


tinkering when in the hands of gnomes who wish to
venture into arcane space. This vehicle is not as fast
as are other small crafts, however the fact that it uses
a tinkered engine greatly reduces the overall costs to
build the vehicle allowing it to be mass produced. The
Game Master may round the 0.75 Tactical speed of the
craft up to a 1 if this is more convenient.
Armor: 1d6-1/1d6-1/1d6-2 (Light Ballistic Plate)
Cargo Capacity: None, only what the pilot has on his
or her person.
Length and Width: 2 meters by 1 meter
Mass: 195 kilograms
Material: Reinforced wood frame and hull
Power Source: Spud-Electric Thruster. 12.5 meters of
runway space required if with a gravity well. This
vehicle has a Limited altitude as described in the Air
Vehicles chapter. If travelling in an atmosphere, the
Spud Fighter has the following speeds; Acc: 35,
Cruise: 75, Max: 300.
Skill for Use: Vehicle Operation-space vehicle
Standard Crew: 1
Theater of Use/Landing: Land only
Weapons: Self-Cocking Light Ballista
Compartments: 1
Squidship
Next to the Hammership, the Squidship is the most
common multi-use craft in space. Doubling as both a
trader and a war boat, this vehicle satisfies the needs
of many races. While the race listed for the vehicle is
Human it is not uncommon to find it in the navies of
other races.
Armor: 1d4+1/1d4-1/1d4-1
Cargo Capacity: 120 cubic meters @ 60,000
kilograms
Length and Width: 75 meters by 7.5 meters
Mass: 113,000 kilograms
Material: Hardwood frame and hull
Power Source: Major Helm and Space Sails. The
space sails allow the vehicle to perform Routine
Maneuvers at a 1 step bonus, no penalty for
Moderate maneuvers, and only a +2 penalty for
Extreme maneuvers.
Skill for Use: Vehicle Operation-spelljamming
Standard Crew: 11 men to control the sails and 9 to
12 men to man the heavy weapons.
Theater of Use/Landing: Water only
Seaworthiness: 14
Weapons: Two Heavy Ballista, One Heavy Catapult
Compartments: 8
Main Deck
Hit
Dur Systems
On
.
1-Forecastle
1-3
6
Heavy Catapult
2-Stern
4-6
6
2 Heavy Ballista
Castle
3-Captain
7-9
5
Officer Quarters
4-Galley
10-12
5
Galley/Kitchen
Cargo
5-Ram

13-14

Piercing Ram

Vehicles & War Machines, Part Two


A Book 1 Supplement
6-Crew

15-16

Crew Quarters,
Storage
7-Crew
17-18
6
Crew Quarters, Mess
8-Cargo Bay
19-20
5
Cargo Doors, Cargo
Hold
*Indicates that this Deck is on or below the Water
Line
Tradesman
Of merchant ships the Tradesman is one of the
oldest and least changed designs still in use today. The
simplicity of the vehicle makes it popular as most
shipyards can build it and the specifications are readily
known. In fact most Tradesman ships can be
purchased second hand at a reduced rate with little
loss in quality.
Armor: 1d4-3 vs. all attack types
Cargo Capacity: 32 cubic meters @ 16,000 kilograms
Length and Width: 36 meters by 9 meters
Mass: 19,000 kilograms
Material: Light Hardwood frame and hull
Power Source: Minor Helm. Space sails (fins) provide
for a 1 step when performing Routine and Moderate
maneuvers. Extreme maneuvers suffer only a +1
penalty. It requires at least 6 trained men to
effectively use the sails.
Skill for Use: Vehicle Operation-spelljamming
Standard Crew: 6 men for the sails (fins), 6 to 8
gunners, 1 helmsman.
Theater of Use/Landing: Space only
Weapons: 1 Heavy Catapult, 1 Heavy Ballista
Compartments: 7
Comp#
Hit
Dur. Systems
On
1-Bridge
1-3
4
Helm, Heavy
Catapult
2-Commons
4-6
4
Quarters, Sails
(mast)
3-Cargo, port
7-9
3
Cargo Hold, Space
Sails (fins, port)
4-Cargo,
10-12
3
Cargo Hold, Space
starboard
Sails (fins,
starboard)
5-Galley
13-15
3
Galley, Crew
Quarters
6-Crew
16-18
4
Crew Quarters,
Heavy Ballista
7-Steerage
19-20
4
Sails (controls),
Cargo Hold
Turbine Star Fighter
The Turbine Star Fighter represents the dawn of a
new age in warfare. With the inevitable increase in
vehicle technology, it will come to pass that warlords
and generals will turn away from the expensive
spelljamming helms and engines and focus on tinkered
engines instead. Doing so allows for the rapid growth
of small ships, mostly in the air, however some models
also have space capability. That is where this vehicle
fits in. This craft is based on early aircraft, however its
theater of conflict includes space.

Armor: 1d6-1/1d6-1/1d6-2 (Light Ballistic armor)


Cargo Capacity: 1 cubic meter @ 225 kilograms
Length and Width: 6 meters long by 2 meters wide
Mass: 1,250 kilograms
Material: Reinforced wood frame and hull
Power Source: Steam Jet Turbine. Assisted by an
Ether Web (reduces vehicle mass) and a Slip Stream
Inducer (increases spelljamming speeds). Air speeds
are Acc: 33, Cruise: 192, Max: 385. Handling while in
an atmosphere is at a 2 step bonus.
Skill for Use: Vehicle Operation-air vehicle and space
vehicle
Standard Crew: 3. One pilot, Two engineers/gunners.
Theater of Use/Landing: Land only
Weapons: 2-mount Fire Lance array with 12 reloads
(forward), Arrow Gun with HE arrows (aft), Fully
Automatic Slag Gun with HE payload, Turreted (top).
Compartments: 2
Comp#
Hit On
Dur. Systems
11-10
4
Pilot Controls, Fire
Forward
Lance Array, Slag Gun
2-Aft
11-20
4
Arrow Gun, Steam Jet
Engine, Cargo Space
Turtle Ship
The Turtle Ship is the pride of any fleet that has
them. The versatility of the vehicle allows it to function
in many capacities and it can land on both solid ground
and water. The Turtle Ship was originally designed and
constructed by the Lizard Men of space however it has
become very popular among other races since then.
Armor: 1d6/1d6-2/1d6-2 (Light Metal Plate)
Cargo Capacity: 92 cubic meters @ 46,000 kilograms
Length and Width: 28 meters by 21 meters
Mass: 100,000 kilograms
Material: Heavy hardwood frame and hull
Power Source: Major Helm and Rowing Stations.
Skill for Use: Vehicle Operation-spelljamming
Standard Crew: 12 gunners, 12 rowers
Theater of Use/Landing: Land or Water
Seaworthiness: 13
Weapons: Three Heavy Ballista, One Heavy Catapult,
Blunt Ram
Compartments: 12
Upper Deck
Hit
Dur Systems
On
.
1-Battle Stations
1-2
6
3 Heavy Ballista
2-Bridge
3
6
Commons
3-Helm
4
6
Helm
4-Captains
5
5
Suite, Heavy
Quarters
Catapult
5-Port Forward
6-7
5
Crew Quarters,
Quarters
Weapons Locker,
Fin Machinery
6-Port Aft
8-9
5
Fin Machinery
Quarters
7-Starboard
10-11
5
Fin Machinery
Forward Quarters
8-Starboard Aft
12-13
5
Fin Machinery
Quarters
9-Ship Commons
14
5
Cargo Doors,

Vehicles & War Machines, Part Two


A Book 1 Supplement
Gang Ramp,
Cargo Hold
Lower Deck*
10-Cargo
11-Cargo
12-Cargo
*Indicates that this
Line

15-16
5
Cargo Hold
17-18
5
Cargo Hold
19-20
5
Cargo Hold
Deck is on or below the Water

Viper Ship
A Viper Ship represents the combination of tough
materials and maneuverability. The tremendous cargo
space for a ship this size allows it to function as a troop
transport or a cargo vessel, however it is not
uncommon to see them patrolling in high orbit. The
combination of the tough hull and its landing abilities
makes this ship attractive to adventurers.
Armor: 1d6-2/1d6-3/1d6-3
Cargo Capacity: 50 cubic meters @ 25,000 kilograms
Length and Width: 37 meters by 4.5 meters
Mass: 60,000 kilograms
Material: Light hard metal frame and hull
Power Source: Minor Helm
Skill for Use: Vehicle Operation-space vehicle
spelljamming
Standard Crew: 1 helmsman and up to 10 gunners
Theater of Use/Landing: Land or Water
Seaworthiness: 10
Weapons: 3 Heavy Ballista, 1 Light Catapult, 1 Heavy
Catapult, Piercing Ram.
Compartments: 4
Comp#
Hit
Dur.
Systems
On
1-Command
1-4
6
Helm, Light
& Crew
Catapult
(forward), Heavy
Ballista (360),
Crew Quarters
2-Galley &
5-10
6
Galley, 2 Heavy
Guns
Ballista (sides and
aft)
3-Forward
11-15
5
Cargo Hold
Cargo
4-Aft Cargo
16-20
5
Cargo Hold, Cargo
Doors, Heavy
Catapult (aft)
War Hawk
The War Hawk is a junior version of the Eagle
mentioned earlier. Like the Eagle this vehicle has a
thick hull and frame and has one purpose to wage
war. The weapons are lighter, replacing cannon for
automatic reload ballista, however most crews are
equipped with explosive-tipped ballista bolts and other
high impact
Armor: 1d4+2/1d4/1d4 (Heavy Reinforced Hull)
Cargo Capacity: 65 cubic meters @ 32,500 kilograms
Length and Width: 20 meters long by 5 meters wide
Mass: 96,000 kilograms
Material: Heavy reinforced wood frame and hull

Power Source: Major Flux Helm. The Flux Helm allows


the pilot to convert a point of tactical speed into a 1
step bonus for maneuvers or vise versa. The vehicle
is also aerodynamic and has a base Handling of 0 in
an atmosphere, air speeds at +10% based on Space
to air conversions, and crash damage is reduced by
one column.
Skill for Use: Vehicle Operation-spelljamming
Standard Crew: 7 man crew. 6 man gun team
(minimum required), 1 helmsman.
Theater of Use/Landing: Land only
Weapons: 4 Heavy Auto-reload Ballista, 2 Arrow Guns.
Compartments: 8
Comp#
Hit
Dur Systems
On
.
1-Forward Guns
1-3
6
Heavy Ballista, 2
Arrow Guns
2-Bridge
4-5
5
Helm,
Navigations
3-Port Gun
6-8
6
Heavy Ballista
4-Starboard Gun
9-11
6
Heavy Ballista
5-Forward
12-13
5
Crew Quarters,
Quarters
Sick Bay
6-Aft Quarters
14-16
6
Crew Quarters,
Galley, Heavy
Ballista
7-Cargo Bay
17-18
5
Cargo Hold
8-Soldier Ready
19-20
5
Cargo Hold, Gang
Station
Ramp
Wasp
Another ship made popular by the Lizard Men of
space, the Wasp has grown quite common among
pirates. No matter the owner, most Wasp ships travel
in packs for defense. While the ship is agile it does
have only one heavy weapon in common models and
also has a low armor value. For this reason the use of
group tactics have become common with these crafts.
Armor: 1d4-3 vs. all attack types
Cargo Capacity: 21 cubic meters @ 4200 kilograms
Length and Width: 24 meters by 6 meters
Mass: 9,125 kilograms
Material: Heavy hardwood frame and hull
Power Source: Minor Helm. The wings act as space
sails providing a 1/0/+2 modifier for
Routine/Moderate/Extreme maneuvers.
Skill for Use: Vehicle Operation- spelljamming
Standard Crew: 4 Gunners, 2 Officers
Theater of Use/Landing: Land only
Weapons: One Turreted Heavy Ballista
Compartments: 5
Comp#
Hit
Dur Systems
On
.
1-Weapon
1-6
9
Turreted Heavy
Castle*
Ballista, Space
Sails (Wings)
2-Bridge
7-9
3
Helm, Open Deck
3-Port Quarters
10-13
4
Galley, Cargo
4-Starboard
14-18
4
Crew Quarters,
Quarters
Cargo

Vehicles & War Machines, Part Two


A Book 1 Supplement
5-Cargo Bay
18-20
3
Cargo
*The Weapons castle has a Toughness of Amazing
and an armor rating of 1d6+1/1d6-1/1d6-1
Wreck Boat
The Wreck Boat is the workhorse of space. The
craft is found in most spaceports acting as a ferry or
shuttle and even as a patrol craft in tight, crowded
docking facilities. While the design intentions were
based on a utility vehicle, the Wreck Boat can be
outfitted for wawr in a pinch.
Armor: 1d4-1/1d4-2/1d4-2
Cargo Capacity: 2 cubic meters @ 200 kilograms
Length and Width: 5 meters by 2.5 meters
Mass: 395 kilograms
Material: Reinforced frame and hull
Power Source: Minor Helm
Skill for Use: Vehicle Operation- spelljamming
Standard Crew: 1 helmsman, 1 gunner
Theater of Use/Landing: Land only
Weapons: 1 Turreted Light Ballista
Compartments: 2
Comp#
Hit
Dur.
Systems
On
1-Forward
1-8
2
Helm, Cabin
2-Aft
9-20
3
Cargo Hold, Light
Ballista
Whale Ship
The massive Whale Ship is common is regions of
space where space travel is routine. Having amply
space and multiple decks allows the vehicle to easily
double as a cargo vessel and a passenger liner.
Armor: 1d4-1/1d4-2/1d4-2
Cargo Capacity: 780 cubic meters @ 390,000
kilograms
Length and Width: 75 meters by 12 meters
Mass: 2.1 million kilograms
Material: Light reinforced wood frame and hull
Power Source: Major Helm. When crewmen man the
flippers, they can allow the Whaleship to perform
Routine maneuvers with a 1 step bonus and
Extreme maneuvers at only a +2.
Skill for Use: Vehicle Operation-spelljamming
Standard Crew: 20 to 30
Theater of Use/Landing: Space only
Weapons: One Heavy Catapult, Blunt Ram
Compartments: 26
Observation
Hit
Dur. Systems
On**
1-Forward
1-2
4
Passenger
Quarters
Suites
2-Aft Quarters
3-4
4
Passenger
Suites
Gallery Deck
3-Pursers Office
5
4
Officer Quarters
4-Port Front
6
3
Passenger
Suites
5-Starboard
7
3
Passenger
Front
Suites
6-Port Aft
8
3
Passenger

7-Starboard Aft

8-Linen and
Water
Promenade
Deck
9-Forward
Saloon
10-Ships
Commons

10-11

Suites
Passenger
Suites
Cargo Hold

12-13

Open Space

14-15

11-Starboard
Quarters
12-Port Quarters

16

17

13-Dinning
Room
14-Galley
Quarter Deck*
15-Suites

18-19

Gang Ramps
(port and
starboard),
Open Space
Passenger
Suites
Passenger
Suites
Mess

20

Galley

16-Suites

17-Starboard
Quarters
18-Port Quarters
19-Cargo Bay

3-4

Passenger
Suites
Passenger
Suites
Crew Quarters

5-6
7-8

3
4

Crew Quarters
Cargo Hold,
Cargo Doors

20-Officers
21-Bridge
22-Flipper
Controls
23-Cargo Bay

9
10
11-12

4
4
4

13-14

24-Catapult
Cargo Deck*
25-Forward Bay

15

Crew Quarters
Helm
Space Sails
(modified)
Cargo Hold,
Cargo Doors
Heavy Catapult

16-17

Command

Cargo Hold,
Large Cargo
Doors
26-Aft Bay
18-20
3
Cargo hold
*Indicates that this deck is below the Gravity Plane
**The Observation, Gallery, and Promenade decks
are determined on a 1 to 3 using a 1d6, the
remaining decks are hit on a 4 to 6 using the same
die.

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