Professional Documents
Culture Documents
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
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.
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
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.
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.
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
Athletics-rowing (cost 1)
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.
Battleship (PL 5)
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
20/20/
10
20/20/
10
Cargo (40m)
20/20/
10
20/20/
10
20/20/
10
Cargo (15m),
Barracks, Main Sick
Bay
Library, Laboratory
Barracks, Galley
Workshop
Caravel (PL 2)
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
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
10/2
15
70,000
Water
Vehicle
Water
Vehicle
+3
36
75
44
92
Clipper (PL 4)
250/3
0
70/10
18
22
2,750,00
0
1,000,00
0
Coaster (PL 2)
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
Cog (PL 2)
Drakkar (PL 1)
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)
Freighter (PL 4)
17-20
1-4
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)
Knarr (PL 1)
Longship (PL 1)
Outrigger (PL 0)
River Boat
Raft (PL 0)
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
Skiff (PL 3)
Submarine
Turtle (PL 3)
Air Vehicles
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.
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
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
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
Biplane Fighter
Air Vehicle
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
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
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
Device fails
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
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.
x2
x3
x5
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
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 /
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
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
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
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
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.
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
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
13-14
Piercing Ram
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.
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
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.