Vehicles
Vehicles play many roles in a game. They're the primary modes of transportation in most settlements, but when your urban cruiser is attacked, it becomes part of an encounter.
The majority of the rules in this section are for using vehicles in encounters, but vehicles are also useful during exploration and downtime. A starship doesn't follow the same rules as other vehicles (see Cinematic Starship Scenes for more information).
Vehicle Basics
Size, Space, and Capacity
Most vehicles are Large or larger, and many are made for the purpose of carrying cargo. Unless stated otherwise, the amount of cargo a vehicle can carry depends on its size, terrain, and propulsion. Most land transportation can haul around 500 Bulk of goods, while pulled vehicles can typically hold 100 Bulk per Large creature pulling. Water vehicles, such as a ship, have limits that are more based on volume than weight; a ship can hold upward of 1,500 Bulk. Flying vehicles can typically hold only 1/10 the Bulk of a water vehicle and still remain airborne. The GM might rule that unique or unusual vehicles can hold different amounts of Bulk.
Movement and Heading
Creatures can rotate and turn freely, so when you play a creature, you usually don't need to keep track of which way it's facing. However, vehicles can't turn on a dime, so when controlling a vehicle, you need to keep track of which direction it's facing. This is called the vehicle's heading.
When a vehicle moves, it must move in the direction of its heading—it can't move backward or sideways, though it can turn gradually as it moves forward. Most vehicles can turn up to 90 degrees for every vehicle length they move forward. For example, a 10-foot-long enercycle could turn left in only 10 feet. A 100-foot-long cargo ship, however, would need 100 feet to make the same turn; so if the cargo ship has a 30-foot Speed, turning typically requires several actions' worth of movement. Some rules specify that a vehicle must move in a straight line. This line is measured from the center of the vehicle's front edge, and it can skew up to 45 degrees from the vehicle's current heading.
When using a vehicle in exploration mode, the vehicle's Speed determines its travel speed just like a creature (for more information, see the Travel Speed table), multiplied by 10 if the vehicle is motorized or magical. No Drive actions or Piloting checks are necessary to pilot a vehicle at these speeds.
Propulsion
There are five main types of propulsion: magical, motorized, pulled, {rules 1205 "rowed"}}, and wind. A vehicle can have more than one means of propulsion, though it usually uses only one type of propulsion at a time. The vehicle's means of propulsion informs the skills a pilot can use for piloting checks, and some means of propulsion have additional rules.
Magical
Motorized
Pulled
When a pulled vehicle takes collision damage, so do the creatures pulling that vehicle (though they can typically attempt the basic Reflex saving throw to mitigate that damage). The death of one or more pulling creatures might damage or slow the vehicle, and it might cause the pilot to lose control.
For a vehicle pulled by an animal or similarly unintelligent creature, a pilot can use Nature for piloting checks; for sapient pulling creatures, the pilot can instead use Diplomacy or Intimidation for piloting checks. Piloting can usually be substituted for these skills.
Rowed
When a rowed vehicle takes collision damage, so do the creatures rowing that vehicle (though they can typically attempt the basic Reflex saving throw to mitigate that damage). The death of one or more creatures might cause the vehicle to go out of control or slow the vehicle but usually doesn't damage the vehicle.
A pilot on a vehicle rowed by other people can use Diplomacy or Intimidation for piloting checks.
Wind
Piloting a Vehicle
Vehicle Momentum
Piloting Checks
The GM sets the DC of the piloting check using a standard DC for the vehicle's level, with adjustments based on the circumstances. Generally speaking, an action that would move a vehicle through difficult terrain increases the DC to a hard DC for its level, and moving through greater difficult terrain increases the DC to incredibly hard. Other factors, such as turbulent winds for a wind-powered vehicle, monsters threatening the creatures in a motorized vehicle, or rough seas for a water-based vehicle, could all increase the DC of a vehicle's piloting checks.
Piloting Actions
Reckless Piloting
Uncontrolled Vehicles
An uncontrolled vehicle continues to move each round at its most recent pilot's initiative position. The distance it moves each round is 10 feet less than on the previous round, always in a straight line at its current heading until it crashes or it comes to a stop. At your discretion, it could slow down more if it's on uneven terrain, difficult terrain, on an upward slope, or facing adverse wind conditions; by the same token, it could stay at the same speed or even accelerate if it's on a downward slope or being pushed by strong winds.
An uncontrolled vehicle in motion interacts with obstacles, other vehicles, and creatures using the effects of the Run Over action, except that the distance it moves is dictated by the factors above instead of the Speed specified in that action.
Vehicles in Combat
While on a vehicle, a character might have cover from certain angles of attack. A vehicle with sides but no top, such as a convertible, usually provides lesser cover, or standard cover from an attacker on the ground. An enclosed vehicle, such as a car, provides greater cover or might prevent attacks entirely. Breaking the vehicle can reduce the cover it provides.
Some vehicles have special mounted weapons that can be used by the pilot or passengers. These are typically ranged weapons, such as a plasma cannon, and use the same rules as any other weapon, save that they might be able to target only creatures in a certain range or direction.
Broken Vehicles
A vehicle reduced to 0 HP is destroyed, like any other item. If the vehicle is in water when it's destroyed, it sinks; if it's flying, it falls and everyone aboard takes falling damage.
Vehicle Statistics
Vehicle Name Vehicle [Level]
SizeOther Traits
Price This entry lists the vehicle's Price. This doesn't include creatures for pulling a vehicle, materials needed to power the vehicle, or the cost of rowers.
Space This entry gives the vehicle's dimensions, not including any creatures pulling the vehicle.
Crew The crew members required to operate the vehicle; Passengers The number of passengers the vehicle is typically configured to carry, if any, when the vehicle isn't carrying cargo. The number might be reduced if the vehicle is carrying cargo, at the GM's discretion.
Piloting Check This entry lists the skills that can be used for piloting checks while operating the vehicle. Some skills might increase the DC; these list the DC adjustment in parentheses following the skill name.
AC The vehicle's AC; Saving Throws The vehicle's saves (typically only Fortitude). If a vehicle needs to attempt a saving throw that isn't listed, the pilot attempts a piloting check at the same DC instead.
Hardness The vehicle's hardness, HP The vehicle's Hit Points, with its Broken Threshold in parentheses; Immunities The vehicle's immunities; Weaknesses The vehicle's weaknesses, if any; Resistances The vehicle's resistances, if any.
Speed The vehicle's Speeds, each followed by the propulsion type for that Speed in parentheses. A pulled vehicle indicates the number and size of the pulling creatures.
Collision The vehicle's collision damage and the DC for saving throws to mitigate that damage. Unless otherwise stated, collisions deal bludgeoning damage. If the vehicle has any other form of attack, like mounted weaponry, they appear in their own entries below this one.
Special Abilities Any abilities unique to the vehicle are listed at the end of the stat block.