Vehicles

Whether examining the heights of an ancient alien megalith in an enercopter or weaving through the traffic of a neon-lit city on an enercycle, vehicles come in every shape and size to help fulfill a myriad of roles for both player characters and their foes!

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

Vehicles are objects. They have object immunities, and they can't act. In addition to the statistics most objects have, vehicles have several additional statistics and abilities. Vehicles have a size like any object, but their spaces are more specifically defined. All vehicles come with a console that controls features like air conditioning and music and that syncs to a comm unit. Vehicles also have specialized movement rules.

Size, Space, and Capacity

Vehicles have size traits, but they don't occupy the same spaces that most creatures use. Instead, each vehicle has specific dimensions provided in its stat block. The sizes given are for Medium humanoid creatures, and creatures with different shapes and sizes might need vehicles that are differently sized. Buying vehicles for Tiny, Small, or Large creatures rarely impacts the consumer price of the vehicle.

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

A vehicle's movement type is determined by the vehicle itself, while its movement each round is based on the pilot's actions. Vehicles trigger reactions when they move, just like a creature does, as do the actions of the pilot and any passengers.

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

Vehicles typically travel over land, on water, or through the air, and their Speeds indicate their terrain and movement types. But vehicles also have a form of propulsion—the way in which their movement is powered—and this propulsion often has additional considerations.

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

Magically propelled vehicles are powered by spells, magic items, or an entirely magical engine. A magical propulsion system can be targeted with counteracting effects like dispel magic, using half the vehicle's level rounded up for its counteract rank and a standard DC for the vehicle's level for the counteract check. A creature can use Arcana, Nature, Occultism, or Religion (depending on the type of magic), or Piloting for a magical vehicle's piloting checks.

Motorized

Motorized vehicles are the most common but are vulnerable to effects that target tech items and can gain the glitching condition. Modern motorized vehicles don't require an expendable resource to operate, although particularly archaic models might run on batteries, petrol, or other chemicals, draining a charge of petrol per hour. Motorized vehicles are piloted using the Piloting skill.

Pulled

These vehicles are wheeled conveyances pulled by one or more creatures. The Speed of the vehicle can never exceed that of the slowest creature pulling the vehicle. The creatures pulling the vehicle don't act on their own; they instead act as part of the vehicle's actions, and their movement as part of those actions triggers reactions just as it does for the vehicle itself and its pilot.

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

These vehicles are propelled by the power of creatures rowing the vehicle from within. The creatures rowing the vehicle act only as part of the vehicle's actions, and their movement as part of those actions triggers reactions just as it does for the vehicle itself and its pilot (though rowers often have some degree of cover).

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

Wind-propelled vehicles require some form of air movement to power them, and adverse wind conditions can cause them to stall or even go out of control. Pilots of wind-powered vehicles can use Nature or Piloting for piloting checks.

Piloting a Vehicle

In encounter mode, a vehicle moves on its pilot's turn, and the pilot must use their actions to control it. A vehicle can take part in only 1 move action each round, even if multiple creatures Take Control as pilots on the same round.

Vehicle Momentum

A vehicle in motion builds up momentum that keeps it in motion. Each round, if the vehicle has moved in the previous round, the pilot must either use another move action or Stop the vehicle. If the pilot does neither of these things on their turn (even if the pilot Delays), the vehicle continues to move and becomes uncontrolled, as described in Uncontrolled Vehicles.

Piloting Checks

Many actions related to vehicles call for the pilot to attempt a piloting check. The skills a pilot can use for a piloting check are listed in the vehicle's stat block, but most vehicles use Piloting along with others determined by their propulsion. The creature piloting a vehicle when an encounter begins can usually roll an appropriate piloting skill for that vehicle for initiative.

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

Characters use the actions listed below to move and interact with vehicles. The reckless trait is described below.




Reckless Piloting

Actions that have the reckless trait push the pilot and the vehicle beyond the normal parameters for safe operation, and the pilot risks losing control of the vehicle. When performing a reckless action, the pilot must first attempt an appropriate piloting check to keep control of the vehicle, with the following effects. Resolve this piloting check before resolving the action itself.
SuccessThe action occurs as described.
FailureThe vehicle moves its Speed in a straight line along its most recent heading, drifting up to 45 degrees at the GM's discretion, and becomes uncontrolled.

Uncontrolled Vehicles

Some situations can cause a pilot to lose control of their vehicle. Most commonly, this is due to a failed piloting check for a reckless action, but it can also occur if a round passes without a pilot using a move action to control the vehicle or Stopping the vehicle. A vehicle can also become uncontrolled if the pilot becomes unable to act during a move action to control the vehicle. For example, if a vehicle's movement triggers a Reactive Strike that knocks the pilot unconscious or paralyzes them, the vehicle becomes uncontrolled.

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

Whether engaging in a turf war from atop a hoverboard or chasing criminals in a patrol dirigible, characters sometimes attack from a vehicle or target other creatures aboard a vehicle. Attacks made while on a vehicle that has moved within the last round take a –2 penalty, or a –4 penalty if the vehicle is uncontrolled or any action in the last round had the reckless trait.

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

When a vehicle is broken, it becomes harder to use. It takes a –2 penalty to its AC, saves, and collision DC, and the DC of all piloting checks related to the vehicle increase by 5. The broken vehicle's Speeds are halved.

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

Vehicles can be as simple as a trolley or as large and complex as an airplane. Whatever the size or complexity of a vehicle, it uses the following stat block format.

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.