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.