Vehicle Rules

Vehicles
Vehicles are special objects in the game that possess some attributes of both creatures and objects. They have their own stat block, apart from creatures. A vehicle that is not being operated is treated as an unattended object.

Statistics Block
This portion of a vehicle description contains basic game information on the vehicle.

Name
This is the name by which the vehicle is generally known. The descriptive text may provide other names.

Size And Type
This line describes the vehicle’s size. A size modifier applies to the vehicle’s Armor Class (AC) and attack bonus.

The size and type line continues with the vehicle’s type. Type determines how magic affects a vehicle. Type determines certain features, such as Hit Dice size, base attack bonus, base saving throw bonuses, and skill points. Most vehicles are constructs, but some may be plants or outsiders.

Hit Dice
This line gives the vehicle’s number and type of Hit Dice (the die rolled to generate hit points), and lists any bonus hit points. A parenthetical note gives the average hit points for a vehicle of the indicated number of Hit Dice. A vehicle’s Hit Dice total is also treated as its level for determining how spells affect the vehicle. Vehicles gain bonus hit points based on size as if they were constructs. Vehicles of the construct type gain double their normal bonus hit points.

Initiative
Vehicles act on the initiative of its operator or pilot unless it possesses an wisdom score.

Speed
This line gives the vehicle’s tactical speed on land (the amount of distance it can cover in one move action).

If the vehicle has other modes of movement, these are given after (or in place of) the land speed. Unless noted otherwise, modes of movement are natural (not magical). The overland speed of the vehicle is listed after.

Armor Class
The Armor Class line gives the vehicle’s AC for normal combat and includes a parenthetical mention of the modifiers contributing to it (usually size, Dexterity, and natural armor). The vehicle’s touch and flat-footed ACs follow the combat-ready AC. A vehicle is only flatfooted if its pilot is flat footed.

Base Attack/Grapple
Vehicles use their operator or pilot’s ranks in the pilot skill as their base attack bonus it is denoted here with a dash (-). Any bonuses to grapple are listed here.

Pilot
Denotes what kind of pilot skill is needed (ground, light air, heavy air, aquatic, underwater) to operate the vehicle.

Crew
Crew is a notation of how many people are needed to man the vehicle. A maximum number of crew is noted in parenthesis. The maximum crew is the number of medium sized creatures that can be carried comfortably.

Armament
Armament denotes what weapons are present on the average vehicle of a given kind. These weapons can be freely used by the crew, but unless otherwise noted, at attached to the vehicle itself.

Attack and Full Attack
Vehicles do not make normal attacks like creatures do. Any attacks not included in the Armament listing is listed as a Special Attack.

Space
Vehicles do not fight as living foes do and always take up a set amount of space, in combat, or out of it. They have a discernable front and back at all times, much like a building. Changing direction is a move action for a vehicle.

Special Attacks and Special Qualities
Many vehicles have unusual abilities. A vehicle entry breaks these abilities into special attacks and special qualities. The latter category includes defenses, vulnerabilities, and other special abilities that are not modes of attack. A special ability is either extraordinary (Ex), spell-like (Sp), or supernatural (Su). Additional information (when needed) is provided in the vehicle’s descriptive text.

When a special ability allows a saving throw, the kind of save and the save DC is noted in the descriptive text. Most saving throws against special abilities have DCs calculated as follows:
10 + ½ the attacker’s racial Hit Dice + the relevant ability modifier.

The save DC is given in the vehicle’s description along with the ability on which the DC is based.

Saves
This line gives the vehicle’s Fortitude, Reflex, and Will save modifiers. Vehicles are mindless unless otherwise noted and are treated as objects for the purposes of spells that require a fortitude save.

Abilities
This line lists the vehicle’s ability scores, in the customary order: Str, Dex, Con, Int, Wis, Cha. Except where noted otherwise, each vehicle is assumed to have the standard array of ability scores before racial adjustments (all 11s and 10s). To determine any vehicle’s racial ability adjustments, subtract 10 from any even-numbered ability score and subtract 11 from any odd-numbered score. (Exceptions are noted in the Combat section of a vehicle’s descriptive text.)

Strength
Vehicles are always considered to be quadrupeds when it comes to determining carrying capacity.

Unless otherwise noted, vehicle cannot speak or understand languages.

Nonabilities
Most vehicles lack certain ability scores, namely Intelligence, Wisdom, and Charisma. These vehicles do not have an ability score of 0—they lack the ability altogether. The modifier for a nonability is +0.

Skills
Unless otherwise stated, vehicles have no skills.

Feats
Unless otherwise stated, vehicles have no feats.


Challenge Rating
Challenge Rating is noted only for vehicles with offensive capabilities besides the Ram special attack. Any ship that loses its pilot and crew is considered defeated unless it has an Intelligence score.

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New Special Qualities

DR x/siege: A vehicle with this type of DR has damage reduction against all types of attack except those from siege weapons and creatures of a size equal to or greater than itself. A ship’s Ram special attack is always considered a siege weapon.

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