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Foreword to Alternity

Vehicles & War Machines, Part Two

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 ResultRiver Speed

21d4-1

3-51d4

6-81d6

9-101d6+1

112d6

123d6

Often it is best that when characters utilize river travel in the same area that a Game Master describes or assigns relative speeds of the river flow to specific areas. In doing so the Game Master can also define areas that include shallows, rapids, waterfalls, and other hazards or features.

Navigating: Navigating oneself along a river is rather easy as the character is rarely ever out of sight of the shore and landmarks. In cases where the character is unsure as to his or her whereabouts, the Navigation-surface navigation skill should be used.

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.

Attacking Submerged Vehicles

Attacking a submerged vehicle can be next to impossible given standard armaments. If the vehicle is resting on the surface with some or most of the vehicle submerged then a base +2 penalty applied to attacks taken against those compartments. This means that if an attack hits the vehicle and the determined compartment is submerged then a modified situation die is rolled against the existing control die. Attacks made between two or more submerged vehicles can use the rule above if they have surface exposure, or no penalties may apply at all if both are completely underwater.

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 ResultEffect

Critical FailureHull Holed

FailureLeak

Ordinary or betterSafe

Hull Holed: The vehicle or compartment immediately begins to flood and will be completely filled at the end of the current round. In the case of compartments, adjacent ones on the waterline also begin to flood but at a slower rate. Each adjacent compartment takes on water at a rate of one round per point of mortal durability it can sustain from normal damage. Once each adjacent compartment is half way full, any additional adjacent compartments also begin to flood at the same rate until the ship sinks completely.

Leak: On a Failure result a leak occurs. The rate of the leak is equal to one point per point of mortal damage that the vehicle or compartment can normally sustain. This occurs at a rate of one point per minute until the points are maximized. The vehicle sinks when this occurs.

In the case of compartments adjacent ones begin to flood at the same rate once the portion with the leak exceeds one-half of its mortal points in damage. This will continue until the entire vehicle sinks following the rules above.

Safe: On an ordinary result or better the vehicle escapes the adverse effects of sinking, for now. Future checks made the same hull or compartment do suffer any penalties accumulated in the same manner as regards control of the vehicle even in the case of compartments despite the difference as stated under Vehicle Damage earlier.

In the case that a vehicle sustains one-half or more of its mortal points in damage by a specific attack the Game Master can rule that a Hull Holed result occurs automatically.

When storms are present the risk of sinking is also a reality. While this effect can occur with greater chances of sinking a craft, it can take a little longer than strict damage, representing the effects of waves washing over the decks. The effects that storms or large waves can have on Seaworthiness are discussed below in the Weather Conditions topic.

To prevent sinking the most commonly used option is to bail the water out. However, unless the number of men available is sufficient to keep up with the rate of flooding they may as well be rearranging the deckchairs on the Titanic. In general terms it requires a man a full minute to bail out one mortal point of damage sustained. This time is halved and halved again for each additional person aiding the lead person. While it may be easy enough to do this in the case of catching a leak early, the leak still continues and the men must keep on bailing. It is usually a good time for the shipwright to attempt repairs once the internal water levels are reduced.

The process of bailing water can be fatiguing and while the men are engaged in this activity they must make endurance checks once every ten minutes of this activity.

All of that aside, bailing is usually a futile action in the case of a Hull Holed result as the rate of sinking is too great for any number of men to correct. Game Masters can reward inventive plans or actions with some level of success as seen fit.

Defining the Waterline

All water vehicles rest on the water in one fashion or another. Depending on the size and shape of the vehicle, some or all portions of the vehicle hull are in direct contact with the water. These areas of the hull are described as being on the waterline, and each water vehicle entry below details which areas of a vehicle have this feature. It is these compartments that run the risk of taking on water should sufficient damage be caused.

Sinking and Movement

The effects of a vehicle being waterlogged can have dire results as concerns its speeds. Assume that for every mortal point of sinking damage taken, the vehicle loses one meter per phase to its Maximum speed. Once this amount is exceeded by one-half that number, or in the case of compartments where more than one-half of them are flooded, each point beyond the one-half mark also incurs a one-point reduction to Cruise speed for. Once the Cruise speed is reduced to zero the vehicle can no longer move under its own power.

At the Game Masters option the Acc speed can also be slowed by reducing it by a point in ratio to the loss of Cruise speed. This means that when one-half of the Cruise speed is lost then the Acc speed is also reduced by one-half. Acc never drops to zero until all Cruise speed is lost.

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.

Seaworthiness: This entry shows the modifier applied to a Seaworthiness check and whether a check is even called for.

Weather Condition Entries

Doldrums: This effect features an area of sea in which no wind is blowing at all. To some, doldrums can be just as bad as a storm, costing a ship valued travel time and the crew its rations. Sailing ships are all but helpless in such waters, however oared craft do have the luxury of being able to row out of them.

Wind Speed: Dead Calm.

Adverse Winds: 0

Waves: None.

Seaworthiness: No check required.

Becalmed: A light breeze blows, but it is kind and offers little resistance. If precipitation occurs it is light and has little effect. While there is sufficient wind to move a sailed craft, it is not considered as Favorable and results in a reduction of speeds by one-half.

Wind Speed: Calm.

Adverse Winds: 0

Waves: Small. No effect to ship and crew.

Seaworthiness: No check required.

Weather Conditions Table

2d6Spring/FallSummerWinter

2DoldrumsDoldrumsBecalmed

3BecalmedBecalmedLight Breeze

4Light BreezeBecalmedLight Breeze

5FavorableLight BreezeFavorable

6FavorableLight BreezeStrong Winds

7Strong WindFavorableStrong Winds

8StormFavorableStorm

9StormStrong WindsStorm

10GaleStormGale

11GaleGaleGale

12Hurricane*Hurricane*Hurricane*

*Hurricanes occur only if a Gale was rolled on the previous day. Otherwise treat the result as a Gale.

Light Breeze: Light breezes are present and are sufficient to create waves and crests no larger than one meter in height on average.

Wind Speed: Calm or Light Wind

Adverse Winds: 1 on a 1d6.

Waves: Small. No effect to ship and crew.

Seaworthiness: No check required.

Favorable: In this condition the winds are strong, however they do not create a lot of curling waves instead creating broad swells. While the chance for adverse winds is present, they are less common than with strong winds. The winds are also consistent and this makes the use of sails easier, allowing for a greater continued speed. It is this condition that sailors pray to the gods for, hence the name.

Wind Speed: Light Wind.

Adverse Winds: 1 on a 1d6.

Waves: Medium. No effect to ship and crew.

Seaworthiness: -2 modifier. Applies only if other conditions call for the check.

Strong Winds: Strong winds may be consistent, but they may also be random, creating a higher chance for adversity. The winds are accompanied by larger waves and large swells with crests, beginning the dangers that worse conditions can create.

Wind Speed: Strong Winds. Persons on deck may suffer exposure damage if they are subject to the winds for extended periods of time. It is also possible that loose items or rigging can strike a character causing impact damage as an Extremely Short fall.

Adverse Winds: 2 or less on a 1d6.

Waves: Large. No effect to ship and crew unless specific circumstances call for damage.

Seaworthiness: No modifier. Check is maybe required if precipitation is present (see Precipitation below).

Storm: Storm conditions are a combination of curling waves, precipitation, and strong winds.

Wind Speed: Strong Winds. Persons on deck may suffer exposure damage if they are subject to the winds for extended periods of time. It is also possible that loose items or rigging can strike a character causing impact damage as an Extremely Short fall.

Adverse Winds: 3 or less on a 1d6.

Waves: Huge. Compartments that are on the waterline and have open decks may experience waves crashing over the sides. Persons on these decks may suffer impact damage as an Extremely Short fall if present when this happens. Working on an open deck during a storm also calls for Exhaustion checks every ten minutes.

Seaworthiness: +2 penalty. Check is automatically required.

Gale: Gale force storms are the end for most ships, leaving only the most seaworthy afloat. Gales are storms with a vengeance, combining powerful winds and high waves that crash violently into anything in their path.

Wind Speed: Gale. Persons on deck suffer exposure damage for every minute spent on deck during a gale. It is also likely that loose items or rigging can strike a character causing impact damage as a Short fall.

Adverse Winds: 4 or less on a 1d6.

Waves: Gargantuan. Compartments that are on the waterline and have open decks will experience waves crashing over the sides. Persons on these decks may suffer impact damage as a Short fall if present when this happens. Larger watercrafts, like the galleon, that have multiple deck above the waterline experience waves breaching the deck as if in a storm. Working on an open deck during a storm also calls for Exhaustion checks every minute.

Seaworthiness: +3 penalty. Check is automatically required.

Hurricane: Hurricanes are massive cyclones at sea, often called typhoons in other locations. They may last for days, moving along a path, either ending at sea or even coming as far ashore as 100 kilometers. This entry can also be used to describe a white squall that, despite being short lived, is just as deadly.

Wind Speed: Hurricane or Tempest. Persons on deck suffer exposure damage for every round spent on deck during a hurricane. It is also likely that loose items or rigging can strike a character causing either a Medium or Long fall impact damage. Successful Ship Operation checks can prevent this damage from occurring.

Adverse Winds: 5 or less on a 1d6.

Waves: Titanic or Unreal. All watercraft will experience waves crashing over the sides. Persons on deck suffer impact damage as a Medium or Long fall if present when this happens. Working on an open deck during a storm also calls for Exhaustion checks every round.

Seaworthiness: +5 to +7 penalty. Check is automatically required.

A Game Master can apply a modifier on a game map indicating areas that can modify the 2d6 roll, creating places more or less likely to have rough and stormy weather.

Precipitation

When results of Storm force or greater occur, some level of precipitation is normally expected. At the Game Masters option rain or snow can also occur in other conditions. Assume that some level of precipitation occurs on a 6, rolled on a 1d6, during summer or winter or on a 5 or 6 during spring/fall.

Precipitation may be a factor based on the weather conditions above. If so, its effects are described there.

Weather Duration

To keep the game flowing, most weather patterns occur in roughly the same degree for a 24-hour period. In general there is always a light breeze present, however the advent of harsher conditions can rule that day, even if they appear only for a short while. If a weather condition persists for an entire day, the Game Master can require the effects shown above to occur multiple times during that time period.

The duration of Storms, Gales, or Hurricanes can be determined by what is loosely referred to as a Fate check. For this check have the character with the highest Personality score roll a feat check. If a Critical Failure is rolled then the conditions above occur three times in that day, twice on a Failure result, normally on a either an Ordinary or Good, or at the next lowest condition on an Amazing.

Vehicle Skills in a Storm

Maintaining a level of safety can be difficult during tumultuous storms, however the captain or other in charge can attempt a skill check to reduce the dangers. The primary skill check used for this is the skill that is also used to control the vehicle. This includes; Vehicle Operation-water vehicle, Ship Operation-sails or oars, or even Athletics-rowing. If crewmen are involved, then the Leadership skill may provide a bonus to this check. The result of the check can grant a 1, 2, or 3 step reduction to any penalties based on weather conditions. However, this cannot result in an actual bonus to Seaworthiness. A new skill below offers potential benefits to Seaworthiness and the resistance to damage from storms in general.

Ship Operation-storm protocols(Cost 2, or 1 for Specialist)

This specialty skill allows a crewman to prepare and handle a ship or boat during rough seas and bad weather. The result of the check persists for the duration of the conditions with an Ordinary providing a 1 bonus to Seaworthiness checks, a Good providing a 2 bonus, and an Amazing result grants a 3 bonus.

This skill can also be used with other skills like Vehicle Operation and Ship Operation specialty skills allowing these skills to provide a bonus to the check.

Damage to the Ship

The effects of storms and rough weather can not only harm crewmen and passengers, it can also damage the ship. Now if the Game Master prefers, this record of actual point damage can coincide with the standard seaworthiness roll. However that is not a requirement and the Game Master can allow both Seaworthiness and Ship Damage to be rolled separately. In any case the result of either an average durability check or the Seaworthiness check itself determines damage based on the strength of the storm as shown below. It should be noted that ships with multiple compartments suffer the listed damage per compartment.

Damage by Storm Type

Strength of Storm

Check ResultStrong WindsStormGaleHurricane

Critical Failure1 mortal2 mortal3 mortal4 mortal

Failure2 wound4 wound6 wound8 wound

Ordinary1 wound2 wound3 wound4 wound

Good1 stun2 stun3 stun4 stun

Amazingnonenone1 stun2 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 discussed in the rules and are considered as being standard for their application.

-4 step bonus if in port

-2 step bonus if anchored

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 ConditionSailingRowing/Engine

Adverse Windsx1/2x1

DoldrumsN/Ax1

Becalmedx1/2x1

Favorablex2x1

Strong Windsx3x1*

Galex4*x1/2*

Hurricanex5*x1/2*

Light Windsx1x1

Stormx3*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.

Water Vehicle Control Skills

Many skills can be used to control watercraft. Listed below are the common skills used in this game.

The Water Vehicle skill

Typically speaking, a character can use the Vehicle Operation-water vehicle skill for any of the vehicles described below with the exception of those that are pulled by beasts. In that case refer to the Beasts of Burden section above and the rules for the Animal Handling-beast driver skill.

Any time the water vehicle skill is purchased it must be specified for a specific type of vehicle. In this case the decision pertains to the vehicles power source, be it steam power, sails, rowing stations, or the like. If the Game Master desires, this skill may be required to be specified for a specific type of vehicle as shown on the table below and the descriptions that follow. This may be case when vehicles with complex and multi-part systems are involved. In a more general, and more liberal fashion, a Game Master may only require the skill to be based on Boats, Sea Craft, or Submersible vehicle types.

By virtue of having this skill at rank 1 or higher does allow a character to pilot another vehicle of a non-specified type, however only rank 1 is allowed in this case regardless of the actual rank held. If there is a difference of more than one progress level, should such be the case, then only the broad skill level of use can be used. If the vehicle is of a greater difference in progress level and/or the vehicle uses a radically different method of power and control, the character can suffer a +1 penalty per difference.

Athletics-rowing (cost 1)When a person uses a paddle or oars to row a small boat it is this skill that is used to determine how fast they can go. Normally a person, even if untrained, can row a boat or canoe at a basic level of speed. The standard speeds are based on a persons strength score so that Acc is equal to strength/5 to a minimum of 2, Cruise is equal to strength, and Max is equal to strength x 2. However this assumes two things. It assumes that the character is using a free-hand paddle and that the boat is not exceptionally massive

In the case where the vehicle provides mounts for oars, and a single person can use two at once, the Max speed of the craft is increased by 25%. Using a free-hand paddle provides those speeds as already described above.

The mass of the craft is also a factor if it totals an amount sufficient enough to cause the character to suffer the effects of encumbrance as per shown under Character Movement at the beginning of this chapter. If the vehicle has less mass than the characters encumbrance base (strength x 2 in kilograms) then no adjustment to movement applies. In general; a rower can move a mass that is twice his ore her strength score.

Rowing can also be a strenuous activity depending on how fast the character is travelling and for how long. If the vehicle is rowed at less than its cruise speed then only one fatigue check is required for every four hours. Otherwise hourly, or even 10 minute, increments may be required.

Team Rowing

When two or more people pool their strength together they can achieve higher speeds without less risk of suffering fatigue. As concerns the mass of the vehicle (including all gear and passengers), the strength of all rowers is totaled for the determination of encumbrance effects.

Use of the Skill

The Athletics-rowing skill can be used in a number of fashions as already discussed. In these terms it functions not only as a control skill but also for endurance and long distance travel in general. As with any other Vehicle Operation skill, it can also increase a vehicles speed by 10% in certain circumstances.

This skill may also be used for persons who propel a watercraft by pushing off the bottom of a stream or lake using a pole or by providing thrust with a fulcrum mounted oar by moving from side to side. In these cases all of the factors stated before still apply, however the vehicle cannot achieve speeds beyond the Cruise rate.

The Ship Operation-sails skill

The use of the sails skill is very similar to the water vehicle skill save for one important difference; sails is the coordination of multiple people when using large sails as opposed to the more individualistic nature of the water vehicle skill. While a Game Master may allow multiple persons to use the Rope Use-secure or Vehicle Operation-water vehicle skills, at least one person must have the Ship Operation-sails skill to coordinate the group.

Control checks performed with the sails skill use the same modifiers as do other control checks, however the duration of a result and the time until it takes effect is different. When a control check is made while using sails the result of the check takes effect on the same phase in the next round. This means that if on the Good phase of round 1, a character succeeds with a Moderate maneuver, the ship begins to perform the maneuver on the Good phase of round 2. The vehicle will also perform the maneuver for a full round as well, instead of executing and completing it in the same phase.

The controlling character can perform multiple maneuvers before they take effect, however penalties for Moderate and Extreme maneuvers are cumulative until the maneuver is performed. This means that if a character performs a Moderate maneuver in the Ordinary phase and then another in the Good phase, the second check is made at a base +2 penalty instead.

A character may also attempt to undo a maneuver by performing one that overrides its effects. To do this the overriding maneuver must be of the same level of difficulty and a cumulative +1 penalty is applied for each phase beyond the one in which the original maneuver was performed. In other words, to override a Moderate maneuver performed in the Amazing phase of a round in the Marginal phase of the same round would have a total +4 penalty to perform.

Sailed Ships on Open Waters

As mentioned in Chapter 3 of this book under the Ship Operation-sails skill, this skill can modify the speeds of a sailed craft over long distances. Every day the ship makes a sails check modified by any weather conditions. A good result increase the speed of that day by another +10% while and Amazing result increases by +30%. This increase applies after the speed is modified by weather and wind conditions.

Sails and a Stern Rudder

The above rules assume that a watercraft is not only powered but is also steered by sails alone. Many water vehicles include a stern rudder, and for good reason. When a stern rudder is applied it allows the vehicle to be controlled as any other vehicle. This means that the results of a maneuver check are felt immediately. However the effects of the check result require a full round to execute as with the sails skill above.

Any time sails and a stern rudder are used together they must act in accordance with other. When the initial maneuver with the rudder is performed a sails check is also required. The result of the check applies a +2/+1/0/-1/-2 modifier for a Critical Failure to an Amazing result. This modifier remains for remainder of the round and the entire next round and no other effect save to modify the control check of the rudder itself.

The Ship Operation-oars skill

When it is required, any and all rowers use either the Athletics-rowing skill or a strength feat check. When many rowers are trying to act in unison it is the Ship Operation-oars skill that allows a controlling person to direct the rowers so that maneuvers can be performed. Ships using multiple rowers follow the rules stated above as if the ship used sails and a stern rudder.

Combining Oars and Sails

Sails may be used to provide a base of speed that in effect makes the vehicle lighter in terms of the rowers. I have been observed that it is easier to row a boat when it is already underway than to row it from a standstill or when it has slowed down. If the sails of a craft can achieve at least its cruise rate of speed, a team of rowers can begin to apply their Acc speed rate to that amount until they achieve their Cruise speed. The total speed of the craft is then the sum of the Cruise rate of the sails and the oars.

As an example lets say that a Drakkar achieve its Cruise rate of speed by using sails, which is 12 meters per phase. The barbarians aboard spot a merchant ship to plunder and take to the oars. Once in place they can increase the ships speed by 4 meters per phase until they achieve their Cruise rate of 16, for a total Cruise rate of 28. At this speed they are treated as if only rowing at the Cruise rate for the sake of fatigue checks (see Athletics-rowing above). They can continue the increase their speed if desired, and any fatigue checks assume that the rate of speed is less the sails base rate for this purpose.

On the down side, any maneuvers performed by the ship do consider the rate of speed as compared the fastest rates. So while a ship may move faster with less fatigue on the rowers, it is as hard to maneuver at high speeds as it is normally.

Common Ships Items

There are a few items that were not covered in Chapter 5 that pertain specifically to some of the ships presented in this chapter. As a quick update, they are provided on the next page.

Oar, common: For use with small boat. Includes free-hand 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.

Water Vehicle Entries

What follows are the descriptions of the vehicles shown on the Water Vehicles table above. They are provided in alphabetical order for ease in reference.

Assault Craft (PL 5)

This light boat is an attack or scout ship depending on the current needs. It is often used to transport a team of marines to a location, providing cover and a quick escape.

Armor: 1d6/1d6-1/1d6 (light ceramic plate)

Weapons: One forward Mage Cannon

Cargo Capacity: 5 cubic meters @ 1260 kilograms

Length and Width: 7 meters long by 2.5 meters wide

Mass: 2000 kilograms

Material: Alumina frame and hull

Power Source: Energy Reaction engine-powered propeller

Skill for Use: Vehicle Operation-water vehicleStandard Crew: One helmsman and one gunner. Seats available for up to ten persons.

Compartments: 2

Comp#Hit OnDur.Systems

11-1010/10/5Mage Cannon, Cargo, Hidden Compartment, Passenger Seats

211-2010/10/5Engine, Propellers, Workshop, Cargo, Cargo Doors, Stern Rudder

All compartments are on the Water Line

Battleship (PL 5)

The king of the sea, the battleship is the uncontested war craft in this text. The limitations of space and detail do not do this vehicle justice. Many items from PL 5 could certainly be aboard this type ship that performs communication and logistics services. This serves only as an example. This craft also carries with it 2 Assault Craft described above and one Advanced Fighter from the Air Vehicles section below. The Assault crafts can act as transport for missions or as scouts, as can the fighter.

Decks 2 through 5 below are simple in their presentation and a Game Master could very well designate smaller compartments once a map is drawn that are in the interior of the ship, protecting more sensitive areas.

Armor: 1d6-1/1d6-2/1d6-1

Weapons: 5 Nova Cannon (3 forward and 2 aft) and 2 Meteor Cannon (1 forward and 1 aft). Each is in a 10/10/5 durability-point castle with Amazing toughness and armor of 1d6+1/1d6/1d6+1.

Cargo Capacity: 305 cubic meters @ 152,000 kilograms

Length and Width: 150 meters long by 30 meters wide

Mass: 18 million kilograms

Material: Alumina/Steel frame and hull

Power Source: Energy Reaction engine-powered propeller

Skill for Use: Vehicle Operation-water vehicleStandard Crew: 200 total crew. 20 heavy gunners, crews for the Advanced Fighter and the Assault Crafts, 15 officers, 40 specialists, and 50 standard crewmen, 75 marines.

Compartments: 5 decks composed of 30 compartments total.

Deck/Comp#Hit OnDur.Systems

Deck 11-4

Comp. 11-210/10/5Forward Nova Cannon

Comp. 236/6/3Anchor & Housing

Comp. 34-510/10/5Forward/Starboard Nova Cannon

Comp. 46-710/10/5Forward/Port Nova Cannon

Comp. 58-910/10/5Forward Meteor Cannon

Comp. 610-1216/16/8Helm/Observation Tower

Comp. 713-1410/10/5Aft Meteor Cannon

Comp. 815-1610/10/5Aft/Starboard Nova Cannon

Comp. 917-1810/10/5Aft/Port Nova Cannon

Comp. 1019-2010/10/5Fighter Landing Pad

Deck 25-8

Comp. 11-420/20/10Cargo Hold (35m)

Comp. 25-820/20/10Barracks, Cargo Hold (15m)

Comp. 39-1220/20/10Barracks, Galley

Comp. 413-1620/20/10Barracks, Brig

Comp. 517-2020/20/10Flight Crew, Workshop

Deck 39-12

Comp. 11-422/22/11Cargo Hold (75m)

Comp. 25-820/20/10Cargo Hold (25m), Cargo Doors

Comp. 39-1220/20/10Barracks, Gang Ramps

Comp. 413-1620/20/10Barracks, Sick Bay, Galley

Comp. 517-2018/18/9Barracks, Workshop

Deck 4*13-16

Comp. 11-420/20/10Cargo (40m)

Comp. 25-820/20/10Cargo (15m), Barracks, Main Sick Bay

Comp. 39-1220/20/10Library, Laboratory

Comp. 413-1620/20/10Barracks, Galley

Comp. 517-2020/20/10Workshop

Deck 5*17-20

Comp. 11-420/20/10Cargo (50m)

Comp. 25-820/20/10Hangers for Assault Crafts, Crew Quarters

Comp. 39-1220/20/10Cargo (30m), Barracks, Galley

Comp. 413-1620/20/10Engine, Technician Quarters

Comp. 517-2020/20/10Engine, Propeller, Workshop

*Indicates that this Deck and all assigned compartments are on or below the Water Line

Canoe (PL 0)

Perhaps one of the first, and still often used, boats is the canoe. While a character can control the craft with the Vehicle Operation-water vehicle skill, the best skill is Athletics-rowing, which is described above. This version typically holds two persons with enough room for personal gear.

The canoe also represents other ancient watercraft like the coracle, or the long and slender reed boats used in Asia. In this case the frame is made from softwoods instead of bone, however the values for the canoe apply equally to them.

Length/Width: 2.5 meters

Cargo: 220kg, 2.2 cubic meters of space

Mass: 7.5kg

Material: Bone frame with leather hull

Armor: 1d4-3 vs. Li only

Skill for Use: Vehicle Operation-water vehicle or Athletics-rowingCanoe, War (PL 0)

Much larger than the standard canoe, these crafts are usually made from hardwood trees that are hallowed out to form the basic shape of a boat. Capable of carrying 8 men at once, they are used by islanders and coastal dwellers to traverse the coast in search of fortune and war, or simple trade.

Length/Width: 8 meters

Cargo: 450kg, 4.5 cubic meters of space

Armor: 1d4-3 vs. all attacks

Mass: 195kg

Skill for Use: Water Vehicle or Athletics-rowingCaravel (PL 2)

The caravel is one of the first semi-reliable crafts capable of travelling across and ocean. While not a warship by any means, the ship offers good storage space while requiring fewer men.

Weapons: Two light catapults. One can cover forward, port, and starboard positions, the other can cover aft, port, and starboard. A two man crew is required for each weapon.

Armor: 1d4-3 vs. all attacks

Cargo Capacity: 6000 kilograms @ 30 cubic meters

Length and Width: 20 meters by 6 meters

Mass: 7,500 kilograms

Material: Hardwood hull and frame

Skill for Use: Ship Operation-sails and water vehicle for use of the Stern Rudder.

Standard Crew: 30 men

Compartments: 3

Comp#Hit OnDur.Systems

1 Fore Deck1-610/10/5Open Deck, Light Catapult, Figurehead, Anchor, Hammocks, Cargo

2 Mid Ship7-1310/10/5Sails, Open Deck, Cargo, Boat Mooring (row boat), Cargo Doors, Hammocks

3 Aft Deck14-2010/10/5Sails, Open Deck, Galley, Crew Quarters, Stern Rudder, Cargo, Light Catapult

All compartments are on the Water Line

Carrier Barge (PL 4)

The carrier barge is designed to carry small fighter and scout aircraft out to sea so that they can perform sorties or recons of enemy ships, or simply to police shipping lanes.

Armor: 1d6/1d6-2/1d6-2

Cargo Capacity: 125 cubic meters @ 64,000 kilograms

Length and Width: 25 meters long by 8 meters wide

Weapons: 6 Heavy Cannon. 2 at forward and starboard, 2 at forward and port, 1 at starboard and aft, 1 at port and aft. Each cannon is housed in a Castle that has an individual durability of 6/6/3, Amazing toughness, armor of 1d6+1/1d6-1/1d6-1.

Mass: 650,000 kilograms

Material: Reinforced wood frame and hull with light metal plate armor.

Power Source: Elemental reaction engine powered propellers. Rated at 25% below standard engine/mass ratio.

Skill for Use: Vehicle Operation-water vehicle or Ship Operation-propeller engine.

Standard Crew: 12 pilots and crew for the Mockingbirds, 36 soldiers, 8 officers, and 16 additional crewmen.

Landing Pad: Designed for 4 Mockingbirds

Compartments: 14. Note that 6 of these compartments are only built-up positions for cannon. Compartments 3,6, 7, and 8 are the top level while compartments 11, 12, 13, and 14 are the bottom level.

Comp#Hit OnDur.Systems

116/6/3Heavy Cannon (forward & starboard)

226/6/3Heavy Cannon (forward & port)

33-416/16/8Landing Pad 1, Anchor

456/6/3Heavy Cannon (forward & starboard)

566/6/3Heavy Cannon (forward & port)

67-816/16/8Landing Pad 2, Crew Quarters, Galley, Kitchen

79-1016/16/8Landing Pad 3, Barracks

811-1216/16/8Landing Pad 4, Workshop

913-146/6/3Heavy Cannon (starboard & aft)

1015-166/6/3Heavy Cannon (port & aft)

11*1712/12/6Cargo Bay, Sick Bay

12*1812/12/6Cargo Bay, Officer Quarters

13*1912/12/6Crew Quarters, Engine

14*2012/12/6Propeller, Stern Rudder

*Indicates that this compartment is on or below the Water Line

Chariot, Sea (PL 0)

This vehicle is a sea-based version of the land chariot. It draws its movement power from a team of trained manta rays and is commonly used by undersea races to conduct scouting missions, travel long distances under the waves, or simply to carry news for sea lords throughout their kingdoms.

The sea chariot feature a pair of fins on either side that facilitate movement allowing a team of trained beasts to achieve faster than normal speeds when working in concert. A team of four manta rays can sustain a total mass of gear and rider up to 360 kilograms before encumbrance takes effect. As a truly submersible craft, it does not require the use of Seaworthiness checks.

Armor: 1d4-2/1d4-3/1d4-3

Cargo Capacity: 2 square meters @ 100kg

Length and Width: 2 meters by 1 meter

Mass: 30 kilograms

Material: Bone frame with shell body

Skill for Use: Animal Handling-beast driverWater Vehicles

VehicleSkillHandlingAccCruiseMaxToughDur.SeaworthyCost

Progress Level 0: The Stone Age

CanoeRowing+121020O3/3/2530

Canoe, WarRowing+121020G13/13/65500

Chariot, SeaBeast driver-1122448O5/5/2N/A350

KayakRowing-1see Athletics-rowing aboveO3/3/2735

OutriggerRowing021020G15/15/871000

RaftRowing+1210N/AO9/9/532

Shell SledBeast driver+14818G8/8/48300

Progress Levels 1 & 2: The Bronze to Middle Ages

River BargeRowing+228N/AO6/26200

CaravelSails021220O15/31219,000

CoasterSails021220O9/297,500

CogSails+121015G24/41625,000

DrakkarOars+141630G25/41326,000

DromondOars+162440G19/31123,000

Great GalleyOars+321424G70/91264,000

KnarrOars021015O15/15/892,500

LongshipOars+241630G20/41320,000

Row BoatRowing+121020O6/6/36250

Progress Level 3: The Age of Reason

Galleon, CargoSails+121220G45/718130,000

Galleon, WarSails+221015G56/818190,000

Iron CladSteam Engine+321630A17/312128,000

SkiffOars+121424G12/12/67650

Torpedo BoatRowing+221322A8/8/4755,000

TurtleRowing+221018A6/6/3620,000

Progress Level 4: The Tinker Age

Carrier BargeWater Vehicle+362230A75/1419300,000

Clipper, CargoSails+141632G34/519100,000

Clipper, SteamSteam Engine+121822G65/1019150,000

FreighterSteam Engine+321620G150/2518500,000

Patrol BoatWater Vehicle+142244G13/21310,000

River BoatWater Vehicle+221430O23/41415,000

SubmarineWater Vehicle+321020A40/521500,000

Progress Level 5: The Magic Age

Assault CraftWater Vehicle-1550100A10/21570,000

BattleshipWater Vehicle+343675A250/30182,750,000

Flying FishWater Vehicle044492A70/10221,000,000

Clipper (PL 4)

Built for speed and for taking advantage of topped out speeds, the clipper is one of the fastest sailed vessels available. Long and slender, this ship is easily recognized by its towering masts and plentiful sails and prominent jibboom. This version is a pure merchant craft, relying on maximum cargo space instead of any heavy weapons. Larger clippers are known and some are also decked out for war, sacrificing cargo space for weapons.

Armor: 1d4-1/1d4-2/1d4-2

Cargo Capacity: 67,500kg @ 135 cubic meters

Length and Width: 50 meters by 8 meters

Mass: 113,906 kilograms

Material: Light reinforced wood frame and hull

Skill for Use: Ship Operation-sails and water vehicle for use of the Stern Rudder.

Standard Crew: 30 men

Compartments: 5

Comp#Hit OnDur.Systems

1-Foredeck1-412/12/6Open Deck, Sails, Anchor, Figurehead, Quarters

2-Foremast*5-814/14/7Open Deck, Sails, Cargo, Cargo Doors

3-Midship*9-1214/14/7Open Deck, Sails, Cargo, Cargo Doors, Boat Moorings (2 row boats)

4-Aftmast*13-1614/14/7Open Deck, Sails, Cargo, Cargo Doors, Quarters

5-Aftdeck17-2014/14/7Open Deck, Sails, Galley, Stern Rudder, Quarters

*Indicates that this compartment is on or below the Water Line

Clipper, Steam (PL 4)

The steam clipper is a versatile craft, capable of extended ocean voyages and rapid speeds in coastal waters. It makes an excellent merchant or wartime vehicle depending on the captains needs. The combination of sail and steam power allows this craft to use those movement rules described under Combining Sails and Oars above. In this case substitute the steam engine wherever oars are concerned.

The listed speed for the craft concerns only the steam engine. If the sails are used instead the speeds change to 2/10/15 respectively.

Armor: 1d4-1/1d4-2/1d4-2

Cargo Capacity: 49 cubic meters @ 24,500 kilograms

Length and Width: 20 meters long by 4 meters wide

Weapons: 8 light cannon, 4 per side.

Mass: 430,000 kilograms

Material: Reinforced wood frame and hull

Power Source: Sails and Steam engine-powered paddle wheel

Skill for Use: Vehicle Operation-water vehicle (for the steam engine and stern rudder) and Ship Operation-sails.

Standard Crew: 20 soldiers/marines to man weapons and repel boards, 16 standard crewmen including officers and staff.

Compartments: 8

Comp#Hit OnDur.Systems

11-318/18/9Sails, Anchor, Crew Quarters

24-620/20/10Sails, 4 Light Cannon

37-920/20/10Sails, Boat Moorings, 4 Light Cannon

410-1220/20/10Sails, Brig, Barracks

5*13-1412/12/6Cargo Space, Sick Bay

6*15-1612/12/6Cargo Space, Mess/Kitchen

7*17-1814/14/7Steam Engine, Workshop

8*19-2014/14/7Stern Rudder, Paddle Wheel

*Indicates that this compartment is on or below the Water Line

Coaster (PL 2)

As the name implies, the coaster is a small medieval sailing craft intended to hug the coast. This model is slightly over-rigged and provides adequate cargo space. The open deck on top is flat, only being broken by the rails, the light catapult, and the sails and rigging.

Weapons: One light catapult

Armor: 1d4-3 vs. all

Cargo Capacity: 4200 kilograms @ 21 cubic meters

Length and Width: 20 meters by 3 meters

Mass: 1,620kg

Material: Light hardwood frame and hardwood hull

Skill for Use: Ship Operation-sails and water vehicle for use of the Stern Rudder.

Standard Crew: 16 men average

Compartments: 2

Comp#Hit OnDur.Systems

1 Fore1-1110/10/5Crew Quarters, Catapult, Sails, Open Deck

2 Aft12-208/8/4Cargo, Cargo Doors, Sails, Stern Rudder, Open Deck

All compartments are on the Water Line

Cog (PL 2)

The cog represents a common sea-going sailing vessel and is an improved version of the coaster being able to handle rough sea, open seas. This model is designed primarily for cargo with one heavy ballista for defense.

Armor: 1d4-3 vs. all attacks

Cargo Capacity: 20,000 kilograms @ 40 cubic meters.

Weapons: One heavy ballista, 3 men

Length and Width: 25 meters by 6 meters

Mass: 17,000 kilograms

Material: Standard hardwood frame and hull

Skill for Use: Ship Operation-sails and water vehicle for use of the Stern Rudder.

Standard Crew: 28 men average

Compartments: 4

Comp#Hit OnDur.Systems

1 Fore Castle1-512/12/6Open Deck, Heavy Ballista, Anchor, Sails

2 Aft Castle6-1012/12/6Open Deck, Sails, Stern Rudder, Crew Quarters

3 Crew*11-1512/12/6Crew Quarters, Cargo, Hammocks, Galley

4 Cargo*16-2012/12/6Cargo, Cargo Doors

*Indicates that this compartment is on or below the Water Line

Drakkar (PL 1)

The largest Northman ship, the Drakkar is feared by most as it is that cultures primary ship during times of raid and plunder. This version is a little larger than the Longship, however it provides for far more room for rowers (who also act as raiders) and has a thicker frame promoting better durability.

Armor: 1d6-2/1d6-4/1d6-4 (light leather)

Cargo Capacity: 25,000kg @ 50 cubic meters

Length and Width: 30 meters by 6 meters

Mass: 19,000 kilograms

Material: Standard hardwood frame and hull

Power Source: Oar teams and sails. The speeds on the table represent use of the oars. If only the sails are used then the ships speeds are Acc: 2, Cruise: 12, Max: 20. Refer to the Combining Oars and Sails entry under Water Vehicles above.

Skill for Use: Ship Operation-oars and sailsStandard Crew: 80 rowers

Compartments: 4

Comp#Hit OnDur.Systems

1-Fore1-514/14/7Rowers, Cargo, Figurehead

2-Mid6-1012/12/6Rowers, Cargo, Sails

3-Mid11-1512/12/6Rowers, Cargo, Sails

4-Aft16-2012/12/6Rowers, Cargo

All compartments are on the Water Line

Dromond (PL 1)

The Dromond represents an early galley used near the beginning of progress level 1. This version is a light warship capable of carrying marines to distant shores. Typically speaking, this galley rarely leaves sight of shore and beaches at night with the crew resting on solid ground.

Armor: 1d4-3 vs. all

Cargo Capacity: 17,500kg @ 35 cubic meters

Weapons: 3 heavy ballista (3 men each). Piercing Ram.

Length and Width: 50 meters by 5 meters

Mass: 19,500 kilograms

Material: Light hardwood and hull

Power Source: Oar teams and sails. The speeds on the table represent use of the oars. If only the sails are used then the ships speeds are Acc: 1, Cruise: 8, Max: 12. Refer to the Combining Oars and Sails entry under Water Vehicles above.

Skill for Use: Ship Operation-oars and sailsStandard Crew: 80 rowers plus other personnel to man the sails and weapons.

Compartments: 3

Comp#Hit OnDur.Systems

1-Forward1-714/14/7Open Deck, Ram, 2 Heavy Ballista, Rowing Stations, Cargo

2-Middle8-1312/12/6Open Deck, Rowing Stations, Sails, Cargo

3-Aft14-2012/12/6Open Deck, 2 Heavy Ballista, Rowing Stations, Cargo

All compartments are on the Water Line

Flying Fish (PL 5)

This vehicles primary function is to take a group or team into as many possible locations as possible. While it is a watercraft first, it is capable of landing on solid ground, flying to any altitude, and even travelling through fantasy space. It is a true All-terrain vehicle.

The Journey deck is a special room that is hermetically sealed from the rest of the ship. It has a hatch in the deck that, when the ship is at rest on the sea floor, can be opened allowing exit into the water without the water coming into the room.

Air Time: 350 hours per 70 persons

Armor: 1d6-2/1d6-3/1d6-3

Weapons: One turreted Nova Gun

Cargo Capacity: 23 cubic meters @ 11,500 kilograms

Depth: 25 fathoms

Length and Width: 30 meters long by 5 to 10 meters wide (from front to back).

Mass: 1 million kilograms

Material: Alumina frame and hull

Power Source: Energy reaction engine

Skill for Use: Vehicle Operation-water vehicle, air vehicle, and space vehicle depending on location.

Standard Crew: Only requires one pilot. Quarters for 4 persons.

Air Travel:Speeds: Acc 40, Cruise 440, Max 920Handling: -1 (Pilot may reduce crash damage by one category with successful control check).Altitude: Escape

Landing/Takeoff: True VTOL. Equipped with full landing gear, allowing landings even in rough or uneven terrain

Space Travel:Speeds: Tactical 4, Spelljamming 0.2

Handling: 0Air Units: 8400 Air days (4 months for 70 persons)

Compartments: 10. Compartments 1, 2, 3, and 4 are all in line. Compartments 5 and 6 are in line to the left of 3 and 4, while compartments 7 and 8 are in line to the right of 3 and 4. Compartments 9 and 10 are side by side behind 6, 4, and 8. The vehicle has only one level so all compartments can be potentially struck from above or below.

Comp#Hit OnDur.Systems

1-Pilot Station1-212/12/6Engine controls, Gravity Shield controls

2 Nova Gun 3-412/12/6Nova Gun w/ Turret, Slip Stream Inducer

3-Crew512/12/6Crew Quarters, Galley

4-Engine616/16/8Energy Reaction Engine

5-Science7-814/14/7Laboratory, Sick Bay

6-Ballast 19-1016/16/8Ballast Tank

7-Tech11-1214/14/7Journey Deck, Work Shop

8-Ballast 213-1416/16/8Ballast Tank

9-Cargo 115-1714/14/7Cargo Hold

10-Cargo 218-2014/14/7Cargo Hold

All compartments are on the Water Line

Freighter (PL 4)

This absolutely huge ship is perhaps the largest that will be seen in a fantasy setting. It has no weapons, however few ships would ever bother it. In fact, most sea creatures, save for the dreaded Kraken, would even think of attacking it. While it is slow it makes up for this in the sheer mass of cargo it can transport.

Armor: 1d6-2/1d6-4/1d6-4

Cargo Capacity: 960 cubic meters @ 480,000 kilograms

Length and Width: 90 meters long by 20 meters wide

Mass: 16 million kilograms

Material: Reinforced wood frame with a light iron hull

Power Source: Steam engine-powered propeller

Skill for Use: Ship Operation-steam engineStandard Crew: 24 crewmen including officers, cargo handlers, doctor, and engineers.

Compartments: 5 decks composed of 5 compartments each.

Deck/Comp#Hit OnDur.Systems

Deck 11-4

Comp. 11-412/12/6Anchor Housing, Cargo Doors

Comp. 25-812/12/6Cargo Doors, Boat Rigging (2 row boats)

Comp. 39-1212/12/6Cargo Doors, Steam-powered Cargo Arm

Comp. 413-1612/12/6Cargo Doors, Boat Rigging (2 row boats

Comp. 517-2012/12/6Primary Controls (Helm)

Deck 25-8

Comp. 11-412/12/6Cargo Hold (80m)

Comp. 25-812/12/6Cargo Hold (80m)

Comp. 39-1212/12/6Cargo Hold (80m)

Comp. 413-1612/12/6Cargo Hold (80m)

Comp. 517-2012/12/6Mess/Kitchen/Galley

Deck 39-12

Comp. 11-412/12/6Cargo Hold (80m)

Comp. 25-812/12/6Cargo Hold (80m)

Comp. 39-1212/12/6Cargo Hold (80m)

Comp. 413-1612/12/6Cargo Hold (80m)

Comp. 517-2012/12/6Crew Quarters, Brig, Sick Bay

Deck 4*13-16

Comp. 11-412/12/6Cargo Hold (80m)

Comp. 25-812/12/6Cargo Hold (80m)

Comp. 39-1212/12/6Cargo Hold (80m)

Comp. 413-1612/12/6Cargo Hold (80m)

Comp. 517-2012/12/6Work Shop

Deck 5*17-20

Comp. 11-412/12/6Steam Engine

Comp. 25-812/12/6Steam Engine

Comp. 39-1212/12/6Steam Engine

Comp. 413-1612/12/6Steam Engine

Comp. 517-2012/12/6Propellers, Stern Rudder

*Indicates that this Deck and all assigned compartments are on or below the Water Line

Galleon, Cargo (PL 3)

The galleon presents one of the most advanced sailing vessels available to most players in a standard fantasy game. It is a sail-driven vehicle with three main masts and several others providing for tremendous speed for a vehicle of this size. This version is designed to haul cargo and features 4 light cannon for defense.

Armor: d4-1/d4-2/d4-2

Cargo Capacity: 75,000 kilograms @ 150 cubic meters

Length and Width: 40 meters by 10 meters

Mass: 270,000kg

Weapons: 4 Light Cannon, 2 men each

Material: Reinforced wood frame and hull

Skill for Use: Ship Operation-sails and water vehicle for use of the Stern Rudder.

Standard Crew: 56 men minimum

Compartments: 7

Comp#Hit OnDur.Systems

1 Aft Castle1-310/10/5Open Deck, Sails, Cannon, Officer Quarters

2 Fore Deck4-610/10/5Open Deck, Anchor, Figurehead, Sails, Cannon, Boat Mooring (2 skiffs)

3 Mid Deck7-910/10/5Open Deck, Sails, 2 cannon, Boat Mooring (2 skiffs), Cargo, Cargo Doors

4 Galley10-1210/10/5Crew Quarters, Galley, Stern Rudder

5 Crew*13-1510/10/5Hammocks, Cargo

6 Crew*16-1810/10/5Hammocks, Cargo

7 Cargo*19-2010/10/5Cargo

*Indicates that this compartment is on or below the Water Line

Galleon, War (PL 3)

Much larger than the cargo galleon, this monster patrols the seas defending its nation and warding off pirates. It is customary for this type of vehicle to strike its colors when approaching another ship so as to identify itself. If a war galleon does not, one can assume that the vehicle has been commandeered by hostile forces.

Armor: d4-1/d4-2/d4-2

Weapons: 14 Light Cannon. 4 may face Forward, 4 Aft, or 7 Port or Starboard if all are ready. 2 men on each gun.

Cargo Capacity: 25,000 kilograms @ 50 cubic meters

Length and Width: 45 meters by 12 meters

Mass: 527,000kg

Material: Reinforced wood frame and hull

Skill for Use: Ship Operation-sails and water vehicle for use of the Stern Rudder.

Standard Crew: 80 men

Compartments: 8

Comp#Hit OnDur.Systems

1-Fore Castle1-214/14/7Open Deck, Sails, Figurehead, Equipment Store, Boat Moorings (2 skiffs), 4 light cannon

2-Aft Castle3-414/14/7Open Deck, Sails, Stern Rudder, Boat Mooring (2 skiffs), 4 light cannon

3-Crew5-614/14/7Hammocks, Galley

4-War Deck7-914/14/7Open Deck, Sails, Anchor, Cargo Doors, 6 light cannon

5-Quarters11-1314/14/7Officer Quarters

6-Crew*14-1514/14/7Hammocks

7-Cargo*16-1714/14/7Hammocks, Cargo

8-Cargo*18-2014/14/7Cargo

*Indicates that this compartment is on or below the Water Line

Great Galley (PL 1)

A later and larger version of galley-class ships, the great galley is intended for war having a thicker frame and more space aboard for marines. To provide sufficient room for the rowers, each side of the ship is divided into upper and lower banks in order to move the vehicles large mass.

Weapons: 8 Heavy Ballista (3 men each). Piercing Ram.

Armor: 1d4-3 vs. all

Cargo Capacity: 55,000kg @ 110 cubic meters

Length and Width: 75 meters by 8 meters

Mass: 428,000 kilograms

Material: Hardwood

Power Source: Oar teams and sails. The speeds on the table represent use of the oars. If only the sails are used then the ships speeds are Acc: 1, Cruise: 8, Max: 12. Refer to the Combining Oars and Sails entry under Water Vehicles above.

Skill for Use: Ship Operation-oars and sailsStandard Crew: 140 rowers and 24 men for the weapons.

Compartments: 9

Comp#Hit OnDur.Systems

1-Stern Castle1-216/16/8Open Deck, Sails, Ballista

2-Fore Deck3-516/16/8Open Deck, Ballista, Cargo

3-Rowers6-716/16/8Open Deck, Rowing Stations, Sails, 2 Ballista

4-Rowers8-916/16/8Open Deck, Rowing Stations, Sails, 2 Ballista

5-Aft Deck10-1114/14/7Cargo

6-Ram*12-1416/16/8Ram, Cargo

7-Rowers*15-1616/16/8Rowing Stations

8-Rowers*17-1816/16/8Rowing Stations

9-Cargo*19-2014/14/7Cargo

*Indicates that this compartment is on or below the Water Line

Iron Clad (PL 3)

While being smaller than many other watercrafts at the time, the Iron Clad and its Amazing toughness present an almost unstoppable foe. This version is actually smaller than others, and represents a prototype developed in the middle of progress level 3. By the end of that age, Iron Clad vessels increase in size and weaponry as they begin to fight each other.

By virtue of the design only the gun deck is actually above water with the other two compartments below the waters surface. As such any surface attack automatically suffers a base +2 penalty when attacking these two compartments. See the Attacking Submerged Vehicles entry above for more information.

Armor: 1d6-2/1d6-3/1d6-3

Cargo Capacity: 2,600kg @ 13 cubic meters

Length and Width: 6 meters by 3 meters

Mass: 12,000 kilograms

Weapons: One Heavy cannon (forward) and one Light cannon (aft)

Material: Standard Reinforced wood frame and iron hull

Power Source: Steam Engine powered propeller

Skill for Use: Ship Operation-steam engineStandard Crew: 10 men standard

Compartments: 3

Comp#Hit OnDur.Systems

1-Gun Deck1-812/12/6Light and Heavy Cannon

2-Engine Room9-1612/12/6Steam Engine, Cargo

3-Crew Deck17-2010/10/5Propeller, Barracks, Cargo

Compartment #1 is on the Water Line. Compartments 2 and 3 are below the Water Line (see Attacking Submerged Vehicles above).

Kayak (PL 0)

The kayak is a great vehicle for those who venture into cold waters or attempt rapids. When properly used the kayaking character can avoid dangerous situations with an Athletics-rowing check. The cargo space provided must include the character, however any additional gear is stowed inside and usually arrives dry and intact.

Armor: 1d4-3 vs. Low Impact only

Cargo Capacity: 2 cubic meters @ 200kg (to include the kayaker)

Length and Width: 2 meters

Mass: 7.5 kilograms

Material: Softwood frame and hull

Skill for Use: Athletics-rowing. The Game Master can allow Acrobatics-daredevil checks when the character is dealing with river dangers such as white waters or other tricky maneuvers.

Knarr (PL 1)

This small sailing craft is also used by northern cultures, primarily as a cargo vessel. What the Knarr lacks in strength and size it makes up for in cargo space and speed.

The Knarr has a higher seaworthiness value than would another vehicle of its type, reflecting the ability of Northman cultures to create crafts capable f taking to the high seas. Despite this, it still does not make the Knarr truly reliable in this regard.

Cargo Capacity: 4,000kg @ 16 cubic meters

Length and Width: 4 meters by 2 meters

Mass: 625 kilograms

Material: Light softwood frame and hull

Power Source: Oar teams and sails. The speeds on the table represent use of the sails. If only the oars are used then the ships speeds are Acc: 4, Cruise: 16, Max: 30. Refer to the Combining Oars and Sails entry under Water Vehicles above.

Skill for Use: Ship Operation-oars and sailsStandard Crew: 10 rowers if needed.

Longship (PL 1)

This is the standard Northmans warship. It is more substantial than the Knarr, but not quite as large as the Drakkar. While the ship has no heavy weapons, it is still considered dangerous due to the nature of those on board. On long voyages the crew may sleep aboard the ship, however pulling ashore and making beach camps is usually preferred.

This particular model features layers of hide on the hull providing a modicum of protection. Also, in comparison to other oared vehicles, the Longship has a slight bonus to its Seaworthiness, demonstrating the Northmans early adventuring on the sea.

Armor: 1d6-2/1d6-4/1d6-4 (light leather)

Cargo Capacity: 8,000kg @ 40 cubic meters

Length and Width: 22 meters by 4.5 meters

Mass: 10,000kg

Material: Hardwood

Power Source: Oar teams and sails. The speeds on the table represent use of the oars. If only the sails are used then the ships speeds are Acc: 2, Cruise: 10, Max: 15. Refer to the Combining Oars and Sails entry under Water Vehicles above.

Skill for Use: Ship Operation-oars and sailsStandard Crew: 50 rowers

Compartments: 4

Comp#Hit OnDur.Systems

1-Fore1-510/10/5Rowers, Cargo, Figurehead

2-Mid6-1010/10/5Rowers, Cargo, Sails

3-Mid11-1510/10/5Rowers, Cargo, Sails

4-Aft16-2010/10/5Rowers, Cargo

All compartments are on the Water Line

Outrigger (PL 0)

This boat is a version of a war canoe with the addition of a pontoon extended out to one side, providing for greater stability. The primary purpose of the outrigged pontoon is to increase seaworthiness and control in areas with heavy shore break and the ocean regions between islands, allowing natives to travel from island to island. Otherwise this vehicle is used in much the same way as other canoes.

Length/Width: 10 meters

Cargo: 350kg, 3.5 cubic meters of space

Armor: 1d4-3 vs. all attacks

Mass: 335kg

Skill for Use: Water Vehicle or Athletics-rowingPatrol Boat (PL 4)

The patrol boat is an advanced tinkered craft that utilizes a steam engine and paddle wheel system to provide for a mobile and responsive craft capable of defending a coastline or port. While not seaworthy to a great degree, the patrol boat is rarely found alone. This version features a standard light cannon for armament, however other heavy weapons can be used instead. It is also common for such a craft to carry riflemen and other troops carrying personal heavy weapons.

Armor: 1d4-1/1d4-2/1d4-2

Weapons: Light Cannon

Cargo Capacity: 1,000kg @ 5 cubic meters

Length and Width: 5 meters by 2 meters

Mass: 2,500 kilograms

Material: Heavy reinforced wood frame and hull

Power Source: Steam Engine powered Paddle Wheel with Stern Rudder

Skill for Use: Vehicle Operation-water vehicleStandard Crew: 4 men standard. 2 gunners, 1 engineer, and 1 captain.

Compartments: 2

Comp#Hit OnDur.Systems

1-Main Gun1-1013/13/7Open Deck, Light Cannon, Cargo

2-Engine11-2012/12/6Open Deck, Steam Engine, Paddle Wheel

All compartments are on the Water Line

Raft (PL 0)

The raft is a rather simple vehicle, being nothing more than a series of logs r timber lashed together to form a sturdy platform. Used mostly for river transit, the raft allows primitive persons to transport cargo in areas with little turbulence at a descent rate of speed. Most rafts are propelled by a person using a long pole that they push against the bottom of the river with.

Length/Width: 2.5 square meters

Cargo: 2.5 square meters @ 250 kilograms

Mass: 50 kilograms

Skill for Use: Water Vehicle or Athletics-rowing. Note that because of the shape and over design of the basic raft, this vehicle cannot exceed speeds beyond the Cruise rate.

River Boat

This boat is designed to traverse up and down rivers between towns and cities, carrying cargo and passengers in comfort. Entertainment is available in the large parlor and saloon area, and fine dining can be enjoyed in the Five-star dining facility. The ship features 20 passenger suites as well as accommodations for the less affluent.

Armor: 1d4-3 vs. all attack types

Cargo Capacity: 62 cubic meters @ 32,000 kilograms

Length and Width: 20 meters long by 5 meters wide

Mass: 25,000 kilograms

Material: Hardwood frame and hull

Power Source: Steam engine-powered Paddle Wheel

Skill for Use: Vehicle Operation-water vehicleStandard Crew: 35 crew including officers, bartender, stewards, cargo handlers, kitchen staff, maids, bouncer, and a spit boy.

Compartments: 4

Comp#Hit OnDur.Systems

11-612/12/6Helm, Passenger Quarters, Boat Moorings (2 row boats)

27-1212/12/6Dining Room, Kitchen, Parlor/Saloon

3*13-168/8/4Crew Quarters, Gang Ramp, Cargo Space

4*17-208/8/4Steam Engine, Paddle Wheel

*Indicates that this compartment is on or below the Water Line

River Barge (PL 1)

The river barge represents some of the first boats used for transportation of persons and goods and appears in the earlier stages of the Bronze Age. This model is average in size and has room for two oarsmen, two persons to sit on a canopied platform, and cargo. Larger versions can carry cattle or slaves, and some are designed specifically for the transport of royal persons and their entourage.

The simplicity of the vehicle makes them rather inexpensive but slow. However the lack of speed is often overlooked by the usefulness of this craft on rivers and canals.

Armor: 1d4-3 vs. Low Impact only

Cargo Capacity: 10 cubic meters @ 2600 kilograms

Length/Width: 12 meters

Mass: 200 kilograms

Material: Soft wood frame and hull

Power Source: Two fulcrum mounted oars in the rear. Either oar may also act as a Stern Rudder.

Skill for Use: Athletics-rowingStandard Crew: Two oars men

Compartments: 2

Comp#Hit OnDur.Systems

11-106/6/3Cargo

211-206/6/3Seating, Oars

All compartments are on the Water Line

Row Boat (PL 2)

The simple rowboat is a common craft along shorelines and is often used as transport for crew on larger vessels when going ashore. The type featured here has two fulcrum mounts for oars.

Cargo Capacity: 2.8 cubic meters @ 280 kilograms

Length and Width: 2.5 meters

Mass: 34 kilograms

Material: Hardwood frame and hull

Power Source: Oars

Skill for Use: Athletics-rowingShell Sled (PL 0)

This vehicle is a simpler version of the Sea Chariot. However it is designed for use on the surface of a body of water, not underneath it. This model is based on the speeds provided by a team of four sea turtles who can easily pull up to 640 kilograms (including the sled) in this fashion before being encumbered.

Armor: 1d4-2/1d4-3/1d4-3

Cargo Capacity: 3 square meters @ 300 kilograms

Length and Width: The sled can be a total of three cubic meters in size. The hitch and yoke for the turtles (or other beasts) usually extends outward 3 meters from the body.

Mass: 96 kilograms

Material: Giant clam shell (chitin)

Power Source: Four sea turtles

Skill for Use: Animal Handling-beast driverSkiff (PL 3)

The skiff is a launch used on large seagoing craft when going ashore or during whale hunts. The benefits of the craft are that allows for more space for men and cargo while also providing speeds faster than sailed craft and row boats.

Armor: 1d4-3 vs. all attack types

Cargo Capacity: 9 cubic meters @ 2250 kilograms

Length and Width: 4 meters long by 1.5 meters wide

Mass: 270 kilograms

Material: Hardwood frame and hull

Power Source: 12 rowers with galley oars

Skill for Use: Ship Operation-oars or Athletics-rowing (at least one person must have the oars skill or Leadership).

Standard Crew: 12 rowers, 6 per side

Submarine

This vehicles primary purpose is to terrorize shipping lanes by ramming cargo ships, sinking them, and then disappearing back into the deep. This model is small compared to future versions but is more than adequate in dealing with surface ships.

The helm has a periscope that can extend 2 meters upward from the ships body and a speak tube system allows the helmsman to communicate with engineering and the crew quarters.

Air Time: One week and one day for 40 persons

Armor: 1d6-2/1d6-3/1d6-3

Cargo Capacity: 44 cubic meters @ 22,000 kilograms

Maximum Depth: 100 fathoms

Length and Width: 20 meters long by 3 meters wide

Weapons: Piercing Ram

Mass: 192,000 kilograms

Material: Steel frame and hull

Power Source: Inferno Engine-powered propeller

Skill for Use: Vehicle Operation-water vehicleStandard Crew: 20 crewmen, 4 officers, 1 doctor, and 3 engineers

Compartments: 5

Comp#Hit OnDur.Systems

11-416/16/8Piercing Ram, Ballast Tank

25-816/16/8Periscope, Officers, Helm

39-1216/16/8Crew Quarters, Kitchen/Mess

413-1616/16/8Ballast Tank, Cargo Hold

517-2016/16/8Propeller, Inferno Engine

All compartments are on or below the Water Line

Torpedo Boat (PL 3)

One of the first adventures in submarine technology begins with the simple torpedo boat. It is basically a cigar-shaped boiler tank for a steam engine that is refitted with a long crankshaft and a propeller in the aft. A hatch at the top allows a person to scout an area while the vehicle is on the surface of the water, and a ballast-man mans the pumps in the rear allowing the vessel to make a controlled descent to a depth of 5 meters.

The primary purpose, and mission, of a torpedo boat is to deliver an explosive charge to an enemy craft by ramming the torpedo array into the enemies hull. Once this is done, the reverse speed of boat is applied which separates the boat from the charge and pulls a detonating devise, causing the charge to explode. The success of a mission is dependant on a successful ram, followed by a reversal of motion to perform the attack. Once this is done the torpedo boat usually leaves the area as fast as possible due to the fact that it has no armament after a successful run (see the rules for Ramming in the Vehicles in Action section above).

The weapon used by the Torpedo Boat is called a Spar-Torpedo, which is nothing more than a barbed lance with a payload of explosives on the forward end. Attached is a length of lanyard that detonates the payload once the vehicle backs away and disconnects itself from the explosive devise.

Air Time: Two and one-half hours

Weapons: One Spar-Torpedo

Armor: 1d6-2/1d6-3/1d6-3

Cargo Capacity: 250kg @ 1 cubic meter

Length and Width: 3 meters by 1 meter

Mass: 312 kilograms

Material: Iron frame and hull

Power Source: Propeller powered by rowers. Each man sits facing the sides of the vessel and turns a common shaft, powering the propeller.

Skill for Use: Athletics-rowingStandard Crew: 10 rowers, 1 ballastman, 1 captain

Turtle (PL 3)

This simple prototype of later submarines allows a user to float out into a harbor or bay while submerged and to extend upwards a small periscope so as to spy on enemy fleet formations of the defenses on a seaward fortress. The small ballast tank on board allows the craft to descend to a depth of 5 fathoms (10 meters), however this is unsafe as the pilot cannot see very well without being able to use the periscope. For this reason, most small vehicles of this type do not descend beyond one meter.

Air Time: Provides for 30 minutes of air when closed

Armor: 1d6-2/1d6-3/1d6-3

Cargo Capacity: 1 cubic meter @ 100 kilograms

Length and Width: 1.5 meters tall by 1 meter in diameter. Shaped like a top.

Mass: 55 kilograms

Material: Reinforced wood frame with cast iron hull

Power Source: Manual powered propeller in the rear

Skill for Use: Vehicle Operation-land vehicle (for basic use) or Movement-trailblazing (for long distance use).

Air Vehicles

The birth of air vehicles begins with the simple glider, a useful but often dangerous tool. Very little progress improves this design until later in progress level 3 where the introduction of powerful and light of mass power sources begin. Even still, aircraft remain unreliable and dangerous. It is the Tinker Age where air vehicles truly become recognized for their value as civilian vehicles or military tools.

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

AltitudeModifier

Limited+1

Low-1

Medial0

High+2

AltitudeAll 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.

Limited Altitude: Vehicles that have a Limited altitude are unable to rise higher than their starting point with perhaps the exception of continued and favorable winds. All gliders have a limited altitude. However, limited altitude is based on the distance from the ground itself, not so much as with sea-level, and a character can launch from a mountain peak and still glide to safety. The primary rule to be concerned with is that if a vehicle with a limited altitude should start at the Low or higher altitudes it can not regain altitude under normal means, and if so, only for a brief duration.

Low Altitude: Low altitude craft can venture as high as the standard cloud layer of an atmosphere. They may enter the cloud layer but that is as high as they can go. While other craft may be able to attain higher altitudes, most travel at this level.

Medial Altitude: A medial altitude allows a vehicle to fly above the cloud layer, being able to venture as high above the clouds as the clouds are above the ground. Vehicles that fly at this level usually do so to avoid being seen from the ground to reduce the chances of contact with large flying beasts, like dragon.

High Altitude: A high altitude allows a vehicle to travel to edge of the atmosphere itself, well above most other air vehicles with lower altitudes.

Escape Altitude: An escape altitude allows a vehicle to completely leave the atmosphere of a world and to enter outer space. At this point a Game Master should consult the rules for Conversion of Theater to determine the new speeds for the vehicle.

Vehicles that some how begin in an altitude higher than that allowed cannot regain altitude once lost until the are below the altitude indicated. While no standard rules or modifier apply based on the altitude of a vehicle, a Game Master can include any considerations they feel are warranted based on the circumstances.

Altitudes do not change from world to world, and each planet is subdivided into these categories. The size of the world can have an effect on the maximum altitude allowed, providing for a higher altitude being attained. The table below shows the standard modifiers used for worlds of varying size. The size class is a term introduced in the Chapter 7: Campaigns supplement called Spelljammer (available as a separate download). Most common fantasy worlds are sizes D through F.

Planet Sizes

Size ClassAltitude Shift

A & BIncreased by two

CIncreased by one

DNone

ENone

FNone

G & HDecreased by one

IDecreased by two

JDecreased 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.

ConditionSpeedControl

Hurricane25%+5

Gale25%+3

Storm50%+2

Rain/Snow75%+1

Strong Winds100%+1

Weather conditions not mentioned do not produce enough interference to warrant an entry. Some vehicles like gliders may have additional rules specific to them concerning wind speeds and weather. Refer to their individual entries as well as movement systems described later in this chapter.

These modifiers also effect beasts that fly, as well as characters with access to such abilities. In these cases control is a modification to the Acrobatics-flight or the Animal Handling-beast driver skills.

Air Vehicle Control Skills

For the most part Dexterity is the primary ability used to control an air vehicle. Vehicle Operation-air vehicle is used far more than any other skill, however Acrobatics does offer a few options as shown below.

Vehicle Operation-air vehicleThis skill cannot be used untrained and as such, most persons attempting to pilot an air vehicle will have little success in doing so unless they have purchased this skill at rank 1 or higher. A kind Game Master may allow untrained use however.

In most cases, the air vehicle skill must be specified for a particular type of craft. Based on the nature of the campaign, a Game Master can specify this on the progress level of the vehicle or the type of power source being used. Otherwise, the skill must be dedicated to a specific vehicle. Those aircraft shown as available on the table below are generally considered as stereotypes and variations of these crafts do allow the same air vehicle to be used equally on them.

Checks for control with this skill are based on the factors of wind speeds, weather, and visibility as described above and under the Vehicles in Action section previously.

Air and Space Vehicle Skills

Because of the reduced threat of space travel, and the differences between fantasy space and real space, a Game Master can allow the Vehicle Operation-air vehicle and space vehicle skills to allow a person skilled in either to control the other type of craft. Doing so only allows the Broad skill level of use until an actual rank is purchased in that skill and no rank benefits can be shared.

Acrobatics-daredevilIn some cases that involve light and sensitive vehicles, the daredevil skill may be more appropriate. This is almost always the case with small gliders. As the character achieves ranks in daredevil a bonus situation die is gained which does apply to when used with vehicles that require the skill.

When this skill is used with gliders and other air vehicles that rely directly on winds for lift a skilled character can delay the rate of descent and may even rise in altitude. When a character attempts to slow the rate of descent he or she rolls a daredevil skill check. On a marginal result the rate of descent remains the same for that round. On an Ordinary result the rate of descent is halved. On a Good result no loss of altitude occurs. On an Amazing result the character is able to rise a number of meters equal to one half of the vehicles current speed per phase. The result of any success effects the rate of descent for the remainder of that round and all of the next round.

Acrobatics-flightIn general the flight skill is only used in cases where the character is flying either under direct physical control or by a vehicle type that so closely mimics the bodies movements as to act as a part of the body itself. Only one air vehicle features the use of this skill (see Solar Wings), however others are possible. All rank benefits described for the flight skill apply normally.

Athletics

Athletics may also be called for in rare cases, most notably when a manual powered system is being used. It is also possible for a character to develop an Athletics-specific skill devoted to this type of activity. While the cost of a specific skill is only 1, no rank benefits are gained.

Air Vehicle Entries

What follows are the descriptions of the vehicles shown on the Air Vehicles table above. They are provided in alphabetical order for ease in reference.

Advanced Aircraft (PL 5)

This luxury liner of the far fantasy future travels the skies, whether calm or stormy, in relative comfort. Its sturdy build and sound absorbing qualities ensure a relaxing voyage to the near by asteroid station or the other side of the planet.

This craft can travel into space if need be. There its speeds convert to a Tactical of 5 and can travel at 0.05 AU per day. The Ether Web offers no mass reduction in space.

Armor: 1d6-1/1d6-2/1d6-1

Cargo Capacity: 31 cubic meters @ 6200 kilograms. 50 seats for passengers.

Length and Width: 20 meters long by 3 meters wide

Mass: 12,000 kilograms (9000kg with Ether Web)

Material: Alumina frame and body

Power Source: Energy Reaction Engine with multidirectional rockets and Ether Web assist (ether web increases speed to 75, 750, and 1500 respectively).

Skill for Use: Vehicle Operation-air vehicleLanding/Takeoff: True VTOL. Equipped with full landing gear, allowing landings even in rough or uneven terrain.

Compartments: 3

Comp#Hit OnDur.Systems

11-610/10/5Passenger Seating, Galley, Pilots Station

27-1310/10/5Passenger Seating, Cargo, Ether Web

314-2010/10/5Passenger Seating , Engine, Cargo

Advanced Fighter (PL 5)

This dangerous craft applies the aerodynamic sophistication founded in the Tinker Age with the power of magically technology possible in the Age of Magic. The result is a fast, agile, and tactically efficient vehicle. This is a basic model and many aircraft of this type can have additional conveniences possible to the Magic Age.

This craft can also travel into space if need be. There its speeds convert to a Tactical of 5 and can travel at 0.05 AU per day. The Ether Web offers no mass reduction in space.

Armor: Heavy Ceramic Plate @ 1d6+1/1d6/1d6+1

Cargo Capacity: 0.6 cubic meters @ 60 kilograms

Length and Width: 4 meters long by 0.75 meters wide

Mass: 768 kilograms (576kg with Ether Web)

Material: Alumina frame and body

Power Source: Energy Reaction Engine with multidirectional rockets and Ether Web assist (ether web increases speed to 100, 1000, and 2500 respectively).

Skill for Use: Vehicle Operation-air vehicle.

Landing/Takeoff: True VTOL. Equipped with full landing gear, allowing landings even in rough or uneven terrain

Weapons: Two Nova Guns, pilot fired

Biplane Fighter (PL 4)

This two-winged craft introduces a small and maneuverable aircraft to the realms of war. The model shown comes equipped with the weapons listed, however this can be easily modified. The introduction of the Biplane in a fantasy setting can be made along the lines of a national air force with trained pilots or the vehicle could change the nature of the joust among nobles and lords by having Knights, Barons, and Dukes taking t