Mounts & Vehicles

Mounts & Vehicles

Mounts

Riding a mount requires a saddle. Riders must make an AGI save when the mount sprints, does something requiring an AGI save (no matter the outcome), and in other dangerous situations. If they fail, they fall from the mount and suffer d4 direct damage.

The main rider and the mount take turn together in combat, moving using the mount’s speed but taking separate actions. Additional riders take individual turns during which they can take actions but can’t move. Riders can’t act if the mount sprinted this round, and the mount can’t sprint if some riders have already acted. Mounting or dismounting counts as a main action for both the rider and the mount.

Riders and mounts are targeted separately by attacks. Note that if the mount attempts to dodge an attack this triggers an AGI save, requiring all riders to pass an AGI save as well or fall from the saddle.

Carts

Carts must be pulled by one or more characters, typically beasts of burden, and driven by a character.

The driver must make a STR save when the cart sprints and in other dangerous situations. If they fail, the cart crashes and topples: the cart itself, those pulling it, the driver, and the passengers all suffer d4 direct damage.

The cart, those pulling it, and the driver take turn together in combat, moving at the slowest speed of those pulling the cart and taking separate actions. Other passengers take individual turns. The driver and the passengers can’t act if the cart has sprinted this round, and the cart can’t sprint if the drivers or the passengers have already acted. Jumping on or off a moving cart requires passing an AGI save to avoid falling and suffering d4 direct damage.

Carts, those pulling it, the driver, and passengers are targeted separately by attacks. Characters pulling a cart can’t dodge.

Boats

All boats can be rowed by one or more characters. Sailing boats can alternatively be operated by a crew of enough characters with the boatmanship skill. One character must act as the driver.

The driver must make a STR save (while rowing) or WIT save (while sailing) in dangerous situation, such as when moving on turbulent waters. On a fail the boat topples: the boat itself suffers d4 direct damage and all passengers are thrown into the water.

The boat and the crew act as a single unit in combat, moving at the speed indicated in the profile of the boat and taking separate actions. Other passengers take individual turns. The crew and the passengers can’t act if the boat has sprinted this round, and the boat can’t sprint if the crew or the passengers have already acted. Jumping on or off a moving boat requires passing an AGI save to avoid falling into the water.

Boats, the crew, and the passengers are targeted separately by attacks.