Vehicles

How to get where you're going.

Vehicle Proficiencies

- Personal Vehicles (PVs): All land-based vehicles, from mopeds and motorbikes to solarcars and Atlus Walkers.

- Aerial Vehicles (AVs): All flying vehicles, hovercars and skyboards.

- Mounts: Tamed riding beasts, from horses to hot dogs.

- Ships: Seaborne vessels, from simple dinghies to pirate freighters.

Stat Blocks

A vehicle's statistics function like those for creatures, with the following additional considerations.

Creature and Cargo Capacity

Creature capacity describes how many creatures can ride in the vehicle comfortably. More creatures can fit by squeezing or by clinging to the outside of the vehicle, though this is precarious. No more than twice as many creatures can cling to or squeeze into a vehicle. Creatures squeezing in the vehicle suffer disadvantage on all ability checks, attack rolls, and saving throws due to discomfort and limited mobility. A creature clinging to the outside must use their bonus action each round to hold onto the vehicle, and if they or the vehicle are damaged they must attempt a Dexterity saving throw (DC equal to damage dealt) or fall off.

Cargo capacity specifies how much cargo the vehicle can carry in addition to any creatures.

Armor Class

A vehicle is typically made of modern alloys and has an Armor Class of 19 + its Dexterity modifier. While the vehicle is stationary, attack rolls against it have advantage.

Ability Scores

A vehicle has the six ability scores and corresponding modifiers. Its size and weight determines its Strength. Dexterity represents its handling and maneuverability. A vehicle's Constitution reflects its durability and quality of construction. Vehicles usually have a score of 0 in Intelligence, Wisdom, and Charisma, as they are objects.

If a vehicle has a 0 in a score, it automatically fails any ability check or saving throw that uses that score.

Hit Points

A vehicle's hit points can be restored by making repairs to the vehicle (see Repairs, below). When a vehicle drops to 0 hit points, it ceases to function and is damaged beyond repair.

Damage Threshold

Vehicles have bulk or armor that allows them to shrug off minor hits. A vehicle with a damage threshold has immunity to all damage unless it takes an amount of damage equal to or greater than its damage threshold value, in which case it takes damage as normal. Any damage that fails to meet or exceed the vehicle's damage threshold is considered superficial and doesn't reduce the vehicle's hit points.

Mishap Threshold

If a vehicle takes damage from a single source equal to or greater than its mishap threshold, it must roll on the Mishaps table.

Action Stations and Crew

A vehicle doesn't have actions of its own. It relies on crew to occupy stations and use their actions to operate the vehicle's various functions. Any option that appears in the Action Stations section of a vehicle's stat block requires an action to perform.

Opportunity Attacks

Vehicles provoke opportunity attacks as normal. When a vehicle provokes an opportunity attack, the attacker can target the vehicle or any creature riding on or inside it that doesn't have total cover and is within reach.

Area Effects

An area effect that affects a vehicle also targets the creatures riding inside or clinging to it. The vehicle's Dexterity saving throw is used in place of that of any affected crew or passengers.

Vehicular Exhaustion

Pushing a vehicle past its normal capabilities or using it in harsh conditions can cause it to stop functioning properly until it eventually breaks down. Such wear and tear is represented using exhaustion, as described in Appendix A of the PHB, with these modifications:

- When a vehicle reaches exhaustion level 6, its hit points drop to 0 and the vehicle breaks down.

- The only way to remove the effects of vehicular exhaustion is to repair the vehicle.

Vehicle Chases

Vehicles that become involved in a pursuit use the Chases rules (DMG 252-255). Obviously, creatures in the same vehicle cannot opt to split up. As noted, a chase participant can only freely use the Dash action a number of times equal to 3 + its Constitution modifier; this applies to vehicles just as it does to living creatures.

Mishaps

Roll on the Mishaps table when one of the following occurs to a vehicle while it's in motion:

- The vehicle takes damage from a single source equal to or greater than its mishap threshold.

- The vehicle fails an ability check (or its driver fails an ability check using the vehicles ability) by more than 5.

If a mishap has a repair DC, the mishap can be ended by making repairs to the vehicle (see Repairs below).

Mishaps

d20 Repair DC Mishap

1 15 (Dex) Engine Flare. Fire erupts from the engine and engulfs the vehicle. Any creature that starts its turn on or inside the vehicle takes 10 (3d6) fire damage until this mishap ends.

2-4 15 (Str) Locked Steering. The vehicle can move in a straight line only. It automatically fails Dexterity checks and Dexterity saving throws until this mishap ends.

5-7 15 (Str) Engine Stutter. The vehicle's speed decreases by 30 feet until this mishap ends.

8-10 20 (Str) Weapon Malfunction. One of the vehicle's weapons (DM's choice) can't be used until this mishap ends. If the vehicle has no functioning weapons, no mishap occurs.

11-13 15 (Dex) Blinding Smoke. The cab (or driver's seat) fills with smoke and is heavily obscured until this mishap ends. Any creature in the cab is blinded by the smoke.

14-16 15 (Str) Shedding Armor. The vehicle's damage threshold is reduced by 10 until this mishap ends.

17-19 20 (Dex) Damaged Axle. The vehicle grinds and shakes uncontrollably. Until the mishap ends, the vehicle has disadvantage on all Dexterity checks, and all ability checks and attack rolls made by creatures on or inside the vehicle have disadvantage.

20 None Flip. The vehicle flips over, falls prone, and comes to a dead stop in an unoccupied space. Any unsecured creature holding on to the outside of the vehicle must succeed on a DC 20 Strength saving throw or be thrown off, landing prone in a random unoccupied space within 20 feet of the overturned vehicle. Creatures inside the vehicle fall prone and must succeed on a DC 15 Strength saving throw or take 10 (3d6) bludgeoning damage. Any creature that suffers damage from this mishap is stunned until the end of its next turn.

Action Stations

A creature can use an action of the station it's occupying. Once a creature uses a station's action, that action can't be used again until the start of that creature's next turn. Only one creature can occupy each station. A creature not occupying an action station is either in a passenger seat or clinging to the outside of the vehicle. It can take actions as normal.

Driver

A vehicle requires a driver to operate. A vehicle with no driver automatically fails Dexterity saving throws. A driver proficient with a vehicle can add its proficiency bonus to ability checks and saving throws made using the vehicle's ability scores.

Drive. While the vehicle's engine is on, the driver can use an action to propel the vehicle up to its speed or bring the vehicle to a dead stop. While the vehicle is moving, the driver can steer it along any course.

If the driver is incapacitated, leaves the driver's seat, or does nothing to alter the vehicle's course and speed, the vehicle moves in the same direction and at the same speed as it did during the driver's last turn until it hits an obstacle big enough to stop it.

Bonus Actions. As a bonus action, the driver can do one of the following:

- Start the vehicle's engine or shut it off.

- Cause the vehicle to take the Dash or Disengage action while the vehicle's engine is running.

Weapon Stations

Each of a vehicle's weapons takes up a station on the vehicle.

One weapon can be replaced with another, provided the crew requirement needed to operate the replacement weapon is the same.

Repairs

When a vehicle is damaged, suffers a mishap, or gains one or more levels of exhaustion, a creature can attempt to make repairs to the vehicle. The creature making the repairs must meet the following criteria:

- The creature can't be driving the vehicle or operating one of its weapon stations while making repairs.

- The creature must be within reach of the damaged area in need of repair.

- The creature must have the right tools for the job (mechanic's tools, typically).

Before beginning repairs, a creature must decide whether the repairs are aimed at ending a mishap, removing a level of exhaustion, or restoring the damaged vehicle's hit points. Each option is discussed below.

End Mishap

A creature can use its action to make an ability check based on the nature of the mishap (see the Mishaps table), with disadvantage if the vehicle is moving. The creature adds its proficiency bonus to the check if it's proficient with the tools used to make the repairs. A successful check ends the mishap. A mishap with no repair DC can't be repaired.

Remove Exhaustion

If the vehicle has one or more levels of exhaustion, a creature can spend 1 hour or more trying to reduce the vehicle's exhaustion level. The vehicle must be stationary, and the creature must have spare parts to make the necessary repairs. After 1 hour of repair work, the creature makes a DC 15 Intelligence check, adding its proficiency bonus to the check if it's proficient with the tools used to make repairs. If the check succeeds, the vehicle's exhaustion level decreases by 1. If the check fails, the vehicle's exhaustion level remains unchanged, though the repair can be attempted again using the same replacement parts.

Restore Hit Points

If the vehicle has taken damage but has at least 1 hit point, a creature can spend 1 hour or more trying to patch the hull and replace damaged parts. The vehicle must be stationary, and the creature must have the spare parts to make the necessary repairs. After 1 hour of repair work, the creature makes a DC 15 Dexterity check, adding its proficiency bonus to the c heck if it's proficient with the tools used to make repairs. If the check succeeds, the vehicle regains 2d4+2 hit points. 1f the check fails, the vehicle regains no hit points, but the repair can be attempted again using the same replacement parts.

Crashing

When a vehicle crashes into something that could reasonably damage it, such as a wall or another vehicle of its size or bigger, the vehicle comes to a sudden stop and takes ld6 bludgeoning damage for every 10 feet it moved since its last turn (maximum 20d6). Whatever the vehicle struck takes the same amount of damage. If this damage is less than the vehicle's damage threshold, the vehicle takes no damage from the crash.

Regardless of whether or not the vehicle takes damage, each creature on or inside the vehicle when it crashes must make a DC 15 Strength saving throw, taking ld6 bludgeoning damage for every 10 feet the vehicle moved since its last turn (maximum 20d6), or half as much damage on a successful save.

A vehicle that is reduced to 0 hit points by a crash is wrecked usual, and all creatures within the vehicle that suffered damage are stunned until the end of their next turn.

Crashing Into Creatures

A vehicle can crash into a creature by entering its space. The creature can use its reaction to attempt to get out of the vehicle's way, doing so and taking no damage with a successful DC 10 Dexterity saving throw. If the saving throw fails, the vehicle slams into the creature and deals ld6 bludgeoning damage to the creature for every 10 feet the vehicle moved since its last turn (maximum 20d6).

A vehicle that is at least two size categories bigger than the creature it crashed into can continue moving through that creature's space if the infernal war machine has any movement left. Otherwise, the vehicle comes to a sudden stop, and each creature on or inside the vehicle when it crashes must make a DC 15 Strength saving throw, taking ld6 bludgeoning damage for every 10 feet the vehicle moved since its last turn (maximum 20d6), or half as much damage on a successful save.

Falling

When a vehicle goes over a cliff or otherwise falls, the vehicle and all creatures on or inside it take damage from the fall as normal (ld6 bludgeoning damage per 10 feet fallen, maximum 20d6) and land prone. All creatures within the vehicle that suffered damage from the fall are stunned until the end of their next turn.

Example Vehicles

Hovermoped

Medium vehicle (300 lb.)

Creature Capacity: 1 Medium creature

Cargo Capacity: 100 lb.

Armor Class: 23 (19 while stationary)

Hit Points: 30 (damage threshold 5, mishap threshold 10)

Speed: 120 ft.

Attributes: STR 14 (+2), DEX 18 (+4), CON 12 (+1), INT 0, WIS 0, CHA 0

Damage Immunities: poison, software

Condition Immunities: blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious

Jump. If a motorcycle moves at least 30 feet in a straight line, it can clear a distance of up to 60 feet when jumping over a chasm, ravine, or other gap. Each foot it clears on the jump costs a foot of movement.

Prone Deficiency. If a vehicle rolls over and falls prone, it can't right itself and is incapacitated until flipped upright.

Action Stations

Driver (Requires 1 Crew). Drive and steer the vehicle.

Reactions

Juke. If the vehicle is able to move, the driver can use its reaction to grant the vehicle advantage on a Dexterity saving throw.

Cruiser

Huge vehicle (2000 lb.)

Creature Capacity: 4 Medium creatures

Cargo Capacity: 500 lb.

Armor Class: 21 (19 while stationary)

Hit Points: 60 (damage threshold 10, mishap threshold 20)

Speed: 100 ft.

Attributes: STR 16 (+3), DEX 14 (+2), CON 14 (+2), INT 0, WIS 0, CHA 0

Damage Immunities: poison, software

Condition Immunities: blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious

Hit and Run. A sedan can move through the space of any Medium or smaller creature. When it does, the creature must succeed on a DC 13 Dexterity saving throw or take 11 (2d10) bludgeoning damage and be knocked prone. If the creature was already prone, it takes an extra 11 (2d10) bludgeoning damage. This trait can't be used against a particular creature more than once each turn.

Prone Deficiency. If a vehicle rolls over and falls prone, it can't right itself and is incapacitated until flipped upright.

Action Stations

Driver (Requires 1 Crew and Grants Half Cover). Drive and steer the vehicle.

Reactions

Juke. If the vehicle is able to move, the driver can use its reaction to grant the vehicle advantage on a Dexterity saving throw.

Wasteland Buggy

Huge vehicle (2000 lb.)

Creature Capacity: 4 Medium creatures

Cargo Capacity: 500 lb.

Armor Class: 21 (19 while stationary)

Hit Points: 60 (damage threshold 10, mishap threshold 20)

Speed: 100 ft.

Attributes: STR 16 (+3), DEX 14 (+2), CON 14 (+2), INT 0, WIS 0, CHA 0

Damage Immunities: poison, software

Condition Immunities: blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious

Hit and Run. A wasteland buggy can move through the space of any Medium or smaller creature. When it does, the creature must succeed on a DC 13 Dexterity saving throw or take 11 (2d10) bludgeoning damage and be knocked prone. If the creature was already prone, it takes an extra 11 (2d10) bludgeoning damage. This trait can't be used against a particular creature more than once each turn.

Prone Deficiency. If a vehicle rolls over and falls prone, it can't right itself and is incapacitated until flipped upright.

Raking Scythes. When the wasteland buggy moves within 5 feet of a creature that isn't prone or another vehicle for the first time on a turn, it can rake the creature or vehicle with its protruding blades for 13 (2d10+2) slashing damage. A creature moves out of the way and takes no damage if it succeeds on a DC 13 Dexterity saving throw. A vehicle moves out of the way and takes no damage if its driver succeeds on the saving throw.

Action Stations

Driver (Requires 1 Crew and Grants Half Cover). Drive and steer the vehicle.

Harpoon Flinger (Requires 1 Crew and Grants Half Cover). Ammunition: 10 harpoons. Ranged Weapon Attack: +7 to hit, range 120 ft., one target. Hit: 11 (2d8+2) piercing damage.

Reactions

Juke. If the vehicle is able to move, the driver can use its reaction to grant the vehicle advantage on a Dexterity saving throw.

Pickup Truck

Huge vehicle (4000 lb.)

Creature Capacity: 6 Medium creatures

Cargo Capacity: 1500 lb.

Armor Class: 20 (19 while stationary)

Hit Points: 150 (damage threshold 10, mishap threshold 20)

Speed: 100 ft.

Attributes: STR 20 (+5), DEX 12 (+1), CON 20 (+5), INT 0, WIS 0, CHA 0

Damage Immunities: poison, software

Condition Immunities: blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious

Hit and Run. A pickup truck can move through the space of any Large or smaller creature. When it does, the creature must succeed on a DC 12 Dexterity saving throw or take 16 (3d10) bludgeoning damage and be knocked prone. If the creature was already prone, it takes an extra 16 (3d10) bludgeoning damage. This trait can't be used against a particular creature more than once each turn.

Prone Deficiency. If a vehicle rolls over and falls prone, it can't right itself and is incapacitated until flipped upright.

Action Stations

Driver (Requires 1 Crew and Grants Half Cover). Drive and steer the vehicle.

Reactions

Juke. If the vehicle is able to move, the driver can use its reaction to grant the vehicle advantage on a Dexterity saving throw.

Scavrider

Huge vehicle (8000 lb.)

Creature Capacity: 8 Medium creatures

Cargo Capacity: 3000 lb.

Armor Class: 20 (19 while stationary)

Hit Points: 150 (damage threshold 10, mishap threshold 20)

Speed: 90 ft.

Attributes: STR 20 (+5), DEX 12 (+1), CON 20 (+5), INT 0, WIS 0, CHA 0

Damage Immunities: poison, software

Condition Immunities: blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious

Hit and Run. A scavrider can move through the space of any Large or smaller creature. When it does, the creature must succeed on a DC 12 Dexterity saving throw or take 16 (3d10) bludgeoning damage and be knocked prone. If the creature was already prone, it takes an extra 16 (3d10) bludgeoning damage. This trait can't be used against a particular creature more than once each turn.

Prone Deficiency. If a vehicle rolls over and falls prone, it can't right itself and is incapacitated until flipped upright.

Action Stations

Driver (Requires 1 Crew and Grants Half Cover). Drive and steer the vehicle.

Grappling Claw (Requires 1 Crew and Grants Half Cover). Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: The target is grappled (escape DC 12). If the target is a creature, it is restrained until the grapple ends. The grappling claw can grapple only one target at a time, and the claw's operator can use a bonus action to make the claw release whatever it's holding.

2 Harpoon Flingers (Each Requires 1 Crew and Grants Half Cover). Ammunition: 10 harpoons. Ranged Weapon Attack: +6 to hit, range 120 ft., one target. Hit: 10 (2d8+1) piercing damage.

Reactions

Juke. If the vehicle is able to move, the driver can use its reaction to grant the vehicle advantage on a Dexterity saving throw.

Atlas Walker

Gargantuan vehicle (10,000 lb.)

Creature Capacity: 8 Medium creatures

Cargo Capacity: 1 ton

Armor Class: 19

Hit Points: 200 (damage threshold 10, mishap threshold 20)

Speed: 30 ft.

Attributes: STR 18 (+4), DEX 10 (+0), CON 18 (+4), INT 0, WIS 0, CHA 0

Damage Immunities: poison, software

Condition Immunities: blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious

Hit and Run. A walker can move through the space of any Large or smaller creature. When it does, the creature must succeed on a DC 11 Dexterity saving throw or take 22 (4d10) bludgeoning damage and be knocked prone. If the creature was already prone, it takes an extra 22 (4d10) bludgeoning damage. This trait can't be used against a particular creature more than once each turn.

Prone Deficiency. If a vehicle rolls over and falls prone, it can't right itself and is incapacitated until flipped upright.

Sleeper Cabin. Any creature not currently using one of the walker's stations can comfortably take a long rest in the vehicle. The walker also has a kitchenette, small bathroom, and entertainment area - all the comforts of home on the road.

Action Stations

Driver (Requires 1 Crew and Grants Three-Quarters Cover). Drive and steer the vehicle.

Reactions

Juke. If the vehicle is able to move, the driver can use its reaction to grant the vehicle advantage on a Dexterity saving throw.

Corpse Grinder

Gargantuan vehicle (12,000 lb.)

Creature Capacity: 8 Medium creatures

Cargo Capacity: 1 ton

Armor Class: 19

Hit Points: 200 (damage threshold 10, mishap threshold 20)

Speed: 90 ft.

Attributes: STR 18 (+4), DEX 10 (+0), CON 18 (+4), INT 0, WIS 0, CHA 0

Damage Immunities: poison, software

Condition Immunities: blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious

Hit and Run. The Corpse Grinder can move through the space of any Large or smaller creature. When it does, the creature must succeed on a DC 11 Dexterity saving throw or take 22 (4d10) bludgeoning damage and be knocked prone. If the creature was already prone, it takes an extra 22 (4d10) bludgeoning damage. This trait can't be used against a particular creature more than once each turn.

Prone Deficiency. If a vehicle rolls over and falls prone, it can't right itself and is incapacitated until flipped upright.

Action Stations

Driver (Requires 1 Crew and Grants Three-Quarters Cover). Drive and steer the vehicle.

Cow Crusher (Requires 1 Crew and Grants Half Cover). Melee Tech Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 25 (6d6+4) piercing damage. A target reduced to 0 hit points by this damage is ground to bits and spit out through pipes on both sides of the Corpse Grinder. Any mundane items the target was holding or carrying are destroyed as well. The Cow Crusher can only target creatures directly in front of the Corpse Grinder.

Wrecking Ball (Requires 1 Crew and Grants Half Cover). Melee Tech Weapon Attack: +9 to hit, reach 15 ft., one target. Hit: 40 (8d8+4) bludgeoning damage. Double the damage if the target is an object or a structure.

2 Harpoon Flingers (Each Requires 1 Crew and Grants Half Cover). Ammunition: 10 harpoons. Ranged Weapon Attack: +6 to hit, range 120 ft., one target. Hit: 10 (2d8+1) piercing damage.

Reactions

Juke. If the vehicle is able to move, the driver can use its reaction to grant the vehicle advantage on a Dexterity saving throw.

Robo-Horse

Large vehicle (1500 lb.)

Creature Capacity: 2 Medium creatures

Cargo Capacity: 500 lb.

Armor Class: 19 (# while stationary)

Hit Points: 30 (damage threshold 5, mishap threshold 10)

Speed: 90 ft.

Attributes: STR 16 (+3), DEX 10 (+0), CON 12 (+1), INT 2 (-4), WIS 10 (+0), CHA 0

Damage Immunities: psyche, toxic

Condition Immunities: blinded, charmed, deafened, frightened, paralyzed, petrified, poisoned, stunned, unconscious

All Terrain. A robo-horse can move through difficult terrain (though its speed is still reduced) and does not need roads or flat ground for movement. A robo-horse can right itself from prone.

Action Stations

Driver (Requires 1 Crew). Drive and steer the vehicle.

Reactions

Juke. If the vehicle is able to move, the driver can use its reaction to grant the vehicle advantage on a Dexterity saving throw.

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