Sample vehicles (conveyances) for land, air, and water on Golarion.
Size: The Size and Scale of the vehicle relative to a human (see Size & Scale).
Handling: The vehicle’s responsiveness and maneuverability are added to or subtracted from all its operator’s maneuvering rolls (Boating, Driving, Piloting, or Riding). This typically ranges from -4 for particularly slow or sluggish vehicles to +4 for those that can turn on a dime.
Top Speed: Top Speed is expressed in miles per hour (MPH) for easy comparison to the real world. To convert miles per hour to Pace, multiply MPH by 1.5.
Toughness: The vehicle’s base durability, including Armor in parentheses. Use these as guides when creating your own.
Vehicles can normally take three Wounds before they’re Wrecked (see below), but Large Vehicles can take one additional Wound, Huge vehicles two, and Gargantuan three.
Crew: The number of crew plus any additional passengers it can transport. A notation of “2+8,” for example, means it requires a crew of two and can carry up to eight additional passengers.
A vehicle without enough crew may not be able to operate all its weapons or other devices.
Ships and the like that require multiple crew to work their sails lose 10% Top Speed and subtract 1 from Handling if undercrewed. The GM can multiply these effects if the vehicle is drastically undermanned, or it might simply be effectively immobile.
Cost: The typical price of the vehicle in Golarion. This will vary widely depending on the type of vehicle, the environment, its condition, and other market factors.
Heavy Armor: Only weapons marked as Heavy Weapons can hurt this vehicle, regardless of the damage roll. This keeps a lucky bow shot from destroying a longship, for example. Vehicles with Heavy Armor halve damage they take from colliding with other obstacles (including vehicles) that don’t have Heavy Armor. This is not to be confused with the heavy category of personal armor.
Weapons: Vehicles with weapons note their location for narrative play or when using miniatures on the tabletop. Here are the most common:
Fixed: The vehicle’s weapon fires only in the listed direction (typically front or rear in a 45° arc).
Swivel Mount: The weapon is mounted on a post or platform that can turn and fire in a 180° arc in the listed direction.
Turret: The weapon is in a turret and can freely fire in a 360° arc.
A vehicle can take three Wounds before it’s wrecked. Each Wound subtracts 10% of its Top Speed and reduces Handling by -1.
If a fast-moving (GM’s call) vehicle such as a coach or wagon wrecks, all the passengers inside take 3d6 damage. Anyone riding on the outside of a coach or wagon when it wrecks takes 4d6 damage.
Double the damage if the device was flying at significant altitude (at least a few hundred feet).
Vehicle Size Handling Top Speed (MPH) Toughness Crew Cost Notes
Carriage 3 -2 8 6 1+3 100 gp Notes: Pulled by one Horse. Pace on the tabletop is 12 and it may run.
Cart 1 -2 6/4 5 1 15 gp Notes: Pulled by one Horse or Mule. Pace on the tabletop is 9/6 for the horse/mule and it may run.
Sled 4 (Large) 0 4 8 2+4 20 gp Notes: Wagon on runners for snow and ice travel. Pulled by two or more beasts. Pace on the tabletop is 6, and it may run.
Wagon, light 4 (Large) -1 8 8 2+4 35 gp Notes: Pulled by two horses. Pace on the tabletop is 12 and it may run.
Wagon, heavy 6 (Large) -2 8 8 4+8 100 gp Notes: Pulled by four horses. Pace on the tabletop is 12 and it may run.
Vehicle Size Handling Top Speed (MPH) Toughness Crew Cost Notes
Airship (dirigible) 8 (Huge) -2 10 4 1+9 50,000 gp Notes: Quite rare on Golarion. This exotic vessel is a sailing ship connected by heavy chains to a massive balloon which holds it aloft.
Alchemical Dragon 11 (Huge) 0 12 14 (2) 10+50 100,000 gp Notes: Extremely rare on Golarion. Warship shaped as dragon with magical/alchemical engines.
Glider 4 (Large) -4 5 6 1 500 gp Notes: A light wooden frame with wing-like sails.
Vehicle Size Handling Top Speed (MPH) Toughness Crew Cost Notes
Galley 13 (Gar) -2 20 20 (4) 20+250 30,000 gp Notes: Heavy Armor. Has both oars and sails. Weapons: Catapult (fixed front).
Keelboat 10 (Huge) 0 10 16 (4) 15+100 3,000 gp Notes: Heavy Armor. Has oars and a single mast with square sail.
Longship 10 (Huge) -1 20 16 (4) 40+100 10,000 gp Notes: Heavy Armor. Has numerous oars and a sail.
Rowboat 0 -2 5 8 (1) 1+3 50 gp
Sailing Ship 10 (Huge) -1 15 14 (2) 20+120 10,000 gp Notes: Heavy Armor. Has three masts and square sails.
Sailing Sloop 8 (Huge) 0 30 12 (2) 20+80 15,000 gp Notes: Heavy Armor. Has one mast and fore-and-aft rigged sails.
Warship (Galleon) 14 (Gar) -2 12 20 (4) 80+160 50,000 gp Notes: Heavy Armor. Weapons: 16x to 46x Cannon (fixed left and right).