Number of Vehicle Squares     КБ   МБМ Modifier — КиберПедия 

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Number of Vehicle Squares     КБ   МБМ Modifier

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Крупный vehicle         9        +1

Огромный vehicle       8        +2

Гигантский vehicle      6        +4

Колоссальный vehicle 2        +8

 

If a vehicle’s means of propulsion is an object, it is destroyed when it reaches 0 пункты здоровья.

If either the means of propulsion or the vehicle is destroyed, it comes to a sudden stop if it is not stopped already. Water vehicles sink and drop to the bottom of the body of water. Air vehicles fall.

Su dden Stops: When a vehicle comes to a sudden stop—its movement is reduced to 0 in some way other than the driver using a drive action to замедление the vehicle—both creatures and items on the vehicle are violently pushed toward the vehicle’s forward facing a number of squares equal to 1/2 the vehicle’s current быстрое before it came to the sudden stop. This movement does not провоцирует внеочередные атаки. At the end of this movement, creatures and objects take 1d6 points of damage, and creatures must succeed at a СЛ 20 Реакция проверка испытания or be Knocked распластан. If the movement pushes creatures or objects into solid objects, that creature or object takes an additional 1d6 points of damage for each 5-foot square the push was reduced by the solid object.

For instance, if a vehicle with a movement of 60 feet makes a sudden stop due to hitting a brick wall, its driver is thrown 30 feet toward the brick wall. If the brick wall was only 5 feet away from the driver at the point of impact, the driver moves forward 5 feet, hits the wall, and takes 5d6 points of damage. She then takes the original 1d6 points of damage, after which she makes a Реакция проверка испытания to see if she falls распластан for the sudden stop.

Repairing a Vehicle: The fastest and easiest way to repair a vehicle is with the починка and ремонт spells, but more mundane methods can also be used. Ремесло (плотник) can be used to repair most vehicles made of wood; because of their specialized construction, water vehicles require Ремесло (корабел) to repair. Depending on the nature of the damage, such skills like Ремесло (ткач), Ремесло (алхимик), Знание (инженерное дело), and even various профессияs can be used to repair vehicles, if the GM approves. In general, a day’s worth of work by a single person using the appropriate skill to repair a vehicle requires 10 зм of raw material and a СЛ 10 проверка навыка, and repairs 10 points of damage on a success, or 5 пункты здоровья on a failure.

 

VEHICLE STATISTICS

Below are explanations of some of the traits noted in vehicle statistics. If information for a given category is not listed in a given stat block, it is not applicable.

Name: The name of the vehicle.

Размер an d Type: Divided into land, sea, and air.

Squares: The typical размер of the vehicle is measured in a number of squares, followed by the standard configuration of those squares.

Cost: The vehicle’s cost in зм. Sometimes the description or the weapons section provides possible modifications for the vehicles. These are not included in the cost of the vehicle, nor are additions like rams or siege engines.

КБ an d Hardness: This is the КБ and harness of the vehicle. The КБ assumes the vehicle is in motion and the driver has not modified the КБ with his driving skill. If the vehicle is not in motion, it has an effective Ловкость of 0 (– 5 penalty to КБ), and an additional –2 penalty to its КБ.

hp: While a vehicle can be attacked in combat, it is often hard to significantly damage Крупный vehicles. When a vehicle reaches the hit point total in the parentheses, it is сломан. A vehicle’s пункты здоровья not factor in its method of propulsion or the driving device. They have their own statistics.

Base Save: Each vehicle has a base испытание modifier. All of the vehicle’s испытания (Стойкость, Реакция, and Воля) have the same value. This is the vehicle’s испытание before the driver modifies it with his driving check.

Maximum spee d: This is the fastest that a vehicle can move. When a vehicle has more than one method of propulsion, it may also have more than one maximum быстрое.

МБМ an d ЗБМ: The МБМ an ЗБМ before the driver modifies it with his driving check modifier.

Acceleration: This is how fast a vehicle can increase its быстрое each round. It also determines the maximum amount a vehicle can safely decelerate each round.

Propulsion: The type and amount of propulsion required.

Driving Check: The skills typically used to make a vehicle driving check with this vehicle.

Forwar d Facing: The direction of the vehicle’s forward facing.

Driving Device: The typical driving device the driver manipulates when driving the vehicle.

Driving Space: The размер and the location of the vehicle’s driving space.

Crew: This is the number of crew members, in addition to the driver, needed to move the vehicle.

Decks: The number of decks and any important information about those decks is given in this section.

Weapons: Some vehicles can be equipped with siege weapons. This is the number of siege or vehicle weapons that a vehicle can have.


 

LAND VEHICLES

Land vehicles carry occupants and cargo over hard earth or similar terrain. They are typically propelled by muscle, but can be moved by a variety of propulsion methods. The following are the most common types of land vehicles, including all land vehicles that characters can purchase in the Core Rulebook.

 

CARRIAGE

Крупный land vehicle

Squares 6 (10 футов by 15 футов; 6 feet high); Cost 100 зм

DEFENSE                                                                      

КБ 9; Hardness 5

hp 90 (44)

Base Save +1

OFFENSE                                                                      

Maximum spee d twice the быстрое of the pulling creature(s);

Acceleration the быстрое of the pulling creature(s)

МБМ +1; ЗБМ 11

Ramming Damage 1d8

DESCRIPTION                                                             

This four-wheeled vehicle can transport as many as four people within an enclosed cab, in addition to one driver and one other person seated next to the driver (often armed). The carriage’s roof can carry 200 pounds of cargo.

Propulsion muscle (pulled; 6 Средний creatures or 2 Крупный creatures)

Driving Check Дрессировка or Профессия (извозчик) (in the case of creatures with animal Интеллект pulling the vehicle), Дипломатия or Запугивание (in the case of intelligent creatures pulling the vehicle)

Forwar d Facing toward the creatures pulling the vehicle

Driving Device reins

Driving Space the most forward squares if the carriage’s upper deck.

Decks 2; a lower cab with enough room for four passengers, and an upper deck with room for a driver and another passenger.

 


CART

Крупный land vehicle

Squares 2 (5 футов by 10 футов; 4 feet high); Cost 15 зм

DEFENSE                                                                      

КБ 9; Hardness 5

hp 30 (14)

Base Save +0

OFFENSE                                                                      

Maximum spee d twice the быстрое of the pulling creature(s) –10 футов; Acceleration the быстрое of the pulling creature(s) –5 футов

МБМ +1; ЗБМ 11

Ramming Damage 1d8

DESCRIPTION                                                             

This two-wheeled vehicle is often used to transport Небольшой loads of up to 300 pounds of cargo from one settlement to another.

Propulsion muscle (pulled; 2 Средний creatures or 1 Крупный creature)

Driving Check Дрессировка or Профессия (извозчик) (in the case of creatures with animal Интеллект pulling the vehicle), Дипломатия or Запугивание (in the case of intelligent creatures pulling the vehicle)

Forwar d Facing toward the creatures pulling the vehicle

Driving Device reins

Driving Space the most forward square of the cart

Decks 1

 

CHARIOT, LIGHT

Крупный land vehicle

Squares 2 (5 футов by 10 футов; 5 feet high); Cost 50 зм

DEFENSE                                                   

КБ 9; Hardness 5

hp 30 (14)

Base Save +0

OFFENSE                                                   

Maximum spee d twice the быстрое of the pulling creature(s);

Acceleration the быстрое of the pulling creature(s)

МБМ +1; ЗБМ 11

Ramming Damage 1d8

DESCRIPTION                                           

These two-wheeled vehicles are often used for racing or as the platform for a single Лучник racing though the battlefield at high быстроеs.

Propulsion Muscle (pulled; 2 Средний creatures or 1 Крупный creature)

Driving Check Дрессировка or Профессия (извозчик) (in the case of creatures with animal Интеллект pulling the vehicle), Дипломатия or Запугивание (in the case of intelligent creatures pulling the vehicle)

Forwar d Facing toward the creatures pulling the vehicle

Driving Device reins

Driving Space the most forward square of the chariot

Decks 1


CHARIOT, СРЕДНИЙ   

Крупный land vehicle

Squares 4 (10 футов by 10 футов; 5 feet high); Cost 100 зм

DEFENSE                                                   

КБ 9; Hardness 5

hp 60 (29)

Base Save +1

OFFENSE                                                   

Maximum spee d twice the быстрое of the pulling creature(s);

Acceleration half the быстрое of the pulling creature(s)

МБМ +1; ЗБМ 11

Ramming Damage 1d8

DESCRIPTION                                           

This two-wheeled vehicle is often used on the battlefield to сломать apart infantry formations or as a fast-moving fighting platform.

Propulsion muscle (pulled; 4 Средний creatures or 1 Крупный creature)

Driving Check Дрессировка or Профессия (извозчик) (in the case of creatures with animal Интеллект pulling the vehicle), Дипломатия or Запугивание (in the case of intelligent creatures pulling the vehicle)

Forwar d Facing toward the creatures pulling the vehicle

Driving Device reins

Driving Space the two most forward squares of the chariot

Decks 1

 

CHARIOT, HEAVY

Крупный land vehicle

Squares 6 (10 футов by 15 футов; 5 feet high); Cost 200 зм

DEFENSE                                               

КБ 8; Hardness 5

hp 80 (44)

Base Save +1

OFFENSE                                               

Maximum spee d twice the быстрое of the pulling creature(s);

Acceleration half the быстрое of the pulling creature(s)

МБМ +2; ЗБМ 12

Ramming Damage 1d8

DESCRIPTION                                           

This two-wheeled vehicle is sometimes used as a fighting platform or for transporting a light ballista onto the battlefield. Propulsion muscle (pulled; 6 Средний creatures or 2 Крупный creatures)

Driving Check Дрессировка or Профессия (извозчик) (in the case of creatures with animal Интеллект pulling the vehicle), Дипломатия or Запугивание (in the case of intelligent creatures)

Forwar d Facing toward the creatures pulling the vehicle

Driving Device reins

Driving Space the two most forward squares of the chariot

Decks 1

Weapons light ballista

 

SLEIGH    

Крупный land vehicle

Squares 4 (10 футов by 10 футов; 3 feet high or 13 feet high with sail);

Cost 100 зм

DEFENSE                                                   

КБ 9; Hardness 5

hp 60 (29)

Base Save +1

OFFENSE                                                                      

Maximum spee d twice the быстрое of the pulling creature(s) (muscle), or 100 футов (current); Acceleration half the быстрое of the pulling creature(s) (muscle), or 30 футов (current)

МБМ +1; ЗБМ 11

Ramming Damage 1d8

DESCRIPTION                                                             

This open carriage uses a pair of Бегунners instead of wheels. It is used to travel across snow and ice, and only moves at half быстрое when used on other surfaces. Sleighs are usually pulled by horses or other suitable creatures, but some are propelled by Огромный (8-square) sail mechanisms. If the sleigh uses wind propulsion, it has no space for passengers or cargo.

Propulsion muscle (pulled; 4 Средний creatures or 1 Крупный creature; on ice, the creatures must be clawed rather than hoofed) or current (air; 8-square sail; hp 40)

Driving Check Дрессировка or Профессия (извозчик) (in the case of creatures with animal Интеллект), Дипломатия or Запугивание (in the case of intelligent creatures pulling the vehicle), or Акробатика (in the case of air current; +10 to the СЛ)

Forwar d Facing toward the creatures pulling the vehicle or the front of the sleigh in the case of air current propulsion

Driving Device reins (muscle propulsion) or rigging (air current propulsion)

Driving Space the two most forward squares of the sleigh

Decks 1

 

STEAM GIANT    

Гигантский land vehicle

Squares 16 (20 футов by 20 футов; 26 feet high); Cost 80,000 зм

DEFENSE                                                                      

КБ 6; Hardness 10

hp 320 (159)

Base Save +3

OFFENSE                                                                      

Maximum spee d 60 футов; Acceleration 30 футов

МБМ +4; ЗБМ 14

Ramming Damage 4d8

DESCRIPTION                                                             

This thankfully rare and expensive walking monstrosity is one of the more bizarre land vehicles in existence. A giant cauldron of iron atop stubby but effective legs, it hobbles its way across the battlefield at a grinding pace. It costs 100 зм in alchemical reagents to fuel 1 hour of activity. Creatures inside the steam giant gain either total cover (in the lower decks) or improved cover (in the upper viewing and control deck). Only the upper deck has view ports, allowing those inside the steam giant to look out.

Propulsion alchemical (10 squares of alchemical engines; hardness 8, hp 200)


 

 

Driving Check Знание (магия) or Ремесло (алхимик) +10 to the СЛ

Forwar d Facing one side of the square vehicle space

Driving Device two levers used to move the legs

Driving Space a single 5-футов-by-5-футов square that contains the two levers that serve as the steam giant’s driving device; these levers are located on the third (top) deck of the vehicle

Crew 4

Passengers 6

Decks 3; The two lower decks give access to the alchemical engine that powers the steam giant. These lower decks have no windows or other way to see outside of the vehicle. The upper deck is an observation deck that contains the alchemical giant’s driving device and driving square.

Weapons 2 Крупный direct-fire ranged siege engines on the arms

 

 WAGON, LIGHT    

Крупный land vehicle

Squares 4 (10 футов by 10 футов; 5 feet high); Cost 50 зм

DEFENSE                                                   

КБ 9; Hardness 5

hp 60 (29)

Base Save +1

OFFENSE                                                   

Maximum spee d twice the быстрое of the pulling creature(s);

Acceleration half the быстрое of the pulling creature(s)

МБМ +1; ЗБМ 11

Ramming Damage 1d8

DESCRIPTION                                           

This four-wheeled vehicle is ideal for transporting decent quantities of goods between communities. It can carry up to 1,00o p0unds of cargo.

Propulsion muscle (pulled; 4 Средний creatures or 1 Крупный creature) Driving Check Дрессировка or Профессия (извозчик) (in the case of creatures with animal Интеллект), Дипломатия or Запугивание (in

the case of intelligent creatures pulling the vehicle) Forward Facing toward the creatures pulling the vehicle Driving Device reins

Driving Space the two most forward squares of the wagon

Decks 1

 

 WAGON, СРЕДНИЙ

Крупный land vehicle

Squares 6 (10 футов by 15 футов; 5 feet high); Cost 75 зм

DEFENSE                                                   

КБ 9; Hardness 5

hp 90 (44)

Base Save +1

OFFENSE                                                   

Maximum spee d twice the быстрое of the pulling creature(s);

Acceleration half the быстрое of the pulling creature(s)

МБМ +1; ЗБМ 11

Ramming Damage 1d8


 

183


 

 

184


DESCRIPTION                                      

This four-wheeled vehicle is used to transport Крупный amounts of goods between communities, and is sometimes used by caravans. It can carry up to 2,000 pounds of cargo.

Propulsion muscle (pulled; 4 Средний creatures or 1 Крупный creature)

Driving Check Дрессировка or Профессия (извозчик) (in the case of creatures with animal Интеллект pulling the vehicle), Дипломатия or Запугивание (in the case of intelligent creatures pulling the vehicle)

Forwar d Facing toward the creatures pulling the vehicle

Driving Device reins

Driving Space the most forward square of the wagon

Deck 1

 

 WAGON, HEAVY   

Огромный land vehicle

Squares 8 (10 футов by 20 футов; 5 feet high); Cost 100 зм

DEFENSE                                               

КБ 9; Hardness 5

hp 120 (59)

Base Save +2

OFFENSE                                               

Maximum spee d twice the быстрое of the pulling creature(s);

Acceleration half the быстрое of the pulling creature(s)

МБМ +2; ЗБМ 12

Ramming Damage 2d8

DESCRIPTION                                      

This Крупный, four-wheeled vehicle is primarily used in caravans to transport goods over long stretches of territory. These wagons can carry up to 4,000 pounds of cargo.

Propulsion muscle (pulled; 4 Средний creatures or 1 Крупный creature)

Driving Check Дрессировка or Профессия (извозчик) (in the case of creatures with animal Интеллект pulling the vehicle), Дипломатия or Запугивание (in the case of intelligent creatures pulling the vehicle)

Forwar d Facing toward the creatures pulling the vehicle

Driving Device reins

Driving Space the most forward square of the wagon

Decks 1

 

WATER VEHICLES

Water vehicles move across bodies of water, whether as Небольшой as a river or as Крупный as an ocean. They are typically propelled by muscle or sail, but can be moved by a variety of propulsion methods. The following are the most common types of water vehicles, including all water vehicles that characters can purchase in the Core Rulebook.

 

 GALLEY     

Колоссальный water vehicle


Squares 104 (20 футов by 130 футов); Cost 10,000 зм

DEFENSE                                                   

КБ 2; Hardness 5

hp 1,560 (779)

Base Save +0

OFFENSE                                                   

Maximum spee d 180 футов (current) or 60 футов (muscle);

Acceleration 30 футов (current) or 15 футов (muscle)

МБМ +8; ЗБМ 18

Ramming Damage 8d8

DESCRIPTION                                           

One of the Крупныйst sailing ships on the sea, this massive vessel cannot make ocean voyages, and typically sticks to the coast. It can carry 150 tons of cargo or 250 soldiers.

Propulsion current (air; three masts, 60 squares of sails, hp 300), current (water), or muscle (pushed; 140 Средний rowers)

Driving Check Профессия (матрос) or Знание (природа) +10 to the СЛ

Forwar d Facing the ship’s forward

Driving Device steering wheel

Driving Space the nine squares around the steering wheel, typically located in the aft of the ship

Crew 20 or 160 (if the boat is rowed)

Decks 3

Weapons Up to 40 Крупный direct-fire siege engines in banks of 20 positioned on the port and starboard sides of the galley, or up to 12 Огромный direct-fire siege engines in banks of six on the port and starboard sides of the ship. The siege engines may only fire out the sides of the ship that they are positioned on. They cannot be swiveled to fire toward the forward or aft sides of the ship. These siege engines cannot be used while the galley is being rowed. For 8,000 зм more, the galley can be fitted with a battering ram and castles with firing platforms fore, aft, and amidships. Each of these firing platforms can hold a single Крупный direct-fire siege engine that can fire either

out the sides of the ship or in the direction of its location. An amidships platform can fire out either the port or starboard sides of the galley.

 

 KEELBOAT

Колоссальный water vehicle

Squares 40 (20 футов by 50 футов); Cost 13,000 зм

DEFENSE                                                   

КБ 2; Hardness 5

hp 600 (299)

Base Save +4

OFFENSE                                                   

Maximum spee d 60 футов (current) or 30 футов (muscle);

Acceleration 15 футов (muscle) or 30 футов (current)

МБМ +8; ЗБМ 18

Ramming Damage 8d8


Vehicles                                                                                                                                                              4


 

DESCRIPTION                                                             

This long, flat-bottomed ship has a few oars to supplement its single mast with a square sail. It can make both sea and river voyages. The keelboat can carry 50 tons of cargo or 100 soldiers.

Propulsion current (air; 20 squares of sails, hp 100), current (water), or muscle (pushed; 8 Средний rowers)

Driving Check Дипломатия or Запугивание while rowed, or Профессия (матрос) or Знание (природа) +10 to the СЛ when sail is used

Forwar d Facing ship’s forward

Driving Device rudder

Driving Space the two middle rear squares of the keelboat

Crew 8

Decks 1

 

 LONGSHIP

Колоссальный water vehicle

Squares 45 (15 футов by 75 футов); Cost 10,000 зм

DEFENSE                                                                      

КБ 2; Hardness 5

hp 675 (337)

Base Save +5

OFFENSE                                                                      

Maximum spee d 120 футов (current and muscle) or 30 футов (muscle only); Acceleration 30 футов (current and muscle) or 15 футов (muscle only)

МБМ +8; ЗБМ 18

Ramming Damage 8d8

DESCRIPTION                                                             

This long and relatively thin boat has a single mast with a square sail. It can traverse lakes, oceans, and deep rivers. It can carry 50 tons of cargo or 100 soldiers.

Propulsion current (air; 10 squares of sails, hp 50), current (water), or muscle (pushed; 40 Средний rowers)

Driving Check Дипломатия or Запугивание while rowed, or Профессия (матрос) or Знание (природа) +10 to the СЛ when sail is used

Forwar d Facing the ship’s forward

Driving Device rudder

Driving Space the two middle rear squares of the longship

Crew 40

Decks 1 (with Небольшой cargo area under the deck)

 

 ROWBOAT

Крупный water vehicle

Squares 3 (5 футов by 15 футов); Cost 50 зм

DEFENSE                                                                      

КБ 9; Hardness 5

hp 60 (29)

Base Save +0

OFFENSE                                                                      

Maximum spee d 30 футов; Acceleration 10 футов


 

 

МБМ +1; ЗБМ 11

Ramming Damage 1d8

DESCRIPTION                                           

This Небольшой water vehicle is primarily used to disembark from Крупныйr ships or to traverse Небольшой areas of water—perhaps ferrying a few passengers across a stream or Небольшой lake. A rowboat can carry 1,000 pounds of cargo or 2 passengers.

Propulsion current (water) or muscle (pushed; 1 or 2 Средний rowers; one is the driver)

Driving Check Выживание Forwar d Facing boat’s forward Driving Device oars

Driving Space the center square of the rowboat

Decks 1

 

 SAILING SHIP      

Колоссальный water vehicle

Squares 60 (20 футов by 75 футов); Cost 10,000 зм

DEFENSE                                                   

КБ 2; Hardness 5

hp 900 (449)

Base Save +0

OFFENSE                                                   

Maximum spee d 180 футов (current) or 60 футов (muscle);

Acceleration 30 футов (current) or 15 футов (muscle)

МБМ +8; ЗБМ 18

Ramming Damage 8d8

DESCRIPTION                                           

This massive sailing ship is used for ocean travel. It can carry 150 tons of cargo on top of a full crew and passenger

complement. A sailing ship can carry 150 tons of cargo or 200 passengers.

Propulsion current (air; two masts, 30 squares of sails, hp 150) or current (water)

Driving Check Профессия (матрос) or Знание (природа) +10 to the СЛ

Forwar d Facing the ship’s forward

Driving Device steering wheel

Driving Space the nine squares around the steering wheel, typically located in the aft of the ship

Crew 20

Decks 2

Weapons Up to 20 Крупный direct-fire siege engines in banks of 10 positioned on the port and starboard sides of the ship, or up to 6 Огромный direct-fire siege engines in banks of 3 on the port and starboard sides of the ship. The siege engines may only fire out the sides of the ship they are positioned

on. They cannot be swiveled to fire toward the forward or aft sides of the ship.

 

 WARSHIP

Колоссальный water vehicle

Squares 80 (20 футов by 100 футов); Cost 25,000 зм

DEFENSE                                              

КБ 2; Hardness 10

hp 1,200 (599)

Base Save +0

OFFENSE                                              

Maximum spee d 150 футов (current) or 60 футов (muscle);

Acceleration 30 футов (current) or 15 футов (muscle)

МБМ +8; ЗБМ 18

Ramming Damage 8d8

DESCRIPTION                                      

This ship is treated with reinforced wood, and is used for short-дальнобойное forays and troop deployment. A warship can carry 50 tons of cargo or 160 soldiers.

Propulsion current (air and water; one mast, 160 squares of sails, hp 800) or muscle (pushed; 80 Средний rowers)

Driving Check Профессия (матрос) or Знание (природа) +10 to the СЛ

Forwar d Facing the ship’s forward

Driving Device steering wheel

Driving Space the nine squares around the steering wheel, typically located in the aft of the ship

Crew 60

Decks 2

Weapons Up to 20 Крупный direct-fire siege engines in banks of 10 positioned on the port and starboard sides of the ship, or up to six Огромный direct-fire siege engines in banks of three on the port and starboard sides of the ship. The siege engines may only fire out the sides of the ship they are positioned on. They cannot be swiveled to fire toward the forward or aft sides of the ship. These weapons cannot be used while the warship is being rowed.

AIR VEHICLES

Air vehicles полет through the air. They are usually propelled by air currents, alchemical engines, magic, or in the case of Крупныйr air vehicles, a mix of air currents and alchemical engines or magic. Airships, because of their nature, travel though all three dimensions instead of two. When they ascend, they must do so at half their current быстрое. When air vehicles descend, they can (but do not have to) move at double their current быстрое. After the ascent or descent, treat the vehicle’s current быстрое as it was before making the ascent or descent.

 

 AIRSHIP

Колоссальный air vehicle

Squares 48 (20 футов by 60 футов); Cost 50,000 зм

DEFENSE                                                                      

КБ 2; Hardness 5

hp 720 (359)

Base Save +0

OFFENSE                                                                      

Maximum spee d 100 футов; Acceleration 30 футов

МБМ +8; ЗБМ 18

Ramming Damage 8d8

DESCRIPTION                                                             

This exotic and expensive vehicle is held aloft by a massive balloon connected by chain to a ship that hangs below. This ship is similar to a sailing ship, complete with an open top, and is propelled by an easily controlled magical engine.

Passengers and cargo are carried in the ship. An airship can carry 30 tons of cargo or 100 passengers.

Propulsion current (air; 90 squares of dirigible, hp 450) and magic

Driving Check none (magic) Forward Facing the ship’s forward Driving Device magic item

Driving Space the nine squares around the controlling magic item that sits at the front of the ship

Crew 0

Decks 2

Weapons Up to 6 Крупный direct-fire siege engines in banks of 3 positioned on the port and starboard sides of the airship, or up to 4 Огромный direct-fire siege engines in banks of two on the port and starboard sides of the ship. The siege engines may only fire out the sides of the ship they are positioned on. They cannot be swiveled to fire toward the forward or aft sides of the ship.

 

 ALCHEMICAL СУAGON

Колоссальный air vehicle

Squares 60 (20 футов by 75 футов); Cost 100,000 зм

DEFENSE                                                                      

КБ 2; Hardness 5

hp 900 (449)

Base Save +0

OFFENSE                                                                      

Maximum spee d 100 футов; Acceleration 30 футов

МБМ +8; ЗБМ 18

Ramming Damage 8d8

DESCRIPTION                                                             

This ship is made of wood and is usually ремеслоed in the shape of a dragon. It is held aloft purely by its alchemical engine, a complicated and dangerous device that has a tendency to explode when the vehicle becomes wrecked. When this

happens, if the alchemical dragon has a driver, that driver can make a СЛ 30 driving check as an прерывающее действие. If the check fails, the alchemical engine explodes, dealing 10d10 points of fire damage to all objects and creatures within a

60-foot radius of the alchemical engine. A СЛ 20 Реакция испытание halves the damage. An alchemical dragon can carry up to 20 tons of cargo or 70 passengers.

Propulsion alchemical (6 squares of alchemical engines in the middle of the ship; hardness 8, hp 120)

Driving Check Ремесло (алхимик) or Знание (магия) +10 to the СЛ

Forwar d Facing the ship’s forward

Driving Device steering wheel

Driving Space the nine squares around the steering wheel that sits at the front of the ship

Crew 10

Decks 1

Weapons Up to 6 Крупный direct-fire siege engines in banks of 3 positioned on the port and starboard sides of the alchemical dragon, or up to 4 Огромный direct-fire siege engines in banks of two on the port and starboard sides of the ship. The

siege engines may only fire out the sides of the ship they are positioned on. They cannot be swiveled to fire toward the forward or aft sides of the ship.

 

 СКОЛЬЖЕНИЕR

Крупный air vehicle

Squares 4 (10 футов by 10 футов); Cost 500 зм

DEFENSE                                                   

КБ 9; Hardness 0 (takes double damage from acid and fire attacks)

hp 20 (9)

Base Save +0

OFFENSE                                                   

Maximum spee d 80 футов; Acceleration 10 футов (30 футов when it first pushes off)

МБМ +1; ЗБМ 11

Ramming Damage 1d8

DESCRIPTION                                           

A скольжениеr is basically a Крупный piece of sail stretched out with a frame and connected to a handhold and straps. The only way to get a скольжениеr полетing is to прыжок off a steep incline, allowing the скольжениеr to pick up the air current.

Propulsion current (air; four squares of sail, which serve as the majority of the vehicle, hp 20)

Driving Check Полет or Акробатика +10 to the СЛ Forward Facing the point of the скольжениеr’s wings Driving Device rigging

Driving Space any single square directly below the sail part of the скольжениеr

Decks 1

 


5 VARIANT RULES

 

 

Do any of you see another option?” Harsk growled.

“Because last I checked, dragon scales are tough. Your swords are going to be about as useful as butter against that броня.”

The others looked at each other. No one spoke.

“That’s what I thought,” sпомощь Harsk, stepping into the basket of the straining catapult. “Be sure to wait until it comes in close for another pass—and whatever you do, don’t miss.”

Kyra touched the dwarf’s shoulder. “Either way, you’ll fall.”

Harsk smiled. “I expect Ezren to be waiting beneath me with a spell. And if that doesn’t work—I hope you can catch.”


INTRODUCTION

Most of this book is designed to offer new options to players and GMs using the normal combat system of the Pathfinder Roleplaying Game, as presented in the Pathfinder RPG Core Rulebook and expanded upon in such subsequent books as the Pathfinder RPG Advanced Player’s Guide. With years of field testing and design work, the system is intended to be as robust and all- encompassing as possible, with the additional rules subsystems presented in Chapter 3: Mastering Combat helping adjudicate some corner cases and add to the fun in specific types of games.

Some players and Game Masters, however, may wish to replace whole sections of the traditional Pathfinder RPG combat system with something new—either as a change of pace, or out of an attempt to better simulate the actual blow-by-blow action of physical combat. Presented in this chapter are several optional rules variants for combat that may be swapped out with the улучшения rules. As these options significantly revise how the game works, players and GMs should be extremely careful when deciding whether or not to incorporate these optional rules into an улучшения campaign, and should be prepared for an additional layer of complexity and potential замедлениеdowns in gameplay as everyone at the table works on getting up to быстрое.

 

ARMOR AS DAMAGE REDUCTION

For years, gamers have debated what exactly the approximation known as Armor Class represents—whether it’s how difficult a given character is to hit, how much physical punishment he can take, and so on. This alternate system presents a way to view броня more like damage reduction—not as something that makes a character hard to hit, but as protection that makes him harder to damage, as the броня soaks up most of the punishment and negates it before it can impact the wearer.

 

ПРИЦЕЛЬНЫЕ УДАРЫ

Обычные правила боя для РПГ Pathfinder рассматривают атаки и удары абстрактно, вычитая области здоровья и оставляя детали того, где наносится удар мечом, в соответствии с описанием GM. Эта система передает больше контроля в руки человека, позволяя персонажам нацеливаться на определенные области противника с соответствующими результатами.

 

PIECEMEAL ARMOR

Sometimes броня doesn’t come in nicely matched sets, purchased straight from the броняer. Боецs may be forced to make do with tattered, hand-me-down sets cobbled together from various pieces, or else taken from the мертв and defited on the field of battle. Perhaps your character is a castaway forced to scavenge for what bits of броня she can find, or a resident of a post-apocalyptic setting in which everyone must scrounge through junk heaps and burned- out storefronts to acquire their equipment. Though such patchwork suits are almost always less effective than complete suits with pieces made to work together, the rules in this section provide everything you need to know about mixing and matching броня types.

 

WOUNDS AND VIGOR

Just as Armor Class is an abstraction, so are пункты здоровья—after all, just because a dagger does 1d4 points of damage doesn’t mean a high-level воин is somehow immune to having his throat slit. This alternate system attempts to better represent the differences between injuries and impeded performance.


 

ARMOR AS DAMAGE REDUCTION

While the броня and Armor Class system presented in the Pathfinder Roleplaying Game is tried and tested, some players may yet have a sense that it feels slightly off. That is to say, if a suit of броня is actually protecting the wearer from attacks that strike but simply fail to cause the wearer повреждение, why then do we say that броня reduces the chance of a hit? The abstraction has been clarified in the rules by defining what it means to be “hit” in combat as actually being “hit in such a way as to effectively cause повреждение,” but this explanation is still not enough for some players.

The following is an alternative system that allows броня to absorb the damage of attacks, rather than a system that provides an abstract way of determining when a hit does actual повреждение. Like all the rules presented in this chapter, it is a variant to the base system of the Pathfinder RPG. It is for GMs who want броня to reduce damage rather than increase Armor Class, and replaces the normal rules for броня.

In this system, a creatures no longer has an Armor Class. Instead it has a Defense score that a foe’s attack roll must meet or exceed to hit the creature. Then any damage is reduced by damage reduction based on the creature’s броня worn and any бонус естественной брони the creature has. Furthermore, броня has a chance of reducing all critical hits to normal hits, by replacing the confirmation roll for critical hits with a critical defense check made by the creature threatened by the critical hit.

 

DEFENSE

In this alternative system, a creature does not have an Armor Class (КБ); it instead has a Defense score. Defense is similar to touch КБ in the standard Pathfinder Roleplaying Game rules, but it also adds the щит bonus (including any бонус усиления to the щит), and any бонус усиления to броня.

 

Defense = 10 + щит bonus + модификатор Ловкости + other modifiers (including броня’s бонус усиления, but not броня bonus or бонус естественной брони)

Defense represents how easy or difficult it is to hit a creature. The щит bonus is added because a creature is considered to be actively blocking attacks with its щит whenever it can, which is whenever it would gain its Ловкость bonus to КБ and not be застигнут врасплох.

Losing Ловкость Bonus to Defense: Situations or effects that would cause you to lose your Ловкость bonus to КБ instead cause you to lose your Ловкость bonus to Defense. Also, whenever you lose your Ловкость bonus to Defense, you also lose any щит bonus to Defense, since when you lose your Ловкость bonus to КБ, you also lose the ability to properly respond to attacks with your щит.

Застигнут врасплох Defense: You do not gain your Ловкость or щит bonus to your Defense if you are застигнут врасплох or lose your Ловкость bonus to Defense; thus, your Застигнут врасплох Defense is equal to your Defense minus your Ловкость bonus and щит bonus.

Defense and Using a Щит without Proficiency: When a creature uses a щит it is not proficient with, it takes that щит’s броня check penalty as a penalty to the щит bonus, along with the other penalties for using a щит without proficiency. Furthermore, it also takes this penalty to its Застигнут врасплох Defense, as the щит actually gets in the way instead of защитное against incoming attacks.

 

ARMOR AS DAMAGE REDUCTION

Armor in this system keeps all of its normal statistics and qualities, but its броня bonus (including any бонус усиления added to броня bonus and бонус естественной брони) is converted to СУ/броня. The СУ an броня provides is equal to its total броня bonus with a +1 bonus at 5th level or at 5 Кости Здоровья, with an increase to that bonus of +1 for every five levels above 5th level, or every 5 Кости Здоровья over 5 Кости Здоровья (to a maximum of +4 to СУ at 20th level or at 20 or more Кости Здоровья), provided that the creature wearing the броня is also proficient with the броня.

Using Armor without Proficiency: Creatures using броня they are not proficient with do not gain the bonus per level or Кости Здоровья to the СУ, on top of any of the other normal penalties for using броня without proficiency.

СУ /Armor: This type of СУ blocks the damage of all attacks that would normally be affected by СУ, based on the composition of the броня (see Table 5–1). Unlike most forms of damage reduction, СУ/броня stacks with other types of СУ. For instances, when fighting a skeleton with СУ 5/дробящее and СУ 4/броня (+2 for броня, +2 for естественная броня броня), the skeleton’s СУ/броня reduces 9 points of damage from non-дробящее attacks, and 4 damage from дробящее weapon attacks. Волшебное оружиеs and attacks from Крупный or Крупныйr creatures bypass the СУ 4/ броня, but not the СУ 5/дробящее.

Бонус естественной брони an d СУ: Like a creature’s броня bonus, a бонус естественной брони is also converted into damage reduction. If a creature is wearing броня and has a бонус естественной брони, the creature adds its броня bonus to its бонус естественной брони to determine the amount of СУ/броня that it has (see Table 5–2).

For instance, if a creature wearing a +2 chain shirt has СУ 6/броня is then subject to a дубовая кожа spell cast by a 6th-level друид (gaining a +3 бонус естественной брони), its СУ becomes СУ 9/броня for the duration of the spell. This СУ is bypassed by adamantine, or the attacks of Огромный or Крупныйr creatures.

A creature that has both СУ from a source other than броня and a бонус естественной брони gains the effects of an enhanced form of СУ, similar to how the composition of the броня grants special СУ/броня defenses (see Table 5–1). If a creature has magical броня, естественная броня броня, and СУ, it takes the best form of the special protection provided by both its броня and its mix of СУ and естественная броня броня to its СУ/броня.

For instance, if a creature has естественная броня броня and СУ/magic and is wearing adamantine броня, that creature’s СУ/броня functions as СУ/—, and can be bypassed by Гигантский or Крупныйr creatures, since the adamantine броня provides the best of the two damage reductions.

Unusual Creatures an d Armor СУ: Amorphous or бестелесность creatures have an easier time bypassing СУ/ броня. When they attack a creature with СУ/броня, they typically treat that СУ as a fraction of the СУ/броня. Attacks by бестелесность creatures entirely ignore the СУ unless that СУ comes from a force effect or from броня with the призрачного касания special броня quality. These traits are detailed in Table 5–3.

 

CRITICAL HITS AND DEFENSE

In this alternative system, when a creature threatens a critical hit, it does not make a critical hit confirmation roll. Instead, the target of that critical hit makes a critical defense check instead. A critical defense check is 1d20 + a bonus equal to the creature’s СУ + the creature’s модификатор Ловкости (up to the maximum Ловкость bonus allowed by any броня worn) + the sum of any Отражение and щит bonus to Defense.

 

Critical defense check bonus = creature’s СУ + модификатор Ловкости + щит bonus to Defense + Бонус отражения

The СЛ of the check is based on the die roll for the critical threat. It is further modified by the base бонус атаки of the attacking creature, how many critical черты the attacking creature has (if any; 10 maximum), and a bonus relationship between the размер of the attacking creature and the target of the critical hit, if the attacking creature is Крупныйr than the creature it attacked.

 

Critical defense СЛ = critical hit roll + 1/2 attacker’s base бонус атаки + 1 for each critical черта + 1 for each размер category Крупныйr attacker is than target

For instance, if a Средний creature is hit with a crossbow fired by a Средний 6th-level воин with two critical черты, and the critical threat attack roll is a 19, the target of the potential critical hit makes a critical defense check with a СЛ of 24 to reduce the critical hit to a normal hit. If the target is wearing +1 leather броня, has a Ловкость of 18, and is using a +1 buckler, that target would have a +9 bonus on the critical defense check to reduce the critical hit to a normal hit. On a roll of 15 or higher, the critical hit is reduced to a normal hit, and the target takes normal damage for the hit (which is reduced by its СУ). If the creature firing the crossbow had rolled a 20, the target of the critical hit would need to roll a 16 or higher on its critical defense check to reduce the impact of the critical hit, making it a normal hit.

On a failed critical defense check, the target of the critical hit takes the damage for the critical hit. That damage is still reduced by the target of the critical hit’s СУ.

Fortification Special Armor Quality: The fortification special броня quality acts in concert with the check, coming into play if the броня check fails.

 

TABLE 5–1: ARMOR COMPOSITION AND СУ

Attacker Размер to

Material            СУ Provided Bypass СУ Nonmagical броня1                               СУ/magic                                   Крупный Magical броня1 СУ/adamantine         Огромный Adamantine броня1                                                     СУ/—             Гигантский

1 Сияющее weapons bypass any СУ provided by броня. In addition, СУ from броня is halved if a creature is захват or опутываниеd, and does not apply when a creature is беспомощьность or обездвиженность.

 

TABLE 5–2: ЕСТЕСТВЕННАЯ БРОНЯ ARMOR CONVERSION TO СУ


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