Carts/Wagons
Cart Vehicle: Cart
20G
A simple cart that can be pulled by a person or animal.
Crew Size:
0
Passengers:
3
Type:
Pull
Cargo:
50E/5C
Vehicle Actions (Day)
Pull
Shift
Move 1 World Space. Requires someone steering.
1 Puller: Resist 2 Fatigue w/
Endr
.
2 Pullers: Each resist 1 Fatigue w/
Endr
.
Additional Info
Can fit 3 people at once.
Can only travel on Roads and flat ground.
Can be fitted with Sleds for snowy areas.
Vehicle Areas
Hit
Armor
Name
Dmg
Brk
Crt
1
S
DR1
Cart
Covered Wagon Vehicle: Cart
50G
A large covered wagon that can be pulled by a person or animal.
Crew Size:
1
Passengers:
5
Type:
Pull
Cargo:
100E/10C
Vehicle Actions (Day)
Pull
Shift
Move 1 World Space. Requires someone steering.
1 Puller: Resist 3 Fatigue w/
Endr
.
2 Pullers: Each resist 2 Fatigue w/
Endr
.
3 Pullers: Each resist 1 Fatigue w/
Endr
.
Additional Info
Can fit 5 people at once.
Can only travel on Roads and flat ground.
Vehicle Areas
Hit
Armor
Name
Dmg
Brk
Crt
1
S
DR1
Cart
Personal Boats
Raft Vehicle: Tiny Boat 10
5G
A flat floating surface roughly 15' by 15' (3 space by 3 spaces).
Crew Size:
N/A
Passengers:
8
Type:
Drift
Port:
Any
Cargo:
N/A
Vehicle Actions (Day)
Row
Shift
Move 1
D
World Space. Resist 1 Fatigue w/
Endr
. Up to 3 Characters may attempt this. Requires Paddle.
Ship Repair
Shift
Int
Remove 1 Dmg from Vehicle.
Vehicle Areas
Hit
Armor
Name
Dmg
Brk
Crt
1
S
DR1
Hull
Whenever Critical, the ship sinks.
Vehicle Combat Actions
Combat Movement
Full
1
D
1S: Ship moves 1 Space. Requires Paddle.
Additional Info
Ship goes in whatever direction the Drift of the area is (See Ocean Region.)
Ship can be carried overhead and used to navigate narrow rivers.
Canoe Vehicle: Tiny Boat 10
10G
A small hollow tube like craft about 10' (2 Spaces) long.
Crew Size:
1
Passengers:
1
Type:
Row
Port:
Any
Cargo:
N/A
Vehicle Actions (Day)
Row
Shift
Move 1 World Space. Resist 2 Fatigue w/
Endr
. Requires Paddle.
Ship Repair
Shift
Int
Remove 1 Dmg from Vehicle.
Vehicle Areas
Hit
Armor
Name
Dmg
Brk
Crt
1
S
DR1
Hull
Whenever Critical, the ship sinks.
Vehicle Combat Actions
Combat Movement
Full
Endr
+
1
D
1S: Ship moves 1 Space. Requires Paddle. Max: 2 Spaces.
Additional Info
Ship acts in normal Combat Rounds.
Ship can be carried overhead and used to navigate narrow rivers.
Rowboat Vehicle: Small Boat 40
20G
A simple boat with oars for rowing about 10' (2 Spaces) long.
Crew Size:
1
Passengers:
5
Type:
Row
Port:
Any
Cargo:
1
Vehicle Actions (Day)
Row
Shift
Move 1 World Space. Resist 2 Fatigue w/
Endr
. Requires Paddle. Two CHaracters maydo this and instead Resist 1 Fatigue each.
Ship Repair
Shift
Int
Remove 1 Dmg from Vehicle.
Vehicle Areas
Hit
Armor
Name
Dmg
Brk
Crt
1
S
DR1
Hull
Whenever Critical, the ship sinks.
Vehicle Combat Actions
Combat
Movement
Full
Endr

+
1
D
1S: Ship moves 1 Space. Requires Paddle. Max: 2 Spaces.
Two Characters can do this and add Successes.
Additional Info
Can fit 2 extra passangers but becomes unstable.

Ships
Sailboat Vehicle: Small Boat
50G
A single mast sailboat. About 60' long (12 spaces) and 20ft wide (4 spaces). There is a single cabin below deck.
Crew Size:
1
Passengers:
12
Type:
Sail
Port:
Any
Cargo:
5C
Vehicle Actions (Day)
Sail
Downtime
Move 3 World Spaces. (See Region Wind.)
Sail
Week
Move 21 World Space. (See Region Wind.)
Ship Repair
Downtime
1
D
1S: Remove 1 Dmg.
Additional Info
Fire Resist 1
D
.
2 Cannon Slots (1 per side).
Crew Eats 2
D
Food Cargo and 2
D
Water Cargo per Week. Everyone on board must resist Hunger/Thirst upon overflow.
Vehicle Areas
Hit
Armor
Name
Dmg
Brk
Crt
1
S
DR2
Hull
When taking Dmg a random Character on Vehilce takes 2
S
+
4
D
Blast Dmg.
Whenever Critical, the ship starts to sink 1
S
+
3
D
per Round.
Additional Dmg over Critical is applied to Shore Up and then Sink. 5 Sink: Lower Decks underwater. 10 Sink: Goes under and is destroyed.
Additional Fire Damage over Critical applies Flaming. 5 Fire: Inner decks on fire. Smoke makes it hard to breathe. 10 Fire: A flaming husk.
2
S
DR2
Mast
When Critical Mast falls in a random direction. 4
S
+
6
D
Impact Dmg to anyone Hit.
When Mast is Critical ship cannot move is Adrift.
Vehicle Combat Actions
May attempt each Action once per Vehicle Combat Round. At least one member of the crew must be to each Action.
Combat Movement
2
S
1S: Ship moves 1R. (Max:3R)     1S: May turn ship 1 Hex.
Emergency Repair
2
D
1S: +1 Shore Up Points. 3 Shore Up Points: Ship stops sinking.
Shoot/Reload Cannon
Fire any loaded cannon. Reload any non loaded cannon.
Any PC in area can add 1
D
to Cannon reload.
Drop/Raise Anchor
Dropped Achor: Ship doesn’t move. Raise Anchor: Requires 2 Ship Round to Fully Raise Anchor
Board
If within 1R may begin boarding ship.
Caravale Vehicle: Medium Boat
200G
A double masted sailong ship. About 75' long (15 spaces) and 20ft wide (4 spaces). It has 4 levels, and (1) raised stern and bow, (2) the main deck and a closed master's cabin and meeting room on the port side and a closed crew cabin on the stern side, (3) a lower deck with kitchen, storeroom, and 4 officer cabins, (4) a lower hold for storage.
Crew Size:
10
Passengers:
50
Type:
Sail
Port:
Port
Cargo:
15C
Vehicle Actions (Day)
Sail
Downtime
Move 7 World Spaces. (See Region Wind.)
Sail
Week
Move 49 World Spaces. (See Region Wind.)
Ship Repair
Downtime
1
D
1S: Remove 1 Dmg.
R&R
Downtime
+
1
D
Crew Morale.
Additional 1
S
+
3
D
Crew Morale if using 5 Alcohol Cargo.
-
1
D
Crew Injuries.
Doctors/Surgeons on board removes
+
1
D
(Max:2)
Additional Info
Customization:
Figurehead (10G)
Sail (10G)
Hull (10G)
Ship Morale: Each adds 1 Ship Morale ath beginnning of Ship Combat. Ship Morale works like Morale but can only be applied to Vehicle Comba Actions.
Fire Resist 1
D
. 4 Cannon Slots (2 per side). May have up to 1 Bed.
Kitchen for cooking food.
Crew Morale
5: Good
3-4: Fine
1-2: Angry
0: Munity
Crew Health
Injuries
Casualties
Critical
Half Speed. All Actions
6 Only
Adrift. Can't attempt Actions.
Crew Eats 3
D
Food Cargo and 3
D
Water Cargo per Week. Overflow lowers morale.
Week w/o Food:
-
1
D
Crew Heath,
-
2
D
Morale. Week w/o Water:
-
2
D
Crew Heath,
-
4
D
Morale
Vehicle Areas
Hit
Armor
Name
Dmg
Brk
Crt
1
S
DR2
Starboard Hull
1
S
DR2
Port Hull
When Hull takes Dmg, each does 1
D
Dmg to Crew and a random Character on Vehilce takes 2
S
+
4
D
Blast Dmg.
Whenever Critical, the ship starts to sink 1
S
+
3
D
per Round.
Additional Dmg over Critical is applied to Shore Up and then Sink. 5 Sink: Lower Decks underwater. 10 Sink: Goes under and is destroyed.
Additional Fire Damage over Critical applies Flaming. 5 Fire: Inner decks on fire. Smoke makes it hard to breathe. 10 Fire: A flaming husk.
2
S
DR2
Forward Mast
2
S
DR2
Rear Mast
When Critical a Mast falls in a random direction. 5
S
+
5
D
Impact Dmg to anyone Hit.
When 1 Mast is Critical ship moves at have speed and when 2 are Critical ship cannot move is Adrift.
Vehicle Combat Actions
May attempt each Action once per Vehicle Combat Round. At least one member of the crew must be to each Action.
Combat Movement
2
S
1S: Ship moves 1R. (Max:3R)     1S: May turn ship 1 Hex.
Emergency Repair
3
D
1S: +1 Shore Up Points. 3 Shore Up Points: Ship stops sinking.
Shoot/Reload Cannon
Fire any loaded cannon. Reload any non loaded cannon.
Any PC in area can add 1
D
to Cannon reload.
Drop/Raise Anchor
Dropped Achor: Ship doesn’t move. Raise Anchor: Requires 2 Ship Round to Fully Raise Anchor
Board
If within 1R may begin boarding ship.
Longship Vehicle: Medium Boat
120G
About 75' long (15 spaces) and 20ft wide (4 spaces). Has a single rowing deck and some limited storage space below deck.
Crew Size:
40
Passengers:
20
Type:
Sail/Row
Port:
Any
Cargo:
10C
Vehicle Actions (Day)
Sail/Row
Downtime
Move 10 World Spaces. (See Region Wind.)
If wind is bad may Row instead and crew Resists 2 Fatigue w/
Endr
.
Sail/Row
Week
Move 70 World Space. (See Region Wind.)
If wind is bad may Row instead and crew Resists 4 Fatigue w/
Endr
.
Ship Repair
Downtime
1
D
1S: Remove 1 Dmg.
R&R
Downtime
+
1
D
Crew Morale.
Additional 1
S
+
3
D
Crew Morale if using 10 Alcohol Cargo.
-
1
D
Crew Injuries.
Doctors/Surgeons on board removes
+
1
D
(Max:2)
Additional Info
Customization:
Figurehead (5G)
Sail (5G)
Hull (5G)
Ship Morale: Each adds 1 Ship Morale at the beginnning of Ship Combat. Ship Morale works like Morale but can only be applied to Vehicle Comba Actions. Fire Resist 1
D
. Can become a Shelter against Rain if turned upside down on land.
Crew Morale
5: Good
3-4: Fine
1-2: Angry
0: Munity
Crew Health
Injuries
Casualties
Critical
Half Speed. All Actions
6 Only
Adrift. Can't attempt Actions.
Crew Eats 4
D
Food Cargo and 4
D
Water Cargo per Week. Overflow lowers morale.
Week w/o Food:
-
1
D
Crew Heath,
-
2
D
Morale. Week w/o Water:
-
2
D
Crew Heath,
-
4
D
Morale
Vehicle Areas
Hit
Armor
Name
Dmg
Brk
Crt
1
S
DR2
Starboard Hull
1
S
DR2
Port Hull
When Hull takes Dmg, each does 1
D
Dmg to Crew and a random Character on Vehilce takes 2
S
+
4
D
Blast Dmg.
Whenever Critical, the ship starts to sink 1
S
+
3
D
per Round.
Additional Dmg over Critical is applied to Shore Up and then Sink. 5 Sink: Lower Decks underwater. 10 Sink: Goes under and is destroyed.
Additional Fire Damage over Critical applies Flaming. 5 Fire: Inner decks on fire. Smoke makes it hard to breathe. 10 Fire: A flaming husk.
2
S
DR2
Mast
When Critical a Mast falls in a random direction. 5
S
+
5
D
Impact Dmg to anyone Hit.
When Mast is Critical ship can only move via rowing.
Vehicle Combat Actions
May attempt each Action once per Vehicle Combat Round. At least one member of the crew must be to each Action.
Combat Movement
5
S
1S: Ship moves 1R.     1S: May turn ship 1 space (2 max) or reverse.
Emergency Repair
3
D
1S: +1 Shore Up Points. 3 Shore Up Points: Ship stops sinking.
Board
If within 1R may begin boarding ship.
Galley Vehicle: Large Boat
300G
About 115' long (23 spaces) and 25ft wide (5 spaces). Has a single rowing deck and roughly 10 small rooms and staoge areas below deck.
Crew Size:
100
Passengers:
20
Type:
Sail/Row
Port:
Any
Cargo:
25C
Vehicle Actions (Day)
Sail/Row
Downtime
Move 15 World Space. (See Region Wind.)
If wind is bad may Row instead and crew Resists 2 Fatigue w/
Endr
.
Sail/Row
Week
Move 105 World Space. (See Region Wind.)
If wind is bad may Row instead and crew Resists 4 Fatigue w/
Endr
.
Ship Repair
Downtime
1
D
1S: Remove 1 Dmg.
R&R
Downtime
+
1
D
Crew Morale.
Additional 1
S
+
3
D
Crew Morale if using 25 Alcohol Cargo.
-
1
D
Crew Injuries.
Doctors/Surgeons on board removes
+
1
D
(Max:2)
Additional Info
Customization:
Figurehead (5G)
Sail (5G)
Hull (5G)
Ship Morale: Each adds 1 Ship Morale at the beginnning of Ship Combat. Ship Morale works like Morale but can only be applied to Vehicle Comba Actions. Fire Resist 1
D
.
Can become a Shelter against Rain if turned upside down on land.
Can have up to 10 Beds.
Crew Morale
5: Good
3-4: Fine
1-2: Angry
0: Munity
Crew Health
Injuries
Casualties
Critical
Half Speed. All Actions
6 Only
Adrift. Can't attempt Actions.
Crew Eats 5
D
Food Cargo and 5
D
Water Cargo per Week. Overflow lowers morale.
Week w/o Food:
-
1
D
Crew Heath,
-
2
D
Morale. Week w/o Water:
-
2
D
Crew Heath,
-
4
D
Morale
Vehicle Areas
Hit
Armor
Name
Dmg
Brk
Crt
1
S
DR2
Starboard Hull
1
S
DR2
Port Hull
When Hull takes Dmg, each does 1
D
Dmg to Crew and a random Character on Vehilce takes 2
S
+
4
D
Blast Dmg.
Whenever Critical, the ship starts to sink 1
S
+
3
D
per Round.
Additional Dmg over Critical is applied to Shore Up and then Sink. 5 Sink: Lower Decks underwater. 10 Sink: Goes under and is destroyed.
Additional Fire Damage over Critical applies Flaming. 5 Fire: Inner decks on fire. Smoke makes it hard to breathe. 10 Fire: A flaming husk.
2
S
DR2
Mast
When Critical a Mast falls in a random direction. 5
S
+
5
D
Impact Dmg to anyone Hit.
When Mast is Critical ship can only move via rowing.
Vehicle Combat Actions
May attempt each Action once per Vehicle Combat Round. At least one member of the crew must be to each Action.
Combat Movement
8
S
1S: Ship moves 1R.     1S: May turn ship 1 space (2 max) or reverse.
Emergency Repair
3
D
1S: +1 Shore Up Points. 3 Shore Up Points: Ship stops sinking.
Board
If within 1R may begin boarding ship.
Frigate Vehicle: Large Boat
500G
A triple masted sailong ship. About 130' long (26 spaces) and 35ft wide (7 spaces). It has 5 levels, and (1) raised stern and bow, (2) the main deck with several meeting rooms and cabins around it, (3) a lower deck with kitchen, storeroom, and 10 officer cabins, (4) a crews quarters with room for about 80 people, (5) a large storage area.
Crew Size:
100
Passengers:
100
Type:
Sail
Port:
Deep Port
Cargo:
40C
Vehicle Actions (Day)
Sail
Downtime
Move 10 World Space. (See Region Wind.)
Sail
Week
70 World Space. (See Region Wind.)
Ship Repair
Downtime
1
D
1S: Remove 1 Dmg.
R&R
Downtime
+
1
D
Crew Morale.
Additional
+
3
D
Crew Morale if using Alcohol Cargo.
-
1
D
Crew Injuries.
Doctors/Surgeons on board removes
+
1
D
(Max:2)
Additional Info
Customization:
Figurehead (15G)
Sail (15G)
Hull (15G)
Ship Morale: Each adds 1 Ship Morale at the beginnning of Ship Combat. Ship Morale works like Morale but can only be applied to Vehicle Comba Actions.
Fire Resist 1
D
. 8 Cannon Slots (4 per side).
Comes with 1 Bed, and 2 Cannons.
Kitchen for cooking food.
Can have up to 10 Beds.
Crew Morale
5: Good
3-4: Fine
1-2: Angry
0: Munity
Crew Health
Injuries
Casualties
Critical
Half Speed. All Actions
6 Only
Adrift. Can't attempt Actions.
Crew Eats 5
D
Food Cargo and 5
D
Water Cargo per Week. Overflow lowers morale.
Week w/o Food:
-
1
D
Crew Heath,
-
2
D
Morale. Week w/o Water:
-
2
D
Crew Heath,
-
4
D
Morale
Vehicle Areas
Hit
Armor
Name
Dmg
Brk
Crt
1
S
DR2
Starboard Hull
1
S
DR2
Port Hull
When Hull takes Dmg, each does 1
D
Dmg to Crew and a random Character on Vehilce takes 2
S
+
4
D
Blast Dmg.
Whenever Critical, the ship starts to sink 1
S
+
3
D
per Round.
Additional Dmg over Critical is applied to Shore Up and then Sink. 5 Sink: Lower Decks underwater. 10 Sink: Goes under and is destroyed.
Additional Fire Damage over Critical applies Flaming. 5 Fire: Inner decks on fire. Smoke makes it hard to breathe. 10 Fire: A flaming husk.
2
S
DR2
Forward Mast
2
S
DR2
Mid Mast
2
S
DR2
Rear Mast
When Critical a Mast falls in a random direction. 5
S
+
5
D
Impact Dmg to anyone Hit.
When 1 Mast is Critical ship moves at have speed and when 2 are Critical ship cannot move is Adrift.
Vehicle Combat Actions
May attempt each Action once per Vehicle Combat Round. At least one member of the crew must be to each Action.
Combat Movement
4
S
1S: Ship moves 1R. (Max:4R)     1S: May turn ship 1 Hex.
Emergency Repair
3
D
1S: +1 Shore Up Points. 3 Shore Up Points: Ship stops sinking.
Shoot/Reload Cannon
Fire any loaded cannon. Reload any non loaded cannon.
Any PC in area can add 1
D
to Cannon reload.
Drop/Raise Anchor
Dropped Achor: Ship doesn’t move. Raise Anchor: Requires 2 Ship Round to Fully Raise Anchor
Board
If within 1R may begin boarding ship.