Captain Magra: <yelling> No, I'm totally against this. They aren't ready yet.
Xera Sue-al: Krav, in your eyes, nobody is ever ready. Your too over protective, especially of the Changeling.
Captain Magra: <angrily> Leave her out of it. They have only had one official battle. They are too inexperienced to take on the Minos Race.
Treena Ro'jhi (Your group's attendant): <in a soft soothing voice> Captain, they are ready. They can do it. We have plenty of time to train them with the horses and chariots. If you miss this race they would have to wait 5-years for the next one.
Captain Magra: What about the rumors of the surprise changes?
Xera: I don't like surprises, but I think they can do it. They have exceeded our expectations in every way. I'm sure they could adjust to any obstacles they might face. Plus they have a lot more magic now.
Treena: I'm sure the changes are simple rumors my captain.
Captain Magra: Rumors my ass, Treena. I've been hearing from reliable sources that there's going to be a new twist in the race, and it's going to draw a huge crowd.
Treena: <her voice almost melodic> And with that kind of crowd, think of the bounty to be had when we win. We could easily pull in first, second and third.
Captain Magra: <Sighing with defeat> Okay, but I want their, and your, every waking moment dedicated to training for that race.
Treena & Xera in unison: Yes Captain.
Captain Magra: Dismissed.
Upon hearing this, your group runs off and pretends they are doing work as the women emerge from Captain Magra's cabin.
Xera: Gather round you Scrags. We've got some training to do.
Your group is trained in the use of the Heavy Chariot pulled by two horses.
Please update your character up to 7th Level.
You are all asked to pair up, you may choose your partners, to see who your companions will be in a chariot. The only two who may not choose their partners are Chiana and Camella, who the Captain demands ride together.
You may ask any questions of the Captain, Xera or Treena, or of each other.
----------------------------------
Please review some of the below rules:
Chariot, Heavy
Large vehicle
HP 60 Space 2 squares by 1 square
AC 4; Fortitude 12, Reflex 4
Speed creature’s speed – 2
Creature-Drawn
A heavy chariot is pulled by two Large creatures or one Huge
creature. A heavy chariot takes a –2 penalty to its speed if only
one Large creature pulls it.
Driver
A heavy chariot’s driver stands at the front of the chariot. He or
she must hold the reins in at least one hand or else the chariot
goes out of control.
Load
Two Medium creatures; 200 pounds of gear.
Out of Control
An out-of-control chariot comes to a stop at the beginning of
its turn. At the DM’s discretion, the chariot might move in a
random direction if the creatures that pull it are panicked or
attacked.
Cover
A heavy chariot provides cover to its driver and passengers.
Vehicles in Combat
Most of the time, you use a vehicle’s per-day and per hour
speed. If the PCs travel from one city to another
by wagon, the wagon’s speed determines the length of
their journey. However, if kobold bandits ambush the
wagon en route, it becomes important to keep track of
how the wagon moves during the fight and what the
NPCs or PCs can do to control it.
A vehicle needs a driver or a pilot—a character or
creature that spends actions to control the vehicle.
This character must meet the conditions described
under the vehicle’s driver or pilot entry. A vehicle
with no controller goes out of control, typically
continuing on its course and crashing into the first
obstacle it encounters or else grinding to a halt.
Only one character can control a vehicle during a
round, though any number of characters can attempt
to take control until one is successful. A character
can yield control of a vehicle to another character as
a free action, but the character assuming control of
the vehicle (a free action) can take no other action
with the vehicle during that turn. If a character does
not move into the driver or pilot position and assume
control when control is yielded to him or her, then
the vehicle might go out of control. If no character has
taken control of the vehicle by the end of the yielder’s
next turn, then the vehicle acts at the end of the initiative
order according to its out-of-control rules.
A vehicle’s movement does not provoke opportunity
attacks against the vehicle or the creatures
occupying it. Creatures moving within a vehicle still
provoke opportunity attacks from other creatures in
the same vehicle, as normal.
Conditions
Vehicles can be attacked just like other objects. Some
conditions (such as being knocked prone) have special
rules when applied to a vehicle. Any conditions
from the Player’s Handbook excluded from this section
have no effect on vehicles. If an effect allows a
saving throw to end a condition, a vehicle makes one
at the end of its controller’s turn (or at the end of the
vehicle’s turn if it is out of control.) A driver or pilot
can use a move action to allow a vehicle to make an
additional saving throw during his or her turn.
Immobilized: An immobilized vehicle cannot
move except by a pull, a push, or a slide effect.
Prone: A vehicle subject to an effect that would
knock it prone instead takes 1d10 damage and is
slowed (see below) until the end of the next round.
Restrained: A vehicle that is restrained is immobilized
and cannot be forced to move by a pull, a
push, or a slide effect. If the restrained condition
is ended by the escape action, the vehicle uses the
driver’s or pilot’s relevant skill modifier.
Slowed: A slowed vehicle uses the standard rules
for this condition (PH 277).
Out of Control
Creatures can move, change direction, and come
to a stop whenever they choose. Vehicles don’t have
that luxury. When a vehicle starts moving, it requires
effort to keep it moving and on course. Otherwise, it
goes out of control.
A driver or pilot must use specific actions to steer,
move, or stop a vehicle if he or she doesn’t want the
vehicle to go out of control. In any round in which
no character uses actions to control it, a vehicle
acts according to the “Out of Control” section of its
statistics block. Some out-of-control vehicles—most
commonly those pulled by creatures—come to a stop
automatically. Some vehicles, such as ships, continue
to move ahead until they collide with something.
Other vehicles—especially flying crafts—can crash
quickly.
Crashing and Ramming
Though most vehicles are meant for long-distance
transportation, some are designed for combat. If a
vehicle tries to move into a space occupied by an
object, a creature, or another vehicle, it crashes. The
vehicle, any creatures pulling it, and whatever it hits
take 1d10 damage per square the vehicle moved
in its previous turn. Creatures on board the vehicle
(and those on the vehicle or object it hits) take half
damage.
If the target of the crash is more than one size
category smaller than the out-of-control vehicle, the
vehicle continues to move regardless of how much
damage it dealt during the crash. The space that the
target occupies is treated as difficult terrain for the
vehicle’s movement.
Against targets of equal or greater size, the vehicle
continues to move only if the target is destroyed. If
the target is not destroyed, the vehicle’s move ends
immediately.
Turning and Heading
Creatures on a battle grid can change direction at
any point during movement. The rules do not make
a distinction between a creature’s front, back, and
sides because it is assumed that a creature can turn
around in its space. However, you cannot simply turn
a speeding vehicle in the opposite direction, and thus
vehicle combat is more complicated.
Every vehicle has a heading—the direction in
which it currently moves. To track a vehicle’s heading,
place a coin or similar marker along the front edge of
the vehicle’s space on the battle grid. When a vehicle
moves, use the small marker to count off squares in
the direction the vehicle is moving. Then move the
larger vehicle counter or miniature to catch up.
Drive
Vehicles are designed to move in one direction only.
You direct a vehicle forward, pushing it ahead. However,
vehicles typically lack the maneuverability of a
walking creature, and turning them can be slow and
difficult.
DRIVE
✦ Action: Move.
✦ Movement: Move the vehicle a distance up to its
speed.
✦ Direction: When you move the vehicle, it must
move in the direction of its heading marker. The
vehicle can move directly forward or it can move
along either forward diagonal adjacent to its heading
marker (a 45-degree adjustment). It cannot
move in other directions without making a turn.
✦ Opportunity Attacks: A vehicle’s movement does
not provoke opportunity attacks against the vehicle
or the creatures on it.
✦ Terrain: Terrain affects a vehicle in the way it
affects creatures. If a terrain feature requires a skill
or ability check, the driver or pilot must make that
check for any vehicle that is not drawn by creatures.
In the case of a creature-drawn vehicle, the
creature pulling or pushing the vehicle makes the
appropriate check(s). For vehicles pulled by multiple
creatures, choose one creature to make the check
and have the other creatures use the aid another
action. If a vehicle does not have the appropriate
mode of movement to traverse a terrain, then it
cannot move on that terrain.
Turn
You turn a vehicle to speed around corners, avoid
obstacles, or make a sudden change in its current
heading.
TURN
✦ Action: Move
✦ Movement: Move the vehicle a distance equal to
half its speed.
✦ Direction: When you move the vehicle, it must
move in the direction of its heading marker. The
vehicle can move directly forward or it can move
along either forward diagonal adjacent to its heading
marker (a 45-degree adjustment).
✦ Heading Marker: At any point during the vehicle’s
movement, move its heading marker from
its current position to either side of the vehicle (a
90-degree turn). Reorient the vehicle’s counter or
miniature accordingly at the end of the move.
VEHICLES
✦ Opportunity Attacks: A vehicle’s movement does
not provoke opportunity attacks against the vehicle
or the creatures on it.
✦ Terrain: Terrain affects a vehicle in the way it
affects creatures. If a terrain feature requires a skill
or ability check, the driver or pilot must make that
check for any vehicle that is not drawn by creatures.
In the case of a creature-drawn vehicle, the
creature pulling or pushing the vehicle makes the
appropriate check(s). In the case of vehicles pulled
by multiple creatures, choose one creature to make
the check and have the other creatures use the aid
another action. If a vehicle does not have the appropriate
mode of movement to traverse a terrain,
then it cannot move on that terrain.
Stop
When a vehicle is moving, it takes effort to stop it.
STOP
✦ Action: Move
✦ Movement: Move the vehicle forward a number
of squares equal to the distance it moved in the
previous round. At the end of the move, the vehicle
is motionless. A vehicle begins moving again when
its driver or pilot uses the drive action. A stopped
vehicle does not go out of control while motionless
unless otherwise noted in its description.
✦ Direction: The vehicle’s heading marker remains in
place. If and when the vehicle moves again, it must
initially move in this direction.
Last edited by Ross on Tue Sep 28, 2010 2:39 pm; edited 2 times in total
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