Original Vehicles
Skiff Airship
A nimble, small airship designed for quick travel and maneuverability. Often used for personal transport or scouting missions, these skiffs are equipped with a single balloon and a small steam engine.
Vehicle 2
Huge
Price 1,000 gp
Space 75 feet long, 20 feet wide, 60 feet high
Crew 1 pilot; Passengers 5
Piloting Check Crafting (DC18) or Piloting Lore (DC 16)
AC 14; Fort +10
Hardness 10, HP 100 (BT 50); Immunities critical hits, object immunities, precision damage; Weaknesses fire 10 until broken
Speed fly 60 feet (alchemical)
Collision 6d8 (DC 16)
Weapon Mounts 1 Bow (TD), 1 Port (TD), 1 Starboard (TD), 1 Stern (TD)
Sluggish This vehicle must move twice its length for each 90-degree turn it makes.
Racer Airship
Built for speed, racers have sleek designs and powerful engines. Enhanced with aerodynamic features, they are perfect for competitive events and are manned by skilled pilots, often with seating for a small crew.
Vehicle 5
Huge
Price 2,500 gp
Space 40 feet long, 15 feet wide, 30 feet high
Crew 1 pilot; Passengers 2
Piloting Check Crafting (DC 22) or Piloting Lore (DC 20)
AC 16; Fort +10
Hardness 6, HP 60 (BT 30); Immunities critical hits, object immunities, precision damage; Weaknesses fire 10 until broken
Speed fly 90 feet (alchemical)
Collision 3d8 (DC 20)
Weapon Mounts 1 Bow (TD), 1 Stern (TD)
Dirigible Cruiser
Larger than skiffs, these airships feature multiple dirigible balloons for buoyancy and a more powerful steam engine. They are often used for short-range trading or exploration and can accommodate a small crew and cargo.
Vehicle 8
Gargantuan
Price 6,000 gp
Space 90 feet long, 30 feet wide, 60 feet high
Crew 1 pilot, 5 other crew; Passengers 15
Piloting Check Crafting (DC 26) or Piloting Lore (DC 24)
AC 28; Fort +22
Hardness 20, HP 210 (BT 105); Immunities critical hits, object immunities, precision damage; Weaknesses fire 15 until broken
Speed fly 50 feet (alchemical)
Collision 9d10 (DC 24)
Weapon Mounts 1 Bow (TD), 2 Port (TD), 2 Starboard (TD), 1 Stern (TD)
Sluggish This vehicle must move twice its length for each 90-degree turn it makes.
Merchant Airship
A sizable, well-armed airship designed for cargo transport and trade, the merchant airship combines ample storage with living quarters for the crew. These airships have several large balloons and are equipped with defenses against aerial piracy.
Vehicle 10
Gargantuan
Price 8,000 gp
Space 120 feet long, 60 feet wide, 80 feet high
Crew 1 pilot, 8 crew; Passengers 20
Piloting Check Crafting (DC 24) or Piloting Lore (DC 22)
AC 26; Fort +20
Hardness 20, HP 250 (BT 125); Immunities critical hits, object immunities, precision damage; Weaknesses fire 15 until broken
Speed fly 40 feet (alchemical)
Collision 8d10 (DC 22)
Weapon Mounts 1 Bow (TD), 2 Port (TD), 2 Starboard (TD), 1 Stern (TD)
Sluggish This vehicle must move twice its length for each 90-degree turn it makes.
War Zeppelin
The largest of the airships, war zeppelins are heavily fortified and equipped with advanced weaponry. Designed for military purposes, they can carry a large crew and extensive armaments, serving as formidable forces in aerial conflicts.
Vehicle 14
Gargantuan
Price 12,000 gp
Space 300 feet long, 50 feet wide, 60 feet high
Crew 1 pilot, 200 crew; Passengers 400
Piloting Check Crafting (DC 32) or Piloting Lore (DC 30)
AC 32; Fort +24
Hardness 20, HP 300 (BT 150); Immunities critical hits, object immunities, precision damage; Weaknesses fire 5 until broken
Speed fly 40 feet (alchemical)
Collision 10d12 (DC 24)
Weapon Mounts 2 Bow (GBD), 12 Port (GBD), 12 Starboard (GBD), 2 Stern (GBD)
Sluggish This vehicle must move twice its length for each 90-degree turn it makes.
Steam-Powered Land Vehicles
Steam Carriage
A broad-bodied, iron-framed coach driven by a compact Etherium-fed boiler mounted beneath the passenger cabin. Steam Carriages are the workhorses of Victorian urban and intercity travel, common on the cobbled roads of New Albion and the trade routes of Volantes. Passengers ride in an enclosed cab with glass windows and cushioned benches, while the pilot sits exposed at the front, managing the throttle and brake levers.
Vehicle 3 Huge — Price 800 gp
Space 15 feet long, 10 feet wide, 7 feet high Crew 1 pilot; Passengers 4 Piloting Check Crafting (DC 19) or Driving Lore (DC 17)
AC 14; Fort +8 Hardness 8, HP 80 (BT 40); Immunities critical hits, object immunities, precision damage; Weaknesses fire 8 until broken
Speed 40 feet (steam) Collision 4d8 (DC 17)
Sluggish The Steam Carriage must travel at least twice its length (40 feet) in a straight line before it can make a 90-degree turn.
Ironback Crawler
A hulking, track-driven war machine encased in riveted iron plating, the Ironback Crawler was developed by Ruritanian military engineers for operations across any terrain. Its wide iron treads allow it to grind over rubble, mud, and uneven ground that would stop wheeled vehicles cold. Slow and thunderous, the Ironback is a symbol of industrial dominance — a rolling fortress that carries soldiers, supplies, or siege equipment into the harshest environments on Far-Star.
Vehicle 7 Huge — Price 4,500 gp
Space 25 feet long, 15 feet wide, 10 feet high Crew 1 pilot, 2 other crew; Passengers 6 Piloting Check Crafting (DC 25) or Engineering Lore (DC 23)
AC 24; Fort +18 Hardness 18, HP 180 (BT 90); Immunities critical hits, object immunities, precision damage; Weaknesses fire 12 until broken
Speed 20 feet (steam) Collision 7d10 (DC 22)
All-Terrain The Ironback Crawler ignores difficult terrain caused by natural sources (mud, rubble, shallow water, undergrowth, etc.). It does not ignore magically created difficult terrain.
Sluggish The Ironback Crawler must travel at least twice its length (50 feet) in a straight line before it can make a 90-degree turn.
Steam Velocipede
A lean, two-wheeled machine of polished brass and hardened steel, the Steam Velocipede is built for one purpose: speed. A compact Etherium boiler sits behind the single seat, venting jets of white steam as the vehicle screams down open roads. Favored by couriers, thrill-seekers, and the occasional colonial intelligence operative, the Velocipede sacrifices armor and capacity entirely in favor of raw velocity. A skilled pilot can weave through city traffic or outrun mounted pursuers with ease.
Vehicle 4 Large — Price 1,200 gp
Space 10 feet long, 5 feet wide, 5 feet high Crew 1 pilot; Passengers 1 Piloting Check Crafting (DC 21) or Driving Lore (DC 19)
AC 16; Fort +8 Hardness 5, HP 40 (BT 20); Immunities critical hits, object immunities, precision damage; Weaknesses fire 8 until broken
Speed 70 feet (steam) Collision 3d6 (DC 19)
Agile The Steam Velocipede is not subject to the Sluggish condition and may turn freely at any point during its movement.
Cinder Dray
A massive, eight-wheeled cargo hauler driven by a dual-boiler steam engine, the Cinder Dray is the backbone of overland freight across Elysium. Its flat-bed cargo bay is reinforced with iron banding and can be fitted with lockable storage crates, livestock pens, or a canvas-covered passenger canopy. When not loaded with goods, the cargo bay can be configured with bench seating along both sides to carry a full complement of passengers. Cinder Drays are a common sight on the trade roads between Nova Aurora and the Colonial Alliance’s regional hubs, their deep boiler-horns announcing their approach from miles away.
Vehicle 5 Gargantuan — Price 2,800 gp
Space 35 feet long, 15 feet wide, 10 feet high Crew 1 pilot, 1 other crew; Passengers 8 (or up to 4 tons of cargo in place of passengers) Piloting Check Crafting (DC 22) or Driving Lore (DC 20) Lore (DC 19)
AC 18; Fort +14 Hardness 14, HP 140 (BT 70); Immunities critical hits, object immunities, precision damage; Weaknesses fire 10 until broken
Speed 30 feet (steam) Collision 6d10 (DC 20)
Cargo Configuration The Cinder Dray can carry up to 4 tons of cargo or up to 8 passengers in the cargo bay, but not both at full capacity. Carrying a mixed load is possible: each ton of cargo displaces 2 passenger spaces.
Sluggish The Cinder Dray must travel at least twice its length (70 feet) in a straight line before it can make a 90-degree turn.
Merchant’s Trundler
A compact, three-wheeled steam cart built low to the ground and wide enough to carry a respectable load of crates, barrels, or bundled goods, the Merchant’s Trundler is the standard urban delivery vehicle found rattling across the cobblestones of Nova Aurora, Fairgate, and Aoudaghost. Its rear cargo bed sits directly over the single rear drive wheel, keeping the center of gravity low and the turning radius tight. The front two wheels are steered by a simple tiller bar, allowing the pilot to thread through crowded market streets, narrow warehouse alleys, and busy dock approaches that would stop a larger hauler cold. A canvas hood can be raised over the cargo bed to protect goods from rain. Trundlers are cheap, easy to maintain, and ubiquitous, the backbone of last-mile delivery in any city with a working port or rail yard.
Vehicle 3 Large — Price 450 gp
Space 10 feet long, 5 feet wide, 6 feet high Crew 1 pilot, 1 other crew; Passengers 0 (cargo only; see Urban Hauler below) Piloting Check Crafting (DC 18) or Driving Lore (DC 16) Lore (DC 19)
AC 13; Fort +7 Hardness 7, HP 60 (BT 30); Immunities critical hits, object immunities, precision damage; Weaknesses fire 8 until broken
Speed 25 feet (steam) Collision 2d8 (DC 15)
Urban Hauler The Merchant’s Trundler can carry up to 1 ton of cargo in its rear bed. It is not designed to carry passengers, but in a pinch, up to 2 passengers can ride seated on top of the cargo (they have no cover and are exposed to attacks).
Nimble The Merchant’s Trundler is not subject to the Sluggish condition and may make turns freely at any point during its movement, even in tight spaces. It can move through spaces as narrow as 5 feet without penalty.
Easy Maintenance The Trundler’s simple construction means it can be repaired in the field with basic tools. Repair checks made on the Trundler reduce their DC by 2.
Canyon Howler
A barely-controlled eruption of salvaged engine parts, exposed pistons, and iron-welded ambition, the Canyon Howler is the quintessential racing dragster of the Grave Wild Canyon. No two are exactly alike; each is a unique monument to its builder’s ingenuity and recklessness. Stripped of all unnecessary weight, the Howler is little more than a seat bolted above a roaring, over-pressurized steam engine, with two massive rear drive wheels and a pair of thin front guide wheels. Exhaust pipes angle upward like scorpion tails, venting columns of black smoke and live sparks. Howlers are raced in brutal canyon runs where the only rules are survival and crossing the finish line first. Drivers are as likely to be killed by their own vehicle as by a rival.
Vehicle 4 Large — Price 600 gp (or built from salvage, no cost but 2 weeks of work)
Space 15 feet long, 5 feet wide, 5 feet high Crew 1 pilot; Passengers 1 Piloting Check Crafting (DC 20) or Driving Lore (DC 18)
AC 13; Fort +7 Hardness 5, HP 36 (BT 18); Immunities critical hits, object immunities, precision damage; Weaknesses fire 10 until broken
Speed 80 feet (steam) Collision 4d8 (DC 20)
Agile The Canyon Howler is not subject to the Sluggish condition and may turn freely at any point during its movement.
Overpressure Once per round as a free action, the pilot can push the boiler past its safety limits, increasing the Screamer’s Speed to 120 feet until the end of its turn. After using Overpressure, the pilot must succeed at a DC 18 Crafting or Driving Lore check or the vehicle takes 2d6 fire damage (ignoring Hardness) as a component fails. On a critical failure, the vehicle is broken.
Junk Construction The Canyon Howler’s ramshackle build means it cannot be repaired in the field to above its Broken Threshold without access to a proper forge or workshop.
Steam Gunwagon
A sturdy, armored fighting vehicle built on a reinforced four-wheel chassis, the Steam Gunwagon is the standard light combat vehicle of several Elysian military forces, most notably the Colonial Alliance’s border patrol units and Ruritanian frontier garrisons. Its iron-plate hull provides protection for the crew while a swivel-mounted breech-loading cannon covers the forward arc. A second crew member acts as gunner, loading and aiming the weapon while the pilot keeps the vehicle moving. Steam Gunwagons are used for convoy escort, perimeter defense, and rapid assault roles.
Vehicle 6 Huge — Price 5,500 gp
Space 20 feet long, 10 feet wide, 8 feet high Crew 1 pilot, 1 gunner; Passengers 2 Piloting Check Crafting (DC 23) or Driving Lore (DC 21)
AC 21; Fort +16 Hardness 15, HP 150 (BT 75); Immunities critical hits, object immunities, precision damage; Weaknesses fire 10 until broken
Speed 35 feet (steam) Collision 5d10 (DC 21)
Swivel Cannon (ranged) The gunner may fire the swivel cannon once per round as part of the vehicle’s action. The cannon fires a solid iron ball. Ranged Strike +14, range increment 60 feet, 4d10 bludgeoning damage. The cannon must be reloaded as a 2-action activity before it can be fired again.
Armored Hull The Steam Gunwagon’s reinforced plating grants all passengers and crew inside total cover against attacks from outside the vehicle.
Sluggish The Steam Gunwagon must travel at least twice its length (40 feet) in a straight line before it can make a 90-degree turn.
Devastator Crawler
A fearsome evolution of the standard Ironback Crawler, the Devastator Crawler is a dedicated assault vehicle fielded by Ruritania’s heavy armored divisions. Its hull is thickened with layered iron plating, and the forward-facing turret mounts a heavy siege mortar capable of reducing fortified walls to rubble. Two side-mounted steam-powered rotary guns provide suppressive fire against infantry. The Devastator Crawler is slow, expensive, and terrifying, a moving fortress designed to break defensive lines and inspire dread in any force that faces it.
Vehicle 10 Gargantuan — Price 18,000 gp
Space 30 feet long, 15 feet wide, 12 feet high Crew 1 pilot, 1 mortar gunner, 2 rotary gunners; Passengers 4 Piloting Check Crafting (DC 30) or Engineering Lore (DC 28)
AC 30; Fort +24 Hardness 22, HP 280 (BT 140); Immunities critical hits, object immunities, precision damage; Weaknesses fire 15 until broken
Speed 15 feet (steam) Collision 10d10 (DC 28)
Siege Mortar (ranged) The mortar gunner may fire the siege mortar once every 3 rounds as a 3-action activity (load, aim, fire). The mortar lobs an explosive shell in an arc, targeting a 10-foot burst within 30 to 120 feet. All creatures in the burst take 8d10 bludgeoning damage (DC 28 basic Reflex save). The mortar ignores the Hardness of structures and objects with Hardness 10 or lower.
Rotary Guns (ranged) Each rotary gunner may fire their weapon once per round as part of the vehicle’s action. Ranged Strike +16, range increment 40 feet, 3d8 piercing damage. Rotary guns do not need to be reloaded.
All-Terrain The Devastator Crawler ignores difficult terrain caused by natural sources. It does not ignore magically created difficult terrain.
Fortress Plating All crew and passengers inside the Siege Crawler have total cover against attacks from outside the vehicle. The Siege Crawler is immune to the effects of area damage that originates outside the vehicle unless the vehicle is broken.
Sluggish The Devastator Crawler must travel at least twice its length (60 feet) in a straight line before it can make a 90-degree turn.
Goliath War Walker
A towering bipedal war machine standing nearly three stories tall, the Goliath War Walker is the most feared land weapon in Ruritania’s arsenal and the crowning achievement of the gnome and goblin engineers of Darwinburg’s Iron Colossus Yards. Its two massive articulated legs, each a forest of pistons, counterweights, and hydraulic joints, allow it to stride across terrain that would stop any wheeled or tracked vehicle, stepping over trenches, crushing barricades, and fording rivers with equal ease. The upper hull is a reinforced iron citadel housing the crew compartment, a forward-facing steam-powered autocannon, and two shoulder-mounted rocket battery pods. A searchlight array sweeps the battlefield from the crown of the hull. The Goliath’s footfalls shake the earth, and its boiler’s roar can be heard miles away; by the time an enemy hears it, it is usually too late to run.
Vehicle 9 Gargantuan — Price 22,000 gp
Space 20 feet long, 20 feet wide, 30 feet high Crew 1 pilot, 1 autocannon gunner, 1 rocket gunner, 1 engineer; Passengers 2 Piloting Check Engineering Lore (DC 30) or Crafting (DC 32)
AC 28; Fort +22 Hardness 20, HP 240 (BT 120); Immunities critical hits, object immunities, precision damage; Weaknesses fire 12 until broken
Speed 30 feet (steam, walker) Collision 9d10 (DC 27)
Autocannon (ranged) The autocannon gunner may fire the autocannon once per round as part of the vehicle’s action. Ranged Strike +18, range increment 80 feet, 5d10 bludgeoning damage. The autocannon does not need to be reloaded but overheats if fired 3 rounds in a row; after the third consecutive round of firing, it cannot fire again until the engineer spends 1 action to vent the heat.
Rocket Battery (ranged) The rocket gunner may fire one rocket pod once per round as part of the vehicle’s action. Each pod fires a single rocket targeting a 10-foot burst within 20 to 100 feet. All creatures in the burst take 6d10 fire damage (DC 26 basic Reflex save). Each pod holds 4 rockets and must be reloaded as a 3-action activity by the engineer before it can fire again. The Goliath carries 2 pods.
Walker Stride The Goliath War Walker is not subject to the Sluggish condition. Its articulated legs allow it to turn freely at any point during its movement. It ignores difficult terrain caused by natural sources and can step over obstacles and barriers up to 10 feet tall without slowing.
Elevated Platform Creatures inside the Goliath’s crew compartment fire from a height of 25 feet. Attacks made from the crew compartment against ground-level targets treat the targets as if they had the flat-footed condition due to the extreme firing angle, unless those targets have a fly speed or are themselves elevated.
Armored Hull All crew and passengers inside the Goliath have total cover against attacks from outside the vehicle.
Boiler Heart If the Goliath is reduced to its Broken Threshold, its boiler begins venting uncontrolled steam. At the start of each of the pilot’s turns while the vehicle is broken, all creatures within 10 feet of the Goliath take 3d6 fire damage (DC 22 basic Reflex save). This effect ends if the engineer succeeds at a DC 25 Crafting check as a 2-action activity to seal the vents.
Terror of the Battlefield The first time the Goliath War Walker enters combat or moves within 60 feet of a group of enemies, all creatures within 60 feet that can see it must succeed at a DC 26 Will save or become frightened 1 (frightened 2 on a critical failure). Creatures that succeed are immune to this ability for 24 hours.

