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Extension

Mounts & Vehicles

Rules for mounts (creatures you ride) and vehicles (conveyances you operate)

Purpose

This extension defines rules for mounts (creatures you ride) and vehicles (conveyances you operate). It builds on core TDGS documents and does not redefine any core rules.

Provide unified mechanics for:

  • Riding creatures (horses, wolves, dragons, etc.)
  • Operating vehicles (wagons, chariots, ships, etc.)
  • Combat while mounted or aboard vehicles
  • Progression for mounts and upgrades for vehicles

Core Distinction: Mount vs Vehicle

AspectMountVehicle
Entity TypeFull Entity (has mind)Inert Entity (no mind)
StatsAll 9 stats are its ownPhysical stats own, mental stats borrowed from driver
AgencyCan act independently, resist, panicCannot act without driver
RaceCreature type (Horse, Wolf, Griffin)Vehicle template (Wagon, Chariot, Ship)
ClassTrained abilities (War Mount, Tracker)Inert (always Level 1, no progression)
ProgressionXP from adventuring AND trainingUpgrades (gold) or replacement
The Trade-Off:
Mounts offer more capability (independent action, progression, senses) but less reliability (can panic, resist, disobey).
Vehicles offer total reliability (no panic, no resistance) but no independent capability (requires driver for everything).

"The horse knows fear. The wagon does not. When the dragon roars, one will run and one will sit there, waiting for someone to tell it what to do. Calculate accordingly."

Decimancer
DecimancerD10

Creating Mounts

  1. Select race (creature type defines base stats and innate traits)
  2. Select class (if trained) or leave classless (wild)
  3. Apply class abilities

Race defines what the creature is: a Horse has base stats, size Large, and innate traits like Kick.

Class defines what it's trained to do: War Mount grants War-Trained, Trample, and Charge abilities.

Wild vs Trained: A wild horse has the Horse race but no class levels. A trained warhorse has Horse race plus War Mount class levels. Same creature, different training.

Creating Vehicles

  1. Select race (vehicle template defines stats and traits)
  2. Class is always Inert (Level 1, no progression)
  3. Apply upgrades if desired

Race (Template): "Wagon" is a race. "War Chariot" is a race. The template defines what the vehicle is.

Inert Class

  • Name: Inert
  • Description: For entities without agency or progression
  • Max Level: 1
  • Abilities: None
  • Progression: None (cannot gain XP, cannot level)
Design Note: The Inert class exists to satisfy the entity framework. All entities have race and class. Vehicles are entities. Therefore vehicles have class, but it is an empty one.

Progression: Mounts

Mounts are entities. Entities that participate in challenges earn XP. Standard progression rules apply (Document 12).

Adventuring XP

Mounts earn XP from participating in challenges. Both rider and mount receive XP. Participation is not divided. They were there, they faced danger, they get XP.

Training XP

Downtime training is an additional XP source for mounts. Content defines costs (gold, time, trainer requirements) and XP awarded. This lets mounts progress even between adventures.

Spending XP

Mounts spend XP on class levels and stat increases using standard progression rules.

Progression: Vehicles

No XP. Vehicles cannot gain XP. The Inert class has no levels beyond 1.

Upgrades: Modifications, repairs, and enchantments can improve stats or add traits. Content defines costs. This is gold-based, not XP-based.

Replacement: Buy a better vehicle outright. Content defines vehicle catalogs and prices.

Progression: Draft Animals

Draft animals are entities. All non-inert entities earn XP per core progression rules.

Adventuring XP: Draft animals pulling a vehicle through combat earn XP from challenges. If the chariot tramples goblins, the horses faced danger and survived. They earn XP.

Design Note: A draft animal is not equipment. It is an entity with a job. The job does not remove its right to progress.

Combat: Action Economy

Rider and Operator

Your Action is occupied with controlling the mount or vehicle. Everything else works normally.

Timing TypeAvailable?
ActionRestricted to mount/vehicle operation and its abilities
StepN/A (mount/vehicle provides movement)
Free ActionsYes
InstantsYes
InterruptsYes

Using mount/vehicle abilities (Trample, Ram, etc.) uses your Action.

Passengers

Passengers are not controlling the conveyance. They have nearly full action economy.

Timing TypeAvailable?
ActionYes (full)
StepNo (moving with conveyance)
Free ActionsYes
InstantsYes
InterruptsYes

Why no Step? Step is movement across the battlefield. Passengers are moving with the conveyance, not independently. Dismount to get your Step back.

Mounts (While Ridden)

The rider directs. The mount responds.

Timing TypeAvailable?
ActionNo (rider directs)
StepN/A (mount IS the movement)
Free ActionsYes
InstantsYes (if any)
InterruptsYes (kick, bite, buck)

Attacking While Mounted or Operating

Default (no special training)

  • Use mount/vehicle abilities (Trample, Ram) with your Action
  • Use your Interrupts (Parry, Counterspell, etc.)
  • Use your Instants at round start
  • Use Free Actions (shout commands, drop items)
  • CANNOT use personal attack Actions (swing sword, cast spell)

With appropriate Skill or Ability

  • Rider with "Mounted Archery" can make ranged attacks while riding
  • Charioteer with "Combat Driver" can attack while operating
  • Content defines these Skills and Abilities
Example: A Hunnic horse archer fires arrows at full gallop because they trained for it. An untrained rider holding the reins cannot.

Passengers have no such restriction. They can attack normally without special training.

Design Note: Rider and Operator Classes

TDGS is multiclass by design. A character who wants to excel at mounted combat or vehicle operation should consider taking a class that grants relevant Skills.

A Fighter on a warhorse is a Fighter who happens to be riding. A Fighter/Cavalier on a warhorse is a mounted warrior with trained capabilities: combat Actions while riding, bonuses to mount control, charge synergies.

Content should provide classes or class options for: Mounted melee combat (Cavalier, Knight), Mounted ranged combat (Horse Archer, Skirmisher), Vehicle operation (Charioteer, Pilot, Captain), Beast mastery (bonding, training, control).

Being Attacked (Target Choice)

Attacker chooses target freely. Mount/vehicle and rider/passenger are both valid targets. No penalty for choosing either.

Tactical options:

  • Kill the mount to strand the rider
  • Kill the rider to claim the mount
  • Destroy the vehicle to halt everyone
  • Target the driver to leave the vehicle uncontrolled

Driver Incapacitation

If a vehicle's driver is killed or incapacitated mid-movement:

  1. Vehicle completes declared movement in a straight line
  2. Vehicle stops

Seizing control mid-movement: Requires a relevant Interrupt ability (content-defined). Without such ability, occupants cannot react until the vehicle stops.

Seizing control after movement: Any occupant may take control using their Action on their turn.

"I HAVE SEEN CAVALRY BREAK INFANTRY, INFANTRY BREAK CAVALRY, AND ONE VERY STUBBORN DWARF STOP A CHARGING BULL DEAD IN ITS TRACKS. THE MATH FAVORS MASS AND MOMENTUM. BUT THE MATH DOES NOT ACCOUNT FOR SHEER BLOODY-MINDED REFUSAL TO MOVE."

Hundröd the Uncountable
Hundröd the UncountableD100

Trample

Trample applies to any mount or vehicle with the Trample trait. The physics are the same whether hooves or wheels.

Trigger: Trampler enters a smaller creature's square during movement.

Resolution: Trampler STR vs Target REF (standard resolution)

On Success

  • Target takes trample damage (defined by Trample trait)
  • Target is knocked prone
  • Trampler continues in direction of travel

On Failure

  • Trampler's movement ends in the square before the target
  • The target braced and held the line

Trample Distance

Formula: MOV / 4 (rounded down) squares in direction of travel

Mount/VehicleMOVTrample Distance
Riding Horse102 squares
Warhorse123 squares
War Elephant82 squares
Dragon164 squares
War Chariot102 squares

Chain Effect: Each creature in the trample path gets their own opposed roll. Trample continues until maximum trample distance is reached OR a creature wins the opposed roll (stopping the trampler).

Restrictions

  • Cannot trample creatures of equal or larger size
  • Cannot trample the same target twice in one turn
  • Target does not get an Interrupt (this is being run over, not an attack)
  • Trample is part of movement, no extra Action cost

Charge

Mounts with the Charge trait deal bonus damage after straight-line movement.

Trigger: 4+ squares of straight-line movement immediately before attack.

Effect: Bonus damage as defined by trait (e.g., "Charge: +1d6 damage").

"The war chariot does not negotiate. It does not ask permission. It explains physics to anyone standing in the way, and physics is a very persuasive argument."

Flamey Eight-ball
Flamey Eight-ballD8

Mount Rules

"The beast wants to flee. You want to charge. There is exactly one moment to remind it that your courage is bigger than its fear. Miss that moment and you are cargo."

Sir Critsalot
Sir CritsalotD20

Any Entity Can Be a Mount

Rule: Any entity can be mounted by an entity at least one size smaller. Must have carrying capacity. Physics does not require a trait. Control is the question.

Control States

StateBehaviorAction Required
TrainedObeys commandsNone
UntrainedDoes not obey, acts on own willAction to attempt control
HostileActively tries to throw riderCheck each round or dismounted

Control Check: Rider CHA vs Mount WIS (standard resolution)

Mount Stats

Mounts are full Entities. All 9 stats are the mount's own. A mount can be targeted by any effect that targets entities. Fireball uses the mount's CON. Charm uses the mount's WIS.

Mounted Movement

Use mount's MOV. Rider's MOV is irrelevant while riding.

  • Mounting: Costs an Action
  • Dismounting: Costs an Action

Traits MAY grant faster mounting (e.g., "Cavalry Training: Mount as a Free Action").

Mount Damage and Death

Mount has its own health pool. Damage to mount does not affect rider.

When mount dies or is incapacitated:

  • Rider lands prone in adjacent square (rider's choice which)
  • Standing from prone costs an Action

Airborne Mount Death: If mount dies or is incapacitated mid-air, rider falls. Falling damage applies per Document 14: 1d6 per 2 squares, capped at 10d6 (20 squares).

Size Compatibility (Mounts)

Mount must be at least one size category larger than the rider.

Rider SizeMinimum Mount Size
TinySmall
SmallMedium
MediumLarge
LargeHuge
HugeGargantuan

Multiple Riders

Multiple riders are allowed if the mount has carrying capacity for all of them.

Carrying Capacity: STR x 10 x Size Multiplier (WU)

One rider controls. Additional riders are passengers. Passengers can use their full Action but have no Step.

"I once saw a goblin riding a human. The human was not happy about it, but the goblin had a whip and the human had a broken spirit. Technically legal. Profoundly undignified. I laughed until I couldn't breathe, then laughed some more."

His Rolliness the Sixth
His Rolliness the SixthD6

Vehicle Rules

"I once watched a wizard cast Dominate on a wagon for ten minutes before someone explained the problem. The wagon was very patient about it."

Nyxara Tidelight
Nyxara TidelightD12

Vehicle Stats

Vehicles are Inert Entities. Physical stats are the vehicle's own. Mental stats are borrowed from the driver.

StatSource
STRVehicle
DEXVehicle
CONVehicle
MOVVehicle (or motive source)
REFDriver
INTDriver
WISDriver
CHADriver
LUKDriver

Occupied Vehicle: Physical attacks target the vehicle's stats. Mental attacks target the driver's stats.

Unoccupied Vehicle: Physical attacks target the vehicle's stats. Mental attacks auto-succeed (no resistance). Exception: Traits may grant resistance (e.g., "Warded").

Vehicle Operation

Basic operation: No check required. You can drive a wagon.

Difficult maneuvers: Standard resolution vs terrain's virtual DEX.

Vehicle Maneuvers Roll: d20 + (Driver DEX - Terrain DEX) + Handling + Modifiers >= 11

Handling is a vehicle trait. Positive = nimble. Negative = clunky.

Passengers and Crew

Passengers MAY use their full Action while aboard (they're not controlling).

Crew Requirement (X): Need X people or the vehicle does not move.

Crew are passengers with jobs. Additional crew beyond the driver are passengers. They use normal action economy for their crew tasks.

  • A rower uses their Action to row
  • A siege engineer uses their Action to fire the ballista
  • No new mechanics; action economy applied to vehicle context

Cover

Cover is NOT inherent to vehicles. It is defined per vehicle via the Cover trait.

Cover TypeEffect
NoneNo cover bonus
Partial+2 REF vs ranged attacks
Half+4 REF vs ranged attacks
FullCannot be targeted directly

Vehicle Damage

Vehicles have their own health pool: HP = CON × 5 (per standard entity rules).

At 0 HP: Vehicle is destroyed or disabled. Occupants must disembark or are trapped (content-defined).

Motive Sources

Requires Motive Source: Vehicle has no inherent MOV. Needs draft animals, crew rowing, wind, magic, etc.

Self-Propelled: Vehicle has its own MOV (magical carriages, clockwork wagons, etc.). Self-propelled is exotic; most vehicles require motive sources.

"One horse fails, you're stuck. Two horses fail, you get to watch them argue about whose fault it is. Four horses? Now you're managing a committee. Delightful."

His Rolliness the Sixth
His Rolliness the SixthD6

Draft Animals

Draft animals pull vehicles. Their STR and carrying capacity determine load limits.

Draft Animal Carrying Capacity: STR × 10 × Size Multiplier (WU)

Load Calculation: Total load = vehicle weight + cargo + passengers

ConditionEffect
At or under capacityFull MOV
Over capacity, under 2xHalf MOV
Over 2x capacityCannot move

Multiple Draft Animals: Add carrying capacities together.

Common Mount Traits

TraitDescription
TrainedObeys commands without check
War-TrainedImmune to mundane panic, +2 vs magical fear, can use offensive Interrupts
Skittish-2 to rider's CHA when reasserting control
Loyal+2 to rider's CHA when reasserting control
AggressiveAttacks adjacent enemies without command
FlightCan fly using MOV
AquaticFull MOV in water
AmphibiousFull MOV on land and in water
BurrowingCan move through earth/sand
ClimbingCan scale vertical surfaces
Trample (XdY)Can trample smaller creatures for XdY damage
ChargeBonus damage after 4+ squares straight-line movement
Mount (Size)Specifies valid rider sizes

Common Vehicle Traits

TraitDescription
Passenger Capacity (X)Number of passengers, size restrictions, action restrictions
Crew Requirement (X)Minimum operators needed
Handling (+/-X)Modifier to maneuver checks
Cover (Type)None, Partial (+2), Half (+4), Full
Cargo Capacity (X WU)Weight capacity beyond passengers
Terrain RestrictionCannot traverse specified terrain types
Terrain SpecializationBonus in specific terrain
EnclosedFull cover, but limited visibility and actions
OpenNo cover, full visibility and actions
Fuel/FeedRequires resource to operate
MagicalOperates via magical power
Requires Motive SourceHas no inherent MOV
Self-PropelledHas own MOV
Ram Damage (X or XdY)Damage dealt on basic collision
Trample (XdY)Can trample smaller creatures for XdY damage

Examples

"Four examples. A horse that could be more, a class that makes it so, a box on wheels, and a blade on wheels. Race is what you are. Class is what you become. Vehicles never become - they just are, until someone bolts armor to them."

Tetrahex the Obscure
Tetrahex the ObscureD4

Horse (Mount Race)

Name: Horse Size: Large Base Stats: STR: 10, DEX: 10, REF: 8, CON: 8, MOV: 10 INT: 3, WIS: 6, CHA: 4, LUK: 0 Innate Traits: Trained, Skittish Mount: Medium or smaller Carrying Capacity: 200 WU

War Mount (Mount Class)

LevelXP CostAbilities Gained
150War-Trained, removes Skittish
2100Trample (1d6)
3200Charge (+1d6)
4400Trample improves to 1d8

Warhorse (Horse + War Mount 4)

Name: Warhorse Race: Horse Class: War Mount (Level 4) Size: Large Stats: STR: 12, DEX: 8, REF: 6, CON: 10, MOV: 12 INT: 3, WIS: 6, CHA: 4, LUK: 0 Traits: Trained, War-Trained, Trample (1d8), Charge (+1d6) Mount: Medium or smaller Carrying Capacity: 240 WU Trample Distance: 3 squares

Wagon (Vehicle Race)

Name: Wagon Size: Large Class: Inert (Level 1) Stats: STR: 15, DEX: 4, CON: 12, MOV: - (requires motive source) Weight: 50 WU Traits: - Requires Motive Source - Passenger Capacity (4, Medium or smaller) - Cargo Capacity (200 WU) - Open - Handling (-2) - Crew Requirement (1)

War Chariot (Vehicle Race)

Name: War Chariot Size: Large Class: Inert (Level 1) Stats: STR: 10, DEX: 8, CON: 8, MOV: - (requires motive source) Weight: 30 WU Traits: - Requires Motive Source - Passenger Capacity (2, Medium or smaller) - Cargo Capacity (20 WU) - Open - Handling (+1) - Crew Requirement (1) - Trample (2d6) - Cover (Partial)

Summary

ConceptRule
Mount vs VehicleMount = Entity (has mind). Vehicle = Inert Entity (no mind).
Any Entity as MountYes, if size allows. Control state determines behavior.
Mount CreationRace (creature type) + Class (trained abilities)
Mount ProgressionXP from adventuring AND training (downtime)
Vehicle CreationRace (template) + Inert class (no progression)
Vehicle ProgressionUpgrades (gold) or replacement. Not XP-based.
Rider/Operator ActionRestricted to mount/vehicle operation unless Skill/Ability grants combat Actions
Passenger ActionFull Action (no Step)
Mount Action (Ridden)No Action; Instants/Interrupts/Free work
Mounted MovementMount's MOV
Mount/DismountAction each
Mount ControlTrained = obeys. Reassert = CHA vs WIS.
Mount DeathRider lands prone adjacent; falling damage if airborne (Doc 14)
Vehicle StatsPhysical own, mental borrowed from driver
TrampleSTR vs REF, MOV / 4 distance, chain until stopped
Target ChoiceAttacker picks mount/vehicle or rider/passenger

Status

Status: Canonical Extension v1.0

This extension builds on core TDGS rules. It does not redefine them.

Core documents referenced: Document 5, Document 6, Document 8, Document 9, Document 12, Document 13, Document 14, Document 15