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# TDGS MOUNTS & VEHICLES - AI REFERENCE

Extension v1.0 | Structured specification for AI parsing

## FULL SPECIFICATION

# TACTICAL DICE GAME SYSTEM (TDGS) - EXTENSION # Title: Mounts & Vehicles # Version: 1.0 # Purpose: AI-readable specification for mounts and vehicles # Target: Language models, AI assistants, game designers, developers # License: MIT ================================================================================ OVERVIEW ================================================================================ Extension defining rules for mounts (creatures you ride) and vehicles (conveyances you operate). BUILDS ON: - Document 5: Action Taxonomy - Document 6: Action Economy - Document 8: Combat - Document 9: Entities - Document 12: Progression - Document 13: Character Creation - Document 14: Movement & Positioning - Document 15: Equipment & Slots DOES NOT REDEFINE CORE RULES. ================================================================================ CORE DISTINCTION ================================================================================ MOUNT = Entity (has mind) - Full 9 stats (its own) - Can act independently - Can be charmed, panicked, resist - Race: Creature type (Horse, Wolf, Griffin) - Class: Trained abilities (War Mount, Tracker) - Progression: XP from adventuring AND training VEHICLE = Inert Entity (no mind) - Physical stats only (STR, DEX, CON, MOV) - Borrows mental stats from driver (REF, INT, WIS, CHA, LUK) - Cannot act without driver - Race: Vehicle template (Wagon, Chariot, Ship) - Class: Inert (always, no progression) - Progression: Upgrades (gold) or replacement TRADE-OFF: Mounts: More capability, but can panic/resist Vehicles: Total compliance, but no independent action ================================================================================ CREATION: MOUNTS ================================================================================ PROCESS: 1. Select race (creature type) 2. Determine base stats from race 3. Select class (if trained) or leave classless (wild) 4. Apply class abilities RACE: Defines base stats and innate traits. Examples: Horse (base stats, Kick), Wolf (base stats, Bite) Content defines mount races. CLASS: Defines trained abilities. Examples: War Mount (War-Trained, Trample, Charge), Tracker (Scent) Content defines mount classes. WILD VS TRAINED: Wild: Has race, no class levels Trained: Has race plus class levels Same creature, different training ================================================================================ CREATION: VEHICLES ================================================================================ PROCESS: 1. Select race (vehicle template) 2. Stats and traits defined by template 3. Class is always Inert (Level 1, no progression) 4. Apply upgrades if desired RACE (TEMPLATE): Defines base stats and innate traits. "Wagon" is a race. "War Chariot" is a race. Content defines vehicle templates as races. CLASS (INERT): Name: Inert Description: For entities without agency or progression Max Level: 1 Abilities: None Stat Bonuses: None Progression: None (cannot gain XP, cannot level) Design Note: Exists to satisfy 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. Content defines costs (gold, time, trainer) and XP awarded. Lets mounts progress even between adventures. SPENDING XP: Mounts spend XP on class levels and stat increases. Standard progression rules (Document 12) apply. ================================================================================ PROGRESSION: VEHICLES ================================================================================ NO XP: Vehicles cannot gain XP. Inert class has no levels beyond 1. UPGRADES: Modifications, repairs, enchantments improve stats or add traits. Content defines costs (gold, time, materials, craftsmen). 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 (Document 12). 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. TRAINING XP: Like mounts, draft animals may earn XP through dedicated training. Content defines training costs and XP awarded. DESIGN NOTE: A draft animal is not equipment. It is an entity with a job. The job does not remove its right to progress. ================================================================================ PROGRESSION: OPERATORS AND UNWILLING MOUNTS ================================================================================ OPERATOR XP: Vehicle operators earn FULL XP for challenges overcome. Method does not determine reward. UNWILLING MOUNTS: Earn XP normally from challenges they participate in. XP is survival, not consent. XP belongs to the entity regardless of status. ================================================================================ ACTION ECONOMY: RIDER AND OPERATOR ================================================================================ Your Action is occupied with controlling the mount or vehicle. Everything else works normally. Timing Type | Available? --------------|-------------------------------------------- Action | Restricted to mount/vehicle operation and its abilities Step | N/A (mount/vehicle provides movement) Free Actions | Yes Instants | Yes Interrupts | Yes MOUNT/VEHICLE ABILITIES: Using Trample, Ram, or similar uses your Action. ================================================================================ ACTION ECONOMY: PASSENGERS ================================================================================ Passengers are not controlling the conveyance. They have nearly full action economy. Timing Type | Available? --------------|-------------------------------------------- Action | Yes (full) Step | No (moving with conveyance) Free Actions | Yes Instants | Yes Interrupts | Yes WHY NO STEP: Step is movement across the battlefield. Passengers are moving with the conveyance, not independently. Dismount to get your Step back. ================================================================================ ACTION ECONOMY: MOUNTS (WHILE RIDDEN) ================================================================================ The rider directs. The mount responds. Timing Type | Available? --------------|-------------------------------------------- Action | No (rider directs) Step | N/A (mount IS the movement) Free Actions | Yes Instants | Yes (if any) Interrupts | Yes (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 PASSENGERS: No restriction. Can attack normally without special training. ================================================================================ BEING ATTACKED (TARGET CHOICE) ================================================================================ Attacker chooses target freely. Mount/vehicle and rider/passenger are both valid targets. No penalty for choosing either. TACTICAL CHOICES: - 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 relevant Interrupt ability (content-defined). Without such ability, occupants cannot react until vehicle stops. SEIZING CONTROL AFTER MOVEMENT: Any occupant may take control using their Action on their turn. ================================================================================ TRAMPLE MECHANICS ================================================================================ Trample applies to any mount or vehicle with the Trample trait. 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) d20 + (Trampler STR - Target REF) + Modifiers >= 11 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/Vehicle | MOV | Trample Distance ----------------|-----|------------------ Riding Horse | 10 | 2 squares Warhorse | 12 | 3 squares War Elephant | 8 | 2 squares Dragon | 16 | 4 squares War Chariot | 10 | 2 squares CHAIN EFFECT: Each creature in the trample path gets their own opposed roll. Trample continues until: - Maximum trample distance reached, OR - A creature wins the opposed roll (stops 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"). ================================================================================ ANY ENTITY CAN BE A MOUNT ================================================================================ RULE: Any entity can be mounted by entity at least one size smaller. Must have carrying capacity. Physics does not require trait. Control is the question. CONTROL STATES: State | Behavior | Action Required ------------|---------------------------------------|--------------------------- Trained | Obeys commands | None Untrained | Does not obey, acts on own will | Action to attempt control Hostile | Actively tries to throw rider | Check each round or dismounted CONTROL CHECK: Rider CHA vs Mount WIS (standard resolution) ================================================================================ MOUNT RULES ================================================================================ MOUNT STATS: All 9 stats are the mount's own. Mount is a full Entity per Document 9. MOUNTED MOVEMENT: Use mount's MOV. Rider's MOV is irrelevant while riding. MOUNTING/DISMOUNTING: Mount: Action Dismount: Action Traits MAY grant faster (e.g., "Cavalry Training: Mount as Free Action") MOUNT CONTROL: Trained/Bonded: No check required, mount obeys Under External Effect: Mount may act against rider Reasserting Control: Rider CHA vs Mount WIS (standard resolution) MOUNT DAMAGE AND DEATH: Mount has own health pool. Damage to mount does not affect rider. Mount dies: Rider lands prone in adjacent square (rider's choice). Standing from prone: Action Airborne death: Rider falls. Falling damage per Document 14 (1d6 per 2 squares, cap 10d6 at 20 squares). INVOLUNTARY DISMOUNT: If effect forces rider off mount (knockback, grapple, mount bucking, etc.): - Rider lands prone in adjacent square of their choice - If mount was airborne, falling damage applies per Document 14 SIZE COMPATIBILITY (MOUNTS): Mount must be >= 1 size larger than rider. Rider Size | Min Mount Size -----------|--------------- Tiny | Small Small | Medium Medium | Large Large | Huge Huge | Gargantuan MULTIPLE RIDERS: Allowed if mount has carrying capacity. Carrying Capacity = STR x 10 x Size Multiplier (WU) One rider controls. Additional riders are passengers (full Action, no Step). ================================================================================ VEHICLE RULES ================================================================================ VEHICLE STATS: Physical Stats (Vehicle's Own): Stat | Source -----|-------- STR | Vehicle DEX | Vehicle CON | Vehicle MOV | Vehicle (or motive source) Mental Stats (Borrowed from Driver): The driver (entity actively steering/commanding) provides mental stats. In multi-crew vehicles, designate one driver. Stat | Source -----|-------- REF | Driver INT | Driver WIS | Driver CHA | Driver LUK | Driver OCCUPIED VEHICLE: Physical attacks target vehicle's stats. Mental attacks target driver's stats. UNOCCUPIED VEHICLE: Physical attacks target vehicle's stats. Mental attacks auto-succeed (no resistance). Exception: Traits may grant resistance (e.g., "Warded"). VEHICLE OPERATION: Basic operation: No check. Difficult maneuvers: Standard resolution vs terrain's virtual DEX. VEHICLE MANEUVERS: Roll: d20 + (Driver DEX - Terrain DEX) + Handling + Modifiers >= 11 PASSENGERS AND CREW: Passengers MAY use full Action while aboard (not controlling). Crew Requirement (X): Need X people or vehicle does not move. Crew are passengers with jobs. They use normal action economy for 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: Not inherent. Defined per vehicle via Cover trait. Cover Type | Effect -----------|-------- None | No cover bonus Partial | +2 REF vs ranged attacks Half | +4 REF vs ranged attacks Full | Cannot be targeted directly (must destroy vehicle first) VEHICLE DAMAGE: Health pool: HP = CON x 5 (standard entity rules) At 0 HP: Destroyed/disabled. Occupants must disembark or are trapped. MOTIVE SOURCES: Requires Motive Source: No inherent MOV, needs propulsion. Self-Propelled: Has own MOV (exotic). Most vehicles require motive sources. DRAFT ANIMALS: Draft animal Carrying Capacity = STR x 10 x Size Multiplier (WU) Total load = vehicle weight + cargo + passengers Load vs Capacity | Effect -----------------|-------- At or under | Full MOV Over, under 2x | Half MOV Over 2x | Cannot move MULTIPLE DRAFT ANIMALS: Add carrying capacities together. Example: Two horses (STR 10, Large 2x) = 200 + 200 = 400 WU capacity. RAMMING: Basic: d20 + (Vehicle STR - Target REF) + Modifiers >= 11 Damage: Ram Damage trait. With Trample trait: Use full trample mechanics. ================================================================================ COMMON MOUNT TRAITS ================================================================================ Trait | Description ---------------|--------------------------------------------- Trained | Obeys without check War-Trained | Immune mundane panic, +2 vs magical fear, offensive Interrupts Skittish | -2 to rider CHA when reasserting control Loyal | +2 to rider CHA when reasserting control Aggressive | Attacks adjacent enemies without command Flight | Can fly using MOV Aquatic | Full MOV in water Amphibious | Full MOV on land and water Burrowing | Can move through earth/sand Climbing | Can scale vertical surfaces Trample (XdY) | Can trample smaller creatures, deals XdY damage Charge | Bonus damage after 4+ squares straight line Mount (Size) | Valid rider sizes ================================================================================ COMMON VEHICLE TRAITS ================================================================================ Trait | Description -------------------------|--------------------------------------------- Passenger Capacity (X) | Count, 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 beyond passengers Terrain Restriction | Cannot traverse specified terrain Terrain Specialization | Bonus in specific terrain Enclosed | Full cover, limited visibility/actions Open | No cover, full visibility/actions Fuel/Feed | Requires resource to operate Magical | Operates via magic Requires Motive Source | No inherent MOV Self-Propelled | Has own MOV Ram Damage (X or XdY) | Basic collision damage Trample (XdY) | Can trample smaller creatures, deals XdY damage ================================================================================ EXAMPLE: HORSE (MOUNT RACE) ================================================================================ Name: Horse Size: Large Base STR: 10 Base DEX: 10 Base REF: 8 Base CON: 8 Base MOV: 10 Base INT: 3 Base WIS: 6 Base CHA: 4 Base LUK: 0 Innate Traits: Trained, Skittish Mount: Medium or smaller Carrying Capacity: 200 WU ================================================================================ EXAMPLE: WAR MOUNT (MOUNT CLASS) ================================================================================ Level | XP Cost | Abilities Gained ------|---------|---------------------------------- 1 | 50 | War-Trained, removes Skittish 2 | 100 | Trample (1d6) 3 | 200 | Charge (+1d6) 4 | 400 | Trample improves to 1d8 ================================================================================ EXAMPLE: WARHORSE (HORSE + WAR MOUNT 4) ================================================================================ Name: Warhorse Race: Horse Class: War Mount (Level 4) Size: Large 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 ================================================================================ EXAMPLE: WAGON (VEHICLE RACE) ================================================================================ Name: Wagon Size: Large STR: 15 DEX: 4 CON: 12 MOV: - Class: Inert (Level 1) Weight: 50 WU Traits: - Requires Motive Source - Passenger Capacity (4, Medium or smaller) - Cargo Capacity (200 WU) - Open - Handling (-2) - Crew Requirement (1) ================================================================================ EXAMPLE: WAR CHARIOT (VEHICLE RACE) ================================================================================ Name: War Chariot Size: Large STR: 10 DEX: 8 CON: 8 MOV: - Class: Inert (Level 1) 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) ================================================================================ GRAPPLING RIDERS ================================================================================ Standard grapple rules apply. Grapple: STR vs STR (per Document 5). Success: Target gains Grappled condition. Subsequent grapple actions can move target, including off the mount. No extension-specific mechanics required. ================================================================================ SUMMARY ================================================================================ Mount vs Vehicle: Mount = Entity. Vehicle = Inert Entity. Any Entity as Mount: Yes, if size allows. Control state determines behavior. Mount Creation: Race (creature type) + Class (trained abilities) Mount Progression: XP from adventuring AND training (downtime) Vehicle Creation: Race (template) + Inert class (no progression) Vehicle Progression: Upgrades (gold) or replacement. Not XP-based. Rider/Operator Action: Restricted unless Skill/Ability grants combat Actions Passenger Action: Full Action (no Step) Mount Action (Ridden): No Action; Instants/Interrupts/Free work Rider XP: Full XP from challenges Draft Animal XP: Full XP from challenges AND training Unwilling Mount XP: Earns XP normally (survival, not consent) Mounted Movement: Mount's MOV Mount/Dismount: Action each Mount Control: Trained = obeys. Reassert = CHA vs WIS. Mount Death: Rider prone adjacent; falling damage if airborne (Doc 14) Involuntary Dismount: Prone adjacent; falling damage if airborne Vehicle Stats: Physical own, mental from driver Driver Incapacitation: Vehicle completes movement straight, then stops Unoccupied Vehicle: No mental resistance Maneuvers: Standard resolution vs terrain virtual DEX Cover: Content defines via traits Target Choice: Attacker picks freely Size (Mounts): Mount >= 1 size larger Size (Vehicles): Trait defines Load/Speed: Over capacity = half MOV; over 2x = cannot move Draft Animals: Add capacities Trample: STR vs REF, MOV / 4 distance, chain until stopped Ramming: Vehicle STR vs Target REF Grappling Riders: Standard STR vs STR ================================================================================ KEY CONSTANTS ================================================================================ TRAMPLE_DISTANCE_DIVISOR = 4 MOUNT_SIZE_DIFFERENCE = 1 // Mount must be 1 size larger LOAD_HALF_SPEED_MULTIPLIER = 2 // Over capacity but under 2x LOAD_NO_MOVE_MULTIPLIER = 2 // Over 2x capacity CARRYING_CAPACITY_FORMULA = "STR x 10 x Size_Multiplier" VEHICLE_HP_FORMULA = "CON x 5" SIZE_MULTIPLIERS: Tiny: 0.25 Small: 0.5 Medium: 1 Large: 2 Huge: 4 Gargantuan: 8+ ================================================================================ CROSS-REFERENCES ================================================================================ Document 5: Action Taxonomy - Action types (Action, Step, Free, Instant, Interrupt) - Grapple mechanics (STR vs STR) Document 6: Action Economy - Turn structure (1 Action + 1 Step + unlimited Free) - Timing rules Document 8: Combat - Standard resolution (d20 + stat diff >= 11) - Damage and conditions Document 9: Entities - Entity structure (race + class) - Size categories - HP = CON x 5 Document 12: Progression - XP from challenges - Stat increases and class levels Document 13: Character Creation - Entity creation process Document 14: Movement & Positioning - Falling damage (1d6 per 2 squares, cap 10d6) - Terrain types - Square-based movement Document 15: Equipment & Slots - Carrying capacity (STR x 10 x Size Multiplier) - Weight Units (WU) ================================================================================ EXTENSION STATUS ================================================================================ STATUS: Canonical Extension VERSION: 1.0 This extension builds on core TDGS rules. It does not redefine them. ================================================================================ CANONICAL URLS ================================================================================ Human-readable: https://tacticaldice.com/docs/tdgs/mounts AI-optimized: https://tacticaldice.com/docs/tdgs/mountsforai ================================================================================ END OF DOCUMENT ================================================================================

## CORE DISTINCTION SUMMARY

AspectMountVehicle
Entity TypeFull Entity (has mind)Inert Entity (no mind)
StatsAll 9 stats ownPhysical own, mental from driver
AgencyCan act independentlyCannot act without driver
ProgressionXP-basedGold-based upgrades

## ACTION ECONOMY SUMMARY

RoleActionStepOther
Rider/OperatorRestrictedN/AFree/Instant/Interrupt: Yes
PassengerFullNoFree/Instant/Interrupt: Yes
Mount (ridden)NoN/AFree/Instant/Interrupt: Yes

## KEY FORMULAS

FormulaExpression
Trample DistanceMOV / 4 (round down)
Carrying CapacitySTR × 10 × Size Multiplier
Vehicle HPCON × 5
Control CheckRider CHA vs Mount WIS
TrampleTrampler STR vs Target REF
Charge Trigger4+ squares straight-line movement