## 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
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OVERVIEW
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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.
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CORE DISTINCTION
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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
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CREATION: MOUNTS
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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
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CREATION: VEHICLES
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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.
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PROGRESSION: MOUNTS
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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.
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PROGRESSION: VEHICLES
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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.
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PROGRESSION: DRAFT ANIMALS
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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.
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PROGRESSION: OPERATORS AND UNWILLING MOUNTS
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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.
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ACTION ECONOMY: RIDER AND OPERATOR
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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.
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ACTION ECONOMY: PASSENGERS
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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.
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ACTION ECONOMY: MOUNTS (WHILE RIDDEN)
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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)
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ATTACKING WHILE MOUNTED OR OPERATING
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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.
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BEING ATTACKED (TARGET CHOICE)
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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
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DRIVER INCAPACITATION
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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.
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TRAMPLE MECHANICS
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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.
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CHARGE
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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").
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ANY ENTITY CAN BE A MOUNT
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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)
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MOUNT RULES
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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).
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VEHICLE RULES
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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.
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COMMON MOUNT TRAITS
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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
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COMMON VEHICLE TRAITS
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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
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EXAMPLE: HORSE (MOUNT RACE)
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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
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EXAMPLE: WAR MOUNT (MOUNT CLASS)
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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
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EXAMPLE: WARHORSE (HORSE + WAR MOUNT 4)
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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
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EXAMPLE: WAGON (VEHICLE RACE)
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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)
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EXAMPLE: WAR CHARIOT (VEHICLE RACE)
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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)
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GRAPPLING RIDERS
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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.
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SUMMARY
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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
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KEY CONSTANTS
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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+
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CROSS-REFERENCES
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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)
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EXTENSION STATUS
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STATUS: Canonical Extension
VERSION: 1.0
This extension builds on core TDGS rules. It does not redefine them.
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CANONICAL URLS
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Human-readable: https://tacticaldice.com/docs/tdgs/mounts
AI-optimized: https://tacticaldice.com/docs/tdgs/mountsforai
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END OF DOCUMENT
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