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Vehicle Construction Kit

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$6.38

Build Vehicles for Dungeons & Dragons!

  • Ocean-going vessels
  • Magic airships
  • Steam-powered armored cars
  • Even forts!

By choosing a body size and filling component slots, you will create a vehicle statblock with a hit location table, speed, AC, damage threshold and hit points.

Match historical designs, or allow your players to come up with their own contraptions.

Vehicle Combat

Arm your creations with siege engines from the Dungeon Master's Guide and the sample of new weapons: the 20-pounder bombardelle or the traction trebuchet.

Also included is a set of guidelines for vehicle movement and combat.

Sample Vehicles

  • Simple Wagon
  • Steam Wagon
  • Gnomish Submarine
  • Jolly Boat
  • Gun Tower
  • Merchant Ship
  • Dwarven Indomitable
  • The Eastern Leviathan, a titanic passenger ship
  • Elemental Locomotive
  • Cutter Airship

Supplements

  • Tiny and Titanic - Additional rules for building very small or very large vehicles.
  • Hellanistic Galleys - Oar-powered ships inspired by the Hellanistic era.
  • Revolutionary Vehicles - Power and manufacturing components inspired by the industrial revolution.
  • Artillery and Gun Artillery  - A two-parter with 1) Advanced artillery rules and 2) Statistics for a variety of cannons, bombards, culverins and mortars.
  • Artillery II - 41 more siege engines including ballistas, mangonels, trebuchets and siege crossbows.
  • Wondrous Vehicles I - More magical options, components, augmentations, magic items and example vehicles.
 
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Discussions (14)
Customer avatar
Duncan T January 21, 2019 3:48 pm UTC
CREATOR
The next update will overhaul the armor component. I've decided to combine the armor and reinforcement components, so that taking armor also increases the vehicle's hitpoints (the baseline vehicle hit points are reduced). Stronger materials grant more hit points, so while a rowboat and the apparatus of Kwalish might both have a laden weight of 1 ton (category Siv) and 25 baseline HP, the rowboat has one undersized wood armor granting 25 HP (50 HP total) and the apparatus has 6 iron components granting 175 HP (200 HP total). Furthermore, when you undersize an armor component you can choose between lowering the AC (representing piecemeal armor retaining internal structure) or halving the HP bonus (retaining AC). This will all be coming up in version 1.8
Customer avatar
Duncan T February 07, 2019 6:04 pm UTC
CREATOR
I'm rolling the armor changes into version 2.0. I've overhauled the Power Points system and various drivetrains. I've scaled Power so that the smallest amount is 0.25 (so we're not dealing with eighths with the lower-end power systems), and provided tables for each drivetrain so you can directly see what Power gives you which speed. Speeds are now given in mph, and they've all been re-evaluated. Legs still give a speed in feet since they give the most "creature-like" movement - and now a legged vehicle can dash like a creature!

The last thing to do before publication is to re-do the example vehicles, so may be a week or two.
Customer avatar
Duncan T February 12, 2019 9:47 pm UTC
CREATOR
Version 2.0 has now been uploaded.
Customer avatar
Duncan T January 13, 2019 8:58 pm UTC
CREATOR
VCK has been updated to version 1.7 to reflect the changes for artillery components. Tiny & Titanic will be the next to be updated, followed by the VCK Examples. Then I'll publish the Catapults supplement.
Also in this update are revised damage thresholds and hit points, how vehicles interact with the disintegrate and fabricate spells, some more optional rules and probably some other stuff.

As always, let me know if you have requests or questions.
Customer avatar
Gage R January 15, 2019 1:12 am UTC
PURCHASER
If I wanted to modify the cannons in the artillery supplement to serve as breach loading modern guns, what would I need to change?
Customer avatar
Duncan T January 16, 2019 10:49 pm UTC
CREATOR
Hi Gage, a "industrial and modern" artillery supplement is planned but I haven't started it yet, so I'm not not sure yet. By early modern field cannons fire high explosive, incendiary or shrapnel shells. Rifling dramatically increases range. The shell-weight to gun-weight ratio is different - I just ran some numbers on the BL 6-inch 26 cwt howitzer (early modern) which fires 100 lb shells: it's a mass ix weapon with a range of 30,000 feet! (using the bombardment rule). If you are sticking with solid metal shells it deals 60 (11d10) damage and holds 60 in the component.

So I would say for now:
1) Multiply shell weight by 3, and divide ammo capacity by 3.
2) Increase attack bonus from +6 to +8
3) Multiply average damage by 1.333 (and change dice to match it)
4) Multiply normal and long range by 4.
Customer avatar
Duncan T November 21, 2018 10:44 pm UTC
CREATOR
New supplement is imminent. It's all about artillery and cannons. See https://duncantiminey.wordpress.com/ for details. Not sure if I can get it out for Friday, but we'll see.
Customer avatar
Gage R October 10, 2018 12:03 am UTC
PURCHASER
How long does it take to add or replace components.
Customer avatar
Duncan T October 10, 2018 8:40 pm UTC
CREATOR
Okay, it's going to vary quite a lot depending on the component. I may have to research historical examples. Of course some components are integral to the design of the vehicle (armor, reinforcement, drivetrains) and not easily changed.

For now, use 1 hour per laden ton of the vehicle to remove a component (which becomes either a cargo hold, or cargo carrying capacity). An example might be to remove cabins or artillery to use as a cargo hold instead.

It takes the same amount of time to replace a cargo hold with a component, assuming the parts have already been crafted. This might be adding an extra layer of armor, on the hull, or some artillery on the top deck.
Customer avatar
Duncan T August 23, 2018 9:14 pm UTC
CREATOR
Hi everyone, I've uploaded an ink-friendly "beta" of version 1.6.

I've left v1.5 up, as my next task is to edit Tiny and Titanic to match the changes.
Customer avatar
Duncan T August 28, 2018 9:28 pm UTC
CREATOR
Final version of 1.6.1 is now available, with an ink-friendly edition. Next on the schedule is an Examples pack, and the Tiny & Titanic rewrite. After that, probably a supplement on cannons; then the Magic supplement. Thanks, everyone!
Customer avatar
AARON L August 18, 2018 3:07 am UTC
PURCHASER
Any possibility for a print-friendly version? My players are looking to build a made-to-order airship, and would be handy to be able to take notes next to the tables on a hardcopy.
Customer avatar
Duncan T August 18, 2018 10:49 am UTC
CREATOR
Hi Aaron, yes I'll make a print-friendly version for you. I have some other formatting adjustments and errata I want to make anyway. I can't say how long it will be, maybe 1 week?
Customer avatar
AARON L August 23, 2018 9:21 pm UTC
PURCHASER
Just in time for my session tonight. My players are going to get into soooo much hijinks. Thanks!
Customer avatar
Duncan T August 23, 2018 9:40 pm UTC
CREATOR
Great! Let me know what kind of design they come up with (and if there are any areas of the book that need clarification!)
Customer avatar
AARON L August 24, 2018 7:23 am UTC
PURCHASER
Session went great. Good thing I had the hard copy too -- they forgot how much gold they originally had, so they opted for a xi-class airship instead of the vii-class one I had prepped, but the print copy made it a breeze to rebuild it on the fly. A new PC also joined, a Druid with Gust of Wind, so they opted to remove the steam engine and props in favor of sails.

The slots, in order, size xi unless noted otherwise -- 1: Front armor/ram (wood, ac 15) carved like a beholder they recently defeated. 2: Lanteen sail, 3: Gasbag, 4: Trebuchet (DMG p256, a gift from an ally, fitted into the craft), 5: cargo 10 t. 6: Berth for their Owlbear mount, 7: gasbag, 8: lanteen sail, 9: furnace (class vii steam engine) for generating lifting gas, wood/coal powered, +5t fuel storage, 10: galley/lounge/kitchen, 11: guest barracks (20 hammocks), 12-14: cargo 30 t, 15: helm, 16: gasbag, 17-18: quarters (8 cabins for the PCs), 19-20: cargo 20 t. Add'l: 2 outrigged ballistas (fore, aft), zero slots, DMG p255.
...See more
Customer avatar
Duncan T August 30, 2018 4:47 pm UTC
CREATOR
Thanks for sharing - is it okay if I include the design in the Examples appendix? Using a steam engine for the gasbag is a neat idea. I read about steam for lift in my research but never got round to including it in the core rules.
Customer avatar
AARON L August 30, 2018 6:14 pm UTC
PURCHASER
Of course, it's all yours! I give permission to use or modify the ship with or without attribution.
Customer avatar
Gage R June 13, 2018 10:21 am UTC
PURCHASER
You should try making a supplement for age of sail ships. Also, my players want to build a vehicle that runs off of liquid fuel. The chemical storage sounds roughly like how one would describe a petrol engine, but the cost and endurance is pitifully weak.
Customer avatar
Duncan T June 21, 2018 7:30 pm UTC
CREATOR
Thanks for your comment. I will add liquid fuel engines to the upcoming supplement (since it will have things like blackpowder rockets). In the meantime, the steam engine component can be a proxy, using chemical tanks of fuel instead of cargo holds of coal/wood. (They would be volatile of course!).
I'll look at doing an Age of Sail ships supplement later in the year.
Customer avatar
Duncan T June 26, 2018 3:03 pm UTC
CREATOR
Hi Gage, I've made a playtest version of an internal combustion engine. http://homebrewery.naturalcrit.com/share/S1baV0yGQ
Let me know if that's okay, thanks.
Customer avatar
Gage R June 28, 2018 11:07 am UTC
PURCHASER
That's pretty good. I'll run it in some of my games and see if any issues pop up.
Customer avatar
Duncan T August 02, 2018 7:15 pm UTC
CREATOR
Hi Gage, internal combustion engines have had a proper write-up now, see http://www.dmsguild.com/product/248853/Vehicle-Construction-Kit-Supplement-3-Revolutionary-Vehicles
Customer avatar
Duncan T April 18, 2018 5:16 pm UTC
CREATOR
A new supplement is now in progress. It includes rockets and brains. I suppose I could call it "Rockets and Brains". ETA 6 months.
Customer avatar
Duncan T March 10, 2018 1:43 pm UTC
CREATOR
Errata for v1.2: Weapons, Artillery (p. 12). Disregard the line about halving the base cost of components comprised of springalds or mangonels. This will be updated for the next revision (once I have a handful of changes).
Customer avatar
Duncan T February 22, 2018 8:50 am UTC
CREATOR
Hi everyone, the first pay-what-you-want supplement is up at http://www.dmsguild.com/product/234782/Vehicle-Construction-Kit-Supplement-1-Tiny-and-Titanic
Customer avatar
Duncan T March 26, 2018 3:13 pm UTC
CREATOR
The next pay-what-you-want supplement is ready - http://www.dmsguild.com/product/238101/Vehicle-Construction-Kit-Supplement-2-Hellanistic-Galleys
Customer avatar
Thorin L February 10, 2018 12:11 pm UTC
PURCHASER
A really good kit. But one question about the body section: under the size part of this section the larger craft have a deck value. does this mean something or is it a superfluous thing and has no bearing on the building process?
Customer avatar
Duncan T February 13, 2018 3:35 pm UTC
CREATOR
Hi Thorin, that table shows the suggested number of decks assuming the vehicle has an age-of-sail shaped hull. It has no mechanical effect, and can vary as you desire (in the supplement I'm working on, I have a 6000-laden-ton ship with only two decks).
Customer avatar
Gage R January 31, 2018 5:23 am UTC
PURCHASER
The Arm entry is a bit confusing. You start with 10 strength, can increase it by 1 up to four times by paying more, and finally +1 per power point allocated. How would you ever even get close to 30?

Shouldn't there be a minimum arm strength depending on the size category of the vehicle, with the above options to help boost it? Because that would make more sense and also be less of a headache.
Customer avatar
Duncan T February 13, 2018 3:49 pm UTC
CREATOR
Hi Gage, thanks for your feedback. The principle scaling of vehicle arm is its lifting power, and larger vehicles have a larger lift multiplier. I decided not to have Str scale with that, but you can optionally have it do so. Perhaps Str 10 for Large vehicles, 12 for Huge, 14 for Gargantuan.

Some power sources, particularly the magic engines, can provide a lot of Power Points, and a couple assigned to the arm can bring Str towards 30.
Customer avatar
Duncan T March 27, 2018 2:08 pm UTC
CREATOR
I have a new solution for the arm Strength, which will be included in the next update. The base Strength is still always 10, as this represents the weapon being mechanically operated by the pilot and minimum number of crew. Each Power Point allocated to the arm increases its Strength by an amount determined by the vehicle's size (a Large vehicle's Strength increases by 1 per PP, Huge increases by 2 per PP, etc). This makes it easier for larger vehicles to have a higher Strength. Same goes for melee weapons.
Customer avatar
Duncan T November 04, 2017 8:30 am UTC
CREATOR
Errata: Undersized armour components should have -2 to AC for one step smaller, and -3 to AC for two steps smaller. Will be updated in version 1.2.
Customer avatar
Duncan T November 02, 2017 10:12 am UTC
CREATOR
I'm working on the first supplement for the Vehicle Construction Kit, to put the system to the test. It will be all about galleys - biremes, pentaconters, and so forth.
As a quick addendum, for long voyages vehicles need to store supplies in cargo holds. Each 1 ton of cargo space used gives 300 person-days of rations and water, costing 200 gp.
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Product Information
Silver seller
Community Content
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Rules Edition(s)
Pages
35
Publisher Stock #
VCK01
Format
Original electronic
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File Last Updated:
February 12, 2019
This title was added to our catalog on October 31, 2017.