Mobile Hut

World of Warcraft: Horde Player's Guide (HPG)Updated WoW RPG (3.5)

Mobile Hut is D&D 3.5 equipment from HPG. Cost 3,400 gp; Weight of a mobile hut requires solid footing - mud or sand causes the hut to sink, where it becomes trapped. Mobile huts have a main entrance door (5 feet wide) on one wall and 3 open windows on the others. Individuals fighting from these windows have partial cover. The mobile hut is not intended for combat use. Fuel: A mobile hut uses 1 vial of liquid phlogiston for every 1,000 feet it moves. Hardness 5.

Quick answers

How much does Mobile Hut cost?

Mobile Hut costs 3,400 gp.

How much does Mobile Hut weigh?

Mobile Hut weighs of a mobile hut requires solid footing - mud or sand causes the hut to sink, where it becomes trapped. Mobile huts have a main entrance door (5 feet wide) on one wall and 3 open windows on the others. Individuals fighting from these windows have partial cover. The mobile hut is not intended for combat use. Fuel: A mobile hut uses 1 vial of liquid phlogiston for every 1,000 feet it moves. Hardness 5.

Which source covers Mobile Hut?

Mobile Hut is covered in World of Warcraft: Horde Player's Guide (HPG).

Kind
good
Category
technological device
Cost
3,400 gp
Weight
of a mobile hut requires solid footing - mud or sand causes the hut to sink, where it becomes trapped. Mobile huts have a main entrance door (5 feet wide) on one wall and 3 open windows on the others. Individuals fighting from these windows have partial cover. The mobile hut is not intended for combat use. Fuel: A mobile hut uses 1 vial of liquid phlogiston for every 1,000 feet it moves. Hardness 5

Description: One of the most impressive tauren inventions to date, this is a mobile home. When immobile, it appears to be a simple hut capable of housing 4 Medium creatures comfortably, or up to 8 in crowded conditions. However, when the controls are activated, the hut rises up on stilt-like legs and lurches forward, trundling slowly but surely across the ground. Operation: A series of levers attached near the entrance allows the operator to control the mobile hut. Once brought up to speed, the hut lumbers along in a straight line, continuing along that course without any further instructions. Unlike a creature, a mobile hut has a specific movement speed and direction that remain constant unless changed. Giving any other commands requires a standard action that provokes attacks of opportunity, as well as a DC 15 Use T echnological Device check. If the pilot fails this check, the hut continues to move in the direction and speed it was previously moving. As the hut is ungainly, it doesn't maneuver as well as other devices; the following commands apply to the hut instead of the normal rules for vehicle maneuvers. The hut accepts the following commands: Activate: When activated (a DC 20 Use T echnological Device check), the hut's internal engine grinds to life. Legs beneath the hut extend, lifting it 10 feet into the air. The hut takes 2 rounds to completely activate. Speed Up: This tells the hut to accelerate. A hut can increase its speed by +5 or +10 feet per round to a maximum of 40 feet per round. A "speed up" command must be given each round (the hut does not continue accelerating to its maximum speed automatically). If the hut moves faster than 20 feet per round, it cannot turn. Slow Down: The hut slows by -5 or -10 feet per round. A "slow down" command must be given each round. If a hut reaches a speed of 0, it stops moving and awaits further commands; it does not automatically deactivate. Stop: The hut stops moving. If it is moving at a speed of 10 feet per round or less when this command is delivered, there are no ill effects. Otherwise, passengers inside must make Balance checks (DC equal to the hut's speed - 10) or fall prone. If a passenger falls, he takes 1d6 points of nonlethal damage for every 5 feet of speed above 10. If a hut stops moving via this command, it does not automatically deactivate. T urn Left/T urn Right: The hut changes direction by up to 90 degrees. A hut cannot turn if moving faster than 20 feet per round. Deactivate: This command can only be given if the hut is not moving. When deactivated, the hut settles onto the ground, legs folding up underneath to an idle position. Once deactivated, a mobile hut enters a cooldown stage and cannot be restarted for 1 hour. A mobile hut can carry up to 8 Medium creatures and gear totaling up to 2,000 pounds. Mobile huts cannot cross through rough or rocky terrain. They can ford shallow water (no more than 10 feet deep) if the ground beneath is relatively stable. The great weight of a mobile hut requires solid footing - mud or sand causes the hut to sink, where it becomes trapped. Mobile huts have a main entrance door (5 feet wide) on one wall and 3 open windows on the others. Individuals fighting from these windows have partial cover. The mobile hut is not intended for combat use. Fuel: A mobile hut uses 1 vial of liquid phlogiston for every 1,000 feet it moves. Hardness 5; 200 hp; Size Gargantuan; W eight 8,000 lb.; MR 1; TS 10; Craft DC 30; Price 3,400 gp. Necromantic Amplifier