projects:odds_rpg:modules:vehicles
Differences
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| projects:odds_rpg:modules:vehicles [2026/02/17 20:26] – created freedomotter | projects:odds_rpg:modules:vehicles [2026/02/17 21:05] (current) – freedomotter | ||
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| ====== Vehicle Rules ====== | ====== Vehicle Rules ====== | ||
| - | Stats: | + | This module supports: |
| - | Structure | + | |
| - | Handling | + | |
| - | Power | + | |
| - | Systems | + | |
| - | Vehicle | + | * Horses and wagons |
| - | 1d20 + Handling + Piloting | + | * Cars and motorcycles |
| + | * Tanks and walkers | ||
| + | * Starfighters and starships | ||
| + | * Mechs and transports | ||
| + | |||
| + | Vehicles use the same core mechanics as characters. | ||
| + | |||
| + | ---- | ||
| + | |||
| + | ===== Vehicle | ||
| + | |||
| + | Each vehicle has: | ||
| + | |||
| + | * Structure (Health equivalent) | ||
| + | * Handling (Agility equivalent) | ||
| + | * Power (Might equivalent) | ||
| + | * Systems (Mind equivalent) | ||
| + | * Armor (0–6) | ||
| + | |||
| + | Vehicles do not use Resolve unless GM desires (for AI). | ||
| + | |||
| + | ---- | ||
| + | |||
| + | ===== Structure ===== | ||
| + | |||
| + | Structure functions like Health. | ||
| + | |||
| + | When Structure reaches 0: | ||
| + | Vehicle is Disabled. | ||
| + | |||
| + | Further damage may: | ||
| + | |||
| + | * Destroy it | ||
| + | * Cause explosion | ||
| + | * Force emergency exit | ||
| + | |||
| + | GM discretion applies. | ||
| + | |||
| + | ---- | ||
| + | |||
| + | ===== Vehicle Actions ===== | ||
| + | |||
| + | Driver/ | ||
| + | |||
| + | | ||
| + | |||
| + | Passengers may: | ||
| + | |||
| + | * Operate mounted weapons | ||
| + | * Assist pilot | ||
| + | * Repair systems (Extended Task) | ||
| + | |||
| + | ---- | ||
| + | |||
| + | ===== Vehicle Combat ===== | ||
| + | |||
| + | Attack roll: | ||
| + | |||
| + | 1d20 + Handling + appropriate weapon skill | ||
| Damage: | Damage: | ||
| - | 2d10 + Power | + | |
| + | | ||
| + | |||
| + | Armor reduces damage normally. | ||
| + | |||
| + | Vehicles may have mounted weapon bonuses. | ||
| + | |||
| + | ---- | ||
| + | |||
| + | ===== Vehicle Roles ===== | ||
| + | |||
| + | ^ Type ^ Structure ^ Handling ^ Power ^ Armor ^ | ||
| + | | Mount | 10–15 | +2 | +1 | 0 | | ||
| + | | Light Vehicle | 15–25 | +3 | +2 | 1–2 | | ||
| + | | Heavy Vehicle | 30–50 | +1 | +3 | 3–4 | | ||
| + | | Starfighter | 25–35 | +4 | +3 | 2 | | ||
| + | | Capital Ship | 60–120 | +0 | +4 | 4–6 | | ||
| + | |||
| + | Adjust to fit setting. | ||
| + | |||
| + | ---- | ||
| + | |||
| + | ===== Chases ===== | ||
| + | |||
| + | Use Extended Task format. | ||
| + | |||
| + | Set Progress Goal (3–6). | ||
| + | |||
| + | Each round: | ||
| + | |||
| + | Pilot rolls 1d20 + Handling + Piloting. | ||
| + | |||
| + | On success: | ||
| + | Gain 1 progress. | ||
| + | |||
| + | On Strong Success: | ||
| + | Gain 2 progress. | ||
| + | |||
| + | First to reach goal wins chase. | ||
| + | |||
| + | Failures may cause: | ||
| + | |||
| + | * Collision | ||
| + | * Lost distance | ||
| + | * Hazard encounter | ||
| + | |||
| + | Add environmental TN penalties as needed. | ||
| + | |||
| + | ---- | ||
| + | |||
| + | ===== Vehicle Damage Effects ===== | ||
| + | |||
| + | At 50% Structure: | ||
| + | |||
| + | Roll 1d6: | ||
| + | |||
| + | 1 Handling -2 | ||
| + | 2 Power -2 | ||
| + | 3 Systems impaired (-2 technical rolls) | ||
| + | 4 Armor reduced by 1 | ||
| + | 5 Speed reduced | ||
| + | 6 Cosmetic damage only | ||
| + | |||
| + | At 25% Structure: | ||
| + | |||
| + | Roll twice. | ||
| + | |||
| + | These effects stack. | ||
| + | |||
| + | ---- | ||
| + | |||
| + | ===== Repairs ===== | ||
| + | |||
| + | Field Repair: | ||
| + | |||
| + | Extended Task (Goal 3–5) | ||
| + | Each success restores 5 Structure. | ||
| + | |||
| + | Full Repair: | ||
| + | |||
| + | Downtime required. | ||
| + | Restore all Structure. | ||
| + | |||
| + | ---- | ||
| + | |||
| + | ===== Mounted Weapons ===== | ||
| + | |||
| + | Examples: | ||
| + | |||
| + | Light Cannon | ||
| + | 2d10 + Power | ||
| + | |||
| + | Heavy Cannon | ||
| + | 2d10 + Power +2 | ||
| + | |||
| + | Missile Pod | ||
| + | 2d10 +3 (limited ammo) | ||
| + | |||
| + | Grapple Launcher | ||
| + | Restrains vehicle if hit (TN 15 Handling to escape) | ||
| + | |||
| + | ---- | ||
| + | |||
| + | ===== Boarding Actions ===== | ||
| + | |||
| + | When vehicles are Close range: | ||
| + | |||
| + | Characters may board. | ||
| + | |||
| + | Switch to normal combat rules. | ||
| + | |||
| + | Vehicle may continue moving during boarding at GM discretion. | ||
| + | |||
| + | ---- | ||
| + | |||
| + | ===== Design Guidelines ===== | ||
| + | |||
| + | Vehicles should: | ||
| + | |||
| + | * Expand tactical options | ||
| + | * Create mobility and scale differences | ||
| + | * Not dominate every encounter | ||
| + | |||
| + | If vehicles feel too strong: | ||
| + | |||
| + | * Increase maintenance costs | ||
| + | * Introduce anti-vehicle threats | ||
| + | * Add terrain limitations | ||
| + | |||
| + | If vehicles feel weak: | ||
| + | |||
| + | * Increase Structure | ||
| + | * Add weapon bonuses | ||
| + | * Reduce repair difficulty | ||
| + | |||
| + | ---- | ||
| + | |||
| + | ODDS RPG Vehicle Module v1.0 | ||
projects/odds_rpg/modules/vehicles.1771360016.txt.gz · Last modified: by freedomotter
