Amiga-Z Wiki

“Modern tools for old-school communities.”

User Tools

Site Tools


projects:odds_rpg:modules:vehicles

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

projects:odds_rpg:modules:vehicles [2026/02/17 20:26] – created freedomotterprojects:odds_rpg:modules:vehicles [2026/02/17 21:05] (current) freedomotter
Line 1: Line 1:
 ====== Vehicle Rules ====== ====== Vehicle Rules ======
  
-Stats: +This module supports:
-Structure +
-Handling +
-Power +
-Systems+
  
-Vehicle Attack+  * 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 Stats ===== 
 + 
 +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/Pilot uses: 
 + 
 +  1d20 + Handling + Piloting 
 + 
 +Passengers may: 
 + 
 +  * Operate mounted weapons 
 +  * Assist pilot 
 +  * Repair systems (Extended Task) 
 + 
 +---- 
 + 
 +===== Vehicle Combat ===== 
 + 
 +Attack roll: 
 + 
 +  1d20 + Handling + appropriate weapon skill
  
 Damage: Damage:
-2d10 + Power+ 
 +  2d10 + Power (or weapon modifier) 
 + 
 +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

Donate Powered by PHP Valid HTML5 Valid CSS Driven by DokuWiki