====== Vehicle Rules ====== This module supports: * Horses and wagons * 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: 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