This module supports:
Vehicles use the same core mechanics as characters.
Each vehicle has:
Vehicles do not use Resolve unless GM desires (for AI).
Structure functions like Health.
When Structure reaches 0:
Vehicle is Disabled.
Further damage may:
GM discretion applies.
Driver/Pilot uses:
1d20 + Handling + Piloting
Passengers may:
Attack roll:
1d20 + Handling + appropriate weapon skill
Damage:
2d10 + Power (or weapon modifier)
Armor reduces damage normally.
Vehicles may have mounted weapon bonuses.
| 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.
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:
Add environmental TN penalties as needed.
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.
Field Repair:
Extended Task (Goal 3–5) Each success restores 5 Structure.
Full Repair:
Downtime required. Restore all Structure.
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)
When vehicles are Close range:
Characters may board.
Switch to normal combat rules.
Vehicle may continue moving during boarding at GM discretion.
Vehicles should:
If vehicles feel too strong:
If vehicles feel weak:
ODDS RPG Vehicle Module v1.0