Table of Contents

Vehicle Rules

This module supports:

Vehicles use the same core mechanics as characters.


Vehicle Stats

Each vehicle has:

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:

GM discretion applies.


Vehicle Actions

Driver/Pilot uses:

1d20 + Handling + Piloting

Passengers may:


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:

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:

If vehicles feel too strong:

If vehicles feel weak:


ODDS RPG Vehicle Module v1.0